Mary, at least at round start, is most feared for her ability to charge in with Straight Slicer (b,f+K), a low profile slide, and her jumps which travel low and far. Abusing these tools, however, is a surefire way to get you killed. b,f+D doesn't reach entirely fullscreen, meaning the opponent always has the opportunity to backdash and punish at this distance. This route is further closed against opponents with ground-skimming fireballs, and while b,f+K can be used to go under high fireballs the hop Mary does before sliding means this needs to be pre-emptive or else she will get hit during the startup. Mary's j.D and j.CD are both notable jump-ins but either of them will cleanly miss an opponent above her; as such, Mary is also reliant on her air-to-air in j.C for getting in. Of course, these are susceptible to getting anti-aired, although j.CD often requires a reversal or meter to beat. Mary doesn't have any fast, long-reaching heavy attacks to poke with on the ground; although st.C reaches far and is super cancellable and st.D goes over lows, these are both sluggish on startup and recovery. Mary's best normals for pressure are st.B and cr.B, both of which are fast and reach quite far. st.B is safe to tack on at the end of pressure as it covers opponents attempting to jump out while letting you recover in time to check a roll, but it isn't cancellable into anything besides Maxmode.
Mary, at least at round start, is most feared for her ability to charge in with Straight Slicer (b,f+K), a low profile slide, and her jumps which travel low and far. Abusing these tools, however, is a surefire way to get you killed. b,f+D doesn't reach entirely fullscreen, meaning the opponent always has the opportunity to backdash and punish at this distance. This route is further closed against opponents with ground-skimming fireballs, and while b,f+K can be used to go under high fireballs the hop Mary does before sliding means this needs to be pre-emptive or else she will get hit during the startup. Mary's j.D and j.CD are both notable jump-ins but either of them will cleanly miss an opponent above her; as such, Mary is also reliant on her air-to-air in j.C for getting in. Of course, these are susceptible to getting anti-aired, although j.CD often requires a reversal or meter to beat. Mary doesn't have any fast, long-reaching heavy attacks to poke with on the ground; although st.C reaches far and is super cancellable and st.D goes over lows, these are both sluggish on startup and recovery. Mary's best normals for pressure are st.B and cr.B, both of which are fast and reach quite far. st.B is safe to tack on at the end of pressure as it covers opponents attempting to jump out while letting you recover in time to check a roll, but it isn't cancellable into anything besides Maxmode.
Mary's hop pressure is standard fare. Her cr.B and cr.A are quite good for lights, sporting decent range and advantage, and she can combo into the light and EX versions of Straight Slicer from a simple low chain. j.D, in addition to being a great jump-in overall, also has some crossup potential, though quite limited. If the opponent attempts to mash out then Mary can also throw in an early hop j.B, which reaches quite low, to stuff their attacks, with this normal also being able to crossup. If the opponent is respectful on defense then Mary can continue pressure with Spin Fall (qcf+P), which crushes lows, or threaten with M. Breaker (dp+P), a leaping grab indistinguishable from a regular hop. Notably, the startup of dpK is indistinguishable from that of a hop, making it a legitimate mixup option. When Mary has meter she also gains access to command grabs such as M. Typhoon (hcb,hcb+K) which have plenty of range for catching rolls. Mary is unique in that she has a meterless command grab which is locked behind a special dodge (qcb+P~qcf+P). While the EX version allows her to grab instantly, the regular version forces you to wait twelve frames before she is allowed to grab, limiting how you can use it on offense.
Mary's hop pressure is standard fare. Her cr.B and cr.A are quite good for lights, sporting decent range and advantage, and she can combo into the light and EX versions of Straight Slicer from a simple low chain. j.D, in addition to being a great jump-in overall, also has some crossup potential, though quite limited. If the opponent attempts to mash out then Mary can also throw in an early hop j.B, which reaches quite low, to stuff their attacks, with this normal also being able to crossup. If the opponent is respectful on defense then Mary can continue pressure with Spin Fall (qcf+P), which crushes lows, or threaten with M. Breaker (dp+P), a leaping grab indistinguishable from a regular hop. Notably, the startup of dp+K is indistinguishable from that of a hop, making it a legitimate mixup option. When Mary has meter she also gains access to command grabs such as M. Typhoon (hcb,hcb+K) which have plenty of range for catching rolls. Mary is unique in that she has a meterless command grab which is locked behind a special dodge (qcb+P~qcf+P). While the EX version allows her to grab instantly, the regular version forces you to wait twelve frames before she is allowed to grab, limiting how you can use it on offense.
Mary has perhaps the most defensive options out of any character, but they are all quite risky. Vertical Arrow (dp+K) is an extremely active reversal which leads into a hard knockdown on hit, but it's sluggish to start and as punishable as you would expect. The EX version starts up way quicker, saving Mary from certain safejump setups, but it doesn't lead to a hard knockdown. Another important option is her dodge, as discussed earlier, which is great for punishing rush moves and opponents who are way too close to you on your wakeup. However, not only does the followup, a grab, not work against aerial opponents but the dodge itself can be thrown. If your opponent expects you to use it as a mixup option then there's nothing stopping them from throwing you, as Mary has to be quite close for the grab to reach. Climbing Arrow (df+D) can low profile moves such as [[The King of Fighters XV/Terry Bogard|Terry]]'s Burn Knuckle and can juggle into Vertical Arrow, but its slow startup and weird angle makes it ineffective as an anti-air. Mary may force a defensive mixup between whether she will go for Vertical Arrow (strike) or Real Counter (throw) as her reversal of choice, but this is shut down by simply staying out of range from either of them. Keep in mind that Mary is not restricted to these special defensive options - in addition to rolls, Mary's jabs and cl.C are quite good at pushing her way out of pressure, particularly cl.C which, in addition to being a two-hit combo starter, is fast and reaches high. st.B, in addition to being an important tool in pressure, may also be used for its speed and range. Though both of Mary's supers (her ranbu and her command grab) can be used as reversals, it is best to save your meter for guard cancels or Shatter Strike if you are using it defensively.
Mary has perhaps the most defensive options out of any character, but they are all quite risky. Vertical Arrow (dp+K) is an extremely active reversal which leads into a hard knockdown on hit, but it's sluggish to start and as punishable as you would expect. The EX version starts up way quicker, saving Mary from certain safejump setups, but it doesn't lead to a hard knockdown. Another important option is her dodge, as discussed earlier, which is great for punishing rush moves and opponents who are way too close to you on your wakeup. However, not only does the followup, a grab, not work against aerial opponents but the dodge itself can be thrown. If your opponent expects you to use it as a mixup option then there's nothing stopping them from throwing you, as Mary has to be quite close for the grab to reach. Climbing Arrow (df+D) can low profile moves such as [[The King of Fighters XV/Terry Bogard|Terry]]'s Burn Knuckle and can juggle into Vertical Arrow, but its slow startup and weird angle makes it ineffective as an anti-air. Mary may force a defensive mixup between whether she will go for Vertical Arrow (strike) or Real Counter (throw) as her reversal of choice, but this is shut down by simply staying out of range from either of them. Keep in mind that Mary is not restricted to these special defensive options - in addition to rolls, Mary's jabs and cl.C are quite good at pushing her way out of pressure, particularly cl.C which, in addition to being a two-hit combo starter, is fast and reaches high. st.B, in addition to being an important tool in pressure, may also be used for its speed and range. Though both of Mary's supers (her ranbu and her command grab) can be used as reversals, it is best to save your meter for guard cancels or Shatter Strike if you are using it defensively.
Blue Mary is a rushdown character who can preserve momentum well using mixups and reversals which all result in hard knockdowns, but who requires very good reads before she can start.
Pros
Cons
Jump arcs travel low and far and are backed up by a suite of good air normals.
Hard knockdowns from most of her specials allow her to maintain rushdown momentum.
Strong mixup potential, with great hop normals, strong low combos, an overhead and various grabs.
Highly-damaging, meter-efficient combos which give Mary flexibility in how she chooses to meterdump.
Extremely tricky on defense with both a meterless reversal and a dodge grab.
She's hot.
Subpar normals for neutral play, either being too slow or too short.
Bad recovery on most of her tools makes her heavy on commitment.
For all of her strengths and everything she can do, Mary always has to take serious risks.
Mary reclaims her seat as a KOF regular with more or less the same tools which made her strong in XIV at her arsenal. Fitting for a detective, Mary is able to give chase with tools such as her air normals and low profile slide, making her a threat from hyper hop distance. Her various specials have plenty of active frames to catch the opponent, while her reversal and dodge grab give her respectable options on defense. Once she's in she has access to effective mixups, with a decent high/low game backed up by a leaping grab and strong air normals to keep pressure going, and everything she does can lead to a hard knockdown. Mary's main weakness is that, while her moves are all quite active, the recovery on them is abysmal, making her very easy to punish at the worst of times. This is especially true for her defensive options, which though varied will leave Mary vulnerable if she makes the wrong call. If you want to be a good detective then do your homework before barging in.
Mary, at least at round start, is most feared for her ability to charge in with Straight Slicer (b,f+K), a low profile slide, and her jumps which travel low and far. Abusing these tools, however, is a surefire way to get you killed. b,f+D doesn't reach entirely fullscreen, meaning the opponent always has the opportunity to backdash and punish at this distance. This route is further closed against opponents with ground-skimming fireballs, and while b,f+K can be used to go under high fireballs the hop Mary does before sliding means this needs to be pre-emptive or else she will get hit during the startup. Mary's j.D and j.CD are both notable jump-ins but either of them will cleanly miss an opponent above her; as such, Mary is also reliant on her air-to-air in j.C for getting in. Of course, these are susceptible to getting anti-aired, although j.CD often requires a reversal or meter to beat. Mary doesn't have any fast, long-reaching heavy attacks to poke with on the ground; although st.C reaches far and is super cancellable and st.D goes over lows, these are both sluggish on startup and recovery. Mary's best normals for pressure are st.B and cr.B, both of which are fast and reach quite far. st.B is safe to tack on at the end of pressure as it covers opponents attempting to jump out while letting you recover in time to check a roll, but it isn't cancellable into anything besides Maxmode.
Mary's hop pressure is standard fare. Her cr.B and cr.A are quite good for lights, sporting decent range and advantage, and she can combo into the light and EX versions of Straight Slicer from a simple low chain. j.D, in addition to being a great jump-in overall, also has some crossup potential, though quite limited. If the opponent attempts to mash out then Mary can also throw in an early hop j.B, which reaches quite low, to stuff their attacks, with this normal also being able to crossup. If the opponent is respectful on defense then Mary can continue pressure with Spin Fall (qcf+P), which crushes lows, or threaten with M. Breaker (dp+P), a leaping grab indistinguishable from a regular hop. Notably, the startup of dp+K is indistinguishable from that of a hop, making it a legitimate mixup option. When Mary has meter she also gains access to command grabs such as M. Typhoon (hcb,hcb+K) which have plenty of range for catching rolls. Mary is unique in that she has a meterless command grab which is locked behind a special dodge (qcb+P~qcf+P). While the EX version allows her to grab instantly, the regular version forces you to wait twelve frames before she is allowed to grab, limiting how you can use it on offense.
Mary has perhaps the most defensive options out of any character, but they are all quite risky. Vertical Arrow (dp+K) is an extremely active reversal which leads into a hard knockdown on hit, but it's sluggish to start and as punishable as you would expect. The EX version starts up way quicker, saving Mary from certain safejump setups, but it doesn't lead to a hard knockdown. Another important option is her dodge, as discussed earlier, which is great for punishing rush moves and opponents who are way too close to you on your wakeup. However, not only does the followup, a grab, not work against aerial opponents but the dodge itself can be thrown. If your opponent expects you to use it as a mixup option then there's nothing stopping them from throwing you, as Mary has to be quite close for the grab to reach. Climbing Arrow (df+D) can low profile moves such as Terry's Burn Knuckle and can juggle into Vertical Arrow, but its slow startup and weird angle makes it ineffective as an anti-air. Mary may force a defensive mixup between whether she will go for Vertical Arrow (strike) or Real Counter (throw) as her reversal of choice, but this is shut down by simply staying out of range from either of them. Keep in mind that Mary is not restricted to these special defensive options - in addition to rolls, Mary's jabs and cl.C are quite good at pushing her way out of pressure, particularly cl.C which, in addition to being a two-hit combo starter, is fast and reaches high. st.B, in addition to being an important tool in pressure, may also be used for its speed and range. Though both of Mary's supers (her ranbu and her command grab) can be used as reversals, it is best to save your meter for guard cancels or Shatter Strike if you are using it defensively.
Mary is quite flexible with meter. Her meterdump combos are notably effective for their cost, both packing high damage and strong corner carry. Given her offense and usage of specials she is often quite good at building meter too, but this depends on the matchup. While she is efficient with meter, she is quite scary as an anchor, not only because EX Straight Slicer is a threat in neutral but she can very easily convert into her Quickmode Climax combo from her overhead and her lows. Mary can go anywhere on the team, but polarising matchups and her high risk factor are serious concerns.
Normals
Far Standing Normals
Far A
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Hop check.
Far B
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The fact Double Rolling's input got changed means you can now walk forward and do this, making it much easier to use in pressure. Generally you use this poke at the end of a cr.B blockstring as a safe check.
Far C
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This poke is slow, and given Mary is either trying to get in or mixing you up this move rarely sees use unless you miss the proxy window for a punish. This move is super cancellable, though, and you have two hits to confirm it.
Far D
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A sobat which goes over lows. Not very rewarding, but a safe bet in pressure. It's not very fast but it can still be used for low crushes.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
25
Mid
command
4
3
6
+6
+4
-
30
60
Hop check. You can start Rush Combos with this if you are bad, but you shouldn't do that because her other light combos are way better.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
70 (35+35)
Mid
command
4
2 (1) 2
20
-1
-3
-
70 (35+35)
120 (60+60)
Mary's safest bet for hit confirms. Can also be used in frame traps.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
80
Mid
command
5
4
15
+2
0
-
70
120
Deals more damage than cl.C and it's concentrated in one hit as opposed to two, but there's more pushback and less time to hit confirm.
Crouch Normals
Crouch A
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Placeholder
Being plus on block while not leading into a Rush Combo unlike close A makes this normal great for pressure.
Crouch B
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Decent range for a low. If you're too far out then you won't be able to combo into Double Rolling. You will have to combo into Straight Slicer from cr.A instead.
Crouch C
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Rushes Mary forward a fair bit. Optimal combo glue after you pop Quickmode. Has decent priority and is surprisingly fast but it's not very safe.
Crouch D
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This sweep is not cancellable, but it has decent range and it's quick. You won't die for using this but it's not very rewarding.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
hop
hop
40
High
-
6
6
1 on ground
-
-
-
30
50
jump
jump
45
High
-
6
8
1 on ground
-
-
-
30
60
Fast, hits deep and leads to ambiguous crossups. Important hop normal for when Mary is up close.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
hop
hop
70
High
-
7
7
1 on ground
-
-
-
70
100
jump
jump
70
High
-
7
9
1 on ground
-
-
-
70
120
This is Mary's best air-to-air, angled a bit above her head. This has similar range to j.D but the two normals cover the space above and below her respectively, perfectly complementing each other but forcing you to make a split-second decision as to where the opponent is going to be.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
hop
hop
70
High
-
8
7
1 on ground
-
-
-
70
100
jump
jump
70
High
-
8
9
1 on ground
-
-
-
70
120
This move's decent range and downward angle combines with Mary's low, far-travelling jumps to be an effective chase tool. This is a very effective jump-in but it has very limited crossup potential.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
75
Mid
command
15
5
22
Wall Splat - HKD (gnd) (73 to 89)
-4
-
100
160
Has very decent range but doesn't move Mary forward at all, limiting its use in pressure.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
75
Mid
-
15
6
27
Crumple - HKD (93)
-10
Armor: 4 to 14 (11 frames)
0
200
Go for pickups with Straight Slicer. You get EX Straight Slicer for free if you want to use that.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
hop
hop
80
Mid
-
17
5
1 on ground
SKD
-
-
80
120
jump
jump
90
Mid
-
17
7
1 on ground
SKD
-
-
80
140
Extremely important tool. Its long, downward angle and its great priority make it function as an effective pressure tool, and for poking your way in as well. Do it early for best results, as the startup is quite slow. You can't really use this for early air-to-airs, so you'll either have to use jC instead or stick with moves like Vertical Arrow or Real Counter.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
70 [60]
High [Mid]
super [special]
22 [15]
4
19 [23]
-2 [-6]
-4 [-8]
-
60 [40]
80 [60]
Long-ranged overhead. High profiles a bit during the startup, but it can be stuffed with cr.Bs just before the hit. Super cancellable.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Two hits: a sobat which goes over lows, then a low-hitting kick. Only the second hit is cancellable. This has fast enough startup to combo from lights and it gives you enough time to charge for any Straight Slicer, but on block there is a gap between the two hits which can be rolled through or stuffed by reversals. Its range isn't the best so if you cancel from cr.A too far from the opponent then you will drop the combo.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
60
Mid
special
14
5
19
SKD (43: Tech / 70: Non-tech)
-5
-
60
80
An anti-air with very decent upper body invulnerability, but slow startup and a weird hitbox. Given the existence of Straight Slicer, quickly switching from 1 to 3 to anti-air can cause [4]6D to come out instead. Mainly used in juggles, as it is always special cancellable and it's a launcher.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
B
B
80
Low
super
14
10
16
SKD (29: Tech / 56: Non-tech) - Close
-7 (Close) to 2 (Max Range)
-
60
80
D
D
60
Low
super
18
12
21
-12 (Close) to -3 (Max Range)
-14 (Close) to -4 (Max Range)
-
60
80
A near-fullscreen slide, with the keyword being near-fullscreen. In addition to being easily baited at fullscreen, it can also be sniped by deep-hitting jump-ins if the opponent is hopping in place (this can still trip some moves, however). This is an important tool against high fireballs, but it requires a very good read considering how good the recovery on those tools tend to be, and how bad this move is on block. Only realistically combo-able from 4B. Super cancellable.
BD
BD
80
Low
-
14
9
32
-20 (Close) to -12 (Max Range)
-20 (Close) to -12 (Max Range)
-
0
100
Pretty much [4]6D but it travels way faster, making it a much better anti-fireball tool and even more effective for surprise attacks. Its followup is also much more rewarding on hit. This is also bad on block, but the threat of Stun Fang can make this safe, though you really shouldn't bet on it.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
60
N/A
-
-
-
-
HKD (28)
-
-
0
0
A hard knockdown from your anti-fireball tool, giving Mary much-needed momentum after struggling in neutral.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
64 (8*8+10)
Mid
-
11
-
-
SKD (66: Tech / 110: Non-tech)
-12
-
0
<60
One of two crumple EX moves in Mary's arsenal. This move make Mary's ability to low profile a massive threat, as she can potentially get big combos from this move. However, as a neutral skip, EX Straight Slicer can be baited easily. This move appears to be safe at first but can be punished by light attacks or sweeps which reach far enough, which can lead to a big punish depending on the matchup.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
B
B
78 (40+40)
Mid
super (1)
6
11
38 (12 on ground)
SKD (11: Tech / 51: Non-tech)
-28
Full body against non-projectile air moves: 1 to 7 (7 frames)
80 (40+40)
120 (60+60)
D
D
78 (40+40)
Mid
super (1)
8
18
44 (19 on ground)
SKD (-2: Tech / 38: Non-tech)
-41
Full Body: 1 to 11 (11 Frames)
100 (40+60)
120 (60+60)
An anti-air special. The light version does not have invincibility, but the heavy and EX versions do. The heavy version is your main reversal but it's kinda slow. Despite appearances this will catch opponents jumping over you in the corner, although the EX version seems to be more dependable in doing this. Super cancellable.
BD
BD
176 (45+25*4+50)
Mid
-
4
5 (3) 2 (3) 2 (3) 2 (3) 3
43 (16 on ground)
SKD (27: Tech / 67: Non-tech)
-48
Full Body: 1 to 8 (8 Frames)
0
120 (80+20+20)
The EX version deals more damage overall than 623D~623B/D. As 623D is a common combo ender from many of Mary's juggles, this can be used instead if the combo is going to kill. This move is also faster than 623D, making it less easy to safejump.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
D
D
20+40
N/A
-
-
-
-
HKD (27)
-
-
0
0
Can only be used after heavy Vertical Arrow, not light or EX. This followup grants you a hard knockdown and some time to chase up to the opponent and go for something.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
A
A
80
Mid
-
25
3
19
+1~+3
-3 (Close) to -1 (Max Range)
-
60
80
C
C
80
Mid
-
24
4
23
-3 (Close) to -1 (Max Range)
-7 (Close) to -5 (Max Range)
-
60
80
This move is mainly used to extend pressure if your combo string was blocked. 236A is better for this because 236C is unsafe and has slower startup. This will easily catch opponents trying to jump out, but it's nowhere near as active as Terry's Crack Shoot. This move can go over some ground-skimming fireballs, but it has slow startup and the recovery isn't good. Not an overhead despite appearances.
AC
AC
107 (60+50)
Mid
-
15
6
22
Ground Bounce - HKD (68)
-9 (Close) to -6 (Max Range)
Low Feet/Ankle Strike: 1 to 22 ( 22 Frames)
0
120 (60+60)
Combo glue. This and Stun Fang are your best combo extenders, although this is better to start off with because it deals way less hits, so damage scaling won't affect the rest of the combo as much. However, the juggle into Climbing Arrow afterwards is tighter than it is after Stun Fang, so juggling after this move optimally takes a little more skill. Still not an overhead.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
60
N/A
-
-
-
-
HKD (38)
-
-
0
0
A hard knockdown if you somehow managed to land heavy Spin Fall on a grounded opponent. If you land Spin Fall it's usually because you caught the opponent jumping in your pressure. As such, opportunities to land this move are few and far between.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
A
A
0
N/A
-
-
-
46 (Total Frames)
-
-
Full Body: 1 to 3 (3 Frames) / Full Strike: 4 to 17 (14 Frames)
0
0
C
C
0
N/A
-
-
-
46 (Total Frames)
-
-
Full Body: 1 to 3 (3 Frames) / Full Strike: 4 to 17 (14 Frames)
0
0
Mary's spot dodge. Any strike will whiff through this move completely, but Mary can be grabbed out of this at any point. This version of the move has enough i-frames that you can realistically dodge moves with plenty of active frames such as Terry's Burn Knuckle and then punish them with Backdrop Real. However, the invuln window quickly wears off after this and a well-spaced meaty will be able to punish it. This can work as an anti-air against direct jump-ins but will lose to empty jump throw, as there is no landing recovery for you to punish.
AC
AC
0
N/A
-
-
-
46 (Total Frames)
-
-
Full Body: 1 to 10 (10 Frames) / Full Strike: 11 to 30 (20 Frames)
0
0
Much more dependable as a reversal. Not only is the strike invuln lengthened but the attack also starts with throw invuln as well, which lasts for a while as well but not as long. This also makes it more dependable as a mixup option, as it cannot be checked with wakeup throw.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
A or C
A or C
140
N/A
-
1
1
35
HKD (35)
Unblockable
Full Body: 1 (1 Frame)
0
0
AC
AC
160 (80+80)
N/A
-
1
2
27
HKD (+40)
Unblockable
Full Body: 1 to 2 (2 Frames)
0
0
An instant command grab which can only be performed within Real Counter. The caveat is that you must wait twelve frames before you can cancel Real Counter into Backdrop Real, meaning no instant command grabs from this. This can work as a mixup option, as the dodge will beat wakeup mashing and the minimum waiting time of twelve frames is not enough to react to reliably. However, this will lose to jumping or wakeup throws, and the range of the command grab itself, though decent, is something to keep in mind.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
A
A
120 (40+80)
N/A
-
25
4
29
HKD (39)
Unblockable
-
0
0
C
C
120 (40+80)
N/A
-
27
6
29
HKD (39)
Unblockable
-
0
0
A leaping command grab which looks identical to a hop, and can be countered in similar ways. Strength determines the startup and how far it goes. Each strength can be ticked into from lights and heavies respectively; in the corner, for instance, you can cancel cl.C into 623C and it will catch them blocking or mashing a low button, whereas 623A starts up too quickly for the grab to work.
AC
AC
150 (50+100)
N/A
-
20
8
27
HKD (39)
Unblockable
Projectile Invincibility: 1 to 30 (30 Frames)
0
0
The EX version travels further than 623C, is faster and goes through fireballs. This is particularly helpful against characters with ground-skimming fireballs, where Straight Slicer is of no help.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
B
B
200
N/A
-
3
2
60
HKD (20)
Unblockable
Full Body: 1 to 4 (4 Frames)
0
0
D
D
200
N/A
-
3
2
60
HKD (20)
Unblockable
Full Body: 1 to 4 (4 Frames)
0
0
A fast command grab super. Deals more damage than M.Splash Rose but there's no Advanced or Climax cancel window anywhere.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
A
A
181 (0+20*3+35+17*3+35)
Mid
advanced, climax
11
11
34
HKD (34)
-13
Full Body: 1 to 3 (3 Frames) / Full Strike: 4 to 6 (3 Frames)
-
-
C
C
181 (0+20*3+35+17*3+35)
Mid
advanced, climax
11
11
34
HKD (34)
-13
Full Body: 1 to 14 (14 Frames)
-
-
Rush super. There are two cancel windows: as she leaves the ground for the final hit and as she is falling. The former is important for Advanced Cancels into SDM M.Typhoon, whereas the latter grants you max damage juggles into Climax.
AC
AC
335 (0+15+30+15+25+15+30+15+30+10*6+100) Min: 185
Mid
climax
6
13
45
HKD (45)
-18
Full Body: 1 to 7 (7 Frames) Projectile Invincibility: 8 to 11 (4 Frames)
0
0
Much better invincibility and travels further. The ideal Climax cancel window is on the very final hit as she lands, though be wary that the motion for it will be swapped.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
440 (100+142+18*3+144) Min: 255
Mid
-
6
10
60 (33 on ground)
HKD (22)
-51
Full Body: 1 to 7 (7 Frames) / Full Strike: 8 to 14 (7 Frames)
-
-
Has a bigger hitbox than the animation would have you believe.