Blue Mary 02

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Mary02 stance.gif

General Info

Crouch height: Medium


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(0)2+2/23 -7/-9 C,S,Su HL
Mary02 clC1.png
Mary02 clC2.png
Mary02 clC3.png
Snkd.gif 11/3(0)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(0)2+7/29 0/-2 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


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

Special Moves

1. Spin Fall - qcf+P

  • Mary jumps into the air with a kick that does not knockdown
  • he 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

2. 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

3. 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

4. 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

5. 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

6. 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


1. 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

2. 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


1. Dynamite Swing - A A b B C

  • works exactly like her DM version but does more damage


1. 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


  • 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