|
|
Line 373: |
Line 373: |
|
| |
|
|
| |
|
| '''Standing Blowback''' | | <div class="toccolours mw-collapsible mw-collapsed">'''Jump Normals''' |
| | | <div class="mw-collapsible-content"> |
| {{MoveData
| |
| |image=Blue_Mary_Stand_CD.jpg
| |
| |caption=
| |
| |name=Stand CD
| |
| |data=
| |
| {{AttackData-KOFXIV
| |
| |damage=75
| |
| |stun=100
| |
| |startup=15
| |
| |active=5
| |
| |recovery=22
| |
| |hitAdv=HKD (Gnd)/ SKD (Air)
| |
| |blockAdv=-4
| |
| |hitbox=[https://drive.google.com/open?id=1O2CmsL4WKGZy2vv27TVS19d1uCfToTby Hitbox]
| |
| |invul=
| |
| |description= *Can cancel ending frames into her command normals.
| |
| }}
| |
| }}
| |
| | |
| | |
| '''Jumping'''
| |
| | |
| {{MoveData | | {{MoveData |
| |image=Blue_Mary_Jump_A.jpg | | |image=Blue_Mary_Jump_A.jpg |
Line 473: |
Line 451: |
| *Can cross-up on standing and crouching opponents depending on spacing. | | *Can cross-up on standing and crouching opponents depending on spacing. |
| }} | | }} |
| }} | | }}</div> |
| | | </div> |
| {{MoveData
| |
| |image=Blue_Mary_Jump_CD.jpg
| |
| |caption=
| |
| |name=Jump CD
| |
| |data=
| |
| {{AttackData-KOFXIV
| |
| |damage=90
| |
| |stun=80
| |
| |startup=13
| |
| |active=7
| |
| |recovery=(Landing)+1
| |
| |hitAdv=SKD
| |
| |blockAdv=
| |
| |hitbox=[https://drive.google.com/open?id=1vO8fod0JCeywkJJ0buM2uvTLVH7gwnwD Hitbox]
| |
| |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.
| |
| }}
| |
| }}
| |
|
| |
|
|
| |
|
| '''Hop''' | | <div class="toccolours mw-collapsible mw-collapsed">'''Hop Normals''' |
| | | <div class="mw-collapsible-content"> |
| {{MoveData | | {{MoveData |
| |image=Blue_Mary_Hop_A.jpg | | |image=Blue_Mary_Hop_A.jpg |
Line 579: |
Line 536: |
| *Useful jump-in normal. | | *Useful jump-in normal. |
| *Can cross-up on standing and crouching opponents depending on spacing. | | *Can cross-up on standing and crouching opponents depending on spacing. |
| | }} |
| | }}</div> |
| | </div> |
| | |
| | |
| | <div class="toccolours mw-collapsible mw-collapsed">'''Blowback''' |
| | <div class="mw-collapsible-content"> |
| | {{MoveData |
| | |image=Blue_Mary_Stand_CD.jpg |
| | |caption= |
| | |name=Stand CD |
| | |data= |
| | {{AttackData-KOFXIV |
| | |damage=75 |
| | |stun=100 |
| | |startup=15 |
| | |active=5 |
| | |recovery=22 |
| | |hitAdv=HKD (Gnd)/ SKD (Air) |
| | |blockAdv=-4 |
| | |hitbox=[https://drive.google.com/open?id=1O2CmsL4WKGZy2vv27TVS19d1uCfToTby Hitbox] |
| | |invul= |
| | |description= *Can cancel ending frames into her command normals. |
| | }} |
| | }} |
| | |
| | {{MoveData |
| | |image=Blue_Mary_Jump_CD.jpg |
| | |caption= |
| | |name=Jump CD |
| | |data= |
| | {{AttackData-KOFXIV |
| | |damage=90 |
| | |stun=80 |
| | |startup=13 |
| | |active=7 |
| | |recovery=(Landing)+1 |
| | |hitAdv=SKD |
| | |blockAdv= |
| | |hitbox=[https://drive.google.com/open?id=1vO8fod0JCeywkJJ0buM2uvTLVH7gwnwD Hitbox] |
| | |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. |
| }} | | }} |
| }} | | }} |
Line 603: |
Line 605: |
| *Only invincible moves can beat it clean, so be cautions of opponents that are good at anti-airing. | | *Only invincible moves can beat it clean, so be cautions of opponents that are good at anti-airing. |
| }} | | }} |
| }} | | }}</div> |
| | </div> |
|
| |
|
| =Throws= | | =Throws= |
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Lock Kick - close / +
Viktor Throw - close / +
Command Normals
Hammer Arch - +
Double Rolling - or +
Climbing Arrow - +
Special Moves
Straight Slicer - charge briefly then + / (*)
- Crab Clutch ( Straight Slicer) + /
- Stun Fang (EX Straight Slicer) + /
Vertical Arrow - + / (*)
- M. Snatcher (Vertical Arrow) + /
Spin Fall - + / (*)
- M. Spider - (Spin Fall) + /
Real Counter - + / (*)
- Backdrop Real (Real Counter) - + /
M. Breaker - - + / (*)
Super Special Moves
M. Typhoon - + / (!)
M. Splash Rose - , + / (!)
Climax Super Special Move
M. Dynamite Swing - +
Quick Combo Reference
Quick Combo Reference
Notation
0 Meter
|
Low, Anywhere
Anywhere
Close, 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
(cl. C (1 hit), b+B (2 hits), b~f+D, qcf+B/D) = 216 dmg
|
1 Meter
|
Anywhere
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
|
2 Meters
|
Anywhere
Anywhere
|
(cr. B (x2 to x3), Far B, qcf, hcb+AC) = 378 to 386 dmg
(cl. C (1 hit), b+B (2 hits), b~f+B(SC), qcf, hcb+AC) = 441 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.
- 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
Far Standing Normals
Far A
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
25
|
30
|
5
|
4
|
10
|
1
|
-1
|
Hitbox
|
-
|
- Standard jab, which use to poke against hops.
- Whiffs on some characters crouching.
- Cant cancel into command normals.
- Special cancel-able
|
|
Far B
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
30
|
30
|
6
|
4
|
13
|
-2
|
-4
|
Hitbox
|
-
|
- More range than st.A.
- Great poke against against standing opponents.
- Hits crouches. Only super Cancel-able.
|
|
Far C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
78
|
80
|
14
|
7
|
18
|
-2
|
-4
|
Hitbox
|
-
|
- Hits twice.
- Only super cancelable.
- Moves her hitbox forward.
|
|
Far D
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
80
|
70
|
14
|
4
|
23
|
-6
|
-8
|
Hitbox
|
Low: 7 to 21 (15 Frames)
|
- Great range, but slow.
- Crushes slow lows or spamming cr. B (x2).
- Not command/special/super cancel-able.
- Cannot not quick max cancel.
|
|
Close Standing Normals
Close A
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
25
|
30
|
4
|
3
|
8
|
4
|
2
|
Hitbox
|
-
|
- Standard close jab.
- Like Far A, cl. A is useful to stop hops, if the opponent hops close towards Blue Mary.
|
|
Close B
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
30
|
30
|
5
|
3
|
13
|
-1
|
-3
|
Hitbox
|
-
|
- 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.
|
|
Close C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
78
|
80
|
6
|
2 (1) 2
|
20
|
-1
|
-3
|
Hitbox
|
-
|
- Hits twice.
- Command/special cancel-able.
- Doesnt hit very high above her head.
- Useful for grab/ close heavey OS against close empty hop/jump.
|
|
Close D
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
80
|
70
|
5
|
4
|
23
|
2
|
0
|
Hitbox
|
-
|
- 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.
|
|
Crouching
Crouch A
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
25
|
30
|
5
|
4
|
6
|
5
|
3
|
Hitbox
|
-
|
- 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.
|
|
Crouch B
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
30
|
30
|
4
|
4
|
7
|
4
|
2
|
Hitbox
|
-
|
- Hits low and fast.
- Lowers her crouching hitbox a lot.
- Can't command/special cancel.
- Standard quick max starter.
|
|
Crouch C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
70
|
70
|
9
|
4
|
27
|
-10
|
-12
|
Hitbox
|
-
|
- Hits mid.
- Lowers hitbox plus moves her forward a bit.
- Her best heavy normal combo starter especailly into f+B.
|
|
Crouch D
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
80
|
70
|
6
|
4
|
25
|
SKD
|
-10
|
Hitbox
|
-
|
- 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.
|
|
Jump Normals
Jump A
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
45
|
30
|
4
|
9
|
(Landing)+1
|
-
|
-
|
Hitbox
|
-
|
- Has a good diagonal hitbox.
- It's useful as a jump-in confirm and a quick poke in air-to-air situations.
|
|
Jump B
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
45
|
30
|
6
|
8
|
(Landing)+1
|
-
|
-
|
Hitbox
|
-
|
- A great cross-up tools during hops and jumps.
|
|
Jump C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
70
|
70
|
7
|
7
|
(Landing)+1
|
-
|
-
|
Hitbox
|
-
|
- Useful for air-to-air situations.
|
|
Jump D
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
70
|
70
|
8
|
7
|
(Landing)+1
|
-
|
-
|
Hitbox
|
-
|
- Useful jump-in normal.
- Can cross-up on standing and crouching opponents depending on spacing.
|
|
Hop Normals
Hop A
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
40
|
30
|
4
|
7
|
(Landing)+1
|
-
|
-
|
Hitbox
|
-
|
- 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.
|
|
Hop B
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
40
|
30
|
6
|
6
|
(Landing)+1
|
-
|
-
|
Hitbox
|
-
|
- Nearly the same as jump B except less active frames and damage.
- A great cross-up tools during hops and jumps.
|
|
Hop C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
70
|
70
|
7
|
5
|
(Landing)+1
|
-
|
-
|
Hitbox
|
-
|
- Nearly the same as jump C except less active frames.
- Useful for air-to-air situations.
|
|
Hop D
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
70
|
70
|
8
|
5
|
(Landing)+1
|
-
|
-
|
Hitbox
|
-
|
- 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.
|
|
Blowback
Stand CD
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
75
|
100
|
15
|
5
|
22
|
HKD (Gnd)/ SKD (Air)
|
-4
|
Hitbox
|
-
|
- Can cancel ending frames into her command normals.
|
|
Jump CD
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
90
|
80
|
13
|
7
|
(Landing)+1
|
SKD
|
-
|
Hitbox
|
-
|
- 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.
|
|
Hop CD
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
80
|
80
|
13
|
5
|
(Landing)+1
|
SKD
|
-
|
Hitbox
|
-
|
- 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.
|
|
Throws
Lock Kick (close, ←/→ + C)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
100
|
0
|
1
|
1
|
0
|
SKD
|
Unblockable
|
Hitbox
|
-
|
|
|
Viktor Throw (close, ←/→ + D)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
100
|
0
|
1
|
1
|
0
|
HKD
|
Unblockable
|
Hitbox
|
-
|
|
|
Command Moves
Hammer Arch - (→ + A)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
70
|
60
|
22
|
4
|
26
|
-9
|
-11
|
Hitbox
|
Low: 3 to 19 (17 Frames)
|
Non-cancel version - Overhead. Special/super cancel-able. Great range. Can start max mode combos after hit (not hit confirm-able).
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
30
|
40
|
15
|
4
|
23
|
-6
|
-8
|
Hitbox
|
Low: 3 to 11 (9 Frames)
|
Cancel version - Hits mid.
|
|
Double Rolling - (←/→ + B)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
78
|
70
|
16
|
3 (17) 5
|
26
|
-10
|
-12
|
Hitbox
|
Low: 16 to 21 (6 Frames)
|
Hits mid then low. Mostly used for combo filler. Special cancel-able. Doesnt crush lows. If 1st hit connects on hit or guard, 2nd hit can whiff cancel and empty quickmax.
|
|
Climbing Arrow - (↘ +B)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
60
|
60
|
14
|
5
|
29
|
SKD
|
-15
|
Hitbox
|
-
|
- Hits mid. Special cancel-able. Launches opponent. Can combo into super on trade. Can combo into max mode on hit. Best used during quick max combos.
|
|
Special Moves
Light Straight Slicer - (← charge → + B)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
60
|
60
|
14
|
8
|
18
|
SKD
|
-7
|
Hitbox
|
Low: 7 to 9 (3 Frames)
|
Main special in Blue Mary's bnb from a light normal attack. Hits low.
|
|
Heavy Straight Slicer - (← charge → + D)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
60
|
60
|
18
|
11
|
22
|
-12
|
-14
|
Hitbox
|
Low: 7 to 11 (5 Frames)
|
Main special in Blue Mary's bnb from a heavy normal attack. Hits low. Can cancel into Crab Clutch, qcf+B/D. Requires more charge than light Straight Slicer.
|
|
↳ Crab Clutch (↓↘→ + B/D)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
60
|
0
|
-
|
-
|
-
|
HKD
|
-
|
-
|
-
|
Gives Blue Mary enough time to do meaty jump attack.
|
|
EX Straight Slicer - (← charge → + BD)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
80
|
0
|
14
|
9
|
22
|
-10
|
-12
|
Hitbox
|
Full: 1 to 11 (11 Frames)
|
Main special in Blue Mary's bnb in quick max combos. Hits low. Cancels only into Stung Fang, qcf+A/C.
|
|
↳ Stun Fang (↓↘→ + A/C)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
60
|
0
|
-
|
-
|
-
|
SKD
|
-6
|
-
|
-
|
Stuns the opponent in place. Can hit once in the ground and once in the air in the same combo.
|
|
Light Vertical Arrow - (→↓↘ + B)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
78
|
40 + 40
|
6
|
11
|
38
|
SKD
|
-28
|
Hitbox
|
Full: 1 to 6 (6 Frames)
|
Blue Mary's fastest meterless reversal. Can cancel into M. Snatcher (→↓↘ + B/D) on hit. Best ender for quick max combos.
|
|
Heavy Vertical Arrow - (→↓↘ + D)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
97
|
40 + 60
|
8
|
17
|
45
|
SKD
|
-41
|
Hitbox
|
Full: 1 to 12 (12 Frames)
|
Blue Mary's reversal. Can cancel into M. Snatcher (→↓↘ + B/D) on hit. Best ender for quick max combos
|
|
↳ M. Snatcher (→↓↘ + B/D)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
63
|
0
|
-
|
-
|
-
|
HKD
|
-
|
-
|
-
|
A follow-up that makes B/D Vertical Arrow a strong reversal since it's a hkd knockdown. Gives Blue Mary enough to do meaty jump D attack that is difficult for many characters to counter.
|
|
EX Vertical Arrow - (→↓↘ + BD)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
176
|
0
|
4
|
5 (3) 2 (3) 2 (3) 2 (3) 3
|
43
|
SKD
|
-48
|
Hitbox
|
Full: 1 to 8 (8 Frames)
|
Blue Mary's fastest antiair reversal in max mode. Not really useful in combos over regular Vertical Arrow unless you are guarantee to win the round or match.
|
|
Light Spin Fall (↓↘→ + A)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
60
|
60
|
25
|
3
|
23
|
-5
|
-7
|
Hitbox
|
Low: 7 to 28 (22 Frames)
|
An overhead attack that allows Blue Mary to move forward. The move is airborne. Can cancel into M. Spider (↓↘→ + A/C).
|
|
Heavy Spin Fall (↓↘→ + C)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
60
|
60
|
24
|
3
|
26
|
-8
|
-10
|
Hitbox
|
Low: 8 to 27 (20 Frames)
|
An overhead attack that allows Blue Mary to move forward. Further than light Spin Fall. The move is airborne. Can cancel into M. Spider (↓↘→ + A/C) on hit.
|
|
↳ M. Spider (↓↘→ + A/C)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
57
|
0
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Switches sides with opponent when move connects.
|
|
EX Spin Fall (↓↘→ + AC)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
107
|
0
|
15
|
6
|
18
|
HKD
|
-3
|
Hitbox
|
Low: 1 to 22 (22 Frames)
|
An overhead attack that has no follow-up. The first hit will whiff on crouching opponents which will greatly cut this move's damage in half. It's a useful move for quick max combos after Stun Fang.
|
|
Real Counter (↓↙← + A/C)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
0
|
0
|
12 (To Cancel Window)
|
12 to 31 (Cancel Windows 20 Frames)
|
19
|
-
|
-
|
Hitbox
|
Full: 1 to 20 (20 Frames)
|
- Can be considered a dodge that cancels into a command grab.
|
|
↳ Backdrop Real (In close, ↓↘→ + A/C)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
140
|
0
|
1
|
1
|
30
|
HKD
|
Unblockable
|
Hitbox
|
Full: 1 (1 Frame)
|
- Blue Mary does one german suplex.
- Command Grab
|
|
EX Real Counter (↓↙← + AC)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
0
|
0
|
1 (To Cancel Window)
|
1 to 31 (Cancel Windows 20 Frames)
|
19
|
-
|
-
|
Hitbox
|
Full: 1 to 31 (31 Frames)
|
- Just like normal Real Counter, EX Real Counter can be considered a dodge that cancels into a command grab.
- It can immedietaly cancel into a command grab.
|
|
↳ EX Backdrop Real (In close, ↓↘→ + A/C)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
160
|
0
|
1
|
2
|
27
|
HKD
|
Unblockable
|
Hitbox
|
Full: 1 (1 Frame)
|
- Blue Mary does two german suplexes.
- Command Grab
|
|
Light M. Breaker (→↓↘ + A)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
120
|
0
|
23
|
4
|
29
|
HKD
|
Unblockable
|
Hitbox
|
-
|
- Blue Mary lunges forward with this command grab.
- It is useful as a tick throw after a light block strings.
- It is not an air grab.
- Blue Mary can perform a 4 frame safe jump anywhere on the screen after this move: Video Link
|
|
Heavy M. Breaker (→↓↘ + C)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
120
|
0
|
23
|
4
|
29
|
HKD
|
Unblockable
|
Hitbox
|
-
|
- Blue Mary lunges forward with this command grab.
- This version lunges a bit further than the light version.
- It is useful as a tick throw after a light block strings.
- It is not an air grab.
- Blue Mary can perform a 4 frame safe jump anywhere on the screen after this move: Video Link
- Immediately jump to do 4-frame safe jump.
|
|
EX M. Breaker (→↓↘ + AC)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
150
|
0
|
20
|
8
|
27
|
HKD
|
Unblockable
|
Hitbox
|
Full: 1 to 10 (10 Frames)/ Low: 11 to 30 (20 Frames)
|
- Blue Mary lunges forward with this command grab.
- It is useful as a tick throw after a light block strings.
- It is not an air grab.
- Blue Mary can perform a 4-frame safe jump anywhere on the screen after this move: Video Link
- Immediately hyper jump to do 4-frame safe jump.
|
|
Super Special Moves
M. Typhoon (In close, →↘↓↙←→↘↓↙← + B/D)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
180
|
0
|
1
|
2
|
60
|
HKD
|
Unblockable
|
Hitbox
|
Full: 1 to 2 (2 Frames)
|
- 1-frame command grab.
- Useful for punished close -1 moves.
- Cannot Advance or Climax Cancel.
|
|
Max M. Typhoon (In close, →↘↓↙←→↘↓↙← + BD)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
320
|
0
|
1
|
2
|
49
|
HKD
|
Unblockable
|
Hitbox
|
Full: 1 to 2 (2 Frames)
|
- 1-frame command grab.
- Useful for punished close -1 moves.
- Cannot Climax Cancel.
|
|
M. Splash Rose (↓↘→↘↓↙← + A/C)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
184
|
0
|
11
|
11
|
34
|
HKD
|
-13
|
Hitbox
|
Full: 1 to 6 (6 Frames)/ Low: 7 to 25 (19 Frames)
|
- Blue Mary's Ranbu super.
- Can Advance Cancel into Max M. Typhoon (In close, →↘↓↙←→↘↓↙← + BD). It's best to cancel after Blue Mary kicks the opponent.
- Can Climax Cancel in M. Dynamite Swing (↓↘→↓↘→ + BD) at the end of the super after Blue Mary lands on the ground.
- This is the best version to climax cancel for the maximum amount of damage in quick max combos.
|
|
Max M. Splash Rose (↓↘→↘↓↙← + AC)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
349
|
0
|
6
|
13
|
45
|
HKD
|
-18
|
Hitbox
|
Full: 1 to 7 (7 Frames)
|
- Blue Mary's Max Ranbu super.
- Can Climax Cancel in M. Dynamite Swing (↓↘→↓↘→ + BD). It's best to climax cancel during the first two hits of Blue Mary's final launch into the air.
- If done in the corner, Blue Mary will be there instead of the opponent, but she has enough time to perform a meaty set up or cross-up.
|
|
Climax Super Special Moves
M. Dynamite Swing (↓↘→↓↘→ + BD)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
460
|
0
|
6
|
9
|
61
|
HKD
|
-51
|
Hitbox
|
Full: 1 to 15 (15 Frames)
|
- Best to use to win the match.
- There's not enough time to do anything after this moves hit.
- Can cancel from both versions of M. Splash Rose.
|
|
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.
Notation
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
Twitter feed:
https://docs.google.com/spreadsheets/d/13__zMttExHJYETA4eCtObFypvZZJr1TDRsZZZHWjZIo/edit#gid=189594355
Discussion Threads
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