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The King of Fighters XIV/Blue Mary

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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

(combo here) = xxx dmg
(combo here) = xxx dmg
(combo here) = xxx dmg

1 Meter

Anywhere
Anywhere

(combo here) = xxx dmg
(combo here) = xxx dmg

2 Meters

Anywhere
Anywhere

(combo here) = xxx dmg
(combo here) = xxx dmg


Gameplay Overview

Health: 950

Blue Mary is a very strong character in KOFXIV. She has many tools such as:

  • An invincible dodge that leads into a command grab.
  • An insanely fast and wide air CD.
  • 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

Standing

  • st. A: Standard jab. Whiffs on some characters crouching. Slightly negative. Cant cancel into command normals. Special cancel-able
  • st. B: More range than st.A. Great poke. Hits crouches. More negative than st.A on block. Cant cancel into command normals. Not special cancel-able
  • st. C: Hits twice. Only super cancelable. Moves her hitbox forward.
  • st. D: Great range. Crushes lows. Not command/special/super cancel-able. CANNOT CANCEL INTO MAX MODE!


Close

  • cl. A: Plus on block.
  • cl. B: Hits low. Can cancel into itself. Point blank cl.B, cl.B, cr.B works. Can cancel into command normals (wont combo). Special/super cancel-able. Negative on block
  • cl. C: Hits twice. Command/special cancel-able. Doesnt hit very high above her head.
  • cl. D: Zero on block. command/special/super cancelable. contender with cr.C on best button to use after maxmode confirm(does more damage than cr.C)


Crouching

  • cr. A: Hits mid. Slightly less range than cr.B. command/special/super cancel-able. plus on block.
  • cr. B: Hits low and fast. Lowers her crouching hitbox a lot. Can't command/special cancel. Standard max-mode starter.
  • cr. C: Hits mid. Lowers hitbox plus moves her forward a bit maybe her best button to use after max mode confirm
  • cr. D: Hits low and fast. Great range. Very punishable on block so beware. Can only cancel into maxmode


Jumping

  • j. A: Good for air-to-air. Can't cross up.
  • j. B: Little range. Can cross up
  • j. C: Best air-to-air based off animation. Can't cross up
  • j. D: Best jump in normal. Can only cross up standing opponents. Hitbox dependent.


Blowback

  • st. CD: Can cancel ending frames into her command normals.
  • j. CD: Great hit box for jump in pressure.

Throws

Lock Kick - (b/f+C) close

  • (description)
  • Can be broken
  • (soft or hard knockdown)

Viktor Throw - (b/f+D) close

  • (description)
  • Can be broken
  • (soft or hard knockdown)

Command Moves

Hammer Arch - (f+A)

  • Hits overhead. Hits mid if canceled into. Special/super cancel-able if used in combos. Great range. Can start max mode combos after hit (not hit confirm-able).


Double Rolling - (back or towards + B)

  • Hits mid then low. Mostly used for combo filler. Special cancel-able. Doesnt crush lows.


Climbing Arrow - (df + B)

  • Hits mid. Special cancel-able. Great anti-air potential. Launches opponent. Can combo into super on trade. Can combo into max mode on hit.

Special Moves

Straight Slicer - (charge briefly back, then towards + B/D)

  • B version is a soft knockdown
  • D version leaves the opponent standing for followup attacks (Crab Clutch or Stun Fang)
  • (description here)
  • (description here)

EX: (description here)

Crab Clutch ( D Straight Slicer) - (qcf + B/D)
  • Mary follows up Straight Slicer with a leg breaker
  • Crab Clutch leaves Mary outside of her effective range on hit
  • Hard knockdown


Stun Fang (EX Straight Slicer) - (qcf + A/C)
  • (description here)

EX: (description here)


Vertical Arrow - (dp + B/D)

  • Both versions are two hits, D version does more damage
  • (description here)
  • (description here)

EX: (description here)

M. Snatcher (Vertical Arrow) - (dp + B/D)
  • (description here)

EX: (description here)


Spin Fall - (qcf + A/C)

  • (description here)
  • (description here)
  • (description here)

EX: (description here)

M. Spider (Spin Fall) - (qcf + A/C)
  • Switches sides with opponent when move connects. Hard knockdown.

EX: (description here)


Real Counter - (qcb + A/C)

  • (description here)
  • (description here)
  • (description here)

EX: (description here)

Backdrop Real (Real Counter) - (qcf + A/C)
  • (description here)

EX: (description here)


M. Breaker - (dp + A/C)

  • (description here)
  • (description here)
  • (description here)

EX: (description here)

Super Special Moves

M. Typhoon - (hcb, hcb + B/D)

  • (description here)
  • (description here)
  • (description here)

Max:

M. Splash Rose - (qcf~hcb + A/C)

  • (description here)
  • (description here)
  • (description here)

Max:

Climax Super Special Moves

M. Dynamite Swing - (qcf, qcf + B+D)

  • (description here)
  • (description here)
  • (description here)

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 2-meter anchor combo, without spending 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: description here

1 Meter: description here

EX: description here

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 (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 (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 = (475 dmg)


1250 Max Mode and up/ 2nd and 3rd Positions/ Anywhere

  • cr. B, cr. B, (BC), cr. C, b+B (2 hits), b~f+BD, delay qcf+A/C, delay b~f+B (SC), 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 db+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 db+B (1 hit, SC), qcf, hcb+AC = (512 dmg)

3 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

4 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

5 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

Misc

Mix-up Options:

Blue Mary excels at mixing up the opponent once she gets in close range.

Once the opponent blocks one or a few cr. Bs in a block string, she can choose the following:

  • Cr. D: “cr. B (x1 to x3), cr. D” is a powerful frame trap. The opponent can only block low or commit to an invincible move between the last cr. B and cr. D to beat it. If the opponent rolls, Blue Mary can get a punish. It’s impossible to back dash without taking damage. Blue Mary should do this several times in a round if the opponent does not have a consistent answer against the frame trap.
  • Hop B: If the opponent is conditioned to just blocking low with the cr. B, cr. D frame trap, Blue Mary can sneak in a hop B, after a blocked cr. B, to catch the opponent off guard. Hop B has a wide enough hitbox to hit and cross-up crouching opponents unlike many air moves in KOFXIV.
  • qcb+A/C, hcf+A/C: If the opponent tries to use an invincible reversal during the cr. B, cr. D frame trap, Blue Mary can counter it with her invincible dodge. Cancel the dodge into a command grab if the opponent is still on the ground and in close range.
  • Dp+A/C: A tick throw option that moves Blue Mary forward. It can be done after delaying cr. B or after canceling a cr. A. If dp+A/C hits at the corner, Blue Mary can do a 4-frame safe jump.
  • f+A: Overhead into quick max if you have meter.

Frame Data

Blue Mary KOFXIV Frama Data Link

Videos

Mary Combos ver.3.1 ➤ KOF14

Contributors

External Links

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