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The King of Fighters '98 UMFE/Blue Mary: Difference between revisions

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finished Blue Mary's normals, command normals and throws
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'''Close'''
'''Close'''
*cl. A:  
*cl. A: fast startup and + on block. whiffs on short crouchers. Not chainable. Cancelable.
*cl. B:  
*cl. B: short ranged normal with good frame advantage. Can combo into cl.C with a 1f link. Chainable. Cancelable.
*cl. C:  
*cl. C: two hitting close normal. good to use in combos since it deals good damage and both hits are cancelable. Safe on block. Cancelable.
*cl. D:  
*cl. D: two hitting close normal. has a lot of startup and is less safe than cl.C so this one doesn't have much use. cancelable.


'''Stand'''
'''Stand'''
*st. A:  
*st. A: fairly short range but it can be used to stop some hops. whiffs on short crouchers. Chainable. Not cancelable.
*st. B:  
*st. B: great poke with fast startup, good range, nice active frames and good recovery. Whiffs on tiny crouchers. Not chainable. Not cancelable.
*st. C:  
*st. C: long ranged poke with a lot of startup and recovery making it unsafe on whiff. Kinda hard to punish on block because of the pushback. not cancelable.
*st. D:  
*st. D: slow poke with a lot of recovery. but it has a lot of low invincibility. Not cancelable.


'''Crouch'''
'''Crouch'''
*cr. A:  
*cr. A: a crouching jab with fairly short reach. Kinda bad on block at -3. good combo tool after cr.Bs. Chainable. Cancelable.
*cr. B:  
*cr. B: her main low combo starter. has good reach. Shrinks her hurtbox quite a lot. Chainable. Cancelable.
*cr. C:  
*cr. C: moves her forward a little bit. Has a lot of recovery making it very punishable. can be used in combos from ranges cl.C would whiff. Cancelable.
*cr. D:  
*cr. D: long reach but has kinda long recovery making it unsafe on block and whiff. Shrinks her hurtbox a lot so she can go under some flying projectiles with it. Not cancelable.


'''Jump'''
'''Jump'''
*j. A:  
*j. A: decent jumpin attack with a lot of active frames.
*j. B:  
*j. B: has long reach downwards making it another decent jumpin attack. It can also be used as an instant overhead.
*j. C:  
*j. C: has a nice hitbox in front and slightly below Mary so this move can function as both an air to air and air to ground attack. Comes out fairly slow though.
*j. D:  
 
* neutral j. C: great hitbox for air to airing as it has loads of priority in front of Mary.
 
*j. D: Marys best jumpin normal due to it's good speed, reach and damage. Can crossup. can be used as a instant overhead when used during a hyper hop.


'''Blowback'''
'''Blowback'''
*st. CD:  
 
*j. CD:
*st. CD: good grounded poke that can be cancelled on whiff and on contact to make it safer or apply different mixups.
 
*j. CD: great air to air normal. Whiffs on low crouchers.


== Throws ==
== Throws ==


Victor Heave: (close) b/f + C
Victor Heave: (close) b/f + C
* regular throw, techable. Mary picks the opponent up and drops them behind her and then delivers a elbow strike. Sends the opponent half screen away behind Mary with a backturned hard knockdown.


Head Throw: (close) b/f + D
Head Throw: (close) b/f + D


* regular throw, techable. Mary flings the opponent behind her full screen distance causing a soft knockdown.


== Command Throw ==
== Command Normals ==


Hammer Arch: f + A
Hammer Arch: f + A
* overhead when done raw, loses the overhead property when cancelled into.
* one of Marys primary mixup tools.
* punishable on block when done raw and when cancelled into.
* a staple in her combos as it combos after her heavy attacks and allows her to cancel into a special or super.
* gives hard knockdown when hitting an airborne opponent.


Climbing Arrow: df + B
Climbing Arrow: df + B
* good anti air that hits high up.
* can be cancelled into dp on hit for a combo.
* shrinks her hurtbox so can low profile some jumpins.
* pops grounded opponents up for an aerial reset on hit.


Double Rolling: f + B
Double Rolling: f + B


* a slow double kick. First hit has low invincibility but hits mid and second hit has no invincibility but hits low.
* unsafe on block and not cancelable so bad in combos as well.
* avoid using this move.


== Special Moves ==
== Special Moves ==

Revision as of 16:19, 8 November 2020


Introduction

Normal Moves

Format for Normals section. Be sure to add bullet points for multiple moves having a property (e.g. j. B/D cross-up; st/cr. A/B/C/D are whiff/cancelable). REMOVE AFTER WRITING IN

Close

  • cl. A: fast startup and + on block. whiffs on short crouchers. Not chainable. Cancelable.
  • cl. B: short ranged normal with good frame advantage. Can combo into cl.C with a 1f link. Chainable. Cancelable.
  • cl. C: two hitting close normal. good to use in combos since it deals good damage and both hits are cancelable. Safe on block. Cancelable.
  • cl. D: two hitting close normal. has a lot of startup and is less safe than cl.C so this one doesn't have much use. cancelable.

Stand

  • st. A: fairly short range but it can be used to stop some hops. whiffs on short crouchers. Chainable. Not cancelable.
  • st. B: great poke with fast startup, good range, nice active frames and good recovery. Whiffs on tiny crouchers. Not chainable. Not cancelable.
  • st. C: long ranged poke with a lot of startup and recovery making it unsafe on whiff. Kinda hard to punish on block because of the pushback. not cancelable.
  • st. D: slow poke with a lot of recovery. but it has a lot of low invincibility. Not cancelable.

Crouch

  • cr. A: a crouching jab with fairly short reach. Kinda bad on block at -3. good combo tool after cr.Bs. Chainable. Cancelable.
  • cr. B: her main low combo starter. has good reach. Shrinks her hurtbox quite a lot. Chainable. Cancelable.
  • cr. C: moves her forward a little bit. Has a lot of recovery making it very punishable. can be used in combos from ranges cl.C would whiff. Cancelable.
  • cr. D: long reach but has kinda long recovery making it unsafe on block and whiff. Shrinks her hurtbox a lot so she can go under some flying projectiles with it. Not cancelable.

Jump

  • j. A: decent jumpin attack with a lot of active frames.
  • j. B: has long reach downwards making it another decent jumpin attack. It can also be used as an instant overhead.
  • j. C: has a nice hitbox in front and slightly below Mary so this move can function as both an air to air and air to ground attack. Comes out fairly slow though.
  • neutral j. C: great hitbox for air to airing as it has loads of priority in front of Mary.
  • j. D: Marys best jumpin normal due to it's good speed, reach and damage. Can crossup. can be used as a instant overhead when used during a hyper hop.

Blowback

  • st. CD: good grounded poke that can be cancelled on whiff and on contact to make it safer or apply different mixups.
  • j. CD: great air to air normal. Whiffs on low crouchers.

Throws

Victor Heave: (close) b/f + C

  • regular throw, techable. Mary picks the opponent up and drops them behind her and then delivers a elbow strike. Sends the opponent half screen away behind Mary with a backturned hard knockdown.

Head Throw: (close) b/f + D

  • regular throw, techable. Mary flings the opponent behind her full screen distance causing a soft knockdown.

Command Normals

Hammer Arch: f + A

  • overhead when done raw, loses the overhead property when cancelled into.
  • one of Marys primary mixup tools.
  • punishable on block when done raw and when cancelled into.
  • a staple in her combos as it combos after her heavy attacks and allows her to cancel into a special or super.
  • gives hard knockdown when hitting an airborne opponent.

Climbing Arrow: df + B

  • good anti air that hits high up.
  • can be cancelled into dp on hit for a combo.
  • shrinks her hurtbox so can low profile some jumpins.
  • pops grounded opponents up for an aerial reset on hit.

Double Rolling: f + B

  • a slow double kick. First hit has low invincibility but hits mid and second hit has no invincibility but hits low.
  • unsafe on block and not cancelable so bad in combos as well.
  • avoid using this move.

Special Moves

Spin Fall: qcf + B/D

M. Spider: qcf + A/C

Straight Slicer: b~f + B/D

Crab Crunch: During Straight Slice hit, qcf + B/D

Vertical Arrow: dp + B/D

M. Snatcher: During Vertical Arrow hit, dp + B/D

Backdrop Real: (close) hcb, f + A/C

M. Reverse Race Lock: qcb + B

  • counters only high attacks

M. Headbuster: qcb + D

  • counters mid/low attacks


Desperation Moves

M. Typhoon: (close) hcb, hcb + B/D

M. Splash Rose: qcf, hcb + A/C

M. Dynamite Swing: qcf, qcf + B/D

Combos

Strategy & Tips

Videos

External Links

The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch VideosAdvanced StrategyTier ListsFrame Data & Hitboxes

Characters

Andy BogardAthena AsamiyaBenimaru NikaidoBilly KaneBlue MaryBrian BattlerChang KoehanChin GentsaiChizuru KaguraChoi BoungeChrisClark StillEiji KisaragiGeese HowardGoro DaimonHeavy D!HeidernIori YagamiJoe HigashiKasumi TodohKim KaphwanKingKyo KusanagiLeona HeidernLucky GlauberMai ShiranuiMatureMr. BigRalf JonesRobert GarciaRugal BernsteinRyo SakazakiRyuji YamazakiSaisyu KusanagiShermieShingo YabukiSie KensouTakuma SakazakiTerry BogardViceWolfgang KrauserYashiro NanakaseYuri Sakazaki

EX Characters

EX AndyEX BillyEX Blue MaryEX GeeseEX JoeEX KingEX KyoEX MaiEX RobertEX RyoEX TerryEX YamazakiEX YuriOrochi ChrisOrochi ShermieOrochi Yashiro