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The King of Fighters XIII/Mature: Difference between revisions
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===Blowback Attack=== | ===Blowback Attack=== | ||
'''CD:''' Mature will spin around and whip her leg in an upwards motion. Can be whiff canceled into special moves | '''CD:''' 75 damage, cancel-able, hits mid. Mature will spin around and whip her leg in an upwards motion. Can be whiff canceled into special moves and be used as a makeshift anti-air. | ||
'''j. CD:''' Mature will perform a | '''j. CD:''' 90 (80) damage, hits mid. Mature will perform a steep downward angled kick towards the grounded opponent. Good for air-to-ground situations. Soft knockdown. | ||
''' | '''GCCD:''' 10 damage, hits mid. Mature will perform the same motion as she did for her actual CD attack. Again, this move does not have that much range, so use discretion while using this move. | ||
=Throw= | =Throw= |
Revision as of 19:25, 15 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. 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. The player should be careful about using her Death Row rekkas because they are not very safe on block. Another downside is she lacks any particular command moves - however, her regular moves have very good priority and Mature can conduct a series of hitconfirms this way. The overall concept of Mature is make good use of her special moves and apply pressure onto the opponent. It is possible for Mature produce a load of chip damage and 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
- Short term damage output is deceivingly low/Relies a long term combos to do better damage
Normals
Standing
st. A: 25 damage, chain/cancel-able, hits mid. Mature does a light forward chop towards the opponents face.
st. B: 30 damage, cancel-able, hits mid. A forward side kick. This move has pretty decent reach and cancels into special moves.
st. C: 80 damage, hits mid. 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.
st. D: 80 damage, hits high. A high spin kick. Can be used as a grounded anti-air tool. Whiffs on crouching opponents.
cl. B: 10, 20 damage, cancel-able, hits low. Performs a double sidekick. Both kicks activate from a single button press, but the first kick can be canceled. This is a very great normal to utilize, especially if you are conducting hit confirms. Cancels easily into special moves.
cl. C: 70 damage, cancel-able, hits mid. Chops the opponents in an uppercut motion. Function as a anti-air for nearby opponents and it cancels into special moves. Extremely fast start-up and is used either to start combos or to frame trap opponents.
cl. D: 70 damage, cancel-able, hits mid. Knees the opponents mid section. Cancels into special moves. Stick to close C to start combos and frame traps.
Crouching
cr. A: 25 damage, chain/cancel-able, hits mid. Chops at the opponents legs. Chain cancels and cancels into special moves.
cr. B: 30 damage, chain-able, hits low. A very good hit confirming tool. Mature can chain into other normal such as her st.B or cr.A.
cr. C: 70 damage, cancel-able, hits mid. Mature uses her outer arm to smack the opponent. Can be used for anti-airs.
cr. D: 80 damage, cancel-able, hits low. A generic sweep motion. Can be whiff cancelled.
Jumping
j. A: 45 (40) damage, hits overhead. Mature performs a downward angled swipe using her nails. Good for air-to-ground or even air-to-air to beat out slow jump attacks. It may whiff on crouching opponents if performed too early in her jump arc.
j. B: 45 (40) damage, hits overhead. Mature performs a jumping side kick. This move is a good air to air tool and has a small cross-up hitbox. It whiffs on crouching opponents, however.
j. C: 72 (70) damage, hits overhead. Mature swipes her hand forward downwards, chopping at the opponent as she descends from the air. This is her jump in tool but it can miss if performed too early against crouching opponents.
j. D: 70 (68) damage, hits overhead. Mature will whip leg outwards. Has a very good horizontal hit box for catching opponents in the air but completely whiffs on crouching opponents.
Blowback Attack
CD: 75 damage, cancel-able, hits mid. Mature will spin around and whip her leg in an upwards motion. Can be whiff canceled into special moves and be used as a makeshift anti-air.
j. CD: 90 (80) damage, hits mid. Mature will perform a steep downward angled kick towards the grounded opponent. Good for air-to-ground situations. Soft knockdown.
GCCD: 10 damage, hits mid. Mature will perform the same motion as she did for her actual CD attack. Again, this move does not have that much range, so use discretion while using this move.
Throw
Deathblow (b/f+C/D) Mature will hold the opponent with one arm, taunts them and then slashes them away from her. When done successfully, Mature is free to move around and set up offensive and/or defensive maneuvers. 100 damage, can be recovery rolled.
Command Moves
None
Special Moves
Despair = (dp+P) This one of the more powerful yet unorthodox special moves in this game. Mature will flip into the air towards the opponent to start this move. When Mature performs this flip motion, this will give the player incentive to either let her land back onto the ground or press a punch button to perform the follow up (Press P for Tsuika follow up after Despair). When DP+A is used, Mature will travel a short distance. This about the equivalent of performing a short forward hop. If Mature does DP+C, she will jump very high into the air, nearly at full screen distance. This move can be used to for the sake of continuing combos, mixing up, and even for anti-airing the opponent.
EX = (dp+AC) Mature will perform a short hop forward as the Tsuika follow up comes out automatically in EX version. This can be used as a legitimate reversal and can be comboed after. This move is still unsafe, so utilize this move wisely. The EX version of this move also has invincibility.
∟ Tsuika = (P) This is the follow up from the Despair notation. The player should press the punch button after inputting DP+P. This can be done anytime while Mature is mid-air from utilize the Despair motion. Mature will perform a swiping claw attack as she lands back onto the ground. The move itself is not particularly safe, but it does allow Mature interesting utilities. She can use this move as a preemptive anti-air, an offensive maneuver, punishing badly timed projectiles, and continuing combos. This move can even cross the opponent up if the punch button used at a certain point while pressuring the opponent. If this move done late on Mature's DP+C landing, she will actually be at a +3 frame advantage.
- Hit Detection: High
- Damage (Tsuika): 80; EX Damage: 140
Metal Massacre = (qcb+K) Mature will run towards her opponent and perform a turning slash motion towards the opponent mid section. The B version will cause Mature to perform a extremely short dash into her slash motion. Mature will travel a short distance. The D version will cause Mature to dash a much longer distance and then perform the slash attack when she gets close to the opponent. This move can be used to juggle the opponent and pressure them. This move is -4 on block, but it can be moderately difficult to punish at certain spacing. The B version of this move does one hit. The D version is three hits.
(EX) = qcb+BD The EX version of this move does four hits and does quite a bit more damage. Comes out faster and still causes Mature to travel towards her opponent. This move can be used to juggle the opponent and pressure the opponent. This is -2 on block and is considered to be moderately safe, but beware of characters that possess 1 frame command throws.
- Drive- / Super-cancellable
- Hit Detection: Mid
- B Damage: 60; D Damage: 35 x 3; EX Damage: 50 x 4
Death Row = (qcb+P) x3 This is Mature's rekka move. With each input, Mature will perform a painful slashing motion to damage the opponent and she will do this up to three times. All variations of this move are unsafe, but it does have very good use. The A version will make Mature travel a small distance, while the C version will make her travel slightly further. The player can hit confirm into this move from cr.B, close st.B. If the player fails to get the hit confirm, this move should be omitted. The first hit of this move is -5 is on block. This move should be used to punish opponents after cancelling from a normal or to hit confirm into. Mature's rekka does three hits per input, therefore it is possible to get up to nine hits. What should also be noted is that the rekka does quite a bit of chip damage as well.
(EX) = qcb + AC This version is a bit faster on start up and can cause Mature to perform her a slashing attacks up to five times. This move is still unsafe, but it does offer Mature the ability to chalk a lot more damage during her combos.
- Drive- / Super-cancellable
- Hit Detection: Mid
- Damage: 20 x 3, 20 x 3, 20 x 2, 30; EX Damage: 40, 40, 40, 40, 50
Ebony Tears = (qcf hcb+P) This Mature's projectile. The projectile in general has a lot of start up but can be put to very good use, especially for players that want to set up a good pressure game. Mature will reel backwards little and then swipe her hands downwards to create a rather large projectile that travels forward. The A version will give Mature +1 frame advantage as the projectile travels slow. The C version will make Mature -1 on block but the projectile travels a bit faster. The projectile is very large so it is very hard to jump over. Use this in moderation to zone the opponent and set up Mature's pressure game.
(EX) = qcf hcb+AC Mature will launch a projectile that will hit the opponent three times while travels around the same speed as the A version of the projectile. This move will give Mature the incentive to follow up with more damage and rush down.
- Hit Detection: Mid
- Damage: 70; EX Damage: 60 x 3
Desperation Moves
Nocturnal Lights = (qcfx2+P) Mature will perform four painful swipes while traveling forward. This is a decent method of ending combos and punishing opponents as it comes out rather quickly. This move is unsafe but it does allow Mature to net more damage out of the combos she is utilizing. This move can be Max Cancelled.
(EX) = qcfx2+AC This version of the move will cause Mature to perform extra slashes and do a lot more damage. This version of the move can also be Max Cancelled.
- 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) Mature will taunt the opponent a little before performing a quick dash forward. When Mature connects with the opponent during the dash, she will grab the opponent with one arm, take them towards the wall and violently slam them into it, much like Rugal did with his Gigantic Press. This can be very good move as it has invincibility (and projectile invincibility) start up. While this move is unsafe, it can be Max Cancelled and can also be used to finish combo and net a lot more damage easily.
- MAX Cancelable
- Hit Detection: High
- Damage: 0, 220
Neomax
Awakening Blood = (qcb hcf+AC) Mature will remove her eye patch and then disappear off of the screen. Mature will then summon a red stream of Orochi energy to slam downwards toward the opponent to destroy them. This is a pretty decent Neo Max as it can actually hit the opponent overhead. The move itself goes a full screen away, but it can be dodged if the character jumps upwards from the far side of screen. The move in general is very lethal and does a health amount of damage, especially when it is used to end combos.
- Hit Detection: Mid
- Damage: 450
Combos
No Stock, No Drive Gauge -
-cr.Bx2, st.B, qcb+Px3 = 197 dmg
-j.C, st.C, qcb+Px3 = 269 dmg
No Stock, 1+ Drive -
-j.C, st.C, qcb+Px3, (DC) qcb+D, qcb+B, qcb+B, st.C = 373 dmg
- must be started midscreen to the corner
-cr.Bx2, st.B, qcb+Px3, (DC) qcb+D, qcb+B, qcb+B, st.C = 282 dmg
1 Stock, No Drive Gauge -
-j.C, st. C, qcb+BD, st. C, qcb+Px3 = 430 dmg
1 Stock, 1+ Drive Gauge -
-j.C, st.C, qcb+Px3, (DC) qcb~hcf+K = 368 dmg
-cr.B, cr.B, s.BB, qcb+Px3, (DC) qcb hcf+K = 267 dmg
-cr.Bx2, st.B, qcb+ACx3, (DC) qcb+D, s.C, qcb+Px3 = 371 dmg
-j.C, st.C, qcb+ACx3, (DC) qcb+D, s.C, qcb+Px3 = 474 dmg
-j.C, st.C, qcb+BD, s.C, qcb+Px3, [DC] qcb+D, qcb+B, qcb+B, s.C = 506 dmg
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
Tips
Frame Traps and Links
(LO) = Link only, not a frame trap.
1.) st. A, cl. C
2.) cr. A, cl. C
3.) cr. B, cl. C
4.) qcb+D, far B
5.) qcb+D, cr. B
6.) (hit-confirmed) qcb+D, cl. C (LO)
7.) (hit-confirmed) qcb+BD, cl. C (LO)
8.) dp+A/C, (distance from ground depended) A/C, st. A
9.) dp+A/C, (distance from ground depended) A/C, cr. A
10.) dp+A/C, (distance from ground depended) A/C, cl. B
11.) dp+A/C, (distance from ground depended) A/C, cr. B
12.) dp+A/C, (distance from ground depended) A/C, cl. C
13.) dp+A/C, (distance from ground depended) A/C, cl. D
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
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:
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
Mature can be 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
- Both versions of Andy's Zaneiken (db charge f+P) are unsafe. Punish with st.B, and qcfx2+P.
- Stay at mid range when fighting Andy so that you can punish any badly timed projectiles or jump ins. Counter act jump ins with st.D, cr.C, close st.C, j.A, and j.D.
- Mature's qcf,hcb+AC is a three hit projectile and can be good for out-pressuring Andy and stopping a lot of his own pressure.
Ash Crimson
- Stay within mid or close range against Ash, but try to retain caution as Ash does have viable wake game (D charge U+K).
- When Ash is cornered and if her attempts to use a projectile qcb,hcf+K
Athena Asamiya
- Athena's jump is a bit floaty, so take advantage of this and use a ground anti-air. You can also resort to j.A as it is a very quick. Beware of Athena's j.CD however.
- Don't challenge Athena in the air too much if she has meter available. Athena has a lot of options while she is in mid air.
- Don't get cornered by Athena - she can gain advantages on her qcb+A (Psycho Ball).
- Athena gets weak when she is cornered so get ready to conduct mix ups and look for hit confirm options.
Benimaru Nikaido
- Always try to retain Mature's space at mid screen so that she will have enough room to back dash, jump, and roll when necessary. Getting cornered against Beni is never a good idea.
- Use Mature's EX qcfhcb+P to put a stop to Beni pressure and start your own. Get ready to conduct a mix up after she launches her projectile.
- If Beni has meter available and you're trying to pressure him, don't get too jumpy - he has several DM's that are relatively quick and/or have invincibility.
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
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