The King of Fighters XIV/Blue Mary

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Charaimg mary.png


Movelist

(*) = EX OK

(!) = MAX OK

Throws

Lock Kick - close Bk.gif / Fd.gif + C.gif

Viktor Throw - close Bk.gif / Fd.gif + D.gif

Command Normals

Hammer Arch - Fd.gif + A.gif

Double Rolling - Bk.gif or Fd.gif + B.gif

Climbing Arrow - Df.gif + B.gif

Special Moves

Straight Slicer - charge briefly Bk.gif then Fd.gif + B.gif/D.gif (*)

Crab Clutch ( D.gif Straight Slicer) Qcf.gif + B.gif / D.gif
Stun Fang (EX Straight Slicer)Qcf.gif + A.gif / C.gif

Vertical Arrow - Dp.gif + B.gif / D.gif (*)

M. Snatcher (Vertical Arrow) Dp.gif + B.gif / D.gif

Spin Fall - Qcf.gif + A.gif / C.gif (*)

M. Spider - (Spin Fall) Qcf.gif + A.gif / C.gif

Real Counter - Qcb.gif + A.gif / C.gif (*)

Backdrop Real (Real Counter) - Qcf.gif + A.gif / C.gif

M. Breaker - - Dp.gif + B.gif / D.gif (*)


Super Special Moves

M. Typhoon - Hcb.gif Hcb.gif + B.gif / D.gif (!)

M. Splash Rose - Qcf.gif, Hcb.gif + A.gif/C.gif (!)


Climax Super Special Move

M. Dynamite Swing - Qcf.gif Qcf.gif + B.gif D.gif

Quick Combo Reference

Quick Combo Reference

Notation

0 Meter

Low, Anywhere
Anywhere
Close, Anywhere

(combo here) = xxx dmg
(combo here) = xxx dmg
(combo here) = xxx dmg

1 Meter

Anywhere
Anywhere

(combo here) = xxx dmg
(combo here) = xxx dmg

2 Meters

Anywhere
Anywhere

(combo here) = xxx dmg
(combo here) = xxx dmg


Gameplay Overview

Health: 950

Blue Mary is a very strong character in KOFXIV. She has many tools such as:

  • An invincible dodge that leads into a command grab.
  • An insanely fast and wide air CD.
  • Plenty of easy mix-ups.
  • An invincible reversal, dp+K, that puts the opponent in hard knockdown state.

She can make the opponent second guess their approach easily, with her invincible moves, while forcing her way in neutral.

Normals

Standing

  • st. A: Standard jab. Whiffs on some characters crouching. Slightly negative. Cant cancel into command normals. Special cancel-able
  • st. B: More range than st.A. Great poke. Hits crouches. More negative than st.A on block. Cant cancel into command normals. Not special cancel-able
  • st. C: Hits twice. Only super cancelable. Moves her hitbox forward.
  • st. D: Great range. Crushes lows. Not command/special/super cancel-able. CANNOT CANCEL INTO MAX MODE!


Close

  • cl. A: Plus on block.
  • cl. B: Hits low. Can cancel into itself. Point blank cl.B, cl.B, cr.B works. Can cancel into command normals (wont combo). Special/super cancel-able. Negative on block
  • cl. C: Hits twice. Command/special cancel-able. Doesnt hit very high above her head.
  • cl. D: Zero on block. command/special/super cancelable. contender with cr.C on best button to use after maxmode confirm(does more damage than cr.C)


Crouching

  • cr. A: Hits mid. Slightly less range than cr.B. command/special/super cancel-able. plus on block.
  • cr. B: Hits low and fast. Lowers her crouching hitbox a lot. Can't command/special cancel. Standard max-mode starter.
  • cr. C: Hits mid. Lowers hitbox plus moves her forward a bit maybe her best button to use after max mode confirm
  • cr. D: Hits low and fast. Great range. Very punishable on block so beware. Can only cancel into maxmode


Jumping

  • j. A: Good for air-to-air. Can't cross up.
  • j. B: Little range. Can cross up
  • j. C: Best air-to-air based off animation. Can't cross up
  • j. D: Best jump in normal. Can only cross up standing opponents. Hitbox dependent.


Blowback

  • st. CD: Can cancel ending frames into her command normals.
  • j. CD: Great hit box for jump in pressure.

Throws

Lock Kick - (b/f+C) close

  • (description)
  • Can be broken
  • (soft or hard knockdown)

Viktor Throw - (b/f+D) close

  • (description)
  • Can be broken
  • (soft or hard knockdown)

Command Moves

Hammer Arch - (f+A)

  • Hits overhead. Hits mid if canceled into. Special/super cancel-able if used in combos. Great range. Can start max mode combos after hit (not hit confirm-able).


Double Rolling - (back or towards + B)

  • Hits mid then low. Mostly used for combo filler. Special cancel-able. Doesnt crush lows.


Climbing Arrow - (df + B)

  • Hits mid. Special cancel-able. Great anti-air potential. Launches opponent. Can combo into super on trade. Can combo into max mode on hit.

Special Moves

Straight Slicer - (charge briefly back, then towards + B/D)

  • B version is a soft knockdown
  • D version leaves the opponent standing for followup attacks (Crab Clutch or Stun Fang)
  • (description here)
  • (description here)

EX: (description here)

Crab Clutch ( D Straight Slicer) - (qcf + B/D)
  • Mary follows up Straight Slicer with a leg breaker
  • Crab Clutch leaves Mary outside of her effective range on hit
  • Hard knockdown


Stun Fang (EX Straight Slicer) - (qcf + A/C)
  • (description here)

EX: (description here)


Vertical Arrow - (dp + B/D)

  • Both versions are two hits, D version does more damage
  • (description here)
  • (description here)

EX: (description here)

M. Snatcher (Vertical Arrow) - (dp + B/D)
  • (description here)

EX: (description here)


Spin Fall - (qcf + A/C)

  • (description here)
  • (description here)
  • (description here)

EX: (description here)

M. Spider (Spin Fall) - (qcf + A/C)
  • Switches sides with opponent when move connects. Hard knockdown.

EX: (description here)


Real Counter - (qcb + A/C)

  • (description here)
  • (description here)
  • (description here)

EX: (description here)

Backdrop Real (Real Counter) - (qcf + A/C)
  • (description here)

EX: (description here)


M. Breaker - (dp + A/C)

  • (description here)
  • (description here)
  • (description here)

EX: (description here)

Super Special Moves

M. Typhoon - (hcb, hcb + B/D)

  • (description here)
  • (description here)
  • (description here)

Max:

M. Splash Rose - (qcf~hcb + A/C)

  • (description here)
  • (description here)
  • (description here)

Max:

Climax Super Special Moves

M. Dynamite Swing - (qcf, qcf + B+D)

  • (description here)
  • (description here)
  • (description here)

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.


Notation

Rush Auto Combo

Meterless: description here

1 Meter: description here

EX: description here

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 (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 (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 = (475 dmg)


1250 Max Mode and up/ 2nd and 3rd Positions/ Anywhere

  • cr. B, cr. B, (BC), cr. C, b+B (2 hits), b~f+BD, delay qcf+A/C, delay b~f+B (SC), 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 db+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 db+B (1 hit, SC), qcf, hcb+AC = (512 dmg)

3 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

4 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

5 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

Misc

Mix-up Options:

Blue Mary excels at mixing up the opponent once she gets in close range.

Once the opponent blocks one or a few cr. Bs in a block string, she can choose the following:

  • cr. D: “cr. B (x1 to x3), cr. D” is a powerful frame trap. The opponent can only block low or commit to an invincible move between the last cr. B and cr. D to beat it. It’s impossible to back dash without taking damage. Blue Mary should do this several times in a round if the opponent does not have a consistent answer against the frame trap.
  • Hop B: If the opponent is conditioned to just blocking low with the cr. B, cr. D frame trap, Blue Mary can sneak in a hop B, after a blocked cr. B, to catch the opponent off guard. Hop B has a wide enough hitbox to hit and cross-up crouching opponents unlike many air moves in KOFXIV.
  • qcb+A/C, hcf+A/C: If the opponent tries to use an invincible reversal during the cr. B, cr. D frame trap, Blue Mary can counter it with her invincible dodge. Cancel the dodge into a command grab if the opponent is still on the ground and in close range.
  • dp+A/C: A tick throw option that moves Blue Mary forward. It can be done after delaying cr. B or after canceling a cr. A. If dp+A/C hits at the corner, Blue Mary can do a 4-frame safe jump.
  • f+A: Overhead into quick max if you have meter.


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 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 - forward or neutral hop j. B:

Joe Xanadu Kensou Blue Mary
Kyo Sylvie Zarina Iori Kim Nakoruru Love Heart Shun'Ei Meitenkun Leona
Billy Terry Andy Alice Athena Robert Yuri Robert Anton Rock Heidern
Choi K' Kula Ryo


Frame Data

Blue Mary KOFXIV Frama Data Link

Videos

Mary Combos ver.3.1 ➤ KOF14

Contributors

External Links

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The King of Fighters XIV
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