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{{Infobox Character WW7
{{Infobox Character WW7
|name=Mauru
|image=WW7_Mauru.png
|fdash=
|bstep= 34 frames (1~34F: invincible)
|prejump=  3 frames
|jumpd=46 frames
|landing=5 frames
|jumpa=123
|fjumpdt=119
|bjumpdt= 118
|fdashdt=
|bstepdt=96
|kdr= 25 frames
|chain= Solo Heavy Series
}}
{{TOClimit|3}}
== Move List ==
=== Standing Normals ===
===== <span class="invisible-header">5A</span> =====
{{MoveData
|image=WW7_Mauru_5A_sprite.png
|caption= Hello fellow gentleman
|name=5A
|linkname=5A
|input=
|data=
{{AttackData-WW7
|Damage=14
|Guard= Mid
|Dizzy= 5
|Cancel= y
|Startup= 5
|Active= 4
|Recovery= 5
|Adv. Hit= +8
|Adv. Guard= +1
|description= *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
}}
}}
===== <span class="invisible-header">5B</span> =====
{{MoveData
|image=WW7_Mauru_5B_sprite.png
|caption= Boy if you don't-
|name=5B
|linkname=5B
|input=
|data=
{{AttackData-WW7
|Damage=37
|Guard= Mid
|Dizzy= 25
|Cancel= n
|Startup= 7
|Active= 5
|Recovery= 12
|Adv. Hit= +8
|Adv. Guard= -2
|description= 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 is decently safe and safe when well spaced
*Can be used in combos
*Less range than 5A
}}
}}
===== <span class="invisible-header">5C</span> =====
{{MoveData
|image=WW7_Mauru_5C_sprite.png
|caption= Big steppy
|name=5C
|linkname=5C
|input=
|data=
{{AttackData-WW7
|Damage=18
|Guard= Mid
|Dizzy= 10
|Cancel= y
|Startup= 4
|Active= 2
|Recovery= 6
|Adv. Hit= +9
|Adv. Guard= +1
|description= This is your main normal to cancel in specials when you have the meter.
*Fastest Mauru Normal
*Safe on block
*best normal at close ranges
*less range than 5A and 5B
}}
}}
===== <span class="invisible-header">5D</span> =====
{{MoveData
|image=WW7_Mauru_5D_sprite.png
|caption=
|name=5D
|linkname=5D
|input=
|data=
{{AttackData-WW7
|Damage=44
|Guard= Mid
|Dizzy= 25
|Cancel= n
|Startup= 7
|Active= 6
|Recovery= 24
|Adv. Hit= KND
|Adv. Guard= -15
|description= 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 ====
===== <span class="invisible-header">2A</span> =====
{{MoveData
|image=WW7_Mauru_2A_sprite.png
|caption=
|name=2A
|linkname=2A
|input=
|data=
{{AttackData-WW7
|Damage=13
|Guard= Low
|Dizzy= 5
|Cancel= y
|Startup= 5
|Active= 2
|Recovery= 6
|Adv. Hit= +9
|Adv. Guard= +1
|description= *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
}}
}}
===== <span class="invisible-header">2B</span> =====
{{MoveData
|image=WW7_Mauru_2B_sprite.png
|caption= Dorime
|name=2B
|linkname=2B
|input=
|data=
{{AttackData-WW7
|Damage=33
|Guard= Low
|Dizzy= 0
|Cancel= n
|Startup= 15
|Active= 4
|Recovery= 20
|Adv. Hit= KND
|Adv. Guard= -9
|description= *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
}}
}}
===== <span class="invisible-header">2C</span> =====
{{MoveData
|image=WW7_Mauru_2C_sprite.png
|caption=
|name=2C
|linkname=2C
|input=
|data=
{{AttackData-WW7
|Damage=17
|Guard= Low
|Dizzy= 5
|Cancel= n
|Startup= 6
|Active= 4
|Recovery= 7
|Adv. Hit= KND
|Adv. Guard= +1
|description= *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
}}
}}
===== <span class="invisible-header">2D</span> =====
{{MoveData
|image=WW7_Mauru_2D_sprite.png
|caption=
|name=2D
|linkname=2D
|input=
|data=
{{AttackData-WW7
|Damage=40
|Guard= Low
|Dizzy= 10
|Cancel= n
|Startup= 9
|Active= 16
|Recovery= 17
|Adv. Hit= KND
|Adv. Guard= -18
|description= This is your main button to catch rolls or people mashing reversals on wake up,if you wait enough to the opponent to roll this move will track the roll  if timed well this 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 ====
===== <span class="invisible-header">J.A</span> =====
{{MoveData
|image=WW7_Mauru_JA_sprite.png
|caption=
|name=J.A
|linkname=J.A
|input=
|data=
{{AttackData-WW7
|Damage=14
|Guard= high
|Dizzy=5
|Cancel= n
|Startup= 7
|Active= Gnd
|Recovery= -
|Adv. Hit= -
|Adv. Guard= -
|description= *Decent jump in
*better used when jumping from afar
*Mauru Hurtbox extends from the Hitbox so it can be easily anti aired
}}
}}
===== <span class="invisible-header">J.B</span> =====
{{MoveData
|image=WW7_Mauru_JB_sprite.png
|caption=
|name=J.B
|linkname=J.B
|input= 7/9 B
|data=
{{AttackData-WW7
|Damage=37
|Guard= high
|Dizzy=5
|Cancel= n
|Startup= 9
|Active= 12
|Recovery= GND
|Adv. Hit= -
|Adv. Guard= -
|description= *Good Jump in
*Decent hitbox so is better to use when jumping at mid to close ranges
}}
}}
===== <span class="invisible-header">J.C</span> =====
{{MoveData
|image=WW7_Mauru_JC_sprite.png
|caption=
|name=J.C
|linkname=J.C
|input= 7/9 C
|data=
{{AttackData-WW7
|Damage=8~9
|Guard= high
|Dizzy=5
|Cancel= n
|Startup= 7
|Active= -
|Recovery= GND
|Adv. Hit= -
|Adv. Guard= -
|description= *This move is completely active until it touch the ground
*Normally used as a pressure air to ground button
*Hits multiple times
}}
}}
===== <span class="invisible-header">J.D</span> =====
{{MoveData
|image=WW7_Mauru_JD_sprite.png
|caption=
|name=J.D
|linkname=J.D
|input=
|data=
{{AttackData-WW7
|Damage=44
|Guard= high
|Dizzy=5
|Cancel= n
|Startup= 11
|Active= 4
|Recovery= GND
|Adv. Hit= -
|Adv. Guard= -
|description= *Great Jump in
*Decently fast
*More used in close jump ranges and air to air
}}
}}
=== Command Normals ===
===== <span class="invisible-header">6.B</span> =====
{{MoveData
|image=WW7_Mauru_6B_sprite.png
|caption=
|name=6B
|linkname=6B
|input=
|data=
{{AttackData-WW7
|Damage=18+37
|Guard= Mid
|Dizzy=45
|Cancel= -
|Startup= 24
|Active= 6
|Recovery= 25
|Adv. Hit= - WSL
|Adv. Guard= -15
|description= *Can be used as a preenctive anti air
*Really unsafe on block
*Air unblockable
}}
}}
===== <span class="invisible-header">8.B</span> =====
{{MoveData
|image=WW7_Mauru_8B_sprite.png
|caption=
|name=8B
|linkname=8B
|input=
|data=
{{AttackData-WW7
|Damage=37
|Guard= High
|Dizzy=25
|Cancel= n
|Startup= 11
|Active= 6
|Recovery= GND
|Adv. Hit= - -
|Adv. Guard= - -
|description= *Good overhead to use on oki
*Can catch Rissing attacks
}}
}}
===== <span class="invisible-header">8.C</span> =====
{{MoveData
|image=WW7_Mauru_JC_sprite.png
|caption=
|name=8C
|linkname=8C
|input=
|data=
{{AttackData-WW7
|Damage=18
|Guard= High
|Dizzy=5
|Cancel= n
|Startup= 5
|Active= GND
|Recovery= - -
|Adv. Hit= - -
|Adv. Guard= - -
|description= *Completely active until it touchs the grounds
*Only one hit
}}
}}
=== Universal Mechanics ===
===== <span class="invisible-header">Throw</span> =====
{{MoveData
|image=WW7_Mauru_Throw_6B_sprite.png
|caption= Po-i
|name= Ground Throw
|linkname= Ground Throw
|input= 4/6B
|data=
{{AttackData-WW7
|Damage=52
|Guard= Thw
|Dizzy= 0
|Cancel= -
|Startup= 1
|Active= 1
|Recovery= -
|Adv. Hit= KND
|Adv. Guard= -
|description= *Mauru grabs the opponent and throws them at the contrary side he's looking on
*Can be thrown softened within 20F
}}
}}
===== <span class="invisible-header">Air Throw</span> =====
{{MoveData
|image=WW7_Mauru_Throw_6B_sprite.png
|caption= Kuuchuu Po-i
|name= Air Throw
|linkname= Air Throw
|input= J.4/6B
|data=
{{AttackData-WW7
|Damage=52
|Guard= Thw
|Dizzy= 0
|Cancel= -
|Startup= 1
|Active= 1
|Recovery= -
|Adv. Hit= KND
|Adv. Guard= -
|description= *Mauru grabs the opponent and throws them at the contrary side he's looking on
*Can be thrown softened within 18F
}}
}}
===== <span class="invisible-header">Command Grab</span> =====
{{MoveData
|image=WW7_Mauru_Command_Grab_sprite.png
|caption= Universal command grab
|name= WakuWaku Nage
|linkname= WakuWaku Nage
|input= 63214D
|data=
{{AttackData-WW7
|Damage=66
|Guard= Thw
|Dizzy= 0
|Cancel= -
|Startup= 1
|Active= 1
|Recovery= -
|Adv. Hit= KND
|Adv. Guard= -
|description= This is one of your main mixing tool when the opponent is afraid of pressing buttons, you can link a 5A on Tesse in the corner
*Mauru grabs the opponent and slaps them in the face
*Unblockable
}}
}}
===== <span class="invisible-header">Universal Overhead</span> =====
{{MoveData
|image= WW7_Mauru_PK_sprite.png
|caption= Universal Overhead
|name= Middle Attack
|linkname= Tsukkomi Chop
|input= A/B+C/D
|data=
{{AttackData-WW7
|Damage=37
|Guard= High
|Dizzy= 5
|Cancel= -
|Startup= 24
|Active= 2
|Recovery= 23
|Adv. Hit= 0
|Adv. Guard= -10
|description= *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
}}
}}
===== <span class="invisible-header">Pursuit</span> =====
{{MoveData
|image=
|caption= Universal Pursuit mechanic
|name= Oshiri Do-n
|linkname= Oshiri Do-n
|input= When a opponent is down 8+any move
|data=
{{AttackData-WW7
|Damage=44
|Guard= Mid
|Dizzy= 0
|Cancel= -
|Startup= 50
|Active= 3
|Recovery= 40
|Adv. Hit= KND
|Adv. Guard= -38
|description= *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
}}
}}
===== <span class="invisible-header">Rissing attack</span> =====
{{MoveData
|image= WW7_Mauru_5D_sprite.png
|caption= Universal Reversal
|name= Okiagari Gururi'n Kick
|linkname= Okiagari Gururi'n Kick
|input= When down, [8]
|data=
{{AttackData-WW7
|Damage=37
|Guard= High
|Dizzy= 20
|Cancel= -
|Startup= 15
|Active= 6
|Recovery= 24
|Adv. Hit= KND
|Adv. Guard= -15
|description= *Universal reversal mechanic
*Good to use when being down but can be punished if the opponent blocks it
}}
}}
===== <span class="invisible-header">Super mode</span> =====
{{MoveData
|image= WW7_Mauru_Super_mode_sprite.png
|caption= Totoro SSJ
|name= Super Mode
|linkname=
|input= Any 3 buttons
|data=
{{AttackData-WW7
|Damage=37
|Guard= Mid
|Dizzy= 50
|Cancel= -
|Startup= 16
|Active= 9
|Recovery= 9
|Adv. Hit= KND
|Adv. Guard= -9
|description= *Air Unblockable
*1~24F: invincible.
*Has a decent hitbox
}}
}}
=== Special Moves ===
===== <span class="invisible-header">623X</span> =====
{{MoveData
|image=WW7_Mauru_236A_B_sprite.png
|image2=WW7_Mauru_236AB_sprite.png
|caption=
|caption2=The same but with a effect
|name=Guruguru Punch
|linkname=236X
|input=236A/B/AB
|data=
{{AttackData-WW7
|version=236A
|Damage=59
        |Guard= Mid
        |Dizzy= 30
        |Cancel= -
        |Startup= 19
        |Active= 2 (2) 10
        |Recovery= 28
        |Adv. Hit= KND
        |Adv. Guard= -18
        |description=
*Slow so can be guarded on reaction
}}
{{AttackData-WW7
|header=no
|version=236B
|Damage=66
        |Guard= Mid
        |Dizzy= 45
        |Cancel= -
        |Startup= 21
        |Active= 14
        |Recovery= 32
        |Adv. Hit= KND
        |Adv. Guard= -20
        |description= *Travels a bit further than A version but is worst in just all aspects
}}
{{AttackData-WW7
|header=no
|version=236AB
        |subtitle=ES: "Guruguru Punch"
|Damage=106
        |Guard= Mid
        |Dizzy= 40
        |Cancel= -
        |Startup= 2
        |Active= 15
        |Recovery= 33
        |Adv. Hit= WSL
        |Adv. Guard= -21
        |description= *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
}}
}}
===== <span class="invisible-header">623X</span> =====
{{MoveData
|image=WW7_Mauru_DokiDoki_sprite.png
|image2=WW7_Mauru_DP_sprite.png
|caption=A DP (?
|caption2=The same but with a effect, you know, looks cute
|name=Bunbun Copter
|linkname=623X
|input=623A/B/AB
|data=
{{AttackData-WW7
        |version=623A
|Damage=29+30
|Guard= Mid
        |Dizzy= 20
        |Cancel= -
        |Startup= 6
        |Active= 3 (3) 1
        |Recovery= 36
        |Adv. Hit= KND
        |Adv. Guard= -24
        |description= *5F invincible
*Your Main DP and Reversal due the frame invinicibility
}}
{{AttackData-WW7
|header=no
|version=623B
|Damage=22
        |Guard= Mid
        |Dizzy= 30
        |Cancel= -
        |Startup= 8
        |Active= 3(3)3(3)3
        |Recovery= 49
        |Adv. Hit= KND
        |Adv. Guard= -49
        |description= *7 invencibility frames
*Gets higher but is more minus
}}
{{AttackData-WW7
|header=no
|version=623AB
        |subtitle=ES: "Bunbun Copter"
|Damage=100
        |Guard= Mid
        |Dizzy= 45
        |Cancel= -
        |Startup= 6‼0
        |Active= -
        |Recovery= 74
        |Adv. Hit= KND
        |Adv. Guard= -76
        |description= *Hits on 18/20F of super flash
*1~23F: invincible.
*Mostly used in combos
}}
}}
===== <span class="invisible-header">214X</span> =====
{{MoveData
|image=WW7_Mauru_214C_D_sprite.png
|caption=Welcome to -58 city, population you
|name=Body Press
|linkname=214X
|input=214C/D/CD
|data=
{{AttackData-WW7
        |version=214C
|Damage=59
|Guard= High
        |Dizzy= 50
        |Cancel= -
        |Startup= 17
        |Active= 5
        |Recovery= 59
        |Adv. Hit= KND
        |Adv. Guard= -49
        |description= *Air unblockable
*Amazing damage for an Overhead
*Can be used as a Anti Air
}}
{{AttackData-WW7
|header=no
|version=214D
|Damage=66
        |Guard= High
        |Dizzy= 50
        |Cancel= -
        |Startup= 17
        |Active= 5
        |Recovery= 67
        |Adv. Hit= KND
        |Adv. Guard= -57
        |description= *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
}}
{{AttackData-WW7
|header=no
|version=214CD
        |subtitle=ES: "Body Press"
|Damage=104
        |Guard= High
        |Dizzy= 35
        |Cancel= -
        |Startup= 5‼4
        |Active= 7 (12) 8
        |Recovery= 71
        |Adv. Hit= KND
        |Adv. Guard= -58
        |description= 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 ===
===== <span class="invisible-header">623X</span> =====
{{MoveData
|image=WW7_Mauru_DokiDoki_sprite.png
|image2=WW7_Mauru_DP_sprite.png
|caption=An aerial DP (?
|caption2=The same but with a effect, you know, looks cute
|name=Kuuchuu Bunbun Copter
|linkname=623X
|input=J.623A/B/AB
|data=
{{AttackData-WW7
        |version=J.623A
|Damage=29+30
|Guard= Mid
        |Dizzy= 20
        |Cancel= -
        |Startup= 6
        |Active= 3 (3) 1
        |Recovery= 36
        |Adv. Hit= GND
        |Adv. Guard= -24
        |description= *5F invincible
}}
{{AttackData-WW7
|header=no
|version=J.623B
|Damage=22
        |Guard= Mid
        |Dizzy= 30
        |Cancel= -
        |Startup= 8
        |Active= 3(3)3(3)3
        |Recovery= 49
        |Adv. Hit= GND
        |Adv. Guard= -49
        |description= *7 invencibility frames
*Gets higher but is more minus
}}
{{AttackData-WW7
|header=no
|version=J.623AB
        |subtitle=ES: "Kuchuun Bunbun Copter"
|Damage=100
        |Guard= Mid
        |Dizzy= 45
        |Cancel= -
        |Startup= 6‼0
        |Active= -
        |Recovery= 74
        |Adv. Hit= KND
        |Adv. Guard= -76
        |description= *Hits on 18/20F of super flash
*1~23F: invincible.
}}
}}
=== DokiDoki ===
===== <span class="invisible-header">DokiDoki</span> =====
{{MoveData
|image= WW7_Mauru_DokiDoki_sprite.png
|caption= Yeah,they used all the same animations for this attacks
|name= Bunbun Typhoon
|linkname=
|input= 360+AB
|data=
{{AttackData-WW7
|Damage=14~15
|Guard= Mid
|Dizzy= 5
|Cancel= -
|Startup= 8‼0
|Active= -
|Recovery= 23
|Adv. Hit= KND
|Adv. Guard= -23
|description= *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 ===
===== <span class="invisible-header">HaraHara</span> =====
{{MoveData
|image= WW7_Mauru_HaraHara_sprite.png
|caption= Don't talk to him, he's angy
|name= Miracle Voice
|linkname=
|input= 22+AB/CD
|data=
{{AttackData-WW7
|Damage=190
|Guard= -
|Dizzy= 5
|Cancel= -
|Startup= 103
|Active= -
|Recovery= 64
|Adv. Hit= KND
|Adv. Guard= -
|description= *Unblockable
*Projectile{{Infobox Character WW7
|name=Dandy J
|name=Dandy J
|image=WW7_dandy.png
|image=WW7_dandy.png
Line 18: Line 862:
{{TOClimit|2}}
{{TOClimit|2}}


== Standing Normals ==
=== Standing Normals ===
===== <span class="invisible-header">5A</span> =====
===== <span class="invisible-header">5A</span> =====
{{MoveData
{{MoveData
Line 113: Line 957:
  }}
  }}


== Crouching Normals ==
=== Crouching Normals ===
===== <span class="invisible-header">2A</span> =====
===== <span class="invisible-header">2A</span> =====
{{MoveData
{{MoveData
Line 203: Line 1,047:
}}
}}


== Air Normals ==
=== Air Normals ===
===== <span class="invisible-header">J.A</span> =====
===== <span class="invisible-header">J.A</span> =====
{{MoveData
{{MoveData
Line 292: Line 1,136:
}}
}}


== Command Normals ==
=== Command Normals ===
===== <span class="invisible-header">WallJump</span> =====
===== <span class="invisible-header">WallJump</span> =====
{{MoveData
{{MoveData
Line 320: Line 1,164:
}}
}}


== Universal Mechanics ==
=== Universal Mechanics ===
===== <span class="invisible-header">Throw</span> =====
===== <span class="invisible-header">Throw</span> =====
{{MoveData
{{MoveData
Line 483: Line 1,327:
  }}
  }}


== Special Moves ==
=== Special Moves ===
===== <span class="invisible-header">236X</span> =====
===== <span class="invisible-header">236X</span> =====
{{MoveData
{{MoveData
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}}


== DokiDoki ==
=== DokiDoki ===
===== <span class="invisible-header">DokiDoki</span> =====
===== <span class="invisible-header">DokiDoki</span> =====
{{MoveData
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  }}


== HaraHara ==
=== HaraHara ===
===== <span class="invisible-header">HaraHara</span> =====
===== <span class="invisible-header">HaraHara</span> =====
{{MoveData
{{MoveData

Revision as of 02:34, 10 May 2021


Introduction

Dandy J is a famous treasure hunter who is traveling around the world with Natsumi and Rampoo. He started his current quest when he was asked to find the legendary Waku Waku 7 treasure.

Dandy J is a combination of a zoner and mixup character, controlling a lot of space midscreen. 236A/B is a great long-range tool that can push opponents away, or bring them closer when 4A/B is used after. He becomes most intimidating after knocking the opponent down, utilizing Rampoo Nage and Natsumi Nage to setup a pressure situation he can capitalize on.

Dandy J
Strengths Weaknesses
  • Normals inflict good amount of Dizzy
  • Forward Dash can be canceled
  • Backdash has a lot of invinvibility
  • Can Crouch cancel moves like 5A making chains that are not suposed to work
  • 2 DokiDoki's
  • Has the worst movement speed in the game
  • Rampoo Nage and Natsumi Nage disallow special usage while active
Mauru
WW7 Mauru.png
Character Data
Back Step Duration 34 frames (1~34F: invincible)
Pre-jump Frames 3 frames
Jump Duration 46 frames
Landing Frames 5 frames
Jump Height Apex 123
Forward Jump Distance 119
Backward Jump Distance 118
Back Step Distance 96
Knockdown Recovery 25 frames
Chain Series Solo Heavy Series

Move List

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 is decently safe and safe when well spaced
  • Can be used in combos
  • 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

This is your main normal to cancel in specials when you have the meter.

  • 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 you wait enough to the opponent to roll this move will track the roll if timed well this 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 -

This is one of your main mixing tool when the opponent is afraid of pressing buttons, you can link a 5A on Tesse in the corner

  • Mauru grabs the opponent and slaps them in the face
  • Unblockable
Universal Overhead
Middle Attack
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
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

{{MoveData |image= WW7_Mauru_HaraHara_sprite.png |caption= Don't talk to him, he's angy |name= Miracle Voice |linkname= |input= 22+AB/CD |data=

{{AttackData-WW7
|Damage=190
|Guard= -
|Dizzy= 5
|Cancel= -
|Startup= 103
|Active= -
|Recovery= 64
|Adv. Hit= KND
|Adv. Guard= -
|description= *Unblockable
  • Projectile


Introduction

Dandy J is a famous treasure hunter who is traveling around the world with Natsumi and Rampoo. He started his current quest when he was asked to find the legendary Waku Waku 7 treasure.

Dandy J is a combination of a zoner and mixup character, controlling a lot of space midscreen. 236A/B is a great long-range tool that can push opponents away, or bring them closer when 4A/B is used after. He becomes most intimidating after knocking the opponent down, utilizing Rampoo Nage and Natsumi Nage to setup a pressure situation he can capitalize on.

Dandy J
Strengths Weaknesses
  • Normals inflict good amount of Dizzy
  • Forward Dash can be canceled
  • Backdash has a lot of invinvibility
  • Can Crouch cancel moves like 5A making chains that are not suposed to work
  • 2 DokiDoki's
  • Has the worst movement speed in the game
  • Rampoo Nage and Natsumi Nage disallow special usage while active
Dandy J
WW7 dandy.png
Character Data
Forward Dash Speed 31~46 frames
Back Step Duration 30 frames (1~27F: invincible)
Pre-jump Frames 3 frames
Jump Duration 43 frames
Landing Frames 4 frames
Jump Height Apex 109
Forward Jump Distance 92
Backward Jump Distance 91
Forward Dash Distance 124~244
Back Step Distance 94
Knockdown Recovery 28 frames
Chain Series None; but can chain 5LP → 2P/K

Standing Normals

5A
c./f.5A
WW7 Dandy c.5A sprite.png
Ww7 Dandy f.5A sprite.png
Damage Guard Dizzy Cancel
14 Mid 10 y
Startup Active Recovery Adv. Hit Adv. Guard
4 5 4 +8 +1
  • Dandy has 2 versions of this move, Close and Far, they share the same frame data.
5B
c./f.5B
WW7 Dandy c.5B sprite.png
WW7 Dandy f.5B sprite.png
Damage Guard Dizzy Cancel
34 Mid 25 n
Startup Active Recovery Adv. Hit Adv. Guard
11 7 18 0 -10
  • Dandy has 2 versions of this move, Close and Far, they share the same frame data.
5C
c./f.5C
WW7 Dandy c.5C sprite.png
WW7 Dandy f.5C sprite.png
Damage Guard Dizzy Cancel
17 Low 15 n
Startup Active Recovery Adv. Hit Adv. Guard
7 4 8 +5 +1
  • Dandy has 2 versions of this move, Close and Far, they share the same frame data.
5D
c./f.5D
WW7 Dandy c.5D sprite.png
WW7 Dandy f.5D sprite.png
Damage Guard Dizzy Cancel
42 Mid 25 n
Startup Active Recovery Adv. Hit Adv. Guard
11 8 21 -4 -14
  • Dandy has 2 versions of this move, Close and Far, they share the same frame data.

Crouching Normals

2A
2A
WW7 Dandy 2A sprite.png
Damage Guard Dizzy Cancel
13 Low 10 n
Startup Active Recovery Adv. Hit Adv. Guard
6 4 8 +5 +1
  • placeholder
2B
2B
WW7 Dandy 2B sprite.png
Damage Guard Dizzy Cancel
32 Low 0 n
Startup Active Recovery Adv. Hit Adv. Guard
10 5 18 KND -8
  • placeholder
2C
2C
WW7 Dandy 2C sprite.png
Damage Guard Dizzy Cancel
15 Low 10 n
Startup Active Recovery Adv. Hit Adv. Guard
12 5 8 +4 0
  • placeholder
2D
2D
WW7 Dandy 2D x1 sprite.png
WW7 Dandy 2D x2 sprite.png
Damage Guard Dizzy Cancel
19+19 Mid,Low 15 n
Startup Active Recovery Adv. Hit Adv. Guard
7 6 (9) 8 26 -9 -19
  • placeholder

Air Normals

J.A
J.A
WW7 Dandy j.A sprite.png
Damage Guard Dizzy Cancel
14 high 5 n
Startup Active Recovery Adv. Hit Adv. Guard
6 4 GND - -
  • placeholder
J.B
J.B
WW7 Dandy j.B sprite.png
Damage Guard Dizzy Cancel
34 high 15 n
Startup Active Recovery Adv. Hit Adv. Guard
15 8 GND - -
  • placeholder
J.C
J.C
WW7 Dandy j.C sprite.png
Damage Guard Dizzy Cancel
17 high 5 n
Startup Active Recovery Adv. Hit Adv. Guard
7 17 GND - -
  • placeholder
J.D
J.D
WW7 Dandy j.D sprite.png
Damage Guard Dizzy Cancel
42 high 15 n
Startup Active Recovery Adv. Hit Adv. Guard
8 17 GND - -
  • placeholder

Command Normals

WallJump
Dash
66
WW7 Dandy Dash Sprite.png
Damage Guard Dizzy Cancel
- - - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -
  • Can follow with (cancel) or (stand cancel).
  • Dandy J is the only character who has a forward dash instead of a run, and can extend its range to half-screen distance by holding [6].
  • The distance of the dash is not set and can be shortened at any time during the leap by releasing 6, or pressing 2/4 before the ending roll.
  • Dandy J "stand canceling" his forward dash is actually him doing an aerial attack that never hits, so it follows the same rules as any aerial attack. In which case instead of his roll animation that cannot be interrupted or canceled, Dandy J goes into landing frames which can be canceled and leaves him standing——an immensely faster recovery time.

Universal Mechanics

Throw
Ground Throw
4/6B
WW7 Dandy Throw sprite.png
Banbutsu Gousokkyuu Nage
Damage Guard Dizzy Cancel
49 Thw 20 -
Startup Active Recovery Adv. Hit Adv. Guard
1 1 - WSL -
  • Unblockable.
  • Can be throw softened within 25F
Air Throw
Air Throw
J.4/6B
WW7 Dandy Air Throw sprite.png
Kuuchuu Banbutsu Gousokkyuu Nage
Damage Guard Dizzy Cancel
49 Thw 0 -
Startup Active Recovery Adv. Hit Adv. Guard
1 1 - WSL -
  • Unblockable.
  • Can be throw softened within 28F.
Command Grab
Command Grab
63214D
WW7 Dandy Throw sprite.png
Damage Guard Dizzy Cancel
63 Thw 20 -
Startup Active Recovery Adv. Hit Adv. Guard
1 1 - WSL -
  • Unblockable
Universal Overhead
Middle Attack
A/B+C/D
WW7 Dandy Overhead sprite.png
Buster Heel
Damage Guard Dizzy Cancel
34 High 20 -
Startup Active Recovery Adv. Hit Adv. Guard
24 4 23 -2 -12
  • A overhead that can be reacted
  • Air Unblockable
Pursuit
Pursuit
When a opponent is down 8+any move
WW7 Dandy Pursuit sprite.png
Overdrive Elbow
Damage Guard Dizzy Cancel
42 Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
48 4 21 KND -33
  • Universal Pursuit mechanich.
  • In general is not very used due to long start up and that your opponent can mash out of knockdown to get up quicker.
Rissing attack
Rissing attack
When down, [8]
WW7 Dandy RissingAttack sprite.png
Revenge Kick
Damage Guard Dizzy Cancel
34 High 20 -
Startup Active Recovery Adv. Hit Adv. Guard
13 11 25 KND -21
  • 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 Dandy SuperMode sprite.png
Damage Guard Dizzy Cancel
55 Mid 50 -
Startup Active Recovery Adv. Hit Adv. Guard
32 1 (1) 1 (1) 1 (1) 1 16 KND -20
  • Air Unblockable
  • 1~38F: invincible.

Special Moves

236X
Hissatsu Rope (Air OK)
236A/B
WW7 Dandy 236 A B sprite.png
WW7 Dandy j.236 A B sprite.png
WW7 Dandy 236A B 5P Energy sprite.png
WW7 Dandy 236 4P Energy sprite.png
WW7 Dandy 236A B 360P sprite.png
WW7 Dandy 236A B 360P Air sprite.png
236A/B Damage Guard Dizzy Cancel
6+7+7+6 Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
26 16 39 -30 -34
  • Air Unblockable.
  • Can follow with A/B, 4A/B, or 360A/B, but only the Punch versions.
  • Both the A- and B-versions, and all of the follow-ups, are the same.
  • Up to three rings appear along the Hissatsu Rope during its duration, on 26F, 28F, 31F. These determine how many rings appear during 4A/B.
  • Inputs can be done any time during Dandy J's extended rope: 26~42F. Later input just extend the range of the attack.
A/B Damage Guard Dizzy Cancel
1~2/n Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
1 30 18 -9 -5
4A/B Damage Guard Dizzy Cancel
9/n Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
1 26~36 14~ -28 -11~24

Can follow with 360X, but only the Punch version.

  • VACUUMs opponent on hit or guard.
360A/B Damage Guard Dizzy Cancel
6~7/n Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
1 30 58 KND -44
Es 236A/B
ES Hissatsu Rope (Air OK)
236A/B
WW7 Dandy 236AB sprite.png
WW7 Dandy 236AB Air sprite.png
WW7 Dandy 236AB Energy sprite.png
Damage Guard Dizzy Cancel
54~78 Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
12‼5 - 49 KND -31
  • Projectile (Tier 9).
  • Lasts 18F.
Es 360A/B
ES Hissatsu Rope: Taifuu Mouda
360A/B
WW7 Dandy 236A B 360P sprite.png
Damage Guard Dizzy Cancel
65 Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
2‼0 75 58 KND -44

ES Taifuu Mouda is an enhanced ender to Dandy J's Hissatsu Rope multi-part; it can't be used solo.

236X
Shagami Hissatsu Rope
236C/D
WW7 Dandy 236 C D sprite.png
WW7 Dandy 236A B 5P Energy sprite.png
WW7 Dandy 236 4P Energy sprite.png
WW7 Dandy 236A B 360P sprite.png
236A/B Damage Guard Dizzy Cancel
6+7+7+6 Low 0 -
Startup Active Recovery Adv. Hit Adv. Guard
26 15 44 -35 -39
  • Air Unblockable.
  • Can follow with C/D, 4C/D, or 360C/D, but only the Kick versions.
  • Both the C- and D-versions, and all of the follow-ups, are the same.
  • Up to three rings appear along the Hissatsu Rope during its duration, on 26F, 28F, 30F. These determine how many rings appear during 4A/B.
  • Inputs can be done any time during Dandy J's extended rope: 26~41F. Later input just extend the range of the attack.
C/D Damage Guard Dizzy Cancel
1~2/n Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
1 30 18 -4~9 -9
4C/D Damage Guard Dizzy Cancel
9/n Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
1 26~36 14~ -29 -23~31

Can follow with 360X, but only the Kick version.

  • VACUUMs opponent on hit or guard.
360C/D Damage Guard Dizzy Cancel
6~7/n Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
1 30 58 KND -44
Es 236A/B
ES Shagami Hissatsu Rope
236C/D
WW7 Dandy 236CD sprite.png
WW7 Dandy 236AB Energy sprite.png
Damage Guard Dizzy Cancel
54~78 Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
12‼5 - 49 KND -31
  • Projectile (Tier 9).
  • Lasts 18F.
Es 360C/D
ES Shagami Hissatsu Rope: Taifuu Mouda
360C/D
WW7 Dandy 236A B 360P sprite.png
Damage Guard Dizzy Cancel
65 Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
2‼0 75 59 WSL -17

ES Taifuu Mouda is an enhanced ender to Dandy J's Shagami Hissatsu Rope multi-part; it can't be used solo.

623X
Kyoui Jintai Hakka Ken
623A/B/AB
WW7 Dandy 623A B sprite.png
WW7 Dandy 22AB sprite.png
623A Damage Guard Dizzy Cancel
56 Low 30 -
Startup Active Recovery Adv. Hit Adv. Guard
14 18 10 KND -15
  • Air Unblockable
623B Damage Guard Dizzy Cancel
63 Low 30 -
Startup Active Recovery Adv. Hit Adv. Guard
14 18 10 KND -15
  • Air unblockable
623AB
ES: "Kyoui Jintai Hakka Ken"
Damage Guard Dizzy Cancel
96 Low,Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
6‼3 8 (4) 8 (4) 8 (4) 8 (13) 7 30 WSL -17
  • Air Unblockable
623X
Kyoui Jintai Hakka Ken
214214X
WW7 Dandy 214214A B sprite.png
WW7 Dandy 214214C D sprite.png
214214 A/B Damage Guard Dizzy Cancel
14 Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
88 - - KND -
  • Projectile (Tier 0).
  • Lasts 37F. (88F is the fastest time after input for Rampoo to hit.)
  • SEMI-TRACKS the opponent's location. The arc in which Rampoo is thrown has a wide minimum range. If Natsumi and the opponent are close to one another, she will throw Rampoo behind them. If they are about two character's width or more apart, she throws Rampoo wherever the opponent is located.
  • If the screen is fully stretched out, Natsumi can throw Rampoo up to half- screen distance.
  • After input, Dandy J can only perform basic attacks or normal throws.
214214 C/D Damage Guard Dizzy Cancel
41 Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
93 - - KND -
  • Projectile (Tier 0).
  • Lasts 32F. (93F is the fastest time after input for Natsumi to hit.)
  • SEMI-TRACKS the opponent's location. The arc in which Natsumi is thrown is much steeper than Natsumi: Rampoo Nage, able to hit opponents up close.
  • If the screen is fully stretched out, Rampoo can throw Natsumi up to 1/3- screen distance.
  • After input, Dandy J can only perform basic attacks or normal throws.

DokiDoki

DokiDoki
Daiyouryou Seiden Ken
64646AB
WW7 Dandy 64646AB sprite.png
Damage Guard Dizzy Cancel
95 Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
12‼12 2 (1) 1 (1) 1 (1) 1 (1) 1 (1) 2 29 KND -15
  • Air Unblockable
DokiDoki
Kyoutendouchi Ginga Gekitotsu Otoshi
2363214AB
WW7 Dandy 236 A B sprite.png
WW7 Dandy 2363214AB sprite.png
Damage Guard Dizzy Cancel
87 Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
12‼1 8 26 KND -24
  • Throw on Hit
  • Air Unblockable

HaraHara

HaraHara
Tsuishoumetsu Ryuushikasoku Ken
22+AB/CD
WW7 Dandy 22AB sprite.png
You will never hit someone with this
WW7 Dandy 22AB Energy sprite.png
22AB/CD Damage Guard Dizzy Cancel
155 - 20 -
Startup Active Recovery Adv. Hit Adv. Guard
127 1 88 WSL -
  • Unblockable
Pillar Damage Guard Dizzy Cancel
153~241 - 20 -
Startup Active Recovery Adv. Hit Adv. Guard
140 1 (1) 1 (1) 1 (1) 1 (1) 1 (1) 1 (1) 1 (1) 1 (1) 1 (1) 1 68 KND -
  • Unblockable.
  • Getting caught in the pillar is considerably more deadly if Dandy J catches an airborne opponent, removing up to 95% of their HP!

WW7 Navigation

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