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The King of Fighters XIII/Mature
Throws
Special Moves
Death Row: + / (Up to 3 times) *
Desperation Moves
NeoMax
- = EX version possible
0 Stock, No Drive Gauge |
Anywhere |
xxx = xxx dmg |
1 Stock, No Drive Gauge |
Corner |
xxx = xxx dmg |
0 Stock, 1+ Drive Gauge | Anywhere | xxx = xxx dmg |
Gameplay Overview
(coming soon)
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.
Pros
- Very nice and lengthy block strings and frame traps.
- Good normal moves
- Can produce a lot of chip damage from some of specials (her Rekka Special moves should come to mind).
- Possesses some of the best hit confirms in the game.
- Can be played on any team position
- A very good projectile
- Heaven's Gate DM has a lot of invincibility start-up
- Easy HD combos
- Despite excelling at rush down, Mature is a character who can be played with a lot more versatility
Cons
- Both versions of her projectile take time to execute
- Lack of command moves
Normals
Standing
st. A: 25 damage, chain/cancellable, hits mid.
st. B: 30 damage, cancellable, hits low.
st. C: 80 damage, hits mid.
st. D: 80 damage, hits mid.
cl. B: 10, 22 damage, cancellable, hits mid.
cl. C: 70 damage, cancellable, hits mid.
cl. D: 70 damage, cancellable, hits mid.
Crouching
cr. A: 25 damage, chain/cancellable, hits mid.
cr. B: 30 damage, chainable, hits low.
cr. C: 70 damage, cancellable, hits mid.
cr. D: 80 damage, cancellable, hits low.
Jumping
j. A: 45 (40) damage, hits overhead.
j. B: 45 (40) damage, hits overhead.
j. C: 72 (70) damage, hits overhead.
j. D: 70 (68) damage, hits overhead.
Blowback Attack
CD: 75 damage, cancellable, hits mid.
j. CD: 90 (80) damage, hits mid.
GC CD: 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?
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
Discuss at Dream Cancel