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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

(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: 1000

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 a 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


Close Standing Normals


Crouching Normals


Jump Normals


Hop Normals


Blowback

Throws

Normal Throws

Command Moves

Command Moves

Special Moves

Special Moves

Super Special Moves

Super Special Moves

Climax Super Special Moves

Climax Super Special Moves

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 the 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 and Hitbox

Blue Mary KOFXIV Frama Data Link

Blue Mary KOFXIV Hitbox Gallery

Videos

Mary Combos ver.3.1 ➤ KOF14

Contributors

Amedo310

External Links

Twitter feed: https://docs.google.com/spreadsheets/d/13__zMttExHJYETA4eCtObFypvZZJr1TDRsZZZHWjZIo/edit#gid=189594355

Discussion Threads

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The King of Fighters XIV
System

NotationFrame DataMovementDefensive SystemsOffensive SystemsThe Power Gauge

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