Difference between revisions of "The King of Fighters '98 UMFE/EX Blue Mary"

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(Added the combos EX Blue Mary can do while in her install)
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== Introduction ==
== Introduction ==


Ex Blue Mary is primarily a rushdown and mixup based character that aims to score a knockdown and run mixups on the opponent. The main attraction of her moveset is her install super that perfectly complements this gameplan as it increases the damage on all her mixup options. It also works as a utility tool as you can use it defensively to react to the opponents actions. to complement her main gameplan she also sports a nice selection of normals that she can poke with to prevent the opponent from getting in on her. Her main weaknesses is a lack of long ranged tools.
EX Blue Mary is primarily a rushdown- and mixup-based character that aims to score a knockdown and run mixups on the opponent. The main attraction of her moveset (especially as opposed to regular Blue Mary, who is otherwise extremely similar) is her install DM that perfectly complements this gameplan, as it increases the damage on all her mixup options. It also works as a utility tool, as you can use it defensively to react to the opponent's actions. To complement her main gameplan, she also sports a nice selection of normals that she can poke with to prevent the opponent from getting in on her. Her main weaknesses is a lack of long-ranged tools.


== Changes from previous versions ==
== Changes from Previous Versions ==


'''98UM to 98UMFE'''
'''98UM to 98UMFE'''


no changes
N/A


== Normal Moves ==
== Normal Moves ==


'''Close'''
'''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'''
* cl.A: Fast startup and plus on block. Whiffs on short crouchers. Cancelable.
*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'''
* cl.B: Short-ranged normal with good frame advantage. Can combo into cl.C with a 1f link. Chainable and cancelable.
*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'''
* cl.C: Two-hitting close normal. Great combo filler, since it deals good damage and both hits are cancelable. Safe on block.
*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.
* 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 on both hits.


*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.
'''Standing'''


'''Blowback'''
* st.A: Fairly short-range, but it can be used to stop some hops. Whiffs on short crouchers. Chainable, not cancelable.


*st. CD: good grounded poke that can be cancelled on whiff and on contact to make it safer or apply different mixups.
* st.B: Great poke with fast startup, good range, nice active frames, and good recovery. Whiffs on tiny crouchers.


*j. CD: great air to air normal. Whiffs on low crouchers.
* 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.
 
* st.D: Slow poke with a lot of recovery, but it has a lot of low invincibility.
 
'''Crouching'''
 
* cr.A: A crouching jab with fairly short reach. Kinda bad on block at -3, but a good combo tool after cr.Bs. Chainable and cancelable.
 
* cr.B: Her main low combo starter. Has good reach. Shrinks her hurtbox quite a lot. Chainable and 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 hit, block, and whiff.
 
* 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.
 
'''Jumping'''
 
* j.A: Decent jump-in attack with a lot of active frames.
 
* j.B: Has long reach downwards, making it another decent jump-in attack. It can also be used as an instant overhead.
 
* j.C: Has a nice hitbox in front of and slightly below Mary, so this move can function as both an air-to-air and jump-in attack. Comes out fairly slow, though.
 
* nj.C: Great hitbox for air-to-airing, as it has loads of priority in front of Mary.
 
* j.D: Mary's best jump-in normal due to its good speed, reach and damage. Can crossup. Can be used as an instant overhead from a hyper hop.
 
'''CD Normals'''
 
* st.CD: Good grounded poke that can be cancelled on hit, block, and whiff to make it safer or apply different mixups.
 
* j.CD: Great air-to-air normal. Whiffs on low crouchers.


== Throws ==
== Throws ==


'''Victor Heave''': (close) b/f + C
'''Victor Heave:''' <code>b/f+C (close)</code>


* 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.
* Regular throw, techable. Mary picks the opponent up and drops them behind her, and then delivers a elbow strike. Sends the opponent halfscreen away behind Mary with a backturned hard knockdown.


'''Head Throw''': (close) b/f + D
* The fact that this switches sides means that Mary cannot normal-throw her opponent in the corner and keep them there—luckily, she has a command grab for that.


* regular throw, techable. Mary flings the opponent behind her full screen distance causing a soft knockdown.
'''Head Throw:''' <code>b/f+D (close)</code>


== Command Normals ==
* Regular throw, techable. Mary flings the opponent behind her fullscreen distance, causing a soft knockdown.


'''Hammer Arch''': f + A
== Command Moves ==


* overhead when done raw, loses the overhead property when cancelled into.
'''Hammer Arch:''' <code>f+A</code>


* one of Marys primary mixup tools.
* Overhead when done raw, loses the overhead property when canceled into.


* punishable on block when done raw and when cancelled into.
* One of Mary's primary mixup tools.


* a staple in her combos as it combos after her heavy attacks and allows her to cancel into a special or super.
* Punishable on block when done raw and when canceled into.


* gives hard knockdown when hitting an airborne opponent.
* A staple in her combos, as it combos after her heavy attacks, moves forward a lot to mitigate pushback, and allows her to cancel into a special or DM.


'''Climbing Arrow''': df + B
* Causes a hard knockdown when hitting an airborne opponent.


* good anti air that hits high up.
'''Climbing Arrow:''' <code>df+B</code>


* can be cancelled into dp on hit for a combo.
* Good anti-air that hits high up.


* shrinks her hurtbox so can low profile some jumpins.
* Can be cancelled into dp+K on hit for a combo.


* pops grounded opponents up for an aerial reset on hit.  
* Shrinks her hurtbox, so it can low-profile some jump-ins.


'''Double Rolling''': f + B
* Pops grounded opponents up for an aerial reset on hit.


* a slow double kick. First hit has low invincibility but hits mid and second hit has no invincibility but hits low.
'''Double Rolling:''' <code>f+B</code>


* unsafe on block and not cancelable so bad in combos as well.
* A slow double kick. First hit has low invincibility but hits mid, and second hit has no invincibility but hits low.


* avoid using this move.
* Unsafe on block and not cancelable, so it's bad in combos.


* Avoid using this move. Mary can just do st.D or cr.B by themselves.


== Special Moves ==
== Special Moves ==


'''Young Dive:''' <code>d~u+B/D</code>
* EX Blue Mary does a somersault and comes down with a leg strike. B version goes shorter and lower than the D version.


'''Young Dive:''' d~u + B/D
* Hits overhead.
* 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.


* the move can be cancelled into one of the followups before or after the leg strike.
: '''Reverse Kick:''' <code>B/D (during d~u+K)</code>


'''(During Young Dive) Reverse Kick:''' B/D
:* A j.D from the somersault.


* a j.D from the somersault.
:* Hits overhead.


* hits overhead.
:* On hit it causes a juggleable state, so Mary can follow it up in the corner.


* on hit it causes a juggleable state so Blue Mary can follow it up in the corner.
:* Safe on block.


* 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.


* if done after the hit of the initial dive it will be a true blockstring on block and a combo on hit.
:* Causes a soft knockdown.  


* causes soft knockdown.
: '''Dangerous Spider:''' <code>A/C (during d~u+K) ($)</code>
'''(During Young Dive) Dangerous Spider:''' A/C


* a grab during the dive.
:* An M.Spider during the dive. Behaves identically to the raw version.


* a slow command grab that will grab grounded opponents.
:* Can be good to catch people trying to block the dive attack.


* 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.


* fairly easy to react to and hop to beat it so use sparingly.
:* Causes hard knockdown.


* causes hard knockdown.
'''M.Spider:''' <code>qcf+A/C (in air) ($)</code>


'''M.Spider:''' (in air) qcf + A/C
* An aerial command grab.
* an aerial command grab.


* A version she comes down diagonal, C version she comes down vertically
* With the A version Mary comes down diagonally, with the C version she comes down vertically.


* This cannot grab aerial opponents only standing and crouching
* This cannot grab aerial opponents, only standing and crouching.


* causes a backturned hard knockdown on hit
* Causes a backturned hard knockdown on hit.


'''Straight Slicer:''' b~f + B/D
'''Straight Slicer:''' <code>b~f+B/D</code>


* a long range sliding kick. B version goes about half screen and D version goes almost full screen.
* A long-range low-hitting sliding kick. B version goes about halfscreen, and D version goes almost fullscreen.


* can low profile a lot of mid height moves like pokes and some projectiles.  
* 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.
* 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.
* B version can combo from lights, which gives her nice low confirms.


* it has a lot of active frames.
* Has a lot of active frames.


'''(During Straight Slicer hit) Stun Fang:''' qcf + B/D
: '''Stun Fang:''' <code>qcf+B/D (during b~f+K)</code>


* Blue Mary pulls out a stungun and stuns the opponent after the slide.
:* EX Blue Mary pulls out a stun gun and stuns the opponent after the slide.


* only comes out on hit so always do it after the slide
:* Only comes out on hit, so always do it after the slide.


* causes soft knockdown
:* Causes a soft knockdown.


'''Leg Press:''' down, down + B (When opponent is knocked down)
'''Leg Press:''' <code>d,d+B (when opponent is knocked down)</code>


* OTG move that can be done after hard knockdowns or soft knockdowns if the opponent didn't recovery roll
* 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.
* Can only be done after moves that put her close enough to the opponent.


* Use it for extra damage whenever possible.
* Use it for extra damage whenever possible.


'''Vertical Arrow:''' dp + B/D
'''Vertical Arrow:''' <code>dp+B/D</code>


* a upwards travelling dp move. B version flies shorter than the D version.
* Mary's DP.


* B version has faster startup than the C version.
* B version has faster startup than the D version, but travels a shorter distance.


* 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 only has a bit of startup invincibility, while the 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.
* 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.
* D version functions as a reversal and as a late anti-air.


* very unsafe on block and whiff.
* Very unsafe on block and whiff.


'''M. Snatcher''': During Vertical Arrow hit, dp + B/D
: '''M.Snatcher:''' <code>dp+B/D (during dp+K)</code>


* a followup to her dp.
:* Followup to Mary's DP. Adds extra damage and gives Mary a better knockdown.


* always do this followup as it only comes out on hit and nothing extra happens on block or whiff.
:* Always do this followup, as it only comes out on hit and nothing extra happens on block or whiff.


* Causes a backturned hard knockdown.
:* Causes a backturned hard knockdown.
   
   
'''Real Counter:''' qcb + A/C
'''Real Counter:''' <code>qcb+A/C</code>
* 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.
* EX Blue Mary does a pose, she is strike-invincible for a long period during it.


* can be cancelled into 2 followups.
* Has a bit of punishable recovery at the end, and can be thrown.


'''(During Real Counter) German Suplex:''' hcf + A/C
* Can be cancelled into 2 followups to punish the opponent for whiffing an attack through the invincibility frames.


* a 1f command grab out of the real counter.
: '''German Suplex:''' <code>hcf+A/C (close, during qcb+P) ($)</code>


* causes a hard knockdown.
:* A 1f command grab out of qcb+P. Can be canceled into at any point during the stance.


* 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.
:* Causes a hard knockdown without switching sides.


'''(During Real Counter) Face Lock:''' hcb + B/D
: '''Face Lock:''' <code>hcf+B/D (close, during qcb+P) ($)</code>


* another 1f command grab out of the real counter.
:* Another 1f command grab out of qcb+P. Also can be canceled into at any point during the stance.


* causes a backturned hard knockdown that gives you plenty of time to set something up on their wakeup.
:* Causes a backturned hard knockdown that gives you plenty of time to set something up on their wakeup. Switches sides.


== Desperation Moves ==
== Desperation Moves ==


'''M.Escalation mode:''' qcf, qcf + A/C
'''M.Escalation Mode:''' <code>qcfx2+A/C</code>
* an install super that gives Mary a blue effect behind her.
 
* An install DM that gives EX Blue Mary a blue effect behind her.


* this super gives access to new moves and new followups to existing moves.
* This DM gives access to new moves, and new followups to existing moves.


* the main strength of this super is that it gives you the option to tack on more damage on any of Marys special moves that score knockdowns, making her mixup game scarier.
* The main strength of this DM is that it gives Mary the option to tack on more damage on any of her special moves that scores a knockdown, making her mixup game much more threatening.


* the other great thing about this super is that it recovers almost instantly and that combined with the super freeze it gives you means that you can use the super as a small timeout where you get to see what the opponent is doing and then take an appropriate action to defend against or beat it.   
* The other main benefit of this DM is that it recovers almost instantly, letting you use the super freeze as a small timeout where you get to see what the opponent is doing and then take an appropriate action to defend against or beat it.   


* Max version makes the super followup do more damage.
* MAX version makes the followups do more damage.


'''(Escalation mode) Spin Fall:''' qcf + B/D
: '''Spin Fall:''' <code>qcf+B/D (while qcfx2+P is active)</code>
   
   
* Blue Mary does a frontflip whilst kicking in front of her.
:* Blue Mary does a front flip while kicking in front of her. Hits mid.


* good approaching tool as it's fast and fairly safe on block.
:* Good approaching tool, as it's fast and fairly safe on block.


* hits mid.
: : '''Double Spider:''' <code>qcf+A/C (during qcf+K while qcfx2+P is active) (#)</code>
'''(During Spin Fall Hit) Double Spider:''' qcf + A/C
* a grab that can only be done on hit.


* causes a backturned hard knockdown
: :* A grab followup to qcf+K that can only be done on hit.


┗ '''(Escalation mode, During ''Straight Slicer Hit'') Double Crunch:''' qcf + B/D
: :* Causes a backturned hard knockdown.


* Blue Mary grabs the opponent after the slide and breaks their leg.
: '''Double Crunch:''' <code>qcf+B/D (during b~f+K while qcfx2+P is active) (#)</code>
 
:* Replaces the normal followup to b~f+K while qcfx2+P is active.
   
   
* can only be done on hit.
:* Can only be done on hit.
 
:* Causes a hard knockdown.
 
: '''Double Snatcher:''' <code>dp+B/D (during dp+K while qcfx2+P is active) (#)</code>
 
:* Replaces the normal followup to dp+K while qcfx2+P is active.
 
:* Can only be done on hit.
 
:* Causes a backturned hard knockdown.  


* causes a hard knockdown.
: '''M.Triple Ecstasy:''' <code>d+A/C (during (#) moves while qcfx2+P is active)</code>


┗ '''(Escalation mode, During ''Vertical Arrow hit'') Double Snatcher:''' dp + B/D
:* During qcfx2+P you can cancel qcfx2+P-exclusive followups into this.
* can only be done on hit.


* causes a backturned hard knockdown.  
:* EX Blue Mary picks the opponent up and swings them around in circles, and then throws them away to the other end of the screen.


┗ '''(Escalation mode, During the end of Double Spider, Double Crunch, & Double Snatcher), M.Triple Ecstasy:''' down + A/C
:* Especially good in Extra mode, since it gives EX Blue Mary time to charge her meter after using it.


* when in escalation mode you can cancel one of the above specials into this.
:* Ends the qcfx2+P state.


* Blue Mary picks the opponent up and swings them around in circles and then throws them away to the other end of the screen.
:* Causes a hard knockdown.


* especially good in extra mode since it gives blue Mary time to charge her meter after using it.
: '''M.Dynamite Swing:''' <code>d+A/C (during ($) moves while qcfx2+P is active)</code>


* causes a hard knockdown.
:* During qcfx2+P you can cancel Mary's command grabs into this.
┗ '''(Escalation mode, During the end of Dangerous Spider, M.Spider, German Suplex, & Face Lock), M.Dynamite Swing:''' down A/C


* when in escalation mode you can cancel one of the above specials into this.
:* EX Blue Mary picks the opponent up and swings them around in circles, and then throws them away to the other end of the screen.


* Blue Mary picks the opponent up and swings them around in circles and then throws them away to the other end of the screen.
:* Especially good in Extra mode, since it gives EX Blue Mary time to charge her meter after using it.


* especially good in extra mode since it gives blue Mary time to charge her meter after using it.
:* Ends the qcfx2+P state.


* causes a hard knockdown.
:* Causes a hard knockdown.


'''M.Diving Smasher:''' (close) hch, hcb + B/D
'''M.Diving Smasher:''' <code>hcbx2+B/D (close)</code>
* 1f command grab super.


* good for a higher damaging version of the instant real counter.
* 1f command grab DM, and EX Blue Mary's more conventional DM.


* good for combos.
* Good for grounded combos.


* causes a hard knockdown.
* Causes a hard knockdown.


* Max version does more damage.
* MAX version does more damage.


== Combos ==
== Combos ==


'''General Notes'''
'''General Notes'''
* In any metered combo, you can replace hcbx2+K with hcbx2+BD for more damage if you have 3 bars in Advanced Mode.
 
* In any combo that ends with "b,f+B > qcf+B", you can add d,d+B for extra damage if you are close to the corner.
* In any metered combo, you can replace hcbx2+K with hcbx2+BD for more damage if you have the resources.
 
* In any combo that ends with "b~f+B > qcf+B", you can add d,d+B for extra damage if you are close to the corner.
 
*In any combo using qcfx2+P, using qcfx2+AC instead will make it do much more damage.


===Meterless===
===Meterless===


Low
''Low''


: <code>cr.Bx2, cr.A, b,f+B > qcf+B</code>:
: <code>cr.Bx2, cr.A, b~f+B > qcf+B</code>
:* Basic low hit confirm combo.
: Basic low hit-confirm combo.


Anywhere
''Mid/Jump-In''


: <code>(j.X), cl.C, f+A, dp+B > dp+K, (d,d+B)</code>:
: <code>(j.X), cl.C, f+A, dp+B > dp+K, (d,d+B)</code>  
:* Basic jump-in or heavy button combo.
: Basic jump-in or heavy button combo.


Corner
''Corner''


: <code>d~u+D > K, dp+D > dp+K</code>:
: <code>d~u+D > K, dp+D > dp+K</code>
:* Corner combo after her young dive special.
: Corner combo after her d~u+K special.


Quick Dodge
''Quick Dodge''


: <code>(j.X), cl.C, f+B(2), AB, b,f+B > qcf+B, (d,d+B)</code>:
: <code>(j.X), cl.C, f+B(2), AB, b,f+B > qcf+B, (d,d+B)</code>
:* Can only be done in Extra Mode or Ultimate Mode (with "Avoiding")
: Can only be done in Extra Mode or Ultimate Mode (with "Avoiding")
:* You need to charge back during the dodge to get enough charge for b,f+B
: You need to charge back during the dodge to get enough charge for b~f+B.


===With Meter===
===With Meter===


Low
''Low''


: <code>cr.B, cr.A/cl.A, hcbx2+K</code>:
: <code>cr.B, cr.A/cl.A, hcbx2+K</code>
:* You can do this as cr.B, hcb+A, hcb+K for an easier cancel
: You can do this as cr.B, hcb+A, hcb+K for an easier cancel.


Anywhere
''Mid/Jump-In''


: <code>(j.X), cl.C, f+A, hcbx2+K</code>:
: <code>(j.X), cl.C, f+A, hcbx2+K</code>
: Simple punish/jump-in combo into DM.


: <code>(j.X), cl.C, f+A, qcfx2+P, b,f+B > qcf+B > d+P</code>:
: <code>(j.X), cl.C, f+A, qcfx2+P, b,f+B > qcf+B > d+P</code>
:* You need to charge back during the qcfx2+P to get enough charge for b,f+B
: You need to charge back during the qcfx2+P to get enough charge for b,f+B.


: <code>cl.B, cl.C, f+A, hcbx2+K</code>:
: <code>cl.B, cl.C, f+A, hcbx2+K</code>
:* cl.B, cl.C is a somewhat difficult link but it can be safely hit confirmed  
: cl.B, cl.C is a somewhat difficult link but, it can be safely hit-confirmed.


Corner
''Corner''


: <code>(j.X), cl.C, f+A, qcfx2+P, cr.C, b,f+B > qcf+B > d+P</code>:
: <code>(j.X), cl.C, f+A, qcfx2+P, cr.C, b,f+B > qcf+B > d+P</code>
:* You can only add the jump-in at the corner but you can do this combo starting from cl.C from anywhere
: You can only add the jump-in in the corner, but you can do this combo starting from cl.C from anywhere.


'''From Install (qcfx2+P)'''
''With Install Active''


Low
''Low''


: <code>cr.Bx2, cr.A, b,f+B > qcf+B > d+P</code>:
: <code>cr.Bx2, cr.A, b,f+B > qcf+B > d+P</code>


Anywhere
''Mid/Jump-In''


: <code>(j.X), cl.C, f+A, dp+B > dp+K > d+P</code>:
: <code>(j.X), cl.C, f+A, dp+B > dp+K > d+P</code>


: <code>qcf+K > qcf+P > d+P</code>:
: <code>qcf+K > qcf+P > d+P</code>


: <code>Air qcf+P > d+P</code>:
: <code>j.qcf+P > d+P</code>


: <code>qcb+P, hcf+P/K > d+P</code>:
: <code>qcb+P, hcf+P/K > d+P</code>


Corner
''Corner''


: <code>d~u+D > K, dp+D > dp+K > d+P</code>:
: <code>d~u+D > K, dp+D > dp+K > d+P</code>


===With Quick Max===
===With Quick Max===


Low
''Low''
: <code>cr.B, ABC, cl.C, f+A, hcbx2+K</code>:


: <code>cr.B, ABC, cl.C, f+A, qcfx2+P, b,f+B > qcf+B > d+P</code>:
: <code>cr.B, ABC, cl.C, f+A, hcbx2+K</code>
:* You need to charge back during the qcfx2+P to get enough charge for b,f+B


Anywhere
: <code>cr.B, ABC, cl.C, f+A, qcfx2+P, b,f+B > qcf+B > d+P</code>
:* You need to charge back during the qcfx2+P to get enough charge for b,f+B.


: <code>j.B, ABC, cl.C, f+A, hcbx2+k</code>:
''Mid/Jump-In''
:* j.B can be done very high up and still combo: from about when Mary reaches the top of her hop arc


: <code>d,u+B, ABC, cr.C, b,f+B > qcf+B, (d,d+B)</code>:
: <code>j.B, ABC, cl.C, f+A, hcbx2+k</code>
:* You need to charge back during the ABC to get enough charge for b,f+B
: j.B can be done very high up and still combo, from about when Mary reaches the top of her hop arc
 
: <code>d,u+B, ABC, cr.C, b,f+B > qcf+B, (d,d+B)</code>  
: You need to charge back during the ABC to get enough charge for b,f+B.


== Strategy & Tips ==
== Strategy & Tips ==
'''1f real counter'''
'''1f real counter'''
* you can execute the hcf+P in 1f entirely skipping the first part of the move by inputting it like qcb,hcf and an isolated P at the end. By learning to do this you get an additional mixup in your bag that is fairly powerful.
* You can execute the hcf+P in 1f, entirely skipping the first part of the move, by inputting it like qcb,hcf and an isolated P at the end. By learning to do this you get an additional mixup in your bag that is fairly powerful.


== Videos ==
== Videos ==

Revision as of 20:33, 16 October 2021

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Introduction

EX Blue Mary is primarily a rushdown- and mixup-based character that aims to score a knockdown and run mixups on the opponent. The main attraction of her moveset (especially as opposed to regular Blue Mary, who is otherwise extremely similar) is her install DM that perfectly complements this gameplan, as it increases the damage on all her mixup options. It also works as a utility tool, as you can use it defensively to react to the opponent's actions. To complement her main gameplan, she also sports a nice selection of normals that she can poke with to prevent the opponent from getting in on her. Her main weaknesses is a lack of long-ranged tools.

Changes from Previous Versions

98UM to 98UMFE

N/A

Normal Moves

Close

  • cl.A: Fast startup and plus on block. Whiffs on short crouchers. Cancelable.
  • cl.B: Short-ranged normal with good frame advantage. Can combo into cl.C with a 1f link. Chainable and cancelable.
  • cl.C: Two-hitting close normal. Great combo filler, since it deals good damage and both hits are cancelable. Safe on block.
  • 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 on both hits.

Standing

  • 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.
  • 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.
  • st.D: Slow poke with a lot of recovery, but it has a lot of low invincibility.

Crouching

  • cr.A: A crouching jab with fairly short reach. Kinda bad on block at -3, but a good combo tool after cr.Bs. Chainable and cancelable.
  • cr.B: Her main low combo starter. Has good reach. Shrinks her hurtbox quite a lot. Chainable and 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 hit, block, and whiff.
  • 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.

Jumping

  • j.A: Decent jump-in attack with a lot of active frames.
  • j.B: Has long reach downwards, making it another decent jump-in attack. It can also be used as an instant overhead.
  • j.C: Has a nice hitbox in front of and slightly below Mary, so this move can function as both an air-to-air and jump-in attack. Comes out fairly slow, though.
  • nj.C: Great hitbox for air-to-airing, as it has loads of priority in front of Mary.
  • j.D: Mary's best jump-in normal due to its good speed, reach and damage. Can crossup. Can be used as an instant overhead from a hyper hop.

CD Normals

  • st.CD: Good grounded poke that can be cancelled on hit, block, and whiff to make it safer or apply different mixups.
  • j.CD: Great air-to-air normal. Whiffs on low crouchers.

Throws

Victor Heave: b/f+C (close)

  • Regular throw, techable. Mary picks the opponent up and drops them behind her, and then delivers a elbow strike. Sends the opponent halfscreen away behind Mary with a backturned hard knockdown.
  • The fact that this switches sides means that Mary cannot normal-throw her opponent in the corner and keep them there—luckily, she has a command grab for that.

Head Throw: b/f+D (close)

  • Regular throw, techable. Mary flings the opponent behind her fullscreen distance, causing a soft knockdown.

Command Moves

Hammer Arch: f+A

  • Overhead when done raw, loses the overhead property when canceled into.
  • One of Mary's primary mixup tools.
  • Punishable on block when done raw and when canceled into.
  • A staple in her combos, as it combos after her heavy attacks, moves forward a lot to mitigate pushback, and allows her to cancel into a special or DM.
  • Causes a hard knockdown when hitting an airborne opponent.

Climbing Arrow: df+B

  • Good anti-air that hits high up.
  • Can be cancelled into dp+K on hit for a combo.
  • Shrinks her hurtbox, so it can low-profile some jump-ins.
  • 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 it's bad in combos.
  • Avoid using this move. Mary can just do st.D or cr.B by themselves.

Special Moves

Young Dive: d~u+B/D

  • EX 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.
Reverse Kick: B/D (during d~u+K)
  • A j.D from the somersault.
  • Hits overhead.
  • On hit it causes a juggleable state, so 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 a soft knockdown.
Dangerous Spider: A/C (during d~u+K) ($)
  • An M.Spider during the dive. Behaves identically to the raw version.
  • 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: qcf+A/C (in air) ($)

  • An aerial command grab.
  • With the A version Mary comes down diagonally, with the 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 low-hitting sliding kick. B version goes about halfscreen, and D version goes almost fullscreen.
  • 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.
  • B version can combo from lights, which gives her nice low confirms.
  • Has a lot of active frames.
Stun Fang: qcf+B/D (during b~f+K)
  • EX Blue Mary pulls out a stun gun and stuns the opponent after the slide.
  • Only comes out on hit, so always do it after the slide.
  • Causes a soft knockdown.

Leg Press: d,d+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 put her close enough to the opponent.
  • Use it for extra damage whenever possible.

Vertical Arrow: dp+B/D

  • Mary's DP.
  • B version has faster startup than the D version, but travels a shorter distance.
  • B version only has a bit of startup invincibility, while the 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: dp+B/D (during dp+K)
  • Followup to Mary's DP. Adds extra damage and gives Mary a better knockdown.
  • 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

  • EX Blue Mary does a pose, she is strike-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 to punish the opponent for whiffing an attack through the invincibility frames.
German Suplex: hcf+A/C (close, during qcb+P) ($)
  • A 1f command grab out of qcb+P. Can be canceled into at any point during the stance.
  • Causes a hard knockdown without switching sides.
Face Lock: hcf+B/D (close, during qcb+P) ($)
  • Another 1f command grab out of qcb+P. Also can be canceled into at any point during the stance.
  • Causes a backturned hard knockdown that gives you plenty of time to set something up on their wakeup. Switches sides.

Desperation Moves

M.Escalation Mode: qcfx2+A/C

  • An install DM that gives EX Blue Mary a blue effect behind her.
  • This DM gives access to new moves, and new followups to existing moves.
  • The main strength of this DM is that it gives Mary the option to tack on more damage on any of her special moves that scores a knockdown, making her mixup game much more threatening.
  • The other main benefit of this DM is that it recovers almost instantly, letting you use the super freeze as a small timeout where you get to see what the opponent is doing and then take an appropriate action to defend against or beat it.
  • MAX version makes the followups do more damage.
Spin Fall: qcf+B/D (while qcfx2+P is active)
  • Blue Mary does a front flip while kicking in front of her. Hits mid.
  • Good approaching tool, as it's fast and fairly safe on block.
: Double Spider: qcf+A/C (during qcf+K while qcfx2+P is active) (#)
:* A grab followup to qcf+K that can only be done on hit.
:* Causes a backturned hard knockdown.
Double Crunch: qcf+B/D (during b~f+K while qcfx2+P is active) (#)
  • Replaces the normal followup to b~f+K while qcfx2+P is active.
  • Can only be done on hit.
  • Causes a hard knockdown.
Double Snatcher: dp+B/D (during dp+K while qcfx2+P is active) (#)
  • Replaces the normal followup to dp+K while qcfx2+P is active.
  • Can only be done on hit.
  • Causes a backturned hard knockdown.
M.Triple Ecstasy: d+A/C (during (#) moves while qcfx2+P is active)
  • During qcfx2+P you can cancel qcfx2+P-exclusive followups into this.
  • EX Blue Mary picks the opponent up and swings them around in circles, and then throws them away to the other end of the screen.
  • Especially good in Extra mode, since it gives EX Blue Mary time to charge her meter after using it.
  • Ends the qcfx2+P state.
  • Causes a hard knockdown.
M.Dynamite Swing: d+A/C (during ($) moves while qcfx2+P is active)
  • During qcfx2+P you can cancel Mary's command grabs into this.
  • EX Blue Mary picks the opponent up and swings them around in circles, and then throws them away to the other end of the screen.
  • Especially good in Extra mode, since it gives EX Blue Mary time to charge her meter after using it.
  • Ends the qcfx2+P state.
  • Causes a hard knockdown.

M.Diving Smasher: hcbx2+B/D (close)

  • 1f command grab DM, and EX Blue Mary's more conventional DM.
  • Good for grounded combos.
  • Causes a hard knockdown.
  • MAX version does more damage.

Combos

General Notes

  • In any metered combo, you can replace hcbx2+K with hcbx2+BD for more damage if you have the resources.
  • In any combo that ends with "b~f+B > qcf+B", you can add d,d+B for extra damage if you are close to the corner.
  • In any combo using qcfx2+P, using qcfx2+AC instead will make it do much more damage.

Meterless

Low

cr.Bx2, cr.A, b~f+B > qcf+B
Basic low hit-confirm combo.

Mid/Jump-In

(j.X), cl.C, f+A, dp+B > dp+K, (d,d+B)
Basic jump-in or heavy button combo.

Corner

d~u+D > K, dp+D > dp+K
Corner combo after her d~u+K special.

Quick Dodge

(j.X), cl.C, f+B(2), AB, b,f+B > qcf+B, (d,d+B)
Can only be done in Extra Mode or Ultimate Mode (with "Avoiding")
You need to charge back during the dodge to get enough charge for b~f+B.

With Meter

Low

cr.B, cr.A/cl.A, hcbx2+K
You can do this as cr.B, hcb+A, hcb+K for an easier cancel.

Mid/Jump-In

(j.X), cl.C, f+A, hcbx2+K
Simple punish/jump-in combo into DM.
(j.X), cl.C, f+A, qcfx2+P, b,f+B > qcf+B > d+P
You need to charge back during the qcfx2+P to get enough charge for b,f+B.
cl.B, cl.C, f+A, hcbx2+K
cl.B, cl.C is a somewhat difficult link but, it can be safely hit-confirmed.

Corner

(j.X), cl.C, f+A, qcfx2+P, cr.C, b,f+B > qcf+B > d+P
You can only add the jump-in in the corner, but you can do this combo starting from cl.C from anywhere.

With Install Active

Low

cr.Bx2, cr.A, b,f+B > qcf+B > d+P

Mid/Jump-In

(j.X), cl.C, f+A, dp+B > dp+K > d+P
qcf+K > qcf+P > d+P
j.qcf+P > d+P
qcb+P, hcf+P/K > d+P

Corner

d~u+D > K, dp+D > dp+K > d+P

With Quick Max

Low

cr.B, ABC, cl.C, f+A, hcbx2+K
cr.B, ABC, cl.C, f+A, qcfx2+P, b,f+B > qcf+B > d+P
  • You need to charge back during the qcfx2+P to get enough charge for b,f+B.

Mid/Jump-In

j.B, ABC, cl.C, f+A, hcbx2+k
j.B can be done very high up and still combo, from about when Mary reaches the top of her hop arc
d,u+B, ABC, cr.C, b,f+B > qcf+B, (d,d+B)
You need to charge back during the ABC to get enough charge for b,f+B.

Strategy & Tips

1f real counter

  • You can execute the hcf+P in 1f, entirely skipping the first part of the move, by inputting it like qcb,hcf and an isolated P at the end. By learning to do this you get an additional mixup in your bag that is fairly powerful.

Videos

King of Fighters 98 UM FE: EX Mary Guide by Mash It Out

External Links

The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch VideosAdvanced StrategyFrame Data & Hitboxes

Characters

Andy BogardAthena AsamiyaBenimaru NikaidoBilly KaneBlue MaryBrian BattlerChang KoehanChin GentsaiChizuru KaguraChoi BoungeChrisClark StillEiji KisaragiGeese HowardGoro DaimonHeavy D!HeidernIori YagamiJoe HigashiKasumi TodohKim KaphwanKingKyo KusanagiLeona HeidernLucky GlauberMai ShiranuiMatureMr. BigRalf JonesRobert GarciaRugal BernsteinRyo SakazakiRyuji YamazakiSaisyu KusanagiShermieShingo YabukiSie KensouTakuma SakazakiTerry BogardViceWolfgang KrauserYashiro NanakaseYuri Sakazaki

EX Characters

EX AndyEX BillyEX Blue MaryEX GeeseEX JoeEX KingEX KyoEX MaiEX RobertEX RyoEX TerryEX YamazakiEX YuriOrochi ChrisOrochi ShermieOrochi Yashiro