The King of Fighters XIII/Mature

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Mature

KOFXIII-Mature Face.png

In a nutshell

Fill this in with a general overview of the character.


Video Walkthrough

Move List

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Standing Light Punch
kof.lp
25
chaincancel cancel
Standing Light Kick
kof.lk
30
cancel
Close Light Kick
Close kof.lk
10+22
cancel
1st hit: low
Standing Heavy Punch
kof.sp
80
cancel
Close Heavy Punch
Close kof.sp
70
1st hitbox: cancel
Standing Heavy Kick
kof.sk
80
Close Heavy Kick
Close kof.sk
70
cancel
Crouching Light Punch
d + kof.lp
25
chaincancel cancel
Crouching Light Kick
d + kof.lk
30
low chaincancel
Crouching Heavy Punch
d + kof.sp
70
1st hitbox: cancel
Crouching Heavy Kick
d + kof.sk
80
low softknockdown cancel
Blowback Attack
kof.sp + kof.sk
75
softknockdown specialcancel
Jumping Light Punch
Air kof.lp
Jump: 45
Hop: 40
high
Jumping Light Kick
Air kof.lk
Jump: 45
Hop: 40
high
Jumping Heavy Punch
Air kof.sp
Jump: 72
Hop: 70
high
Jumping Heavy Kick
Air kof.sk
Jump: 70
Hop: 68
high
Jumping Blowback Attack
Air kof.sp + kof.sk
Jump: 90
Hop: 80
softknockdown

Throw

Name
Command
Damage
Special Properties (glossary)
Deathblow
f or b + kof.sp or kof.sk (while close)
100
throw softknockdown

Special Moves

Name
Command
Damage
Special Properties (glossary)
Death Row
qcb + p ×3
ex : qcb + kof.lp + kof.sp , qcb + p ×4
p : 20×3, 20×3, 20×3
ex : 40×4, 50
softknockdown drivecancel
Metal Massacre
qcb + k
kof.lk : 35×2
kof.sk : 35×3
ex : 50×4
drivecancel
Ebony Tears
qcf hcb + p
p : 70
ex : 60×3
softknockdown
Despair
dp + p
p : --
ex : 140
ex : startupinv softknockdown
Tsuika
Despair, then p
80
softknockdown

Desperation Moves

Name
Command
Damage
Special Properties (glossary)
Nocturnal Lights
qcf qcf + p
p : 20×4+100
ex : 20×4+30×3+50×3
softknockdown maxcancel
Heaven's Gate
qcb hcf + k
0+220
startupinv hardknockdown maxcancel
Awakening Blood
qcb hcf + kof.lp + kof.sp
450
high hardknockdown

Apprentice Combos

Strategy

Move Analysis

Normal Moves

  • Standing Light Punch (Snka.gif) - A standard answer to hops; covers the short horizontal, shoulder-level hop space with fast startup. Whiff on crouching characters but is difficult to whiff punish on reaction.
  • Standing Light Kick (Snkb.gif) - A straight side kick, identical to Vice's Standing Snkb.gif. Fast, cancelable, and reaches far. This is Mature's quickest and safest grounded poke that connects against crouching opponent while hitbox is high enough to beat the early startup and arc of a hop. This attack can't be chain canceled into any other normal though it leaves the player somewhat neutral on block and could always be canceled into a special to gain more frame advantage or to create a blockstring.
  • Close Light Kick (Close Snkb.gif) - In previous KOF games most characters had both a Close and a Far Light Kick attack though in KOFXIII Mature is the only one with this feature. Her Close Snkb.gif is a two-hit kick that can be chain canceled into. The first hit is a low attack while the following hit can be blocked high or low but either hit can be canceled into specials and DMs.
    • The 'close' activation range is long; it's possible to chain two Crouching Snkb.gif attacks into Close Snkb.gif up close to an opponent.
    • While this move can combo after Crouching Snkb.gif the resulting pushback can make Death Row ([File:qcb.gif]] + Punch.gif x3) sometimes whiff. Confirming Crouching Snkb.gif into Crouching Snka.gif is a safer option to avoid this issue.
    • Using this attack alone as a hitconfirm after a jumping attack gets the job done to a degree and is easy to combo into a special or Nocturnal Lights (Qcf.gifQcf.gif + Punch.gif). The downside is that the player has to commit to the predictable double kick which leaves both players more at neutral and pushes both away further than confirming a fully-interruptable Crouching Snkb.gif/Snka.gif series.
  • Standing Heavy Punch (Snkc.gif) -
  • Close Heavy Punch (Close Snkc.gif) -
  • Standing Heavy Kick (Snkd.gif) -
  • Close Heavy Kick (Close Snkd.gif) -
  • Crouching Light Punch (Down.gif + Snka.gif) -
  • Crouching Light Kick (Down.gif + Snkb.gif) -
  • Crouching Heavy Punch (Down.gif + Snkc.gif) -
  • Crouching Heavy Kick (Down.gif + Snkd.gif) -
  • Blowback Attack (Snkc.gif + Snkd.gif) -
  • Jumping Light Punch (Air Snka.gif) -
  • Jumping Light Kick (Air Snkb.gif) -
  • Jumping Heavy Punch (Air Snkc.gif) -
  • Jumping Heavy Kick (Air Snkd.gif) -
  • Jumping Blowback Attack (Air Snkc.gif + Snkd.gif) -

Throw

  • Deathblow (Right.gif or Left.gif + Snkc.gif or Snkd.gif [while close]) -

Special Moves

  • Death Row (Qcb.gif + Punch.gif x3) - An arcing rekka series made of three slashes that hit three times each. Death Row connects from cancelable Light attacks and causes a soft knockdown on the last hit; the player can use this attack often in basic hitconfirm combos and even Drive Cancel the last hit to extend a combo.
    • Each part of the rekka can be delayed in order to make a frametrap on block or to stagger the timing in a corner juggle to connect with more hits.
    • The first slash in the series is the safest on block though with the right spacing Death Row can be difficult to punish on block for some characters.
    • Ex.png Death Row (Qcb.gif + Snka.gif + Snkc.gif, Qcb.gif + Punch.gif x4) - Mature's EX rekka has five slashes although this doesn't deal much more damage than the usual. She moves forward further though which will always allow the attack to connect after Light attacks where the standard version can sometimes whiff.
  • Metal Massacre (Qcb.gif + Kick.gif) - Causes Matures to attack with a horizontal slash that leaves the opponent standing. This attack is safe on block and can be Drive Canceled on hit. Only combos from Heavy attacks outside of a juggle combo.
    • The Snkb.gif version causes Mature to immediately use the forward slash while the slow Snkd.gif alternative makes her run forward a bit before getting close to the opponent and then slashing.
    • Both versions are safe and even advantageous on block.
    • Ex.png Metal Massacre (Qcb.gif + Snkb.gif + Snkd.gif) - An improved Snkb.gif slash that leaves the player with enough frame advantage on hit to link a Close Snkc.gif to continue the combo. This version will also push the opponent back much further on hit and can be looped to perform a grounded corner carry combo.
  • Ebony Tears (Down.gifDownright.gifHcb.gif + Punch.gif) - Mature throws a large crescent projectile that travels fullscreen that will cause a soft knockdown on hit. The startup time is lengthy but once the projectile is out it cannot be hopped over. The main use of this move is to find an opening to safely get the projectile out to cover the ground and then follow behind the projectile to punish a jump or roll attempt or go on the offense if the opponent blocks.
    • The Snka.gif version moves across the screen slowly and allows Mature to run behind the projectile after recovering. This can be difficult for the opponent to get around if the player manages to get passed the startup time uninterupted.
    • Snkc.gif Ebony Tears moves across the screen faster and by the time Mature recovers it will have either whiffed or hit the opponent already. This version can be mixup with the the slower variant to mess with the opponent's jump timing to make them second guess which version will be used but overall the Snka.gif projectile is a safer tool on offense and defense.
    • Ex.png Ebony Tears (Down.gifDownright.gifHcb.gif + Snka.gif + Snkc.gif) - Greatly improved projectile that moves even slower across the screen and hits three times which can easily be followed up with additional attacks. It's possible to incorporate this move into combos via juggles and Drive Cancels and it can even loop into itself from certain spacings.
    • The startup time is still problematic and requires a decent amount of time to startup but the reduced speed allows the player to dominate the ground as the crescent slowly covers the lower half of the screen. If the player waits for the projectile to start hitting (i.e. confirm blockstun) the opponent before attacking the player can effectively react and punish rolls, jumps, and other invulnerable escape methods, forcing the opponent to block and take the oncoming offensive momentum.
  • Despair (Dp.gif + Punch.gif) - Mature flips forward into the air at one of two selectabel heights and can activate Tsuika throughout most of the flip. The Snka.gif version moves Mature forward in a low, hop-like arc toward the opponent and thus recovers fast. The Snkc.gif Despair sends Mature flying higher and further like a jump. For close-ranged pressure and in Drive Cancel combos, the Snka.gif version functions better due to being faster to connect and land.
    • Both versions can cross the opponent up with the correct spacing and timing of Tsuika.
    • Tsuika (Despair (Dp.gif + Punch.gif), then Punch.gif) - A downward-arcing slash and the only attack that can be done during the aerial arc of Despair. The window to attack with Tsuika is fairly large and timing the attack to hit late is important in Mature's corner combos.
      • Knocks the opponent into the air on hit which leaves the opponent in a juggleable state. Followup options vary based on positioning.
    • Ex.png Despair (Dp.gif + Snka.gif + Snkc.gif) - Invulnerable on startup, although unsafe if blocked. Moves Mature forward at a low-to-ground arc and automatically performs the Tsuika followup.
      • One of Mature's few reversal options.

Desperation Moves

  • Nocturnal Lights (Qcf.gifQcf.gif + Punch.gif) - Mature attacks with multiple horizontal slashes and ends with a finisher that will only come out if the DM fully connects. It's possible for this move to juggle the opponent but only every other slash will connect and the finishing hit is too slow in most instances to catch the opponent, so use a better move to end a juggle combo. Lacks invulnerability and can be unsafe on hit as an anti-air so this move is strictly for combos.
    • Nocturnal Lights from Light attacks and can easily finish a simple grounded hitconfirm combo, but the damage output isn't all that threatening.
    • Can be Max Canceled but the damage added from this DM is nearly negligible.
    • Ex.png Nocturnal Lights (Qcf.gifQcf.gif + Snka.gif + Snkc.gif) - Deals more damage and ends with a funkified Ebony Tears finisher. Suffers the same shortcomings as a utility move as with the standard version.
    • Max Cancelable, but only before the damaging final hit.
  • Heaven's Gate (Qcb.gifDownleft.gifQcf.gif + Kick.gif) - Causes Mature to run forward over 1/2 the screen and if the opponent is hit by her arm, she drags and slams the enemy all the way into the corner. The startup length is slow and doesn't connect from Light attacks, but if the opponent is high enough in the air then it's possible for the player to end a combo with this move and get full damage unlike with Nocturnal Lights.
    • The startup period where Mature stands still is completely invulnerable and can catch slow whiffs or poor jumps.
    • The better DM to Max Cancel as all of the damage is dealt before canceling into Awakening Blood.
    • While this causes a Hard Knockdown and corners the opponent, Mature is pushed back from the opponent and the frame advantage afterward isn't enough to get in on the opponent, rather just enough to maintain the advantageous corner spacing.
  • Awakening Blood (Qcb.gifDownleft.gifQcf.gif + Snka.gif + Snkc.gif) - Mature removes her eyepatch, triggering a large eye to glare at the opponent before a long red barb cracks down on the opponent. The attack comes from behind Mature from the top corner of the screen and reaches to the bottom of the opposite side of the playing field.
    • Hits as an overhead but realistically anyone should be able to block high after being caught off guard the first time.
    • This Neomax combos from Specials and Heavy normals and is fast enough to punish specials from a quick reaction.
      • The hitbox isn't as large as initally appearing: The active area is low on the ground and can be jumped over from anywhere on screen to be avoided.

Tips and Tricks

Combos

0% Drive

0 Bar

  • cr.B cr.A xx qcb+C x3 - (184, 11)
  • (jump attack) cl.C xx qcb+C x3 - (210, 17)

1 Bar

  • (jump attack) cl.C xx qcb+BD, cl.C xx dp+A~A

2 Bar

  • (jump attack) cl.C xx qcb+BD, cl.C xx qcb+BD, cl.C xx dp+A~A

50% Drive

0 Bar

  • cr.B cr.A xx qcb+C x3 (DC) qcb+D, qcb+C x3, cl.C
  • cl.C xx qcb+C x3 (DC) qcb+D, qcb+C x3, cl.C - (302, 45)

The close C followup only works in the corner.

100% Drive

Basic Strategy

Advanced Strategy

Frame Data