The King of Fighters '98/Mature

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Mature98 stance.gif

Introduction

Colors

Snka.gif Snkb.gif Snkc.gif Snkd.gif
Mature98 colorA.png Mature98 colorB.png Mature98 colorC.png Mature98 colorD.png

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

Frames Advantage Cancel Block Hitbox Notes
Standing Close
Snka.gif 2/3/9 0/-2 C HL
Mature98 clA.png
Mature's best close move cause fast, best close range attack and cancelable. Misses most crouching characters on the other hand.
Snkb.gif 3/3(8)3/11 0/-2 -/C L/HL
Mature98 stB1.png
Mature98 stB2.png
Low attack. 2 hits. Cancelable.
Snkc.gif 2/3+4/22 -9/-11 C HL
Mature98 clC1.png
Mature98 clC2.png
Fast, cancelable. Useful when you're really close to the opponent.
Snkd.gif 8/3(15)3/18 -1/-3 -/C HL/HL
Mature98 clD1.png
Mature98 clD2.png
More damage close move.
Standing Far
Snka.gif 1/3/9 0/-2 C HL
Mature98 stA.png
Fast, decent range, cancellable. Misses most crouching characters.
Snkb.gif 3/3(8)3/11 -2/-4 -/C L/HL
Mature98 stB1.png
Mature98 stB2.png
Snkc.gif 8/6/21 -7/-9 - HL
Mature98 stC.png
Long range poke. Not cancelable.
Snkd.gif 15/3/29 -12/-14 - HL
Mature98 stD.png
Long range poke. Not cancelable.
Snkc.gif+Snkd.gif 17/5/21 KD/-4 S HL
Mature98 stCD.png
Crouching
Snka.gif 3/3/9 0/-2 C HL
Mature98 crA.png
Fast, decent range, cancelable. Often used after a cr.B. 'Footsie' move.
Snkb.gif 5/3/8 +1/-1 - L
Mature98 crB.png
Main combo starter. Links into cl.B, cr.A
Snkc.gif 3/2+3/22 -7/-9 C HL
Mature98 crC1.png
Mature98 crC2.png
Mature's normal anti-air. Very fast and cancelable.
Snkd.gif 8/5/25 KD/-12 C L
Mature98 crD.png
Sweep. Cancelable.
Jump
Snka.gif 6/8 -/- - H
Mature98 jA.png
Snkb.gif 3/2(5)5 -/- -/- H/H
Mature98 jB1.png
Mature98 jB2.png
Mature's main jump-in. 2 hits.
Snkc.gif 6/4 -/- - H
Mature98 jC.png
Good vs air-to-air.
Snkd.gif 9/4 -/- - H
Mature98 jD.png
Snkc.gif+Snkd.gif 18/4 KD/- - HL
Mature98 jCD.png
Command Normals
f + Snkb.gif 5/2(9)3/22 -5/-7 -/- HL/HL
Mature98 fB1.png
Mature98 fB2.png
Like Vice's Standing B, but slower. Un-cancellable. Not very useful.
Special Moves
qcb + Snka.gif 10/2*3/34 HL
Mature98 qcbP1.png
Death Row (qcb + P, up to 3 times)

Your main combo move. Deals a lot (nine bits, three for each) of chip damage when blocked, so forcing your opponent to block it after a Standing or Crouching A can be useful way to get 'free' damage. Be aware of Guard Cancel Rolls if your opponent has stocks, though. It also builds a LOT of meter.

A version is faster, and has less reach. C version moves you forward a bit more, so it's easier to combo.

qcb + Snkc.gif 10/2*3/36 HL
> qcb + Snka.gif 10/2*3/31 HL
Mature98 qcbP2.png
> qcb + Snkc.gif 13/2*3/35 HL
>> qcb + Snka.gif 15/2*3/28 HL
Mature98 qcbP3.png
>> qcb + Snkc.gif 16/2*3/34 HL

qcb + Snkb.gif

16/2+2+2/27 HL
Mature98 qcbK.png
Metal Massacre (qcb + K)

A dashing slash that hits three times. You can use it to punish people rolling through your Ebony Tears if you don't have meter for a Heaven's Gate, to change from a zoning to a rush strategy aided by the hitstun of a blocked E. Tear, or to put pressure/chip cancelling it from a crouching D.

qcb + Snkd.gif 23/2+2+2/34 HL
qcf + Snka.gif 18/3/29 HL
Mature98 qcfP1.png
Mature98 qcfP2.png
Despair (qcf + P)

A leaping slash. Can go over low projectiles and I guess can be used as an (uber crappy) anti-air, but it's really slow and has huge recovery. Avoid using it.

qcf + Snkc.gif 23/3/29 HL
Mature98 qcfP3.png

hcf + Snkb.gif

19/3/36 HL
Mature98 hcfK.png
Decide (hcf + K)
hcf + Snkd.gif 21/3/38 HL
qcf hcb + Snka.gif 26/25 HL
Mature98 qcfhcbA.png
Ebony Tears (qcf hcb + P)

Awesome. A version will be the one you will be using the most; it travels very slowly and you recover from it fast, allowing you to either punish anyone trying to evade the Tear or gain positional advantage using the Tear's pushback (move forward so your opponent can keep getting pushed to the corner). You can also use a Metal Massacre to get in close (while dealing some extra chip damage) while your opponent is still in block stun.

C version comes out slower, but travels very fast. You can throw one of these every now and then to catch people expecting a slow Tear off guard.

qcf hcb + Snkc.gif 26/27 HL
Mature98 qcfhcbC.png
dp + Snka.gif 5/36/20 HL
Mature98 dpP1.png
Mature98 dpP2.png
Sacrilege (dp + P)
dp + Snkc.gif 8/36/28 HL
Mature98 dpP3.png
Mature98 dpP4.png
DMs
qcb hcf + Snkb.gif 1+10/16/30 HL
Mature98 qcbhcfK.png
Heaven's Gate (qcb hcf + K)
qcb hcf + Snkd.gif 1+10/24/33 HL
qcb hcf + Kick.gif
(SDM)
1+10/24/30 HL
qcf qcf + Snka.gif 1+4/2+14+2+14+2+15+2/30 HL
Mature98 qcfx2P1.png
Mature98 qcfx2P2.png
Nocturnal Lights (qcf qcf + P)
qcf qcf + Snkc.gif 1+6/2+14+2+14+2+15+2/34 HL
qcf qcf + Punch.gif
(SDM)
1+4/2+14+2+14+2+15+3/30 HL

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 Heaven's Gate (qcb hcf + K)
    • (S)DM Nocturnal Lights (qcf qcf + P)
    • Death Row (qcb + C x 3)
    • qcb + B
    • dp + P
    • f + B


  • 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.)


Strategy Corner

  • MAX: cr.B, cr.A > qcb + C x 3

deals ??? than

  • cr.B, cr.A > qcf qcf + P

Keep this in mind, when you need to decide whether to trigger MAX or keep meter for a DM.