Introduction
Colors
Gameplay overview
Mature is a zoning/rushdown character. You can either get far away and (ab)use her powerful Ebony Tears to zone your opponent and punish attempts to evade them, or try to get in-close and mixup/force chip damage.
In-depth analysis
Movelist
Normal Throws
- b or f + C - Breakable, forward knockdown, face forward, rollable.
- b or f + D - Breakable, reverse knockdown, back turned, un-rollable. No blue grab effect at startup.
Fastest Attacks
- 0F: C throw; D throw
- 1F: st.A
- 2F: cl.A; cl.C
- 3F: cl.B; st.B; cr.A; cr.C
- 4F: -
- 5F: cr.B; f + B; dp + A; DM qcf qcf + A; SDM qcf qcf + P
- 6F: -
- 7F: DM qcf qcf + C
- 8F: cl.D; st.C; cr.D; dp + C
- 9F: -
- 10F: qcb + P
Combos
Best jump-ins:
- j.B
- cr.B x 1+, (cr.A / st.A) x 1+ >
- (S)DM Nocturnal Lights (qcf qcf + P)
- Death Row (qcb + C x 3)
- dp + A
- f + B
- cl.B (2 hits) >
- (S)DM Nocturnal Lights (qcf qcf + P)
- Death Row (qcb + C x 3)
- dp + A
- f + B
On point blank you may do cr.B before cl.B.
- cl.C / cr.C / cl.D (2 hits) >
- (S)DM Nocturnal Lights (qcf qcf + P)
- (S)DM Heaven's Gate (qcb hcf + K)
- Death Row (qcb + C x 3)
- qcb + D
- dp + P
- f + B
The SDM Nocturnal Lights (qcf qcf + P) deals a little more damage than SDM Heaven's Gate (qcb hcf + K), but DM Nocturnal Lights (qcf qcf + P) and DM Heaven's Gate (qcb hcf + K) deals almost the same damage.
- Simple buffers:
- cr.B, st.A / cl.A > (S)DM qcf qcf + P
- cr.B, qcf + A > qcf + P (As cr.B is not cancelable, qcf + A will chain into a normal attack.)
- cr.B, st.A / cl.A > (S)DM qcf qcf + P
Strategy Corner
- MAX: cr.B, cr.A > + C x 3
deals ??? than
- cr.B, cr.A > + P
Keep this in mind, when you need to decide whether to trigger MAX or keep meter for a DM.