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Real Bout Fatal Fury 2/Blue Mary: Difference between revisions
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==Miscellaneous== | |||
==Notes== | |||
==Frame Specifics== | |||
Revision as of 10:47, 18 August 2011
Gameplay Overview
Gameplay Notes
Blue Mary's gameplay style revolves around high risk/high reward. She can pressure opponents well with her guessing games. Her Double Rolling is a great attack that can setup her damage and guessing games, the follow-up third hit to Double Rolling can be canceled into M.Snatcher, which deals pretty good damage, almost half a lifebar. She is also able to cancel the follow-up into Young Dive, which is where Mary's guessing games begin. From Young Dive you can perform M.Spider, an unblockable that grabs standing opponent and possesses some invulnerability frames, or she can perform the Reverse Kick, a simple turn-around jump kick, effectively allowing Mary to cross-up her opponent. The M.Spider can also be performed outside of the Young Dive, it can be executed very low to the ground by Tiger Knee'ing the command. Her Desperation Move/S-Power, M.Typhoon, is an unblockable that travels a mid-screen distance with a bit of start-up time. This move occasionally works when thrown out when least expected, but one of it's most prominent uses is during an untechable knockdown and kara-canceled into from Mary's f + B overheard. If your opponent tries to block the f + B overhead and you kara into M.Typhoon, they will be the guarding state while you roll out with M.Typhoon.
Finally, using Mary's Super Desperation Move/P-Power, Escalation, she becomes a force to be reckon with by gaining several new attacks, Vertical Arrow (dp + A), Straight Slicer (Charge b, then f + A) and Spin Fall (qcf + C). Each chain into certain specials, for example -
Vertical Arrow chains into M.Snatcher, then you can perform Dynamite Swing. Iput dp + A (Vertical Arrow), followed by dp + B (M.Snatcher), and finish with d + C (Dynamite Swing).
Each of her new attacks chains into a different special and can be ended with the Dynamite Swing finisher for big damage. Also note that Vertical Arrow is an instant overhead, which you can cancel into from a cr.B, giving Mary an extremely difficult to block attack!
Learn to abuse Mary's offensive mix-ups and mind games, she is great at harassing opponents that love to turtle or charge in recklessly.
Pros
Unblockable M.Spider That Can Be Tiger-Knee'ed or Performed During Young Dive, Setting Up Mary's Guessing Games.
Escalation P-Power Buffs Mary's Offensive Arsenal Considerably, And Enables Her To Deal Alot Of Damage, Along With Some Powerful Breakshots That Become Available To Her.
Strong Mix-Up And Mind Games, Forcing Opponents To Guess.
Kara M.Typhoon Gives Mary A Good Untechable Knockdown Option.
Crab Clutch Is A Good Punishing Tool From Mid-Range, And Can Surprisingly Put A Stop To Many Attacks. Great Whiff Punishing Tool As Well.
Cons
Outside Of Escalation Mode, Mary Has No Good Reliable Breakshot Options.
Likewise, Outside of Escalation Mode, Mary Has A Difficult Time On Defense.
Most Of Her Specials Are Easily Punishable.
Not Many Combo Options Outside Of Escalation Mode.
&==Normals==
This is the section for normals whether it's jump/stand/crouch
Standing
Jumping
Crouching
Blowback Attack
- image(s) goes here*
normal goes here, it's suggested that you abbreviate it but it's not required e.g. st.A:, input goes here, description goes here, can it be used as an anti-air? does it chain with other moves? is it cancel-able? does it lack range? does it have a slow/fast start-up? note all of it here, this template goes all the normal sections (stand/crouch/jump)
- Cancellable: info goes here, if it isn't cancel-able (Including kara/feint cancels) just erase this part
- Hit Detection: high/mid/low etc
- Damage: Yup that goes here too
&==Throw==
- Image goes here*
*Move Name here* (*input here*) - **description here**
- Can be broken, regular throws can be broken so this will always go here, Air throws also go in this section, they also cannot be broken so be sure to note that
- Hit Detection: Close, throws are always close range
- Damage:
&==Command Moves==
- picture goes here*
*Move Name here* (*input here*) - **description here**
- Since it's a command normal be sure to describe what the character does when they use it, do they use their arm or leg? is it fast? is it slow? is it kara cancel-able or is it feint cancel-able? does it hit high/Mid/Low? how many hits does it do? which hit is cancel-able? do it combo well from lights (A/B) or strong attacks (C)? does it do a lot of hit-stun? does it have really bad recovery? is it safe or not, once again be descriptive
- *Cancellable specific information goes here*
- Hit Detection:
- Damage:
&==Special Moves==
- picture goes here*
*Move Name here* (*input here*) - **description here**
- If there is a difference between the weak & strong version be sure to describe it, once again be as descriptive as possible
- *Cancellable specific information goes here*
- Hit Detection:
- Damage:
&==S-Power==
- picture goes here*
*Move Name here* (*input here*) - **description here**
- *Cancellable specific information goes here*
- Hit Detection:
- Damage:
If there is another variation of the move simply put the information below the regular version of the move, e.g. Joe's P-Power (D Version)
*Move Name here* (*input here*) - **description here**
- *Cancellable specific information goes here*
- Hit Detection:
- Damage:
&==P-Power==
- picture goes here*
*Move Name here* (*input here*) - **description here**
- Hit Detection:
- Damage:
&==Combos==
(FC) - Feint Cancel
(KC) - Kara Cancel
DMG - Damage
Some templates you may end up using
No Meter
S-Power
S-Power/Yellow Life
S-Power/Red Life
P-Power
FC Combos
Tips
Miscellaneous
Notes
Frame Specifics
Other
Links & References
Training Mode Videos