The King of Fighters 2002/Mature: Difference between revisions

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= Movelist =
== Throws ==
1. Death Blow - b/f+C
* Mature performs a basic throw that knocks the opponent back
2. Back Rush - b/f+D
* Mature grabs the opponent and slams them face down on the ground in the opposite side she is standing
* opponent is thrown right next to her and she is given enough time to start a mixup
* hard knockdown and opponent gets up with their back turned
== Special Moves ==
1. Despair - qcf+P
* Mature jumps into the air and slashes, knocking the opponent down
* qcf+C goes further and higher than qcf+A
* it is possible to crossup the opponent at some distances with this move
* free cancellable into
* overall, quite punishable on block and not particularly useful even for going over fireballs
2. Decide - hcf+K
* Mature swings her arm and creates a shadow which reaches about half screen length and grabs the opponent if it isn't blocked
* very similar to Vice's hcf+K but Mature's cannot be comboed into normally since it comes out very slow. hcf+B comes out faster but doesn't reach as far as hcf+D
* hard knockdown
3. Death Row - qcb+P(up to 3 times)
* Mature performs a 3 hit slash at close range. She can chain a series of 3 qcb+P's for a total of 9 hits which does good chip damage (assuming they have no stock to guard roll)
* qcb+C goes slightly further than qcb+A, making it slightly easier to combo all the hits
* free cancellable into
* free cancellable out of on all hits
4. Metal Massacre - qcb+K
* Mature dashes forward and performs a 3 hit slash attack that has very good recovery
* qcb+B travels about 1/3 screen while qcb+D travels 2/3 screen length
* qcb+D does a slight bit more damage than qcb+B and can combo at all the ranges that qcb+B comboes at. Since it also seems to have the same recovery time, there doesn't seem any reason to use qcb+B over qcb+D in combos
* free cancellable into
* free cancellable out of on all hits
5. Sacrilege - dp+P
* Mature performs a rising uppercut attack that travens quite far horizontally doing many hits
* for dp+A, the second hit (and onwards) lifts the opponent into the air while for dp+C, the third hit (and onwards) lifts them into air
* dp+A free cancellable out of on the first two hits, dp+C free cancellable out of on the first three hits
* comes out fast and useful in combos (dp+C does more hits and more damage than dp+A), but is not fast enough and not invincible to be used as a wakeup reversal
6. Ebony Tears - qcf hcb+P
* Mature throws a projectile that has a very large vertical hitbox, but has some startup delay
* A version travels slower and recovers better
* difficult to jump over, especially the A version which travels slower
== DMs ==
1. Nocturnal Rites - qcfx2+P
* Mature performs a series of 4 slashes, the initial one coming out very fast. If the 4th one hits, she will perform a final hit that knocks the opponent back
* doesn't do that much damage but combos easily off of weak attacks and can punish some whiffed moves. Not to be used on wakeup
2. Heaven's Gate - qcb hcf+K
* Mature dashes forward. If she connects, she grabs the opponent and slams them into the corner
* B version goes about 3/4 screen while D version goes full screen
* has startup invincibility, but is punishable on block
* hard knockdown
== SDMs ==
1. Nocturnal Rites - qcfx2+P
* Mature performs aseries of 4 slashes, just like the normal DM version
2. Heaven's Gate - qcb hcf+K
* works the same as the normal DM but does more damage
* generally not worth using as the damage increase isn't worth the meter used
== HSDMs ==
1. Ecstasy 816 - f D C B f
* Mature jumps forward similar to her qcf+P. If she connects, she will perform on them followed by an explosive kiss
* relatively low damage move for an HSDM and no practical ways of connecting it
* quite punishable on block
== Notes ==
* cancellable normals are close A, crouch A, far A, close B(both hits), close C, crouch C, close D(2), crouch D
* CD is cancellable into special moves and DMs




[[Category:The King of Fighters 2002]]
[[Category:The King of Fighters 2002]]

Revision as of 01:27, 13 July 2010

Movelist

Throws

1. Death Blow - b/f+C

  • Mature performs a basic throw that knocks the opponent back


2. Back Rush - b/f+D

  • Mature grabs the opponent and slams them face down on the ground in the opposite side she is standing
  • opponent is thrown right next to her and she is given enough time to start a mixup
  • hard knockdown and opponent gets up with their back turned


Special Moves

1. Despair - qcf+P

  • Mature jumps into the air and slashes, knocking the opponent down
  • qcf+C goes further and higher than qcf+A
  • it is possible to crossup the opponent at some distances with this move
  • free cancellable into
  • overall, quite punishable on block and not particularly useful even for going over fireballs


2. Decide - hcf+K

  • Mature swings her arm and creates a shadow which reaches about half screen length and grabs the opponent if it isn't blocked
  • very similar to Vice's hcf+K but Mature's cannot be comboed into normally since it comes out very slow. hcf+B comes out faster but doesn't reach as far as hcf+D
  • hard knockdown


3. Death Row - qcb+P(up to 3 times)

  • Mature performs a 3 hit slash at close range. She can chain a series of 3 qcb+P's for a total of 9 hits which does good chip damage (assuming they have no stock to guard roll)
  • qcb+C goes slightly further than qcb+A, making it slightly easier to combo all the hits
  • free cancellable into
  • free cancellable out of on all hits


4. Metal Massacre - qcb+K

  • Mature dashes forward and performs a 3 hit slash attack that has very good recovery
  • qcb+B travels about 1/3 screen while qcb+D travels 2/3 screen length
  • qcb+D does a slight bit more damage than qcb+B and can combo at all the ranges that qcb+B comboes at. Since it also seems to have the same recovery time, there doesn't seem any reason to use qcb+B over qcb+D in combos
  • free cancellable into
  • free cancellable out of on all hits


5. Sacrilege - dp+P

  • Mature performs a rising uppercut attack that travens quite far horizontally doing many hits
  • for dp+A, the second hit (and onwards) lifts the opponent into the air while for dp+C, the third hit (and onwards) lifts them into air
  • dp+A free cancellable out of on the first two hits, dp+C free cancellable out of on the first three hits
  • comes out fast and useful in combos (dp+C does more hits and more damage than dp+A), but is not fast enough and not invincible to be used as a wakeup reversal


6. Ebony Tears - qcf hcb+P

  • Mature throws a projectile that has a very large vertical hitbox, but has some startup delay
  • A version travels slower and recovers better
  • difficult to jump over, especially the A version which travels slower


DMs

1. Nocturnal Rites - qcfx2+P

  • Mature performs a series of 4 slashes, the initial one coming out very fast. If the 4th one hits, she will perform a final hit that knocks the opponent back
  • doesn't do that much damage but combos easily off of weak attacks and can punish some whiffed moves. Not to be used on wakeup


2. Heaven's Gate - qcb hcf+K

  • Mature dashes forward. If she connects, she grabs the opponent and slams them into the corner
  • B version goes about 3/4 screen while D version goes full screen
  • has startup invincibility, but is punishable on block
  • hard knockdown


SDMs

1. Nocturnal Rites - qcfx2+P

  • Mature performs aseries of 4 slashes, just like the normal DM version


2. Heaven's Gate - qcb hcf+K

  • works the same as the normal DM but does more damage
  • generally not worth using as the damage increase isn't worth the meter used


HSDMs

1. Ecstasy 816 - f D C B f

  • Mature jumps forward similar to her qcf+P. If she connects, she will perform on them followed by an explosive kiss
  • relatively low damage move for an HSDM and no practical ways of connecting it
  • quite punishable on block


Notes

  • cancellable normals are close A, crouch A, far A, close B(both hits), close C, crouch C, close D(2), crouch D
  • CD is cancellable into special moves and DMs