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The King of Fighters '98 UMFE/Blue Mary
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