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The King of Fighters XIV/Blue Mary: Difference between revisions
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|invul= | |invul= | ||
|description= *More range than st.A. | |description= *More range than st.A. | ||
*Great poke | *Great poke against standing opponents. | ||
*Hits crouches. Only super Cancel-able. | *Hits crouches. Only super Cancel-able. | ||
}} | }} | ||
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*Crushes slow lows or spamming cr. B (x2). | *Crushes slow lows or spamming cr. B (x2). | ||
*Not command/special/super cancel-able. | *Not command/special/super cancel-able. | ||
*Cannot | *Cannot quick max cancel. | ||
}} | }} | ||
}} | }} | ||
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|invul= | |invul= | ||
|description= *Standard close jab. | |description= *Standard close jab. | ||
*Like Far A, cl. A is useful to stop hops | *Like Far A, cl. A is useful to stop hops if the opponent hops close towards Blue Mary. | ||
}} | }} | ||
}} | }} | ||
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|description= *Hits twice. | |description= *Hits twice. | ||
*Command/special cancel-able. | *Command/special cancel-able. | ||
* | *Does not hit very high above her head. | ||
*Useful for grab/ close heavey OS against close empty hop/jump. | *Useful for grab/ close heavey OS against close empty hop/jump. | ||
}} | }} | ||
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|description= *Hits mid. | |description= *Hits mid. | ||
*Slightly less range than cr.B. command/special/super cancel-able. | *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. | *Useful for mid-range into cr. D frame trap and can link into cl. D at point-blank range. | ||
}} | }} | ||
}} | }} | ||
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|description= *Hits mid. | |description= *Hits mid. | ||
*Lowers hitbox plus moves her forward a bit. | *Lowers hitbox plus moves her forward a bit. | ||
*Her best heavy normal combo starter | *Her best heavy normal combo starter especially into f+B. | ||
}} | }} | ||
}} | }} | ||
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|invul= | |invul= | ||
|description= *Hits low and fast. | |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. | *Punishable if done at close range, but has a lot of pushback. So it's better to 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. | ||
}} | }} | ||
}}</div> | }}</div> | ||
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|invul= | |invul= | ||
|description= *Has a good diagonal hitbox. | |description= *Has a good diagonal hitbox. | ||
*It's useful as a jump-in | *It's useful as a jump-in confirmation and a quick poke in air-to-air situations. | ||
}} | }} | ||
}} | }} | ||
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|description= *Nearly the same as jump A except less active frames and damage. | |description= *Nearly the same as jump A except less active frames and damage. | ||
*Has a good diagonal hitbox. | *Has a good diagonal hitbox. | ||
*It's useful as a jump-in | *It's useful as a jump-in confirmation and a quick poke in air-to-air situations. | ||
}} | }} | ||
}} | }} | ||
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*Blue Mary can abuse her hop CD, which has a wide hitbox around her foot. | *Blue Mary can abuse her hop CD, which has a wide hitbox around her foot. | ||
*It’s good as an air-to-ground normal. | *It’s good as an air-to-ground normal. | ||
*Only invincible moves can beat it clean, so be | *Only invincible moves can beat it clean, so be cautious of opponents that are good at anti-airing. | ||
}} | }} | ||
}} | }} | ||
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|invul= | |invul= | ||
|description= *Nearly the same as jump CD except less active frames and damage. | |description= *Nearly the same as jump CD except less active frames and damage. | ||
*Great | *Great hitbox for jump-in pressure. | ||
*Blue Mary can abuse her hop CD, which has a wide hitbox around her foot. | *Blue Mary can abuse her hop CD, which has a wide hitbox around her foot. | ||
*It’s good as an air-to-ground normal. | *It’s good as an air-to-ground normal. | ||
*Only invincible moves can beat it clean, so be | *Only invincible moves can beat it clean, so be cautious of opponents that are good at anti-airing. | ||
}} | }} | ||
}}</div> | }}</div> |
Revision as of 23:29, 11 January 2021
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: 1000
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
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 A |
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Close B |
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Close C |
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Close D |
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Crouch A |
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Crouch B |
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Crouch C |
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Crouch D |
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Jump A |
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Jump B |
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Jump C |
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Jump D |
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Hop A |
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Hop B |
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Hop C |
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Hop D |
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Stand CD |
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Jump CD |
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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
Straight Slicer - (← charge → + B/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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Vertical Arrow - (→↓↘ + B/D) |
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↳ M. Snatcher (→↓↘ + B/D) |
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EX Vertical Arrow - (→↓↘ + BD) |
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Spin Fall (↓↘→ + A/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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M. Breaker (→↓↘ + A/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 |
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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 |
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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 |
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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 |
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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
Amedo310
External Links
Twitter feed: https://docs.google.com/spreadsheets/d/13__zMttExHJYETA4eCtObFypvZZJr1TDRsZZZHWjZIo/edit#gid=189594355
Discussion Threads
Discuss at [add character section link here Dream Cancel]