No edit summary |
(→5B) |
||
(82 intermediate revisions by 3 users not shown) | |||
Line 20: | Line 20: | ||
== Move List == | == Move List == | ||
=== Standing Normals === | ==== Standing Normals ==== | ||
===== <span class="invisible-header">5A</span> ===== | ===== <span class="invisible-header">5A</span> ===== | ||
{{MoveData | {{MoveData | ||
Line 39: | Line 39: | ||
|Adv. Hit= +8 | |Adv. Hit= +8 | ||
|Adv. Guard= +1 | |Adv. Guard= +1 | ||
|description= | |description= Standard jab with good range while also being plus on block, often used to challenge in midrange and frame trap when paired with 5C or chained into 5D. | ||
Chain Options: 5[[file:Snkb.gif]], 5[[File:Snkd.gif]]. | |||
}} | }} | ||
}} | }} | ||
Line 64: | Line 63: | ||
|Adv. Hit= +8 | |Adv. Hit= +8 | ||
|Adv. Guard= -2 | |Adv. Guard= -2 | ||
|description= | |description= Decent anti air and mediocre combo filler. +8 on hit allows you to link EX DP but will only connect fully up close, doing it after a 5[[File:Snka.gif]] > 5[[File:Snkb.gif]] chain will only get you 2 hits from the EX DP. | ||
}} | }} | ||
}} | }} | ||
Line 89: | Line 85: | ||
|Adv. Hit= +9 | |Adv. Hit= +9 | ||
|Adv. Guard= +1 | |Adv. Guard= +1 | ||
|description= | |description= *Main normal to cancel in specials. | ||
*Fastest Mauru Normal | *Fastest Mauru Normal | ||
* | *Plus on block | ||
*best normal at close ranges | *best normal at close ranges | ||
}} | }} | ||
}} | }} | ||
Line 115: | Line 110: | ||
|Adv. Hit= KND | |Adv. Hit= KND | ||
|Adv. Guard= -15 | |Adv. Guard= -15 | ||
|description= | |description= *Easier combo finsher at most ranges when you don't have any meter. Moves like Arina J.D are likely to win against this move and other AA like 5B making it not a reliable AA in most MU. | ||
*Really minus on block, this can be punished hard if you use it on any other situation | *Really minus on block, this can be punished hard if you use it on any other situation | ||
*Decent horizontal and vertical range | *Decent horizontal and vertical range | ||
Line 142: | Line 135: | ||
|Adv. Hit= +9 | |Adv. Hit= +9 | ||
|Adv. Guard= +1 | |Adv. Guard= +1 | ||
|description= * | |description= *Good range | ||
*Good to pressure and catch buttons for being + on block | *Good to pressure and catch buttons for being + on block | ||
*Hits low and is the fastest crouching normal | *Hits low and is the fastest crouching normal | ||
Line 166: | Line 159: | ||
|Adv. Hit= KND | |Adv. Hit= KND | ||
|Adv. Guard= -9 | |Adv. Guard= -9 | ||
|description= *Best range for a crouching normal | |description= | ||
*Best range for a crouching normal | |||
*Knockdown the opponent and do good damage | *Knockdown the opponent and do good damage | ||
*Slow and minus on block so it can be | *Slow and relatively minus on block so it can be punished on block. | ||
}} | }} | ||
}} | }} | ||
Line 193: | Line 187: | ||
*Moves Mauru forward | *Moves Mauru forward | ||
*Can eat most of Rai projectiles | *Can eat most of Rai projectiles | ||
*Cause Knockdown but due to the short range is only used | *Cause Knockdown but due to the short range is only used when you are extremely close for pressure and catch buttons | ||
}} | }} | ||
}} | }} | ||
Line 200: | Line 194: | ||
{{MoveData | {{MoveData | ||
|image=WW7_Mauru_2D_sprite.png | |image=WW7_Mauru_2D_sprite.png | ||
|caption= | |caption= You wanted to do 5D right? | ||
|name=2D | |name=2D | ||
|linkname=2D | |linkname=2D | ||
Line 215: | Line 209: | ||
|Adv. Hit= KND | |Adv. Hit= KND | ||
|Adv. Guard= -18 | |Adv. Guard= -18 | ||
|description= | |description= *High profile lows in a lot of situations. | ||
*Same range as 2A but really unsafe on block | *Same range as 2A but really unsafe on block | ||
}} | }} | ||
Line 265: | Line 259: | ||
|Adv. Guard= - | |Adv. Guard= - | ||
|description= *Good Jump in | |description= *Good Jump in | ||
*Decent hitbox | *Decent hitbox and it can cross up, this is your main crossup tool, you are going to use this a lot in jump ins because of the good damage and combos on hit, Can linked into Mauru doki after a hit low to the ground. | ||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header">J.C</span> ===== | ===== <span class="invisible-header">J.C</span> ===== | ||
{{MoveData | {{MoveData | ||
|image=WW7_Mauru_JC_sprite.png | |image=WW7_Mauru_JC_sprite.png | ||
|caption= | |caption= Better than 8C | ||
|name=J.C | |name=J.C | ||
|linkname=J.C | |linkname=J.C | ||
Line 288: | Line 281: | ||
|Adv. Hit= - | |Adv. Hit= - | ||
|Adv. Guard= - | |Adv. Guard= - | ||
|description= * | |description= | ||
*Completely active until it touches the ground | |||
*Normally used as a pressure air to ground button | *Normally used as a pressure air to ground button | ||
*Hits multiple times | *Hits multiple times | ||
*1st hit of this attack will strike cross up on a cornered opponent, 2nd hit and beyond will hit same side | |||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header">J.D</span> ===== | ===== <span class="invisible-header">J.D</span> ===== | ||
Line 318: | Line 312: | ||
}} | }} | ||
}} | }} | ||
=== Command Normals === | === Command Normals === | ||
Line 349: | Line 342: | ||
{{MoveData | {{MoveData | ||
|image=WW7_Mauru_8B_sprite.png | |image=WW7_Mauru_8B_sprite.png | ||
|caption= | |caption= Why this is not an overhead | ||
|name=8B | |name=8B | ||
|linkname=8B | |linkname=8B | ||
Line 356: | Line 349: | ||
{{AttackData-WW7 | {{AttackData-WW7 | ||
|Damage=37 | |Damage=37 | ||
|Guard= | |Guard= Mid | ||
|Dizzy=25 | |Dizzy=25 | ||
|Cancel= n | |Cancel= n | ||
Line 364: | Line 357: | ||
|Adv. Hit= - - | |Adv. Hit= - - | ||
|Adv. Guard= - - | |Adv. Guard= - - | ||
|description= * | |description= *Main neutral tools against characters like Slash or Tesse. | ||
*Can catch Rissing attacks | *Can catch some Rissing attacks, it will lose to Dandy unless you space it perfectly. | ||
}} | }} | ||
}} | }} | ||
Line 372: | Line 365: | ||
{{MoveData | {{MoveData | ||
|image=WW7_Mauru_JC_sprite.png | |image=WW7_Mauru_JC_sprite.png | ||
|caption= | |caption= I don't know why you would use this move | ||
|name=8C | |name=8C | ||
|linkname=8C | |linkname=8C | ||
Line 387: | Line 380: | ||
|Adv. Hit= - - | |Adv. Hit= - - | ||
|Adv. Guard= - - | |Adv. Guard= - - | ||
|description= *Completely active until it | |description= *Completely active until it touches the grounds | ||
* | *It's one singular hit as opposed to 7/9C | ||
}} | }} | ||
}} | }} | ||
=== Universal Mechanics === | === Universal Mechanics === | ||
Line 412: | Line 404: | ||
|Adv. Hit= KND | |Adv. Hit= KND | ||
|Adv. Guard= - | |Adv. Guard= - | ||
|description= | |description= Mauru throw is considered broken thanks to the existence of '''Dead frames''' (see [https://srk.shib.live/w/Waku_Waku_7/System System]). The character being thrown will always be sent to the corner, when you tech a throw it will start a soft thrown animation that will have a frame of vulnerability where you're unable to block, this frame has a a different timing depending of the character animation. | ||
*Can be thrown softened within 20F | *Can be thrown softened within 20F | ||
}} | }} | ||
Line 458: | Line 451: | ||
|Adv. Hit= KND | |Adv. Hit= KND | ||
|Adv. Guard= - | |Adv. Guard= - | ||
|description= | |description= *Main mixing tool | ||
*Mauru grabs the opponent and slaps them in the face | *Mauru grabs the opponent and slaps them in the face | ||
* | *Links into 5A or EX DP on Tesse in the corner | ||
}} | }} | ||
}} | }} | ||
Line 482: | Line 475: | ||
|Adv. Hit= 0 | |Adv. Hit= 0 | ||
|Adv. Guard= -10 | |Adv. Guard= -10 | ||
|description= * | |description= *Fairly reactable overhead | ||
}} | }} | ||
}} | }} | ||
Line 505: | Line 497: | ||
|Adv. Hit= KND | |Adv. Hit= KND | ||
|Adv. Guard= -38 | |Adv. Guard= -38 | ||
|description= *Universal Pursuit | |description= *Universal Pursuit mechanic | ||
*In general is not very used due to long start up and that you can mash out of knockdown to get up quicker | *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> ===== | ===== <span class="invisible-header">Rissing attack</span> ===== | ||
Line 530: | Line 521: | ||
|Adv. Guard= -15 | |Adv. Guard= -15 | ||
|description= *Universal reversal mechanic | |description= *Universal reversal mechanic | ||
* | *Decent vertical hitbox but can be baited if jumped | ||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header">Super mode</span> ===== | ===== <span class="invisible-header">Super mode</span> ===== | ||
Line 553: | Line 543: | ||
|Adv. Hit= KND | |Adv. Hit= KND | ||
|Adv. Guard= -9 | |Adv. Guard= -9 | ||
|description= *Air Unblockable | |description= *Relatively safe option | ||
*Amazing neutral tool | |||
*Air Unblockable | |||
*1~24F: invincible. | *1~24F: invincible. | ||
*Has a decent hitbox | *Has a decent hitbox | ||
Line 566: | Line 558: | ||
|image2=WW7_Mauru_236AB_sprite.png | |image2=WW7_Mauru_236AB_sprite.png | ||
|caption= | |caption= | ||
|caption2= | |caption2= | ||
|name=Guruguru Punch | |name=Guruguru Punch | ||
|linkname=236X | |linkname=236X | ||
Line 615: | Line 607: | ||
|Adv. Guard= -21 | |Adv. Guard= -21 | ||
|description= *Really useful for big damage on combos | |description= *Really useful for big damage on combos | ||
*Can be used to | *Can be used to chip your opponent when they're at low health | ||
*The | *The fastest of all three but the most unsafe on block | ||
}} | }} | ||
}} | }} | ||
Line 624: | Line 616: | ||
|image=WW7_Mauru_DokiDoki_sprite.png | |image=WW7_Mauru_DokiDoki_sprite.png | ||
|image2=WW7_Mauru_DP_sprite.png | |image2=WW7_Mauru_DP_sprite.png | ||
|caption= | |caption= | ||
|caption2= | |caption2= | ||
|name=Bunbun Copter | |name=Bunbun Copter | ||
|linkname=623X | |linkname=623X | ||
Line 642: | Line 634: | ||
|Adv. Guard= -24 | |Adv. Guard= -24 | ||
|description= *5F invincible | |description= *5F invincible | ||
* | *Main meterless Combo tool | ||
}} | }} | ||
Line 657: | Line 650: | ||
|Adv. Hit= KND | |Adv. Hit= KND | ||
|Adv. Guard= -49 | |Adv. Guard= -49 | ||
|description= *7 | |description= *7 invincibility frames | ||
*Gets higher but is more minus | *Gets higher but is more minus | ||
}} | }} | ||
Line 673: | Line 666: | ||
|Adv. Hit= KND | |Adv. Hit= KND | ||
|Adv. Guard= -76 | |Adv. Guard= -76 | ||
|description= *Hits on 18/20F of super flash | |description= Mauru's best AA and the best DP in the entire game, you want to react with this against jump ins, because of the invincibility since frame one that last for 23F you are able to punish most Jump ins for good damage | ||
*Hits on 18/20F of super flash | |||
*1~23F: invincible. | *1~23F: invincible. | ||
* | *With whiff on crouching opponents | ||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header">214X</span> ===== | ===== <span class="invisible-header">214X</span> ===== | ||
Line 742: | Line 735: | ||
|image=WW7_Mauru_DokiDoki_sprite.png | |image=WW7_Mauru_DokiDoki_sprite.png | ||
|image2=WW7_Mauru_DP_sprite.png | |image2=WW7_Mauru_DP_sprite.png | ||
|caption= | |caption= | ||
|caption2= | |caption2= | ||
|name=Kuuchuu Bunbun Copter | |name=Kuuchuu Bunbun Copter | ||
|linkname=623X | |linkname=623X | ||
Line 819: | Line 812: | ||
* AIR UNBLOCKABLE. | * AIR UNBLOCKABLE. | ||
* 1~49F: invincible | * 1~49F: invincible | ||
* | *Best Reversal on Wake up, it will win to basically anything when you master this move. | ||
}} | }} | ||
}} | }} | ||
Line 827: | Line 820: | ||
{{MoveData | {{MoveData | ||
|image= WW7_Mauru_HaraHara_sprite.png | |image= WW7_Mauru_HaraHara_sprite.png | ||
|caption= | |caption= | ||
|name= Miracle Voice | |name= Miracle Voice | ||
|linkname= | |linkname= | ||
Line 850: | Line 843: | ||
}} | }} | ||
=== Palette options === | |||
{{ColorGallery | filePrefix=WW7_Mauru_Color_| colors= | |||
{{ColorGallery/Color|1| text=Color 1 }} | |||
{{ColorGallery/Color|2| text=Color 2 }} | |||
{{ColorGallery/Color|3| text=Color 3 }} | |||
{{ColorGallery/Color|4| text=Color 4 }} | |||
{{ColorGallery/Color|5| text=Color 5 }} | |||
}} | |||
== Notable Players == | |||
{| class="wikitable" style="width:100%" | |||
!width="91"|Name | |||
!width="85"|Color | |||
!width="125"|Location | |||
! Contact | |||
! Status | |||
! Notes | |||
! Example Play | |||
|- | |||
| Bee Chan | |||
|style="text-align:center;"| [[File:WW7_Mauru_Color_4.png|Bee|100px]] | |||
| '''Venezuela''' | |||
| [https://twitter.com/Bee_Sempai Twitter] | |||
|'''Retired''' | |||
| Mostly considered one of the strongest Mauru player. known for her work in making the wiki and the Bi weekly series with UltraYoshi. Currently Doesn't play anymore. | |||
| [https://youtu.be/k56n9uQrO9g?si=od7b4qauusd2X7AO&t=6778 Link] | |||
|- | |||
| Hurumi | |||
|style="text-align:center;"| [[File:WW7_Mauru_Color_1.png|Hurumi|100px]] | |||
| '''U.S''' | |||
| None | |||
|'''active''' | |||
| Really good Mauru player. She has been playing for a long time and has found moderated success in some of the tournament she has entered. | |||
| [https://www.youtube.com/watch?v=aFtWiCViJ1M Link] | |||
|} | |||
[[Category: Waku Waku 7]] | [[Category: Waku Waku 7]] | ||
{{Waku Waku 7}} | {{Waku Waku 7}} |
Latest revision as of 00:55, 2 November 2024
Introduction
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.
Mauru is a very simple character. He is considered to be the worst character in the whole game while having some very good practical damage but extremely commital options, Mauru posesses a few decent normals to play footsies with and an amazing throw that can lead into his unblockable super or Death frames set ups. Mauru oftens struggles to win neutral and get in, most character can shut down his pressure at most ranges, He requires to be at melee range to be effective but doesn't have the means to do so.
Strengths | Weaknesses |
---|---|
|
|
Mauru | |
---|---|
Character Data | |
Forward Run Duration | 105F to cross stage |
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
5B
5C
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
18 | Mid | 10 | y | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
4 | 2 | 6 | +9 | +1 | |
|
5D
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
44 | Mid | 25 | n | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
7 | 6 | 24 | KND | -15 | |
|
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 | |
|
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 | Mid | 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 | - | |
Mauru throw is considered broken thanks to the existence of Dead frames (see System). The character being thrown will always be sent to the corner, when you tech a throw it will start a soft thrown animation that will have a frame of vulnerability where you're unable to block, this frame has a a different timing depending of the character animation.
|
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 | - | |
|
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 | ||
Mauru's best AA and the best DP in the entire game, you want to react with this against jump ins, because of the invincibility since frame one that last for 23F you are able to punish most Jump ins for good damage
|
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
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
190 | - | 5 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
103 | - | 64 | KND | - | |
|
Palette options
Notable Players
Name | Color | Location | Contact | Status | Notes | Example Play |
---|---|---|---|---|---|---|
Bee Chan | ![]() |
Venezuela | Retired | Mostly considered one of the strongest Mauru player. known for her work in making the wiki and the Bi weekly series with UltraYoshi. Currently Doesn't play anymore. | Link | |
Hurumi | ![]() |
U.S | None | active | Really good Mauru player. She has been playing for a long time and has found moderated success in some of the tournament she has entered. | Link |