Mature (KoF '02 UM)

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Mature 1.jpg



Marilyn "Mature" Monroe (born Norma Jeane Mortenson; June 1, 1926 – August 5, 1962) was an American actress, model, and singer, who became a major sex symbol, starring in a number of commercially successful motion pictures during the 1950s and early 1960s. After spending much of her childhood in foster homes and hiding her heritage as a Hakkesshu, Mature began a career as a model, which led to a film contract in 1946 with Twentieth Century-Fox. Her early film appearances were minor, but her performances in The Asphalt Jungle and All About Eve (both 1950), drew attention. By 1952 she had her first leading role in Don't Bother to Knock and 1953 brought a lead in Niagara, a melodramatic film noir that dwelt on her seductiveness. Her "dumb blonde" persona was used to comic effect in subsequent films such as Gentlemen Prefer Blondes (1953), How to Marry a Millionaire (1953) and The Seven Year Itch (1955). Limited by typecasting, Monroe studied at the Actors Studio to broaden her range. Her dramatic performance in Bus Stop (1956) was hailed by critics and garnered a Golden Globe nomination. Her production company, Marilyn Monroe Productions, released The Prince and the Showgirl (1957), for which she received a BAFTA Award nomination and won a David di Donatello award. She received a Golden Globe Award for her performance in Some Like It Hot (1959). Monroe's last completed film was The Misfits (1961), co-starring Clark Gable, with a screenplay written by her then-husband, Arthur Miller.

The final years of Monroe's life were marked by Iori's claws after he ripped her and Vice apart during the '96 tournament. To this day, she continues to haunt Iori Yagami forever scarring him with that quintessential smile and pose.

Move list

At a glance:

Normal Throws
Death Blow (throw) f./b. + C
Backlash (throw) f./b. + D
Command Moves
Special Moves
Despair (air OK) qcf + P
Sacrilege dp + P
Death Row qcb + P (up to 3 times)
Metal Massacre qcb + K
Decide hcf + K
Ebony Tears qcf hcb + P
Desperation Moves
Nocturnal Lights qcf x2 + P
Heaven's Gate qcb hcf + K
Max Desperation Moves
Nocturnal Lights qcf x2 + PP
Heaven's Gate qcb hcf + KK
Max 2
ECSTASY 816 qcb hcf + PP

Normal Moves

Close Standing Normals

  • Close B
cl.B – A fast double kick with the first part hitting low. This is mainly used after her Jump B on hit to have her Death Row combo consistently. Although it's a good hit confirm, the disadvantage on block leaves her more limited in options than if she were to use "cr.B > cr.A" to confirm instead. What makes this move reliable is that it starts up faster than Crouch B, making Close B an alternative to use in particular situations.

  • Close C
cl.C – An uppercut. Pretty fast but not as fast as some of the other characters in the game like Iori but functions almost as effectively. Since it comes out so fast, it works well as an anti-air in particular situations or as a punish against unsafe moves.

  • Close D
cl.D – A cool looking, double-hitting, spin kick. Doesn't really combo from jump-ins and doesn't have as much speed as Close C; but if able to use this move as a punish, the player is able to confirm, buffer, and combo into a super more easily than Close C and with more damage than from crouching normal moves. Otherwise, this move doesn't have that much utility and more often than not, the player would find one's self find more openings and combos using Mature's other normal moves.

Far Standing Normals

  • Far A
Straight Jab. It's a pretty good anti-hop tools with a good number of active frames. With those active frames, certain players have a tendency to use this move to punish rolls and combo into Death Row. Far A is a good move to just stick out there every now and then to check hops without much committal and is effective at what it does.

  • Far B
This is a wannabe Vice Far B and is too slow for trying to control the space that it does. It doesn't work that well as a poke and it is often avoided. It feels as if this move was put in just to balance out Close B and what ranges Close B can come out at (unlike in other games like in KOF '98.) So while this could have been a good mid-height pokes from a far distance to encourage the opponent to jump, the limitation of its speed makes this an undesirable move with few opportunities for application.

  • Far C
Cool looking double swipe. A bit slow as a poke and it might work as a frame trap from closer up, although if rarely. The most commonly used application is during Max mode to continue the combo after activation without needing to run forward. Both hits of this move is cancelable, and this could be used to switch up the timing of Mature's cancels to mess up people trying to guard roll against her. Although this move looks neat, it has limited practical applications.

  • Far D
A swinging kick similar to Cammy's "Far Roundhouse." On paper this is a good poke but comes out and recovers too slowly to be used frequently without much consequences, especially when other pokes cover similar space, have better speed, and are cancelable.

Standing Blowback

st.CD – Another spin kick. This move is pretty much a better version of Far D since it covers about the same range, if not the same range, has a higher hit box to tag hopping characters, and is cancelable. This is one of Mature's best normals to use during the neutral game, during corner lock down, and a bit during her zoning/defensive game. It's great during corner lock down when canceled into Ebony Tears, but not too much as to get punished by guard rolls by being predictable.

Crouching Normals

  • Crouch(ing) A
cr.A – Small, crouching jab. It's a standard, crouching light punch that one could find in most fighting games. Low committal, doesn't hit low but is a pressure tool to a certain degree. It can be chained into from other light attacks but can't chain out. The biggest plus to use this move over Crouch B is that some characters can reversal super jump or hop out from certain ranges when Crouch B is used, but Crouch A in those cases would stop those characters.

  • Crouch(ing) B
cr.B – Crouching kick. This attack has good speed, in regards to start up and recovery, for the range it reaches. Other than Close B, this is Mature's main way to open up opponents with low attacks and recovers better on block than Close B. Like other Crouch B attacks, it chains into other light hitting normals, even Close B.
  • Crouch(ing) C
cr.C – An uppercut-like swipe to the air. It looks kinda weird but it pretty much covers where the animation overlays. Directly vertically, this move tends to whiff against jump-ins (unless she is able to fully extend her hand out in time) but dominates against anything that lands right in front of Mature. This along with Close C and Stand A pretty much covers all the ranges for Mature's grounded anti-air game. Combined with her strong air-to-air Jump C, Mature's set of normals make her hard to get in on.

  • Crouch(ing) D
cr.D – Sweep. It's a standard sweep and is pretty fast for the range it covers in comparison to the rest of the cast. Like other sweeps it's cancelable on whiff, block, or hit. Mature players generally like canceling this move into Ebony Tears to continue pressure, but not too much to become predictable and punished by a guard roll into a combo.

Jumping Normals

  • Jump(ing) A
j.A – An air-to-air with some downward hit box to hit most crouching characters. An all around jumping attack that doesn't excel at anything. Used occasionally from closer range and could be stuck out a bit earlier due to its slightly lingering active frames. In this situation it can preemptively cover any other hop-ins or jump-outs while still landing on the grounded opponents with an overhead attack, of course if timed and delayed properly. Against tiny crouching characters such as Bao and Choi, this move will completely whiff no matter how deep the player times Jump A. Surprisingly this move is cancelable into the air version of Despair. On counter hit Jump A, the A Version of Despair can combo from Jump A. As with the activation height of air Despair, Jump A can only cancel into it near the apex of her full jump and super jump.

  • Jump(ing) B
j.B – An aerial double kick that many players love about Mature. This iteration of the kick is a tad slow between kicks and the two hits don't combo on low crouching hit boxes and smaller. So for using this almost like an instant overhead and connecting both hits only works on medium-height crouching characters such as Kyo and Terry as well as larger characters like Daimon and Chang. Other than the double hit, other players also use this as a more "traditional" jump-in by delaying the the attack and using the first, single kick as a jump-in, hit confirm, and combo as normal. Of course, it's best to use this option against the said low and tiny crouching characters. As an air-to-air, this attack is okay but there are better options.

  • Jump(ing) C
j.C – This is Mature's best and most consistent air-to-air. Even though Jump D may look like it's tailored better to be an air-to-air, Jump C comes out faster and has just the perfect hit box to snag people out of the air. One set up is to throw out an A Version of Ebony Tears, and anyone that full jumps at the right timing to clear the projectile "will" get hit by a reaction, air-to-air Jump C cleanly. If delayed enough in the air, it can even hit medium-height crouching characters and larger. Due to all of these reasons, Jump C becomes Mature's most reliable Jumping attack other than Jump B and Jump CD. Like Jump A, it also cancels near its apex into air Despair. From counter hit Jump C, the A Version of air Despair also combos.

  • Jump(ing) D
j.D – An air-to-air move that doesn't get to see a lot of action. Its slight advantage over Jump C is that it's slightly angled higher to catch ranges Jump C can't, but, it's out weighed by all the other advantages Jump C has. It's a good move in theory but simply is outclassed and overshadowed largely by the difference in speed.

  • Jump(ing) Blowback
j.CD – An arcing kick that is multipurpose. With a large move like this, it works as an air-to-air and swings down with a chunky, vertical hit box to force opponents to take it even from higher heights. Although this move doesn't overhead, it works well as a pressure tool to keep opponents pinned down to the ground while controlling air space. This move is also one of Mature's most used jumping attacks, making Mature a CD happy girl.

Normal Throws

  • Catch and Shoot - (throw) f./b. + C
A standard forward throw that the opponent can recovery roll from. Close C has a slightly higher vertical hit box that could tag opponents on the way out a bit better than Close D and that would be the main reason to go for this throw just in case the opponent tries jumping/hopping in expectation of a command throw.

  • Front Suplex - (throw) f./b. + D
A good backwards throw that causes hard knockdown and causes back turn on the opponent's wake up. If Benimaru throws the opponent into the corner with this, Benimaru has access to devastating, strange cross-up set ups thanks to the back turn and hard knockdown. Otherwise from mid screen it still sets up for normal cross ups and simple safe jumps.

Command Normals

  • Jackknife Kick – f. + B
A slow step-kick. It kind of goes over low attacks but doesn't serve that purpose very well since Far D does it more safely and better. Jackknife Kick doesn't even combo from heavy attacks, making the purpose of this attack very limited. The main use of this attack is to serve as a frame trap since it can be canceled into from other normal attacks. Most players use this as an occasional block string tool that can be canceled into command throw safely due to the long block stun induced by the attack and the quick recovery of Benimaru's command throw.

  • Flying Drill – d. + D in midair
A drill, dive dick. It's a decent tool for Benimaru to use to change his aerial momentum to trip up the opponent's expectations. After hit and on block, Benimaru is pushed out to a distance where he has the advantage to push a button. Against most grounded options that opponents choose after a blocked drill, Benimaru should use Far D to stuff out the opponent cleanly. Against opponents that try to jump afterwards, Benimaru could quickly check the opponent with a Far B after the drill. If the opponent chooses to do nothing and wait or block, Benimaru could start up pressure again or also be patient. It has moderate recovery on whiff so it's still susceptible to chunky punishes so don't try to use this move overzealously. For whatever reason and purpose, Jump C can cancel into Flying drill.

Special Moves

  • Iaigeri
  • qcf + K
  • Almost like a special version of Far B that can't be crouched under. It's generally one of the safest specials Benimaru could cancel into but does the least amount of chip. There is a sweet spot in the hit box that causes a sliding effect when used as an anti-air attack. Mainly players used this to combo into the follow up that does knockdown and one of the best meterless damage Benimaru has.
  • Handou Sandangeri
  • (during Iaigeri) d., u. + K
  • This is the knockdown follow up after Iaigeri. Handou Sandangeri is mainly used as a combo finisher but may act as a relatively safe frame trap after a blocked Iaigeri. The B and D Versions have different heights upon the last kick but there isn't any difference in damage. So generally, the B Version of Iaigeri with the B Version of Handou Sandangeri is the way to go since the D Version of Handou Sandangeri is more unsafe.

  • Benimaru Collider
  • (throw) hcb, f. + P
  • A very fast command throw with an equally as fast recovery. The limitation of this attack is the short range this command throw has in comparison to other command throws in the game with the same type of motion. This is mainly used as a tool to open up opponents that are too scared to try to mash out buttons, too scared to jump or hop, and too scared to alternate guard. It does decent damage for the type of tool it is.
  • Benimaru Shoot
  • (during Benimar Collider) qcf + K
  • The kick follow up to Benimaru's command throw. It adds considerable amount of damage and still induces hard knockdown like when Benimaru Collider is left alone. The main, if not then only reason to "not" use this follow up is if the player wants to have more frame advantage after Benimaru Collider to do a roll mix-up on the opponent's knockdown. Otherwise, the hard knockdown from Benimaru Shoot is enough for a safe hop, allowing the player to continue pressure and offense in addition to the extra damage.

  • Raijinken
  • (air OK) qcf + P
  • Benimaru's signature lightning ball attack invented by Nikola Tesla. The A Version has Benimaru throw a straight punch directly in front while the C Version attacks upwards at a 45 degree angle. Overall the preferred version is the A Version since it still catches most jump attempts while cleanly stuffing any hop attempts as long as Raijinken comes out first. Also, the A Version hits all crouching characters, making it a difficult pokes to deal with since it induces large enough chip damage to make an opponent antsy. The C Version serves more of a vertical anti-air but there are better options to choose from for that purpose since the C Version comes out too slowly compared to something like Super Inazuma Kick. Most players just use the C Version when they're feeling themselves and know for sure it will hit when it comes out. Against cornered opponents, there is a sweet spot near the tip of the attack to use as a meaty on their wake up. If they try to roll forward to avoid chip, they'll recover towards the other end of the Raijinken and take the hits. So other than being a good pressure, chip tool, Raijinken serves as a good checkmate tool.
  • There is an air version of Raijinken, but on block it leaves Benimaru at a considerable disadvantage but not enough to necessarily make him unsafe in most situations. Benimaru can use Raijinken at almost any height from the peak and descent of his full and super jumps. From hops and hyper hops, Benimaru could only use Raijinken from the apex. Benimaru could also cancel Jump CD into air Raijinken, but still under the same limitations it activates from hops and jumps. Most players also use this as a round ender to finish off opponents since losing momentum due to the frame disadvantage isn't usually worth it during the course of the match.

  • Super Inazuma Kick
  • dp + K
  • A standard "dragon punch" type of attack that takes its name from the Gainax classic, Gunbuster. The D Version seems to have more invulnerability than the B Version and knocks down grounded opponents. In contrast, the B Version only knocks down airborne opponents but has less recovery and moves Benimaru backwards a bit, making it semi-difficult for newer players to punish than the D Version. Overall, the D Version of Super Inazuma Kick is the one that's mainly used for both anti-air, reversal, and in combos.

  • Shinkuu Katategoma
  • qcb + P
  • Benimaru suddenly thinks he's a West Coast power-head and breaks. This is another pressure tool Benimaru could use to whittle down the opponent. Mainly the A Version is preferred since it's safe on block and causes knockdown on hit. The C Version generally isn't used because the heavy hitting normals it combos from pushes out the opponent too far for the last hit to knockdown. This leaves Benimaru spinning while the opponent could recover and punish. So the best range to use the C Version is near point blank although it would be best if this was done to finish the round. Overall, the A Version is better but is more susceptible to guard rolls and is fully punishable under those circumstances. Both versions may super cancel and is the main reason why players choose this move during bread and butter combos.

Desperation Moves

  • Raikouken
  • qcf x2 + P
  • A large Raijinken that does a lot of damage and knocks down. Easily combos from the last hit of A Version of Shinkuu Katategoma or just simply from a heavy normal move. It's unsafe on block as are other desperation moves. The C Version attacks from an anti-air angle but still is slower than other anti-air attacks Benimaru has that covers that range.

  • Genei Hurricane
  • qcb x2 + B
  • Benimaru sends out Silver Chariot to quickly and stylishly beat the opponent. It combos from heavy normals as well as from the second to last hit of A Version of Shinkuu Katategoma. Many experienced players have the tendency to super cancel this from the first hit of Handou Sandangeri as the main starter. Overall all, the damage is more than Raikouken but each combo is about comparable in damage. As like many other desperation moves, it is also unsafe unblock.

Max Desperation Moves

  • Raikouken
  • qcf x2 + PP
  • The MAX version of Raikouken that comes out much faster than usual and has the tendency to work well as a reversal because of it. So, it's a faster, more damaging version of Raikouken that lunges straight forward. It is still largely punishable on whiff and on block. The biggest plus is that it could also combo from light attacks unlike the other Raikouken.

Max 2

  • Raijinten
  • f. db. df. b. f. + A or B or C or D
  • The closest thing to a new Gradius or new Zone of the Enders. Benimaru sets out an option either in front of his head, in front of his front leg, behind his head, or behind his rear leg. Benimaru could only set out two at a time and each option has a duration of 8 hits. It's a great way to set up check mate situations or impose a line of defense that the opponent has to deal with. Having two options on top seals jump and hop approach while Benimaru can focus with grounded pokes/footsies. Two options in the back makes sure an opponent can't just cross up or roll around Benimaru, forcing the opponent to deal with Benimaru's great frontal control. Two options in the front is creates a wall that an opponent can't really poke or approach other than forcing the opponent to take the chip if Benimaru gets close enough. Two options below makes sure the opponent can't play grounded footsies nor roll behind Benimaru, but has to deal with Benimaru's great anti-air game, making easy aerial targets. Although this is not an attack to rely on, it's a fun away of securing the Vic Viper's weaknesses and rack up points.



  • cr.B, cr.A xx qcb+C x3/qcfx2+P
  • Basic combo from low hits.
  • cl.C/cr.C xx qcb+C x3
  • Another basic combo and the main one to punish bad rolls or punishable moves with.
  • cl.C > BC > Far C (2-hits) xx qcb+C xx hcf+B > dp+P (2-hits) xx hcf+B > dp+P (2-hits) xx hcf+B > dp+P (2-hits) xx qcbhcf+K/qcfx2+PP
  • A pretty good Max combo that Mature has. The desperation moves at the end are the best enders damage-wise for the amount of meter each consumes. The qcb+C starter is mainly to normalize the combo for most of the cast. Against other characters, Mature can start of with dp+P; but, it has a tendency to not induce the huge hit stop, which the player uses to cancel into hcf+B, against certain characters and is also dependent on crouching and standing states. Otherwise, starting the combo with dp+P nets more overall damage although almost negligible.

The Basics

Lift the skirt.

Advanced Strategy

Wear an eye patch.