Blue Mary(KOFXI): Unterschied zwischen den Versionen

 
(13 dazwischenliegende Versionen desselben Benutzers werden nicht angezeigt)
Zeile 31: Zeile 31:
! Move !! S!! A!! Hit!! Grd!! Note
! Move !! S!! A!! Hit!! Grd!! Note
|-
|-
| 5A(c) || 4 || 4|| +5|| +4 ||
| 5A(c) || 4 || 4|| <span style="color: blue;">+5</span>|| <span style="color: blue;">+4</span> ||
|-
|-
| 5A(f)|| 6 || 4|| +4 || +3 ||
| 5A(f)|| 6 || 4|| <span style="color: blue;">+4</span> || <span style="color: blue;">+3</span> ||
|-
|-
| 5B(c)|| 5 || 2|| +4|| +3 ||Low Hit
| 5B(c)|| 5 || 2|| <span style="color: blue;">+4</span>|| <span style="color: blue;">+3</span> ||Low Hit
|-
|-
| 5B(f)|| 5 || 3|| -2|| -3||
| 5B(f)|| 5 || 3|| <span style="color: red;">-2</span>|| <span style="color: red;">-3</span>||
|-
|-
| 5C(c)|| 5 || 3+2+2|| -5|| -6||
| 5C(c)|| 5 || 3+2+2|| <span style="color: red;">-5</span>|| <span style="color: red;">-6</span>||
|-
|-
| 5C(f)|| 16 || 2+9|| -8|| -9||
| 5C(f)|| 16 || 2+9|| <span style="color: red;">-8</span>|| <span style="color: red;">-9</span>||
|-
|-
| 5D(c)|| 13 || 3+5|| -2|| -3||
| 5D(c)|| 13 || 3+5|| <span style="color: red;">-2</span>|| <span style="color: red;">-3</span>||
|-
|-
| 5D(f)|| 14 || 3|| -7|| -8||
| 5D(f)|| 14 || 3|| <span style="color: red;">-7</span>|| <span style="color: red;">-8</span>||
|-
|-
| 5E|| 17 || 8|| KD|| -7||
| 5E|| 17 || 8|| KD|| <span style="color: red;">-7</span>||
|-
|-
| 6A|| 25 || 4|| -7|| -8||Overhead
| GC|| 8 || 4|| KD|| <span style="color: red;">-13</span>||
|-
|-
| 6B|| 18 || 3+3|| -5|| -6||Can be used as a juggle.
| 6A|| 25 || 4|| <span style="color: red;">-7</span>|| <span style="color: red;">-8</span>||Overhead. Knockdown on air hit. Same hitbox & data as cancel version.
|-
|-
| 2A|| 6 || 6|| +1|| +0||
| 6A(can)|| 25 || 4|| <span style="color: red;">-7</span>|| <span style="color: red;">-8</span>||No overhead. Knockdown on air hit. Same hitbox & data as normal version.
|-
|-
| 2B|| 6 || 5|| +1|| +0||
| 6B|| 18 || 3+3|| <span style="color: red;">-5</span>|| <span style="color: red;">-6</span>||Can be used as a juggle.
|-
|-
| 2C|| 7 || 4|| -8|| -9||
| Saving Shift|| ? || n*|| /|| /||Active until landing. 9F/10F recovery (hit/whiff).
|-
|-
| 2D|| 14 ||9 || KD|| -10||
| 2A|| 6 || 6|| <span style="color: blue;">+1</span>|| <span style="color: blue;">+0</span>||
|-
| 2B|| 6 || 5|| <span style="color: blue;">+1</span>|| <span style="color: blue;">+0</span>||
|-
| 2C|| 7 || 4|| <span style="color: red;">-8</span>|| <span style="color: red;">-9</span>||
|-
| 2D|| 14 ||9 || KD|| <span style="color: red;">-10</span>||
|-
|-
| small A|| 4|| 8|| /|| /||Same hitbox as jump A.
| small A|| 4|| 8|| /|| /||Same hitbox as jump A.
Zeile 68: Zeile 74:
|-
|-
| small B|| 5|| 8|| /|| /||Same Hitbox as jump B.
| small B|| 5|| 8|| /|| /||Same Hitbox as jump B.
|-
| small up B|| 6|| 4|| /|| /||Same Hitbox as jump up B.
|-
|-
| up B|| 7|| 6|| /|| /||Same Hitbox as smalljump up B.
| up B|| 7|| 6|| /|| /||Same Hitbox as smalljump up B.
Zeile 91: Zeile 95:
| j.E|| 10|| 4|| /|| /||Same Hitbox as smalljump E.
| j.E|| 10|| 4|| /|| /||Same Hitbox as smalljump E.
|-
|-
| 236A|| 30|| 6|| +2|| +1||Overhead. Airborne from F8.
| 236A|| 30|| 6|| <span style="color: blue;">+2</span>|| <span style="color: blue;">+1</span>||Overhead. Airborne from F8.
|-
|-
| 236C|| 29|| 2+4|| -13|| -14||NOT an Overhead. Airborne from F9.
| 236C|| 29|| 2+4|| <span style="color: red;">-13</span>|| <span style="color: red;">-14</span>||NOT an Overhead. Airborne from F9.
|-
|-
| >236P|| /|| /|| +51|| /||236P Followup. Can only be used on hit..
| >236P|| /|| /|| KD|| /||236P Followup. Can only be used on hit. No combo damage scaling.
|-
|-
| [4],6B|| 15|| 12|| -5*|| -6*|| *=point blank.
| [4],6B|| 15|| 12|| <span style="color: red;">-5</span>*|| <span style="color: red;">-6</span>*||40F charge time. *=point blank.
|-
|-
| [4],6D|| 19|| 20|| -14*|| -15*|| *=point blank.
| [4],6D|| 19|| 20|| <span style="color: red;">-14</span>*|| <span style="color: red;">-15</span>*||40F charge time. *=point blank.
|-
|-
| >236K|| /|| /|| +55|| /||Followup to [4],6K.
| >236K|| /|| /|| KD|| /||Followup to [4],6K. No combo damage scaling.
|-
|-
| 623B|| 7|| 4+16|| KD|| -27||F1-4 invul.  
| 623B|| 7|| 4+16|| KD|| <span style="color: red;">-27</span>||F1-4 invul.  
|-
|-
| 623D|| 11|| 3+22|| KD|| -38||No invul.
| 623D|| 11|| 3+22|| KD|| <span style="color: red;">-38</span>||No invul.
|-
|-
| >623K|| /|| /|| +43|| /||Followup to 623K.
| >623K|| /|| /|| KD|| /||Followup to 623K. No combo damage scaling.
|-
|-
| 63214B|| 1|| 8|| +41|| /||Mid & High counter. Hard knockdown. 52F duration.
| 63214B|| 1|| 8|| KD|| /||Mid & High counter. Hard knockdown. 52F duration.
|-
|-
| 63214D|| 1|| 9|| ?|| /||Low counter. Soft knockdown. F1-2 no Hurtbox on arm. 49F duration.
| 63214D|| 1|| 9|| KD|| /||Low counter. Soft knockdown. F1-2 no Hurtbox on arm. 49F duration.
|-
|-
| 214A|| /|| 66|| /|| /||Stance with no special properties. F1-65 in counterhit-state.
| 214A|| /|| 66|| /|| /||Stance with no special properties. F1-65 in counterhit-state.
Zeile 117: Zeile 121:
| 214C|| /|| 41|| /|| /||Stance with F1-25 invul against attacks. F26-40 in counterhit-state.  
| 214C|| /|| 41|| /|| /||Stance with F1-25 invul against attacks. F26-40 in counterhit-state.  
|-
|-
| >236P|| 3|| 5|| +43|| /||Followup to 214A/C. Throw. F1-6 invul.
| >236P|| 3|| 5|| KD|| /||Followup to 214A/C. Throw. F1-6 invul. No combo damage scaling.
|-
|-
| 2363214P|| 11|| 20|| KD|| -36||F1-10 invul. F11-30 invul on feet. Can be followed up with 623D>623D.
| 2363214P|| 11|| 20|| KD|| <span style="color: red;">-36</span>||F1-10 invul. F11-30 invul on feet. Can be followed up with 623D>623D.
|-
|-
| 236236B|| 2|| 22|| KD|| -38||F1 invul. F2-23 Counterhit-State.
| 236236B|| 2|| 22|| KD|| <span style="color: red;">-38</span>||F1 invul. F2-23 Counterhit-State. No combo damage scaling.
|-
|-
| 236236D|| 5|| 20|| KD|| -28||F1-12 invul(until the first 8F of Active-Time).
| 236236D|| 5|| 20|| KD|| <span style="color: red;">-28</span>||F1-12 invul(until the first 8F of Active-Time). No combo damage scaling.
|-
|-
| 63214,63214E|| 1|| 24|| +14|| /||Hit becomes active on F28 (during freeze). Invul on legs from F2 until landing.
| 63214,63214E|| 1|| 24|| KD|| /||Hit becomes active on F28 (during freeze). Invul on legs from F2 until landing.
|-
|-
| 63214,63214E(can)|| 1|| /|| +14|| /||Dreamcancel Version.
| 63214,63214E(can)|| 1|| /|| KD|| /||Dreamcancel Version.
|-
|-
|}
|}
Zeile 212: Zeile 216:
| style="background-color:#F9F9F9;" |-7
| style="background-color:#F9F9F9;" |-7
| style="background-color:#F9F9F9;" |Collision box slightly moves during Active-Time.
| style="background-color:#F9F9F9;" |Collision box slightly moves during Active-Time.
|-
| style="background-color:#F9F9F9;" |'''GC'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_mary_5E.png]][[bild:kofxi_mary_GC.png]]
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |<span style="color: red;">-13</span>
| style="background-color:#F9F9F9;" |
|-
|-
| style="background-color:#F9F9F9;" |'''6A'''
| style="background-color:#F9F9F9;" |'''6A'''
Zeile 219: Zeile 231:
| style="background-color:#F9F9F9;" |-7
| style="background-color:#F9F9F9;" |-7
| style="background-color:#F9F9F9;" |-8
| style="background-color:#F9F9F9;" |-8
| style="background-color:#F9F9F9;" |Overhead. Airborne from F4. Lands on F23. Identical to the cancel version.
| style="background-color:#F9F9F9;" |Overhead. Knockdown on air hit. Airborne from F4. Lands on F23. Identical data to the cancel version.
|-
| style="background-color:#F9F9F9;" |'''6A(cancel)'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_mary_6A(cancel).png]]
| style="background-color:#F9F9F9;" |25
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |-7
| style="background-color:#F9F9F9;" |-8
| style="background-color:#F9F9F9;" |No Overhead. Knockdown on air hit.  Airborne from F4. Lands on F23. Identical data to the regular version.
|-
|-
| style="background-color:#F9F9F9;" |'''6B'''
| style="background-color:#F9F9F9;" |'''6B'''
Zeile 228: Zeile 248:
| style="background-color:#F9F9F9;" |-6
| style="background-color:#F9F9F9;" |-6
| style="background-color:#F9F9F9;" |Can be used as a juggle. Airborne from F11. Lands on F28 (only on whiff). Identical to the cancel version.
| style="background-color:#F9F9F9;" |Can be used as a juggle. Airborne from F11. Lands on F28 (only on whiff). Identical to the cancel version.
|-
| style="background-color:#F9F9F9;" |'''Saving Shift'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_mary_saving.png]]
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |n*
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |Active until landing. 9F/10F recovery (hit/whiff).
|-
|-
|}
|}
Zeile 377: Zeile 405:
! style="width:60px;background-color:#FFd800;" | Hit
! style="width:60px;background-color:#FFd800;" | Hit
! style="width:60px;background-color:#FFd800;" | Guard
! style="width:60px;background-color:#FFd800;" | Guard
! style="width:60px;background-color:#FFd800;" | Note
! style="background-color:#FFd800;" | Note
|-
|-
| style="background-color:#F9F9F9;" |'''236A'''
| style="background-color:#F9F9F9;" |'''236A'''
Zeile 401: Zeile 429:
| style="background-color:#F9F9F9;" |+51*
| style="background-color:#F9F9F9;" |+51*
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |236P Followup. Can only be activated on hit. *=Knockdown time tested vs Mary.
| style="background-color:#F9F9F9;" |236P Followup. Can only be activated on hit.  No combo damage scaling. *=Knockdown time tested vs Mary.
|-
|-
| style="background-color:#F9F9F9;" |'''[4],6B'''
| style="background-color:#F9F9F9;" |'''[4],6B'''
Zeile 409: Zeile 437:
| style="background-color:#F9F9F9;" |-5*
| style="background-color:#F9F9F9;" |-5*
| style="background-color:#F9F9F9;" |-6*
| style="background-color:#F9F9F9;" |-6*
| style="background-color:#F9F9F9;" |F1-30 in Counterhit-State (until 4F after the Active-Time). *=point blank.
| style="background-color:#F9F9F9;" |F1-30 in Counterhit-State (until 4F after the Active-Time). 40F charge time. *=point blank.
|-
|-
| style="background-color:#F9F9F9;" |'''[4],6D'''
| style="background-color:#F9F9F9;" |'''[4],6D'''
Zeile 417: Zeile 445:
| style="background-color:#F9F9F9;" |-14*
| style="background-color:#F9F9F9;" |-14*
| style="background-color:#F9F9F9;" |-15*
| style="background-color:#F9F9F9;" |-15*
| style="background-color:#F9F9F9;" |Hurtbox on leg on F18. Counterhit state until end of active time. *=point blank.
| style="background-color:#F9F9F9;" |Hurtbox on leg on F18. Counterhit state until end of active time. 40F charge time. *=point blank.
|-
|-
| style="background-color:#F9F9F9;" |'''[4],6K>236K'''
| style="background-color:#F9F9F9;" |'''[4],6K>236K'''
Zeile 423: Zeile 451:
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |+55*
| style="background-color:#F9F9F9;" |KD*
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |Followup to [4],6K. Can only be triggered on hit. *=Knockdown time tested vs Mary.
| style="background-color:#F9F9F9;" |Followup to [4],6K. Can only be triggered on hit.  No combo damage scaling. *=tested vs Mary, gives +55.
|-
|-
| style="background-color:#F9F9F9;" |'''623B'''
| style="background-color:#F9F9F9;" |'''623B'''
Zeile 447: Zeile 475:
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |+43*
| style="background-color:#F9F9F9;" |KD*
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |Followup to 623K. Can only be triggered on hit. *=Knockdown time tested vs Mary.
| style="background-color:#F9F9F9;" |Followup to 623K. Can only be triggered on hit.  No combo damage scaling. *=Knockdown time tested vs Mary, gives +43.
|-
|-
| style="background-color:#F9F9F9;" |'''63214B'''
| style="background-color:#F9F9F9;" |'''63214B'''
Zeile 455: Zeile 483:
| style="background-color:#F9F9F9;" |1
| style="background-color:#F9F9F9;" |1
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |N/A
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |F1-25 in Counterhit-State. 52F total duration.
| style="background-color:#F9F9F9;" |F1-25 in Counterhit-State. 52F total duration.
|-
|-
Zeile 463: Zeile 491:
| style="background-color:#F9F9F9;" |1
| style="background-color:#F9F9F9;" |1
| style="background-color:#F9F9F9;" |1-9
| style="background-color:#F9F9F9;" |1-9
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |Low counter. F1-2 no Hurtbox on arm. 49F total duration.
| style="background-color:#F9F9F9;" |Low counter. F1-2 no Hurtbox on arm. 49F total duration.
Zeile 489: Zeile 517:
| style="background-color:#F9F9F9;" |+43*
| style="background-color:#F9F9F9;" |+43*
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |Followup to 214A/C. Throw. F1-6 invul. *=Knockdown time tested vs Mary.
| style="background-color:#F9F9F9;" |Followup to 214A/C. Throw. F1-6 invul.  No combo damage scaling. *=Knockdown time tested vs Mary.
|-
|-
| style="background-color:#F9F9F9;" |'''2363214P'''
| style="background-color:#F9F9F9;" |'''2363214P'''
Zeile 505: Zeile 533:
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-38
| style="background-color:#F9F9F9;" |-38
| style="background-color:#F9F9F9;" |F1 invul. F2-23 Counterhit-State.
| style="background-color:#F9F9F9;" |F1 invul. F2-23 Counterhit-State. No combo damage scaling.
|-
|-
| style="background-color:#F9F9F9;" |'''236236D'''
| style="background-color:#F9F9F9;" |'''236236D'''
Zeile 513: Zeile 541:
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-28
| style="background-color:#F9F9F9;" |-28
| style="background-color:#F9F9F9;" |F1-12 invul(until the first 8F of Active-Time). F13-26 in Counterhit-State (until 2F after Active-Time).
| style="background-color:#F9F9F9;" |F1-12 invul(until the first 8F of Active-Time). F13-26 in Counterhit-State (until 2F after Active-Time). No combo damage scaling.
|-
|-
| style="background-color:#F9F9F9;" |'''63214,63214E'''
| style="background-color:#F9F9F9;" |'''63214,63214E'''
Zeile 519: Zeile 547:
| style="background-color:#F9F9F9;" |1
| style="background-color:#F9F9F9;" |1
| style="background-color:#F9F9F9;" |24F
| style="background-color:#F9F9F9;" |24F
| style="background-color:#F9F9F9;" |+14*
| style="background-color:#F9F9F9;" |KD*
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |Hit becomes active on F28 (during freeze). Invul on legs from F2 until landing. F1-29 in Counterhit-State. Loses against normal throw (put in before freeze!) *=Knockdown time tested vs Mary.
| style="background-color:#F9F9F9;" |Hit becomes active on F28 (during freeze). Invul on legs from F2 until landing. F1-29 in Counterhit-State. Loses against normal throw (put in before freeze!) *=Knockdown time tested vs Mary, +14.
|-
|-
| style="background-color:#F9F9F9;" |'''63214,63214E (cancel)'''
| style="background-color:#F9F9F9;" |'''63214,63214E (cancel)'''
Zeile 527: Zeile 555:
| style="background-color:#F9F9F9;" |1
| style="background-color:#F9F9F9;" |1
| style="background-color:#F9F9F9;" |N/A
| style="background-color:#F9F9F9;" |N/A
| style="background-color:#F9F9F9;" |+14*
| style="background-color:#F9F9F9;" |KD*
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |Dreamcancel Version. *=Knockdown time tested vs Mary.
| style="background-color:#F9F9F9;" |Dreamcancel Version. *=Knockdown time tested vs Mary, +14.
|-
|-
|}
|}
Zeile 540: Zeile 568:
*Meaty LDM on incoming is inescapable (tourney banned). Does not work against Griffon, Kula, Ryo, Jenet, Hayate. These characters can act immediately on incoming and can evade the inescapable LDM bug. For this specific case, Griffon must jump with frame-perfect timing to avoid the LDM. Thanks for the information to Sawakoro.
*Meaty LDM on incoming is inescapable (tourney banned). Does not work against Griffon, Kula, Ryo, Jenet, Hayate. These characters can act immediately on incoming and can evade the inescapable LDM bug. For this specific case, Griffon must jump with frame-perfect timing to avoid the LDM. Thanks for the information to Sawakoro.
*Mary has a freeze bug with 623K, if the move is done right after a quick shift and misses, the next button press will trigger a jump. Source: Sensei Enrique, [https://twitter.com/sawakoro345/status/1233027121531899904 a video demonstration by Sawakoro]
*Mary has a freeze bug with 623K, if the move is done right after a quick shift and misses, the next button press will trigger a jump. Source: Sensei Enrique, [https://twitter.com/sawakoro345/status/1233027121531899904 a video demonstration by Sawakoro]
== Combos ==
'''Basic Combos'''
*2C/5C(2)/5D(2)>6B, then:
**[4]6D>236D
**214A>236A (if close enough)
**2363214P, 623D>623D
*5C(1)(c)/5C(f)>6A, then:
**214A>236A
**623D>623D
**2363214P, 623D>623D
**roll cancel, 5C(c)> continue combo (can cross up opponent after roll cancel)
*2B>2B/5B>236236D
*2B(up to 3x)>5B
*2C>[4]6B>236B relatively safe if spaced
===Team Combos===
'''Universal Team Combos'''
*Shift to Mary>j.D, 5C(2)>6B>[4]6D>Shift
*Mary combo into 2363214P>Shift
*Mary combo into 6A>Shift (6A deals a lot of hitstun, incoming character may combo without a jump normal)
*after juggle in corner, Shift to Mary>6B 2nd hit whiffs>(623D>623D or 2363214P)
'''K' & Mary'''
*Mary corner j.C/j.D, 2C/5C(2)>6B>[4]6D>Shift to K'>K' corner bnb (Stun against Character with 1.0 stun multiplier or higher)
*Mary corner 5C(1)(c)/5C(f)>6A>623D>Shift to K'>j.D, backdash LDM
'''Kensou & Mary'''
*Mary corner j.C/j.D, 2C/5C(2)>6B>[4]6D>Shift to Kensou>Kensou corner bnb (Stun against Character with 1.0 stun multiplier or higher)
*Kensou close to corner combo into 2363214K>Shift to Mary, 6B 2nd hit whiffs>623D>623D


{{KOFXI_Navi}}
{{KOFXI_Navi}}
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