Blue Mary(KOFXI): Unterschied zwischen den Versionen
Zur Navigation springen
Zur Suche springen
(→Combos) |
|||
(9 dazwischenliegende Versionen desselben Benutzers werden nicht angezeigt) | |||
Zeile 51: | Zeile 51: | ||
| GC|| 8 || 4|| KD|| <span style="color: red;">-13</span>|| | | GC|| 8 || 4|| KD|| <span style="color: red;">-13</span>|| | ||
|- | |- | ||
| 6A|| 25 || 4|| <span style="color: red;">-7</span>|| <span style="color: red;">-8</span>||Overhead | | 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. | ||
|- | |||
| 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. | |||
|- | |- | ||
| 6B|| 18 || 3+3|| <span style="color: red;">-5</span>|| <span style="color: red;">-6</span>||Can be used as a juggle. | | 6B|| 18 || 3+3|| <span style="color: red;">-5</span>|| <span style="color: red;">-6</span>||Can be used as a juggle. | ||
Zeile 72: | Zeile 74: | ||
|- | |- | ||
| small B|| 5|| 8|| /|| /||Same Hitbox as jump B. | | small B|| 5|| 8|| /|| /||Same Hitbox as jump B. | ||
|- | |- | ||
| up B|| 7|| 6|| /|| /||Same Hitbox as smalljump up B. | | up B|| 7|| 6|| /|| /||Same Hitbox as smalljump up B. | ||
Zeile 101: | Zeile 101: | ||
| >236P|| /|| /|| KD|| /||236P Followup. Can only be used on hit. No combo damage scaling. | | >236P|| /|| /|| KD|| /||236P Followup. Can only be used on hit. No combo damage scaling. | ||
|- | |- | ||
| [4],6B|| 15|| 12|| <span style="color: red;">-5</span>*|| <span style="color: red;">-6</span>*|| *=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|| <span style="color: red;">-14</span>*|| <span style="color: red;">-15</span>*|| *=point blank. | | [4],6D|| 19|| 20|| <span style="color: red;">-14</span>*|| <span style="color: red;">-15</span>*||40F charge time. *=point blank. | ||
|- | |- | ||
| >236K|| /|| /|| KD|| /||Followup to [4],6K. No combo damage scaling. | | >236K|| /|| /|| KD|| /||Followup to [4],6K. No combo damage scaling. | ||
Zeile 127: | Zeile 127: | ||
| 236236B|| 2|| 22|| KD|| <span style="color: red;">-38</span>||F1 invul. F2-23 Counterhit-State. No combo damage scaling. | | 236236B|| 2|| 22|| KD|| <span style="color: red;">-38</span>||F1 invul. F2-23 Counterhit-State. No combo damage scaling. | ||
|- | |- | ||
| 236236D|| 5|| 20|| KD|| <span style="color: red;">-28</span>||F1-12 invul(until the first 8F of Active-Time). No combo damage scaling. | | 236236D|| 5|| 20|| KD|| <span style="color: red;">-28</span>||F1-12 invul(until the first 8F of Active-Time). No combo damage scaling. Can hit OTG (needs specific setups). | ||
|- | |- | ||
| 63214,63214E|| 1|| 24|| KD|| /||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|| /|| | | 63214,63214E(can)|| 1|| /|| KD|| /||Dreamcancel Version. | ||
|- | |- | ||
|} | |} | ||
Zeile 231: | 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 397: | 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=" | ! style="background-color:#FFd800;" | Note | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''236A''' | | style="background-color:#F9F9F9;" |'''236A''' | ||
Zeile 429: | 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 437: | 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 533: | 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). No combo damage scaling. | | 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. Can hit OTG (needs specific setups). | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''63214,63214E''' | | style="background-color:#F9F9F9;" |'''63214,63214E''' | ||
Zeile 560: | 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) | |||
*high launch (eg. Kula 214B-6D, Vanessa 623C etc.) > QS Mary > land > slight delay 6A>236236D: OTG 236236D setup. | |||
===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}} |
Aktuelle Version vom 8. Juli 2024, 21:13 Uhr
Blue Mary ブルー・マリー | |
![]() | |
Tiers & Ranking | |
Tier: | B |
Ratio Cost: | 4 Points |
Properties | |
Damage Modifier: | 1.03 |
Stun Modifier: | 1.02 |
Crouch height (Tier): | ?? |
Colors
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
A | B | C | D |
![]() |
![]() |
![]() |
![]() |
R1 + ![]() |
R1 + ![]() |
R1 + ![]() |
R1 + ![]() |
E+A | E+B | E+C | E+D |
![]() |
![]() |
![]() |
![]() |
L1 + ![]() |
L1 + ![]() |
L1 + ![]() |
L1 + ![]() |
Start+A | Start+B | Start+C | Start+D |
Frame Data
Special Attributes & Bugs
- Has a smaller than normal vertical collision during wakeup (128px instead the usual 160px), which allows smalljump crossups.
- Has no collision on back ukemi (can run through)
- Mary's 2A cannot hit rolls in their recovery (whiff)
- Mary's 5A(f) has no hurtbox on her body during recovery, only on the head
- 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, 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)
- high launch (eg. Kula 214B-6D, Vanessa 623C etc.) > QS Mary > land > slight delay 6A>236236D: OTG 236236D setup.
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
- Sacred Treasures Team: Kyo | Iori | Shingo
- Hero Team: Ash | Oswald | Shen
- Fatal Fury Team: Terry | Kim | Duck King
- Agent Team: Vanessa | Mary | Ramon
- Art of Fighting Team: Ryo Sakazaki | Yuri Sakazaki | King
- Rival Team: Elisabeth | Duo Lon | Benimaru
- Team K': K' |Kula | Maxima
- Garou Team: Jenet | Gato | Griffon
- Ikari Warriors Team: Ralf | Clark | Whip
- Anti Kyokugenryu Team: Malin | Kasumi | Eiji
- Psycho Soldier Team: Athena Asamiya | Sie Kensou | Momoko
- Time Unlock: Adelheid | Gai | Hayate | Jazu | Silber