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: 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.
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 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 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.
Does not 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 Normals
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 especially 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 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.
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 confirmation 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 confirmation 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 cautious 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 hitbox 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 cautious of opponents that are good at anti-airing.
Throws
Normal 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
Command Moves
Hammer Arch - (→ + A)
Version
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
Hitbox
Invincibility
Without Cancel
70
60
22
4
26
-9
-11
Hitbox
Low: 3 to 19 (17 Frames)
Overhead.
Special/super cancel-able.
Great range.
Can start max mode combos after hit (not hit confirm-able).
Version
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
Hitbox
Invincibility
With Cancel
30
40
15
4
23
-6
-8
Hitbox
Low: 3 to 11 (9 Frames)
Hits mid.
Special/super cancel-able.
Great range.
Can start max mode combos after hit (not hit confirm-able).
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.
Doesn't 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
Special Moves
Straight Slicer - (← charge → + B/D)
Version
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
Hitbox
Invincibility
B
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.
Version
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
Hitbox
Invincibility
D
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.
Vertical Arrow - (→↓↘ + B/D)
Version
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
Hitbox
Invincibility
B
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.
Version
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
Hitbox
Invincibility
D
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.
Spin Fall (↓↘→ + A/C)
Version
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
Hitbox
Invincibility
A
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).
Version
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
Hitbox
Invincibility
C
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 / Hits crouching opponent at 18
6
18
HKD
-3
Hitbox
Low: 1 to 22 (22 Frames)
An overhead attack that has no follow-up since it will ground bound the opponent.
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
M. Breaker (→↓↘ + A/C)
Version
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
Hitbox
Invincibility
A
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
Version
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
Hitbox
Invincibility
C
120
0
25
6
27
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
Climax Super Special Moves
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
Amedo310
External Links
Twitter feed:
https://docs.google.com/spreadsheets/d/13__zMttExHJYETA4eCtObFypvZZJr1TDRsZZZHWjZIo/edit#gid=189594355
Discussion Threads
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