***************************** * Blue Mary * *(The King of fighters 2003)* ***************************** Character FAQ, version 1.0. Author: Hedin (hedin2004@yandex.ru) Date: 28 apr 2005. Blue Mary is a famous fighter from The King Of Fighters (kof). She is playable in kof97 - kof2003 and in kof Neowave. She is strong not only because she can counter enemy strikes, but she has a ballanced technique. Blue Mary can not only shoot fireballs. After I had defeated Adelheid with Blue Mary only, I've written this FAQ. Contents: 1. Version control. 2. Mary's personal data. 3. Game basics. 3.1. Abbreviations and terminology. 3.2. Some rules of King of fighters 2003. 4. Moves. 4.1. Key combinations. 4.2. Moves description. 5. Combos. 6. Strategies. 6.1. Strategy versus simple enemies. 6.2. Battling with Kusanagi. 6.3. Battling with Maki and Kagura. 6.4. Battling with Adelheid. 6.5. Battling with Mukai. 7. Mary's win phrases. 8. Credits. 9. Conclusion. 10. Disclaimer. ******************************************************* 1. Version control. ******************************************************* Version 1.0: included game basics, moves description, combos, strategies, Mary's personal data, Mary's win phrases and some necessary staff. ******************************************************* 2. Mary's personal data. ******************************************************* Name (Official): Blue Mary Mode of combat: Commando sambo Birthdate: February 4 Height: 168cm Weight: 49kg Blood Type: Type AB Measurements: 88 cm, 54 cm, 85 cm Birthplace: U.S.A. Hobby: Motorcycle touring Personal treasure: Her leather jacket Favorite Food: Rice topped with beef and broth Dislikes: Cats Forte in sports: Baseball Other things worth mentioning: None ******************************************************* 3. Game basics. ******************************************************* ************************************************** 3.1. Abbreviations and terminology. ************************************************** combination x N - perform combination of buttons N times. combination1/combination2 - perform either combination1 or combination2. combination1, combination2 - after combination1 quickly perform combination2. button1+button2 - press 2 buttons together. A - Light Punch. C - Strong Punch. B - Light Kick. D - Strong Kick. AB - A+B. AC - A+C. BC - B+C. CD - C+D. f - forward. b - back. u - up. d - down. ub - up-back (u+b). uf - up-forward (u+f). db - down-back (d+b). df - down-forward (d+f). qcf - quarter circle forward (d,df,f). qcb - quarter circle back (d,db,b). hcf - half circle forward (b,db,d,df,f). hcb - half circle back (f,df,d,db,b). rapidly: ub/u/uf - low jump. hold: ub/u/uf - high jump. f, f - run (can be held). b, b - backstep. run, uf - long jump. b/db while attacked - block (can not be performed in air). Start - taunt. f/b+C/D when near the enemy - throw. b/f+C/D while being thrown - throw escape. AB or df/f+AB - forward evasion. b/db/d+AB - backward evasion. BC/CD - quick character change. qcf+BC/CD - quick character change attack. ************************************************** 3.2. Some rules of King of fighters 2003. ************************************************** When your character is attacked or he/she performs some moves the power gauge fills. You can fill 5 maximum lines of power gauge. You can perform super special moves (SSM) if the gauge line is full. This will cost 1 power line. Leaders can use leader super special moves (LSSM). This will cost 2 power lines. When you select your team members, you select the leader first. Leaders have a blue life gauge. Your character is invincible during an evasion move. Your enemy can only throw your character. To escape a throw you must press the same button, your enemy did. Some throws are not escapable. Characters will get dizzied if they are hit too many times. To recover you must quickly press any button. If a character blocks too many attacks the guard will be crushed and a character disballanced for some time. You can use evasion during block. It will cost 1 power line. You can evade when the hero is knocked down to recover quickly. In kof2003 you can change your team fighters during the battle (If a fighter you want to summon is not KO'd). While changing, a hero, who summons, is defenceless for near a second. If summoner is hit in this period of time, the change will fail. You can also perform character change attack. This will reduce changing time period, your opponent can be hit, but it will cost 1 power line. ******************************************************* 4. Moves. ******************************************************* ************************************************** 4.1. Key combinations. ************************************************** #1. Dash: d/db/df + C. #2. Double kick: b/f + B. #3. Knock down punch: b/f + A. #4. Heavy attack: in air CD. #5. Spin fall: qcf + A/C. #5a. Spider: when Spin fall hits qcf + A/C. #6. Vertical Arrow: f,d,df + B/D. #6a. Ground drop: when Vertical Arrow hits f,d,df + B/D. #7. Slicer: charge b,f + B/D. #7a. Clutch: when Slicer hits qcf + B/D. #8. Tease evasion: qcb + A/C. #8a. Sudden throw: quickly after Tease evasion qcf + A/C. #9. Super counter: hcb + B. #10. Simple counter: hcb + D. #11. Kick and twist (SSM): qcf,qcf + B/D. #12. Twister (SSM): hcb,hcb + B/D. #13. Grand drop (LSSM): qcf,hcb + AC. ************************************************** 4.2. Moves description. ************************************************** #1. Dash: Mary performs a dash attack, which makes an opponent disballanced for a short period of time, but does not knock him/her down. Use it as a part of combos. #2. Double kick: Mary performs middle and low level kicks. Does not knock the opponent down. Use it to break throw the standing block or as a part of combos. #3. Knock down punch: Mary performs a hard both hands punch attack. It does not knock the opponent down. Note that some time is needed to perform a move. #4. Heavy attack: Mary performs a heavy punch, which knocks the opponent down. Use it as an air attack or as an air counter. #5. Spin fall: Mary performs a sault and kicks the opponent. This move does not knock an enemy down. Can break crouching block. After the jump before the kick Mary can be hit, so use Spin fall when the opponent does not expect it, or when the opponent is recovering from knock down. Good as a part of a combo. #5a. Spider: Mary jumps on the opponent's sholders and drops him/her on the floor. After that Mary cracks the opponent's neck. Perform it as a knock down move at the end of a combo. #6. Vertical Arrow: Mary performs jumping upward kick, damaging and knocking down an opponent. Good as an anti air attack. You can perform it as a part of a combo. #6a. Ground drop: Mary grabs an opponent and drops him/her on the ground. This knock down move is good at the end of a combo. #7. Slicer: Mary runs to the enemy, slides and kicks him/her. This move does not knock down the enemy. Breaks standing block. Slicer is good as a part of a combo. #7a. Clutch: Mary grabs the opponent's leg, drops him/her to the ground. After that Mary breaks the opponent's leg. This knock down move is good at the end of a combo. #8. Tease evasion: Mary teases the enemy. She is nearly invinsible during this move. The opponent can only throw her. To avoid this use Sudden throw after Tease evasion. Use Tease evasion only to avoid ranged attacks. #8a. Sudden throw: Mary quickly sneaks behind the opponent and performs a throw. This throw looks exactly like the heavy throw, which Blaze from Streets Of Rage performs. Effective as a trick move after Tease evasion, when the opponent is close. #9. Super counter: Mary performs a block-like move. If the opponent at the same time performs jumping attack, special move, SSM or LSSM moves, Mary grabs the opponent, drops and breaks him/her. This move cansels enemy's attack, knocks down and damages the opponent. Use it if you have a good reaction and quick hands. #10. Simple counter: Mary performs a block-like move. If the opponent at the same time performs simple high and middle level attacks, Mary grabs the opponent, drops and breaks him/her. This move cansels enemy's attack, knocks down and damages the opponent. Use it if you have a good reaction and quick hands. #11. Kick and twist: Mary gathers energy and performs a jumping knee attack. If it hits the opponent, Mary drops the enemy, making him/her dizzy. Then she grabs the opponent, twists him/her and throws away. This move knocks down the enemy. It may be used as an anti air attack. Effective as a last move of a combo when the opponent is close. #12. Twister: Mary gathers energy and performs a combo, she strikes an opponent from both sides several times, and the uppercut at the end of the combo knocks the opponent down. Effective as a last move of a combo when the opponent is close, because it knocks the opponent down. #13. Grand drop: Mary gathers energy and charges the enemy. If she hits the enemy, she grabs him/her, performs 2 small throws, then jumps high in the air holding the opponent and grops him/her, dealing great damage. Effective as a last move of a combo when the opponent is close, because it knocks the opponent down. ******************************************************* 5. Combos. ******************************************************* #1. Most famous combo: in air D, after landing d+D. #2. While crouching: B, B, D. #3. In air B, after landing d+B, Vertical Arrow, Ground drop. #4. In air B, after landing d+B, Kick and twist. #5. In air B, after landing d+B, Dash, Twister. #6. In air B, after landing d+B, Dash, Grand drop. #7. In air B, after landing Double kick, Spin fall, d+B, Vertical Arrow, Ground drop. #8. In air B, after landing Double kick, Spin fall, d+B, Kick and twist. #9. In air B, after landing Double kick, Spin fall, Dash, Twister. #10. In air B, after landing Double kick, Spin fall, Dash, Grand drop. #11. In air B, after landing Double kick, Spin fall, Spider. #12. In air D, after landing D, Twister, #13. In air D, after landing D, Grand drop. #14. In air C, after landing C, Spin fall, d+B, Vertical Arrow, Ground drop. #15. In air C, after landing C, Spin fall, d+B, Kick and twist. #16. In air C, after landing C, Spin fall, Dash, Twister. #17. In air C, after landing C, Spin fall, Dash, Grand drop. #18. In air B, after landing Double kick, Spin fall, C, Knock down punch. #19. B, Double kick, Spin fall, d+B, Vertical Arrow, Ground drop. #20. B, Double kick, Spin fall, d+B, Kick and twist. #21. B, Double kick, Spin fall, Dash, Twister. #22. B, Double kick, Spin fall, Dash, Grand drop. #23. B, Double kick, Spin fall, Spider. ******************************************************* 6. Strategies. ******************************************************* ************************************************** 6.1. Strategy versus simple enemies. ************************************************** Some strategy facts, connected with moves, are discribed in part 4.2. Beware long range shots, because Mary can't shoot herself. Try to use a preemptive air attack in this case. You can also evade or perform Tease evasion. Try to use counter moves as often as possible. You must have a good reaction and quick hands to do so. Always attack (I mean close attacks), but do not forget about block. When the opponent is knocked down, run to him and perform close combos or use Spin fall before the opponent will recover after a knock attack. If an opponent jumps on Mary you can: evade forward and perform a combo, which begins with Spin fall; attack with Vertical Arrow and Ground drop or use Kick and twist to knock down the enemy; perform Super counter. If an enemy runs or simply walks towards Mary, just perform Slicer and Clutch or Double kick. This will stop an opponent. One of the best ways to retreat is ub+D. If the enemy showers short-ranged blows upon Mary, stay in block and then try to counter with combos as quick as possible. ************************************************** 6.2. Battling with Kusanagi. ************************************************** If he is far away and shoots, try to perform a preemptive air attack. If he is close to Mary - stay in block. Kusanagi attacks with combos, but he performs throws rarely. When Kusanagi ends his attack, the easiest way to counter is Vertical Arrow. Try not to use Spin fall, because Kusanagi can cancel it with his uppercut. If Kusanagi blocks your attack, he counters (usually with combos). Be careful if Mary is in a corner, because if Kusanagi brakes Mary's defence there, his attack combo can be much longer. Try to use counters, Kick and twist, Twister and Ground drop as often as possible. If Mary has blocked Kusanagi's close attack you can counter with: Vertical Arrow or Kick and twist. When Kusanagi is knocked down, run to him and perform close combos, but only before Kusanagi will recover after a knock attack. If Kusanagi runs to Mary, you can try to perform a preemptive attack, but do it only if you are a good player. Begin it with d+B or Double kick. Kof 2003 has 2 last bosses: Adelheid and Mukai. To fight mid bosses Maki and Kagura and the last boss Mukai you must KO Kusanagi with SSM or LSSM. To fight the last boss Adelheid you must defeat Kusanagi with these conditions: - win Kusanagi with the help of "Time over" event; - KO Kusanagi with kick, punch, throw or simple move; - when you try to perform SSM or LSSM and Kusanagi at the same time strikes your fighter, both are hit, but only Kusanagi is KO'd. So, the easiest way to fight mid bosses Maki and Kagura and the last boss Mukai is to KO Kusanagi with Kick and twist or Grand drop. ************************************************** 6.3. Battling with Maki and Kagura. ************************************************** It is hard to fight with Maki and Kagura in close combat. They create twins that strikes the opponent, so counter moves are not effective against Maki and Kagura. It is dangerous to stay in block for long, because Maki and Kagura have a lot of block breaking moves. Try to attack as often as possible. Use quick moves, kicks and punches and combos with them in the beginning. If Maki or Kagura is knocked down, run to her and perform air combos (like #4 combo), but only before Maki or Kagura's recovery. If Mary (or another fighter) is hit by SSM or LSSM she becomes cursed for 10 - 15 seconds (She can not use special moves, SSM and LSSM moves). In this situation quickly get to the corner and perform d+D move when Maki or Kagura is close. ************************************************** 6.4. Battling with Adelheid. ************************************************** If he is far away and shoots, try to perform a preemptive air attack. If he is close to Mary - stay in block. Adelheid attacks with combos, but he performs throws rarely. When Adelheid ends his attack, the easiest way to counter is Vertical Arrow and linked short conbos. Try not to use Spin fall, because Kusanagi can cancel it with his shot or SSM. When Adelheid is knocked down, run to him and perform close combos, but only before Kusanagi will recover after a knock attack. Try to use counters, Kick and twist, Twister and Ground drop as often as possible. When Adelheid uses his LSSM sliding attack, use block and counter with #19, #20, #21, #22, #23 combos. When Adelheid shoots try to perform #3, #4, #5, #6, #12, #13, #14 combos as a preeptive attack. Adelheid badly counters air attacks if he has less then 1 full power line. Adelheid effectively counter air attacks with his SSM. ************************************************** 6.5. Battling with Mukai. ************************************************** Do not stand, always move and attack, but don't forget to block when it is necessary. Try to attack, using combos. Try to get as close to Mukai as possible to avoid his column attacks. When Mukai is knocked down, run to him and perform close combos, but only before Kusanagi will recover after a knock attack. Try to use counters, Kick and twist, Twister and Ground drop as often as possible. ******************************************************* 7. Mary's win phrases. ******************************************************* #1. "Phew! What a work-out! We'll do it again! See you!" #2. "Did you try to fake me out? ... not very good at it, huh?" #3. "You can't escape my polished articular moves with force!" #4. "Try using your brain. I can read read you like a book." #5. "You tried to knock me out with every blow. Lighten up, pal!" #6. "I've had it with you! Don't make promises you can't keep!" (If Mary from winner's team defeated Terry, and he was the last KO'd member) ******************************************************* 8. Credits. ******************************************************* Special thanks to: - The King Of Fighters 2003 Portal (http:// www.snkplaymore.jp/official/kof2003/english/character/women_mary.html). - Mary herself for some move names (She screams them during battles). - SNK Playmore for creating this game. - www.gamefaqs.com for your existence. ******************************************************* 9. Conclusion. ******************************************************* This concludes my character FAQ for Mary (kof2003). I hoped my FAQ helped you get through the game a little. If you have any questions, contributions, concerns, or comments, please, e-mail me at hedin2004@yandex.ru. Your contribution can make a difference on this FAQ and I will update it with proper recognition to the author. ******************************************************* 10. Disclaimer. ******************************************************* This FAQ may not be placed on any web site or otherwise distributed publicly without my permission. Please, e-mail me if you want to host it (e-mail: hedin2004@yandex.ru). Copyright 2005 Lyskov Oleg