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=Introduction=
=Introduction=
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'''Close Standing Normals'''
'''Close Standing Normals'''
*Close A
: cl.A – Quick jab with the elbow.  It's one way of establishing pressure from close up without much committal.  It only makes contact upon medium height crouching opponents such as Kyo and taller.  Characters such as K' shrink underneath this move, thus limiting the overall effectiveness of this attack since there are other moves that do the same job but better.


*Close B
*Close B
: cl.B – Fast kick high kick.  Unlike Close A, this attack hits shorter crouching characters with the exception of the smallest height class such as Choi and BaoEven then, characters such as Choi and Bao will be hit by Close B if they're already in hit stunGenerally this move is used as filler in hit-confirms and combos than as for an attack with an actual application.
: cl.B – A fast double kick with the first part hitting lowThis 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 insteadWhat 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
*Close C
: cl.C – Downwards elbow strike. It is like any other typically fast Close C attack. It may seem faster than Close D, but it isn'tThe advantage to use this attack rather than Close D is by the off chance the opponent tries to jump out for whatever reason, and the higher vertical hit box may tag the opponent where Close D would not.  
: 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 effectivelySince it comes out so fast, it works well as an anti-air in particular situations or as a punish against unsafe moves.  




*Close D
*Close D
: cl.D – Fast knee strikeThis is one of Benimaru's main pressure and confirmation tools.  This is what the player would want to use when making a big punish.  The push back and frame advantage/disadvantage on block is decent enough for Benimaru to trap afterwards with something like a Far B, Far D, or sweepA great normal move overall.
: cl.D – A cool looking, double-hitting, spin kickDoesn'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 movesOtherwise, 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 Standing Normals'''
*Far A
*Far A
: Straight Jab.  It's a decent anti-hop tool but is overshadowed by all of the other great anti-air tools that Benimaru has.  Far B is very comparable with better range and similar recovery so this anti-air doesn't get to see much usage outside of very specific and weird angular situations.
: 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
*Far B
: Quick side kick.  This is one of Benimaru's main poking tools and anti-hop check assetsThis attack generally whiffs over most crouching characters, but larger characters such as Daimon are force to take this move even during crouch.  It's a fast snappy move with very little risky and most characters can't run underneath it and it's hard to play footsies against itThis is a good tool to force opponents to get uncomfortable and try to find other ways to get around it such as full jumping, which could be reacted to and anti-air'd easily, or reposition themselves on the ground allowing for Benimaru to gain more initiative.  Once again, this is a very powerful asset.
: This is a wannabe Vice Far B and is too slow for trying to control the space that it doesIt 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
*Far C
: Straight punchThink of it as a heavier hitting, slightly slower recovering Far BWhat's great about this attack is that against medium-height crouching characters, Far C connects against them unlike characters of small crouching hit boxesWithin that context, not only is the damage chunky but there is very little the opponent could do against Far C especially if it's well placedSweeps generally can shrink underneath and punish Benimaru but it's hard for characters with shorter ranged sweeps.  Also opponents would be more wary off tossing out sweeps since Benimaru's Far D crushes most low attacks, thus making it a wonderful complement to Far C.
: Cool looking double swipeA bit slow as a poke and it might work as a frame trap from closer up, although if rarelyThe most commonly used application is during Max mode to continue the combo after activation without needing to run forwardBoth 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 herAlthough this move looks neat, it has limited practical applications.




*Far D
*Far D
: Spinning sobat kick.  Benimaru's furthest grounded poke that also goes over most low attacksThis is one of the biggest tools in Benimaru's arsenal that helps establish ground dominance.  Since the recovery is somewhat larger than his other attacks, Far D is more prone to jumps and floatier hop approaches during the recovery.  A good player should be a bit more patient and perceptive of when to toss out this attack and when to be ready to anti-air with a Far B, Super Inazuma Kick, air-to-air, or air throw when appropriate.  With all of Benimaru's grounded normals, he can effectively be a huge defensive wall that is hard to approach.
: 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'''
'''Standing Blowback'''
: st.CD – Roundhouse kick.  It's like a slower version of Benimaru's Far B that has the tendency to go over some low attacksSome players use the max range of this attack against an opponent's wake up to stuff any antsy reversal super jumps or reversals with terrible hit boxes that would get stuffedLike other moves in its category, it can cancel into other specials and desperation moves on whiff, block, or hit.
: 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 cancelableThis is one of Mature's best normals to use during the neutral game, during corner lock down, and a bit during her zoning/defensive gameIt'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'''
'''Crouching Normals'''
*Crouch(ing) A
*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.  For Benimaru, if this move hits meaty it can link into Close D and further combo into something else.  At point blank and on block, this move can trap into sweep against players that try to jump out after Crouch A or try to walk away/alternate guard against an excepted command throw.  Though limited in application as a pressure tool since Crouch B pressure is better, it still has its uses.
: 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
*Crouch(ing) B
: cr.B – Crouching kick.  This attack has great speed, in regards to start up and recovery, for the range it reaches.  It can abuse other characters by attack outside the range of their light attacks and the speed stuffs out most sweeps and slower grounded attacks.  Crouch B for Benimaru is great for confirming into knockdown combos and for breaking alternate guard.  Once opponents start respecting the pressure and also hesitate to alternate guard, it gives Benimaru the chance to go for a tick throw using Benimaru Collider.  
: 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 BLike other Crouch B attacks, it chains into other light hitting normals, even Close B.




*Crouch(ing) C
*Crouch(ing) C
: cr.C – Janky-looking uppercutBenimaru's second furthest ranged, crouching attackWhat makes this attack neat over sweep is that it doesn't knockdown giving Benimaru opportunity to low profile under certain attacks and can be confirmed into either desperation movesIt's not really used as an anti-air but as long as it can low profile under jump-in attacks, it could hit jumping opponents as they land into the decent amount of active frames Crouch C has.  Like Crouch A, Crouch C has limited applications but still has particular purposes.
: cr.C – An uppercut-like swipe to the airIt looks kinda weird but it pretty much covers where the animation overlaysDirectly 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 MatureThis 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
*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.  This is another great poke in conjunction with Far B and Far D during the ground game.
: 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'''
'''Jumping Normals'''
*Jump(ing) A
*Jump(ing) A
: j.A – Jumping elbow.  It's an infrequently used air-to-air attack.  Benimaru's other jumping attacks cover around the same range but for better damage, safety, and utilityAlmost never seen at all in real, competitive play.  The only plus side seems to be that it covers around the same space as Jump C but comes out slightly fasterGenerally by the time Benimaru is close enough to use this move as an air-to-air, Jump C would be preferred anyways thanks to the air throw option select built in that is inherently faster than Jump A anyways.
: 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 framesIn 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 properlyAgainst tiny crouching characters such as Bao and Choi, this move will completely whiff no matter how deep the player times Jump ASurprisingly 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
*Jump(ing) B
: j.B – Downward knee attackAnother standard jumping knee attackIt has a pretty good cross-up hit box towards the front side of Benimaru and is a nice way of mixing up Benimaru's cross-up approachAlso it has a decent downward hit box making it an effective jump-in but still has the tendency to lose to good anti-air attacks since Benimaru is very floaty.
: 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 smallerSo 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 ChangOther 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 charactersAs an air-to-air, this attack is okay but there are better options.




*Jump(ing) C
*Jump(ing) C
: j.C – Jumping uppercut.  A great air-to-air especially against opponents that approach from above while Benimaru is simply hopping forwardTry to do this attack while holding any directional input other than up, up-forward, or up-back.  With this, the player may have a chance to air throw option select while approach or retreatingIf the opponent is too close, the air throw will catch.  If the opponent stays on the ground, Benimaru may come down from the hop and still have enough active frames to for the opponent to take the hit or block the Jump C.  If the opponent is too far out, the Jump C has a strange hit box that makes it generally with in air exchangesThe main fault of this attack is the lack of downward hit boxes, and if used improperly, Jump C may be susceptible to trip anti-air attacks into big combos.
: 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 DespairFrom counter hit Jump C, the A Version of air Despair also combos.




*Jump(ing) D
*Jump(ing) D
: j.D – Jumping Kick.  One of Benimaru's main tools and functions well as a swiss army knife.  It works well as a cross-up, as a jump-in, and as an air-to-air.  Spacing for the cross-up is a bit more difficult than other KOF games but is still do-ableEven as good as this move is, it's still pretty easy to anti-air with good vertical normals or "dragon punch" types of moves due to Benimaru's floaty and react-able hop and jump arcs.
: j.D – An air-to-air move that doesn't get to see a lot of actionIts 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 hasIt's a good move in theory but simply is outclassed and overshadowed largely by the difference in speed.
 
 
*Neutral, Full Jump(ing) A
: nj.B – Straight up vertical punchVery little use for this normal as there are very opportunities for Benimaru to use this attack.  May be used in some weird ST-like anti-air situation but largely not needed and impractical due to all of the assortment of anti-airs Benimaru has.
 


*Neutral, Full Jump(ing) D
: nj.D – Weird looking kick.  It's similar to Jump D but seems to curved up-wards and has less horizontal range.  Generally it's less useful than normal Jump D and seems to serve the purpose of making sure Benimaru doesn't have a good Jump D during his full neutral jump.




*Jump(ing) Blowback
*Jump(ing) Blowback
: j.CD – Crossed legs kick.  This is Benimaru's most vertically downward attack that serves as his best air-to-ground attack.  Although it may not hit overhead because it's a Blowback attack, it serves the purpose of allowing Benimaru to approach and pressure as it's hardest move to react to and anti-air from a grounded perspectiveSince it's angled more downward, it's also more susceptible to air-to-airs from the side and such so be careful when using this attack.
: j.CD – An arcing kick that is multipurposeWith 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 spaceThis move is also one of Mature's most used jumping attacks, making Mature a CD happy girl.


==Normal Throws==
==Normal Throws==
*Catch and Shoot - (throw) '''f./b. + C'''
*Death Blow - (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.
: A standard forward throw that the opponent can recovery roll from.
 
 
*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.


 
*Backlash - (throw) '''f./b. + D'''
*Flying Drill – '''d. + D''' in midair
: A good backwards throw that causes hard knockdown and causes back turn on the opponent's wake up.
: 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==
==Special Moves==
*Iaigeri
*Despair
:* '''qcf + K'''
:* (air OK) '''qcf + P''' [A: 12%] [C: 14%]
:* Almost like a special version of Far B that can't be crouched underIt's generally one of the safest specials Benimaru could cancel into but does the least amount of chipThere is a sweet spot in the hit box that causes a sliding effect when used as an anti-air attackMainly players used this to combo into the follow up that does knockdown and one of the best meterless damage Benimaru has.
:* A strange move with varying purposes.  The A Version can be spaced in a way that can be made "mostly" safe if blocked at the furthest distances and has the tendency to be used during frame trapsThe C Version isn't quite as safe as it whiffs against the entire crouching cast except for Daimon and Chang whom could punish it on block with command throwsSo the C Version has very limited application as an anti-air when Mature's Jump C or grounded anti-airs would work better with consistency and with much less riskThe air version completely whiff against the whole crouching cast and should be strictly and only occasionally used as an air-to-air. Air Despair changes Mature's aerial momentum, but it can only be used near the apex of her jump of super jump. Only the air A Version can combo and only from counter hitsWhen the air version is used while jumping over the opponent, she crosses back to the other side with this moveOverall, this move isn't used very much due to its risk vs. reward and even then only really the grounded A Version is used.
*Handou Sandangeri
:* (during Iaigeri) '''d., u. + K'''
:* This is the knockdown follow up after IaigeriHandou Sandangeri is mainly used as a combo finisher but may act as a relatively safe frame trap after a blocked IaigeriThe 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.
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*Benimaru Collider
*Sacrilege
:* (throw) '''hcb, f. + P'''
:* '''dp + P''' [A: 13%] [C: 14%]
:* A very fast command throw with an equally as fast recoveryThe 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 guardIt does decent damage for the type of tool it is.
:* A "dragon punch" like attack that isn't used that often as oneIt covers a range that Mature doesn't really cover on the ground well with her normals, but this move lacks consistency as a reversal and the complete hits sometimes drop out as an anti-air.  This move as an anti-air is also overshadowed by super jump forward or hyper hop forward Jump CThis move is pretty much mainly used in combos, namely her Max mode combo because of the large amount of damage it does in the first two hits.  The A Version exhibits more invincibility than the C Version, but it still runs out of invulnerability before active frames, cleanly losing out at times against jump-ins.
*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.
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*Raijinken
*Death Row
:* (air OK) '''qcf + P'''
:* '''qcb + P''' (up to 3 times) [13% (Total.)]
:* 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 angleOverall 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 hitsSo other than being a good pressure, chip tool, Raijinken serves as a good checkmate tool.
:* Mature's "rekka" seriesThis is the move to use during punishes to get the damage and knockdown.  The first part of the C Version series has slightly more horizontal range than the A Version, making it the preferred one to use due to consistency and not dropping out of combosThe first two parts are mostly safe on block, barring guard rolls, while the third hit is really unsafe.  The third part in this game actually whiffs if the first two parts are blocked, leaving it greatly punishableIn certain circumstances, even the first part of Death Row may be used as an anti-air.
:* 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 situationsBenimaru 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 apexBenimaru 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.
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*Super Inazuma Kick
*Metal Massacre
:* '''dp + K'''
:* '''qcb + K''' [B: 10%] [D: 12%]
:* 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 VersionOverall, the D Version of Super Inazuma Kick is the one that's mainly used for both anti-air, reversal, and in combos.
:* A mostly safe chip move.  It's the move for Mature to cancel into on block for the safe chip as it's hard to punish.  The only time it seems it can be guard roll against is in the corner when the opponent backwards guard rolls to catch it.  Otherwise this move is good for chip and is safer than Ebony Tears in exchange for ending momentum afterwards.
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* Shinkuu Katategoma
*Decide
:* '''qcb + P'''
:* '''hcf + K''' [B: 0%] [D: 16%]
:* Benimaru suddenly thinks he's a West Coast power-head and breaksThis 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 hitThe 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 knockdownThis leaves Benimaru spinning while the opponent could recover and punishSo the best range to use the C Version is near point blank although it would be best if this was done to finish the roundOverall, the A Version is better but is more susceptible to guard rolls and is fully punishable under those circumstancesBoth versions may super cancel and is the main reason why players choose this move during bread and butter combos.
:* Mature's version of Vice's whip sleeve.  The D Version works much like Vice's Decide as a "hit-throw" that tosses the opponent to the other side of the screenIn comparison, Mature's is much slower and lacks any good utility outside of meaties on wake up in the case that the opponent likes pressing buttons or moving around right after getting up.  Even then it comes out obviously, slow, and recovers too slowlyThe B Version is the better version as it's faster, can tag characters out of their hops and jumps if timed properly, and can cancel its recovery into any special or Desperation Move of Mature's choice, even Max 2Still is a bit slow to use as a poke or anti-air, this move is mainly used in her Max mode combo to maximize damage.
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*Ebony Tears
:* '''qcf hcb + P''' [A: 11%] [C: 12%]
:* Mature's signature projectile that covers a huge part of the screen and is integral to her zoning and pressure game.  The move has a bit of start up so good players can smack Mature out before she can get her projectile out but otherwise can scare players into hesitating and is hard to contest once it is out.  It recovers decently so Mature players can even pressure with this move using strings such as "cr.D xx qcfhcb+A > run up st.CD xx qcfhcb+A ... etc."  Canceling into this move is good for pressure but could be punished by guard rolls easilyBoth versions can be cleared by full/super jumps if timed properly by the opponent; but, Mature can super jump Jump C on reaction against those that jump over her A Version of Ebony Tears for a guaranteed air-to-airPlayers that try to roll mid-screen and beyond against the A Version can be punished by Mature run up Close C into a combo, even a damaging Max mode comboAlthough the C Version recovers a bit slower and doesn't really net punishes, just the change in speed messes up the timing for other players to try to jump it or roll it, sometimes even running into it.


==Desperation Moves==
==Desperation Moves==
* Raikouken
* Nocturnal Lights
:* '''qcf x2 + P'''
:* '''qcf qcf + P''' [21%]
:* 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 moveIt's unsafe on block as are other desperation movesThe C Version attacks from an anti-air angle but still is slower than other anti-air attacks Benimaru has that covers that range.
:* A standard combo super that connects from light attacksUnsafe on block, like other Desperation Moves, and doesn't function as a reversalStrictly for combos.


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* Genei Hurricane
* Heaven's Gate
:* '''qcb x2 + B'''
:* '''qcb hcf + K''' [24.5%]
:* 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 KatategomaMany 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.
:* Another Desperation Move mainly used for combos.  It combos from Close C and Crouch C and does more damage than Nocturnal LightsThe best part about this move is that it corner carries, making it overall that much better than Nocturnal Lights, that is if the player can confirm and connect into it.


==Max Desperation Moves==
==Max Desperation Moves==
* Raikouken
* Nocturnal Lights
:* '''qcf x2 + PP'''  
:* '''qcf qcf + AC''' [36%]
:* The MAX version of Raikouken that comes out much faster than usual and has the tendency to work well as a reversal because of itSo, it's a faster, more damaging version of Raikouken that lunges straight forwardIt 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.
:* A standard combo super that connects from light attacks.  Unsafe on block, like other Desperation Moves.  Does more damage than the DM and MDM versions of Heaven's Gate for whatever reason.
 
----
* Heaven's Gate
:* '''qcb hcf + BD''' [32%]
:* Pretty much like the DM Version of Heaven's Gate but does a different colored explosion on wall impactFor damage it's overshadowed by MDM Nocturnal Lights, but still has the advantage of corner carryFor Max mode combos, though, it's just better to stick with the DM version of this move to finish or use MDM Nocturnal Lights.


==Max 2==
==Max 2==
* Raijinten
* ECSTASY 816
:* '''f. db. df. b. f. + A or B or C or D'''
:* '''qcb hcf + AC''' [41%]
:* The closest thing to a new Gradius or new Zone of the EndersBenimaru 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 targetsAlthough this is not an attack to rely on, it's a fun away of securing the Vic Viper's weaknesses and rack up points.
:* A Marylin Monroe super comboThe initial hit functions as a homing grounded Despair and works great as an unsuspecting anti-air.  Also a stylish ender for Max mode combos when available.  Of course it's unsafe on block.


=Combos=
=Combos=
'''Essentials'''
 
* cr.B, cr.A xx qcb+C x3/qcfx2+P
* cl.D (2) > [11%]
:* Basic combo from low hits.  
** HSDM qcb hcf + AC [52%] {3 stocks}
* cl.C/cr.C xx qcb+C x3
** (S)DM qcb hcf + K/BD [36%/43%] {1/3 stocks}
** (S)DM qcf qcf + P/AC [32%/47%] {1/3 stocks}
** '''qcb + P x 3 [23%]'''
** qcb + B/D [21%/22%]
** dp + A/C [21%/23]
** qcf + A [22%]
You may replace cl.D (2) for: cl.C (-~3%), cr.C (-~2%), st.C (1) (-~3%) or st.C (2) (+0%).
 
 
* st.C (far, only second hit) > [8%]
** '''qcb + B/D (D if not too far.)'''
 
 
 
* cr.B, cr.A > [5%]
** (S)DM qcf qcf + P/AC
** '''qcb + P x 3'''
** dp + P
 
 
* st.A > [3.5%]
** (S)DM qcf qcf + P/AC
** '''qcb + P x 3 (Not too far.)'''
** dp + P (Close.)
 
 
* hcf + B > [0%]
** HSDM qcb hcf + AC {3 stocks}
** (S)DM qcb hcf + K/BD {1/3 stocks}
** (S)DM qcf qcf + P/AC {1/3 stocks}
** '''qcb + P x 3'''
** qcb + K
** dp + P
** qcf + A
 
 
==Essentials==
 
 
* cr.B, cr.A > qcb + C x 3 / DM qcf qcf + P
:* Basic combo from low hits.
 
 
* cl.C / cr.C > qcb + C x 3
:* Another basic combo and the main one to punish bad rolls or punishable moves with.
:* 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.
 
* cl.C >>> BC, st.C (2) > qcb+C >>
** ( hcf + B > dp + P (2) >> ) x 3
*** DM qcb hcf + K / SDM qcf qcf + AC
(Can omit the last dp + P and go directly into Max 2 from hcf+B)
:* 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=
=The Basics=
Lift the skirt.
Lift the skirt.
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{{Template:The King of Fighters 2002: Unlimited Match}}
{{Template:The King of Fighters 2002: Unlimited Match}}
[[Category:The King of Fighters 2002: Unlimited Match]]

Latest revision as of 14:45, 14 November 2020


Introduction

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
None
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

  • Death Blow - (throw) f./b. + C
A standard forward throw that the opponent can recovery roll from.


  • Backlash - (throw) f./b. + D
A good backwards throw that causes hard knockdown and causes back turn on the opponent's wake up.

Special Moves

  • Despair
  • (air OK) qcf + P [A: 12%] [C: 14%]
  • A strange move with varying purposes. The A Version can be spaced in a way that can be made "mostly" safe if blocked at the furthest distances and has the tendency to be used during frame traps. The C Version isn't quite as safe as it whiffs against the entire crouching cast except for Daimon and Chang whom could punish it on block with command throws. So the C Version has very limited application as an anti-air when Mature's Jump C or grounded anti-airs would work better with consistency and with much less risk. The air version completely whiff against the whole crouching cast and should be strictly and only occasionally used as an air-to-air. Air Despair changes Mature's aerial momentum, but it can only be used near the apex of her jump of super jump. Only the air A Version can combo and only from counter hits. When the air version is used while jumping over the opponent, she crosses back to the other side with this move. Overall, this move isn't used very much due to its risk vs. reward and even then only really the grounded A Version is used.

  • Sacrilege
  • dp + P [A: 13%] [C: 14%]
  • A "dragon punch" like attack that isn't used that often as one. It covers a range that Mature doesn't really cover on the ground well with her normals, but this move lacks consistency as a reversal and the complete hits sometimes drop out as an anti-air. This move as an anti-air is also overshadowed by super jump forward or hyper hop forward Jump C. This move is pretty much mainly used in combos, namely her Max mode combo because of the large amount of damage it does in the first two hits. The A Version exhibits more invincibility than the C Version, but it still runs out of invulnerability before active frames, cleanly losing out at times against jump-ins.

  • Death Row
  • qcb + P (up to 3 times) [13% (Total.)]
  • Mature's "rekka" series. This is the move to use during punishes to get the damage and knockdown. The first part of the C Version series has slightly more horizontal range than the A Version, making it the preferred one to use due to consistency and not dropping out of combos. The first two parts are mostly safe on block, barring guard rolls, while the third hit is really unsafe. The third part in this game actually whiffs if the first two parts are blocked, leaving it greatly punishable. In certain circumstances, even the first part of Death Row may be used as an anti-air.

  • Metal Massacre
  • qcb + K [B: 10%] [D: 12%]
  • A mostly safe chip move. It's the move for Mature to cancel into on block for the safe chip as it's hard to punish. The only time it seems it can be guard roll against is in the corner when the opponent backwards guard rolls to catch it. Otherwise this move is good for chip and is safer than Ebony Tears in exchange for ending momentum afterwards.

  • Decide
  • hcf + K [B: 0%] [D: 16%]
  • Mature's version of Vice's whip sleeve. The D Version works much like Vice's Decide as a "hit-throw" that tosses the opponent to the other side of the screen. In comparison, Mature's is much slower and lacks any good utility outside of meaties on wake up in the case that the opponent likes pressing buttons or moving around right after getting up. Even then it comes out obviously, slow, and recovers too slowly. The B Version is the better version as it's faster, can tag characters out of their hops and jumps if timed properly, and can cancel its recovery into any special or Desperation Move of Mature's choice, even Max 2. Still is a bit slow to use as a poke or anti-air, this move is mainly used in her Max mode combo to maximize damage.

  • Ebony Tears
  • qcf hcb + P [A: 11%] [C: 12%]
  • Mature's signature projectile that covers a huge part of the screen and is integral to her zoning and pressure game. The move has a bit of start up so good players can smack Mature out before she can get her projectile out but otherwise can scare players into hesitating and is hard to contest once it is out. It recovers decently so Mature players can even pressure with this move using strings such as "cr.D xx qcfhcb+A > run up st.CD xx qcfhcb+A ... etc." Canceling into this move is good for pressure but could be punished by guard rolls easily. Both versions can be cleared by full/super jumps if timed properly by the opponent; but, Mature can super jump Jump C on reaction against those that jump over her A Version of Ebony Tears for a guaranteed air-to-air. Players that try to roll mid-screen and beyond against the A Version can be punished by Mature run up Close C into a combo, even a damaging Max mode combo. Although the C Version recovers a bit slower and doesn't really net punishes, just the change in speed messes up the timing for other players to try to jump it or roll it, sometimes even running into it.

Desperation Moves

  • Nocturnal Lights
  • qcf qcf + P [21%]
  • A standard combo super that connects from light attacks. Unsafe on block, like other Desperation Moves, and doesn't function as a reversal. Strictly for combos.

  • Heaven's Gate
  • qcb hcf + K [24.5%]
  • Another Desperation Move mainly used for combos. It combos from Close C and Crouch C and does more damage than Nocturnal Lights. The best part about this move is that it corner carries, making it overall that much better than Nocturnal Lights, that is if the player can confirm and connect into it.

Max Desperation Moves

  • Nocturnal Lights
  • qcf qcf + AC [36%]
  • A standard combo super that connects from light attacks. Unsafe on block, like other Desperation Moves. Does more damage than the DM and MDM versions of Heaven's Gate for whatever reason.

  • Heaven's Gate
  • qcb hcf + BD [32%]
  • Pretty much like the DM Version of Heaven's Gate but does a different colored explosion on wall impact. For damage it's overshadowed by MDM Nocturnal Lights, but still has the advantage of corner carry. For Max mode combos, though, it's just better to stick with the DM version of this move to finish or use MDM Nocturnal Lights.

Max 2

  • ECSTASY 816
  • qcb hcf + AC [41%]
  • A Marylin Monroe super combo. The initial hit functions as a homing grounded Despair and works great as an unsuspecting anti-air. Also a stylish ender for Max mode combos when available. Of course it's unsafe on block.

Combos

  • cl.D (2) > [11%]
    • HSDM qcb hcf + AC [52%] {3 stocks}
    • (S)DM qcb hcf + K/BD [36%/43%] {1/3 stocks}
    • (S)DM qcf qcf + P/AC [32%/47%] {1/3 stocks}
    • qcb + P x 3 [23%]
    • qcb + B/D [21%/22%]
    • dp + A/C [21%/23]
    • qcf + A [22%]

You may replace cl.D (2) for: cl.C (-~3%), cr.C (-~2%), st.C (1) (-~3%) or st.C (2) (+0%).


  • st.C (far, only second hit) > [8%]
    • qcb + B/D (D if not too far.)


  • cr.B, cr.A > [5%]
    • (S)DM qcf qcf + P/AC
    • qcb + P x 3
    • dp + P


  • st.A > [3.5%]
    • (S)DM qcf qcf + P/AC
    • qcb + P x 3 (Not too far.)
    • dp + P (Close.)


  • hcf + B > [0%]
    • HSDM qcb hcf + AC {3 stocks}
    • (S)DM qcb hcf + K/BD {1/3 stocks}
    • (S)DM qcf qcf + P/AC {1/3 stocks}
    • qcb + P x 3
    • qcb + K
    • dp + P
    • qcf + A


Essentials

  • cr.B, cr.A > qcb + C x 3 / DM qcf qcf + P
  • Basic combo from low hits.


  • cl.C / cr.C > qcb + C x 3
  • Another basic combo and the main one to punish bad rolls or punishable moves with.


  • cl.C >>> BC, st.C (2) > qcb+C >>
    • ( hcf + B > dp + P (2) >> ) x 3
      • DM qcb hcf + K / SDM qcf qcf + AC

(Can omit the last dp + P and go directly into Max 2 from hcf+B)

  • 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.

Match-Ups