Blue Mary(KOFXI): Unterschied zwischen den Versionen

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Zeile 4: Zeile 4:
| portrait = [[Image:KOFXI mary full.png]]
| portrait = [[Image:KOFXI mary full.png]]
|tier_rank = B
|tier_rank = B
|ratio_rank = 4 Punkte
|ratio_rank = 4 Points
|health = 109
|health = 1.03
|stun_gauge = 99
|stun_gauge = 1.02
|crouch_tier = ??
|crouch_tier = ??
}}
}}


== Farben ==
== Colors ==
{| cellpadding="0" style="text-align: center;"
{{KOF XI Colors
|[[Datei:KOFXI mary S.jpg]]
|square=[[Datei:KOFXI mary S.png]]
|[[Datei:KOFXI mary X.jpg]]
|cross=[[Datei:KOFXI mary X.png]]
|[[Datei:KOFXI mary T.jpg]]
|triangle=[[Datei:KOFXI mary T.png]]
|[[Datei:KOFXI mary C.jpg]]
|circle=[[Datei:KOFXI mary C.png]]
|[[Datei:KOFXI mary R1S.jpg]]
|R1+square=[[Datei:KOFXI mary R1S.png]]
|[[Datei:KOFXI mary R1X.jpg]]
|R1+cross=[[Datei:KOFXI mary R1X.png]]
|[[Datei:KOFXI mary R1T.jpg]]
|R1+triangle=[[Datei:KOFXI mary R1T.png]]
|[[Datei:KOFXI mary R1C.jpg]]
|R1+circle=[[Datei:KOFXI mary R1C.png]]
|L1+square=[[Datei:KOFXI mary L1S.png]]
|L1+cross=[[Datei:KOFXI mary L1X.png]]
|L1+triangle=[[Datei:KOFXI mary L1T.png]]
|L1+circle=[[Datei:KOFXI mary L1C.png]]
}}
==Frame Data==
{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
|+Short List
|-
! Move !! S!! A!! Hit!! Grd!! Note
|-
| 5A(c) || 4 || 4|| <span style="color: blue;">+5</span>|| <span style="color: blue;">+4</span> ||
|-
| 5A(f)|| 6 || 4|| <span style="color: blue;">+4</span> || <span style="color: blue;">+3</span> ||
|-
| 5B(c)|| 5 || 2|| <span style="color: blue;">+4</span>|| <span style="color: blue;">+3</span> ||Low Hit
|-
| 5B(f)|| 5 || 3|| <span style="color: red;">-2</span>|| <span style="color: red;">-3</span>||
|-
| 5C(c)|| 5 || 3+2+2|| <span style="color: red;">-5</span>|| <span style="color: red;">-6</span>||
|-
| 5C(f)|| 16 || 2+9|| <span style="color: red;">-8</span>|| <span style="color: red;">-9</span>||
|-
| 5D(c)|| 13 || 3+5|| <span style="color: red;">-2</span>|| <span style="color: red;">-3</span>||
|-
| 5D(f)|| 14 || 3|| <span style="color: red;">-7</span>|| <span style="color: red;">-8</span>||
|-
| 5E|| 17 || 8|| KD|| <span style="color: red;">-7</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. 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.
|-
| Saving Shift|| ? || n*|| /|| /||Active until landing. 9F/10F recovery (hit/whiff).
|-
| 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.
|-
| 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|| <span style="color: blue;">+2</span>|| <span style="color: blue;">+1</span>||Overhead. Airborne from F8.
|-
| 236C|| 29|| 2+4|| <span style="color: red;">-13</span>|| <span style="color: red;">-14</span>||NOT an Overhead. Airborne from F9.
|-
| >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>*||40F charge time. *=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.
|-
| 623B|| 7|| 4+16|| KD|| <span style="color: red;">-27</span>||F1-4 invul.
|-
| 623D|| 11|| 3+22|| KD|| <span style="color: red;">-38</span>||No invul.
|-
| >623K|| /|| /|| KD|| /||Followup to 623K. No combo damage scaling.
|-
| 63214B|| 1|| 8|| KD|| /||Mid & High counter. Hard knockdown. 52F duration.
|-
|-
|colspan="1" style="background:#000000;color:#FFFFFF;"|&#8414;
| 63214D|| 1|| 9|| KD|| /||Low counter. Soft knockdown. F1-2 no Hurtbox on arm. 49F duration.
|colspan="1" style="background:#000000;color:#FFFFFF;"|X
|colspan="1" style="background:#000000;color:#FFFFFF;"|&#9651;
|colspan="1" style="background:#000000;color:#FFFFFF;"|&#8413;
|colspan="1" style="background:#000000;color:#FFFFFF;"|R1 +&#8414;
|colspan="1" style="background:#000000;color:#FFFFFF;"|R1 + X
|colspan="1" style="background:#000000;color:#FFFFFF;"|R1 + &#9651;
|colspan="1" style="background:#000000;color:#FFFFFF;"|R1 + &#8413;
|-
|-
|colspan="1" style="background:#000000;color:#FFFFFF;"|A
| 214A|| /|| 66|| /|| /||Stance with no special properties. F1-65 in counterhit-state.
|colspan="1" style="background:#000000;color:#FFFFFF;"|B
|-
|colspan="1" style="background:#000000;color:#FFFFFF;"|C
| 214C|| /|| 41|| /|| /||Stance with F1-25 invul against attacks. F26-40 in counterhit-state.
|colspan="1" style="background:#000000;color:#FFFFFF;"|D
|-
|colspan="1" style="background:#000000;color:#FFFFFF;"|E + A
| >236P|| 3|| 5|| KD|| /||Followup to 214A/C. Throw. F1-6 invul. No combo damage scaling.
|colspan="1" style="background:#000000;color:#FFFFFF;"|E + B
|-
|colspan="1" style="background:#000000;color:#FFFFFF;"|E + C
| 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.
|colspan="1" style="background:#000000;color:#FFFFFF;"|E + D
|-
|}
| 236236B|| 2|| 22|| KD|| <span style="color: red;">-38</span>||F1 invul. F2-23 Counterhit-State. No combo damage scaling.
{| cellpadding="0" style="text-align: center;"
|-
|[[Datei:KOFXI mary L1S.jpg]]
| 236236D|| 5|| 20|| KD|| <span style="color: red;">-28</span>||F1-12 invul(until the first 8F of Active-Time). No combo damage scaling.
|[[Datei:KOFXI mary L1X.jpg]]
|-
|[[Datei:KOFXI mary L1T.jpg]]
| 63214,63214E|| 1|| 24|| KD|| /||Hit becomes active on F28 (during freeze). Invul on legs from F2 until landing.
|[[Datei:KOFXI mary L1C.jpg]]
|-
|-
|colspan="1" style="background:#000000;color:#FFFFFF;"|L1 +&#8414;
| 63214,63214E(can)|| 1|| /|| KD|| /||Dreamcancel Version.
|colspan="1" style="background:#000000;color:#FFFFFF;"|L1 + X
|colspan="1" style="background:#000000;color:#FFFFFF;"|L1 + &#9651;
|colspan="1" style="background:#000000;color:#FFFFFF;"|L1 + &#8413;
|-
|-
|colspan="1" style="background:#000000;color:#FFFFFF;"|Start + A
|colspan="1" style="background:#000000;color:#FFFFFF;"|Start + B
|colspan="1" style="background:#000000;color:#FFFFFF;"|Start + C
|colspan="1" style="background:#000000;color:#FFFFFF;"|Start + D
|}
|}
==Frame Data==


{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
|+ Stehende Angriffe
|+ Standing Attacks
! style="width:100px;background-color:#D9D9D9;" | Variante
! style="width:100px;background-color:#D9D9D9;" | Attack
! style="width:100px;background-color:#D9D9D9;" | Hitbox
! style="width:100px;background-color:#D9D9D9;" | Hitbox
! style="width:60px;background-color:#FFd800;" | Startup
! style="width:60px;background-color:#FFd800;" | Startup
! style="width:60px;background-color:#FFd800;" | Active
! style="width:60px;background-color:#FFd800;" | Active
! style="width:60px;background-color:#FFd800;" | Vorteil
! style="width:60px;background-color:#FFd800;" | Hit
! style="width:60px;background-color:#FFd800;" | Cancel
! style="width:60px;background-color:#FFd800;" | Guard
! style="width:60px;background-color:#FFd800;" | Anmerkung
! style="width:60px;background-color:#FFd800;" | Note
|-
|-
| style="background-color:#F9F9F9;" |'''5A(c)'''
| style="background-color:#F9F9F9;" |'''5A(c)'''
Zeile 72: Zeile 149:
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |+5
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |+4
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
|-
|-
Zeile 80: Zeile 157:
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |+4
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |+3
| style="background-color:#F9F9F9;" |F13+14 Körper unverwundbar (Hurtbox wurde wohl vergessen).
| style="background-color:#F9F9F9;" |F13+14 body invulnerable (likely forgotten during development).
|-
|-
| style="background-color:#F9F9F9;" |'''5B(c)'''
| style="background-color:#F9F9F9;" |'''5B(c)'''
Zeile 88: Zeile 165:
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |2
| style="background-color:#F9F9F9;" |2
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |+4
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |+3
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |Low Hit
|-
|-
| style="background-color:#F9F9F9;" |'''5B(f)'''
| style="background-color:#F9F9F9;" |'''5B(f)'''
Zeile 96: Zeile 173:
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |3
| style="background-color:#F9F9F9;" |3
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |-2
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |-3
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
|-
|-
Zeile 104: Zeile 181:
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |3+2+2
| style="background-color:#F9F9F9;" |3+2+2
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |-5
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |-6
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
|-
|-
Zeile 112: Zeile 189:
| style="background-color:#F9F9F9;" |16
| style="background-color:#F9F9F9;" |16
| style="background-color:#F9F9F9;" |2+9
| style="background-color:#F9F9F9;" |2+9
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |-8
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |-9
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |Disjointed hitbox
|-
|-
| style="background-color:#F9F9F9;" |'''5D(c)'''
| style="background-color:#F9F9F9;" |'''5D(c)'''
Zeile 120: Zeile 197:
| style="background-color:#F9F9F9;" |13
| style="background-color:#F9F9F9;" |13
| style="background-color:#F9F9F9;" |3+5
| style="background-color:#F9F9F9;" |3+5
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |-2
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |-3
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
|-
|-
Zeile 128: Zeile 205:
| style="background-color:#F9F9F9;" |14
| style="background-color:#F9F9F9;" |14
| style="background-color:#F9F9F9;" |3
| style="background-color:#F9F9F9;" |3
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |-7
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |-8
| style="background-color:#F9F9F9;" |In der Luft ab F4. Bein hat Hurtbox für 1F vor, für 4F nach der Active-Time.
| style="background-color:#F9F9F9;" |Airborne from F4.
|-
|-
| style="background-color:#F9F9F9;" |'''5E'''
| style="background-color:#F9F9F9;" |'''5E'''
Zeile 136: Zeile 213:
| style="background-color:#F9F9F9;" |17
| style="background-color:#F9F9F9;" |17
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-7
| 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;" |
| style="background-color:#F9F9F9;" |Collision bewegt sich minmal während der Active-Time.
|-
|-
| style="background-color:#F9F9F9;" |'''6A'''
| style="background-color:#F9F9F9;" |'''6A'''
Zeile 144: Zeile 229:
| style="background-color:#F9F9F9;" |25
| style="background-color:#F9F9F9;" |25
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |-7
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |-8
| style="background-color:#F9F9F9;" |In der Luft ab F4. Landet auf F23. Gleicht der 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;" |'''6A(cancel)'''
Zeile 152: Zeile 237:
| style="background-color:#F9F9F9;" |25
| style="background-color:#F9F9F9;" |25
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |-7
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |-8
| style="background-color:#F9F9F9;" |In der Luft ab F4. Landet auf F23. Gleicht der normalen Version.
| 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 160: Zeile 245:
| style="background-color:#F9F9F9;" |18
| style="background-color:#F9F9F9;" |18
| style="background-color:#F9F9F9;" |3+3
| style="background-color:#F9F9F9;" |3+3
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |-5
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |-6
| style="background-color:#F9F9F9;" |In der Luft ab F11. Landet auf F28 (nur bei Whiff). Entspricht der 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;" |'''6B(cancel)'''
| style="background-color:#F9F9F9;" |'''Saving Shift'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_mary_6B(cancel)_1.png]][[bild:kofxi_mary_6B(cancel)_2.png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_mary_saving.png]]
| style="background-color:#F9F9F9;" |18
| style="background-color:#F9F9F9;" |3+3
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |n*
| style="background-color:#F9F9F9;" |In der Luft ab F11. Landet auf F28 (nur bei Whiff). Entspricht der normalen Version.
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |Active until landing. 9F/10F recovery (hit/whiff).
|-
|-
|}
|}


{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
|+ Geduckte Angriffe
|+ Crouching Attacks
! style="width:100px;background-color:#D9D9D9;" | Variante
! style="width:100px;background-color:#D9D9D9;" | Attack
! style="width:100px;background-color:#D9D9D9;" | Hitbox
! style="width:100px;background-color:#D9D9D9;" | Hitbox
! style="width:60px;background-color:#FFd800;" | Startup
! style="width:60px;background-color:#FFd800;" | Startup
! style="width:60px;background-color:#FFd800;" | Active
! style="width:60px;background-color:#FFd800;" | Active
! style="width:60px;background-color:#FFd800;" | Vorteil
! style="width:60px;background-color:#FFd800;" | Hit
! style="width:60px;background-color:#FFd800;" | Cancel
! style="width:60px;background-color:#FFd800;" | Guard
! style="width:60px;background-color:#FFd800;" | Anmerkung
! style="width:60px;background-color:#FFd800;" | Note
|-
|-
| style="background-color:#F9F9F9;" |'''2A'''
| style="background-color:#F9F9F9;" |'''2A'''
Zeile 188: Zeile 273:
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |+1
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |+0
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |Does not hit against Rolls (bug?)
|-
|-
| style="background-color:#F9F9F9;" |'''2B'''
| style="background-color:#F9F9F9;" |'''2B'''
Zeile 196: Zeile 281:
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |+1
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |+0
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
|-
|-
Zeile 204: Zeile 289:
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |-8
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |-9
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
|-
|-
Zeile 212: Zeile 297:
| style="background-color:#F9F9F9;" |14
| style="background-color:#F9F9F9;" |14
| style="background-color:#F9F9F9;" |9
| style="background-color:#F9F9F9;" |9
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |-10
| style="background-color:#F9F9F9;" |Low profile ab F1.
| style="background-color:#F9F9F9;" |Low profile from F1.
|-
|-
|}
|}


{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
|+ Sprungangriffe
|+ Jump Attacks
! style="width:100px;background-color:#D9D9D9;" | Variante
! style="width:100px;background-color:#D9D9D9;" | Attack
! style="width:100px;background-color:#D9D9D9;" | Hitbox
! style="width:100px;background-color:#D9D9D9;" | Hitbox
! style="width:60px;background-color:#FFd800;" | Startup
! style="width:60px;background-color:#FFd800;" | Startup
! style="width:60px;background-color:#FFd800;" | Active
! style="width:60px;background-color:#FFd800;" | Active
! style="width:60px;background-color:#FFd800;" | Anmerkung
! style="width:60px;background-color:#FFd800;" | Note
|-
|-
| style="background-color:#F9F9F9;" |'''smalljump A'''
| style="background-color:#F9F9F9;" |'''smalljump A'''
Zeile 230: Zeile 315:
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |Arm hat Hurtbox auf F3. Gleiche Hitbox wie jump A.
| style="background-color:#F9F9F9;" |Arm has hurtbox on F3. Same hitbox as jump A.
|-
|-
| style="background-color:#F9F9F9;" |'''jump A'''
| style="background-color:#F9F9F9;" |'''jump A'''
Zeile 236: Zeile 321:
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |10
| style="background-color:#F9F9F9;" |10
| style="background-color:#F9F9F9;" |Arm hat Hurtbox auf F4. Gleiche Hitbox wie smalljump A.
| style="background-color:#F9F9F9;" |Arm has hurtbox on F4. Same Hitbox as smalljump A.
|-
|-
| style="background-color:#F9F9F9;" |'''smalljump up B'''
| style="background-color:#F9F9F9;" |'''smalljump up B'''
Zeile 242: Zeile 327:
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |Bein hat Hurtbox auf F5. Gleiche Hitbox wie jump up B.
| style="background-color:#F9F9F9;" |Leg has hurtbox on F5. Same Hitbox as jump up B.
|-
|-
| style="background-color:#F9F9F9;" |'''smalljump B'''
| style="background-color:#F9F9F9;" |'''smalljump B'''
Zeile 248: Zeile 333:
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |Bein hat Hurtbox auf F3+F4. Gleiche Hitbox wie jump B.
| style="background-color:#F9F9F9;" |Leg has hurtbox on F3+F4. Same Hitbox as jump B.
|-
|-
| style="background-color:#F9F9F9;" |'''jump up B'''
| style="background-color:#F9F9F9;" |'''jump up B'''
Zeile 254: Zeile 339:
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |Bein hat Hurtbox auf F6. Gleiche Hitbox wie smalljump up B.
| style="background-color:#F9F9F9;" |Leg has Hurtbox on F6. Same Hitbox as smalljump up B.
|-
|-
| style="background-color:#F9F9F9;" |'''jump B'''
| style="background-color:#F9F9F9;" |'''jump B'''
Zeile 260: Zeile 345:
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |10
| style="background-color:#F9F9F9;" |10
| style="background-color:#F9F9F9;" |Bein hat Hurtbox auf F5+F6. Gleiche Hitbox wie smalljump B.
| style="background-color:#F9F9F9;" |Leg hat hurtbox on F5+F6. Same Hitbox as smalljump B.
|-
|-
| style="background-color:#F9F9F9;" |'''smalljump C'''
| style="background-color:#F9F9F9;" |'''smalljump C'''
Zeile 266: Zeile 351:
| style="background-color:#F9F9F9;" |9
| style="background-color:#F9F9F9;" |9
| style="background-color:#F9F9F9;" |10
| style="background-color:#F9F9F9;" |10
| style="background-color:#F9F9F9;" |Gleiche Hitbox wie jump C.
| style="background-color:#F9F9F9;" |Same Hitbox as jump C.
|-
|-
| style="background-color:#F9F9F9;" |'''jump up C'''
| style="background-color:#F9F9F9;" |'''jump up C'''
Zeile 278: Zeile 363:
| style="background-color:#F9F9F9;" |10
| style="background-color:#F9F9F9;" |10
| style="background-color:#F9F9F9;" |12
| style="background-color:#F9F9F9;" |12
| style="background-color:#F9F9F9;" |Gleiche Hitbox wie smalljump C.
| style="background-color:#F9F9F9;" |Same Hitbox as smalljump C.
|-
|-
| style="background-color:#F9F9F9;" |'''smalljump D'''
| style="background-color:#F9F9F9;" |'''smalljump D'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_mary_smalljump_D_1.png]][[bild:kofxi_mary_smalljump_D_2.png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_mary_smalljump_D_1.png|150px]][[bild:kofxi_mary_smalljump_D_2.png|150px]]
| style="background-color:#F9F9F9;" |13
| style="background-color:#F9F9F9;" |13
| style="background-color:#F9F9F9;" |2
| style="background-color:#F9F9F9;" |2
| style="background-color:#F9F9F9;" |Bein hat Hurtbox auf F12. Gleiche Hitbox wie jump D.
| style="background-color:#F9F9F9;" |Leg has Hurtbox on F12. Same Hitbox as jump D.
|-
|-
| style="background-color:#F9F9F9;" |'''jump up D'''
| style="background-color:#F9F9F9;" |'''jump up D'''
Zeile 290: Zeile 375:
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |Bein hat Hurtbox auf F7.
| style="background-color:#F9F9F9;" |Leg has Hurtbox on F7.
|-
|-
| style="background-color:#F9F9F9;" |'''jump D'''
| style="background-color:#F9F9F9;" |'''jump D'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_mary_jump_D_1.png]][[bild:kofxi_mary_jump_D_2.png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_mary_jump_D_1.png|150px]][[bild:kofxi_mary_jump_D_2.png|150px]]
| style="background-color:#F9F9F9;" |11
| style="background-color:#F9F9F9;" |11
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |Bein hat Hurtbox auf F10. Gleiche Hitbox wie smalljump D.
| style="background-color:#F9F9F9;" |Leg has Hurtbox on F10. Same Hitbox as smalljump D.
|-
|-
| style="background-color:#F9F9F9;" |'''smalljump E'''
| style="background-color:#F9F9F9;" |'''smalljump E'''
Zeile 302: Zeile 387:
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |Arm hat Hurtbox auf F6. Gleiche Hitbox wie jump E.
| style="background-color:#F9F9F9;" |Arm has Hurtbox on F6. Same Hitbox as jump E.
|-
|-
| style="background-color:#F9F9F9;" |'''jump E'''
| style="background-color:#F9F9F9;" |'''jump E'''
Zeile 308: Zeile 393:
| style="background-color:#F9F9F9;" |10
| style="background-color:#F9F9F9;" |10
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |Arm hat Hurtbox auf F9. Gleiche Hitbox wie smalljump E.
| style="background-color:#F9F9F9;" |Arm has Hurtbox on F9. Same Hitbox as smalljump E.
|-
|-
|}
|}
Zeile 314: Zeile 399:
{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
|+ Specials & Supers
|+ Specials & Supers
! style="width:100px;background-color:#D9D9D9;" | Variante
! style="width:100px;background-color:#D9D9D9;" | Attack
! style="width:100px;background-color:#D9D9D9;" | Hitbox
! style="width:100px;background-color:#D9D9D9;" | Hitbox
! style="width:60px;background-color:#FFd800;" | Startup
! style="width:60px;background-color:#FFd800;" | Startup
! style="width:60px;background-color:#FFd800;" | Active
! style="width:60px;background-color:#FFd800;" | Active
! style="width:60px;background-color:#FFd800;" | Vorteil
! style="width:60px;background-color:#FFd800;" | Hit
! style="width:60px;background-color:#FFd800;" | Cancel
! style="width:60px;background-color:#FFd800;" | Guard
! style="width:60px;background-color:#FFd800;" | Anmerkung
! style="background-color:#FFd800;" | Note
|-
|-
| style="background-color:#F9F9F9;" |'''236A'''
| style="background-color:#F9F9F9;" |'''236A'''
Zeile 326: Zeile 411:
| style="background-color:#F9F9F9;" |30
| style="background-color:#F9F9F9;" |30
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |+
| style="background-color:#F9F9F9;" |+2
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |+1
| style="background-color:#F9F9F9;" |In der Luft ab F8. F1-36 im Counterhit-State (bis 1F nach der Active-Time). Kleine Hitbox in Teilen der Recovery.
| style="background-color:#F9F9F9;" |Overhead. Airborne from F8. F1-36 in Counterhit-State (until 1F after the Active-Time). Small hurtbox in parts of the recovery.
|-
|-
| style="background-color:#F9F9F9;" |'''236C'''
| style="background-color:#F9F9F9;" |'''236C'''
Zeile 334: Zeile 419:
| style="background-color:#F9F9F9;" |29
| style="background-color:#F9F9F9;" |29
| style="background-color:#F9F9F9;" |2+4
| style="background-color:#F9F9F9;" |2+4
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |-13
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |-14
| style="background-color:#F9F9F9;" |In der Luft ab F9. Das Bein hat keine Hurtbox in den ersten 2 Active-Frames. F1-37 im Counterhit-State.
| style="background-color:#F9F9F9;" |NOT an overhead. Airborne from F9. Leg has no hurtbox in the first 2 Active-Frames. F1-37 Counterhit-State.
|-
| style="background-color:#F9F9F9;" |'''236P>236P'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_mary_236P236P.png]]
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |+51*
| style="background-color:#F9F9F9;" |/
| 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 342: Zeile 435:
| style="background-color:#F9F9F9;" |15
| style="background-color:#F9F9F9;" |15
| style="background-color:#F9F9F9;" |12
| style="background-color:#F9F9F9;" |12
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |-5*
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |-6*
| style="background-color:#F9F9F9;" |F1-30 im Counterhit-State (bis 4F nach der Active-Time).
| 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'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_mary_46D_1.png]][[bild:kofxi_mary_46D_2.png]][[bild:kofxi_mary_46D_gif.gif]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_mary_46D_1.png|150px]][[bild:kofxi_mary_46D_2.png|150px]][[bild:kofxi_mary_46D_gif.gif]]
| style="background-color:#F9F9F9;" |19
| style="background-color:#F9F9F9;" |19
| style="background-color:#F9F9F9;" |20
| style="background-color:#F9F9F9;" |20
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |-14*
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |-15*
| style="background-color:#F9F9F9;" |Hurtbox auf dem Bein auf F18. Bis zum Ende der Active Time im Counterhit-State.
| 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;" |[[bild:kofxi_mary_46K236K.png]]
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |KD*
| style="background-color:#F9F9F9;" |/
| 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 358: Zeile 459:
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |4+16
| style="background-color:#F9F9F9;" |4+16
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |-27
| style="background-color:#F9F9F9;" |F1-4 unverwundbar. F5-31 im Counterhit-State.
| style="background-color:#F9F9F9;" |F1-4 invul. F5-31 in Counterhit-State.
|-
|-
| style="background-color:#F9F9F9;" |'''623D'''
| style="background-color:#F9F9F9;" |'''623D'''
Zeile 366: Zeile 467:
| style="background-color:#F9F9F9;" |11
| style="background-color:#F9F9F9;" |11
| style="background-color:#F9F9F9;" |3+22
| style="background-color:#F9F9F9;" |3+22
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |-38
| style="background-color:#F9F9F9;" |In der Luft ab F11.
| style="background-color:#F9F9F9;" |No invul at all. Airborne from F11.
|-
| style="background-color:#F9F9F9;" |'''623K>623K'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_mary_623K623K.png]]
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |KD*
| style="background-color:#F9F9F9;" |/
| 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'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_mary_63214B.png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_mary_63214B.png]]
| style="background-color:#F9F9F9;" |1~8
| 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 im Counterhit-State. ~52F Dauer.
| style="background-color:#F9F9F9;" |F1-25 in Counterhit-State. 52F total duration.
|-
|-
| style="background-color:#F9F9F9;" |'''63214D'''
| style="background-color:#F9F9F9;" |'''63214D'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_mary_62314D_1.png]][[bild:kofxi_mary_63214D_2.png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_mary_62314D_1.png]][[bild:kofxi_mary_63214D_2.png]]
| style="background-color:#F9F9F9;" |1~8
| 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;" |F1-2 keine Hurtbox auf dem Arm. F1-25 im Counterhit-State. ~50F Dauer.
| style="background-color:#F9F9F9;" |Low counter. F1-2 no Hurtbox on arm. 49F total duration.
|-
|-
| style="background-color:#F9F9F9;" |'''214A'''
| style="background-color:#F9F9F9;" |'''214A'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_mary_214A.png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_mary_214A.png]]
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |65
| style="background-color:#F9F9F9;" |66
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |~65F (die ganze Dauer) im Counterhit-State.
| style="background-color:#F9F9F9;" |Stance with no special properties. F1-65 in counterhit-state.
|-
|-
| style="background-color:#F9F9F9;" |'''214C'''
| style="background-color:#F9F9F9;" |'''214C'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_mary_214C.png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_mary_214C.png]]
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |41
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |F1-24 unverwundbar gegen Schläge. F25-39 im Counterhit-State.
| style="background-color:#F9F9F9;" |Stance with F1-25 invul against attacks. F26-40 in counterhit-state.
|-
|-
| style="background-color:#F9F9F9;" |'''214P>236P'''
| style="background-color:#F9F9F9;" |'''214P>236P'''
Zeile 406: Zeile 515:
| style="background-color:#F9F9F9;" |3
| style="background-color:#F9F9F9;" |3
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |+43*
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |Wurf. F1-6 unverwundbar.
| 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 414: Zeile 523:
| style="background-color:#F9F9F9;" |11
| style="background-color:#F9F9F9;" |11
| style="background-color:#F9F9F9;" |20
| style="background-color:#F9F9F9;" |20
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |-36
| style="background-color:#F9F9F9;" |F1-10 unverwundbar.  
| style="background-color:#F9F9F9;" |F1-10 invul. F11-30 invul on feet. Can be followed up with 623D>623D.
|-
|-
| style="background-color:#F9F9F9;" |'''236236B'''
| style="background-color:#F9F9F9;" |'''236236B'''
Zeile 422: Zeile 531:
| style="background-color:#F9F9F9;" |2
| style="background-color:#F9F9F9;" |2
| style="background-color:#F9F9F9;" |22
| style="background-color:#F9F9F9;" |22
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |-38
| style="background-color:#F9F9F9;" |F1 unverwundbar. F2-23 im 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 430: Zeile 539:
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |20
| style="background-color:#F9F9F9;" |20
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |-28
| style="background-color:#F9F9F9;" |F1-12 unverwundbar (bis in die ersten 8F der Active-Time). F13-26 im Counterhit-State (bis 2F nach der 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 438: 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;" |N/A
| style="background-color:#F9F9F9;" |KD*
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |Auf den Beinen unverwundbar. F1-29 im Counterhit-State. Verliert gegen normal throw (vor dem freeze eingeben)
| 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 446: 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;" |N/A
| style="background-color:#F9F9F9;" |KD*
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |Dreamcancel Version. *=Knockdown time tested vs Mary, +14.
|-
|-
|}
|}


== Strategie ==
== Special Attributes & Bugs==
*'''(TOURNEY BANNED):'''Garantierter Meaty LDM bei Incoming: geht nicht gegen Griffon, Kula, Ryo, Jenet, Hayate. Diese Charaktere dürfen bei Incoming als einzige sofort ohne Recovery handeln. In diesem Fall müssen sie framegenau nach dem Super Freeze springen, um von Mary's Super nicht getroffen zu werden. Danke für die Info an Sawakoro.
*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, [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}}

Aktuelle Version vom 10. März 2024, 10:57 Uhr

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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