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The King of Fighters XIII/Mature: Difference between revisions
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===Standing=== | ===Standing=== | ||
'''st. A:''' 25 damage, chain/cancellable, hits | '''st. A:''' Mature does a light forward chop towards the opponents face. 25 damage, chain/cancellable, hits high. | ||
'''st. B:''' 30 damage, cancellable, hits low. | '''st. B:''' A forward side kick. This move has pretty decent reach and still cancels into special moves. 30 damage, cancellable, hits low. | ||
'''st. C:''' 80 damage, hits mid. | '''st. C:''' Mature will turn and do a chopping attack towards the opponents mid section while moving forward. This move should be used in moderation as it is a decent a pressuring tool. This move will can still cancel into special moves. 80 damage, hits mid. | ||
'''st. D:''' 80 damage, hits | '''st. D:''' A high spin kick. Can be a pretty good anti-air tool. 80 damage, hits high. | ||
'''cl. B:''' 10, | '''cl. B:''' Performs a double forward kick. This is a very great normal to utilize, especially if you are conducting hit confirms. Canceles easily into special move. 10, 20 damage, cancellable, hits mid. | ||
'''cl. C:''' 70 damage, cancellable, hits mid. | '''cl. C:''' Chops the opponents in an uppercut motion. Function as a anti-air for nearby opponents and it cancels into special moves. 70 damage, cancellable, hits mid. | ||
'''cl. D:''' 70 damage, cancellable, hits mid. | '''cl. D:''' Knees the opponents mid section. Cancels into special moves. 70 damage, cancellable, hits mid. | ||
===Crouching=== | ===Crouching=== | ||
'''cr. A:''' 25 damage, chain/cancellable, hits mid. | '''cr. A:''' Chops at the opponents legs. Chain cancels and cancels into special moves. 25 damage, chain/cancellable, hits mid. | ||
'''cr. B:''' 30 damage, chainable, hits low. | '''cr. B:''' A very good hit confirming tool. Mature can chain into other normal such as her st.B or crA. 30 damage, chainable, hits low. | ||
'''cr. C:''' 70 damage, cancellable, hits mid. | '''cr. C:''' Mature uses her outer arm to smack the opponent. Can be used for anti-airs. 70 damage, cancellable, hits mid. | ||
'''cr. D:''' 80 damage, cancellable, hits low. | '''cr. D:''' A generic sweep motion. Can be whiff cancelled. 80 damage, cancellable, hits low. | ||
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'''j. A:''' 45 (40) damage, hits overhead. | '''j. A:''' Mature will perform a forward chop with her outer arm while descending from her jump. 45 (40) damage, hits overhead. | ||
'''j. B:''' 45 (40) damage, hits overhead. | '''j. B:''' Mature does a forward martial arts kick. This move can be considered as both a cross-up tool and a good air to air tool. 45 (40) damage, hits overhead. | ||
'''j. C:''' 72 (70) damage, hits overhead. | '''j. C:''' Mature swipes her hand forward downwards, chopping at the opponent as she descends from the air. This is her jump in tool. 72 (70) damage, hits overhead. | ||
'''j. D:''' 70 (68) damage, hits overhead. | '''j. D:''' Mature will whip leg outwards. Has a very good horizontal hit box for catching opponents in the air but can still be used as a jump in. 70 (68) damage, hits overhead. | ||
===Blowback Attack=== | ===Blowback Attack=== | ||
'''CD:''' 75 damage, cancellable, hits mid. | '''CD:''' Mature will spin around and whip her leg in an upwards motion. Can be whiff canceled into special moves. 75 damage, cancellable, hits mid. | ||
'''j. CD:''' 90 (80) damage, hits mid. | '''j. CD:''' Mature will perform a typical martial arts kicks towards the grounded opponent. Soft knockdown. 90 (80) damage, hits mid. | ||
'''GC CD:''' 10 damage, hits mid. | '''GC CD:''' Mature will perform the same motion as she did for her actual CD attack. Again, this move does not have that much range, so gave some discretion while using this move. 10 damage, hits mid. | ||
=Throw= | =Throw= |
Revision as of 15:33, 1 June 2013
Throws
Special Moves
Death Row: + / (Up to 3 times) *
Desperation Moves
NeoMax
Gameplay Overview
Gameplay Notes
Once again, Mature strikes back in KOFXIII and has far more tools than she did in the prequel of this game. Mature is an amazing rush down character with very good attack options and a rather lengthy special move set. The player can utilize Mature for any team position and she be played under many conditions as well, because she has the moves to do so. Mature is very combo-friendly and has a nice set of meter-less combos. She also has a nice projectile that covers a lot ground. Mature has arguably the Rekka specials in the game as she can tear the opponent to pieces and produce a lot of chip damage if the opponent tries to guard against her. The main purpose of Mature for building a structured rush down game play. One can easily say that this is a much better iteration of Mature than the one from KOFXII. Mature is a very fun character to play and she sets a good standard on the true concept of rush down. Mature has many tools at her disposal to conduct a serious rush down game. The player can utilize Mature to apply low or high pressure on the opponent because her special moves are so good. Mature has a load of frame trps, all thanks to her Death Row Rekka specials. The player should be careful about using her Death Row rekkas because they are not very safe on block. Mature's s.C causes her to move forward and she does hit particularly hard. Another aspect that sticks out is that she lacks any particular command moves - however, her regular moves have very good priority and Mature can conduct a series of hitconfirms this way. To speak a little more on Mature's normal moves, Mature has a very good, two-hit c.B which can chain from cr.B, or a jump in. Mature can combo into her Death Row rekka specials this way. Eventhough, her Rekkas do cause a lot chip damage, they need to be carefully used as they are certainly not the safest moves in the world. If wish for safer pressure her Metal Massacre is a good method of pursuit the opponent the recovery time is short and is safe on guard. The EX Metal Massacre does extra hits for more damage and follow up opportunities as well. If Mature is played at her best, she is a force to be reckoned with. These are aspects that make Mature so powerful. Her chip damage from her specials, her attack options, block strings, and angles of attacking her opponents earns Mature the reputation of a vicious rush down character - thus earning a place in the high tier. Mature's Despair > Tsuika follow up can be utilized as an anti-air. The Tsuika follow up has a decent hit box. Despair can help Mature get around the stage, much like Mai's ground Musasabi no Mai does but it is not as safe if there are no follow ups. The Ebony Tears projectiles requires a huge start up so the player should use this sparingly while applying pressure to the opponent. The EX version allows her to pursue the opponent much easily. If the opponent blocks too much, she can also use the regular or EX Ebony Tears projectile to get more hits in or perhaps break the opponent guard, and then conduct a high damaging combo. Mature has two very good DM's too - Heaven's Gate has invincibility start up and great priority. Her Nocturnal Light DM can help dish out more damage/chip damage. Mature's Neo Max can count as an overhead, thus making this good Neo Max. Both of her DM's can be Max Cancelled. Eventhough, Mature's high damage HD combos require good precision and reaction, the payoff is completely worth it. The overall concept of Mature is make good use of her special moves and apply high or lower pressure onto the opponent. Her offensive options are virtually powerful - even without meter. Mature can product a load of chip damage can increase the possibility of breaking the opponents guard because her drawn out block strings. Basically, Mature is more dangerous than what the KOF series implies. If you want a rush down character with larger special move set and utility, Mature is the woman the player should go to.
Pros
- Very nice and lengthy block strings and frame traps
- Can produce a lot of chip damage and pressure from many of her specials
- Many of her combos altogether are damaging, especially when using combos into regular/EX Metal Massacre or Death Row Rekkas.
- Builds meter very quickly
- Fits very well into any team position as an offensive character
- Her Neo Max counts as an overhead
- A relatively large set of multipurpose special moves for offensive measures
Cons
- Lacks command moves
- Lacks defensive options without meter
- Her most damaging HD combos are not particularly easy to perform
- Unorthodox anti-air tools (DP+A/C)
- Short term damage output is deceivingly low/Relies a long term combos to do better damage
Normals
Standing
st. A: Mature does a light forward chop towards the opponents face. 25 damage, chain/cancellable, hits high.
st. B: A forward side kick. This move has pretty decent reach and still cancels into special moves. 30 damage, cancellable, hits low.
st. C: Mature will turn and do a chopping attack towards the opponents mid section while moving forward. This move should be used in moderation as it is a decent a pressuring tool. This move will can still cancel into special moves. 80 damage, hits mid.
st. D: A high spin kick. Can be a pretty good anti-air tool. 80 damage, hits high.
cl. B: Performs a double forward kick. This is a very great normal to utilize, especially if you are conducting hit confirms. Canceles easily into special move. 10, 20 damage, cancellable, hits mid.
cl. C: Chops the opponents in an uppercut motion. Function as a anti-air for nearby opponents and it cancels into special moves. 70 damage, cancellable, hits mid.
cl. D: Knees the opponents mid section. Cancels into special moves. 70 damage, cancellable, hits mid.
Crouching
cr. A: Chops at the opponents legs. Chain cancels and cancels into special moves. 25 damage, chain/cancellable, hits mid.
cr. B: A very good hit confirming tool. Mature can chain into other normal such as her st.B or crA. 30 damage, chainable, hits low.
cr. C: Mature uses her outer arm to smack the opponent. Can be used for anti-airs. 70 damage, cancellable, hits mid.
cr. D: A generic sweep motion. Can be whiff cancelled. 80 damage, cancellable, hits low.
Jumping
j. A: Mature will perform a forward chop with her outer arm while descending from her jump. 45 (40) damage, hits overhead.
j. B: Mature does a forward martial arts kick. This move can be considered as both a cross-up tool and a good air to air tool. 45 (40) damage, hits overhead.
j. C: Mature swipes her hand forward downwards, chopping at the opponent as she descends from the air. This is her jump in tool. 72 (70) damage, hits overhead.
j. D: Mature will whip leg outwards. Has a very good horizontal hit box for catching opponents in the air but can still be used as a jump in. 70 (68) damage, hits overhead.
Blowback Attack
CD: Mature will spin around and whip her leg in an upwards motion. Can be whiff canceled into special moves. 75 damage, cancellable, hits mid.
j. CD: Mature will perform a typical martial arts kicks towards the grounded opponent. Soft knockdown. 90 (80) damage, hits mid.
GC CD: Mature will perform the same motion as she did for her actual CD attack. Again, this move does not have that much range, so gave some discretion while using this move. 10 damage, hits mid.
Throw
Deathblow (b/f+C/D) - 100 damage, can be recovery rolled.
Command Moves
None
Special Moves
Despair = (dp+P)
EX = (dp+AC) Tsuika comes out automatically in EX version.
∟ Tsuika = (P)
- Hit Detection: High
- Damage (Tsuika): 80; EX Damage: 140
Metal Massacre = (qcb+K)
(EX) = qcb+BD
- Drive- / Super-cancellable
- Hit Detection: High
- B Damage: 35 x 2; D Damage: 35 x 3; EX Damage: 50 x 4
Death Row = (qcb+P) x3
(EX) = qcb + AC (up to five times)
- Drive- / Super-cancellable
- Hit Detection: High
- Damage: 20 x 3, 20 x 3, 20 x 2, 30; EX Damage: 40, 40, 40, 40, 50
Ebony Tears = (qcf hcb+P)
(EX) = qcf hcb+AC
- Hit Detection: High
- Damage: 70; EX Damage: 60 x 3
Desperation Moves
Nocturnal Lights = (qcfx2+P)
(EX) = qcfx2+AC
- MAX Cancelable
- Hit Detection: High
- Damage: 20 x 4, 100; EX Damage: 20 x 4, 30 x 3, 50 x 3
Heaven's Gate = (qcb hcf+K) - Has projectile invincibility
- MAX Cancelable
- Hit Detection: High
- Damage: 0, 220
Neomax
Awakening Blood = (qcb hcf+AC)
- Hit Detection: Mid
- Damage: 450
Combos
No Stock, No Drive Gauge -
-j.C, st.C, qcb+Px3
-cr.B, cr.B, s.BB, qcb+Px3
No Stock, 1+ Drive -
-j.C, st.C, qcb+P (1), (DC) qcb+D, qcb+P, st.C
-cr.B, cr.B, s.BB, qcb+P (1), (DC) qcb+D, qcb+P, st.C
1 Stock, No Drive Gauge -
-j.C, st. C, qcb+BD, st. C, qcb+Px3
1 Stock, 1+ Drive Gauge -
-j.C, st.C, qcb+Px3, (DC) qcb hcf+K
-cr.B, cr.B, s.BB, qcb+Px3, (DC) qcb hcf+K
-j.C, st.C, qcb+ACx3, (DC) qcb+D, s.C, qcb+Px3
-cr.B, cr.B, s.BB, qcb+ACx3, (DC) qcb+D, s.C, qcb+Px3
-j.C, s.C, qcb+BD, s.C, qcb+Px3, [DC] qcb+D, qcb+B, qcb+B, s.C
2 Stock, No Drive Gauge -
-j.C, st.C, qcb+BD, st.C, qcfx2+P
-st.C, qcb+BDx2, st.C, dp+A~P, st.C
-j.C, st.C, qcb+P (9), qcf hcb+AC, dp+A, qcb+Px3 (9), st.C
Hyper Drive Combos
(1) j.C, st.C, (HD) st.C, [qcb+Px3 (7)]x3, qcfx2+P, qcb hcf+AC
Strategies
Far Range
Mid Range
Close Range
Cornered Opponent
Cornered
With No Meter/No Drive
With 1+ Meter/No Drive
With No Meter/50%-100% Drive
With 1+ Meter/50%-100% Drive
Best Team Position?
Point: High tier -
Mature may not have any command moves but, this does not stop Mature from being the beast that she is. She is a offensive rush-down character, much like Mr. Karate and Duo Lon... Mature one of the best cl.B moves in the game because it is a two hit combo and can cancel into other special moves. Mature can do pretty well without meter and she can build meter at a decent rate thanks to her Death Row rekka specials. Here, the player has easy access to BnB's combos like j.C, cl.B, > qcbx3 A or C. The EX version of her Death Row does five hits and the player can rake up a serious amount of damage this way. Mature's projectile has a rather large hitbox but the player should understand that people CAN STILL JUMP OVER THESE in spite of how tall the projectile looks. However, it is a genius projectile and the EX version will help shut the opponents options down even more. The player should look out for its start up time so it is best to use this move to apply a little more pressure after a knockdown or in moderation. The player can close the opponent down using qcfhcb. A or C then DP.A - after then you try to use a jump in to option select throw/throw tech or a cross-up or block and punish with another BnB combo. Last, Mature can cancel her Metal Massacre into her Super moves. Mature's Metal Massacre is safe on block and she can capitalize with a s.C or she can bait a unsafe reversal and punish from there. If the opponents wants to block, then they are still in trouble sense she's kind of like Iceman from MVC2 - lots and lots of chip damage. Here, you can either save meter while using safe pokes and punish combos then rushing the opponent down, trimming their options - or you can go wild with EX moves and all if your second character is someone like Athena or Kyo... Her HD combos are easily accessible and damaging too: j.C, cl.B, HD activation, cl.B, QCB.Ax2, HCB.B, QCB.Ax2, HCB.B, Or cl.B, HD activation, cl.B, QCBx3 > Heaven's Gate > Neo Max for a easy yet damaging HD combo for 2 stocks. The player can continue their assault during HD mode and then do Heavan's Gate > Neo Max to maximize their damage.
Battery: High Mid tier -
She might do good in this category too... Heaven's Gate has projectile invincibility it can work as a good counter attack against zoners and can be comboed into. Mature plays the same role as she did in the first position, but only having four meters available. The problem is that she might be spending meter as well in this position. She may have good meter-less combos but as a meter builder, Mature can benefit more from characters like Kula or Yuri. Mature should probably be played a little more cautiously in this position, though she can easily make a good battery character because of her great offensive game. In fact, she is a good battery character, because her special moves have multiple purposes. Mature's special moves coupled with her ground normals and options selects makes her high/low mix-up game a bit more simplistic. Now imagine this with HD combos, four stocks, and a nice set of special moves. Mature's special moves is what helps her stick out as a very good character.
Anchor: High tier -
Mature is a very good anchor and has a lot of comeback potential. The thing is, Mature has many tools available. Projectile and her DP > A or C can be used as preemptive anti-airs and has nice priority. The EX version come out automatic and does a nice 140 damage and the player can do a reset and continue a good mix-up or option select block punish or throw. Her Neo Max counts as an overhead too, so the player can probably use her HD activation for mix-up purposes and then use her Neo Max (the player can free cancel their moves even if the opponent is blocking while in HD mode). Mature can use her moves, trimming the opponents life away nicely and then set up for a crouching guard. Also, after a counter blow back attack, Mature can whiff cancel into her Neo Max as well. Mature st.C comes out very quickly as well, especially after her rekka combos or her Metal Massacre. A good HD combo would be something like this... j.C, st.C, (HD) st.C, [qcb+Px3 (7)]x3, qcfx2+P, qcb hcf+AC as a nice finisher. It does not take that much meter to do a serious amount of damage, which is why she should be put in this position or the first position while other character can back her up. Mature is very nice against zoners and defensive players because she can blow them up quickly and she has a nice set of block strings and chip damage. The player can make a win/win situation if they consistently make good reads.
Character Matchups
Andy Bogard
Ash Crimson
Athena Asamiya
Benimaru Nikaido
Billy Kane
Chin Gentsai
Clark Still
Duo Lon
Elisabeth Branctorche
Goro Daimon
Hwa Jai
Iori Yagami (Claw)
Iori Yagami (Flame)
Joe Higashi
K'
Kim Kaphwan
King
Kula Diamond
Kyo Kusanagi (XIII)
Kyo Kusanagi (NESTS)
Leona Heidern
Mai Shiranui
Mature (mirror match)
Maxima
Raiden
Ralf Jones
Robert Garcia
Ryo Sakazaki
Saiki
Shen Woo
Sie Kensou
Takuma Sakazaki
Mr. Karate
Terry Bogard
'Vice
Yuri Sakazaki
Mature's Jumps
This picture demonstrates different jump heights/distances.
Grey/White = Neutral Jump
Yellow = Neutral Hop
Orange = Forward Hop
Red = Forward Hyper Hop
Blue = Forward Jump
Green = Forward Super Jump
The forward moving jumps/hops display one image at the apex of the jump and one at the landing point.
Videos
Mature Master Class
Contributions
Discussion Threads
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