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KOF Cyberfanatix 3.0 - SNK community > Cyberfanatix 3.0 > Gameplay Discussion > The King of Fighters > KOF 2002 - Blue Mary
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Author Topic: KOF 2002 - Blue Mary  (Read 1208 times)
PureYeti
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KOF 2002 - Blue Mary
« on: 22 of October of 2011, 06:01:01 pm »

THROWS
Victor Nage - When close, b / f + C               
Head Throw - When close, b / f + D               

COMMAND MOVES
Hammer Arch - b / f + A                         
Double Rolling - b / f + B

SPECIAL MOVES
Spin Fall - qcf + P                           
  M. Spider - qcf + P                         

Vertical Arrow - f,d,df + K                       
  M. Snatcher - f,d,df + K                     

Straight Slicer Charge - b,f + K                   
  Crab Clutch - qcf + K                         

M. Reverse Facelock - qcb + B                           
M. Head Buster - qcb + D                           
Real Counter - qcb + P                           
  Backdrop Real - qcf + P                         
                       
DM
M. Splash Rose - qcf,hcb + P                   
M. Dynamite Swing - A,A,f,B,C   

SDM                   
M. Dynamite Swing - A,A,b,B,C                     

HSDM
M. Typhoon - When close, db,qcf,uf,u,d + BD

Cancelable Normals
Close A, close B, close C, and close D
Far A, far B, and far C
Crouch A, crouch B, and crouch C

Normals
Jump B and jump C for good air vs air. Jump C has a good hitbox

Jump CD is strong when done on immediate hops and jump ins.

Close C then cancel to b/f + A or b/f + B is always a good use. Beware f + A is unsafe on block. Try not to use it all the time, and mix in with 3-4 hit B combo instead.

At some distances, f + B's first hit will miss allowing your opponent to jump over you and make you eat a combo. Also, f + B can be AB rolled which will lead a huge punishment for Mary.

Far B prevents hops

Super Cancels
f,d,df + B (1st hit)
  f,d,df + B
Charge b,f + K                       

Free Cancel Into       
qcf + P
f,d,df + P
Charge b,f + K
qcb + B
qcb + D
qcb + P

Free Cancel Out Of     
b/f + A
b/f + B (1st hit)
f,d,df + K (1st hit)
Charge b,f + B

f,d,df + K is a standard uppercut for anti air.

charge b, f + K goes under projectiles

qcb + B is good use for air counter reversal

After you manage to counter opponent attacks with hcb D, you can either do qcf,hcb + P or f,d,df + K for a free follow up.

Master command grab input: QCB, HCF, neutral, P

Dynamite Swing DM has full invincibility like Leona’s v-slasher. It cancels anywhere even whiff normals. Great reveral and wake up.

Important defensive trick
- After crouch B x 2, far B (input A, A), tap forward ->. Wait and see if they either jump or come closer then input B, C for her DM
-c. Bx2, c. D(input command for dynamic and finish the command if they jump.
- Crouch B(A), crouch B(A), if they jump then input forward, B, C for her DM. A won’t come out, but is use for input purpose
   
Combos
Close C, b/f + A, DM or b/f + B
Crouch B, crouch A x 2 (A doesn't come out but for input purpose), f, B, C (shortcut into her DM)
Close B, close A, crouch A, crouch B, close B, DM/SDM
 
Misc
A bug for Blue Mary: At the corner when the opponent is jumping, do a jump CD resulting in a counter, and quickly perform her dynamite swing/DM (A,A f B C). Make sure that it hits and misses (When I am talking about misses, I am stating the fact that your whole DM should not be executed till the very end). Your opponent's body will be lying on the floor flat, and you just walk forward and give him a slam with the D button.


Add any more info if you want
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PSN: PureYeti


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Re: KOF 2002 - Blue Mary
« Reply #1 on: 22 of October of 2011, 06:49:44 pm »

Damn you Blue Mary.
Countering Wind


Mary has surpassed Geese.

I always have trouble doing her Dynamite Swing in this game. >w<
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ANDY360
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Re: KOF 2002 - Blue Mary
« Reply #2 on: 22 of July of 2012, 04:09:28 pm »

The easiest combo is blue mary c, b + cc, e HSDM
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