https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_2002/Blue_Mary&feed=atom&action=historyThe King of Fighters 2002/Blue Mary - Revision history2024-03-28T15:35:06ZRevision history for this page on the wikiMediaWiki 1.37.1https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_2002/Blue_Mary&diff=28377&oldid=prevJotamide: Jotamide moved page Blue Mary 02 to The King of Fighters 2002/Blue Mary2020-04-04T15:40:04Z<p>Jotamide moved page <a href="/wiki/Blue_Mary_02" class="mw-redirect" title="Blue Mary 02">Blue Mary 02</a> to <a href="/wiki/The_King_of_Fighters_2002/Blue_Mary" title="The King of Fighters 2002/Blue Mary">The King of Fighters 2002/Blue Mary</a></p>
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</td></tr></table>Jotamidehttps://dreamcancel.com/w/index.php?title=The_King_of_Fighters_2002/Blue_Mary&diff=28376&oldid=prevJotamide at 15:39, 4 April 20202020-04-04T15:39:49Z<p></p>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>= Strategies =</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>= Strategies =</div></td></tr>
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</table>Jotamidehttps://dreamcancel.com/w/index.php?title=The_King_of_Fighters_2002/Blue_Mary&diff=12908&oldid=prevEmil kof: Created page with "= Movelist = == Throws == 1. Victor Nage - b/f+C * Mary knocks the opponent to the ground and elbows them, knocking them in the direction opposite the one she was facing * hard..."2011-08-16T21:36:24Z<p>Created page with "= Movelist = == Throws == 1. Victor Nage - b/f+C * Mary knocks the opponent to the ground and elbows them, knocking them in the direction opposite the one she was facing * hard..."</p>
<p><b>New page</b></p><div>= Movelist =<br />
<br />
== Throws ==<br />
<br />
1. Victor Nage - b/f+C<br />
* Mary knocks the opponent to the ground and elbows them, knocking them in the direction opposite the one she was facing<br />
* hard knockdown<br />
* very useful throw that has many possible crossup setups afterwards. Discussed in strategy section<br />
<br />
<br />
2. Head Throw - b/f+D<br />
* Mary grabs the opponent and throws them over her head in the direction opposite the one she was facing<br />
* the opponent will get up with their back turned<br />
<br />
<br />
== Command Normals ==<br />
<br />
1. Hammer Arch - b/f+A<br />
* Mary hops forward slightly and performs a two-handed hammerfist that doesn't knockdown on impact unless it hits an airborn opponent(in which case, it is a hard knockdown)<br />
* Mary is considered airborn throughout most of this move but the when the contact is made, she is considered grounded<br />
* this move is very useful in combos but is punishable by some things even on hit, if it isn't cancelled<br />
* overhead<br />
* cancellable only to DMs if not cancelled into<br />
* cancellable if cancelled into<br />
<br />
<br />
2. Double Rolling - b/f+B<br />
* Mary performs a two hit kicking move that does very good damage<br />
* hits low on the second hit<br />
* cancellable on the second hit<br />
* great move to use in combos for the damage adn cancellability, but can be guard rolled and punished if blocked<br />
<br />
<br />
<br />
== Special Moves ==<br />
<br />
1. Spin Fall - qcf+P<br />
* Mary jumps into the air with a kick that does not knockdown<br />
* he initial qcf+A makes her jump higher but less horizontally than qcf+C. It also has better recovery on block than qcf+C<br />
* qcf+A is an overhead<br />
* the followup qcf+P can be performed after this move connects. It will only come out only if the move hits and not if it's blocked or whiffs<br />
* the followup is a hard knockdown<br />
* free cancellable into<br />
<br />
<br />
<br />
2. Vertical Arrow - dp+K<br />
* Mary performs a very fast rising attack that knocks the opponent down<br />
* initial dp+B(not dp+D) is supercancellable on the first hit, though you have to be close to the opponent for the first hit to connect<br />
* free cancellable out of on the first hit<br />
* free cancellable into<br />
* can be followed up with another dp+K which will grab the opponent out of the air. This move only connects if the initial dp+K hit and was not blocked or whiffed<br />
* the followup dp+K is a hard knockdown and the opponent gets up with their back turned<br />
<br />
<br />
3. Straight Slicer - _b f+K<br />
* Mary performs a sliding attack that goes fairly far<br />
* D version goes full screen length while B version goes about 3/4 screen<br />
* _b f+B is supercancellable<br />
* both versions hit low but for the D version, the tip of her foot must connect in order for it to be a low attack<br />
* free cancellable out of<br />
* free cancellable into<br />
* can be followed up by qcf+K, which grabs the opponent after the slide has connected. This move does not come out if the slide is blocked or whiffs<br />
* the followup qcf+K is a hard knockdown<br />
<br />
<br />
4. M. Reverse Facelock - qcb+B<br />
* Mary goes into a counter stance. This move reverses jumping attacks and special moves that don't hit low<br />
* the counter becomes active immediately, but has bad recovery time<br />
* hard knockdown<br />
* free cancellable into<br />
<br />
<br />
5. M. Head Buster - qcb+D<br />
* Mary goes into a counter stance. This move reverses midlevel attacks<br />
* the opponent is thrown into the air behind her and can be juggled afterwards<br />
* has bad recovery time, unsure if the counter becomes active immediately<br />
* free cancellable into<br />
<br />
<br />
6. Real Counter - qcb+P<br />
* Mary goes into a stance where she is invincible to all attacks except throws. The invincibility lasts for about a second<br />
* during the stance, Mary can cancel it into qcf+P, which is an instant unblockable throw<br />
* the qcf+P followup is a hard knockdown<br />
<br />
<br />
== DMs ==<br />
<br />
1. Splash Rose - qcf hcb+P<br />
* Mary dashes forward. If she connects, she will perform a combo that does decent damage. If it whiffs or is blocked, she will not continue and can be punished<br />
* qcf hcb+A goes about 3/4 screen length, while qcf hcb+C goes full screen<br />
* this move has a tendency to switch sides on the opponent, after it has been blocked. This will throw off some opponents trying to combo punish the move<br />
<br />
<br />
2. Dynamite Swing - A A f B C<br />
* Mary performs a rising anti-air attack that comes out extremely fast (possibly on the first frame)<br />
* if the move connects, Mary then grabs opponent and swings them around before throwing them across the screen behind her<br />
* it is possible for the the initial hit to connect but the final grab (which results in the majority of damage) to not connect<br />
* this move can be cancelled after any normal on hit or whiff, including non-cancellable ones and even her CD counter<br />
<br />
<br />
== SDMs ==<br />
<br />
1. Dynamite Swing - A A b B C<br />
* works exactly like her DM version but does more damage<br />
<br />
<br />
== HSDMs ==<br />
<br />
1. Typhoon - db qcf uf u d+BD<br />
* this is an instant one frame grab that does very good damage<br />
* hard knockdown<br />
* an easier way to execute this move is to do 270 degree motion starting from back and going to up<br />
<br />
<br />
== Notes ==<br />
<br />
* cancellable normals are close A, crouch A, far A, close B, crouch B, far B, close C, crouch C, far C, close D(2)<br />
* CD is cancellable to special moves and DMs<br />
* close B is a low attack<br />
<br />
<br />
<br />
= Combos =<br />
<br />
<br />
<br />
= Strategies =</div>Emil kof