- King of Damage : Mauru is often refered to have some of the best damage in the game as he can win from a few interactions if he has any meter but even without it Mauru damage is very good specially from a jump in where he can often take about 60% of the opponents life
- Take the throw?: Mauru throw is one of the 2 throws in the game that can abuse Dead Frames, if you tech a throw in this game you will start a soft thrown animation which thanks to Dead frames Mauru can use to hit you in your vulnerable frame. In the case of Mauru throwing you on midscreen and you don't tech he can easily use his Hara Hara super to take about 70% of your lifebar, is a win win situation for Mauru not matter what you do.
- EX DP: Mauru has the best DP in the whole game, EX DP is an absurd move with huge range that Mauru can use if he has any meter on reaction, thanks to this 27f of invul he can win most Jump in situations
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- Predictable approach: Mauru doesn't have any way of getting in that is not easily punishible by all the cast, he can get out range in most situations which heavily limits how he can even play the game at all. His jumps ins aren't great and can be thrown on landing and so most of his normals have huge hurtboxes in order to punish him, even when he can kill you in a few interactions it doesn't matter if those interactions never occur specially in high level play.
- Weak to Zoning: Not only Mauru can be out range pretty easilly but he can't deal with zoning at all, gladly in this game a lot of projectiles can be destroyed via normal moves but character like Rai can send more fireballs than you are able to deal with that way. Tesse and Dandy J are specially bad Matchups for Mauru due to Mauru very rarely being able to get in against their zoning, Tesse 2B will be your nightmare every time you play against that character.
- Meter dependant: Mauru strongest and effectivest moves require meter which can be pretty difficult to aqquire when most characters can rush you down or zone you most of the match, even then just spamming 5C should help you build meter more easily everytime you have the opportunity to do so.
- No winning Matchups: Mauru is notable for not having a single winning MU, not even having a good time against Bonus Kun the joke character of the game, you will struggle and will have to find answers to everything all the characters can do in order to even be able to play the game.
- Commital Options: Mauru suffers from all of his very commital options, as even your more reliable way of scoring a Knockdown 5D can whiff most of the times trying to hit confirm. His mix up is very predictable and highly punishable, frame traps aren't great. You need to pick your options any moment very carefully.
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