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Blue Mary by Twipol

Version: 0.70 | Updated: 11/24/03

                   Real Bout Fatal Fury 2 - the Newcomers

                            Playing as Blue Mary

                        version 0.70 - Nov. 24th 2003

                         by Twipol / fran-c@tele2.fr

                     Copyright 2003 by François Collette

                     available on www.gamefaqs.com only
                    seen it elsewhere ? please e-mail me.

*******please view this document in any fixed-width font, eg Courier New*******

Note : I tried to write the kind of FAQ i would be glad to read, that is, as
much precise and detailed as possible. However i did my best to avoid
superflous comments, and i hope you will find this FAQ interesting.

Anyway, please e-mail me for any comments.


Version history

0.70 - 24/11/03
First release. This is my third FAQ after RB2 Duck King and Joe. This first
version contains all the usual FAQ stuff - move list and combos. Though, i
recon it is only, say, version 0.70 because it lacks the strategy notes you can
find in my previous FAQs.


   I) Some boring but necessary legal stuff

  II) Why on earth did i write this FAQ ?

 III) What to expect from this FAQ ?

  IV) Abbreviations

   V) Playing as Blue Mary

  VI) Joe's moves

 VII) Joe's combos

VIII) A few last words

  IX) Usual ending stuff

                   I) The boring but necessary legal stuff

Okay, looks like nobody omits this part so i guess i have to do it as well.

So, firstly, all trademarks and copyrights contained in this document are owned
by their respective trademark and copyright holders, but i'm sure you've
already heard this before.

Secondly, i would like us to be friends forever, therefore don't publish the
contents of this FAQ on your website without my permission, or even worse, use
it for any commercial purpose. You are free to link to the GameFAQs FAQ list
pages, but not directly to the FAQs. Anyway you can find my e-mail above for
any request.

Bearing this in mind, every personnal use of this FAQ is allowed, like giving
it to your friends, sending it to Santa Claus or frying it into a pan with

Etc, etc, done it.

                   II) Why on earth did i write this FAQ ?

Simple, here i'm back again trying to make my modest contribution to Real Bout
2's cause. There are a very few FAQs related to this game on GameFAQs, compared
to King of Fighters games.

I wrote this FAQ to help gamers, as much as possible, fully enjoy the game,
because it is worth trying to play it in depth - and it deserves you do so.

I found a couple of nice things about Blue Mary and i wanted to let you know

                     III) What to expect from this FAQ ?

Well, RB2 Blue Mary is quite hard to master. I still have to practice, that's
why this time i'm not giving you much strategy tips. They'll come later,
hopefully... Actually, i think everything that Mary can do (even advanced
combos) is here. But how to use this stuff properly during a battle, don't ask
me now ^^

Then again, you won't find overall instructions about the game engine, cause
this FAQ has been designed as an extension of general Real Bout 2 FAQs you can
also find on GameFAQs. We're gonna talk about line shifting, chain combos, big
& small jumps, breakshots, power specials, overhead attacks... if it sounds
unfamiliar to you, first check those general FAQs.

Please note that English is not my mother tongue so if you find anything weird
here, e-mail me !

                              IV) Abbreviations

Most abbreviations used in this FAQ are very usual, but to make sure we
understand each other i prefer to explain them.

u = joystick/pad up
d =      "       down
f =      "       forward (or towards your opponent, if you prefer)
b =      "       backward

ub =     "       diagonally up/backward (so guess what for uf, db, df)

Default Neo-Geo setting for buttons is used here :
A = light punck
B = light kick
C = strong blow
D = line shift

Always lower-case letters for joystick/pad directions and upper-case letters
for action buttons. So don't mistake b for B or d for D :)

d,C means "down then C"

d+C means "down and C simultaneously"

A+B means... right, let's go on

u+d means i screwed up something

C(X hits), A means "after X hits from C, press A"

A,(A or B),B means "A, then A or B, then B". What else !?

Joystick/pad motions :
qcf = quarter-circle forward (d,df,f)
qcb = quarter-circle backward (d,db,b)
hcf = half-circle forward (b,db,d,df,f)
hcb = half-circle backward (f,df,d,db,b)
dp = dragon punch motion (f,d,df)

That's all. Why stuff like qcb,A instead of qcb+A ? Simple : in almost every
fighting game i've played so far, the proper command for any special move is
"joystick motion THEN attack button", you're not supposed to press the last
direction and the button at the same moment - even if, for obvious reasons,
it's also gonna work !

                           V) Playing as Blue Mary

Right, if you've read above, you know that i still have to train hard as a Blue
Mary player. That's why this section is gonna be short.

Mary has changed pretty much since Real Bout Special (and if you are a KOF
player, just forget everything you know about playing as her). Now she seems
much harder to master. Good character or not ? Time will tell me. The whole
point is just that nothing is simple with RB2 Blue Mary. Even the monstruous
possibilities of her P. Power move are hard to take fully advantage of. But
at least, i think i can help you about this particular aspect.

                               VI) Mary's moves

A) Miscellaneous moves

1) Leg press : d,B when opponent knocked down
Mary's standard pursuit move. Short-ranged, but there are some opportunities
for it (see the combo section). It will add a few more damage to your assaults.

2) Leg Flip : near opponent, (b or f)+C
This popular judo technique (Tomoe Nage - "circle throw") is Mary's standard

3) Leg Break : Leg Flip then f,df,d,C
A sambo technique : this is not an armlock, this is a "leglock" ! It does
slightly more damage than Leg Flip. Choose it when your opponent is near the
corner, and choose Leg Flip when you are cornered. To do Leg Break easily, the
trick is to consider the command is f+C,df,d,C in a continuous motion.

4) Heel follow : f+B
Mary's overhead move. Can be canceled at during the first frames, before
connecting. Might want to cancel it into Mary Typhoon to nail a defensive

5) Step roller : b+B
(can be followed with df+C)
A combination of two kicks, the second one hitting low. The follow up sets opp.
for juggles. Comes out a bit slowly, but still can be connected after a jump-in
with proper timing.

6) (dodging attack) : A+B
(can be followed with C)
Mary gives an elbow strike. As any A+B attack, it leaves you invincible at the
very start, and it is comboable. It's a pity it is so short ranged.

B) Special moves

1) Mary Spider : jump forward, qcf,C
Mary swoops down on her opp., grabs him/her and gets them in an armlock, a judo
move called Ude Hishigi Juji Gatame - commonly Juji Gatame ("crossed-shaped
armlock"). This move is unblockable, so it could be a good surprise move,
especially during small jumps. Doesn't seem to hit crouching opp., though.

2) Mary Crab Clutch : charge b, then f,B
A good low-hitting, dashing attack. If it connects, Mary grabs the opp. and
performs another sambo "leglock". Being long ranged, fast and hitting low, this
could be another good surprise move but has quite a big recovery lag when

3) Mary Snatcher : dp,B
An up-forward anti-air move. When your opp. is on the ground, you must be very
close to connect. This is also Mary's only Breakshot move, which is annoying
because of its very short ground range.

4) Fake Mary Snatcher : b,A+C
A pretty useless fake move. Won't fool anybody, and lasts too long to be used
in fake combos.

5) Mary Dodge : qcb,A
then press either :
- A or C near opp. to follow with Goodnite Backbreaker
- B near opp. to follow with Neck Break
A quicksway move. It dodges only high and middle normal moves. That is, it's
useless against throws, sweeps, projectiles and any special or power move. Try
using it against jump-ins so that you grab opp. with Goodnite Backbreaker or
Neck Break as soon as they land. These two follow-ups do the same damage.
Choose Goodnite Backbreaker when your opponent is near the corner, and choose
Neck Break when you are cornered.

6) Leg Drop : charge d, then u,C
Mary jumps almost vertically and smashes her opp. with her legs. It must be
blocked high of course, but does weak damage and can't be combo'ed from. Right,
this move has two variations (see below) but even so i don't really see what
to do with it. This is mysterious.

7) Reverse Kick : during Leg Drop, b+B
This move cancels Leg Drop into a backwards kick. This can confuse opp. when
you cross them up, for example while they're waking up. But it does weak
damage and can't be combo'ed from.

8) Dangerous Spider : during Leg Drop, qcf,C
This move cancels Leg Drop into something similar to Mary Spider. It is hard to
connect with, but holding C button seems to make things easier (or maybe it's
just me).

C) Power moves

- S. Power move
Mary Typhoon : f,hcf,B+C
Mary rolls on the ground and grabs her opp. for a powerful throw. This does
standard damage for a S. Power move. The initial ground roll gives range to it.
Of course it's unblockable.

- P. Power move
Mary Escalation : f,hcf,C
Mary does a pose then stands in her EX Mary stance from Real Bout Special. It
is not an attack in itself. Once Mary Escalation is activated, your Power
gauge is set back to its maximum then decreases slowly as usual. Before it
empties, you have access to additionnal special moves that all lead to "Mary
Dynamite Swing", her "final" P. Power move. Performing this move will also
empty your Power gauge.

Here is what you can do during Mary Escalation.

- Mary Giant Swing : d,C when opp. knocked down
You may use this pursuit move instead of Leg Press, as it's more damaging. Then
again, during Mary Escalation, you'll have better combos to do so that you're
not likely to set your opp. for pursuit moves.

- Here are the 3 additionnal Special moves and their follow-ups.

(1)|   Vertical Arrow      |       Spin Fall       |    Straight Slice     |
   |       (dp,A)          |        (qcf,C)        |    (charge b,f,A)     |
   |                       |                       |                       |
   |Enhanced version of    |Mary jumps forward and |Enhanced version of    |
   |Mary Snatcher.         |kicks with her heel.   |Mary Crab Clutch.      |
   |                       |                       |                       |
   |                       |                       |                       |
(2)|  Mary Snatchbreaker   |     Double Spider     |     Double Crunch     |
   |       (dp,B)          |        (qcf,C)        |        (b,f,B)        |
   |                       |                       |                       |
   |Grabs opp. as in Mary  |Grabs opp. as in Mary  |Grabs opp. as in Mary  |
   |Snatcher.              |Spider.                |Crab Clutch.           |
   |                       |                       |                       |
   |                                                                       |
(3)|                          Mary Dynamite Swing                          |
   |                                 (d,C)                                 |
   |                                                                       |
   |             Looks like Mary Giant Swing, but does much                |
   |             more damage and stands for a P. Power move                |

Now some tips :

- Spin Fall and Straight Slice can be used as Breakshots.

- Of the 3 combinations above, Vertical Arrow > M. Snatchbreaker > M. Dynamite
Swing is the most damaging. Why ? Because in the two other combinations, M.
Dynamite Swing cancels the second move (ie Double Spider or Double Crunch)
before they do damage.

- However, M. Snatchbreaker > M. Dynamite Swing is a bit harder than for the
others. That's because you must be really fast : perform dp,B then quickly d,C.

- The problem is, once "Mary Escalation" is activated, your opponent is warned.
So, a good use of this move is right in the middle of combos... Check the combo
section about this.

- When your P. Power gauge is almost empty, activate Mary Escalation anyway.
You have nothing to loose doing it then. Even if you or your opponent is almost
KO, do it : if the round ends while Mary Escalation is activated, you start the
next round with the Power gauge level you had then.

                               VII) Mary's combos

When not P. Powered, Mary doesn't have thousands of combos, and when she is,
she has plenty. That is why this section will be slightly different from what's
in my previous FAQs.

A) Normal combos

In this section * signals cancelable moves. I will only display * in the basic
description of chains, not in the combo examples i suggest.

1) Chain combos

A*_____           _____/
       \         /     \__f+C
        /       \
d+B*___/         \
                  \    __df+C*
d+A*__             /  \___d+C

This is a classical "ABC" pattern that many characters have. Nothing much to
say about this. The f+C ending sends opp. to backline, whereas df+C* sets for

Other things :

- C*(1 or 2 hits),C,C
Do it from very close and let the first move hit twice. It's easy and looks
nice. Walk a little bit after this and follow with Leg Press.

- A+B*,C
Man, there must be something more to do with this. It feels like there is a
follow up or something... Anyway, walk a little bit after this and follow with
Leg Press - if you want to use that combo at all.

- d+A*,C,df,df,C
This looks nice as well. You must connect with the second hit and be close
enough to connect with the last part, which is Goodnite Backbreaker.

- b+B,df+C*
This one does good damage and sets for juggles. The second kick hits low.

- A*,C*
Classical 2-hit chain.

2) Air combos

Whenever you jump on tall opponents (Franco, Yamazaki, Laurence, Krauser and
even Geese) remember you can hit them with A or B, then C while in air, then
combo as you like when landing. But it doesn't work during small jumps. For
Mary, a jumping (B,C) works nicely. This is a good combo starter.

3) Fake combos
No fake combos for Mary. Her only fake (b,A+C) lasts too long for this.

4) Now what to do ?

Here is Mary's best ground based combo (about 30% damage) :

- b+B,df+C, Mary Snatcher

The problem is, it's a bit slow to come out, so you should also use the
following combos which all do, say, 20-25% damage :

- d+C, Mary Snatcher.
A sweep then a Special move juggle. Original, huh ? Must be close to opp. for
this. It's very simple, so rely mainly on this one, but not after jump-ins -
you might be too far.

- A,C, Mary Crab Clutch, Leg Press
If you couldn't charge the move before, you have just enough time to charge it
during the first two hits but don't press f,B too soon. The timing is a bit
tight, so this combo is rather your first choice after jump-ins, when you can
easily charge before. This also connects after a C attack from backplane,
remember this !

- d+A,C,df,df,C
Must be very close to opponent.

- C(2 hits),C,C, walk a little bit, Leg Press
Must be very close to opponent.

- A,B,df+C, Mary Snatcher (corner)
Opp. must be in corner.

Also remember, when opponent on backplane :

- d+D, Mary Snatcher
Must be rather close to opp.
If you were charging back, and to far for the above, then go for :
- standing D, Mary Crab Clutch, Leg Press.

B) Mary's P. Power combos

Right, first, make sure you have checked section VI) C) about Mary's P. Power

1) Basic use of Mary Escalation

Alright, you have done Mary Escalation, and now you have access to new moves
that allow powerful combos.

- In most cases, use this :
A,C, then any of the combinations explained in section VI) C).
The Vertical Arrow combination is the most powerful, remember.
(you can do it after a jump-in, but don't use Vertical Arrow then, except in
corner, because it won't connect)

- Try this one, which is powerful :
b+B,df+C, Vertical Arrow, M. Snatchbreaker, M. Dynamite Swing.
(you can also do it after a jump-in, but the timing is tight)

- When opp. on backplane :
standing D, then any of the combinations explained in section VI) C).

- After a C attack from backplane :
A,C, Straight Slice, Double Crunch, M. Dynamite Swing.
or just Vertical Arrow, M. Snatchbreaker, M. Dynamite Swing.

Now let's talk about serious things.

2) Advanced use of Mary Escalation

As i suggested before, activating Mary Escalation may change your opponents
behaviour. They might become very defensive and careful for that short period,
making it hard to land your powerful combos. So, now we're gonna activate Mary
Escalation right in the middle of combos. That's a way to make sure you use
your Power gauge for something - at least if you don't screw up those combos,
which is not that easy.

Some of these combos also take advantage of the fact Mary Escalation cancels
a normal move so that you can link another normal move after it, as in fake

- standing C (2 hits), M. Escalation, Vertical Arrow & follow-ups
This is the basic application of M. Escalation "right in the middle of combos"
: it works in any condition and is quite easy to pull off.

- standing C (2 hits), M. Escalation, (walk a little bit) standing C (2 hits),
Spin Fall & follow-ups
In corner, no need to "walk a little bit" after M. Escalation.

- standing C (2 hits), M. Escalation, A+B (charge b then), Straight Slice &
I've noticed A+B won't connect against Andy (and maybe others) if you don't
walk a little bit as well.

(when opp. on back plane)
- D, M. Escalation, Vertical Arrow & follow-ups
- or D, M. Escalation, A, C, Vertical Arrow & follow-ups
These are plane applications.

(when Mary's on back line)
- C, standing C (one hit only !), M. Escalation, Vertical Arrow & follow-ups
An example of what to do when on backline. Limited possibilities here, but
more things to do when opp. in the corner.

(in corner, against tall opp.)
- (jump-in B,C), standing C (2 hits), M. Escalation, (walk a little bit)
A (charge b then), C, Straight Slice & follow-ups

(against tall opp.)
- (jump-in B,C), b+B,df+C, M. Escalation, Vertical Arrow & follow-ups
A very nice juggle.

(in corner, against tall opp.)
- (jump-in B,C), A,B,df+C, M. Escalation, Vertical Arrow & follow-ups
A nice juggle example, no corner condition required at the beginning, but at
the end you need it.

(in corner, against tall opp., in 1 line battles)
- (jump-in B, C), standing C (2 hits), M. Escalation, (walk a little bit)
B,B,f+C, Vertical Arrow & follow-ups
This is the most destroying combo i've found. 11 hits and about 80% damage.

Here it is ! Well i think i would screw up the most advanced ones during a
battle. Relying on [standing C (2 hits) - Mary Escalation - Vertical Arrow &
follow-ups] is safer ! Enjoy !

                            XI) Usual ending stuff

1) Requests

One request : your opinion ! Don't hesitate. Tell me what you think, it can
help me to improve my FAQs. Even if you have only nice things to say, do it
because it will encourage me to write other FAQs !

Also, if you know something that should be added to this FAQ, tell me, and you
will be given proper credit for it.

2) Things to come

Possible updates of this FAQ.

Really, e-mail me for any comments, no matter they are positive or not.

FAQs about Bob, Kim and Mai. Maybe others later. Maybe a general RB2 FAQ,
because i made some suggestions to Omega Mad and Marc "Flea" O'Neill, i had
some feedback from Flea but i suppose they no longer have the time or the
motivation to update their FAQs. However they have my respect for their work.

3) Special thanks

First i would like to thank GameFAQs staff. They had a brillant idea with that
website, also i really like the fact it gives more importance to being clear,
fast and functional than to flashy effects and agressive advertising
strategies. It becomes scarce on the internet.

I would also like to thank Matanza and Gathershot because thanks to their FAQs
i realized that fakes could be used in combos, that you could hit tall
characters twice in air and that send-to-backline moves could set an opponent
for juggles in 1-line stages.

Thanks to the Neo Encyclopedia ( http://web.tiscali.it/neoencyclopedia )
webmasters, to Omega Mad and to Flea for their move lists and the move names.

Thanks to David Taborda, Lionel Vilner and Michael Valensi for having given
so many good hints about the Street Fighter II series in magazines, at a time
when almost nobody in France could combo a standing fierce into a dragon
punch !

Thanks to Christophe Delpierre for having written so many good reviews of
fighting games in french press so far. J'espère qu'un jour on pourra se
rencontrer, taper la discute et se faire quelques parties sur des jeux
mythiques !

Thanks to Reyda Seddiki as well, and all those who wrote in Player One at its
greatest time - je fais partie des nombreux gens que vous ne connaissez pas
mais qui se souviennent de votre travail ! Bravo.

Thanks to Renaud, Julien and Brice for being brillant sparing partners when we
have the time (avec une réserve sur Renaud qui en fait est plutôt mauvais - hey
du calme, je blague. Non pitié, pas dans les dents le tornado kick).

Thanks to Capcom and SNK for all that great fighting games.


by Twipol / fran-c@tele2.fr
Copyright 2003 by François Collette

                          ***breathe and let do***

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