The King of Fighters XIII/Mature

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Maturexiii.jpgSpacer.gifFile:Mature sprite.gif


Throws

Deathblow: Bk.gif/Fd.gif + C.gif/D.gif


Special Moves

Despair: Fd.gifDn.gifDf.gif + A.gif/C.gif *

Tsuika:A.gif/C.gif

Metal Massacre: Dn.gifDb.gifBk.gif + B.gif/D.gif *

Death Row: Dn.gifDb.gifBk.gif + A.gif/C.gif (Up to 3 times) *

Ebony Tears: Dn.gifDf.gifFd.gifDf.gifDn.gifDb.gifBk.gif + A.gif/C.gif *


Desperation Moves

Nocturnal Lights: Dn.gifDf.gifFd.gifDn.gifDf.gifFd.gif + A.gif/C.gif *

Heaven's Gate: Dn.gifDb.gifBk.gifDb.gifDn.gifDf.gifFd.gif + B.gif/D.gif


NeoMax

Awakening Blood: Dn.gifDb.gifBk.gifDb.gifDn.gifDf.gifFd.gif + A.gif+C.gif

  • = 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

(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).
  • 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

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

KofxiiiMaturejumps.jpg

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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