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The King of Fighters 2002/Blue Mary

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Movelist

Throws

1. Victor Nage - b/f+C

  • Mary knocks the opponent to the ground and elbows them, knocking them in the direction opposite the one she was facing
  • hard knockdown
  • very useful throw that has many possible crossup setups afterwards. Discussed in strategy section


2. Head Throw - b/f+D

  • Mary grabs the opponent and throws them over her head in the direction opposite the one she was facing
  • the opponent will get up with their back turned


Command Normals

1. Hammer Arch - b/f+A

  • Mary hops forward slightly and performs a two-handed hammerfist that doesn't knockdown on impact unless it hits an airborn opponent(in which case, it is a hard knockdown)
  • Mary is considered airborn throughout most of this move but the when the contact is made, she is considered grounded
  • this move is very useful in combos but is punishable by some things even on hit, if it isn't cancelled
  • overhead
  • cancellable only to DMs if not cancelled into
  • cancellable if cancelled into


2. Double Rolling - b/f+B

  • Mary performs a two hit kicking move that does very good damage
  • hits low on the second hit
  • cancellable on the second hit
  • great move to use in combos for the damage adn cancellability, but can be guard rolled and punished if blocked


Special Moves

1. Spin Fall - qcf+P

  • Mary jumps into the air with a kick that does not knockdown
  • he initial qcf+A makes her jump higher but less horizontally than qcf+C. It also has better recovery on block than qcf+C
  • qcf+A is an overhead
  • the followup qcf+P can be performed after this move connects. It will only come out only if the move hits and not if it's blocked or whiffs
  • the followup is a hard knockdown
  • free cancellable into


2. Vertical Arrow - dp+K

  • Mary performs a very fast rising attack that knocks the opponent down
  • initial dp+B(not dp+D) is supercancellable on the first hit, though you have to be close to the opponent for the first hit to connect
  • free cancellable out of on the first hit
  • free cancellable into
  • can be followed up with another dp+K which will grab the opponent out of the air. This move only connects if the initial dp+K hit and was not blocked or whiffed
  • the followup dp+K is a hard knockdown and the opponent gets up with their back turned


3. Straight Slicer - _b f+K

  • Mary performs a sliding attack that goes fairly far
  • D version goes full screen length while B version goes about 3/4 screen
  • _b f+B is supercancellable
  • both versions hit low but for the D version, the tip of her foot must connect in order for it to be a low attack
  • free cancellable out of
  • free cancellable into
  • can be followed up by qcf+K, which grabs the opponent after the slide has connected. This move does not come out if the slide is blocked or whiffs
  • the followup qcf+K is a hard knockdown


4. M. Reverse Facelock - qcb+B

  • Mary goes into a counter stance. This move reverses jumping attacks and special moves that don't hit low
  • the counter becomes active immediately, but has bad recovery time
  • hard knockdown
  • free cancellable into


5. M. Head Buster - qcb+D

  • Mary goes into a counter stance. This move reverses midlevel attacks
  • the opponent is thrown into the air behind her and can be juggled afterwards
  • has bad recovery time, unsure if the counter becomes active immediately
  • free cancellable into


6. Real Counter - qcb+P

  • Mary goes into a stance where she is invincible to all attacks except throws. The invincibility lasts for about a second
  • during the stance, Mary can cancel it into qcf+P, which is an instant unblockable throw
  • the qcf+P followup is a hard knockdown


DMs

1. Splash Rose - qcf hcb+P

  • Mary dashes forward. If she connects, she will perform a combo that does decent damage. If it whiffs or is blocked, she will not continue and can be punished
  • qcf hcb+A goes about 3/4 screen length, while qcf hcb+C goes full screen
  • this move has a tendency to switch sides on the opponent, after it has been blocked. This will throw off some opponents trying to combo punish the move


2. Dynamite Swing - A A f B C

  • Mary performs a rising anti-air attack that comes out extremely fast (possibly on the first frame)
  • if the move connects, Mary then grabs opponent and swings them around before throwing them across the screen behind her
  • it is possible for the the initial hit to connect but the final grab (which results in the majority of damage) to not connect
  • this move can be cancelled after any normal on hit or whiff, including non-cancellable ones and even her CD counter


SDMs

1. Dynamite Swing - A A b B C

  • works exactly like her DM version but does more damage


HSDMs

1. Typhoon - db qcf uf u d+BD

  • this is an instant one frame grab that does very good damage
  • hard knockdown
  • an easier way to execute this move is to do 270 degree motion starting from back and going to up


Notes

  • cancellable normals are close A, crouch A, far A, close B, crouch B, far B, close C, crouch C, far C, close D(2)
  • CD is cancellable to special moves and DMs
  • close B is a low attack


Combos

Strategies

The King of Fighters 2002
System

FAQControlsGaugesMovementOffense and DefenseMiscellaneous

Characters

Andy BogardAngelAthena AsamiyaBenimaru NikaidoBilly KaneBlue MaryChang KoehanChin GentsaiChoi BoungeChrisClark StillGoro DaimonIori YagamiJoe HigashiK'K9999Kim KaphwanKula DiamondKusanagiKyo KusanagiLeona HeidernMai ShiranuiMatureMaximaMay LeeOrochi ChrisOrochi ShermieOrochi YashiroRalf JonesRamonRobert GarciaRyo SakazakiRyuji YamazakiSethShermieSie KensouTakuma SakazakiTerry BogardVanessaViceWhipYashiro NanakaseYuri Sakazaki