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The King of Fighters XIV/Blue Mary: Difference between revisions
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=Misc= | =Misc= | ||
===Mix-up Options:=== | |||
Blue Mary excels at mixing up the opponent once she gets in close range. | |||
Once the opponent blocks one or a few cr. Bs in a block string, she can choose the following: | |||
* Cr. D: “cr. B (x1 to x3), cr. D” is a powerful frame trap. The opponent can only block low or commit to an invincible move between the last cr. B and cr. D to beat it. If the opponent rolls, Blue Mary can get a punish. It’s impossible to back dash without taking damage. Blue Mary should do this several times in a round if the opponent does not have a consistent answer against the frame trap. | |||
* Hop B: If the opponent is conditioned to just blocking low with the cr. B, cr. D frame trap, Blue Mary can sneak in a hop B, after a blocked cr. B, to catch the opponent off guard. Hop B has a wide enough hitbox to hit and cross-up crouching opponents unlike many air moves in KOFXIV. | |||
* qcb+A/C, hcf+A/C: If the opponent tries to use an invincible reversal during the cr. B, cr. D frame trap, Blue Mary can counter it with her invincible dodge. Cancel the dodge into a command grab if the opponent is still on the ground and in close range. | |||
* Dp+A/C: A tick throw option that moves Blue Mary forward. It can be done after delaying cr. B or after canceling a cr. A. If dp+A/C hits at the corner, Blue Mary can do a 4-frame safe jump. | |||
* f+A: Overhead into quick max if you have meter. | |||
Revision as of 00:00, 16 April 2020
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
Straight Slicer - charge briefly then + / (*)
Super Special Moves
Climax Super Special Move
Quick Combo Reference
0 Meter |
Low, Anywhere |
(combo here) = xxx dmg |
1 Meter |
Anywhere |
(combo here) = xxx dmg |
2 Meters |
Anywhere |
(combo here) = xxx dmg |
Gameplay Overview
Health: 950
Blue Mary is a very strong character in KOFXIV. She has many tools such as:
- An invincible dodge that leads into a command grab.
- An insanely fast and wide air CD.
- Plenty of easy mix-ups.
- An invincible reversal, dp+K, that puts the opponent in hard knockdown state.
She can make the opponent second guess their approach easily, with her invincible moves, while forcing her way in neutral.
Normals
Standing
- st. A: Standard jab. Whiffs on some characters crouching. Slightly negative. Cant cancel into command normals. Special cancel-able
- st. B: More range than st.A. Great poke. Hits crouches. More negative than st.A on block. Cant cancel into command normals. Not special cancel-able
- st. C: Hits twice. Only super cancelable. Moves her hitbox forward.
- st. D: Great range. Crushes lows. Not command/special/super cancel-able. CANNOT CANCEL INTO MAX MODE!
Close
- cl. A: Plus on block.
- cl. B: Hits low. Can cancel into itself. Point blank cl.B, cl.B, cr.B works. Can cancel into command normals (wont combo). Special/super cancel-able. Negative on block
- cl. C: Hits twice. Command/special cancel-able. Doesnt hit very high above her head.
- cl. D: Zero on block. command/special/super cancelable. contender with cr.C on best button to use after maxmode confirm(does more damage than cr.C)
Crouching
- cr. A: Hits mid. Slightly less range than cr.B. command/special/super cancel-able. plus on block.
- cr. B: Hits low and fast. Lowers her crouching hitbox a lot. Can't command/special cancel. Standard max-mode starter.
- cr. C: Hits mid. Lowers hitbox plus moves her forward a bit maybe her best button to use after max mode confirm
- cr. D: Hits low and fast. Great range. Very punishable on block so beware. Can only cancel into maxmode
Jumping
- j. A: Good for air-to-air. Can't cross up.
- j. B: Little range. Can cross up
- j. C: Best air-to-air based off animation. Can't cross up
- j. D: Best jump in normal. Can only cross up standing opponents. Hitbox dependent.
Blowback
- st. CD: Can cancel ending frames into her command normals.
- j. CD: Great hit box for jump in pressure.
Throws
Lock Kick - (b/f+C) close
- (description)
- Can be broken
- (soft or hard knockdown)
Viktor Throw - (b/f+D) close
- (description)
- Can be broken
- (soft or hard knockdown)
Command Moves
Hammer Arch - (f+A)
- Hits overhead. Hits mid if canceled into. Special/super cancel-able if used in combos. Great range. Can start max mode combos after hit (not hit confirm-able).
Double Rolling - (back or towards + B)
- Hits mid then low. Mostly used for combo filler. Special cancel-able. Doesnt crush lows.
Climbing Arrow - (df + B)
- Hits mid. Special cancel-able. Great anti-air potential. Launches opponent. Can combo into super on trade. Can combo into max mode on hit.
Special Moves
Straight Slicer - (charge briefly back, then towards + B/D)
- B version is a soft knockdown
- D version leaves the opponent standing for followup attacks (Crab Clutch or Stun Fang)
- (description here)
- (description here)
EX: (description here)
- Crab Clutch ( D Straight Slicer) - (qcf + B/D)
- Mary follows up Straight Slicer with a leg breaker
- Crab Clutch leaves Mary outside of her effective range on hit
- Hard knockdown
- Stun Fang (EX Straight Slicer) - (qcf + A/C)
- (description here)
EX: (description here)
Vertical Arrow - (dp + B/D)
- Both versions are two hits, D version does more damage
- (description here)
- (description here)
EX: (description here)
- M. Snatcher (Vertical Arrow) - (dp + B/D)
- (description here)
EX: (description here)
Spin Fall - (qcf + A/C)
- (description here)
- (description here)
- (description here)
EX: (description here)
- M. Spider (Spin Fall) - (qcf + A/C)
- Switches sides with opponent when move connects. Hard knockdown.
EX: (description here)
Real Counter - (qcb + A/C)
- (description here)
- (description here)
- (description here)
EX: (description here)
- Backdrop Real (Real Counter) - (qcf + A/C)
- (description here)
EX: (description here)
M. Breaker - (dp + A/C)
- (description here)
- (description here)
- (description here)
EX: (description here)
Super Special Moves
M. Typhoon - (hcb, hcb + B/D)
- (description here)
- (description here)
- (description here)
Max:
M. Splash Rose - (qcf~hcb + A/C)
- (description here)
- (description here)
- (description here)
Max:
Climax Super Special Moves
M. Dynamite Swing - (qcf, qcf + B+D)
- (description here)
- (description here)
- (description here)
Combos
Combo starter:
- cr. B (x1 or x2), cr. A – The stable combo starter that connects only to b~f+B, the light slide kick.
- cl. C (1 hit), b+B – Cl. (1 hit) is one of two heavy normals that connects to f+B consistently, without f+B whiffing, at most ranges. After doing b+B, hold back to charge for the slide kick, b~f+B/D.
- cr. C, b+B – cr. C connects to f+B consistently without f+B whiffing all ranges. It can be considered the best combo to do after quick max to connect to ex slide kick, b~f+BD.
- cl. D, f+A – This is a combo to do after quick max in the anchor position. It leads to her most damaging 2-meter anchor combo, without spending additional meter. It’s possible to do slide kick after this combo by immediately holding back during f+A. Delay f+K after f+A by a couple of frames to connect to slide kick.
- cl. D, b+B – Her most damaging combo starter, but requires cl. D to hit deep to connect f+B. It’s best to do this combo after a cross-up j. B or cross-up j. D. Also, it’s is useful after quick max for 1-meter max mode combos.
Rush Auto Combo
Meterless: description here
1 Meter: description here
EX: description here
0 meter
Anywhere
- cr. B (x2 to x3), Far B = (85 to 110 dmg)
- cr. B (x1 to x2), cr. A, b~f+B = (107 to 131 dmg)
(Main bread and butter combo. It's best to hold db while at the start of the combo to charge for b~f+B.)
- cl. C (1 hit), f+A, dp+B (x2) = (194 dmg)
- cl. D, f+A, b~f+D, qcf+B/D = (216 dmg)
- cl. D f+A, dp+B, dp+B (x2) = (234 dmg)
(cl. D has to hit very close against the opponent in order for b+B not to whiff. It's easier to do this combo after cross-up j. B or j. D.)
- cr. C, b+B (2 hits), b~f+D, qcf+B/D = (246 dmg)
(Along with cl. C (1 hit), cr. C seems to connect to b+B more consistently at any range.)
- cl. D b+B (2 hits), b~f+D, qcf+B/D = (256 dmg)
(cl. D has to hit very close against the opponent in order for b+B not to whiff. It's easier to do this combo after cross-up j. B or j. D.)
1 meter
1000 Max Mode and up/ All Positions/ Anywhere
- cr. B (x1-x2), cr. A, b~f+B (SC), qcf, hcb+A/C = (259 to 275 dmg)
- cl. C (1 hit), b+B (2 hits), b~f+B(SC), qcf, hcb+A/C = (309 dmg)
- cr. C, b+B (2 hits), b~f+B(SC), qcf, hcb+A/C = (339 dmg)
- cr. B, cr. B, (BC), cr. C, b+B (2 hits), b~f+BD, delay qcf+A/C, df+B, qcf+AC (2 hits), dp+D (x2) = (355 dmg)
1500 Max Mode/ 3rd Position/ Corner
- cr. B, cr. B, (BC), cr. C, b+B (2 hits), qcf+AC, df+B, qcf+AC, dp+BD = (360 to 372 dmg)
2 meters
1000 Max Mode and up/ All Positions/ Anywhere
- cr. B (x1-x2), cr. A, b~f+B (SC), qcf, hcb+AC = (400 to 407 dmg)
- cl. C (1 hit), b+B (2 hits), b~f+B(SC), qcf, hcb+AC = (441 dmg)
- cr. C, b+B (2 hits), b~f+B(SC), qcf, hcb+AC = (471 dmg)
- cr. B, cr. B, (BC), cr. C, b+B (2 hits), b~f+BD, delay qcf+A/C, df+B, qcf, hcb+AC = (475 dmg)
1250 Max Mode and up/ 2nd and 3rd Positions/ Anywhere
- cr. B, cr. B, (BC), cr. C, b+B (2 hits), b~f+BD, delay qcf+A/C, delay b~f+B (SC), qcf, hcb+AC = (483 dmg)
1250 Max Mode and up/ 2nd and 3rd Positions/ Corner
- cr. B, cr. B, (BC), cr. C, b+B (2 hits), b~f+BD, delay qcf+A/C, df+B, delay db+B (1 hit, SC), qcf, hcb+AC = (497 dmg)
1500 Max Mode and up/ 3rd Position/ Anywhere
- cr. B, cr. B, (BC), cl. D, f+A, b~f+BD, qcf+A/C, qcf+AC (2 hits), df+B, qcf, hcb+AC = (506 dmg)
1500 Max Mode and up/ 3rd Position/ Corner
- cr. B, cr. B, (BC), cl. D, b+B, b~f+BD, qcf+A/C, df+B, delay db+B (1 hit, SC), qcf, hcb+AC = (512 dmg)
3 meters
- (place combo here) = (place damage amount here)
(place combo description here)
4 meters
- (place combo here) = (place damage amount here)
(place combo description here)
5 meters
- (place combo here) = (place damage amount here)
(place combo description here)
Misc
Mix-up Options:
Blue Mary excels at mixing up the opponent once she gets in close range.
Once the opponent blocks one or a few cr. Bs in a block string, she can choose the following:
- Cr. D: “cr. B (x1 to x3), cr. D” is a powerful frame trap. The opponent can only block low or commit to an invincible move between the last cr. B and cr. D to beat it. If the opponent rolls, Blue Mary can get a punish. It’s impossible to back dash without taking damage. Blue Mary should do this several times in a round if the opponent does not have a consistent answer against the frame trap.
- Hop B: If the opponent is conditioned to just blocking low with the cr. B, cr. D frame trap, Blue Mary can sneak in a hop B, after a blocked cr. B, to catch the opponent off guard. Hop B has a wide enough hitbox to hit and cross-up crouching opponents unlike many air moves in KOFXIV.
- qcb+A/C, hcf+A/C: If the opponent tries to use an invincible reversal during the cr. B, cr. D frame trap, Blue Mary can counter it with her invincible dodge. Cancel the dodge into a command grab if the opponent is still on the ground and in close range.
- Dp+A/C: A tick throw option that moves Blue Mary forward. It can be done after delaying cr. B or after canceling a cr. A. If dp+A/C hits at the corner, Blue Mary can do a 4-frame safe jump.
- f+A: Overhead into quick max if you have meter.
Frame Data
Blue Mary KOFXIV Frama Data Link
Videos
Mary Combos ver.3.1 ➤ KOF14
Contributors
External Links
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