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The King of Fighters XIV/Mature: Difference between revisions
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(Anywhere combo with heavy starter. Same notes as above.) | (Anywhere combo with heavy starter. Same notes as above.) | ||
* CD, qcb+D, cr.A, (qcb+A/C)x3, qcfx2+AC = | * CD, qcb+D, cr.A, (qcb+A/C)x3, qcfx2+AC = 475 dmg | ||
(Wall splat corner combo) | (Wall splat corner combo) |
Revision as of 09:24, 12 November 2017
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Special Moves
Super Special Moves
Climax Super Special Moves
Quick Combo Reference
0 Meter |
Anywhere |
(Combo 1) = (damage number here) dmg |
1 Meter |
Corner |
(Combo 1) = (damage number here) dmg |
2 Meters | Anywhere | (Combo 1) = (damage number here) dmg |
Gameplay Overview
Normals
Standing
- st. A: Mature pokes out a special cancel-able quick shoulder height horizontal scratch. Good to use as anti-air against hops. Whiffs on some crouching opponents.
- st. B: Mature throws out a quick side kick. Good to use as a close ranged poke. Not cancel-able.
- st. C: This fast, wild slash moves Mature forward quite a bit. Not cancel-able.
- st. D: Use this inverted roundhouse kick is great to use as anti-air against hops and close ranged jumps. It's not cancel-able though.
Close
- cl. A: This quick elbow attack is special cancel-able & chains from her other standing & crouching light normals.
- cl. B: These two side kicks hits the opponent twice; the first hit is low, and the other hit is a mid. Easy to hit confirm into, special cancel-able & chains easily from cr. B, and cr. A.
- cl. C: A VERY fast special cancel-able uppercut slash that can be used as a quick close ranged punish & can hit opponents attempting to jump over you. Negative frames on block but has a good amount of push-back.
- cl. D: Mature throws out a pair of roundhouse kicks that are special cancel-able. Has more damage than cl. C, but not as fast.
Crouching
- cr. A: This is a crouching version of her st. A. Great to use as a close ranged poke, special cancel-able & can chain easily into itself, and crouching B.
- cr. B: This crouching light kick isn't special cancel-able but can chain easily into itself & her other standing & crouching light normals that are special cancel-able.
- cr. C: This special cancel-able slashing uppercut has a crazy amount of range and speed which makes it a great anti-air.
- cr. D: This sweep has a good amount of range & is special cancel-able on hit or if whiffed.
Jumping
- j. A: This jumping jab has a downward angle that makes it great to use as a jump-in attack.
- j. B: This jumping sidekick pokes out horizontally. Great to use as an air-to-air attack. Susceptible to low profile crouching anti-airs from the opponent if timed improperly & if used too often on grounded opponents.
- j. C: Best used as a jump-in attack but doesn't have a very low aim in it's horizontal range.
- j. D: This kick is similar to jump B, but has a higher angle that points diagonally upward slightly. Best used as an ground-to-air attack. Whiffs on crouching opponents.
Blowback
- st. CD: Mature whips out a slow roundhouse kick that wall bounces on hit. Can be whiff cancelled into her special moves.
- j. CD: This jumping kick points at a sharp downward angle. Good to use as an air-to-ground attack.
Throws
Death Blow - (b/f+C) close
- Mature grabs the opponent by the hair, wags her finger, then slashes their face. The opponent lands 1/2 screen distance away from Mature.
- Can be broken
- Soft knockdown
Backlash - (b/f+D) close
- Mature grabs the opponent by the back of their neck, then throws them face-down to the ground. The opponent lands 1/2 screen distance away from Mature.
- Can be broken
- Hard knockdown
Command Moves
NONE
Special Moves
Despair - (dp + A/C)
- Mature flips slowly in the air towards the opponent.
- Light punch version travels at a half-screen distance, with a super jump vertical height.
- Heavy punch version travels at a 3/4ths screen distance with a hyper hop vertical height. More susceptible to anti-airs, or can be evaded by rolls by the opponent.
- Despair (Attack) - (A/C)
- Mature performs a slash during any point of the Despair animation
- When released from dp+A or dp+C, it can be neutral on block if it hits the opponent very late
- Soft knockdown
EX: Fast start-up, limited invincibility & safe on block depending on the spacing (can be punished up close by 1F command throws like Clark's hcf+D).
Deathrow - (qcb+A/C)
- This is the start of her rekka chain. She performs a 3 hit slashing uppercut that is super cancel-able on the last hit.
- If blocked, Mature is pushed away from the opponent, which makes it VERY hard to punish.
- No difference between the light and heavy punch version
- Deathrow [Follow Up 1] - (qcb+A/C)
- This is a 3 hit horizontal slash that is super cancel-able on the last hit
- More negative frames on block with more push-back from the opponent.
- Deathrow [Follow Up 3] - (qcb+A/C)
- This is the final part of her rekka chain that is super cancel-able from any of the 3 hits.
- Pushes Mature forward a bit at the end of the animation. Can be punished by the opponent by any move that can reach Mature during recovery.
- Soft knockdown
EX: Each slash can be inputted individually, up to 5 slashes. More damaging than the normal version. Unsafe on block.
Metal Massacre - (qcb+K)
- Mature will run towards her opponent & perform a turning slash motion towards the opponent mid-section.
- The light kick (B) version will cause Mature to perform a extremely short dash into her slash motion. Slightly negative on block.
- The heavy punch (D) version will cause Mature to dash a much longer distance & then perform the slash attack when she gets close to the opponent. Hits 3 times. Neutral frames on block.
- Super cancel-able
EX: Fast start-up, not invincible, hits low, safe on block.
Ebony Tears - (qcf~hcb+A/C)
- Mature will reel backwards little & then swipe her hands downwards to create a rather large projectile that travels forward.
- The light punch (A) version travels slow enough for Mature to walk behind and follow
- The heavy punch (C) version travels faster than the light punch version. Mature is able to move when the projectile travels over a 3/4ths screen distance.
EX: The projectile travels at a moderate speed, hitting the opponent 3 times for a soft knockdown. If blocked, the projectile will still make contact with the opponent for 3 hits. Mature can immediately move after the projectile is released.
Super Special Moves
Heaven's Gate - (qcb~hcf+B/D)
- Mature will taunt the opponent 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 & violently slam them into it.
- Has a fair amount of invincibility during the start
- Hard knockdown
Max: Has more invincibility than the normal version, and more damaging.
Nocturnal Rites - (qcf, qcf+A/C)
- Mature will perform five painful swipes while traveling forward. Less damaging than Heaven's Gate.
- No invincibility
- Hard knockdown
Max: More damaging, causes 10 hits
Climax Super Special Moves
Iron Maiden - (qcb~hcf+A+C)
- Mature slashes quickly at a 3/4ths screen distance horizontally towards the opponent to slash the opponent repeatedly with her lipstick.
- Has a good amount of start-up invincibility
- VERY unsafe if blocked
- Hard knockdown
Combos
- (qcb+A/C)x3 combos into any super has to be super canceled before the last hit (9th hit). The last hit of the third qcb+A/C pops opponents up. The difference between canceling on hit 7 or 8 is 10 dmg.
- qcb+ACx5 combos require you delay the start of the special so that the fifth hit of the special won't whiff. If it hits, you can follow up with qcb+B.
- qcb+B after qcb+BD needs to be delayed slightly so the qcb+B will hit. Otherwise, it will whiff.
- Outside of the corner, qcb+BD side switches.
- Qcb+D, cr.A is a 4-frame link. If qcb+D hits, you can combo into cr.A into special.
- You CAN advance cancel her supers from anywhere. The most optimal is qcb~hcf+B/D, qcfx2+AC
Rush Auto Combo
Meterless: description here
1 Meter: description here
EX: description here
0 meter
- cr.B, cr.B, cr.A, (qcb+A/C)x3 = 200 dmg
- cl.C/cr.C, (qcb+A/C)x3 = 210 dmg
- CD, qcb+D , cr.A, (qcb+A/C)x3 = 268
(CD wall splat combo. You will get less damage depending on how close you hit the CD. Max damage is when you hit with the tip of qcb+D.)
1 meter
- cr.B, cr.B, cr.A, (qcb+A/C)x3, qcb~hcf+B/D = 287 dmg
(Low damage, but corners opponent.)
- cl.C/cr.C, (qcb+A/C)x3, qcb~hcf+B/D = 302 dmg
(Same as above with heavy normal starter)
- CD, qcb+D , cr.A, (qcb+A/C)x3, qcfx2+A/C = 350 dmg
(CD wall splat combo into super)
- cr.B x3, st.B, (BC) cl.C, qcb+BD, (qcb+AC)x5, qcb+B, cl.C = 353 dmg
(Corner only. Can be done when Mature is cornered, but causes side switch. EX rekkas need to be delayed slightly.)
- cl.C/cr.C (BC) cl.C, qcb+BD, (qcb+AC)x5, qcb+B, cl.C = 384 dmg
(Corner only. Same as above with heavy starter.)
2 meters
- cr.B, cr.B, st.B, (BC) cl.C, qcb+BD, qcb+B, qcb~hcf+BD = 442 dmg
(Anywhere combo. Switches sides midscreen. Delay qcb+B after qcb+BD slightly to hit)
- cl.C/cr.C (BC) cl.C, qcb+BD, qcb+B, qcb~hcf+BD = 487 dmg
(Anywhere combo with heavy starter. Same notes as above.)
- CD, qcb+D, cr.A, (qcb+A/C)x3, qcfx2+AC = 475 dmg
(Wall splat corner combo)
- cl.C/cr.C (BC) cl.C, qcb+BD, (qcb+AC)x5, qcb+B, qcfx2+AC = 534 dmg
(Corner only combo. 3rd position only. If Mature is cornered, this combo side switches. Delay qcb+AC slightly after qcb+BD.)
3 meters
- cr.Bx2, st.B, (BC) cl.C, qcb+BD, qcb+B, qcb~hcf+AC = 537 dmg
(Anywhere combo. Slightly delay qcb+B after qcb+BD)
- cl.C/cr.C, (BC) cl.C, qcb+BD, qcb+B, qcb~hcf+AC = 598 dmg
(Same as before with heavy starter)
4 meters
- * CD, qcb+D, cr.A, (qcb+A/C)x3, qcb~hcf+B/D qcb~hcf+AC = 620 dmg
(Climax cancel combo from CD wall splat)
- cr.Bx2, cr.A, qcb+B, qcb~hcf+B/D qcb~hcf+AC = 624 dmg
(Anywhere combo with climax cancel)
- cl.C/cr.C, qcb+B, qcb~hcf+B/D qcb~hcf+AC = 693 dmg
(Same as above with heavy starter)
5 meters
- CD, qcb+D, cr.A, (qcb+A/C)x3, qcb~hcf+BD, qcb~hcf+AC = 685 dmg
(Wall splat combo with Max SDM into climax cancel)
- cr.Bx2, st.B, (BC) cl.C, qcb+BD, qcb+B, qcf~hcf+BD, qcb~hcf+AC = 697 dmg
(Max mode combo with Max SDM into climax cancel finisher. Delay qcb+B after qcB+BD slightly)
- cl.C/cr.C (BC) cl.C, qcb+BD, qcb+B, qcf~hcf+BD, qcb~hcf+AC = 743 dmg
(Same combo as above with heavy starter)
- cl.C/cr.C, (BC), qcb+BD, (qcb+AC)x5, qcb+B, qcb~hcf+BD, qcb~hcf+AC = 779 dmg
(Anywhere combo, 3rd position only. Delay qcb+AC slightly after qcb+BD so last hit will juggle)
Misc
Frame Data
Videos
Mature Slow Motion Hitboxes
Mature Full Character Tutorial by DiamondDust132
External Links
Discussion Threads
Discuss at Dream Cancel