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

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== Introduction ==
== Introduction ==
Blue Mary is a well rounded character that leans more towards offense as she has a large bag of mixups. In neutral she has access to some good pokes to keep the opponent from going in and some special moves that moves her forward so she can get into mixup range. Once she is in mixup range she can pressure the opponent with her good jumpins and low chains or mix them up with her 1f command grab, overhead or jumping grab. Her main weakness is that a lot of her moves are punishable on block.  
Blue Mary is a well-rounded character that leans more towards offense with her large bag of mixups. In neutral, she has access to some good pokes to keep the opponent from going in and some special moves that move her forward so she can get into mixup range. Once she is in mixup range, she can pressure the opponent with her good jump-ins and low chains or mix them up with her 1f command grab, overhead or jumping grab. Her main weakness is that a lot of her moves are punishable on block.  


== Changes from previous versions ==
== Changes from previous versions ==
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Normals:
Normals:
* st.B now has less prority
 
* cl.Cs recovery reduced by 6 frames
* st.B now has less priority
* st.Cs recovery reduced by 10 frames
* cl.C's recovery reduced by 6 frames
* st.Ds startup reduced by 2 frames
* st.C's recovery reduced by 10 frames
* cr.Ds startup reduced by 4 frames
* st.D's startup reduced by 2 frames
* raw f+As recovery reduced by 15 frames
* cr.D's startup reduced by 4 frames
* Raw f+A's recovery reduced by 15 frames


Specials:
Specials:
* qcf+A startup frames reduced by 2 and recovery frames increased by 2
 
* qcf+C startup frames reduced by 4 and recovery frames increased by 4
* qcf+A's startup frames reduced by 2 and recovery frames increased by 2
* b~f+B startup reduced by 3 frames, 2 more active frames and 3 frames more recovery, can now combo from lights
* qcf+C's startup frames reduced by 4 and recovery frames increased by 4
* b~f+C recovery increased by 3 frames
* b~f+B's startup reduced by 3 frames, 2 more active frames and 3 frames more recovery, can now combo from lights
* b~f+C's recovery increased by 3 frames


'''98UM to 98UMFE'''
'''98UM to 98UMFE'''


Specials:
Specials:
* qcf+B recovery reduced by 3 frames
* qcf+B's recovery reduced by 3 frames
* qcf+D recovery reduced by 5 frames
* qcf+D's recovery reduced by 5 frames


== Normal Moves ==
== Normal Moves ==


'''Close'''
'''Close'''
*cl. A: fast startup and + on block. whiffs on short crouchers. Not chainable. Cancelable.
* cl.A: Fast startup and plus 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.B: Short-ranged normal with good frame advantage. Can combo into cl.C with a 1f link. Chainable and 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.C: Two-hitting close normal. Great combo filler since it deals good damage and both hits are cancelable. Safe on block.
*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.
* 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 on both hits.


'''Stand'''
'''Stand'''
*st. A: fairly short range but it can be used to stop some hops. whiffs on short crouchers. Chainable. Not cancelable.
* 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.B: Great poke with fast startup, good range, nice active frames, and good recovery. Whiffs on tiny crouchers.
*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.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.
*st. D: slow poke with a lot of recovery. but it has a lot of low invincibility. Not cancelable.
* st.D: Slow poke with a lot of recovery, but it has a lot of low invincibility.


'''Crouch'''
'''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.A: A crouching jab with fairly short reach. Kinda bad on block at -3. Good combo tool after cr.B. Chainable and cancelable.
*cr. B: her main low combo starter. has good reach. Shrinks her hurtbox quite a lot. Chainable. Cancelable.
* cr.B: Mary's main low combo starter. Has good reach and shrinks her hurtbox quite a lot. Chainable and 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 on whiff and contact.
* cr.C: Moves her forward a little bit. Has a lot of recovery, making it very punishable. Can be used in combos at ranges where cl.C would whiff. Cancelable on hit, block, and whiff.
*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.
* cr.D: Long reach but has equally long recovery, making it unsafe on block and whiff (unsurprisingly for a sweep). Shrinks her hurtbox a lot, so she can go under some flying projectiles with it.


'''Jump'''
'''Jump'''
*j. A: decent jumpin attack with a lot of active frames.
* j.A: Decent jump-in 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.B: Has long reach downwards, making it another decent jump-in 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.
* j.C: Has a nice hitbox in front and slightly below Mary, so this move can function as both an air-to-air and jump-in. Comes out fairly slow though.
 
* nj.C: Great hitbox for air-to-airing as it has loads of priority in front of Mary.
* neutral j. C: great hitbox for air to airing as it has loads of priority in front of Mary.
* j.D: Mary's best jump-in normal due to its good speed, reach, and damage. Can crossup, and also be used as a instant overhead when used during a hyper hop.  
 
*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: good grounded poke that can be cancelled on whiff and on contact to make it safer or apply different mixups.
* 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.
*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.
* 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. The fact that this switches sides means that Mary cannot normal-throw her opponent in the corner and keep them there—luckily, she has a command grab for that.


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


== Command Normals ==
== Command Normals ==


'''Hammer Arch''': f + A
'''Hammer Arch''': f+A


* overhead when done raw, loses the overhead property when cancelled into.
* Overhead when done raw, loses the overhead property when cancelled into. Moves very far forward.


* one of Marys primary mixup tools.
* One of Mary's primary mixup tools.


* punishable on block when done raw and when cancelled into.
* 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.
* A staple in her combos as it combos after her heavy attacks and allows her to cancel into a special or super. Forward movement also means it negates any pushback from what it was canceled from.


* gives hard knockdown when hitting an airborne opponent.
* Gives hard knockdown when hitting an airborne opponent.


'''Climbing Arrow''': df + B
'''Climbing Arrow''': df+B


* good anti air that hits high up.
* Good anti-air that hits high up.


* can be cancelled into dp on hit for a combo.
* Can be canceled into dp+K on hit for a combo.


* shrinks her hurtbox so can low profile some jumpins.
* Shrinks her hurtbox, so it can low-profile some jump-ins.


* pops grounded opponents up for an aerial reset on hit.  
* Pops grounded opponents up for an air 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.
* 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.
* Unsafe on block and not cancelable, so bad in combos.


* avoid using this move.
* Avoid using this move. Mary can simply do st.D or cr.B by themselves, instead of both at once.


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


'''Spin Fall''': qcf + B/D
'''Spin Fall''': qcf+B/D


* forward moving jumping kick. A version goes a shorter distance than the C version.
* Forward-moving jumping kick. A version goes a shorter distance than the C version.


* will go over a good amount of grounded attacks so it's good to use as an approaching option.
* Will go over a good amount of grounded attacks, so it's good to use as an approaching option.


* Safe on block -
* Safe on block.


* susceptible to anti airs.
* Susceptible to anti-airs.


'''M. Spider''': qcf + A/C
* Best as a neutral option or blockstring ender, doesn't really have any benefit as a combo ender.


* a jumping command grab. A version flies shorter and lower than the C version.
'''M. Spider''': qcf+A/C


* very reactable and punishable if done raw and most of the time in any situation against good players.
* A jumping command grab. A version flies shorter and lower than the C version.


* use it as an occasional mixup option.  
* Very reactable and punishable if done raw, and good players will usually still catch it and respond even if you do it as a surprise cancel.


* causes a backturned hard knockdown.
* Use it as an occasional YOLO mixup option.  


'''Straight Slicer''': b~f + B/D
* Causes a backturned hard knockdown.
 
* a long range sliding kick. B version goes about half screen and D version goes almost full screen.


* can low profile a lot of mid height moves like pokes and some projectiles.
'''Straight Slicer''': b~f+B/D


* It can also low profile jump in attacks so it functions as a good long range anti air as well.
* A long-range sliding kick. B version goes about half screen and D version goes almost full screen.


* can combo from lights which gives her nice low confirms.
* Can low-profile a lot of pokes and some projectiles.  


* it has a lot of active frames.
* It can also low profile jump-in attacks, so it functions as a good long-range anti-air as well.


'''Crab Crunch''': During Straight Slice hit, qcf + B/D
* B version can combo from lights, which gives her nice low confirms.


* a followup to the straight slicer. Mary grabs the opponent and breaks their leg.
* It has a lot of active frames.


* Always followup straight slicer with this since it only comes out on hit and nothing extra happens on block or whiff.
> '''Crab Crunch''': qcf+B/D (during b~f+K)


* causes a hard knockdown.
* A followup to b~f+K. Mary grabs the opponent and breaks their leg. Adds extra damage and a hard knockdown.


'''Vertical Arrow''': dp + B/D
* Always follow up with this, since it only comes out on hit and nothing extra happens on block or whiff.


* a upwards travelling dp move. B version flies shorter than the D version.
'''Vertical Arrow''': dp+B/D


* B version has faster startup than the C version.
* An upwards travelling DP move. B version flies shorter than the D version, but is faster.


* B version only has a bit of startup invincibility and D version has full startup invincibility that lasts until the 4th active frame
* B version only has a bit of startup invincibility and D version has full startup invincibility that lasts until the 4th active frame.


* B version can function as a fast anti air as it has a very good hitbox.
* B version can function as a fast anti air as it has a very good hitbox.
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* D version functions as a reversal and as a late anti air.
* D version functions as a reversal and as a late anti air.


* very unsafe on block and whiff.
* Very unsafe on block and whiff.


'''M. Snatcher''': During Vertical Arrow hit, dp + B/D
> '''M. Snatcher''': dp+B/D (during dp+K)


* a followup to her dp.
* A followup to her DP. Adds extra damage and a backturned hard knockdown.


* always do this followup as it only comes out on hit and nothing extra happens on block or whiff.
* Always do this followup, as it only comes out on hit and nothing extra happens on block or whiff.


* Causes a backturned hard knockdown.
'''Backdrop Real''': hcb,f+A/C (close)


'''Backdrop Real''': (close) hcb, f + A/C
* A 1f command grab.


* a 1f command grab.
* Good to use as a mixup tool and as a combo ender.


* good to use as a mixup tool and as a combo tool.
* Also good as a fast punish tool against things that leave the opponent point blank.


* also good as a fast punish tool against things that leaves the opponent point blank.
* Very punishable on whiff.


* very punishable on whiff.
* Causes soft knockdown.


* Causes soft knockdown.
* Damage isn't much more than a normal throw, but this has great utility.


'''M. Reverse Race Lock''': qcb + B
'''M. Reverse Race Lock''': qcb+B


*counters only high attacks-
* Counters only high attacks.


* the counter is active on the second frame so excellent to use as a reactionary anti air.
* The counter is active on the second frame, so this is excellent to use as a reaction anti-air.


* unsafe on whiff.
* Unsafe on whiff.


* causes a backturned hard knockdown.
* Causes a backturned hard knockdown.


'''M. Headbuster''': qcb + D
'''M. Headbuster''': qcb+D


*counters mid/low attacks
* Counters mid/low attacks.


* Mary flings the opponent behind her leaving them in a juggleable state meaning you can combo after it with her dp+K, qcf,hcb+P super or a normal of your choice for a reset.
* Mary flings the opponent behind her, leaving them in a juggleable state meaning you can combo after it with her dp+K, qcf,hcb+P super, or a normal of your choice for a reset.


* unsafe on whiff.
* Unsafe on whiff.


== Desperation Moves ==
== Desperation Moves ==


'''M. Typhoon''': (close) hcb, hcb + B/D
'''M. Typhoon''': hcbx2+B/D (close)


* a 1f command grab super.  
* Super version of her hcb,f+P that does a lot more damage.  


* can be used in the same way as her hcb,f+P command grab but with more damage.
* Causes a hard knockdown, but sends the opponent far enough away that you usually get no oki.


* Causes a hard knockdown.
* MAX version just does more damage.


*sends the opponent full screen away.
'''M. Splash Rose''': qcf,hcb+A/C


* Max damage just does more damage.
* Mary dashes forward and delivers a series of strikes on hit.


'''M. Splash Rose''': qcf, hcb + A/C
* Does less damage than her other DMs, and doesn't really do anything that they don't also do, so this DM isn't that useful outside of juggling out of qcb+D.


* Mary travels forward fast and if it hits delivers a series of strikes.
* Causes soft knockdown.


* does less damage than her other supers and doesn't present many unique combo opportunities so this super isn't that useful.
* MAX version does more hits and more damage.


* causes soft knockdown.
'''M. Dynamite Swing''': qcfx2+B/D


* Max damage does more hits and more damage
* An invincible super that travels upwards like her DP. If it hits, Mary swings the opponent around and then throws them full screen.


'''M. Dynamite Swing''': qcf, qcf + B/D
* B version travels a shorter distance upwards, and the throw hitbox after the first hit is shorter than the D version, so using the D version is preferred.


* an invincible super that travels upwards a bit. If it hits Mary swings the opponent around and then throws them full screen.
* Good as an anti air as it hits quite high up and has invincibility, though if it hits too high up the second hit can fail to combo.


* B version travels a shorter distance upwards and the throw hitbox after the first hit is shorter than the D version so using the D version is preferred.  
* Good to use as a reversal due to the invincibility it has.


* good as an anti air as it hits quite high up and has invincibility, though if it hits too high up the second hit can fail to combo.
* Mary's only DM that combos from lights.


* good to use as a reversal due to the invincibility it has.
* Causes soft knockdown.


* good to combo from lights with as her other supers won't combo from them.
* MAX version does more damage.


* causes soft knockdown.
== Combos ==


* Max version does more damage.
===0 Stock===


== Combos ==
* cr.B cr.B cr.A b~f+B qcf+K
: Good meterless low confirm into a hard knockdown.


* cr.B cr.B cr.A b~f+B qcf+B
* (j.X) cl.C f+A hcb,f+P
: Your main jump-in and heavy button combo.


good meterless low confirm into a hard knockdown.
* (j.X) cl.C f+A dp+D dp+K
: Version of the above that does slightly more damage but is much less consistent.


* cr.B cr.A qcfx2+D
* cl.B cl.C f+A hcb,f+P
: A 1f link combo from a point blank cl.B. Not very useful but it's there.


simple low combo into super-
* qcb+D dp+K/qcf+K/j.D reset
: Meterless combo options after qcb+D. Running forward between the counter and followup can help consistency.


===1 Stock===


(j.X) cl.C f+A hcb,f+A/hcbx2+K
* cr.B cr.A qcfx2+D
: Simple low combo into DM.


Your main jumpin and heavy button combo.
* (j.X) cl.C f+A hcbx2+K
: Full combo into DM from a jump-in.


* st.B cl.C f+A hcb,f+P/hcbx2+K
* cl.B cl.C f+A hcbx2+K
: Meter-burning combo from cl.B.


a 1f link combo from a point blank st.B. Not very useful but it's there.
'''Quick MAX'''


qcb+D run froward dp+K qcf+K/qcf,hcb+P/j.D reset
===3 Stock/2 Stock MAX/1 Stock Low Health===


combo options after her mid counter.
* (j.X) cl.C f+a qcfx2+BD


== Strategy & Tips ==
== Strategy & Tips ==

Revision as of 20:56, 12 October 2021


Introduction

Blue Mary is a well-rounded character that leans more towards offense with her large bag of mixups. In neutral, she has access to some good pokes to keep the opponent from going in and some special moves that move her forward so she can get into mixup range. Once she is in mixup range, she can pressure the opponent with her good jump-ins and low chains or mix them up with her 1f command grab, overhead or jumping grab. Her main weakness is that a lot of her moves are punishable on block.

Changes from previous versions

98 to 98UM

Normals:

  • st.B now has less priority
  • cl.C's recovery reduced by 6 frames
  • st.C's recovery reduced by 10 frames
  • st.D's startup reduced by 2 frames
  • cr.D's startup reduced by 4 frames
  • Raw f+A's recovery reduced by 15 frames

Specials:

  • qcf+A's startup frames reduced by 2 and recovery frames increased by 2
  • qcf+C's startup frames reduced by 4 and recovery frames increased by 4
  • b~f+B's startup reduced by 3 frames, 2 more active frames and 3 frames more recovery, can now combo from lights
  • b~f+C's recovery increased by 3 frames

98UM to 98UMFE

Specials:

  • qcf+B's recovery reduced by 3 frames
  • qcf+D's recovery reduced by 5 frames

Normal Moves

Close

  • cl.A: Fast startup and plus 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 and cancelable.
  • cl.C: Two-hitting close normal. Great combo filler since it deals good damage and both hits are cancelable. Safe on block.
  • 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 on both hits.

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.
  • 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.
  • st.D: Slow poke with a lot of recovery, but it has a lot of low invincibility.

Crouch

  • cr.A: A crouching jab with fairly short reach. Kinda bad on block at -3. Good combo tool after cr.B. Chainable and cancelable.
  • cr.B: Mary's main low combo starter. Has good reach and shrinks her hurtbox quite a lot. Chainable and cancelable.
  • cr.C: Moves her forward a little bit. Has a lot of recovery, making it very punishable. Can be used in combos at ranges where cl.C would whiff. Cancelable on hit, block, and whiff.
  • cr.D: Long reach but has equally long recovery, making it unsafe on block and whiff (unsurprisingly for a sweep). Shrinks her hurtbox a lot, so she can go under some flying projectiles with it.

Jump

  • j.A: Decent jump-in attack with a lot of active frames.
  • j.B: Has long reach downwards, making it another decent jump-in 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 jump-in. Comes out fairly slow though.
  • nj.C: Great hitbox for air-to-airing as it has loads of priority in front of Mary.
  • j.D: Mary's best jump-in normal due to its good speed, reach, and damage. Can crossup, and also 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. The fact that this switches sides means that Mary cannot normal-throw her opponent in the corner and keep them there—luckily, she has a command grab for that.

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. Moves very far forward.
  • One of Mary's 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. Forward movement also means it negates any pushback from what it was canceled from.
  • Gives hard knockdown when hitting an airborne opponent.

Climbing Arrow: df+B

  • Good anti-air that hits high up.
  • Can be canceled into dp+K on hit for a combo.
  • Shrinks her hurtbox, so it can low-profile some jump-ins.
  • Pops grounded opponents up for an air 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.
  • Avoid using this move. Mary can simply do st.D or cr.B by themselves, instead of both at once.

Special Moves

Spin Fall: qcf+B/D

  • Forward-moving jumping kick. A version goes a shorter distance than the C version.
  • Will go over a good amount of grounded attacks, so it's good to use as an approaching option.
  • Safe on block.
  • Susceptible to anti-airs.
  • Best as a neutral option or blockstring ender, doesn't really have any benefit as a combo ender.

M. Spider: qcf+A/C

  • A jumping command grab. A version flies shorter and lower than the C version.
  • Very reactable and punishable if done raw, and good players will usually still catch it and respond even if you do it as a surprise cancel.
  • Use it as an occasional YOLO mixup option.
  • Causes a backturned hard knockdown.

Straight Slicer: b~f+B/D

  • A long-range sliding kick. B version goes about half screen and D version goes almost full screen.
  • Can low-profile a lot of pokes and some projectiles.
  • It can also low profile jump-in attacks, so it functions as a good long-range anti-air as well.
  • B version can combo from lights, which gives her nice low confirms.
  • It has a lot of active frames.

> Crab Crunch: qcf+B/D (during b~f+K)

  • A followup to b~f+K. Mary grabs the opponent and breaks their leg. Adds extra damage and a hard knockdown.
  • Always follow up with this, since it only comes out on hit and nothing extra happens on block or whiff.

Vertical Arrow: dp+B/D

  • An upwards travelling DP move. B version flies shorter than the D version, but is faster.
  • B version only has a bit of startup invincibility and D version has full startup invincibility that lasts until the 4th active frame.
  • B version can function as a fast anti air as it has a very good hitbox.
  • D version functions as a reversal and as a late anti air.
  • Very unsafe on block and whiff.

> M. Snatcher: dp+B/D (during dp+K)

  • A followup to her DP. Adds extra damage and a backturned hard knockdown.
  • Always do this followup, as it only comes out on hit and nothing extra happens on block or whiff.

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

  • A 1f command grab.
  • Good to use as a mixup tool and as a combo ender.
  • Also good as a fast punish tool against things that leave the opponent point blank.
  • Very punishable on whiff.
  • Causes soft knockdown.
  • Damage isn't much more than a normal throw, but this has great utility.

M. Reverse Race Lock: qcb+B

  • Counters only high attacks.
  • The counter is active on the second frame, so this is excellent to use as a reaction anti-air.
  • Unsafe on whiff.
  • Causes a backturned hard knockdown.

M. Headbuster: qcb+D

  • Counters mid/low attacks.
  • Mary flings the opponent behind her, leaving them in a juggleable state meaning you can combo after it with her dp+K, qcf,hcb+P super, or a normal of your choice for a reset.
  • Unsafe on whiff.

Desperation Moves

M. Typhoon: hcbx2+B/D (close)

  • Super version of her hcb,f+P that does a lot more damage.
  • Causes a hard knockdown, but sends the opponent far enough away that you usually get no oki.
  • MAX version just does more damage.

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

  • Mary dashes forward and delivers a series of strikes on hit.
  • Does less damage than her other DMs, and doesn't really do anything that they don't also do, so this DM isn't that useful outside of juggling out of qcb+D.
  • Causes soft knockdown.
  • MAX version does more hits and more damage.

M. Dynamite Swing: qcfx2+B/D

  • An invincible super that travels upwards like her DP. If it hits, Mary swings the opponent around and then throws them full screen.
  • B version travels a shorter distance upwards, and the throw hitbox after the first hit is shorter than the D version, so using the D version is preferred.
  • Good as an anti air as it hits quite high up and has invincibility, though if it hits too high up the second hit can fail to combo.
  • Good to use as a reversal due to the invincibility it has.
  • Mary's only DM that combos from lights.
  • Causes soft knockdown.
  • MAX version does more damage.

Combos

0 Stock

  • cr.B cr.B cr.A b~f+B qcf+K
Good meterless low confirm into a hard knockdown.
  • (j.X) cl.C f+A hcb,f+P
Your main jump-in and heavy button combo.
  • (j.X) cl.C f+A dp+D dp+K
Version of the above that does slightly more damage but is much less consistent.
  • cl.B cl.C f+A hcb,f+P
A 1f link combo from a point blank cl.B. Not very useful but it's there.
  • qcb+D dp+K/qcf+K/j.D reset
Meterless combo options after qcb+D. Running forward between the counter and followup can help consistency.

1 Stock

  • cr.B cr.A qcfx2+D
Simple low combo into DM.
  • (j.X) cl.C f+A hcbx2+K
Full combo into DM from a jump-in.
  • cl.B cl.C f+A hcbx2+K
Meter-burning combo from cl.B.

Quick MAX

3 Stock/2 Stock MAX/1 Stock Low Health

  • (j.X) cl.C f+a qcfx2+BD

Strategy & Tips

Videos

King of Fighters 98 UM FE: Blue Mary Guide by Mash It Out

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