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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
- forward moving jumping kick. A version goes a shorter distance than the C version.
- will go over a good amount of grounded attacks so it's good to use as an approaching option.
- Safe on block -
- susceptible to anti airs.
M. Spider: qcf + A/C
- a jumping command grab. A version flies shorter and lower than the C version.
- very reactable and punishable if done raw and most of the time in any situation against good players.
- use it as an occasional mixup option.
- causes a backturned hard knockdown.
Straight Slicer: b~f + B/D
- a long range sliding kick. B version goes about half screen and D version goes almost full screen.
- can low profile a lot of mid height moves like pokes and some projectiles.
- It can also low profile jump in attacks so it functions as a good long range anti air as well.
- can combo from lights which gives her nice low confirms.
- it has a lot of active frames.
Crab Crunch: During Straight Slice hit, qcf + B/D
- a followup to the straight slicer. Mary grabs the opponent and breaks their leg.
- Always followup straight slicer with this since it only comes out on hit and nothing extra happens on block or whiff.
- causes a hard knockdown.
Vertical Arrow: dp + B/D
- a upwards travelling dp move. B version flies shorter than the D version.
- B version has faster startup than the C version.
- B version only has a bit of startup invincibility and D version has full startup invincibility that lasts until the 4th active frame
- B version can function as a fast anti air as it has a very good hitbox.
- D version functions as a reversal and as a late anti air.
- very unsafe on block and whiff.
M. Snatcher: During Vertical Arrow hit, dp + B/D
- a followup to her dp.
- always do this followup as it only comes out on hit and nothing extra happens on block or whiff.
- Causes a backturned hard knockdown.
Backdrop Real: (close) hcb, f + A/C
- a 1f command grab.
- good to use as a mixup tool and as a combo tool.
- also good as a fast punish tool against things that leaves the opponent point blank.
- very punishable on whiff.
- Causes soft knockdown.
M. Reverse Race Lock: qcb + B
- counters only high attacks-
- the counter is active on the second frame so excellent to use as a reactionary anti air.
- unsafe on whiff.
- causes a backturned hard knockdown.
M. Headbuster: qcb + D
- counters mid/low attacks
- Mary flings the opponent behind her leaving them in a juggleable state meaning you can combo after it with her dp+K, qcf,hcb+P super or a normal of your choice for a reset.
- unsafe on whiff.
Desperation Moves
M. Typhoon: (close) hcb, hcb + B/D
- a 1f command grab super.
- can be used in the same way as her hcb,f+P command grab but with more damage.
- Causes a hard knockdown.
- sends the opponent full screen away.
- Max damage just does more damage.
M. Splash Rose: qcf, hcb + A/C
- Mary travels forward fast and if it hits delivers a series of strikes.
- does less damage than her other supers and doesn't present many unique combo opportunities so this super isn't that useful.
- causes soft knockdown.
- Max damage does more hits and more damage
M. Dynamite Swing: qcf, qcf + B/D
- an invincible super that travels upwards a bit. If it hits Mary swings the opponent around and then throws them full screen.
- B version travels a shorter distance upwards and the throw hitbox after the first hit is shorter than the D version so using the D version is preferred.
- Good to use as a reversal due to the invincibility it has.
- Good to combo from lights with as her other supers won't combo from them.
- causes soft knockdown.
- Max version does more damage.
Combos
- cr.B cr.B cr.A b~f+B qcf+B
good meterless low confirm into a hard knockdown.
- cr.B cr.A qcfx2+D
simple low combo into super-
(j.X) cl.C f+A hcb,f+A/hcbx2+K
Your main jumpin and heavy button combo.
- st.B cl.C f+A hcb,f+P/hcbx2+K
a 1f link combo from a point blank st.B. Not very useful but it's there.
qcb+D run froward dp+K qcf+K/qcf,hcb+P/j.D reset
combo options after her mid counter.