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The King of Fighters XIV/Blue Mary: Difference between revisions
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|hitbox=[https://drive.google.com/open?id=1SGhcRYqJuOMSJSz9cJ6V-b_wfHTv4KE0 Hitbox] | |hitbox=[https://drive.google.com/open?id=1SGhcRYqJuOMSJSz9cJ6V-b_wfHTv4KE0 Hitbox] | ||
|invul= | |invul= | ||
|description= Standard jab, which use to poke against hops. Whiffs on some characters crouching. Cant cancel into command normals. Special cancel-able | |description= *Standard jab, which use to poke against hops. | ||
*Whiffs on some characters crouching. | |||
*Cant cancel into command normals. | |||
*Special cancel-able | |||
}} | }} | ||
}} | }} | ||
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|hitbox=[https://drive.google.com/open?id=1RFIx42PZTKed1-VlHWTZul-P287Xe1_2 Hitbox] | |hitbox=[https://drive.google.com/open?id=1RFIx42PZTKed1-VlHWTZul-P287Xe1_2 Hitbox] | ||
|invul= | |invul= | ||
|description= More range than st.A. Great poke against against standing opponents. Hits crouches. Only super Cancel-able. | |description= *More range than st.A. | ||
*Great poke against against standing opponents. | |||
*Hits crouches. Only super Cancel-able. | |||
}} | }} | ||
}} | }} | ||
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|hitbox=[https://drive.google.com/open?id=1KZLOlg6ADQ-05YvM91ePBMs61OIo2i04 Hitbox] | |hitbox=[https://drive.google.com/open?id=1KZLOlg6ADQ-05YvM91ePBMs61OIo2i04 Hitbox] | ||
|invul= | |invul= | ||
|description= Hits twice. Only super cancelable. Moves her hitbox forward. | |description= *Hits twice. | ||
*Only super cancelable. | |||
*Moves her hitbox forward. | |||
}} | }} | ||
}} | }} | ||
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|hitbox=[https://drive.google.com/open?id=1OGgbE2RnsdDE8WPDXNywi_dZi2pVhQBw Hitbox] | |hitbox=[https://drive.google.com/open?id=1OGgbE2RnsdDE8WPDXNywi_dZi2pVhQBw Hitbox] | ||
|invul= Low: 7 to 21 (15 Frames) | |invul= Low: 7 to 21 (15 Frames) | ||
|description= Great range, but slow. Crushes slow lows or spamming cr. B (x2). Not command/special/super cancel-able. Cannot not quick max cancel. | |description= *Great range, but slow. | ||
*Crushes slow lows or spamming cr. B (x2). | |||
*Not command/special/super cancel-able. | |||
*Cannot not quick max cancel. | |||
}} | }} | ||
}} | }} | ||
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|hitbox=[https://drive.google.com/open?id=16FOxvmNfho1PdZ7BLxRwTgp07iUkbq61 Hitbox] | |hitbox=[https://drive.google.com/open?id=16FOxvmNfho1PdZ7BLxRwTgp07iUkbq61 Hitbox] | ||
|invul= | |invul= | ||
|description= Standard close jab. Like Far A, cl. A is useful to stop hops, if the opponent hops close towards Blue Mary. | |description= *Standard close jab. | ||
*Like Far A, cl. A is useful to stop hops, if the opponent hops close towards Blue Mary. | |||
}} | }} | ||
}} | }} | ||
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|hitbox=[https://drive.google.com/open?id=1T6UZP8VS_qg7iT0dHrSewD34WOEGfWPK Hitbox] | |hitbox=[https://drive.google.com/open?id=1T6UZP8VS_qg7iT0dHrSewD34WOEGfWPK Hitbox] | ||
|invul= | |invul= | ||
|description= Standing low Attack. Can cancel into itself. Point blank cl.B, cl.B, cr.B or Far B works. Can cancel, but will not combo into command normals. Special/super cancel-able. | |description= *Standing low Attack. | ||
*Can cancel into itself. | |||
*Point blank cl.B, cl.B, cr.B or Far B works. | |||
*Can cancel, but will not combo into command normals. | |||
*Special/super cancel-able. | |||
}} | }} | ||
}} | }} | ||
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|hitbox=[https://drive.google.com/open?id=1GaFpqPuUncYdULqHt-DNXOkr_Fp3dNfu Hitbox] | |hitbox=[https://drive.google.com/open?id=1GaFpqPuUncYdULqHt-DNXOkr_Fp3dNfu Hitbox] | ||
|invul= | |invul= | ||
|description= Hits twice. Command/special cancel-able. Doesnt hit very high above her head. Useful for grab/ close heavey OS against close empty hop/jump. | |description= *Hits twice. | ||
*Command/special cancel-able. | |||
*Doesnt hit very high above her head. | |||
*Useful for grab/ close heavey OS against close empty hop/jump. | |||
}} | }} | ||
}} | }} | ||
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|hitbox=[https://drive.google.com/open?id=1PowNpwGQW5WpQUHAyNHIlp6ycY29bFRu Hitbox] | |hitbox=[https://drive.google.com/open?id=1PowNpwGQW5WpQUHAyNHIlp6ycY29bFRu Hitbox] | ||
|invul= | |invul= | ||
|description= Most damaging close heavy normal. The second best heavy normal to start combos after cross-ups and quick max. Has a lot of pushback that can make f+B whiff. | |description= *Most damaging close heavy normal. | ||
*The second best heavy normal to start combos after cross-ups and quick max. | |||
*Has a lot of pushback that can make f+B whiff. | |||
}} | }} | ||
}} | }} | ||
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|hitbox=[https://drive.google.com/open?id=1trr-cYEme5tEfXL6UxKIBAWMEk8DUaZ2 Hitbox] | |hitbox=[https://drive.google.com/open?id=1trr-cYEme5tEfXL6UxKIBAWMEk8DUaZ2 Hitbox] | ||
|invul= | |invul= | ||
|description= Hits mid. Slightly less range than cr.B. command/special/super cancel-able. Useful for mid range into cr. D frame trap and can link into cl. D at point-blank range. | |description= *Hits mid. | ||
*Slightly less range than cr.B. command/special/super cancel-able. | |||
*Useful for mid range into cr. D frame trap and can link into cl. D at point-blank range. | |||
}} | }} | ||
}} | }} | ||
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|hitbox=[https://drive.google.com/open?id=1w9syEjVkhdd9dV8HMnqn32FJCwZW9ZqN Hitbox] | |hitbox=[https://drive.google.com/open?id=1w9syEjVkhdd9dV8HMnqn32FJCwZW9ZqN Hitbox] | ||
|invul= | |invul= | ||
|description= Hits low and fast. Lowers her crouching hitbox a lot. Can't command/special cancel. Standard quick max starter. | |description= *Hits low and fast. | ||
*Lowers her crouching hitbox a lot. | |||
*Can't command/special cancel. | |||
*Standard quick max starter. | |||
}} | }} | ||
}} | }} | ||
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|hitbox=[https://drive.google.com/open?id=1wPHv_N8zjgytygyoUSVVl1M4JkOAZCXa Hitbox] | |hitbox=[https://drive.google.com/open?id=1wPHv_N8zjgytygyoUSVVl1M4JkOAZCXa Hitbox] | ||
|invul= | |invul= | ||
|description= Hits mid. Lowers hitbox plus moves her forward a bit. Her best heavy normal combo starter especailly into f+B. | |description= *Hits mid. | ||
*Lowers hitbox plus moves her forward a bit. | |||
*Her best heavy normal combo starter especailly into f+B. | |||
}} | }} | ||
}} | }} | ||
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|hitbox=[https://drive.google.com/open?id=17QrGh7vpxDEctFxjX2F36DwFSvzf0mI1 Hitbox] | |hitbox=[https://drive.google.com/open?id=17QrGh7vpxDEctFxjX2F36DwFSvzf0mI1 Hitbox] | ||
|invul= | |invul= | ||
|description= Hits low and fast. Punishable if done at close range, but has a lot of pushback. So it's better use at mid to the furthest range of cr. D. Especially useful as a frame trap at mid-screen from cr.B (x3) or cr. B(x2), cr. A. | |description= *Hits low and fast. | ||
*Punishable if done at close range, but has a lot of pushback. So it's better use at mid to the furthest range of cr. D. Especially useful as a frame trap at mid-screen from cr.B (x3) or cr. B(x2), cr. A. | |||
}} | }} | ||
}} | }} | ||
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|hitbox=[https://drive.google.com/open?id=1O2CmsL4WKGZy2vv27TVS19d1uCfToTby Hitbox] | |hitbox=[https://drive.google.com/open?id=1O2CmsL4WKGZy2vv27TVS19d1uCfToTby Hitbox] | ||
|invul= | |invul= | ||
|description= Can cancel ending frames into her command normals. | |description= *Can cancel ending frames into her command normals. | ||
}} | }} | ||
}} | }} | ||
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|hitbox=[https://drive.google.com/open?id=1Ty_ZAeIKmn9sSONxqL1JXfJlB5bmJQ6g Hitbox] | |hitbox=[https://drive.google.com/open?id=1Ty_ZAeIKmn9sSONxqL1JXfJlB5bmJQ6g Hitbox] | ||
|invul= | |invul= | ||
|description= Has a good diagonal hitbox. It's useful as a jump-in confirm and a quick poke in air-to-air situations. | |description= *Has a good diagonal hitbox. | ||
*It's useful as a jump-in confirm and a quick poke in air-to-air situations. | |||
}} | }} | ||
}} | }} | ||
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|hitbox=[https://drive.google.com/open?id=1pKFKKoW7XtUFIm3XW3NRTbaLosJrJ78T Hitbox] | |hitbox=[https://drive.google.com/open?id=1pKFKKoW7XtUFIm3XW3NRTbaLosJrJ78T Hitbox] | ||
|invul= | |invul= | ||
|description= A great cross-up tools during hops and jumps. | |description= *A great cross-up tools during hops and jumps. | ||
}} | }} | ||
}} | }} | ||
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|hitbox=[https://drive.google.com/open?id=1j6YmsjjIkyWZY3Ruxzwbl1hftHOVXjZG Hitbox] | |hitbox=[https://drive.google.com/open?id=1j6YmsjjIkyWZY3Ruxzwbl1hftHOVXjZG Hitbox] | ||
|invul= | |invul= | ||
|description= Useful for air-to-air situations. | |description= *Useful for air-to-air situations. | ||
}} | }} | ||
}} | }} | ||
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|hitbox=[https://drive.google.com/open?id=1j6YmsjjIkyWZY3Ruxzwbl1hftHOVXjZG Hitbox] | |hitbox=[https://drive.google.com/open?id=1j6YmsjjIkyWZY3Ruxzwbl1hftHOVXjZG Hitbox] | ||
|invul= | |invul= | ||
|description= Useful jump-in normal. Can cross-up on standing and crouching opponents depending on spacing. | |description= *Useful jump-in normal. | ||
*Can cross-up on standing and crouching opponents depending on spacing. | |||
}} | }} | ||
}} | }} | ||
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|hitbox=[https://drive.google.com/open?id=1vO8fod0JCeywkJJ0buM2uvTLVH7gwnwD Hitbox] | |hitbox=[https://drive.google.com/open?id=1vO8fod0JCeywkJJ0buM2uvTLVH7gwnwD Hitbox] | ||
|invul= | |invul= | ||
|description= Great hit box for jump in pressure. Blue Mary can abuse her hop CD, which has a wide hitbox around her foot. It’s good as an air-to-ground normal. Only invincible moves can beat it clean, so be cautions of opponents that are good at anti-airing. | |description= *Great hit box for jump in pressure. | ||
*Blue Mary can abuse her hop CD, which has a wide hitbox around her foot. | |||
*It’s good as an air-to-ground normal. | |||
*Only invincible moves can beat it clean, so be cautions of opponents that are good at anti-airing. | |||
}} | }} | ||
}} | }} | ||
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|hitbox=[https://drive.google.com/open?id=1lFgbAJqhant-RrRgLBTadWBIWIQbK7TM Hitbox] | |hitbox=[https://drive.google.com/open?id=1lFgbAJqhant-RrRgLBTadWBIWIQbK7TM Hitbox] | ||
|invul= | |invul= | ||
|description= Nearly the same as jump A except less active frames and damage. Has a good diagonal hitbox. It's useful as a jump-in confirm and a quick poke in air-to-air situations. | |description= *Nearly the same as jump A except less active frames and damage. | ||
*Has a good diagonal hitbox. | |||
*It's useful as a jump-in confirm and a quick poke in air-to-air situations. | |||
}} | }} | ||
}} | }} | ||
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|hitbox=[https://drive.google.com/open?id=1mCA_zPC5bux4cnkXoFSZwZdJ_tvRKmsm Hitbox] | |hitbox=[https://drive.google.com/open?id=1mCA_zPC5bux4cnkXoFSZwZdJ_tvRKmsm Hitbox] | ||
|invul= | |invul= | ||
|description= Nearly the same as jump B except less active frames and damage. A great cross-up tools during hops and jumps. | |description= *Nearly the same as jump B except less active frames and damage. | ||
*A great cross-up tools during hops and jumps. | |||
}} | }} | ||
}} | }} | ||
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|hitbox=[https://drive.google.com/open?id=18l4-UL6WKMCSAvJztfMDhJ6-EJoN0SjI Hitbox] | |hitbox=[https://drive.google.com/open?id=18l4-UL6WKMCSAvJztfMDhJ6-EJoN0SjI Hitbox] | ||
|invul= | |invul= | ||
|description= Nearly the same as jump C except less active frames. Useful for air-to-air situations. | |description= *Nearly the same as jump C except less active frames. | ||
*Useful for air-to-air situations. | |||
}} | }} | ||
}} | }} | ||
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|hitbox=[https://drive.google.com/open?id=1LvBKf0P0N0dSb0p3hYGAoO1J1leqoyxG Hitbox] | |hitbox=[https://drive.google.com/open?id=1LvBKf0P0N0dSb0p3hYGAoO1J1leqoyxG Hitbox] | ||
|invul= | |invul= | ||
|description= Nearly the same as jump D except less active frames. Useful jump-in normal. Can cross-up on standing and crouching opponents depending on spacing. | |description= *Nearly the same as jump D except less active frames. | ||
*Useful jump-in normal. | |||
*Can cross-up on standing and crouching opponents depending on spacing. | |||
}} | }} | ||
}} | }} | ||
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|hitbox=[https://drive.google.com/open?id=1kTOVCe0IIHwSshedoD648Lm9QofyYiLb Hitbox] | |hitbox=[https://drive.google.com/open?id=1kTOVCe0IIHwSshedoD648Lm9QofyYiLb Hitbox] | ||
|invul= | |invul= | ||
|description= Nearly the same as jump CD except less active frames and damage. Great hit box for jump in pressure. Blue Mary can abuse her hop CD, which has a wide hitbox around her foot. It’s good as an air-to-ground normal. Only invincible moves can beat it clean, so be cautions of opponents that are good at anti-airing. | |description= *Nearly the same as jump CD except less active frames and damage. | ||
*Great hit box for jump in pressure. | |||
*Blue Mary can abuse her hop CD, which has a wide hitbox around her foot. | |||
*It’s good as an air-to-ground normal. | |||
*Only invincible moves can beat it clean, so be cautions of opponents that are good at anti-airing. | |||
}} | }} | ||
}} | }} |
Revision as of 21:53, 24 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 |
(cr. B (x2 to x3), Far B) = 85 to 110 dmg |
1 Meter |
Anywhere |
(cr. B (x1-x2), cr. A, b~f+B (SC), qcf, hcb+A/C) = 259 to 275 dmg |
2 Meters |
Anywhere |
(cr. B (x2 to x3), Far B, qcf, hcb+AC) = 378 to 386 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.
- A wide air CD that is good for pressure.
- 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
Far A |
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Far B |
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Far C |
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Far D |
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Close
Close A |
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Close B |
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Close C |
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Close D |
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Crouching
Crouch A |
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Crouch B |
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Crouch C |
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Crouch D |
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Standing Blowback
Stand CD |
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Jumping
Jump A |
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Jump B |
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Jump C |
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Jump D |
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Jump CD |
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Hop
Hop A |
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Hop B |
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Hop C |
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Hop D |
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Hop CD |
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Throws
Lock Kick (close, ←/→ + C) |
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Viktor Throw (close, ←/→ + D) |
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Command Moves
Hammer Arch - (→ + A) |
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Double Rolling - (←/→ + B) |
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Climbing Arrow - (↘ +B) |
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Special Moves
Light Straight Slicer - (← charge → + B) |
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Heavy Straight Slicer - (← charge → + D) |
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↳ Crab Clutch (↓↘→ + B/D) |
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EX Straight Slicer - (← charge → + BD) |
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↳ Stun Fang (↓↘→ + A/C) |
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Light Vertical Arrow - (→↓↘ + B) |
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Heavy Vertical Arrow - (→↓↘ + D) |
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↳ M. Snatcher (→↓↘ + B/D) |
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EX Vertical Arrow - (→↓↘ + BD) |
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Light Spin Fall (↓↘→ + A) |
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Heavy Spin Fall (↓↘→ + C) |
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↳ M. Spider (↓↘→ + A/C) |
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EX Spin Fall (↓↘→ + AC) |
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Real Counter (↓↙← + A/C) |
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↳ Backdrop Real (In close, ↓↘→ + A/C) |
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EX Real Counter (↓↙← + AC) |
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↳ EX Backdrop Real (In close, ↓↘→ + A/C) |
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Light M. Breaker (→↓↘ + A) |
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Heavy M. Breaker (→↓↘ + C) |
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EX M. Breaker (→↓↘ + AC) |
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Super Special Moves
M. Typhoon (In close, →↘↓↙←→↘↓↙← + B/D) |
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Max M. Typhoon (In close, →↘↓↙←→↘↓↙← + BD) |
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M. Splash Rose (↓↘→↘↓↙← + A/C) |
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Max M. Splash Rose (↓↘→↘↓↙← + AC) |
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Climax Super Special Moves
M. Dynamite Swing (↓↘→↓↘→ + BD) |
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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 mid-screen 2-meter anchor combo without spending any 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: Rush combo, b~f+D, qcfB/D = 172 dmg
1 Meter: Rush combo, qcf, hcb+A/C = 222 dmg
EX: Rush combo, qcf, hcb+AC = 363 dmg
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 (x2 to x3), Far B, qcf, hcb+A/C = (237 to 254 dmg)
- 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 (x2 to x3), Far B, qcf, hcb+AC = (378 to 386 dmg)
- 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 = (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 dp+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 dp+B (1 hit, SC), qcf, hcb+AC = (505 dmg)
3 meters
1000 Max Mode and up/ All Positions/ Anywhere
- cr. B (x2 to x3), Far B, qcf, hcb+A/C(AC), hcb(x2)+BD = (404 to 407 dmg)
- cr. B (x1-x2), cr. A, b~f+B (SC), qcf, hcb+AC(AC), hcb(x2)+BD = (426 to 428 dmg)
- cl. C (1 hit), b+B (2 hits), b~f+B(SC), qcf, hcb+A/C(AC), hcb(x2)+BD = (462 dmg)
- cr. C, b+B (2 hits), b~f+B(SC), qcf, hcb+AC(AC), hcb(x2)+BD = (492 dmg)
- cr. B (x1-x2), cr. A, b~f+B(SC), qcf(x2)+BD = (494 to 493 dmg)
- cr. C, b+B (2 hits), b~f+B(SC), qcf(x2)+BD = (557 dmg)
- cr. B, cr. B, (BC), cr. C, b+B (2 hits), b~f+BD, qcf+A/C, df+B, qcf(x2)+BD = (528 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+B/D (1 hit, SC), qcf, hcb+AC = (529 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 dp+B (1 hit, SC), qcf(x2)+BD = (542 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(x2)+BD = (551 dmg)
4 meters
1250 Max Mode and up/ 2nd and 3rd Positions/ Anywhere
- cr. B (x2 to x3), Far B, qcf, hcb+A/C(AC), hcb(x2)+BD = (526 to 518 dmg)
- cr. B (x1-x2), cr. A, b~f+B (SC), qcf, hcb+AC(AC), hcb(x2)+BD = (548 to 539 dmg)
- cl. C (1 hit), b+B (2 hits), b~f+B(SC), qcf, hcb+A/C(AC), hcb(x2)+BD = (573 dmg)
- cr. C, b+B (2 hits), b~f+B(SC), qcf, hcb+AC(AC), hcb(x2)+BD = (603 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+B/D (1 hit, SC) qcf, hcb+A/C (AC), hcb(x2)+BD = (549 dmg)
- cr. B, cr. B, (BC), cl. D, f+A, b~f+BD, qcf+A/C, qcf+AC (2 hits), delay b~f+BD, qcf+A/C, dash dp+B (1 hit, SC) qcf(x2)+BD = (580 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, qcf+AC (2 hits), df+B, delay dp+B (1 hit, SC) qcf, hcb+A/C (AC), hcb(x2)+BD = (548 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), delay b~f+BD, qcf+A/C, dash dp+B (1 hit, SC) qcf, hcb+A/C (AC), hcb(x2)+BD = (555 dmg)
1500 Max Mode and up/ 3rd Position/ Corner
- cr. B, cr. B, (BC), cl. D, f+A, b~f+BD, qcf+A/C, qcf+AC (2 hits), b~f+BD, qcf+A/C, df+B, delay dp+B (1 hit, SC) qcf, hcb+A/C (AC), hcb(x2)+BD = (567 dmg)
- cr. B, cr. B, (BC), cl. D, f+A, b~f+BD, qcf+A/C, qcf+AC (2 hits), b~f+BD, qcf+A/C, df+B, delay dp+B (1 hit, SC) qcf(x2)+BD = (592 dmg)
5 meters
1500 Max Mode and up/ 3rd Position/ Anywhere
- cr. B (x2 to x3), Far B, qcf, hcb+AC(CC), qcf(x2)+BD = (609 to 601 dmg)
- cr. B (x1-x2), cr. A, b~f+B(SC), qcf, hcb+AC(CC), qcf(x2)+BD = (631 to 622 dmg)
- cl. C (1 hit), b+B (2 hits), b~f+B(SC), qcf, hcb+AC(CC), qcf(x2)+B = (656 dmg)
- cr. C, b+B (2 hits), b~f+B(SC), qcf, hcb+AC(CC), qcf(x2)+B = (686 dmg)
- cr. B, cr. B, (BC), cr. C, b+B (2 hits), b~f+BD, delay qcf+A/C, df+B, qcf, hcb+AC(CC), qcf(x2)+B = (638 dmg)
- cr. B, cr. B, (BC), cl. D, f+A, b~f+BD, delay qcf+A/C, df+B, qcf, hcb+AC(CC), qcf(x2)+B = (656 dmg)
- cr. B, cr. B, (BC), cl. D, f+A, b~f+BD, qcf+A/C, qcf+AC (2 hits), delay b~f+BD, qcf+A/C, dash dp+B (1 hit, SC) qcf, hcb+A/C(CC), qcf(x2)+B = (681 dmg)
1500 Max Mode and up/ 3rd Position/ Corner
- cr. B, cr. B, (BC), cl. D, f+A, b~f+BD, qcf+A/C, qcf+AC (2 hits), b~f+BD, qcf+A/C, df+B, delay dp+B (1 hit, SC) qcf, hcb+A/C(CC), qcf(x2)+B = (693 dmg)
Misc
Meaty Jump Attack Set-ups:
Color Legend:
- Blue (Safe Jump Set-up): None of the opponent’s non-super reversals are fast enough to punish offensive character’s jump attack on wake-up.
- Green (Pseudo Safe Jump Set-up): A set-up that can beat the defending characters’ fastest non-super reversal on wake-up. It is a safe jump against slower reversals.
- Red (Won’t work): The opponent has a non-super reversal that can beat the offensive character’s jump attack on wake-up.
1. b~f+B at the corner- forward or neutral hop j. B: Only useful if the opponent does recovery rolls in the corner.
Safe Jump Set-up: | Xanadu, Joe, Kensou, Blue Mary |
---|---|
Pseudo Safe Jump Set-up: | Kyo, Sylvie, Zarina, Iori, Kim, Nakoruru, Love Heart, Shun'Ei, Meitenkun, Leona, Billy, Terry, Andy, Alice, Athena, Robert, Yuri, Antonov, Rock, Heidern |
Won’t work: | Choi, K', Kula, Ryo |
2. dp+B/D, dp+K at the corner- forward jump j. B or j. D:
Safe Jump Set-up: | Xanadu, Joe, Kensou, Blue Mary |
---|---|
Pseudo Safe Jump Set-up: | Kyo, Sylvie, Zarina, Iori, Kim, Nakoruru, Love Heart, Shun'Ei, Meitenkun, Leona, Billy, Terry, Andy, Alice, Athena, Robert, Antonov, Heidern |
Won’t work: | Choi, K', Kula, Ryo, Yuri, Rock |
3. dp+B/D, dp+K anywhere on screen - forward hyper jump j. D:
Safe Jump Set-up: | Xanadu, Joe, Kensou, Blue Mary |
---|---|
Pseudo Safe Jump Set-up: | Kyo, Sylvie, Zarina, Iori, Kim, Nakoruru, Love Heart, Shun'Ei, Leona, Billy, Terry, Andy, Alice, Athena, Robert, Antonov, Heidern |
Won’t work: | Choi, Meitenkun, K', Kula, Ryo, Yuri, Rock |
4. qcf+A/C(x2) anywhere on screen - forward hyper jump j. B or j. D:
Safe Jump Set-up: | Xanadu, Joe, Kensou, Blue Mary |
---|---|
Pseudo Safe Jump Set-up: | Kyo, Sylvie, Zarina, Iori, Kim, Nakoruru, Love Heart, Shun'Ei, Leona, Billy, Terry, Andy, Alice, Athena, Robert, Antonov, Heidern |
Won’t work: | Choi, Meitenkun, K', Kula, Ryo, Yuri, Rock |
Frame Data
Blue Mary KOFXIV Frama Data Link
Videos
Mary Combos ver.3.1 ➤ KOF14
Contributors
External Links
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Discussion Threads
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