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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 | ||
Line 824: | Line 1,668: | ||
}} | }} | ||
== DokiDoki == | === DokiDoki === | ||
===== <span class="invisible-header">DokiDoki</span> ===== | ===== <span class="invisible-header">DokiDoki</span> ===== | ||
{{MoveData | {{MoveData | ||
Line 871: | Line 1,715: | ||
}} | }} | ||
== 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.
Strengths | Weaknesses |
---|---|
|
|
Move List
Standing Normals
5A
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
14 | Mid | 5 | y | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
5 | 4 | 5 | +8 | +1 | |
|
5B
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
|
5C
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.
|
5D
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
|
Crouching Normals
2A
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
13 | Low | 5 | y | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
5 | 2 | 6 | +9 | +1 | |
|
2B
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
33 | Low | 0 | n | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
15 | 4 | 20 | KND | -9 | |
|
2C
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
17 | Low | 5 | n | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
6 | 4 | 7 | KND | +1 | |
|
2D
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.
|
Air Normals
J.A
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
14 | high | 5 | n | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
7 | Gnd | - | - | - | |
|
J.B
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
37 | high | 5 | n | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
9 | 12 | GND | - | - | |
|
J.C
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
8~9 | high | 5 | n | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
7 | - | GND | - | - | |
|
J.D
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
44 | high | 5 | n | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
11 | 4 | GND | - | - | |
|
Command Normals
6.B
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
18+37 | Mid | 45 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
24 | 6 | 25 | - WSL | -15 | |
|
8.B
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
37 | High | 25 | n | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
11 | 6 | GND | - - | - - | |
|
8.C
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
18 | High | 5 | n | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
5 | GND | - - | - - | - - | |
|
Universal Mechanics
Throw
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
52 | Thw | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
1 | 1 | - | KND | - | |
|
Air Throw
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
52 | Thw | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
1 | 1 | - | KND | - | |
|
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
|
Universal Overhead
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
37 | High | 5 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
24 | 2 | 23 | 0 | -10 | |
|
Pursuit
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
44 | Mid | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
50 | 3 | 40 | KND | -38 | |
|
Rissing attack
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
37 | High | 20 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
15 | 6 | 24 | KND | -15 | |
|
Super mode
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
37 | Mid | 50 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
16 | 9 | 9 | KND | -9 | |
|
Special Moves
623X
236A | Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|---|
59 | Mid | 30 | - | |||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | ||
19 | 2 (2) 10 | 28 | KND | -18 | ||
| ||||||
236B | Damage | Guard | Dizzy | Cancel | ||
66 | Mid | 45 | - | |||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | ||
21 | 14 | 32 | KND | -20 | ||
| ||||||
236AB ES: "Guruguru Punch" |
Damage | Guard | Dizzy | Cancel | ||
106 | Mid | 40 | - | |||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | ||
2 | 15 | 33 | WSL | -21 | ||
|
623X
623A | Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|---|
29+30 | Mid | 20 | - | |||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | ||
6 | 3 (3) 1 | 36 | KND | -24 | ||
| ||||||
623B | Damage | Guard | Dizzy | Cancel | ||
22 | Mid | 30 | - | |||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | ||
8 | 3(3)3(3)3 | 49 | KND | -49 | ||
| ||||||
623AB ES: "Bunbun Copter" |
Damage | Guard | Dizzy | Cancel | ||
100 | Mid | 45 | - | |||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | ||
6‼0 | - | 74 | KND | -76 | ||
|
214X
214C | Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|---|
59 | High | 50 | - | |||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | ||
17 | 5 | 59 | KND | -49 | ||
| ||||||
214D | Damage | Guard | Dizzy | Cancel | ||
66 | High | 50 | - | |||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | ||
17 | 5 | 67 | KND | -57 | ||
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 Special Moves
623X
J.623A | Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|---|
29+30 | Mid | 20 | - | |||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | ||
6 | 3 (3) 1 | 36 | GND | -24 | ||
| ||||||
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 | ||
| ||||||
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 | ||
|
DokiDoki
DokiDoki
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
14~15 | Mid | 5 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
8‼0 | - | 23 | KND | -23 | |
|
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.
Strengths | Weaknesses |
---|---|
|
|
Dandy J | |
---|---|
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
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
14 | Mid | 10 | y | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
4 | 5 | 4 | +8 | +1 | |
|
5B
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
34 | Mid | 25 | n | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
11 | 7 | 18 | 0 | -10 | |
|
5C
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
17 | Low | 15 | n | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
7 | 4 | 8 | +5 | +1 | |
|
5D
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
42 | Mid | 25 | n | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
11 | 8 | 21 | -4 | -14 | |
|
Crouching Normals
2A
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
13 | Low | 10 | n | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
6 | 4 | 8 | +5 | +1 | |
|
2B
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
32 | Low | 0 | n | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
10 | 5 | 18 | KND | -8 | |
|
2C
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
15 | Low | 10 | n | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
12 | 5 | 8 | +4 | 0 | |
|
2D
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
19+19 | Mid,Low | 15 | n | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
7 | 6 (9) 8 | 26 | -9 | -19 | |
|
Air Normals
J.A
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
14 | high | 5 | n | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
6 | 4 | GND | - | - | |
|
J.B
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
34 | high | 15 | n | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
15 | 8 | GND | - | - | |
|
J.C
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
17 | high | 5 | n | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
7 | 17 | GND | - | - | |
|
J.D
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
42 | high | 15 | n | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
8 | 17 | GND | - | - | |
|
Command Normals
WallJump
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
- | - | - | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
- | - | - | - | - | |
|
Universal Mechanics
Throw
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
49 | Thw | 20 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
1 | 1 | - | WSL | - | |
|
Air Throw
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
49 | Thw | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
1 | 1 | - | WSL | - | |
|
Command Grab
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
63 | Thw | 20 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
1 | 1 | - | WSL | - | |
|
Universal Overhead
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
34 | High | 20 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
24 | 4 | 23 | -2 | -12 | |
|
Pursuit
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
42 | Mid | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
48 | 4 | 21 | KND | -33 | |
|
Rissing attack
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
34 | High | 20 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
13 | 11 | 25 | KND | -21 | |
|
Super mode
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 | |
|
Special Moves
236X
236A/B | Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|---|
6+7+7+6 | Mid | 0 | - | |||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | ||
26 | 16 | 39 | -30 | -34 | ||
| ||||||
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.
| ||||||
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
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
54~78 | Mid | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
12‼5 | - | 49 | KND | -31 | |
|
Es 360A/B
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
236A/B | Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|---|
6+7+7+6 | Low | 0 | - | |||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | ||
26 | 15 | 44 | -35 | -39 | ||
| ||||||
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.
| ||||||
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
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
54~78 | Mid | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
12‼5 | - | 49 | KND | -31 | |
|
Es 360C/D
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
623A | Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|---|
56 | Low | 30 | - | |||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | ||
14 | 18 | 10 | KND | -15 | ||
| ||||||
623B | Damage | Guard | Dizzy | Cancel | ||
63 | Low | 30 | - | |||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | ||
14 | 18 | 10 | KND | -15 | ||
| ||||||
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 | ||
|
623X
214214 A/B | Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|---|
14 | Mid | 0 | - | |||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | ||
88 | - | - | KND | - | ||
| ||||||
214214 C/D | Damage | Guard | Dizzy | Cancel | ||
41 | Mid | 0 | - | |||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | ||
93 | - | - | KND | - | ||
|
DokiDoki
DokiDoki
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 | |
|
DokiDoki
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
87 | Mid | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
12‼1 | 8 | 26 | KND | -24 | |
|
HaraHara
HaraHara
22AB/CD | Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|---|
155 | - | 20 | - | |||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | ||
127 | 1 | 88 | WSL | - | ||
| ||||||
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 | - | ||
|