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The King of Fighters XIII/Mature

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File:Mature sprite.gif


Throws

Deathblow: / + /


Special Moves

Despair: + / *

Tsuika:/

Metal Massacre: + / *

Death Row: + / (Up to 3 times) *

Ebony Tears: + / *


Desperation Moves

Nocturnal Lights: + / *

Heaven's Gate: + /


NeoMax

Awakening Blood: + +

  • = EX version possible


Quick Combo Reference

0 Stock, No Drive Gauge

Anywhere
Low, Anywhere
Low, Anywhere

xxx = xxx dmg
xxx = xxx dmg
xxx = xxx dmg

1 Stock, No Drive Gauge

Corner
Anywhere
Low, Anywhere

xxx = xxx dmg
xxx = xxx dmg
xxx = xxx dmg

0 Stock, 1+ Drive Gauge Anywhere xxx = xxx dmg

Gameplay Overview

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.

Gameplay Notes

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).
  • Nice corner pressure
  • Good damaging ration, especially when using combos into EX Metal Massacre or EX Rekkas.
  • Builds meter very quickly
  • Her Neo Max counts as an overhead
  • A relatively large set of multipurpose special moves
  • Heaven's Gate DM has a lot of invincibility start-up
  • Damaging HD combos in general

Cons

  • Both versions of her projectile take time to execute
  • Lacks command moves
  • Needs meter for real defensive options
  • Gets weak under too much pressure
  • Her most damaging HD combos are not particularly easy to perform
  • Lacks a true anti-air
  • Short term damage output is deceivingly low/ relies a long term combos to do better damage

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?

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 however. 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. 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

T3h mAsTarOth...!

machina [1]

Discussion Threads

Discuss at Dream Cancel

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