The King of Fighters '98 UMFE/EX Blue Mary
Normal Moves
Format for Normals section. Be sure to add bullet points for multiple moves having a property (e.g. j. B/D cross-up; st/cr. A/B/C/D are whiff/cancelable). REMOVE AFTER WRITING IN
Normal Moves
Close
- cl. A: fast startup and + on block. whiffs on short crouchers. Not chainable. Cancelable.
- cl. B: short ranged normal with good frame advantage. Can combo into cl.C with a 1f link. Chainable. Cancelable.
- cl. C: two hitting close normal. good to use in combos since it deals good damage and both hits are cancelable. Safe on block. Cancelable.
- cl. D: two hitting close normal. has a lot of startup and is less safe than cl.C so this one doesn't have much use. cancelable.
Stand
- st. A: fairly short range but it can be used to stop some hops. whiffs on short crouchers. Chainable. Not cancelable.
- st. B: great poke with fast startup, good range, nice active frames and good recovery. Whiffs on tiny crouchers. Not chainable. Not cancelable.
- st. C: long ranged poke with a lot of startup and recovery making it unsafe on whiff. Kinda hard to punish on block because of the pushback. not cancelable.
- st. D: slow poke with a lot of recovery. but it has a lot of low invincibility. Not cancelable.
Crouch
- cr. A: a crouching jab with fairly short reach. Kinda bad on block at -3. good combo tool after cr.Bs. Chainable. Cancelable.
- cr. B: her main low combo starter. has good reach. Shrinks her hurtbox quite a lot. Chainable. Cancelable.
- cr. C: moves her forward a little bit. Has a lot of recovery making it very punishable. can be used in combos from ranges cl.C would whiff. Cancelable on whiff and contact.
- cr. D: long reach but has kinda long recovery making it unsafe on block and whiff. Shrinks her hurtbox a lot so she can go under some flying projectiles with it. Not cancelable.
Jump
- j. A: decent jumpin attack with a lot of active frames.
- j. B: has long reach downwards making it another decent jumpin attack. It can also be used as an instant overhead.
- j. C: has a nice hitbox in front and slightly below Mary so this move can function as both an air to air and air to ground attack. Comes out fairly slow though.
- neutral j. C: great hitbox for air to airing as it has loads of priority in front of Mary.
- j. D: Marys best jumpin normal due to it's good speed, reach and damage. Can crossup. can be used as a instant overhead when used during a hyper hop.
Blowback
- st. CD: good grounded poke that can be cancelled on whiff and on contact to make it safer or apply different mixups.
- j. CD: great air to air normal. Whiffs on low crouchers.
Throws
Victor Heave: (close) b/f + C
- regular throw, techable. Mary picks the opponent up and drops them behind her and then delivers a elbow strike. Sends the opponent half screen away behind Mary with a backturned hard knockdown.
Head Throw: (close) b/f + D
- regular throw, techable. Mary flings the opponent behind her full screen distance causing a soft knockdown.
Command Normals
Hammer Arch: f + A
- overhead when done raw, loses the overhead property when cancelled into.
- one of Marys primary mixup tools.
- punishable on block when done raw and when cancelled into.
- a staple in her combos as it combos after her heavy attacks and allows her to cancel into a special or super.
- gives hard knockdown when hitting an airborne opponent.
Climbing Arrow: df + B
- good anti air that hits high up.
- can be cancelled into dp on hit for a combo.
- shrinks her hurtbox so can low profile some jumpins.
- pops grounded opponents up for an aerial reset on hit.
Double Rolling: f + B
- a slow double kick. First hit has low invincibility but hits mid and second hit has no invincibility but hits low.
- unsafe on block and not cancelable so bad in combos as well.
- avoid using this move.
Special Moves
Young Dive: d~u + B/D
- Blue Mary does a somersault and comes down with a leg strike. B version goes shorter and lower than the D version.
- Hits overhead
- the move can be cancelled into one of the followups before or after the leg strike.
(During Young Dive) Reverse Kick: B/D
- a j.D from the somersault.
- hits overhead.
- on hit it causes a juggleable state so Blue Mary can follow it up in the corner.
- Safe on block.
- if done after the hit of the initial dive it will be a true blockstring on block and a combo on hit.
- causes soft knockdown.
(During Young Dive) Dangerous Spider: A/C
- a grab during the dive.
- a slow command grab that will grab grounded opponents.
- can be good to catch people trying to block the dive attack.
- fairly easy to react to and hop to beat it so use sparingly.
- causes hard knockdown.
M.Spider: (in air) qcf + A/C
- an aerial command grab.
- A version she comes down diagonal, C version she comes down vertically
- This cannot grab aerial opponents only standing and crouching
- causes a backturned hard knockdown on hit
Straight Slicer: b~f + B/D
- a long range sliding kick. B version goes about half screen and D version goes almost full screen.
- can low profile a lot of mid height moves like pokes and some projectiles.
- It can also low profile jump in attacks so it functions as a good long range anti air as well.
- can combo from lights which gives her nice low confirms.
- it has a lot of active frames.
(During Straight Slicer hit) Stun Fang: qcf + B/D
- Blue Mary pulls out a stungun and stuns the opponent after the slide.
- only comes out on hit so always do it after the slide
- causes soft knockdown
Leg Press: down, down + B (When opponent is knocked down)
- OTG move that can be done after hard knockdowns or soft knockdowns if the opponent didn't recovery roll
- can only be done after moves that puts her close enough to the opponent.
- Use it for extra damage whenever possible.
Vertical Arrow: dp + B/D
- a upwards travelling dp move. B version flies shorter than the D version.
- B version has faster startup than the C version.
- B version only has a bit of startup invincibility and D version has full startup invincibility that lasts until the 4th active frame
- B version can function as a fast anti air as it has a very good hitbox.
- D version functions as a reversal and as a late anti air.
- very unsafe on block and whiff.
M. Snatcher: During Vertical Arrow hit, dp + B/D
- a followup to her dp.
- always do this followup as it only comes out on hit and nothing extra happens on block or whiff.
- Causes a backturned hard knockdown.
Real Counter: qcb + A/C
- Blue mary does a pose, she is invincible for a long period during it.
- has a bit of punishable recovery at the end and can be thrown.
- can be cancelled into 2 followups.
(During Real Counter) German Suplex: hcf + A/C
- a 1f command grab out of the real counter.
- causes a hard knockdown.
- There is a trick to get the German suplex out in 1f entirely skipping the real counter part of the move, see the tips & strategy section for details.
(During Real Counter) Face Lock: hcb + B/D
- another 1f command grab out of the real counter.
- causes a backturned hard knockdown that gives you plenty of time to set something up on their wakeup.
Desperation Moves
M.Escalation mode: qcf, qcf + A/C
┣ (Escalation mode) Spin Fall: qcf + B/D
┗ (During Spin Fall Hit) Double Spider: qcf + A/C
┗ (Escalation mode, During Straight Slicer Hit) Double Crunch: qcf + B/D
┗ (Escalation mode, During Vertical Arrow hit) Double Snatcher: dp + B/D
┗ (Escalation mode, During the end of Double Spider, Double Crunch, & Double Snatcher), M.Triple Ecstasy: down + A/C
┗ (Escalation mode, During the end of Dangerous Spider, M.Spider, German Suplex, & Face Lock), M.Dynamite Swing: down A/C
M.Diving Smasher: (close) hch, hcb + B/D
- 1f command grab super.
- good for a higher damaging version of the instant real counter.
- good for combos.
- causes a hard knockdown.
- Max version does more damage.
Combos
- cr.B cr.B cr.A b~f+B qcf+A
- basic low hitconfirm combo. In the corner you can add a dd+B for extra damage.
- (j.X) cl.C f+A dp+K/hcbx2+K
- basic jumpin or heavy button combo.
- d~u+D K dp+D dp+K
- corner combo after her young dive special.