Blue Mary(KOFXI): Unterschied zwischen den Versionen

 
(4 dazwischenliegende Versionen desselben Benutzers werden nicht angezeigt)
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.
Zeile 405: 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 437: 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 445: 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 541: 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 570: Zeile 570:




== Combos ==
= Combos =
'''Basic Combos'''
==Basic Combos==
*2C/5C(2)/5D(2)>6B, then:
*2C/5C(2)/5D(2)>6B, then:
**[4]6D>236D
**[4]6D>236D
Zeile 590: Zeile 590:




===Team Combos===
==Team Combos==
 
===Universal Team Combos===
'''Universal Team Combos'''


*Shift to Mary>j.D, 5C(2)>6B>[4]6D>Shift
*Shift to Mary>j.D, 5C(2)>6B>[4]6D>Shift
Zeile 601: Zeile 600:


*after juggle in corner, Shift to Mary>6B 2nd hit whiffs>(623D>623D or 2363214P)
*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'''
===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 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)
Zeile 610: Zeile 611:




'''Kensou & Mary'''
===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)
*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)
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