m (→Notes) |
Lichmassacre (talk | contribs) m (→Overview: Added Pros/Cons table.) |
||
(18 intermediate revisions by 2 users not shown) | |||
Line 548: | Line 548: | ||
* HSDM f D C B f | * HSDM f D C B f | ||
== Notes == | |||
===Cancellable moves=== | |||
* Close: A, B (2), C, D (2) | |||
* Far: A | |||
* Crouch: A, C, D | |||
===Super cancellable moves=== | |||
(none) | |||
===Free cancellable into moves=== | |||
* qcf + P | |||
* '''qcb + P''' | |||
* '''qcb + K''' | |||
* qcf hcb + P | |||
=== Free cancellable out-of moves=== | |||
* '''qcb + P x 1-3''' | |||
* '''qcb + K''' | |||
* dp + A (1-2) | |||
* dp + C (1-3) | |||
===Moves with Invincibility=== | |||
* DM qcf qcf + P (Full: startup (1st part).) | |||
* DM qcb hcf + K (Full: startup.) | |||
* SDM qcf qcf + AC (Full: startup (1st part).) | |||
* (S)DM qcb hcf + BD (Full: startup.) | |||
=== Moves with autoguard=== | |||
(none) | |||
===Other Notes=== | |||
* cl.B (1) is a low attack. | |||
* | * st.B does the same hit/block stun of a hard attack. (Curiosity, it has the same animation of his old command attack f + B from KOF 98.) | ||
Line 565: | Line 589: | ||
== Combos == | == Combos == | ||
=== | === Basic Combos=== | ||
* cl.C / cr.C / cl.D (2) | |||
** SDM qcf qcf + AC [46%] {Max Mode + 1 stock} | |||
** SDM qcb hcf + BD [42%] {Max Mode + 1 stock} | |||
** DM qcb hcf + K [37%] {1 stock} | |||
** DM qcf qcf + P [34%] {1 stock} | |||
** qcb + D [23%] | |||
** dp + C (Very close.) [23%] | |||
** qcb + C x 3 [23%] | |||
** dp + A [22%] | |||
* cl.B (2) | |||
** SDM qcf qcf + AC {Max Mode + 1 stock} | |||
** DM qcf qcf + P {1 stock} | |||
** dp + C | |||
** qcb + C x 3 | |||
** dp + A | |||
May do a cr.B before on point blank. | |||
* cr.B x 1-3, cr.A / st.A > | |||
** SDM qcf qcf + AC {Max Mode + 1 stock} | |||
** DM qcf qcf + P {1 stock} | |||
** qcb + C x 3 | |||
* cr.A x 2, st.B (2) >> BC, DM qcb hcf + K {38%} | |||
Buffer as: st.B (2) >> qcb hcf + BC | |||
=== Max Mode === | |||
This is | * cr.A x 1-3 > st.B (2) >> BC, hop B, (Timing Required.) | ||
** cl.B (2) > | |||
*** SDM qcf qcf + AC {53%} {3 stocks} | |||
*** dp + C >> qcb + C x 2 >> qcb + B >> qcb + C >> qcb + B >> qcf + A | |||
** cr.A x 1-3 > st.B (2) >> qcb + C x 2 >> qcb + B >> qcb + C >> qcb + B >> qcb + C x 3 | |||
=== Combos Notes === | |||
* cl.B (2) / cr.C > | |||
** dp + C | |||
** qcb + C x 3 | |||
This is Mature's basic no-meter combo. If using cr.C, make sure it doesn't hit too far away of the qcb + C x 3 won't combo after. Using dp + C doesn't give you enough space between you and the opponent after the combo, to set up a fireball trap. | |||
* cl.B (2) > DM qcf qcf + P | |||
This is a combo you'll be using a lot, especially after a j.B or empty jump. Decent damage from a one stock low combo that is also easy to hit confirm. | |||
* cr.B x 1-3, cr.A > DM qcf qcf + P | |||
This is your dash in combo and depending on how close you are to the opponent, you will have forced to omit some crouch B's. Comboing the 4 weak attacks before the super is very hard even if you are pointblank in front of the opponent, so I wouldn't recommend trying it. | |||
* cr.C / cl.D (2) > | |||
** DM qcb hcf + K | |||
Her most damaging one stock combo, use this off a hit confirm from a jump attack right before, or to punish moves with lots of recovery | |||
* cr.A x 2 > st.B (2) >> BC, hop B, cl.B (2) > SDM qcf qcf + AC | |||
The Max Mode activation into hyper hop B makes this combo difficult to execute. It also best works against standing characters, or crouching characters that don't have low crouches (such as Athena's low crouch), otherwise the first hit of hop B won't connect and the combo will fail. | |||
* cr.A x 2, st.B (2) >> BC, DM qcb hcf + K | |||
Buffer as: st.B (2) >> qcb hcf + BC | |||
This is mainly a flashy combo and there isn't much reason to perform it. st.B stuns just like a strong attack, allowing you to combo the DM qcb hcf + K. Far B isn't cancellable so you have to use Max Mode bypass by executing the DM with BC. This takes two stocks and so isn't really worth it for the damage. | |||
Note: Mature has more Max Mode combos that are for the most part, not that practical. This section will be updated later. | |||
== Strategies == | |||
=== Overview === | |||
Mature isn't a particularly strong character, many tierlists placing her at lower-mid or mid at best. She suffers from a syndrome that is common with many characters in Kof2002 - she has too many moves that have no useful application outside of combos (or even in combos). The core of her game centers around a select few normals and special moves, those being her qcf hcb + P projectile, weak attack pokes, jump B and a few other ground/jumping normals to handle some specific situations. | |||
{{ ProConTable | |||
| pros= | |||
* Strong zoning game | |||
* Good high/low offensive game using hop B and close B/crouch B | |||
* Decent damage one stock combos | |||
| cons= | |||
* No practical high damage combos | |||
* Difficult Max Mode combos | |||
* Zero stock BnB combos do low damage | |||
* No fast reversal moves on wakeup so she is forced to either block or take risks with a slow but invincible super | |||
* No reliable crossups | |||
}} | |||
=== Zoning === | === Zoning === |
Latest revision as of 23:02, 23 January 2024
General Info
Crouch height: Low
Jump: 5/34/1
Hop: 5/25/1
Dash: 3/10~∞/3
Backdash: 3/18/4
Wakeup: 21 frames
Recovery roll: 24 frames
Stand | Crouch | Jump | Grab | Run |
---|---|---|---|---|
![]() |
![]() |
![]() |
![]() |
![]() |
Colors:
![]() |
![]() |
![]() |
![]() |
---|---|---|---|
![]() |
![]() |
![]() |
![]() |
Movelist
Normals
Short Movelist
- qcf + P
- dp + P
- qcb + P
- qcb + P
- qcb + P
- qcb + P
- qcf hcb + P
- hcf + K
- qcb + K
- DM qcf qcf + P
- DM qcb hcf + K
- SDM qcf qcf + AC
- SDM qcb hcf + BD
- HSDM f D C B f
Notes
Cancellable moves
- Close: A, B (2), C, D (2)
- Far: A
- Crouch: A, C, D
Super cancellable moves
(none)
Free cancellable into moves
- qcf + P
- qcb + P
- qcb + K
- qcf hcb + P
Free cancellable out-of moves
- qcb + P x 1-3
- qcb + K
- dp + A (1-2)
- dp + C (1-3)
Moves with Invincibility
- DM qcf qcf + P (Full: startup (1st part).)
- DM qcb hcf + K (Full: startup.)
- SDM qcf qcf + AC (Full: startup (1st part).)
- (S)DM qcb hcf + BD (Full: startup.)
Moves with autoguard
(none)
Other Notes
- cl.B (1) is a low attack.
- st.B does the same hit/block stun of a hard attack. (Curiosity, it has the same animation of his old command attack f + B from KOF 98.)
- D throw is a back-turned hard knockdown
Combos
Basic Combos
- cl.C / cr.C / cl.D (2)
- SDM qcf qcf + AC [46%] {Max Mode + 1 stock}
- SDM qcb hcf + BD [42%] {Max Mode + 1 stock}
- DM qcb hcf + K [37%] {1 stock}
- DM qcf qcf + P [34%] {1 stock}
- qcb + D [23%]
- dp + C (Very close.) [23%]
- qcb + C x 3 [23%]
- dp + A [22%]
- cl.B (2)
- SDM qcf qcf + AC {Max Mode + 1 stock}
- DM qcf qcf + P {1 stock}
- dp + C
- qcb + C x 3
- dp + A
May do a cr.B before on point blank.
- cr.B x 1-3, cr.A / st.A >
- SDM qcf qcf + AC {Max Mode + 1 stock}
- DM qcf qcf + P {1 stock}
- qcb + C x 3
- cr.A x 2, st.B (2) >> BC, DM qcb hcf + K {38%}
Buffer as: st.B (2) >> qcb hcf + BC
Max Mode
- cr.A x 1-3 > st.B (2) >> BC, hop B, (Timing Required.)
- cl.B (2) >
- SDM qcf qcf + AC {53%} {3 stocks}
- dp + C >> qcb + C x 2 >> qcb + B >> qcb + C >> qcb + B >> qcf + A
- cr.A x 1-3 > st.B (2) >> qcb + C x 2 >> qcb + B >> qcb + C >> qcb + B >> qcb + C x 3
- cl.B (2) >
Combos Notes
- cl.B (2) / cr.C >
- dp + C
- qcb + C x 3
This is Mature's basic no-meter combo. If using cr.C, make sure it doesn't hit too far away of the qcb + C x 3 won't combo after. Using dp + C doesn't give you enough space between you and the opponent after the combo, to set up a fireball trap.
- cl.B (2) > DM qcf qcf + P
This is a combo you'll be using a lot, especially after a j.B or empty jump. Decent damage from a one stock low combo that is also easy to hit confirm.
- cr.B x 1-3, cr.A > DM qcf qcf + P
This is your dash in combo and depending on how close you are to the opponent, you will have forced to omit some crouch B's. Comboing the 4 weak attacks before the super is very hard even if you are pointblank in front of the opponent, so I wouldn't recommend trying it.
- cr.C / cl.D (2) >
- DM qcb hcf + K
Her most damaging one stock combo, use this off a hit confirm from a jump attack right before, or to punish moves with lots of recovery
- cr.A x 2 > st.B (2) >> BC, hop B, cl.B (2) > SDM qcf qcf + AC
The Max Mode activation into hyper hop B makes this combo difficult to execute. It also best works against standing characters, or crouching characters that don't have low crouches (such as Athena's low crouch), otherwise the first hit of hop B won't connect and the combo will fail.
- cr.A x 2, st.B (2) >> BC, DM qcb hcf + K
Buffer as: st.B (2) >> qcb hcf + BC
This is mainly a flashy combo and there isn't much reason to perform it. st.B stuns just like a strong attack, allowing you to combo the DM qcb hcf + K. Far B isn't cancellable so you have to use Max Mode bypass by executing the DM with BC. This takes two stocks and so isn't really worth it for the damage.
Note: Mature has more Max Mode combos that are for the most part, not that practical. This section will be updated later.
Strategies
Overview
Mature isn't a particularly strong character, many tierlists placing her at lower-mid or mid at best. She suffers from a syndrome that is common with many characters in Kof2002 - she has too many moves that have no useful application outside of combos (or even in combos). The core of her game centers around a select few normals and special moves, those being her qcf hcb + P projectile, weak attack pokes, jump B and a few other ground/jumping normals to handle some specific situations.
Strengths | Weaknesses |
---|---|
|
|
Zoning
Mature's zoning game is primarily based on the usage of her qcf hcb + A projectile. It's great mainly because it's slow, with a very tall vertical hitbox, making it difficult for many characters to jump over it. It also has good recovery time, making it safe at most distances from punishes. You can usually throw it out and be able to recover fast enough to anti-air jump attacks with crouch C, intercept jump attacks with superjump or vertical jump C, or run forward and punish rolls with crouch C.
After releasing the projectile, if they haven't made an action until you have recovered from throwing the projectile, then you can run after it. Depending on how far away the opponent was, you may be able to run after it such that you can go for a high/low mixup involving hop B and close B(with a possible empty jump) while they are blocking the projectile.
You can alternatively decide to position yourself to be able to punish any actions the opponent makes, and if they block the projectile, immediately release another one. There's a couple of things to consider here. Firstly, note that Mature cannot have two projectiles on screen at the same time, which is why you are waiting for the first one to get blocked. If you try to throw out a second one while the first is on screen, you will get qcb + P coming out instead, which is a very bad move to whiff. Secondly if the opponent has meter, they can guard roll the first projectile and punish the second one.