<font face="Verdana, Arial" size="2">Originally posted by Seraphim:
Ack! Blue Mary is techincal?
When I play Mary is nothing more than rush and dodge. Sure it is sort of technical when you have to time the dodge and etc. But other than that, she isn't played any different than she was in any other KOF.
Like I said before, every character in KOF have many different ways to be played. With Blue Mary, all of her in-close combos take a lot of chaining and two-in-one movements. Like for instance:
Crossup Jumping D, Up-Close Standing C (cancel), Up-Close Standing B, DP+ Dx2
Basically, she jumps in with a crossup jumping kick and follows up with her standard 2-hit swing punch. But instead of having both hits connect, she cancels the second hit to go into her double roundhouse kick from her up-close standing B animations. Then, follows up with a 2-hit uppercut move after the second move connects... then follows up with the aerial leg grapple.
It's an excellent combo, yet HARD to do. Combos like this require very high levels of technical skill to do. I'm certain other characters have just as detailed combos that also require a lot of technical abilities, but I will stand by Blue Mary. She's always been a tight, technical character in my eyes. I always have respect for someone that can use a character like this on a high level.
Of course, this combo is NOTHING in comparison to the Mai Shiranui combo I found out in Gals Fighters for the NGPC:
In corner: Standing B, 3x Light A, DB + Heavy A, DF+Heavy B, Down+A&B, 2xQCB+A.
In other words... Mai's leaping ground kick into three quick fan jabs, to her ground spinning elbow move, to her two-hit foot sweep move which launches your opponent, INTO her launch kick, THEN into her aerial spinning flame tail super. 22+ hits... LOTS of damage... RIDICULOUSLY HARD. Probably the sickest combo I have ever done on a handheld, and one of the coolest combos I've ever done in fighting games period.