Blue Mary overview & gameplay guide

Character specification

Blue Mary icon
cloud_download DLC Character
Season 2

Character Trivia

Special agent active in South Town.
With another case under her belt, Blue Mary takes time off from her tumultuous profession—until Geese's legacy and the Sacred Scrolls force an about-face. Knowing that duty calls, she revs her motorbike and rides into investigative action once more, inescapable Commando Sambo at the ready. Foes beware—get caught in her web and all you can do is pray that you’ll walk away in one piece.

Difficulty

EASY star

Fighting Style

Commando Sambo

Blue Mary Gameplay Trailer

PDF Command List

Blue Mary

Arcade Style + Smart Style
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Gameplay Overview

Blue Mary is one of, if not THE most aggressive character in the game. As a highly mobile grappler, Mary excels at fighting up close and personal, then pushing her advantage through nearly every single offensive weapon imaginable.

As a character who wants to move up close, Blue Mary has a few tricks up her sleeve to help her get in, most notably her Quick Step (236P/214P), a command dash in either direction that she can cancel into and out of, making her movement hard to predict. She can also high-profile or low-profile pokes with Spin Fall (236K) and Straight Slicer ([4]6K) respectively, both of which have knockdown follow-ups that highly reward Mary for slipping through an opponent’s neutral game.

Once Blue Mary has closed the gap, the fun really starts. Mary is a queen of close-range combat, sporting some of the greatest hitconfirms, plus frames, an overhead, multiple command grabs, the aforementioned cancelable command dash, and her unique Real Counter (214K) to dodge mashing and reversals and either punish with a command grab, or something stronger entirely. When she lands a hit, her combos deal extreme damage, are highly REV-efficient, and go into one of several hard knockdowns through her special move follow-ups; once Mary’s on top of an opponent, there’s no one better when it comes to mixing and pressuring an opponent until they crack. Not even jumping out is easy when Mary has a juggling air to air and two unblockable anti-airs in REV Vertical Arrow (623BD) and M. Dynamite Swing (236236K), making jump-outs and hops carry major risk.

It’s important to stress, however, that Blue Mary is all about the close-range, with very little to her name from afar. She has no good pokes for footsies, making her mid-range a hassle. Mary is thus a character who doesn’t play the patient game or lame anyone out — she gets up close and personal, and she lays down the hurt with some of CotW’s most oppressive offense.

Pros & Cons

thumb_up PROS

  • Close-Range Powerhouse: Blue Mary is nigh-unstoppable when she’s in the opponent’s face. With multiple command grabs, a spotdodge, great confirms, incredibly potent frame traps, a fantastic knockdown air to air, a command dash and backdash, a true anti air command grab, and the constant threat of strike-throw and high-low mix, Blue Mary can put opponents into horrible situations where it can feel like there’s no way out once she’s in, and capitalize on that better than almost any other.
  • Mobility: Blue Mary is incredibly nimble on the ground thanks to her special Quick Dashes, allowing her to dart into her ideal range, or out of an opponent’s. Her Spin Fall and Straight Slicer specials allow her to zip over or under an opponent’s attacks from MUCH further than her Dodge Attacks.
  • Hard Knockdowns: The hitgrab follow-ups on Blue Mary’s specials grant hard knockdowns which allow her to keep her offense going without having to worry about rolls.
  • Obliterating Life Bars At A Reasonable Price: Blue Mary’s link combos build up remarkably little REV for the sheer damage and okizeme that they provide, often clearing a lot of the built-up gauge through follow-up damage. This not only means Blue Mary can end rounds with shocking speed and efficiency, but it also affords Blue Mary more opportunities to spend REV elsewhere, such as in her mix-ups, frametraps, or anti-airs.
  • Closes Out Rounds Easily: Unique to Blue Mary are two anti-airs that can’t be Just Defended in REV Vertical Arrow and M. Dynamite Swing. This means you cannot simply turtle and attempt air JDs when at low health, as Mary can ignore that and kill you anyways.
  • Incredibly Rewarding Defense: Along with her efficient high damage, Blue Mary sports a command grab super that comes out in merely two frames, with the REV version being frame ONE. This means Mary can punish many being common pressure sequences, pokes, or enders that only Tizoc can, with a much faster motion. Additionally, Real Counter also grants her access to one of the most annoying just defend tools in the game.

thumb_down CONS

  • Awkward Mid-range: Where Spin Fall, Quick Step (for projectile dodges), and Slicer grant her decent options from far away, they are incredibly risky up close. Mary's longest range pokes either have awful framedata or straight up whiff on crouchers as well. This limits her midrange capabilities, making it a defined danger zone for her.
  • Terrible High Dodge Attack: Mary's universal anti air has so little range that it will genuinely whiff against most jump angles unless the opponent puts out a button. Its height and angle aren't even that good, either. This makes it extremely risky to use in neutral, as empty jump whiff punishes are a realer threat than ever.
  • No Meterless Reversal: Blue Mary’s DP is not invincible to anything grounded, and Real Counter is no longer frame 1 invulnerable. As such, your only options are your supers, and don't be fooled - you CAN jump the command grab after the flash (unless it's REV).
  • Poor Light Confirms: Blue Mary's cancelable lights have an astonishingly low range, leaving most of her light confirms limited to her target combo.

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