Waku Waku 7/Mauru: Difference between revisions

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  |Adv. Hit= KND
  |Adv. Hit= KND
  |Adv. Guard= -18
  |Adv. Guard= -18
  |description= Same range as 2A but really unsafe on block, can cause KND and due to the amount of active frames is more of a situational button to catch people
  |description= This is your main button to catch rolls or people mashing reversals on wake up, if timed well this move will hit the opponent and cause a KND situation to start your strong Okizeme game, this will make the opponent afraid to roll out of the corner and that's exactly what Mauru want, this is when you start mixing with 214C/D, J.8B, command grab, 2D and grabs to make a HaraHara setup.
*Same range as 2A but really unsafe on block
}}
}}
}}
}}


==== Air Normals ====
==== Air Normals ====

Revision as of 16:13, 4 May 2021


WW7 Mauru.png

Mauru (Marurun) is a big animal living in the woods, who understands human words to some degree. Likes fruit and singing. Met Mugi, a little girl, when she was lost and crying alone in the woods.

The big buttons characters of the game, with a really strong High/low Mix up game. Huge normals that can be used to check the opponent and poke them safety. Mauru has a high risk high reward game due to his big damage but unsafe specials that make part of his core gameplay.

Mauru
Pros Cons
  • Completely invincible backdash
  • Huge normals
  • Really good DP, being the ES version 0F
  • 0F DokiDoki
  • Good normals to catch people mashing on wake up
  • Second fastest Harara startup behind Fernandez
  • Can make HaraHara setups
  • 236A/B can be blocked on reaction and punished
  • 214C/D has a decent speed and have some anti air uses but due to huge disadvantage on block can be punished really badly
  • DokiDoki is not that good, most of the uses are situational and the meters is better used on ES, super mode or HaraHara super

Move List

Normal Moves

5A

Standing Normals

5A
5A
WW7 Mauru 5A sprite.png
Hello fellow gentleman
Damage Guard Dizzy Cancel
14 Mid 5 y
Startup Active Recovery Adv. Hit Adv. Guard
5 4 5 +8 +1
  • tied with 2A and 8C for second fastest Mauru normal
  • + on block
  • Can be used as an Anti air but is not recomend due to the short range and short vertical hitbox
  • Huge range for being a 5A
5B
5B
WW7 Mauru 5B sprite.png
Boy if you don't-
Damage Guard Dizzy Cancel
37 Mid 25 n
Startup Active Recovery Adv. Hit Adv. Guard
7 5 12 +8 -2

Fast but has more recovery so is more recomended to use as an anti air on reaction, due to the vertical space it covers unlike 5A

  • -2 on block so can be a bit risky if your opponent is mashing, can be more helpful used in combos for decent damage
  • Less range than 5A
5C
5C
WW7 Mauru 5C sprite.png
Big steppy
Damage Guard Dizzy Cancel
18 Mid 10 y
Startup Active Recovery Adv. Hit Adv. Guard
4 2 6 +9 +1
  • Fastest Mauru Normal
  • Safe on block
  • best normal at close ranges
  • less range than 5A and 5B
5D
5D
WW7 Mauru 5D sprite.png
Damage Guard Dizzy Cancel
44 Mid 25 n
Startup Active Recovery Adv. Hit Adv. Guard
7 6 24 KND -15

Excelent tool as a combo finisher due to the Knockdown state it gets, main combo finsher when you don't have any meter

  • Good anti air
  • mostly used to set Oki or even catch someone mashing on wake up if they don't wake up with a rising attack
  • Really minus on block, this can be punished hard if you use it on any other situation
  • Decent horizontal and vertical range

Crouching Normals

2A
2A
WW7 Mauru 2A sprite.png
Damage Guard Dizzy Cancel
13 Low 5 y
Startup Active Recovery Adv. Hit Adv. Guard
5 2 6 +9 +1
  • Decent range but has less range than 5A
  • Good to pressure and catch buttons for being + on block
  • Hits low and is the fastest crouching normal
2B
2B
WW7 Mauru 2B sprite.png
Dorime
Damage Guard Dizzy Cancel
33 Low 0 n
Startup Active Recovery Adv. Hit Adv. Guard
15 4 20 KND -9
  • Best range for a crouching normal
  • Knockdown the opponent and do good damage
  • Slow and minus on block so it can be blocked and punished hard
2C
2C
WW7 Mauru 2C sprite.png
Damage Guard Dizzy Cancel
17 Low 5 n
Startup Active Recovery Adv. Hit Adv. Guard
6 4 7 KND +1
  • The shortest Mauru normal
  • Moves Mauru forward
  • Can eat most of Rai projectiles
  • Cause Knockdown but due to the short range is only used in really close range for pressure and catch buttons
2D
2D
WW7 Mauru 2D sprite.png
Damage Guard Dizzy Cancel
40 Low 10 n
Startup Active Recovery Adv. Hit Adv. Guard
9 16 17 KND -18

This is your main button to catch rolls or people mashing reversals on wake up, if timed well this move will hit the opponent and cause a KND situation to start your strong Okizeme game, this will make the opponent afraid to roll out of the corner and that's exactly what Mauru want, this is when you start mixing with 214C/D, J.8B, command grab, 2D and grabs to make a HaraHara setup.

  • Same range as 2A but really unsafe on block

Air Normals

J.A
J.A
WW7 Mauru JA sprite.png
Damage Guard Dizzy Cancel
14 high 5 n
Startup Active Recovery Adv. Hit Adv. Guard
7 Gnd - - -
  • Decent jump in
  • better used when jumping from afar
  • Mauru Hurtbox extends from the Hitbox so it can be easily anti aired


J.B
J.B
7/9 B
WW7 Mauru JB sprite.png
Damage Guard Dizzy Cancel
37 high 5 n
Startup Active Recovery Adv. Hit Adv. Guard
9 12 GND - -
  • Good Jump in
  • Decent hitbox so is better to use when jumping at mid to close ranges


J.C
J.C
7/9 C
WW7 Mauru JC sprite.png
Damage Guard Dizzy Cancel
8~9 high 5 n
Startup Active Recovery Adv. Hit Adv. Guard
7 - GND - -
  • This move is completely active until it touch the ground
  • Normally used as a pressure air to ground button
  • Hits multiple times


J.D
J.D
WW7 Mauru JD sprite.png
Damage Guard Dizzy Cancel
44 high 5 n
Startup Active Recovery Adv. Hit Adv. Guard
11 4 GND - -
  • Great Jump in
  • Decently fast
  • More used in close jump ranges and air to air


Command Normals

6.B
6B
WW7 Mauru 6B sprite.png
Damage Guard Dizzy Cancel
18+37 Mid 45 -
Startup Active Recovery Adv. Hit Adv. Guard
24 6 25 - WSL -15
  • Can be used as a preenctive anti air
  • Really unsafe on block
  • Air unblockable


8.B
8B
WW7 Mauru 8B sprite.png
Damage Guard Dizzy Cancel
37 High 25 n
Startup Active Recovery Adv. Hit Adv. Guard
11 6 GND - - - -
  • Good overhead to use on oki
  • Can catch Rissing attacks
8.C
8C
WW7 Mauru JC sprite.png
Damage Guard Dizzy Cancel
18 High 5 n
Startup Active Recovery Adv. Hit Adv. Guard
5 GND - - - - - -
  • Completely active until it touchs the grounds
  • Only one hit


Universal Mechanics

Throw
Ground Throw
4/6B
WW7 Mauru Throw 6B sprite.png
Po-i
Damage Guard Dizzy Cancel
52 Thw 0 -
Startup Active Recovery Adv. Hit Adv. Guard
1 1 - KND -
  • Mauru grabs the opponent and throws them at the contrary side he's looking on
  • Can be thrown softened within 20F
Air Throw
Air Throw
J.4/6B
WW7 Mauru Throw 6B sprite.png
Kuuchuu Po-i
Damage Guard Dizzy Cancel
52 Thw 0 -
Startup Active Recovery Adv. Hit Adv. Guard
1 1 - KND -
  • Mauru grabs the opponent and throws them at the contrary side he's looking on
  • Can be thrown softened within 18F
Command Grab
WakuWaku Nage
63214D
WW7 Mauru Command Grab sprite.png
Universal command grab
Damage Guard Dizzy Cancel
66 Thw 0 -
Startup Active Recovery Adv. Hit Adv. Guard
1 1 - KND -
  • Mauru grabs the opponent and slaps them in the face
  • Unblockable
Universal Overhead
Tsukkomi Chop
A/B+C/D
WW7 Mauru PK sprite.png
Universal Overhead
Damage Guard Dizzy Cancel
37 High 5 -
Startup Active Recovery Adv. Hit Adv. Guard
24 2 23 0 -10
  • A slow overhead that can be reacted
  • Mauru in general has better overheads but due of being only -10 onblock can be used instead of his most - moves


Pursuit
Oshiri Do-n
When a opponent is down 8+any move
Damage Guard Dizzy Cancel
44 Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
50 3 40 KND -38
  • Universal Pursuit mechanich
  • In general is not very used due to long start up and that you can mash out of knockdown to get up quicker


Rissing attack
Okiagari Gururi'n Kick
When down, [8]
WW7 Mauru 5D sprite.png
Universal Reversal
Damage Guard Dizzy Cancel
37 High 20 -
Startup Active Recovery Adv. Hit Adv. Guard
15 6 24 KND -15
  • Universal reversal mechanic
  • Good to use when being down but can be punished if the opponent blocks it


Super mode
Super Mode
Any 3 buttons
WW7 Mauru Super mode sprite.png
Totoro SSJ
Damage Guard Dizzy Cancel
37 Mid 50 -
Startup Active Recovery Adv. Hit Adv. Guard
16 9 9 KND -9
  • Air Unblockable
  • 1~24F: invincible.
  • Has a decent hitbox

Special Moves

623X
Guruguru Punch
236A/B/AB
WW7 Mauru 236A B sprite.png
WW7 Mauru 236AB sprite.png
The same but with a effect
236A Damage Guard Dizzy Cancel
59 Mid 30 -
Startup Active Recovery Adv. Hit Adv. Guard
19 2 (2) 10 28 KND -18
  • Slow so can be guarded on reaction
236B Damage Guard Dizzy Cancel
66 Mid 45 -
Startup Active Recovery Adv. Hit Adv. Guard
21 14 32 KND -20
  • Travels a bit further than A version but is worst in just all aspects
236AB
ES: "Guruguru Punch"
Damage Guard Dizzy Cancel
106 Mid 40 -
Startup Active Recovery Adv. Hit Adv. Guard
2 15 33 WSL -21
  • Really useful for big damage on combos
  • Can be used to chipp your opponent when they have few health
  • The fastes of all version but the most minus on block
623X
Bunbun Copter
623A/B/AB
WW7 Mauru DokiDoki sprite.png
A DP (?
WW7 Mauru DP sprite.png
The same but with a effect, you know, looks cute
623A Damage Guard Dizzy Cancel
29+30 Mid 20 -
Startup Active Recovery Adv. Hit Adv. Guard
6 3 (3) 1 36 KND -24
  • 5F invincible
  • Your Main DP and Reversal due the frame invinicibility
623B Damage Guard Dizzy Cancel
22 Mid 30 -
Startup Active Recovery Adv. Hit Adv. Guard
8 3(3)3(3)3 49 KND -49
  • 7 invencibility frames
  • Gets higher but is more minus
623AB
ES: "Bunbun Copter"
Damage Guard Dizzy Cancel
100 Mid 45 -
Startup Active Recovery Adv. Hit Adv. Guard
6‼0 - 74 KND -76
  • Hits on 18/20F of super flash
  • 1~23F: invincible.
  • Mostly used in combos


214X
Body Press
214C/D/CD
WW7 Mauru 214C D sprite.png
Welcome to -58 city, population you
214C Damage Guard Dizzy Cancel
59 High 50 -
Startup Active Recovery Adv. Hit Adv. Guard
17 5 59 KND -49
  • Air unblockable
  • Amazing damage for an Overhead
  • Can be used as a Anti Air
214D Damage Guard Dizzy Cancel
66 High 50 -
Startup Active Recovery Adv. Hit Adv. Guard
17 5 67 KND -57
  • Air unblockable

This move is just the C version but being a bit more minus, you're going to be catch even using the C version so is better to just use this button instead

214CD
ES: "Body Press"
Damage Guard Dizzy Cancel
104 High 35 -
Startup Active Recovery Adv. Hit Adv. Guard
5‼4 7 (12) 8 71 KND -58

this Move is a bit worse if blocked than the D version but hits double, mostly used in combos and you can chipp kill someone with it. An Actual useful move

  • Air Unblockable

Air Special Moves

623X
Kuuchuu Bunbun Copter
J.623A/B/AB
WW7 Mauru DokiDoki sprite.png
An aerial DP (?
WW7 Mauru DP sprite.png
The same but with a effect, you know, looks cute
J.623A Damage Guard Dizzy Cancel
29+30 Mid 20 -
Startup Active Recovery Adv. Hit Adv. Guard
6 3 (3) 1 36 GND -24
  • 5F invincible
  • Your Main DP and Reversal due the frame invinicibility
J.623B Damage Guard Dizzy Cancel
22 Mid 30 -
Startup Active Recovery Adv. Hit Adv. Guard
8 3(3)3(3)3 49 GND -49
  • 7 invencibility frames
  • Gets higher but is more minus
J.623AB
ES: "Kuchuun Bunbun Copter"
Damage Guard Dizzy Cancel
100 Mid 45 -
Startup Active Recovery Adv. Hit Adv. Guard
6‼0 - 74 KND -76
  • Hits on 18/20F of super flash
  • 1~23F: invincible.

DokiDoki

DokiDoki
Bunbun Typhoon
360+AB
WW7 Mauru DokiDoki sprite.png
Yeah,they used all the same animations for this attacks
Damage Guard Dizzy Cancel
14~15 Mid 5 -
Startup Active Recovery Adv. Hit Adv. Guard
8‼0 - 23 KND -23
  • You can move Mauru by imputting 4/6
  • Hits on 42/46F of superflash.
  • AIR UNBLOCKABLE.
  • 1~49F: invincible
  • Not a very useful super, it has situational uses and is better to just spend the meter on something else

HaraHara

HaraHara
Miracle Voice
22+AB/CD
WW7 Mauru HaraHara sprite.png
Don't talk to him, he's angry
Damage Guard Dizzy Cancel
190 - 5 -
Startup Active Recovery Adv. Hit Adv. Guard
103 - 64 KND -
  • Unblockable
  • Projectile
  • The best non boss HaraHara move
  • Second fastest harahara move
  • Great tool as oki

WW7 Navigation

General
Controls and Notation
HUD
System
FAQ
Characters
Fernandez
Rai
Slash
Tesse
PolitankZ
Mauru
DandyJ
Arina
Bonus Kun