The King of Fighters XIV/Mature

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Charaimg mature.png

Movelist

(*) = EX OK

(!) = MAX OK

Throws

Death Blow - close Bk.gif / Fd.gif + C.gif

Backlash - close Bk.gif / Fd.gif + D.gif

Special Moves

Despair - Dp.gif + A.gif / C.gif (*)

┗Despair (Attack) [Despair A.gif or C.gif ] A.gif or C.gif

Deathrow - Qcb.gif + A.gif or C.gif (*)

┗Deathrow (Follow Up 1) [Deathrow] Qcb.gif + A.gif or C.gif
┗Deathrow (Follow Up 2) [Deathrow (Follow Up 1)] Qcb.gif + A.gif or C.gif

Metal Massacre - Qcb.gif + B.gif or D.gif (*)

Ebony Tears - Qcf.gif, Hcb.gif + A.gif/C.gif (*)

Super Special Moves

Heaven's Gate - Qcb.gif Hcf.gif + B.gif / D.gif (!)

Nocturnal Rites - Qcf.gif Qcf.gif + A.gif / C.gif (!)

Climax Super Special Moves

Iron Maiden - Qcb.gif Hcf.gif + A.gifC.gif

Quick Combo Reference

Quick Combo Reference

Notation Key (place notation here)

0 Meter

Anywhere
Low, Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) = 231 dmg

1 Meter

Corner
Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) dmg

2 Meters Anywhere (Combo 1) = (damage number here) dmg

Gameplay Overview

Normals

Standing

  • st. A: Mature pokes out a special cancel-able quick shoulder height horizontal scratch. Good to use as anti-air against hops. Whiffs on some crouching opponents.
  • st. B: Mature throws out a quick side kick. Good to use as a close ranged poke. Not cancel-able.
  • st. C: This fast, wild slash moves Mature forward quite a bit. Not cancel-able.
  • st. D: Use this inverted roundhouse kick is great to use as anti-air against hops and close ranged jumps. It's not cancel-able though.

Close

  • cl. A: This quick elbow attack is special cancel-able & chains from her other standing & crouching light normals.
  • cl. B: These two side kicks hits the opponent twice; the first hit is low, and the other hit is a mid. Easy to hit confirm into, special cancel-able & chains easily from cr. B, and cr. A.
  • cl. C: A VERY fast special cancel-able uppercut slash that can be used as a quick close ranged punish & can hit opponents attempting to jump over you. Negative frames on block but has a good amount of push-back.
  • cl. D: Mature throws out a pair of roundhouse kicks that are special cancel-able. Has more damage than cl. C, but not as fast.

Crouching

  • cr. A: This is a crouching version of her st. A. Great to use as a close ranged poke, special cancel-able & can chain easily into itself, and crouching B.
  • cr. B: This crouching light kick isn't special cancel-able but can chain easily into itself & her other standing & crouching light normals that are special cancel-able.
  • cr. C: This special cancel-able slashing uppercut has a crazy amount of range and speed which makes it a great anti-air.
  • cr. D: This sweep has a good amount of range & is special cancel-able on hit or if whiffed.

Jumping

  • j. A: This jumping jab has a downward angle that makes it great to use as a jump-in attack.
  • j. B: This jumping sidekick pokes out horizontally. Great to use as an air-to-air attack. Susceptible to low profile crouching anti-airs from the opponent if timed improperly & if used too often on grounded opponents.
  • j. C: Best used as a jump-in attack but doesn't have a very low aim in it's horizontal range.
  • j. D: This kick is similar to jump B, but has a higher angle that points diagonally upward slightly. Best used as an ground-to-air attack. Whiffs on crouching opponents.


Blowback

  • st. CD: Mature whips out a slow roundhouse kick that wall bounces on hit. Can be whiff cancelled into her special moves.
  • j. CD: This jumping kick points at a sharp downward angle. Good to use as an air-to-ground attack.

Throws

Death Blow - (b/f+C) close

  • Mature grabs the opponent by the hair, wags her finger, then slashes their face. The opponent lands 1/2 screen distance away from Mature.
  • Can be broken
  • Soft knockdown

Backlash - (b/f+D) close

  • Mature grabs the opponent by the back of their neck, then throws them face-down to the ground. The opponent lands 1/2 screen distance away from Mature.
  • Can be broken
  • Hard knockdown

Command Moves

name of command normal - - (place motion here example f+A)

  • (description here)


name of command normal - (motion here) (if in air)

  • (description here)


name of motion - (motion here)

  • (description here)

Special Moves

name of special move' - (place motion here example qcf + A/C)

  • (description here)
  • (description here)
  • (description here)

EX: (description here)


name of special move - (place motion here)

  • (description here)
  • (description here)
  • (description here)

EX: (description here)


name of move - (motion here)

  • (description here)
  • (description here)
  • (description here)

EX: (description here)

name of follow up move - (motion here)
  • (description here)
name of follow up move - (motion here)
  • (description here)
  • EX: (description here)


name of move here - (motion here)

  • (description here)
  • (description here)
  • (description here)

EX: (description here)


name of move - (motion here)

  • (description here)
  • (description here)
  • (description here)

EX: (description here)

Super Special Moves

name of move - (motion here)

  • (description here)
  • (description here)
  • (description here)

Max:

follow up move - (motion if possible qcfx4 + B/D)
  • (description here)
  • (description here)
  • (description here)


Climax Super Special Moves

name of move - (motion here qcf, qcf + B+D)

  • (description here)
  • (description here)
  • (description here)

Combos

  • (any special information about the character combos if needed)

Notation

Rush Auto Combo

Meterless: description here

1 Meter: description here

EX: description here

0 meter

  • (place combo here) = (place damage amount here)

(place combo description here)

1 meter

  • (place combo here) = (place damage amount here)

(place combo description here)

2 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

3 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

4 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

5 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

Misc

Videos

External Links

Discussion Threads

Discuss at Dream Cancel

The King of Fighters XIV
System

NotationFrame DataMovementDefensive SystemsOffensive SystemsThe Power Gauge

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