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== Move List == | == Move List == | ||
==== Standing Normals ==== | |||
===== <span class="invisible-header">5A</span> ===== | ===== <span class="invisible-header">5A</span> ===== | ||
{{MoveData | {{MoveData | ||
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|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]]. | |||
}} | }} | ||
}} | }} | ||
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|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. | ||
}} | }} | ||
}} | }} | ||
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|description= *Main normal to cancel in specials. | |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 | ||
}} | }} | ||
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|Adv. Guard= -15 | |Adv. Guard= -15 | ||
|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. | |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 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 | ||
}} | }} | ||
}} | }} | ||
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|Adv. Guard= - | |Adv. Guard= - | ||
|description= *Good Jump in | |description= *Good Jump in | ||
*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, | *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. | ||
}} | }} | ||
}} | }} | ||
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|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 | ||
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|Adv. Hit= KND | |Adv. Hit= KND | ||
|Adv. Guard= - | |Adv. Guard= - | ||
|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 | |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 | ||
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|description= *Main mixing tool | |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 | *Links into 5A or EX DP on Tesse in the corner | ||
}} | }} | ||
}} | }} | ||
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|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> ===== | ||
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|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> ===== | ||
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| Bee Chan | | Bee Chan | ||
|style="text-align:center;"| [[File:WW7_Mauru_Color_4.png|Bee|100px]] | |style="text-align:center;"| [[File:WW7_Mauru_Color_4.png|Bee|100px]] | ||
| ''' | | '''Venezuela''' | ||
| [https://twitter.com/Bee_Sempai Twitter] | | [https://twitter.com/Bee_Sempai Twitter] | ||
|'''Retired''' | |'''Retired''' | ||
| Mostly considered the strongest Mauru player. known for her work in making the wiki | | 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/ | | [https://youtu.be/k56n9uQrO9g?si=od7b4qauusd2X7AO&t=6778 Link] | ||
|- | |- | ||
| Hurumi | | Hurumi |
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 |