The King of Fighters XIII/Mature
From Shoryuken Wiki, Marvel vs. Capcom 3 Strategy and More!
In a nutshell
One of more classy woman from the KOF series, Mature returns after her supposed death in the KOF tournament. Traditionally a more zoning-type character, Mature now has a strong mix of both rushdown and zoning. Her pressure and combos are now much more fluid and stronger than they have ever been before, and she still retains most of her previous zoning abilities with vertically large projectile.
- Light Metal Massacre (qcb+B) is a one hit attack (previously 35×2).
- EX Death Row (qcb+AC) puts crouching opponents into pushback hit state. If the opponent is crouching during hits 1-4, a heavy Metal Massacre (qcb+D) can still combo with a Drive Cancel.
- EX Despair (dp+AC) does not cross up crouching opponents anymore.
- Ebony Tears (qcf hcb+P) has faster startup. It can also be followed up on hit.
- Standing Light Punch () - 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 () - A straight side kick, identical to Vice's Standing . 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 ) - 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 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 attacks into Close up close to an opponent.
- While this move can combo after Crouching the resulting pushback can make Death Row ( + x3) sometimes whiff. Confirming Crouching into Crouching 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 ( + ). 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 / series.
- Standing Heavy Punch () - Mature leans inward and slaps with a slight upward arc at mid level. This attack is like a smaller version of Iori's Far . The attack can be canceled on hit or whiff into specials but the short range requires the player to be in close range. Mature has longer attacks for ranged pokes and stronger anti-air options so players should avoid whiffing this move unless setting up for a whiff cancel to bait the opponent.
- Moves Mature forward during the attack recovery.
- Close Heavy Punch (Close ) - A macho standing uppercut that closely resembles Kyo and Iori's Close . Of Mature's Close Heavy normals, this is her faster one which makes it a preference in combos and in certain link or frametrap situations.
- Due to the large vertical hitbox this punch is a wonderful anti-air against close opponents. Some setups to get in range and anti-air include running forward at the opponent and pressing should the enemy go airborne, walking forward with frame advantage against a cornered opponent then pressing when in the 'close' range to both hit with a quick attack and possibly anti-air neutral jumps in the corner, and simply using Mature's throw in most instances so that her anti-air upper would come out if the throw didn't activate.
- Standing Heavy Kick () - 30° high kick that controls much of the hop space in front of Mature's head level. This is primarily an anti-air and hop-preventive normal that reaches much further forward and upward than a simple Standing which can allow the player to anti-air difficult, long-reaching jumping attacks by spacing on the ground so that the opponent will be hit by the tip of Mature's foot.
- Close Heavy Kick (Close ) - An upward knee attack. Standard Close Heavy normal; cancels into specials and DMs. Close is faster and can also anti-air so aside from the occasional mixup between both normals to mess with the opponent's timing, this move is outclassed by its sibling.
- Crouching Light Punch ( + ) - A quick little crouching slap. Mature is one of the characters that cannot cancel her Crouching into specials and so the player must link into this attack in order to score a knockdown from a hitconfirm. The attack's reach is much shorter than Crouching though the player can typically land a jumping attack followed by two Crouching Light attacks so the matter of range in terms of confirming isn't too big of a loss.
- Crouching Light Kick ( + ) - Pretty solid Crouching Light Kick that does everything it needs to do from being a quick, chainable low attack to functioning as a tripguard anti-air. Although this is one of the fewer Crouching s that can't be directly canceled, Mature can simply chain cancel into Crouching / Close .
- Crouching Heavy Punch ( + ) - Mature slashes with her arm in a long arc that starts diagonally downward that continues all the way behind her head. This attack can anti-air competently and covers the space just above her head that Standing and her Blowback Attack can't control. The horizontal hitbox is similar to Standing only whiffing the attack does not move Mature forward which can be a favorable thing on top of the improved, anti-airing hitbox. In general this attack is a giant horizontal and vertical hitbox that can be canceled, similar to perhaps Yamazaki's Crouching from previous KOF games.
- Crouching Heavy Kick ( + ) - Mature's coffee grinder sweep kick. The reach is a slight improvement over Crouching and is cancelable to boot. At times due to spacing it can prove easier to use Crouching as a tripguard anti-air for its soft knockdown with no need to worry about being in range to link Crouching for a knockdown.
- Buffering Death Row ( + x3) during a sweep can anti-air the opponent if the sweep was read and hopped over. Death Row's first hit is primarily an upward attack that acts as a hop-controlling wall.
- On a more offensive note, canceling into Despair ( + ) or Metal Massacre ( + ) on block is a way to followup the sweep and move the player forward in on the opponent, possibly with frame advantage depending on which special is used.
- Blowback Attack ( + ) - This is the mother of all crescent kicks. There are two hitboxes on this attack and they are the anteceding 'shin kick' and the secondary high kick that hits above Standing height. This kick is an enormous anti-air during the second hitbox's active frames, although the heavy startup time makes this move best when done on reaction to a full jump or when done against a quick reaction to a hyperhop. Even if the opponent stays grounded, the initial hitbox can cover Mature's vulnerability should the opponent not stuff the startup of the attack.
- Jumping Light Punch (Air ) - A primarily air-to-ground attack although the hitbox has poor reach like her Jumping . This attack has a larger window of active frames and can be used earlier in a hop arc to hit the opponent and also minimize the window of which the player can be anti-aired. Deals enough hitstun to easily follow up with a grounded combo.
- Jumping Light Kick (Air ) - A purely horizontal kick, basically Standing but done in the air. Unlike Vice's similarly-appearing Jumping this cannot cross up or even connect against crouching opponents. It's only use then is as a solid air-to-air attack in situations where both players are approaching in the air at about the same height.
- Jumping Heavy Punch (Air ) - Works as a jump-in attack but the horizontal and vertical range is poor, meaning the player must be very close and deep in on the opponent when using this attack. If it hits, the player has a standard amount of frame advantage to start a combo or keep an offense going. The active frame window is short when compared to most air-to-ground attacks which can make landing this attack more difficult outside of more guaranteed situations such as hopping a sweep.
- Jumping Heavy Kick (Air ) - A slightly upward-angled air kick. Rather strong in air-to-air situations where the opponent is above or on level with the player. This attack covers a stronger angle than Jumping though it is also will whiff as a air-to-ground attack.
- Jumping Blowback Attack (Air + ) - Mature's most 'standard' jump-in attack that reaches downward at a 45° angle. Unlike her other jumping attacks, this one can easily connect against a grounded opponent while doing so much earlier in the air. Unfortunately as a Blowback Attack the opponent can block this crouching which weakens Mature's high/low offense and also causes a soft knockdown should it connect instead of leading into a full combo. Despite the drawbacks the hitbox covers an important angle that no other aerial option comes close to controlling.
- Deathblow ( or + or [while close]) - Mature grabs the opponent's head and after an ojousama laugh slaps them away. The knockdown inflicted is techable and will place the opponent nearly fullscreen away. From midscreen this will reset the spacing of the match while allowing no direct followup setups. If the opponent is thrown into the corner, the player can immediately hop at the enemy for a safehop or empty hop setup.
- Death Row ( + 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.
- Death Row ( + + , + 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 ( + ) - 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 version causes Mature to immediately use the forward slash while the slow 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.
- Metal Massacre ( + + ) - An improved slash that leaves the player with enough frame advantage on hit to link a Close 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 ( + ) - 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 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.
- 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 projectile is a safer tool on offense and defense.
- Ebony Tears ( + + ) - 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 ( + ) - Mature flips forward into the air at one of two selectabel heights and can activate Tsuika throughout most of the flip. The version moves Mature forward in a low, hop-like arc toward the opponent and thus recovers fast. The Despair sends Mature flying higher and further like a jump. For close-ranged pressure and in Drive Cancel combos, the 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 ( + ), then ) - 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.
- Despair ( + + ) - 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.
- Nocturnal Lights ( + ) - 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.
- Nocturnal Lights ( + + ) - 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 ( + ) - 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 and for a while onward Mature is is completely invulnerable and can catch slow whiffs, poor hops and jumps, or punish projectiles and close blockstrings.
- 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 ( + + ) - 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
- cr.B cr.B cr/st.A xx qcb+C x3 - (201, 27)
You can omit one cr.B if the range does not permit three hits.
- (jump attack) cl.C xx qcb+C x3 - (210, 16)
- cr.B cr.B cr/st.A xx 2x qcf+P (248, 18)
You can omit one cr.B if the range does not permit three hits.
- (jump attack) cl.C xx qcb+BD, cl.C xx qcb+C x3 (383, 22)
- cr.B cr.B cr/st.A xx 2x qcf+AC (357, 18)
You can omit one cr.B if the range does not permit three hits.
- (jump attack) cl.C xx qcb+BD, cl.C xx qcb+BD, cl.C xx qcb+C x3 (504, 29)
- cr.B cr.A xx qcb+C x3 (DC) qcb+D, qcb+C x3, cl.C (299, 40)
- cl.C xx qcb+C x3 (DC) qcb+D, qcb+C x3, cl.C - (337, 35)
The close C followup only works in the corner.
- cr.B cr.A xx qcb+AC x4 (DC) qcb+D, cl.C xx qcb+C x3 (399, 34)
- cr.B cr.A xx qcb+AC x5 (DC) qcb+D, cl.C xx qcb+C x3, cl.C (389, 31)
The close C followup only works in the corner. A lower damage variation on the first combo, but gives a reset afterwards.