The King of Fighters XIV/Blue Mary

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Charaimg mary.png


Movelist

(*) = EX OK

(!) = MAX OK

Throws

Lock Kick - close Bk.gif / Fd.gif + C.gif

Viktor Throw - close Bk.gif / Fd.gif + D.gif

Command Normals

Hammer Arch - Fd.gif + A.gif

Double Rolling - Bk.gif or Fd.gif + B.gif

Climbing Arrow - Df.gif + B.gif

Special Moves

Straight Slicer - charge briefly Bk.gif then Fd.gif + B.gif/D.gif (*)

Crab Clutch ( D.gif Straight Slicer) Qcf.gif + B.gif / D.gif
Stun Fang (EX Straight Slicer)Qcf.gif + A.gif / C.gif

Vertical Arrow - Dp.gif + B.gif / D.gif (*)

M. Snatcher (Vertical Arrow) Dp.gif + B.gif / D.gif

Spin Fall - Qcf.gif + A.gif / C.gif (*)

M. Spider - (Spin Fall) Qcf.gif + A.gif / C.gif

Real Counter - Qcb.gif + A.gif / C.gif (*)

Backdrop Real (Real Counter) - Qcf.gif + A.gif / C.gif

M. Breaker - - Dp.gif + B.gif / D.gif (*)


Super Special Moves

M. Typhoon - Hcb.gif Hcb.gif + B.gif / D.gif (!)

M. Splash Rose - Qcf.gif, Hcb.gif + A.gif/C.gif (!)


Climax Super Special Move

M. Dynamite Swing - Qcf.gif Qcf.gif + B.gif D.gif

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: 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.
  • A wide air CD that is good for pressure.
  • 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

Far Standing Normals
Far A
Blue Mary Far A.jpg
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
Blue Mary Far B.jpg
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 against standing opponents.
  • Hits crouches. Only super Cancel-able.


Far C
Blue Mary Far C.jpg
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
Blue Mary Far D.jpg
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 not quick max cancel.


Close Standing Normals
Close A
Blue Mary Close A.jpg
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
Blue Mary Close B.jpg
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
Blue Mary Close C.jpg
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.
  • Doesnt hit very high above her head.
  • Useful for grab/ close heavey OS against close empty hop/jump.


Close D
Blue Mary Close D.jpg
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
Blue Mary Crouch A.jpg
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
Blue Mary Crouch B.jpg
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
Blue Mary Crouch C.jpg
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 especailly into f+B.


Crouch D
Blue Mary Crouch D.jpg
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 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
Blue Mary Jump A.jpg
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 confirm and a quick poke in air-to-air situations.


Jump B
Blue Mary Jump B.jpg
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
Blue Mary Jump C.jpg
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
Blue Mary Hop D.jpg
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
Blue Mary Hop A.jpg
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 confirm and a quick poke in air-to-air situations.


Hop B
Blue Mary Hop B.jpg
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
Blue Mary Hop C.jpg
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
Blue Mary Hop D.jpg
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
Blue Mary Stand CD.jpg
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
Blue Mary Jump CD.jpg
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 cautions of opponents that are good at anti-airing.


Hop CD
Blue Mary Hop CD.jpg
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 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 cautions of opponents that are good at anti-airing.

Throws

Normal Throws
Lock Kick (close, ←/→ + C)
Blue Mary Forward Throw.jpg
Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
100 0 1 1 0 SKD Unblockable Hitbox -
  • Forward throw.


Viktor Throw (close, ←/→ + D)
Blue Mary Back Throw.jpg
Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
100 0 1 1 0 HKD Unblockable Hitbox -
  • Back throw.

Command Moves

Command Moves
Hammer Arch - (→ + A)
Blue Mary f+A.jpg
Version Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
Non-cancelable 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
Cancelable 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)
Blue Mary b or f+B.jpg
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.
  • Doesnt crush lows.
  • If 1st hit connects on hit or guard, 2nd hit can whiff cancel and empty quickmax.


Climbing Arrow - (↘ +B)
Blue Mary df+B.jpg
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

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 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

M. Typhoon (In close, →↘↓↙←→↘↓↙← + B/D)
Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
180 0 1 2 60 HKD Unblockable Hitbox Full: 1 to 2 (2 Frames)
  • 1-frame command grab.
  • Useful for punished close -1 moves.
  • Cannot Advance or Climax Cancel.
Max M. Typhoon (In close, →↘↓↙←→↘↓↙← + BD)
Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
320 0 1 2 49 HKD Unblockable Hitbox Full: 1 to 2 (2 Frames)
  • 1-frame command grab.
  • Useful for punished close -1 moves.
  • Cannot Climax Cancel.


M. Splash Rose (↓↘→↘↓↙← + A/C)
Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
184 0 11 11 34 HKD -13 Hitbox Full: 1 to 6 (6 Frames)/ Low: 7 to 25 (19 Frames)
  • Blue Mary's Ranbu super.
  • Can Advance Cancel into Max M. Typhoon (In close, →↘↓↙←→↘↓↙← + BD). It's best to cancel after Blue Mary kicks the opponent.
  • Can Climax Cancel in M. Dynamite Swing (↓↘→↓↘→ + BD) at the end of the super after Blue Mary lands on the ground.
  • This is the best version to climax cancel for the maximum amount of damage in quick max combos.
Max M. Splash Rose (↓↘→↘↓↙← + AC)
Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
349 0 6 13 45 HKD -18 Hitbox Full: 1 to 7 (7 Frames)
  • Blue Mary's Max Ranbu super.
  • Can Climax Cancel in M. Dynamite Swing (↓↘→↓↘→ + BD). It's best to climax cancel during the first two hits of Blue Mary's final launch into the air.
  • If done in the corner, Blue Mary will be there instead of the opponent, but she has enough time to perform a meaty set up or cross-up.

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

External Links

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Discussion Threads

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The King of Fighters XIV
System

NotationFrame DataMovementDefensive SystemsOffensive SystemsThe Power Gauge

Characters

AliceAndy BogardAngelAntonovAthena AsamiyaBandeiras HattoriBenimaruBilly KaneBlue MaryChang KoehanChin GentsaiChoi BoungeClarkGang-IlGeese HowardGoro DaimonHeidernHeinIori YagamiJoe HigashiK'Kim KaphwanKing of DinosaursKingKukriKula DiamondKyo KusanagiLeona HeidernLove HeartLuongMai ShiranuiMatureMaximaMeitenkunMianMui MuiNajdNakoruruNelsonOswaldRalf JonesRamonRobert GarciaRock HowardRyo SakazakiShun'eiSie KensouSylvie Paula PaulaTerry BogardTung Fu RueVanessaVerseViceWhipXanaduYamazakiYuri SakazakiZarina