![]() All of these can lead to hard knockdowns. ![]() Once she's in, Mary has a myriad of mixup options to pick from - in addition to strong hop normals such as j.D and j.CD and her reliable low hit confirms (2B 2A 4B), Mary has access to a dodge and command grab in one move (214P~236P), a leaping command grab for use in strings (623P) and an overhead (6A) which can be super cancelled. Breaker (623AC) to go through fireballs of any height. Mary is a vortex character with quick but risky ways to win neutral, with her low, far-travelling set of jumps in the air and her runs and Straight Slicer on the ground. For example, Real Counter is strike invulnerable, but Mary can be easily grabbed out of it on reaction. She's very punishable on all of her tools, and all of her options for callouts are extremely committal or have universal counters. Risky: For all of her strengths and everything she can do, Mary always has to take serious risks.Grounded Normals: While Mary's air-to-air normals are great, her grounded normals are often too short to reliably poke with.Great Defense: A DP, a spotdodge which chains into a command grab, and great abare potential give Mary lots of ways to disrespect her opponents pressure.Rushdown Blender: Mary gets hard knockdown from many things, allowing her to continually put the pressure on after most of her rewards.Good Neutral: Mary's low short hops make her excellent at contesting space, especially when backed up by her great air-to-air normals.Mary's high damage with meter makes her mixup game a huge threat. Mixup Queen: Strong mixup potential, with great hop normals, strong low combos, an overhead and various grabs. ![]()
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