Difference between revisions of "The King of Fighters XIV/Blue Mary"
(24 intermediate revisions by the same user not shown) | |||
Line 2: | Line 2: | ||
=Movelist= | ==Movelist== | ||
(*) = EX OK | (*) = EX OK | ||
Line 37: | Line 37: | ||
:Backdrop Real (Real Counter) - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] | :Backdrop Real (Real Counter) - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] | ||
M. Breaker - - [[image:dp.gif]] + [[image: | M. Breaker - - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]] (*) | ||
Line 51: | Line 51: | ||
M. Dynamite Swing - [[image:qcf.gif]] [[image:qcf.gif]] + [[image:b.gif]] [[image:d.gif]] | M. Dynamite Swing - [[image:qcf.gif]] [[image:qcf.gif]] + [[image:b.gif]] [[image:d.gif]] | ||
=Quick Combo Reference= | ==Quick Combo Reference== | ||
{| border="1" align="center" style="font-size:90%" | {| border="1" align="center" style="font-size:90%" | ||
Line 86: | Line 86: | ||
|} | |} | ||
=Gameplay Overview= | ==Gameplay Overview== | ||
'''Health: | '''Health: 1000''' | ||
Blue Mary is a very strong character in KOFXIV. She has many tools such as: | Blue Mary is a very strong character in KOFXIV. She has many tools such as: | ||
Line 98: | Line 98: | ||
* Plenty of easy mix-ups. | * Plenty of easy mix-ups. | ||
* An invincible reversal, dp+K, that puts the opponent in hard knockdown state. | * 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. | She can make the opponent second guess their approach easily, with her invincible moves, while forcing her way in neutral. | ||
=Normals= | ==Normals== | ||
<div class="toccolours mw-collapsible mw-collapsed">'''Far Standing Normals''' | <div class="toccolours mw-collapsible mw-collapsed">'''Far Standing Normals''' | ||
Line 145: | Line 145: | ||
|invul= | |invul= | ||
|description= *More range than st.A. | |description= *More range than st.A. | ||
*Great poke | *Great poke against standing opponents. | ||
*Hits crouches. Only super Cancel-able. | *Hits crouches. Only super Cancel-able. | ||
}} | }} | ||
Line 191: | Line 191: | ||
*Crushes slow lows or spamming cr. B (x2). | *Crushes slow lows or spamming cr. B (x2). | ||
*Not command/special/super cancel-able. | *Not command/special/super cancel-able. | ||
*Cannot | *Cannot quick max cancel. | ||
}} | }} | ||
}} | }} | ||
Line 216: | Line 216: | ||
|invul= | |invul= | ||
|description= *Standard close jab. | |description= *Standard close jab. | ||
*Like Far A, cl. A is useful to stop hops | *Like Far A, cl. A is useful to stop hops if the opponent hops close towards Blue Mary. | ||
}} | }} | ||
}} | }} | ||
Line 262: | Line 262: | ||
|description= *Hits twice. | |description= *Hits twice. | ||
*Command/special cancel-able. | *Command/special cancel-able. | ||
* | *Does not hit very high above her head. | ||
*Useful for grab/ close heavey OS against close empty hop/jump. | *Useful for grab/ close heavey OS against close empty hop/jump. | ||
}} | }} | ||
Line 310: | Line 310: | ||
|description= *Hits mid. | |description= *Hits mid. | ||
*Slightly less range than cr.B. command/special/super cancel-able. | *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. | *Useful for mid-range into cr. D frame trap and can link into cl. D at point-blank range. | ||
}} | }} | ||
}} | }} | ||
Line 355: | Line 355: | ||
|description= *Hits mid. | |description= *Hits mid. | ||
*Lowers hitbox plus moves her forward a bit. | *Lowers hitbox plus moves her forward a bit. | ||
*Her best heavy normal combo starter | *Her best heavy normal combo starter especially into f+B. | ||
}} | }} | ||
}} | }} | ||
Line 376: | Line 376: | ||
|invul= | |invul= | ||
|description= *Hits low and fast. | |description= *Hits low and fast. | ||
*Punishable if done at close range, but has a lot of pushback. So it's better 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. | *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. | ||
}} | }} | ||
}}</div> | }}</div> | ||
Line 400: | Line 400: | ||
|invul= | |invul= | ||
|description= *Has a good diagonal hitbox. | |description= *Has a good diagonal hitbox. | ||
*It's useful as a jump-in | *It's useful as a jump-in confirmation and a quick poke in air-to-air situations. | ||
}} | }} | ||
}} | }} | ||
Line 446: | Line 446: | ||
{{MoveData | {{MoveData | ||
|image= | |image=Blue_Mary_Jump_D.jpg | ||
|caption= | |caption= | ||
|name=Jump D | |name=Jump D | ||
Line 486: | Line 486: | ||
|description= *Nearly the same as jump A except less active frames and damage. | |description= *Nearly the same as jump A except less active frames and damage. | ||
*Has a good diagonal hitbox. | *Has a good diagonal hitbox. | ||
*It's useful as a jump-in | *It's useful as a jump-in confirmation and a quick poke in air-to-air situations. | ||
}} | }} | ||
}} | }} | ||
Line 596: | Line 596: | ||
*Blue Mary can abuse her hop CD, which has a wide hitbox around her foot. | *Blue Mary can abuse her hop CD, which has a wide hitbox around her foot. | ||
*It’s good as an air-to-ground normal. | *It’s good as an air-to-ground normal. | ||
*Only invincible moves can beat it clean, so be | *Only invincible moves can beat it clean, so be cautious of opponents that are good at anti-airing. | ||
}} | }} | ||
}} | }} | ||
Line 617: | Line 617: | ||
|invul= | |invul= | ||
|description= *Nearly the same as jump CD except less active frames and damage. | |description= *Nearly the same as jump CD except less active frames and damage. | ||
*Great | *Great hitbox for jump-in pressure. | ||
*Blue Mary can abuse her hop CD, which has a wide hitbox around her foot. | *Blue Mary can abuse her hop CD, which has a wide hitbox around her foot. | ||
*It’s good as an air-to-ground normal. | *It’s good as an air-to-ground normal. | ||
*Only invincible moves can beat it clean, so be | *Only invincible moves can beat it clean, so be cautious of opponents that are good at anti-airing. | ||
}} | }} | ||
}}</div> | }}</div> | ||
</div> | </div> | ||
=Throws= | ==Throws== | ||
<div class="toccolours mw-collapsible mw-collapsed">'''Normal Throws''' | <div class="toccolours mw-collapsible mw-collapsed">'''Normal Throws''' | ||
<div class="mw-collapsible-content"> | <div class="mw-collapsible-content"> | ||
Line 668: | Line 668: | ||
</div> | </div> | ||
=Command Moves= | ==Command Moves== | ||
<div class="toccolours mw-collapsible mw-collapsed">'''Command Moves''' | <div class="toccolours mw-collapsible mw-collapsed">'''Command Moves''' | ||
<div class="mw-collapsible-content"> | <div class="mw-collapsible-content"> | ||
Line 677: | Line 677: | ||
|data= | |data= | ||
{{AttackData-KOFXIV | {{AttackData-KOFXIV | ||
|version= | |version=Without Cancel | ||
|damage=70 | |damage=70 | ||
|stun=60 | |stun=60 | ||
Line 693: | Line 693: | ||
}} | }} | ||
{{AttackData-KOFXIV | {{AttackData-KOFXIV | ||
|version= | |version=With Cancel | ||
|damage=30 | |damage=30 | ||
|stun=40 | |stun=40 | ||
Line 728: | Line 728: | ||
|description= *Hits mid then low. Mostly used for combo filler. | |description= *Hits mid then low. Mostly used for combo filler. | ||
*Special cancel-able. | *Special cancel-able. | ||
* | *Doesn't crush lows. | ||
*If 1st hit connects on hit or guard, 2nd hit can whiff cancel and empty quickmax. | *If 1st hit connects on hit or guard, 2nd hit can whiff cancel and empty quickmax. | ||
}} | }} | ||
Line 757: | Line 757: | ||
</div> | </div> | ||
=Special Moves= | ==Special Moves== | ||
<div class="toccolours mw-collapsible mw-collapsed"> '''Special Moves''' | <div class="toccolours mw-collapsible mw-collapsed"> '''Special Moves''' | ||
<div class="mw-collapsible-content"> | <div class="mw-collapsible-content"> | ||
Line 908: | Line 908: | ||
|invul= | |invul= | ||
|description= *A follow-up that makes B/D Vertical Arrow a strong reversal since it's a hkd knockdown. | |description= *A follow-up that makes B/D Vertical Arrow a strong reversal since it's a hkd knockdown. | ||
*Gives Blue Mary enough to do meaty jump D attack that is difficult for many characters to counter. | *Gives Blue Mary enough to do a meaty jump D attack that is difficult for many characters to counter. | ||
}} | }} | ||
}} | }} | ||
Line 1,070: | Line 1,070: | ||
|invul= Full: 1 to 31 (31 Frames) | |invul= Full: 1 to 31 (31 Frames) | ||
|description= * Just like normal Real Counter, EX Real Counter can be considered a dodge that cancels into a command grab. | |description= * Just like normal Real Counter, EX Real Counter can be considered a dodge that cancels into a command grab. | ||
* It can | * It can immediately cancel into a command grab. | ||
}} | }} | ||
}} | }} | ||
Line 1,132: | Line 1,132: | ||
* It is not an air grab. | * It is not an air grab. | ||
* Blue Mary can perform a 4 frame safe jump anywhere on the screen after this move: [https://www.youtube.com/watch?v=YMg7Max6RgI&feature=youtu.be Video Link] | * Blue Mary can perform a 4 frame safe jump anywhere on the screen after this move: [https://www.youtube.com/watch?v=YMg7Max6RgI&feature=youtu.be Video Link] | ||
* Immediately jump to do 4-frame safe jump. | * Immediately jump to do a 4-frame safe jump. | ||
}} | }} | ||
}} | }} | ||
Line 1,156: | Line 1,156: | ||
* It is not an air grab. | * It is not an air grab. | ||
* Blue Mary can perform a 4-frame safe jump anywhere on the screen after this move: [https://www.youtube.com/watch?v=5Z1BXIHRUZE&feature=youtu.be Video Link] | * Blue Mary can perform a 4-frame safe jump anywhere on the screen after this move: [https://www.youtube.com/watch?v=5Z1BXIHRUZE&feature=youtu.be Video Link] | ||
* Immediately | * Immediately hyperjump to do a 4-frame safe jump. | ||
}} | }} | ||
}}</div> | }}</div> | ||
</div> | </div> | ||
=Super Special Moves= | ==Super Special Moves== | ||
<div class="toccolours mw-collapsible mw-collapsed">'''Super Special Moves''' | <div class="toccolours mw-collapsible mw-collapsed">'''Super Special Moves''' | ||
<div class="mw-collapsible-content"> | <div class="mw-collapsible-content"> | ||
Line 1,246: | Line 1,246: | ||
|description= *Blue Mary's Max Ranbu super. | |description= *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. | * 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 | * 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. | ||
}} | }} | ||
}}</div> | }}</div> | ||
</div> | </div> | ||
=Climax Super Special Moves= | ==Climax Super Special Moves== | ||
<div class="toccolours mw-collapsible mw-collapsed">'''Climax Super Special Moves''' | <div class="toccolours mw-collapsible mw-collapsed">'''Climax Super Special Moves''' | ||
<div class="mw-collapsible-content"> | <div class="mw-collapsible-content"> | ||
Line 1,276: | Line 1,276: | ||
</div> | </div> | ||
=Combos= | ==Combos== | ||
===Combo starter:=== | ===Combo starter:=== | ||
Line 1,456: | Line 1,456: | ||
* 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) | * 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= | ==Misc== | ||
===Meaty Jump Attack Set-ups:=== | ===Meaty Jump Attack Set-ups:=== | ||
Line 1,462: | Line 1,462: | ||
Color Legend: | Color Legend: | ||
* Blue (Safe Jump Set-up): None of the opponent’s non-super reversals are fast enough to punish offensive character’s jump attack on wake-up. | * 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. | * 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. | ||
Line 1,528: | Line 1,528: | ||
|} | |} | ||
==Frame Data== | ==Frame Data and Hitbox== | ||
[https://docs.google.com/spreadsheets/d/1v1Iy2d7Bc2YwwTqW34InN2X2TvegowxVh9G8Rn6l4vA/edit#gid=32263301 Blue Mary KOFXIV Frama Data Link] | [https://docs.google.com/spreadsheets/d/1v1Iy2d7Bc2YwwTqW34InN2X2TvegowxVh9G8Rn6l4vA/edit#gid=32263301 Blue Mary KOFXIV Frama Data Link] | ||
[https://drive.google.com/drive/folders/1rOFFv0NDzTXVxZ84zf5ct6za2TqH220b Blue Mary KOFXIV Hitbox Gallery] | |||
=Videos= | =Videos= | ||
Line 1,536: | Line 1,538: | ||
{{#ev:youtube|ZyXzI6e2OG4}} | {{#ev:youtube|ZyXzI6e2OG4}} | ||
=Contributors= | ==Contributors== | ||
Amedo310 | Amedo310 | ||
=External Links= | ==External Links== | ||
Twitter feed: | Twitter feed: | ||
https://docs.google.com/spreadsheets/d/13__zMttExHJYETA4eCtObFypvZZJr1TDRsZZZHWjZIo/edit#gid=189594355 | https://docs.google.com/spreadsheets/d/13__zMttExHJYETA4eCtObFypvZZJr1TDRsZZZHWjZIo/edit#gid=189594355 | ||
=Discussion Threads= | ==Discussion Threads== | ||
Discuss at [add character section link here Dream Cancel] | Discuss at [add character section link here Dream Cancel] |
Latest revision as of 01:23, 27 May 2021
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
Straight Slicer - charge briefly then + / (*)
Super Special Moves
Climax Super Special Move
Quick Combo Reference
0 Meter |
Low, Anywhere |
(cr. B (x2 to x3), Far B) = 85 to 110 dmg |
1 Meter |
Anywhere |
(cr. B (x1-x2), cr. A, b~f+B (SC), qcf, hcb+A/C) = 259 to 275 dmg |
2 Meters |
Anywhere |
(cr. B (x2 to x3), Far B, qcf, hcb+AC) = 378 to 386 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.
- Plenty of easy mix-ups.
- 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
Throws
Command Moves
Special Moves
Straight Slicer - (← charge → + B/D) |
---|
↳ Crab Clutch (↓↘→ + B/D) |
---|
EX Straight Slicer - (← charge → + BD) |
---|
↳ Stun Fang (↓↘→ + A/C) |
---|
Vertical Arrow - (→↓↘ + B/D) |
---|
↳ M. Snatcher (→↓↘ + B/D) |
---|
EX Vertical Arrow - (→↓↘ + BD) |
---|
Spin Fall (↓↘→ + A/C) |
---|
↳ M. Spider (↓↘→ + A/C) |
---|
EX Spin Fall (↓↘→ + AC) |
---|
Real Counter (↓↙← + A/C) |
---|
↳ Backdrop Real (In close, ↓↘→ + A/C) |
---|
EX Real Counter (↓↙← + AC) |
---|
↳ EX Backdrop Real (In close, ↓↘→ + A/C) |
---|
M. Breaker (→↓↘ + A/C) |
---|
EX M. Breaker (→↓↘ + AC) |
---|
Super Special Moves
Climax Super Special Moves
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.
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]