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)
+
/ ![D.gif](/w/images/f/f7/D.gif)
- Stun Fang (EX Straight Slicer)
+
/ ![C.gif](/w/images/1/14/C.gif)
Vertical Arrow -
+
/
(*)
- M. Snatcher (Vertical Arrow)
+
/ ![D.gif](/w/images/f/f7/D.gif)
Spin Fall -
+
/
(*)
- M. Spider - (Spin Fall)
+
/ ![C.gif](/w/images/1/14/C.gif)
Real Counter -
+
/
(*)
- Backdrop Real (Real Counter) -
+
/ ![C.gif](/w/images/1/14/C.gif)
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.
- 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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
100
|
0
|
1
|
1
|
0
|
SKD
|
Unblockable
|
Hitbox
|
-
|
|
|
Viktor Throw (close, ←/→ + D)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
100
|
0
|
1
|
1
|
0
|
HKD
|
Unblockable
|
Hitbox
|
-
|
|
|
Command Moves
Command Moves
Hammer Arch - (→ + A)
|
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)
|
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)
|
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)
|
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 a 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 / 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)
|
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 immediately 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 a 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 hyperjump to do a 4-frame safe jump.
|
|
Super Special Moves
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 setup or cross-up.
|
|
Climax Super Special Moves
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 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
Discuss at [add character section link here Dream Cancel]