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The King of Fighters 2002 UM/Blue Mary
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
- ┗Spin Heel Attack - u + D
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
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