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The King of Fighters 2002 UM/Blue Mary

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Movelist

Normals

Close

  • cl. A is chain-able to all A and B ground normals, plus on block
  • cl. B hits low, chain-able to all A and B ground normals, if done as a meaty, can link into cl.C
  • cl. C is a 2 hit normal, hits above her head. 1st hit is cancel-able into specials, supers, command normals. 2nd hit is cancel-able into specials and supers. Can also link into f.A or f.B. Good combo starter
  • cl. D is an axe kick, hitbox starts above head, good for stopping jumps when used as a frame trap. 1st hit can cancel into BC mode or AAfBC super. 2nd hit is special, super, command normal cancel-able

Stand

  • St. A is quick jab, good vs short hop pressure
  • St. B is a great poking normal, maybe her best one. Can cancel into specials, supers, command normals but doesn’t combo into anything though.
  • St. C is a spinning back fist. Good range but very slow. 1st or 2nd hit can cancel into specials, supers, commaad normals
  • St. D is a pretty slow Sobat kick that has lower body invincibility. It's possible to combo into AAfBC if opponent is in corner

Crouch

  • Crouch A can cancel into special, supers and command normals
  • Crouch B is fast, low, chains into itself. One of her best normals. Chain-able into all grounded A or B normals
  • Crouch C is a fast shoulder tackle that has great range, is good combo starter and lowers her crouching hurtbox. It can combo into command normals, specials and supers
  • Crouch D is a standard sweep, hits low and can whiff cancel into AAfBC super and is good for low profiling people hopping towards you

Jump

  • Jump A is a quick punch, hits pretty low (not as low as j.d)
  • Jump B is a jumping knee that hits in-front of her
  • Jump C is a great jump-in starter. Best air normal.
  • Neutral Jump C/D is a good air-to-air (nj.c hits higher and has a way better hitbox)
  • Jump D is good for jump-ins, only real cross up option.

Throws

Victory Nage - b/f + C (close)

  • Mary slams the opponent to the ground, then elbows them in the midscreen. The opponent lands a half screen distance away from Mary.
  • Hard knockdown
  • Can be teched

Head Throw - b/f + D (close)

  • Mary throws the opponent towards the corner of the screen
  • Soft knockdown
  • Can be teched

Command Moves

Hammer Punch - (b/f + A)

  • Overhead if done raw
  • Great combo filler (if done after cl.C, cr.C, cl.D)
  • Can combo into specials or supers.
  • Has lower body invincbility before it hits

Double Rolling - (b/f + B)

  • great combo filler (distance dependent)
  • Special, super cancel-able.


Special Moves

Spin Fall - qcf + A/C

  • Mary front flips towards the opponent, hitting them with her heel. Can be used to evade some low height projectiles.

M. Spider - (qcf + A/C)

  • If the Spin Fall hits, this follow-up will make Mary command grab the opponent for a hard knockdown

Straight Slicer - Charge (b~f + B/D)

  • Mary baseball slides towards the opponent. Can evade high height projectiles. Comes out fast and is active for a while. The light kick (B) travels half screen distance, while the heavy kick (D) travels 3/4ths screen distance. Both version can combo from her command normals b/f+A or b/f+B.

┗Crab Clutch - qcf + B/D

* Mary grabs and snaps the opponent's leg
* Hard knockdown

┗Stun Fang - qcf + A/C. /

* Mary shocks the opponent. The opponent lands a half screen distance away.
* Hard knockdown
┗Spin Heel Attack - u + D
  • Mary performs the Spin Fall attack on the fallen opponent
  • Soft knockdown


Vertical Arrow - dp + B/D

┗M. Snatcher - dp + B/D


M. Reverse Facelock - qcb + B

M. Head Buster - qcb + D

Real Counter - qcb + A/C

┗Real Backdrop - qcf + A/C close

Desperation Moves

M. Dynamite Swing - A, A, f + B, C

M. Splash Rose - qcf hcb + A/C

M. Typhoon - hcb x 2 + B/D close

Super Desperation Moves

M. Dynamite Swing - A, A, b + B, C

Hidden Super Desperation Move

M. Infinity Rose - Charge b~f, b, f + BD

Combos

  • j.D, cl.C, b/f+B, b~f+K
  • j.D, cl.C, b/f+A, qcb+P~qcf+P
  • cr.B, cr.A, A~A~f+B~C
  • j.D, cl.C, b/f+B, qcf hcb+P
  • j.D, cl.C, b/f+A, hcbx2+K
  • j.D, s.C, b/f+A, dp+K, dp+K
  • j.D, s.C, b/f+A, qcb+P~hcf+P
  • j.D, s.C, b+A, bcf+K, qcf+K
  • j.D, s.C, b+A, bcf+K, qcf+P, u+D


Max Mode

  • [BC] b/f+A, DM/SDM/HSDM
  • j.D, cl.C, b/f+A, (BC run) cl.C, b/f+B, b~f+K~qcf+P, (DC) dp+K, (SC) A~A~b+B~C
  • (Corner) j.C/D, cr.C, b/f+A, (BC run) cr.C, b/f+A, b~f+K~qcf+P, (DC) dp+K, qcf hcb+C
  • j.D, s.C, b+A, bcf+D, qcf+A, dp+K[1hit], qcf~hcb+P

Discussion Threads

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