The King of Fighters 2002 UM/Mature

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02UM Mature Profile.png

Movelist

Kof02ummovelistmature.png

Quick Starter Combo Reference

0 Bar

Low

Anywhere

cr.B, cl.B, dp+C = 21%

(jump-in), cl.C, qcb+Cx3 = 20%

1 Bar

Low

Anywhere

cr.B, cl.B, qcfx2+A = 28%

(jump-in), cl.B, qcfx2+A = 25%

2 Bar

Low

Anywhere

cr.Bx2, far B(2) (BC) far B(2), qcb+Cx2(6), (C)qcb+B (SC) qcfx2+A = 43%

(jump-in), cl.C (BC) far C(2), qcb+Cx2(6), (C)qcb+B (SC) qcb hcf+K = 45%

3 Bar

Low


Anywhere

cr.B, cl.B, qcfx2+AC = 43%
cr.Bx2, far B(2) (BC) far B(2), qcb+Cx2(6), (C)qcb+B (SC) qcfx2+AC = 57%

(jump-in), cl.C (BC) far C(2), qcb+Cx2(6), (C)qcb+B (SC) qcfx2+AC = 56%

Gameplay Overview

Mature is a character that uses her fireballs to setup her game but can also play a pressure based game with her good pokes. Her cl.b and j.b (both 2 hits) make confirming with her rather easy. She can convert into her rekkas from lows and close heavys.

She builds decent meter on block and she has easy conversions into super from most of her normals. Generally a rather safe character, she can struggle to anti air upclose though use s.a and cr.C when there's time for a bit of startup to it.

Changes from KOF 2002

  • Despair (QCF+P) can be done in mid-air
  • B version of Decide (HCF+K) will drag the opponent up to where Mature is standing. You can then cancel it into any special move other than Decide.
  • Far C uses the KOF'96 animation, and can be cancelled on the first and second hits
  • HSDM has faster startup and can be comboed from strong attacks

Normals

Close

  • cl. A/B/C/D are cancel-able.
  • Close B does two hits making it very easy to hit-confirm into command moves or special attacks.
  • Close D does two hits making it very easy to hit-confirm into command moves or special attacks.

Standing

  • Stand A is cancel-able/whiff cancel-able.
  • Stand B does two hits and is only cancel-able while doing the move in Max Mode (B+C).
  • Stand C does two hits and moves Mature forward. Both parts can be canceled with a move.
  • Stand D deceiving looks like Iori's cr. D but does not hit low.

Crouching

  • cr. A/C/D are cancel-able/whiff cancel-able.
  • cr. A/B are chain-able, but cr. A is faster and cr. B cannot be canceled into anything other than normals.
  • cr. B can only be blocked low.
  • cr. C is a moderately good anti-air if used early enough, it can canceled but only before her arm extends into the air

Jumping

  • j. B does two hits and allows for a combo if desired. This move can be used for a cross-up if done with a hyper hop at the right distance, however, it will not combo into anything.

(more to be updated)

Blowback Attack

(to be updated)


Throws

Death Blow - (b/f + C) close

  • Can be broken, regular knockdown.

Backlash - (b/f + D) close

  • Can be broken, reverse knockdown. This throw leaves the opponent close allowing for better mixups.

Special Moves

Note: some special moves have alternate names.

Despair - (qcf + A/C)

  • Mature does a reverse dive while slashing. qcf + A has a short arc and can be easily comboed into. qcf + C has a high arc. Both moves can be used as an anti-air if timed right. Can be free-canceled from another move and also into another Despair in the air, but does not combo.

Sacrilige = (dp + A/C)

  • Mature does an upward spinning attack with her hands doing multiple hits. The weak version does 6 hits while the strong version which starts up alittle slower does 8 hits and travels the farthest. Can be free-canceled.
  • Knocks the opponent into the air with her if not blocked
  • Can be super cancelled in max mode

Death Row (Death Downer) = (qcb + A/C) can be done 3 times

  • Mature does a series of slice moves with her hand. This is the move used in most of her combos, and it also helps build meter more than her other moves. Can be free-canceled from and to another move.
  • Both versions connects from weak attacks

Metal Massacre - (qcb + B/D)

  • Mature dashes forward and does a horizontal slash. The button pressed determines the distance dashed before slashing. The slash does 3 hits.
  • Can be super cancelled in max mode.

Ebony Tears - (qcf~hcb + A/C)

  • Crescent moon projectile. Both moves have a rather slow startup, C is rather slower, however the A projectile travels slower, but allows for recovery. This move allows Mature to zone, and sometimes setup for her Despair move to be used. Ebony Tears has a rather large vertical hitbox, so it can be hard to jump over.

Deceaser (Decide) - (hcf + B/D)

  • Mature swings her arm out with a shadow-like effect and hits the opponent. If not blocked, the move will grab the opponent. The only combo potential it has is in Max Mode.
  • B version drags the opponent right next to you, can be cancelled into other moves if successful

Desperation Moves

Nocturnal Lights - (qcf x 2 + A/C)

  • Mature does a series of strong attacks. The first move comes out pretty fast, and if the move connects, Mature does a knockdown move at the end of the attack. This can easily be comboed from light attacks and can be used to punish whiffed attacks if in range.
  • Does the first few hits, if it connects the rest will come out

Heaven's Gate - (qcb~hcf + B/D)

  • Mature dashes towards the opponent at grabs them in the corner. Her B version travels about 75% of the screen, and her D version travels fullscreen. This move causes knockdown, but if blocked is very punishable.
  • Does not connect from weak attacks
  • Catches airborne opponents
  • Has some invincibility while dashing

Super Desperation Moves

Nocturnal Lights - (qcf x 2 + AC)

  • This SDM is the same has the regular Noctural Lights, but does more damage.
  • Connects from weak attacks
  • Does the first few hits, if it connects the rest will come out

Heaven's Gate - (qcb~hcf + BD)

  • This SDM is the same as the regular Heaven's Gate, but does a little more damage.
  • Does not connect from weak attacks
  • Catches airborne opponents
  • Has some invincibility while dashing

HSDM

Ecstasy 816 - (qcb~hcf + AC)

  • Mature does a reverse dive towards the opponent and hits the opponent. If the move connects, she does a doppleganger combo followed by an explosive kiss.
  • Connects from strong attacks
  • Can catch airborne opponents

Combos

You can add a jump-in to every combo but if there's a light chain, you'll have to remove one light.
You can always use cl.D instead of cl.C to start the combo for a 2 hit confirm but a much, much, slower starter.

0 Stock

Anywhere

 ★ cr.B, cl.B, dp+C / qcb+Cx3

Basic meterless low conversion. Use qcb+A or stop at cl.B on block.

 ★ cr.B, cr.Ax1~2, qcb+Cx3

Lengthier low conversion. You can replace cr.A by st.A but note that it whiffs on every croucher but Maxima, Daimon and Chang.


1 Stock

Anywhere

  • cl.D, qcb hcf+K

 ★ cr.B, cl.B, qcfx2+A

Easy 1 bar conversion.

 ★ cr.B/cr.A, cr.Ax0~3, st.A, qcfx2+A

Nice and long 1 bar confirm to rely on. Omit st.A on every croucher but Maxima, Daimon and Chang.


2 Stocks

You can use cr.Bx2, far B(2) (BC) far C instead of cl.C (BC) far C as a low starter for every max combos.
You can sometimes use qcb+D instead of the written qcb+B but it can make the combo less consistent for only 1% more damage.

Anywhere

 ★ cl.C (BC) far C(2), qcb+Cx2(6), (C)qcb+B (SC) qcb hcf+K

Less damaging but easiest and most consistent route she has.

 ★ cr.Bx2, far B(2) (BC) far B(2), qcb+Ax2(6), (C)qcb+B (SC) qcfx2+A

Low version of the previous route and also only reliable route off far B(2) (BC) far B(2).
  • cl.C (BC) far C(1), qcb+K(3), (C)qcb+Ax2(5), (C)qcb+B(3) (SC) qcb hcf+K

 ★ cl.C (BC) far C(1), qcb+K(3), (C)qcb+Ax2(6), (C)qcb+B(3) (SC) qcfx2+A

More consistent but less damaging version of the previous combo.

 ★ cl.C (BC) far C(1), qcb+K(3), (C)qcb+Cx3(8), (C)qcb+B(3) (SC) qcfx2+A

Better optimized rekka route.

Midscreen

 ★ cl.C (BC) cl.C/far C(1), [dp+C(3), (C)hcf+B]×3, dp+C(2), (C)qcb+K (SC) qcb hcf+K

Omit qcb+B if you want to use far C's 2nd hit for an easier starter.
  • cl.C (BC) cl.C/far C(2), [dp+A(1), (C)hcf+B]×4, qcb+K (SC) qcb hcf+K
A tad less strict in spacing than the one above.
  • cl.C (BC) cl.C/far C(2), dp+A(1), (C)hcf+B, dp+C(3), (C)hcf+B, qcb+K(3), qcb+Ax2(5), qcb+B (SC) qcb hcf+K
A route that is a bit less spacing dependent, as long as you don't start too close to the corner, it works.

 ★ cl.C (BC) cl.C/far C(2), dp+A(1), (C)hcf+B, dp+C(3), (C)hcf+B, qcb+K(3), qcb+Ax2(6), qcb+B (SC) qcfx2+A

More consistent but less damaging version of the previous combo.
  • cl.C (BC) cl.C/far C(1), [dp+C(3), (C)hcf+B]×2, qcb+K(3), qcb+Ax2(6), qcb+B (SC) qcb hcf+K
Optimized version of the previous route.

 ★ cl.C (BC) cl.C/far C(1), [dp+C(3), (C)hcf+B]×2, dp+C(2), (C)qcb+K (SC) qcb hcf+K

More consistent but less damaging version of the previous combo.

Corner

  • cl.C (BC) far C(1), qcb+K(3), (C)qcb+Ax2(6), (C)qcb+B(3) (SC) qcb hcf+K
  • cl.C (BC) far C(1), qcb+K(3), (C)qcb+Cx3(8), (C)qcb+B(3) (SC) qcb hcf+K
To make this slightly easier, SC on qcb+B's 2nd hit. Using qcfx2+A as an ender makes this way more consistent and anywhere.


3 Stocks

 ★ Replace the super ender in any 2 stocks combo by qcfx2+AC.

Anywhere

  • cl.C, qcfx2+AC
  • cr.B, cl.B, qcfx2+AC
  • cr.Bx1~3/cr.Ax1~4, st.A, qcfx2+AC

Midscreen

 ★ cl.C (BC) cl.C/far C(1), [dp+C(3), (C)hcf+B]×4, qcb hcf+AC

You can use dp+A(1) instead dp+C(3) but there's not much reason to, if at all.

Frame Specifics

Damage Chart

Close Normals

cl. A -4 (5)

cl. B - 4+1 (5+1)

cl. C - 9 (11)

cl. D - 9+4 (11+4)


Far Normals

st. A - 4 (5)

st. B - 4+1 (5+1)

st. C - 9+4 (11+4)

st. D - 12 (14)

CD - 13 (15)


Crouch Normals

cr. A - 2 (3)

cr. B - 4 (5)

cr. C - 10 (12)

cr. D - 13 (15)


Jump Normals

j. A - 5 (6)

j. B - 4+1 (5+1)

j. C - 10 (12)

j. D - 12 (14)

j. CD - 14 (14)


Short Hop Normals

sh. A - 5 (6)

sh. B - 4+1 (5+1)

sh. C - 10 (12)

sh. D - 11 (14)


Vertical Jump Normals

vj. A - 6 (7)

vj. B - 4+1 (5+1)

vj. C - 12 (14)

vj. D - 13 (15)


Super Jump

sj. CD - 11 (14)


Throws

C/D Throw - 10


Special Attacks

Ebony Tears (weak) - 13 (15)

Ebony Tears (strong) - 14 (16)


Despair (weak) - 14(18)

Despair (strong) - 16 (20)

↑The frame data is the same with the air variant


Deicide (weak) - 0 (0)

Deicide (strong) - 18 (18)


Metal Massacre (weak) - 8+3+1 (10+3+1)

[3] - 12 (14)


Metal Massacre (strong) - 9+4+1 (11+4+1)

[3] - 14 (16)


Sacrilege (weak) - 8+3+1*4 (10+3+1*4)

[6] - 15 (17)


Sacrilege (strong) - 8+3+1*6 (10+3+1*6)

[8] - 17 (19)


Death Row

[1 rep] - 4+1+1 (5+1+1)

[2~3 rep] - 4+1*5 (5+1*5)

[9] - 15 (16)


DM's

Nocturnal Lights

[start-up] - 5 (6)

[Total] - 25 (26)


Heavens Gate - 29 (29)


SDM's

Nocturnal Lights (MAX)

[Start-up] - 3 (4)

[Total] - 42 (43)


Heavens Gate (MAX) - 39 (39)


HDSM

ECSTASY816 - 49 (49)

Frame Advantage

Close Normals

cl. A - 3F (-2F)

cl. B [1] - 4F / [2] - (-4F)

cl. C - 3F (-11F)

cl. D [1] - 9F / [2] - (-3F)


Far Normals

st. A - 4F(-2F)

st. B [1] - 6F / [2] - 17F (-7F)

st. C [1] - 11F / [2] - (-6F)

st. D - 16F (-14F)

CD - 16F (-3F)


Crouch Normals

cr. A - 5F (-2F)

cr. B - 6F (-1F)

cr. C - 5F (-9F)

cr. D - 9F (-12F)


Special Attacks

Despair (Weak) ー 19F

(st. opponents) - (+0F)

(cr. opponents) - (+3F)


Sacrilege (weak)[1] - 9F

[ground without guard] - (-9F)


Sacrilege (strong)[1] - 9F

[ground without guard] - (-20F)


Metal Massacre (weak) - 15F (-6F)

Metal Massacre (strong) - 16F (-8F)


Deathrow (weak)

[1] - 11F (-18F)

[2] - 10F (-13F)

[3] - 15F (-16F)


Deathrow (strong)

[1] - 11F (-20F)

[2] - 13F (-15F)

[3] - 16F (-23F)


Ebony Tears (weak) - ?F (+5F)→[guard]

Ebony Tears (strong) - ?F (+3F)→[guard]


Deicide (weak) - 20F (-15F)

Deicide (strong) - 22F (-21F)


DM's

Nocturnal Lights (weak) - 6F (-14F)

Nocturnal Lights (strong) - 8F (-18F)


Heavens Gate (weak) - 13F (-26F)

Heavens Gate (strong) - 13F (-30F)


SDM's

Nocturnal Lights (MAX) - 6F (-15F)

Heavens Gate (MAX) - 13F (-26F)


HDSM

Ecstasy 816 - 13F (-26F)→[Guard]

Videos

Mature -Max- combos by Franck Frost
Nikolai-保力達 (Mature Best Rounds)
Mature Master Class (mirror) by Dream Cancel

External Links

Check Mature's frame data

Check Mature's hitboxes

Discuss at 02UM Discord server

Discuss at Mature's thread at Dream Cancel forums

The King of Fighters 2002 Unlimited Match
System

FAQControlsMovementOffenseDefenseGaugesMiscellaneous

Characters

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Bosses

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