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=== Super Mode === | === Super Mode === | ||
Is a universal mechanic performed by pressing 3 attack buttons, the character will do a burst that will boost your defence and attack for a short period of time. Can also be done on block | Is a universal mechanic performed by pressing 3 attack buttons, the character will do a burst that will boost your defence and attack for a short period of time. Can also be done on block | ||
== Special Moves == | |||
=== Special Moves === | |||
=== ES Special Moves === | |||
:All characters can perform an upgraded version of their special moves at the cost of one Bar. This is done by pressing two punches or two kicks (depending on which the special move calls for). Your character will flash during the ES move. | |||
=== HaraHara === | |||
:All characters can perfom an unblockable super that normally takes more than 100F to perfom, is really powerful and can easily take of the opponent life bar. | |||
== Universal Commands == | |||
=== Pursuit Attack === | |||
:When a character is knocked down by normal means you can push any up direction and any attack button simultaneously. Pursuits auto-target the opponent but those moves has a lot of Startup frames, normally 50F. | |||
=== Overhead === | |||
:All character can use an universal Overhead perfom by imputting A/B+C/D. | |||
[[Category: Waku Waku 7]] | |||
{{Waku Waku 7}} |
Revision as of 00:17, 7 May 2021
Notation
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Numeric Notation
Waku Waku 7 moves and combo sequences are notated with a combination of button letters and numbers, known as Numeric Notation. First of all, the game has 4 buttons: A, B, C, and D.
Button Notation
A - Light Punch
B - Heavy Punch
C - Light Kick
D - Heavy Kick
- Numeric Notation is a style of directional input notation that uses numbers to signify which direction is being pressed. It is the primary notation system used on this Wiki, so you'd be well off to learn it. The graph above shows you which numbers relate to which directions, so take a moment to study it. The layout matches the num-pad found on most keyboards, so use that as a cheat sheet if needed.
- 4 and 6 are walk backward and forward.
- 7, 8 and 9 are jump backward, jump straight up, and jump forward.
- 1, 2 and 3 are all crouch inputs, with 1 being crouch-block, 2 being directly down, and 3 being down-forward.
- 5 represents a Neutral Position, which you might find to be surprisingly important.
- Special move inputs are notated by lining up numbers for each direction traced. A typical fireball input would be 236.A. The first input is 2(Down), followed by 3(Down-Forward), then 6(Forward), and finally A
Basic Attacks
Ground Throws
- 4 or 6 plus B. This can also be done in the air
- All characters have a command throw, is performed by imputting 63214D and being close to your opponent
Air Throws
Throw Tech
- Throw teching is performed by inputting 4 or 6 + B, the window to throw teching depends on characters but usually is into the first 20F of the Throw, when perfomed correctly your character will negate most of the damage and get on their feet negating KND. Only ground and air throws can be tech.
Defending
Ground Blocking
Air Blocking
- Any backwards direction while in the air. Some moves in the game are air unblockable so you can't always do it.
Tech Roll
- When knocked down, press a direction. You will slide along the floor in the direction pressed. the tech roll has a punishible window so don't be predictable with it.
Rissing Attacks
- When knocked down you can hold up and your character will perform a special move when waking up, this move is usually minus on block.
Super Mode
Is a universal mechanic performed by pressing 3 attack buttons, the character will do a burst that will boost your defence and attack for a short period of time. Can also be done on block
Special Moves
Special Moves
ES Special Moves
- All characters can perform an upgraded version of their special moves at the cost of one Bar. This is done by pressing two punches or two kicks (depending on which the special move calls for). Your character will flash during the ES move.
HaraHara
- All characters can perfom an unblockable super that normally takes more than 100F to perfom, is really powerful and can easily take of the opponent life bar.
Universal Commands
Pursuit Attack
- When a character is knocked down by normal means you can push any up direction and any attack button simultaneously. Pursuits auto-target the opponent but those moves has a lot of Startup frames, normally 50F.
Overhead
- All character can use an universal Overhead perfom by imputting A/B+C/D.