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| ==Desperation Move== | | ==S-Power== |
| {{MoveData | | {{MoveData |
| |image=RBFF2_Mary_641236bc.jpg | | |image=RBFF2_Mary_641236bc.jpg |
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| ==Super Desperation Move== | | ==P-Power== |
| ===Normal Mode=== | | ===Normal Mode=== |
| {{MoveData | | {{MoveData |
Latest revision as of 20:16, 9 May 2021
Gameplay Overview
Gameplay Notes
Blue Mary's gameplay style revolves around high risk/high reward. She can pressure opponents well with her guessing games. Her Double Rolling is a great attack that can setup her damage and guessing games, the follow-up third hit to Double Rolling can be canceled into M.Snatcher, which deals pretty good damage, almost half a lifebar. She is also able to cancel the follow-up into Young Dive, which is where Mary's guessing games begin. From Young Dive you can perform M.Spider, an unblockable that grabs standing opponent and possesses some invulnerability frames, or she can perform the Reverse Kick, a simple turn-around jump kick, effectively allowing Mary to cross-up her opponent. The M.Spider can also be performed outside of the Young Dive, it can be executed very low to the ground by Tiger Knee'ing the command. Her Desperation Move/S-Power, M.Typhoon, is an unblockable that travels a mid-screen distance with a bit of start-up time. This move occasionally works when thrown out when least expected, but one of it's most prominent uses is during an untechable knockdown and kara-canceled into from Mary's f + B overheard. If your opponent tries to block the f + B overhead and you kara into M.Typhoon, they will be the guarding state while you roll out with M.Typhoon.
Finally, using Mary's Super Desperation Move/P-Power, Escalation, she becomes a force to be reckon with by gaining several new attacks, Vertical Arrow (dp + A), Straight Slicer (Charge b, then f + A) and Spin Fall (qcf + C). Each chain into certain specials, for example -
Vertical Arrow chains into M.Snatcher, then you can perform Dynamite Swing. Iput dp + A (Vertical Arrow), followed by dp + B (M.Snatcher), and finish with d + C (Dynamite Swing).
Each of her new attacks chains into a different special and can be ended with the Dynamite Swing finisher for big damage. Also note that Vertical Arrow is an instant overhead, which you can cancel into from a cr.B, giving Mary an extremely difficult to block attack!
Learn to abuse Mary's offensive mix-ups and mind games, she is great at harassing opponents that love to turtle or charge in recklessly.
Pros |
Cons
|
- Unblockable M.Spider That Can Be Tiger-Knee'ed or Performed During Young Dive, Setting Up Mary's Guessing Games.
- Escalation P-Power Buffs Mary's Offensive Arsenal Considerably, And Enables Her To Deal Alot Of Damage, Along With Some Powerful Breakshots That Become Available To Her.
- Strong Mix-Up And Mind Games, Forcing Opponents To Guess.
- Kara M.Typhoon Gives Mary A Good Untechable Knockdown Option.
- Crab Clutch Is A Good Punishing Tool From Mid-Range, And Can Surprisingly Put A Stop To Many Attacks. Great Whiff Punishing Tool As Well.
|
- Outside Of Escalation Mode, Mary Has No Good Reliable Breakshot Options.
- Likewise, Outside of Escalation Mode, Mary Has A Difficult Time On Defense.
- Most Of Her Specials Are Easily Punishable.
- Not Many Combo Options Outside Of Escalation Mode.
|
Normals
Standing
5A
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
6
|
-
|
6
|
2
|
13
|
+1
|
-3
|
HL
|
Y
|
-
|
-
|
|
n.5A (within 48 px of opponent)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
6
|
-
|
6
|
2
|
12
|
+2
|
-2
|
HL
|
Y
|
-
|
-
|
|
5B
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
8
|
-
|
7
|
3
|
15
|
-2
|
-6
|
HL
|
Y
|
-
|
-
|
|
n.5B (within 51 px of opponent)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
8
|
-
|
7
|
3
|
13
|
0
|
-4
|
HL
|
Y
|
-
|
-
|
|
5C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
21
|
-
|
11
|
13
|
16
|
-3
|
-9
|
HL
|
N
|
-
|
-
|
|
n.5C (within 58px of opponent)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
11,11
|
-
|
9
|
3,3
|
27
|
-4
|
-10
|
HL
|
Y
|
-
|
-
|
|
Crouching
2A
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
6
|
-
|
7
|
2
|
16
|
-2
|
-6
|
HL
|
Y
|
-
|
-
|
|
2B
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
8
|
-
|
6
|
8
|
13
|
-5
|
-9
|
L
|
Y
|
-
|
-
|
|
2C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
21
|
-
|
7
|
7
|
18
|
KD
|
-5
|
L
|
Y
|
-
|
-
|
|
Command
Step Roller 4B
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
4,20
|
-
|
13
|
3(8)6
|
20
|
-1
|
-6
|
HL,L
|
N
|
-
|
-
|
|
Heel Fall 6B
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
19
|
-
|
19
|
2,4
|
20
|
+2
|
0
|
H
|
N
|
-
|
-
|
|
Leg Press 2B next to a downed opponent
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
11
|
-
|
12
|
7
|
13
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Dynamite Swing During Escalation Mode, 2C next to a downed opponent
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
32
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Straight Elbow 5AB
High Avoid Attack
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
14
|
-
|
7
|
11
|
15
|
0
|
-6
|
HL
|
Y
|
-
|
-
|
|
Jumping
j.A
Neutral Hop/Jump Diagonal Hop/Jump
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
Neutral Hop
|
6
|
-
|
4
|
till landing
|
6
|
+8
|
+4
|
H
|
N
|
-
|
-
|
Diagonal Hop
|
6
|
-
|
4
|
till landing
|
6
|
+8
|
+4
|
H
|
N
|
-
|
-
|
Neutral Jump
|
6
|
-
|
4
|
6
|
6
|
+8
|
+4
|
H
|
Y
|
-
|
-
|
Diagonal Jump
|
6
|
-
|
4
|
9
|
6
|
+8
|
+4
|
H
|
Y
|
-
|
-
|
|
j.B
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
Neutral Hop
|
8
|
-
|
7
|
till landing
|
6
|
+8
|
+4
|
H
|
N
|
-
|
-
|
Diagonal Hop
|
8
|
-
|
7
|
tlll landing
|
6
|
+8
|
+4
|
H
|
N
|
-
|
-
|
Neutral Jump
|
8
|
-
|
7
|
7
|
6
|
+8
|
+4
|
H
|
Y
|
-
|
-
|
Diagonal Jump
|
8
|
-
|
7
|
8
|
6
|
+8
|
+4
|
H
|
Y
|
-
|
-
|
|
j.C
Neutral/Diagonal Hop Neutral/Diagonal Jump
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
Neutral Hop
|
18
|
-
|
9
|
8
|
6
|
+15
|
+9
|
H
|
N
|
-
|
-
|
Diagonal Hop
|
18
|
-
|
9
|
8
|
6
|
+15
|
+9
|
H
|
N
|
-
|
-
|
Neutral Jump
|
18
|
-
|
9
|
6
|
6
|
+15
|
+9
|
H
|
Y
|
-
|
-
|
Diagonal Jump
|
18
|
-
|
9
|
8
|
6
|
+15
|
+9
|
H
|
Y
|
-
|
-
|
|
Oversway Actions
5D (opponent in oversway)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
21
|
-
|
7
|
8
|
15
|
+1
|
-2
|
H
|
Y
|
-
|
-
|
|
2D (opponent in oversway)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
21
|
-
|
12
|
3
|
11
|
KD
|
7
|
L
|
Y
|
-
|
-
|
|
A (from oversway)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
8
|
-
|
25
|
2
|
12
|
+2
|
0
|
H
|
-
|
-
|
-
|
|
B (from oversway)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
8
|
-
|
23
|
4
|
12
|
-1
|
-1
|
L
|
-
|
-
|
-
|
|
C (from oversway)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
16
|
-
|
24
|
4
|
10
|
10
|
-3
|
HL
|
-
|
-
|
-
|
|
Throw
Head Throw 4/6C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
26
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Achilles Hold 632C after Head Throw
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
32
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Feints
Feint Mary Snatcher 4AC
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
-
|
-
|
41
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Special Moves
Normal Mode
Crab Clutch [4]6B
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
28
|
-
|
18
|
12
|
34
|
KD
|
-24
|
L
|
-
|
N
|
-
|
|
Young Dive [2]8C(-4B)
Reverse Kick
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
[2]8C
|
15
|
-
|
29
|
14
|
28
|
-9
|
-15
|
H
|
-
|
N
|
-
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-4B
|
18
|
-
|
9
|
5
|
20
|
+3
|
-3
|
HL
|
-
|
N
|
-
|
|
Mary Snatcher 623B
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
A
|
8,31(35)
|
-
|
7
|
2(4)3
|
49
|
KD
|
-36
|
HL
|
-
|
Y
|
Y
|
|
Real Counter 214A
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
-
|
-
|
29 total
|
-
|
-
|
-
|
-
|
N
|
-
|
Upper body invul during 5-16f
|
|
Real Counter Follow-ups 214A-A/B/C
Good Night Backbreaker Face Lock German Suplex
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
A
|
35
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
B
|
35
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
C
|
35
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Mary Spider Jump toward the opponent then j.236C
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
Hop
|
28
|
-
|
19
|
till landing
|
14
|
KD
|
-14
|
-
|
-
|
N
|
-
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
Jump
|
28
|
-
|
7
|
till landing
|
14
|
KD
|
-14
|
-
|
-
|
N
|
-
|
|
Escalation Mode
- In addition to her other special moves, after entering her install, Blue Mary gets access to these new special moves
Vertical Arrow 623A(-623B)
Double Snatcher
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
623A
|
13,13,13(33)
|
-
|
9
|
4,3,12
|
38
|
KD
|
-31
|
H
|
-
|
Y
|
Y
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-623B
|
31
|
-
|
-
|
-
|
-
|
KD
|
-
|
-
|
-
|
-
|
-
|
|
Straight Slice [4]6A(-46B)
Double Clutch
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
[4]6A
|
32
|
-
|
16
|
12
|
34
|
KD
|
-24
|
L
|
-
|
Y
|
Y
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-46B
|
27
|
-
|
-
|
-
|
-
|
KD
|
-
|
-
|
-
|
-
|
-
|
|
Spin Fall 236C(-236C)
Double Spider
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
236c
|
9,9,9(22)
|
-
|
14
|
4,4,16
|
14
|
-2
|
-3
|
HL
|
-
|
Y
|
Y
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-236C
|
28
|
-
|
-
|
-
|
-
|
KD
|
-
|
-
|
-
|
-
|
-
|
|
S-Power
Mary Typhoon 641236BC
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
76
|
-
|
25
|
1
|
24
|
KD
|
-
|
-
|
-
|
-
|
-
|
|
P-Power
Normal Mode
Escalation Mode 641236C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
1+6
|
-
|
12 total
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Escalation Mode
Triple Ecstasy 2C after certain attacks
After Double Snatcher After Double Clutch After Double Spider
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
85
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Chain Attacks
Combos
Meterless
Metered
Strategy
Links & References
Training Mode Videos