Waku Waku 7/System: Difference between revisions

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(Created page with " == Ground Throws == : 4 or 6 plus B. This can also be done in the air : All characters have a command throw, is performed by imputting 63214D and being close to your opponen...")
 
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== Rissing Attacks ==
== Rissing Attacks ==
:When knocked down you can hold up and your character will perform a special move when waking up, this move is usually minus on block. Each character's Rissing Attack have different speeds and qualities
:When knocked down you can hold up and your character will perform a special move when waking up, this move is usually minus on block. Each character's Rissing Attack have different speeds and qualities
== Pursuit Attack ==
:When a character is knocked down by normal means you can push any up direction and any attack button simultaneously. Pursuits auto-target the opponent but those moves has a lot of Startup frames, normally 50F.
== Overhead ==
:All character can use an universal Overhead perfom by imputting A/B+C/D.


== Super Mode ==
== Super Mode ==
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== Pursuit Attack ==
:When a character is knocked down by normal means you can push any up direction and any attack button simultaneously. Pursuits auto-target the opponent but those moves has a lot of Startup frames, normally 50F.
== Overhead ==
:All character can use an universal Overhead perfom by imputting A/B+C/D.




[[Category: Waku Waku 7]]
[[Category: Waku Waku 7]]
{{Waku Waku 7}}
{{Waku Waku 7}}

Revision as of 13:18, 7 May 2021

Ground Throws

4 or 6 plus B. This can also be done in the air
All characters have a command throw, is performed by imputting 63214D and being close to your opponent

Air Throws

Throw Tech

Throw teching is performed by inputting 4 or 6 + B, the window to throw teching depends on characters but usually is into the first 20F of the Throw, when perfomed correctly your character will negate most of the damage and get on their feet negating KND. Only ground and air throws can be tech.

Air Blocking

Any backwards direction while in the air. Some moves in the game are air unblockable so you can't always do it.

Tech Roll

When knocked down, press a direction. You will slide along the floor in the direction pressed. the tech roll has a punishible window so don't be predictable with it.

Rissing Attacks

When knocked down you can hold up and your character will perform a special move when waking up, this move is usually minus on block. Each character's Rissing Attack have different speeds and qualities

Pursuit Attack

When a character is knocked down by normal means you can push any up direction and any attack button simultaneously. Pursuits auto-target the opponent but those moves has a lot of Startup frames, normally 50F.

Overhead

All character can use an universal Overhead perfom by imputting A/B+C/D.

Super Mode

Is a universal mechanic performed by pressing 3 attack buttons, the character will do a burst that will boost your defence and attack for a short period of time. Can also be done on block

ES Special Moves

All characters can perform an upgraded version of their special moves at the cost of one Bar. This is done by pressing two punches or two kicks (depending on which the special move calls for). Your character will flash during the ES move.

SuperFlash

ES moves are similar to EX special attacks from "Street Fighter III" or the "Vampire" games, and Dokidoki are Super attacks. When used they progress in a similar manner: the first few frames of the attack's animation plays out as initial startup, followed by a colorful circle of sparks that collect on the character. Dokidoki have an additional aesthetic of the entire screen having a darkening effect. This darkening phase is referred to in Japanese mooks as "anten," a "theatrical blackout". In the US it is referred to as "superflash." This is the period of time a character charges up their power in preparation to unleash their Super attack.
During this period of superflash, the gameplay freezes for dramatic effect. It should be noted that during a portion of the time while the screen is blackened out, the opponent and all their actions (eg - kicks, thrown projectiles, jumps, etc.) become frozen in place while the character continues their beginning attack animation. Shortly before the screen lightens up again, the opponent's animations continue as normal.
For ES Specials, the superflash lasts 20F.
For Dokidoki, the superflash lasts 46F.
Harahara do not have a superflash——the opponent is free to move around and attack as normal while the screen is flashing the "WARNING‼" message. So they progress as any other attack would.

DokiDoki

DokiDoki's are the normal super of the game. The imput deppents on character so make sure to check that in the character pages you're interested on.


HaraHara

All characters can perfom an unblockable super that normally takes more than 100F to perfom, is really powerful and can easily take of the opponent life bar.

WW7 Navigation

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