Blue Mary(KOFXI)

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Blue Mary
ブルー・マリー
KOFXI mary full.png
Tiers & Ranking
Tier: B
Ratio Cost: 4 Points
Properties
Damage Modifier: 1.03
Stun Modifier: 1.02
Crouch height (Tier): ??

Colors

KOFXI mary S.png KOFXI mary X.png KOFXI mary T.png KOFXI mary C.png
BUTTON SQUARE A.png BUTTON CROSS A.png BUTTON TRIANGLE A.png BUTTON CIRCLE A.png
A B C D
KOFXI mary R1S.png KOFXI mary R1X.png KOFXI mary R1T.png KOFXI mary R1C.png
R1 + BUTTON SQUARE A.png R1 + BUTTON CROSS A.png R1 + BUTTON TRIANGLE A.png R1 + BUTTON CIRCLE A.png
E+A E+B E+C E+D
KOFXI mary L1S.png KOFXI mary L1X.png KOFXI mary L1T.png KOFXI mary L1C.png
L1 + BUTTON SQUARE A.png L1 + BUTTON CROSS A.png L1 + BUTTON TRIANGLE A.png L1 + BUTTON CIRCLE A.png
Start+A Start+B Start+C Start+D

Frame Data

Short List
Move S A Hit Grd Note
5A(c) 4 4 +5 +4
5A(f) 6 4 +4 +3
5B(c) 5 2 +4 +3 Low Hit
5B(f) 5 3 -2 -3
5C(c) 5 3+2+2 -5 -6
5C(f) 16 2+9 -8 -9
5D(c) 13 3+5 -2 -3
5D(f) 14 3 -7 -8
5E 17 8 KD -7
GC 8 4 KD -13
6A 25 4 -7 -8 Overhead. Knockdown on air hit. Same hitbox & data as cancel version.
6A(can) 25 4 -7 -8 No overhead. Knockdown on air hit. Same hitbox & data as normal version.
6B 18 3+3 -5 -6 Can be used as a juggle.
Saving Shift ? n* / / Active until landing. 9F/10F recovery (hit/whiff).
2A 6 6 +1 +0
2B 6 5 +1 +0
2C 7 4 -8 -9
2D 14 9 KD -10
small A 4 8 / / Same hitbox as jump A.
j.A 5 10 / / Same hitbox as smalljump A.
small up B 6 4 / / Same Hitbox as jump up B.
small B 5 8 / / Same Hitbox as jump B.
up B 7 6 / / Same Hitbox as smalljump up B.
j.B 7 10 / / Same Hitbox as smalljump B.
small C 9 10 / / Same Hitbox as jump C.
up C 9 3 / /
j.C 10 12 / / Same Hitbox as smalljump C.
small D 13 2 / / Same Hitbox as jump D.
up D 8 5 / /
j.D 11 4 / / Same Hitbox as smalljump D.
small E 7 4 / / Same Hitbox as jump E.
j.E 10 4 / / Same Hitbox as smalljump E.
236A 30 6 +2 +1 Overhead. Airborne from F8.
236C 29 2+4 -13 -14 NOT an Overhead. Airborne from F9.
>236P / / KD / 236P Followup. Can only be used on hit. No combo damage scaling.
[4],6B 15 12 -5* -6* 40F charge time. *=point blank.
[4],6D 19 20 -14* -15* 40F charge time. *=point blank.
>236K / / KD / Followup to [4],6K. No combo damage scaling.
623B 7 4+16 KD -27 F1-4 invul.
623D 11 3+22 KD -38 No invul.
>623K / / KD / Followup to 623K. No combo damage scaling.
63214B 1 8 KD / Mid & High counter. Hard knockdown. 52F 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.
214C / 41 / / Stance with F1-25 invul against attacks. F26-40 in counterhit-state.
>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.
236236B 2 22 KD -38 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). No combo damage scaling.
63214,63214E 1 24 KD / Hit becomes active on F28 (during freeze). Invul on legs from F2 until landing.
63214,63214E(can) 1 / KD / Dreamcancel Version.
Standing Attacks
Attack Hitbox Startup Active Hit Guard Note
5A(c) Kofxi mary 5A(c).png 4 4 +5 +4
5A(f) Kofxi mary 5A(f).pngKofxi mary 5A(f) 2.png 6 4 +4 +3 F13+14 body invulnerable (likely forgotten during development).
5B(c) Kofxi mary 5B(c).png 5 2 +4 +3 Low Hit
5B(f) Kofxi mary 5B(f).png 5 3 -2 -3
5C(c) Kofxi mary 5C(c) 1.pngKofxi mary 5C(c) 2.pngKofxi mary 5C(c) 3.png 5 3+2+2 -5 -6
5C(f) Kofxi mary 5C(f) 1.pngKofxi mary 5C(f) 2.png 16 2+9 -8 -9 Disjointed hitbox
5D(c) Kofxi mary 5D(c) 1.pngKofxi mary 5D(c) 2.png 13 3+5 -2 -3
5D(f) Kofxi mary 5D(f) 2.pngKofxi mary 5D(f) 3.pngKofxi mary 5D(f).png 14 3 -7 -8 Airborne from F4.
5E Kofxi mary 5E.pngKofxi mary 5E 2.png 17 8 KD -7 Collision box slightly moves during Active-Time.
GC Kofxi mary 5E.pngKofxi mary GC.png 8 4 KD -13
6A Kofxi mary 6A.png 25 4 -7 -8 Overhead. Knockdown on air hit. Airborne from F4. Lands on F23. Identical data to the cancel version.
6A(cancel) Kofxi mary 6A(cancel).png 25 4 -7 -8 No Overhead. Knockdown on air hit. Airborne from F4. Lands on F23. Identical data to the regular version.
6B Kofxi mary 6B 1.pngKofxi mary 6B 2.png 18 3+3 -5 -6 Can be used as a juggle. Airborne from F11. Lands on F28 (only on whiff). Identical to the cancel version.
Saving Shift Kofxi mary saving.png ? n* / / Active until landing. 9F/10F recovery (hit/whiff).
Crouching Attacks
Attack Hitbox Startup Active Hit Guard Note
2A Kofxi mary 2A.png 6 6 +1 +0 Does not hit against Rolls (bug?)
2B Kofxi mary 2B.png 6 5 +1 +0
2C Kofxi mary 2C.pngKofxi mary 2C gif.gif 7 4 -8 -9
2D Kofxi mary 2D.png 14 9 KD -10 Low profile from F1.
Jump Attacks
Attack Hitbox Startup Active Note
smalljump A Kofxi mary smalljump A 1.pngKofxi mary smalljump A 2.png 4 8 Arm has hurtbox on F3. Same hitbox as jump A.
jump A Kofxi mary jump A 1.pngKofxi mary jump A 2.png 5 10 Arm has hurtbox on F4. Same Hitbox as smalljump A.
smalljump up B Kofxi mary smalljump up B 1.pngKofxi mary smalljump up B 2.png 6 4 Leg has hurtbox on F5. Same Hitbox as jump up B.
smalljump B Kofxi mary smalljump B 1.pngKofxi mary smalljump B 2.png 5 8 Leg has hurtbox on F3+F4. Same Hitbox as jump B.
jump up B Kofxi mary jump up B 1.pngKofxi mary jump up B 2.png 7 6 Leg has Hurtbox on F6. Same Hitbox as smalljump up B.
jump B Kofxi mary jump B 1.pngKofxi mary jump B 2.png 7 10 Leg hat hurtbox on F5+F6. Same Hitbox as smalljump B.
smalljump C Kofxi mary smalljump C.png 9 10 Same Hitbox as jump C.
jump up C Kofxi mary jump up C.png 9 3
jump C Kofxi mary jump C.png 10 12 Same Hitbox as smalljump C.
smalljump D Kofxi mary smalljump D 1.pngKofxi mary smalljump D 2.png 13 2 Leg has Hurtbox on F12. Same Hitbox as jump D.
jump up D Kofxi mary jump up D 1.pngKofxi mary jump up D 2.png 8 5 Leg has Hurtbox on F7.
jump D Kofxi mary jump D 1.pngKofxi mary jump D 2.png 11 4 Leg has Hurtbox on F10. Same Hitbox as smalljump D.
smalljump E Kofxi mary smalljump E 1.pngKofxi mary smalljump E 2.png 7 4 Arm has Hurtbox on F6. Same Hitbox as jump E.
jump E Kofxi mary jump E 1.pngKofxi mary jump E 2.png 10 4 Arm has Hurtbox on F9. Same Hitbox as smalljump E.
Specials & Supers
Attack Hitbox Startup Active Hit Guard Note
236A Kofxi mary 236A.pngKofxi mary 236P recovery.pngKofxi mary 236A gif.gif 30 6 +2 +1 Overhead. Airborne from F8. F1-36 in Counterhit-State (until 1F after the Active-Time). Small hurtbox in parts of the recovery.
236C Kofxi mary 236C 1.pngKofxi mary 236C 2.pngKofxi mary 236P recovery.pngKofxi mary 236C gif.gif 29 2+4 -13 -14 NOT an overhead. Airborne from F9. Leg has no hurtbox in the first 2 Active-Frames. F1-37 Counterhit-State.
236P>236P Kofxi mary 236P236P.png / / +51* / 236P Followup. Can only be activated on hit. No combo damage scaling. *=Knockdown time tested vs Mary.
[4],6B Kofxi mary 46B.pngKofxi mary 46B gif.gif 15 12 -5* -6* F1-30 in Counterhit-State (until 4F after the Active-Time). 40F charge time. *=point blank.
[4],6D Kofxi mary 46D 1.pngKofxi mary 46D 2.pngKofxi mary 46D gif.gif 19 20 -14* -15* Hurtbox on leg on F18. Counterhit state until end of active time. 40F charge time. *=point blank.
[4],6K>236K Kofxi mary 46K236K.png / / KD* / Followup to [4],6K. Can only be triggered on hit. No combo damage scaling. *=tested vs Mary, gives +55.
623B Kofxi mary 623B 1.pngKofxi mary 623B 2.pngKofxi mary 623B gif.gif 7 4+16 KD -27 F1-4 invul. F5-31 in Counterhit-State.
623D Kofxi mary 623D 1.pngKofxi mary 623D 2.pngKofxi mary 623D gif.gif 11 3+22 KD -38 No invul at all. Airborne from F11.
623K>623K Kofxi mary 623K623K.png / / KD* / Followup to 623K. Can only be triggered on hit. No combo damage scaling. *=Knockdown time tested vs Mary, gives +43.
63214B Kofxi mary 63214B.png 1 8 KD / F1-25 in Counterhit-State. 52F total duration.
63214D Kofxi mary 62314D 1.pngKofxi mary 63214D 2.png 1 1-9 KD / Low counter. F1-2 no Hurtbox on arm. 49F total duration.
214A Kofxi mary 214A.png / 66 / / Stance with no special properties. F1-65 in counterhit-state.
214C Kofxi mary 214C.png / 41 / / Stance with F1-25 invul against attacks. F26-40 in counterhit-state.
214P>236P Kofxi mary 214P236P.png 3 5 +43* / Followup to 214A/C. Throw. F1-6 invul. No combo damage scaling. *=Knockdown time tested vs Mary.
2363214P Kofxi mary 2363214P.pngKofxi mary 2363214P gif.gif 11 20 KD -36 F1-10 invul. F11-30 invul on feet. Can be followed up with 623D>623D.
236236B Kofxi mary 236236B.png 2 22 KD -38 F1 invul. F2-23 Counterhit-State. No combo damage scaling.
236236D Kofxi mary 236236D 1.pngKofxi mary 236236D 2.png 5 20 KD -28 F1-12 invul(until the first 8F of Active-Time). F13-26 in Counterhit-State (until 2F after Active-Time). No combo damage scaling.
63214,63214E Kofxi mary 6321463214K.pngKofxi mary 6321463214E gif.gif 1 24F KD* / 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.
63214,63214E (cancel) Kofxi mary 6321463214K cancel.png 1 N/A KD* / Dreamcancel Version. *=Knockdown time tested vs Mary, +14.

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)


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


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