Difference between revisions of "Blue Mary 02"

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Line 97: Line 97:
! [[image:snkc.gif]]
! [[image:snkc.gif]]
|align="center"| 15/2*2+7/29
|align="center"| 15/2*2+7/29
|align="center"| 0/-2
|align="center"| -18/-20
|align="center"| C,S,Su
|align="center"| C,S,Su
|align="center"| HL
|align="center"| HL

Revision as of 20:40, 3 November 2014

Mary02 stance.gif

General Info

Crouch height: Medium

Stand Crouch Jump Grab Run
Mary02 stand.png Mary02 crouch.png Mary02 jump.png Mary02 grab.png Mary02 run.png


Snka.gif Snkb.gif Snkc.gif Snkd.gif
Mary02 colorA.png Mary02 colorB.png Mary02 colorC.png Mary02 colorD.png


Frames Advantage Cancel Block Hitbox Notes
Standing Close
Snka.gif 2/4/5 +3/+1 R,C,S,Su HL
Mary02 clA.png
Snkb.gif 3/2+2+2/4 +2/0 R,C,S,Su L
Mary02 clB1.png
Mary02 clB2.png
Mary02 clB3.png
Snkc.gif 3/2*2+2/23 -7/-9 C,S,Su HL
Mary02 clC1.png
Mary02 clC2.png
Mary02 clC3.png
Snkd.gif 11/3*5/19 -4/-6 C,S,Su HL
Mary02 clD1.png
Mary02 clD2.png
Standing Far
Snka.gif 3/4/6 +2/0 R,C,S,Su HL
Mary02 stA.png
Snkb.gif 5/7/9 -4/-6 C,S,Su HL
Mary02 stB.png
Snkc.gif 15/2*2+7/29 -18/-20 C,S,Su HL
Mary02 stC1.png
Mary02 stC2.png
Mary02 stC3.png
Snkd.gif 11/4/25 -9/-11 HL
Mary02 stD.png
Snkc.gif+Snkd.gif 15/4+4/20 KD/-13 S,Su HL
Mary02 stCD1.png
Mary02 stCD2.png
Snka.gif 3/6/7 -1/-3 R,C,S,Su HL
Mary02 crA.png
Snkb.gif 3/5/8 -1/-3 R,C,S,Su L
Mary02 crB.png
Snkc.gif 6/2/28 -10/-12 C,S,Su HL
Mary02 crC.png
Snkd.gif 11/7/20 KD/-9 L
Mary02 crD.png
Snka.gif 2/13/- -/- H
Mary02 jA.png
Snkb.gif 4/10/- -/- H
Mary02 jB.png
Snkc.gif 7/5+7/- -/- H
Mary02 jC1.png
Mary02 jC2.png
Snkd.gif 8/5/- -/- H
Mary02 jD.png
Snkc.gif+Snkd.gif 12/3+3/- KD/- HL
Mary02 jCD1.png
Mary02 jCD2.png
Neutral Jump
Snka.gif 2/13/- -/- H
Mary02 jA.png
Snkb.gif 4/6/- -/- H
Mary02 juB.png
Snkc.gif 6/3/- -/- H
Mary02 juC.png
Snkd.gif 5/5/- -/- H
Mary02 juD.png
Snka.gif 5/11/- -/- H
Mary02 hA.png
Snkb.gif 4/10/- -/- H
Mary02 hB.png
Snkc.gif 7/12/- -/- H
Mary02 hC.png
Snkd.gif 8/10/- -/- H
Mary02 hD.png
Snkc.gif+Snkd.gif 12/6/- KD/- HL
Mary02 hCD.png
Command Normals


18/4/33 -17/-19 H
Mary02 fA.png
18/4/33 -17/-19 S, Su HL
b/f+Snkb.gif 16/3(14)3/24 KD/-7 S, Su HL, L
Mary02 fB1.png
Mary02 fB2.png
Special Moves
qcf+Snka.gif H
Mary02 qcfA.png
Spin Fall - qcf+P
  • Mary jumps into the air with a kick that does not knockdown
  • the initial qcf+A makes her jump higher but less horizontally than qcf+C. It also has better recovery on block than qcf+C
  • qcf+A is an overhead
  • the followup qcf+P can be performed after this move connects. It will only come out only if the move hits and not if it's blocked or whiffs
  • the followup is a hard knockdown
  • free cancellable into
qcf+Snkc.gif HL
Mary02 qcfC.png
Mary02 dpB1.png
Mary02 dpB2.png
Vertical Arrow - dp+K
  • Mary performs a very fast rising attack that knocks the opponent down
  • initial dp+B(not dp+D) is supercancellable on the first hit, though you have to be close to the opponent for the first hit to connect
  • free cancellable out of on the first hit
  • free cancellable into
  • can be followed up with another dp+K which will grab the opponent out of the air. This move only connects if the initial dp+K hit and was not blocked or whiffed
  • the followup dp+K is a hard knockdown and the opponent gets up with their back turned
Mary02 dpD1.png
Mary02 dpD2.png
Mary02 bfB.png
Straight Slicer - _b f+K
  • Mary performs a sliding attack that goes fairly far
  • D version goes full screen length while B version goes about 3/4 screen
  • _b f+B is supercancellable
  • both versions hit low but for the D version, the tip of her foot must connect in order for it to be a low attack
  • free cancellable out of
  • free cancellable into
  • can be followed up by qcf+K, which grabs the opponent after the slide has connected. This move does not come out if the slide is blocked or whiffs
  • the followup qcf+K is a hard knockdown
Mary02 bfD1.png
Mary02 bfD2.png
Mary02 qcbB.png
M. Reverse Facelock - qcb+B
  • Mary goes into a counter stance. This move reverses jumping attacks and special moves that don't hit low
  • the counter becomes active immediately, but has bad recovery time
  • hard knockdown
  • free cancellable into
Mary02 qcbD.png
M. Head Buster - qcb+D
  • Mary goes into a counter stance. This move reverses midlevel attacks
  • the opponent is thrown into the air behind her and can be juggled afterwards
  • has bad recovery time, unsure if the counter becomes active immediately
  • free cancellable into


Mary02 qcbP.png
Mary02 qcbPqcbP.png
Real Counter - qcb+P
  • Mary goes into a stance where she is invincible to all attacks except throws. The invincibility lasts for about a second
  • during the stance, Mary can cancel it into qcf+P, which is an instant unblockable throw
  • the qcf+P followup is a hard knockdown


Mary02 qcfhcbP.png
Splash Rose - qcf hcb+P
  • Mary dashes forward. If she connects, she will perform a combo that does decent damage. If it whiffs or is blocked, she will not continue and can be punished
  • qcf hcb+A goes about 3/4 screen length, while qcf hcb+C goes full screen
  • this move has a tendency to switch sides on the opponent, after it has been blocked. This will throw off some opponents trying to combo punish the move
qcf,hcb+Snkc.gif HL
Snka.gif,Snka.gif, f,Snkb.gif,Snkc.gif HL
Mary02 AAfBC.png
Dynamite Swing - A A f B C
  • Mary performs a rising anti-air attack that comes out extremely fast (possibly on the first frame)
  • if the move connects, Mary then grabs opponent and swings them around before throwing them across the screen behind her
  • it is possible for the the initial hit to connect but the final grab (which results in the majority of damage) to not connect
  • this move can be cancelled after any normal on hit or whiff, including non-cancellable ones and even her CD counter
Snka.gif,Snka.gif, b,Snkb.gif,Snkc.gif HL
Mary02 SDM.png
Dynamite Swing - A A b B C
  • works exactly like her DM version but does more damage
db,qcf,uf,u,d+Snkb.gif+Snkd.gif HL
Mary02 HSDM.png
Typhoon - db qcf uf u d+BD
  • this is an instant one frame grab that does very good damage
  • hard knockdown
  • an easier way to execute this move is to do 270 degree motion starting from back and going to up


1. Victor Nage - b/f+C

  • Mary knocks the opponent to the ground and elbows them, knocking them in the direction opposite the one she was facing
  • hard knockdown
  • very useful throw that has many possible crossup setups afterwards. Discussed in strategy section

2. Head Throw - b/f+D

  • Mary grabs the opponent and throws them over her head in the direction opposite the one she was facing
  • the opponent will get up with their back turned

Command Normals

1. Hammer Arch - b/f+A

  • Mary hops forward slightly and performs a two-handed hammerfist that doesn't knockdown on impact unless it hits an airborn opponent(in which case, it is a hard knockdown)
  • Mary is considered airborn throughout most of this move but the when the contact is made, she is considered grounded
  • this move is very useful in combos but is punishable by some things even on hit, if it isn't cancelled
  • overhead
  • cancellable only to DMs if not cancelled into
  • cancellable if cancelled into

2. Double Rolling - b/f+B

  • Mary performs a two hit kicking move that does very good damage
  • hits low on the second hit
  • cancellable on the second hit
  • great move to use in combos for the damage adn cancellability, but can be guard rolled and punished if blocked


  • cancellable normals are close A, crouch A, far A, close B, crouch B, far B, close C, crouch C, far C, close D(2)
  • CD is cancellable to special moves and DMs
  • close B is a low attack