Mauru Matchup info!


Mauru is a tricky Character to play against most of the cast as he doesn't have any favorable MU, which makes him struggle a lot. Even then Mauru is perfectly capable to play the game and even against Rai the best character in the game. Your main job is to get in and stay in as long as you can.
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Arina










- 2 .
: Quick and good button for Arina to just throw out at close ranges, as it has 5F of startup and can be link into itself on block and on hit, when block her 2.
is safe as you don't have anything that could contest once she links at least 2, 2.
. You as a Mauru will have to respect that and try to whiff punish with 2A but that's it, 2A at the whiff punish range can't combo into 5D so you just get to poke her.
- 5.
: Really good poke and whiff punish tool, Arina when aproaching is going to use this a lot, as it is decently fast, has good ranges and can be used to hit confirm in it's second hit that will wallslam you if you are not ready to tech, sending you to the other side of the screen can be a really bad spot to be with as you have to work your way in again, both hit of this move are -4 on block which is not punishible unless it's a point blank and you 5.
which on hit will always go to 5D if you are ready to do it. securing a KND that can be exploited easily with Mauru strong Oki game. Arina doesn't have to think to much when using this move, as it she is the only character in the game with 2 throws and when throwing this while running at it can happen that she will throw you instead.
- 2.
: One of the best sweeps in the entire game, Arina as explained early can link her 2.
into itself to make this move not punishible, this is only outclassed by Rai 2.
. This move KND's on hit and even when the damage is not that great it can add over time due to her consistent ability to hit confirm into it. However if she does it close to you you can punish with a lot of moves, including your 5.
, be ready to punish this into a full combo or a basic KND depending on range.
- 236
/
+
: Arina main zoning tool, this fireball has multiple states depending on how much she charges it, so be aware of how much range every fireball can have. There's a problem with this fireball, is not bad but is not great, she can try to zone with this but bc she has to spend more time into charge this it can become quite easy to get in and in lower charge levels it doesn't KND. the move is also really telegraphed and there's not a real threat unless you don't know how to dash block once up close.









- J.
:This move is great as an Air to air and also jump in, it can crossups thanks to it's second hit even when it doesn't look like it should. This move is also bugged bc it will KND at random when it hits, is not undertood why this is the case but is something to take in count. your best way of dealing against J.
is by using 5.
, EX DP or meeting them in the air with a J.
as you can OS it to air throw instead.
- J.
: Best jump in Arina has, you have to take a lot of cautions to not get hit by this if Arina has 2 bars, as it is her most consistent way to stun in a single combo. unfortunately you don't have a great answear to this meterless, as 5.
will lose if do it on reaction, however if you have the meter EX DP will win every single time and punish for huge damage, due to it 23f of invincibility you can react most of the time, you can also use Super Mode as frame 1 invincible and will stop her, Super Mode is not going to do much damage but it will cause 50 of dizzy on hit and you will have the advantage of the KND, damage and defense buff which will win you the round or the game if you can capitalize off of it.
- 236
: Arina
fireball aims upwards in an angle, so this is mostly used as a read to jump ins, it can get you a lot if you are not paying atention to the Arina player, you can air block this so is not as annoying as it might seen in the first place. Also in a bad read of the Arina player on your approach you can close the gap probably punish her.
- J.236
/
: Air Fireball can seems even more annoying to deal with but most of the time if she decides to do the
version you can just run and meet her in the way down with a complete combo punish, as with all the fireballs just be patient, get used to when you can approach her.





: Arina SuperMode is extremely fast, the fastest in Vanilla Waku, with a 4f of startup you are going to have this move on your mind a lot, it's 1~64F: invincible which in theory should make it easier to punish once it ends but the recovery is only of 11f, it will take a time but get used to punish this move if you block it, Most Arina players are going to use this move a lot, baiting SuperMode will get you a lot of punishes, the problem being most of them are not going to be high with high damage as SuperMode buff defense, remember that Arina SuperMode also has the downside that it last less than others, not bc is shorter but the timer for SuperMode starts right when is activated which means that being one of the longer ones comes with less time for the Arina player to actually abuse this as other characters.
- When down, [8] : Rissing Attack also known as WakeUp Attack are easier to deal with that it seems, is an overhead with a decently fast start up, if you are aproeaching from afar get used to cancel your run into a down input and then stand block, this will give you enough time to block this overhead and punish quite easily. If you are close to the opponent and think they will use this move you can inmediately jump and use J.
to cross up and go for a combo, the hitbox is not that great vertically so is not a huge threat if you jump early.
- Using your current knowledge you want to rush her down, and lock her in the corner, to archieve this using Mauru's poke efectevely is the key. 5.
, 2.
and 5.
are your general best ways to contest her in the ground, 5.
range is specially good if used right as you will be able to make longer KND's the more pokes you do before something like 5.
to get the advantage.
- Once you KND her you want to take mental notes on how the opponent likes to wake up, doing roll chase and punishing Wake Up attacks are key for Mauru presure. your goal is to archieve as many KND's as you can, not letting the other person play with the mix. Mauru can have a hard time trying to aply his Throw as Arina can usually just mash to hit him when Mauru intent to approach, first you will need to make Arina respect you, doing a slight delay between buttons will catch her trying to press.
- Be ready to AA Arina players as they tend to jump a lot, once you have meter using EX DP will make them jump less which will benefit Mauru a lot, eleminating the risk of getting comboed to death in a single touch.
Rai
Slash
Tesse
Dandy J
Politank Z