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The King of Fighters XIV/Mature

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Movelist

(*) = EX OK

(!) = MAX OK

Throws

Death Blow - close / +

Backlash - close / +

Special Moves

Despair - + / (*)

┗Despair (Attack) [Despair or ] or

Deathrow - + or (*)

┗Deathrow (Follow Up 1) [Deathrow] + or
┗Deathrow (Follow Up 2) [Deathrow (Follow Up 1)] + or

Metal Massacre - + or (*)

Ebony Tears - , + / (*)

Super Special Moves

Heaven's Gate - + / (!)

Nocturnal Rites - + / (!)

Climax Super Special Moves

Iron Maiden - +

Quick Combo Reference

Quick Combo Reference

Notation Key (place notation here)

0 Meter

Anywhere
Low, Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) = 231 dmg

1 Meter

Corner
Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (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

Notation

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 = 604 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

Mature KOFXIV Frama Data Link

Videos

KoF XIV: Mature Beginner Breakdown

Mature Full Character Tutorial by DiamondDust132

Mature Slow Motion Hitboxes

External Links

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Discussion Threads

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