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 + A.gif / C.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: 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
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 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 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.
  • Does not 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 especially 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 to 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 confirmation 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 Jump 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 confirmation 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 cautious 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 hitbox 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 cautious 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
Without Cancel 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
With Cancel 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.
  • Doesn't 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

Special Moves
Straight Slicer - (← charge → + B/D)
Blue Mary Straight Slicer.jpg
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)
Blue Mary EX Straight Slicer.jpg
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)
Blue Mary Dp.jpg
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 a meaty jump D attack that is difficult for many characters to counter.


EX Vertical Arrow - (→↓↘ + BD)
Blue Mary EX DP.jpg
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)
Blue Mary Spin Fall.jpg
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)
Blue Mary EX Spin Fall.jpg
Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
107 0 15 / Hits crouching opponent at 18 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)
Blue Mary Real Counter.jpg
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)
Blue Mary Backdrop.jpg
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)
Blue Mary EX RC.jpg
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 immediately cancel into a command grab.
↳ EX Backdrop Real (In close, ↓↘→ + A/C)
Blue Mary EX Backdrop.jpg
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)
Blue Mary M Breaker.jpg
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 a 4-frame safe jump.


EX M. Breaker (→↓↘ + AC)
Blue Mary ex M Breaker.jpg
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 hyperjump to do a 4-frame safe jump.

Super Special Moves

Super Special Moves
M. Typhoon (In close, →↘↓↙←→↘↓↙← + B/D)
Blue Mary M Typhoon.jpg
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)
Blue Mary Max M Typhoon.jpg
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)
Blue Mary M Splash.jpg
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)
Blue Mary Max M Splash.jpg
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 setup or cross-up.

Climax Super Special Moves

Climax Super Special Moves
M. Dynamite Swing (↓↘→↓↘→ + BD)
Blue Mary Climax.jpg
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 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

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