Waku Waku 7/Rai

From SuperCombo Wiki


Introduction

Rai is a junior high school student who loves adventures & the outdoor life. He is very active and uses electrical shocks to attack.

Rai is the undoubted best character in the game, being a pseudo-shoto, Rai has many good normals. Just as Arina is a really easy character to pick up, recomended for beginners, is not hard to get a good amount of damages in combos. Rai main projectile 236A/B is fast but can be destroyed by almost any other projectile in the game, having a somehow short range.

Rai
Strengths Weaknesses
  • Amazing Beginner character
  • Has a lot of attacks that cause a Wall slam effect
  • Can juggle off a J.2D
  • Air ES Inazuma Cannon is unblockable when placed on top of the opponent
  • 2 DokiDoki
  • 0F DokiDoki
  • Rai Doesn't have any single bad MU, having an even MU with Slash
  • Huge recovery in many attacks what makes him very punishable
  • Rai's main projectiles is really weak compared to almost any other projectile in the game
  • Despite having two DokiDoki attacks, Gourai Tempest has very limited applications, even as an anti air
Rai
WW7 rai.png
Character Data
Forward Run Duration 96F to cross stage
Back Step Duration 28 frames (1~13F: invincible)
Pre-jump Frames 4 frames
Jump Duration 42
Landing Frames 4
Jump Height Apex 102
Forward Jump Distance 107
Backward Jump Distance 107
Back Step Distance 93
Knockdown Recovery 23 frames
Chain Series Full Series
Super Jump
Super Jump Duration 42 (61) frames
Super Jump Height Apex 226
Super Jump Forward Distance 170
Super Jump Backward Distance 170

Move List

Standing Normals

5A ..
5A
WW7 Rai 5A x1 sprite.png
WW7 Rai 5A x2 sprite.png
x1 Damage Guard Dizzy Cancel
11 M 10 O
Startup Active Recovery Adv. Hit Adv. Guard
3 4 3 +8 +1
x2 Damage Guard Dizzy Cancel
11 M 10 O
Startup Active Recovery Adv. Hit Adv. Guard
3 4 3 +8 +1
  • Fast button to snuff out approaches
  • Good button to whiff for meter build
5B
5B
WW7 Rai 5B sprite.png
Damage Guard Dizzy Cancel
29 M 25 O
Startup Active Recovery Adv. Hit Adv. Guard
7 9 21 -5 -15
  • Okay anti air
  • Go-to button to chain into a middle attack or combo into a ES special move
  • Can be used along with 2B > Sweep for a high/low mixup on the opponent's wake up
5C
5C
WW7 Rai 5C sprite.png
Damage Guard Dizzy Cancel
14 M 10 X
Startup Active Recovery Adv. Hit Adv. Guard
5 9 5 +3 -1
  • Standard poke, not much to this button outside of working well after landing a j.2D
5D
5D
WW7 Rai 5D sprite.png
Damage Guard Dizzy Cancel
35 M 25 X
Startup Active Recovery Adv. Hit Adv. Guard
9 13 16 -4 -14
  • Air unblockable
  • Has a lingering hitbox at the tip of his shoe, likely to catch people approaching too early

Crouching Normals

2A
2A
WW7 Rai 2A x1 sprite.png
WW7 Rai 2A x2 sprite.png
x1 Damage Guard Dizzy Cancel
11 Low 5 O
Startup Active Recovery Adv. Hit Adv. Guard
3 4 3 +8 +1
x2 Damage Guard Dizzy Cancel
11 Low 5 O
Startup Active Recovery Adv. Hit Adv. Guard
3 4 3 +8 +1
  • Fast button to snuff out approaches
  • Good button to whiff for meter build
2B
2B
WW7 Rai 2B sprite.png
Damage Guard Dizzy Cancel
26 L 20 X
Startup Active Recovery Adv. Hit Adv. Guard
7 8 13 +4 -6
  • Your go-to anti air button
  • Can chain into sweep
  • Can be used along with 5B > Middle attack for a high/low mixup on the opponent's wake up
2C
2C
WW7 Rai 2C sprite.png
Damage Guard Dizzy Cancel
13 L 10 X
Startup Active Recovery Adv. Hit Adv. Guard
3 5 3 +9 +1
  • Fast button to snuff out grab attempts
  • Good button to start combos and block pressure
2D
2D
WW7 Rai 2D sprite.png
Damage Guard Dizzy Cancel
32 L 0 X
Startup Active Recovery Adv. Hit Adv. Guard
7 9 26 KND -20
  • Standard sweep with decent range
  • Hard to punish if spaced well
  • Good way to end a short combo in a KND

Jumping Normals

j.A
j.A
WW7 Rai j.A sprite.png
Damage Guard Dizzy Cancel
11 H 5 X
Startup Active Recovery Adv. Hit Adv. Guard
3 4 3 - -
  • Short ranged but fast air to air button
  • Good for meter build while airborne
j.B
j.B
WW7 Rai j.B sprite.png
Damage Guard Dizzy Cancel
29 H 15 X
Startup Active Recovery Adv. Hit Adv. Guard
4 8 Gnd - -
  • Good air to air button for when the opponent is above you
j.C
j.C
WW7 Rai j.C sprite.png
Damage Guard Dizzy Cancel
14 H 5 X
Startup Active Recovery Adv. Hit Adv. Guard
3 10 Gnd - -
  • Standard jumping attack with a very quick start up
  • It's an decent button for air to air and for jumping in on the opponent
j.D
j.D
WW7 Rai j.D sprite.png
Damage Guard Dizzy Cancel
35 H 20 X
Startup Active Recovery Adv. Hit Adv. Guard
11 13 Gnd - -
  • Great jumping attack with decent range

Command Normals

[3]
[3]
WW7 Rai 3 x1 sprite.png
Guile got more uses out of this
WW7 Rai 3 x2 sprite.png
Damage Guard Dizzy Cancel
- - - -
Startup Active Recovery Adv. Hit Adv. Guard
40 - 4 - -

Allows Rai to advance while crouching.

  • Starts moving after 40F. Takes 4F to recover after [3] is released, but the recovery time can be canceled by jumping or attacking.
7/9 (wall),j9
Wall Jump
7/9 (wall),j9
WW7 Rai j.9 sprite.png
Damage Guard Dizzy Cancel
- - - -
Startup Active Recovery Adv. Hit Adv. Guard
- - 6 - -

Allows Rai to bounce off the wall, propelling him forward.

  • Can initiate aerial attacks on 7F from wall.
  • Can't be performed while air blocking
CD,7~9
Super Jump
CD,7~9
WW7 Rai CD 7 sprite.png
WW7 Rai CD 8 sprite.png
WW7 Rai CD 9 sprite.png
Damage Guard Dizzy Cancel
- - - -
Startup Active Recovery Adv. Hit Adv. Guard
- - 32 - -

An upward direction can be input within 32F. Charge cannot be canceled or interrupted.

  • Useful for air approaches as well as jumping away from the opponent
  • Can be used alongside wall jumps to extend the distance travelled
Guard, 4/6D
Guard Cancel
Guard, 4/6D
WW7 Rai 6D sprite.png
Damage Guard Dizzy Cancel
43 M 20 -
Startup Active Recovery Adv. Hit Adv. Guard
15 6 31 WSL -16

1~10F: invincible.

  • Has the exact same animation as 6D, except the first 10F are invincible and there is slightly longer recovery. The input seems to be very strict in that the direction used to guard cannot double to perform the attack. [4]/[1] has to be released during guardstun, then input 4/6D to perform it.
  • While its usage is to counter blockstrings, it only seems viable against a Light → Heavy chain/link due to how slow it takes for Rai to kick. That 10F invincibility window can easily be bypassed by many attacks, and catch Rai right before he kicks. Don't think of it like a free 'Alpha Counter' because it is anything but that.
6B
6B
WW7 Rai 6B sprite.png
Damage Guard Dizzy Cancel
35 M 20 -
Startup Active Recovery Adv. Hit Adv. Guard
11 3(15)6 13 KND -4
  • Air Unblockable
  • Slower of the wall slamming moves Rai has but the one with less risk with some damage and a wall slam as a reward
6D
6D
WW7 Rai 6D sprite.png
Damage Guard Dizzy Cancel
43 M 20 -
Startup Active Recovery Adv. Hit Adv. Guard
15 6 25 WSL -13
  • Air Unblockable
6[6]B
6[6]B
WW7 Rai 66B x1 sprite.png
WW7 Rai 66B x2 sprite.png
Damage Guard Dizzy Cancel
14+30 M,H 60 -
Startup Active Recovery Adv. Hit Adv. Guard
11 3(15)6 13 KND -4
  • KNOCKDOWN on 2nd hit.
  • Air Unblockable.
  • 1st hit will whiff on crouching opponents
6[6]D
6[6]D
WW7 Rai 66D sprite.png
Damage Guard Dizzy Cancel
43 M 20 -
Startup Active Recovery Adv. Hit Adv. Guard
6 22 34 WSL -41
  • Decent for catching the opponent off guard
  • The faster of the wall slamming moves Rai has but also, the one with higher risks attached
j.2D
j.2D
WW7 Rai j.2D sprite.png
The strongest dive kick known to man, it's not a dive kick.
Damage Guard Dizzy Cancel
43 H 20 -
Startup Active Recovery Adv. Hit Adv. Guard
11 Ground - KND -
  • Can hit cross-up
  • Depending on when it hits, it can be followed by one or multiple of Rai's ground normals
  • Against the wall and at a lower hit, you are able to follow up with Rai's 623X (All versions)

Universal Mechanics

Throw
Throw
WW7 Rai Throw x1 sprite.png
The "get off me" throw
WW7 Rai 6B sprite.png
Damage Guard Dizzy Cancel
41 Thw 0 -
Startup Active Recovery Adv. Hit Adv. Guard
1 1 - WSL -
  • Unblockable.
  • Can be throw softened within 24F.
Command Grab
Command Grab
WW7 Rai CommandGrab sprite.png
The "Let me guide you to the corner!" throw
WW7 Rai CommandGrab x2 sprite.png
Damage Guard Dizzy Cancel
53 Thw 0 -
Startup Active Recovery Adv. Hit Adv. Guard
1 1 - WSL -
  • Unblockable.
  • Opponent cannot wall recover.
  • If executed too far away, you will do a 5D instead. Be mindful of distance
Middle Attack
Middle Attack
WW7 Rai 623A B 2A B sprite.png
WW7 Rai Overhead sprite.png
Damage Guard Dizzy Cancel
29 H 20 -
Startup Active Recovery Adv. Hit Adv. Guard
19 2 28 -5 -15
  • This is your only real combo ender without use of meter. Can be chained from a 5B (ex. 5A,5B,A+C)
  • No real follow ups on hit.
Pursuit
Pursuit
WW7 Rai Pursuit sprite.png
Damage Guard Dizzy Cancel
36 M 0 -
Startup Active Recovery Adv. Hit Adv. Guard
47 5 47 KND -45
  • Universal Pursuit mechanic.
  • In general is not very used due to long start up and that your opponent can mash out of knockdown to get up quicker.
Rising Attack
Rising Attack
WW7 Rai RisingAttack x1 sprite.png
WW7 Rai RisingAttack x2 sprite.png
Damage Guard Dizzy Cancel
29+30 H 400 -
Startup Active Recovery Adv. Hit Adv. Guard
11 5(13)6 32 KND -23
  • 1~10F: invincible.
Super Mode
Super Mode
WW7 Rai SuperMode sprite.png
Damage Guard Dizzy Cancel
37 M 50 -
Startup Active Recovery Adv. Hit Adv. Guard
25 12 15 KND -11
  • 1~36F: invincible.
  • If the super activation hit is blocked early, Rai will be left at the opponent's mercy while he recovers

Special Moves

236A
Inazuma Cannon
236A/B/AB
WW7 Rai 236A B sprite.png
Power wa- wrong character
WW7 Rai 236A B Energy sprite.png
WW7 Rai 236AB sprite.png
WW7 Rai 236AB Energy sprite.png
236A Damage Guard Dizzy Cancel
23 M 5 -
Startup Active Recovery Adv. Hit Adv. Guard
11 - 41 -16 -28
  • Projectile (A: Tier 1).
  • Air Unblockable.
  • A lasts 39F.
236B Damage Guard Dizzy Cancel
35 M 5 -
Startup Active Recovery Adv. Hit Adv. Guard
11 - 48 -23 -35
  • Projectile (B: Tier 2)
  • Air unblockable
  • B lasts 31F.
236AB Damage Guard Dizzy Cancel
8~9/n M 5/n -
Startup Active Recovery Adv. Hit Adv. Guard
2‼9 - 35 KND -18
  • Projectile (Tier 7).
  • Lasts 88F.
  • Will break through other projectiles except for tier 8 and 9 projectiles (ex. Dandy's ES Hissatsu Rope)
  • Is very likely to break when colliding with heavy attacks
214A
Inazuma Crash
214A/B/AB
WW7 Rai 214A B sprite.png
WW7 Rai 214AB sprite.png
214A Damage Guard Dizzy Cancel
47 M 0 -
Startup Active Recovery Adv. Hit Adv. Guard
25 20 10 KND -17
  • Air Unblockable.
  • Can pass through opponent if guarded, depending on positioning.
214B Damage Guard Dizzy Cancel
53 M 0 -
Startup Active Recovery Adv. Hit Adv. Guard
27 20 10 KND -15
  • Air Unblockable.
  • Can pass through opponent if guarded, depending on positioning.
  • Will break through select projectiles
214AB Damage Guard Dizzy Cancel
82 M 0 -
Startup Active Recovery Adv. Hit Adv. Guard
2‼9 28 14 KND -23
  • Air Unblockable
  • Will break through select projectiles
  • Can be used as an ender after 5B
623A
Inazuma Upper
623A/B/AB
WW7 Rai 623A B.png
This doesn't work as a reversal, don't use it as one.
623A Damage Guard Dizzy Cancel
32 M 45 -
Startup Active Recovery Adv. Hit Adv. Guard
5 19 22 KND -28
  • 5~7F: Air Unblockable.
  • 1~6F: invincible.
  • Carries momentum from running, allowing the move to gain more distance horizontally
  • Rai can end the Inazuma Upper in 3 ways depending how the joystick is held during the final punch:
  • [5]: Rai uppercuts the opponent upward into the air. He lands faster than the opponent.
  • [6]: Rai punches the opponent across the screen; WALL SLAM.
  • [2]: Rai slams the opponent straight down to the ground. The opponent lands
623B Damage Guard Dizzy Cancel
37 M 45 -
Startup Active Recovery Adv. Hit Adv. Guard
5 21 26 KND -32

The same as the A version

623AB Damage Guard Dizzy Cancel
29 M 40 -
Startup Active Recovery Adv. Hit Adv. Guard
2‼2 24 37 KND -42
  • 24~27F: Air Unblockable.
  • 1~26F: invincible.
  • Rai can end the WP Inazuma Upper in 3 ways depending how the joystick is held during the final punch:
  • [5]: Rai uppercuts the opponent upward into the air. He lands faster than the opponent.
  • [6]: Rai punches the opponent across the screen; WALL SLAM.
  • [2]: Rai slams the opponent straight down to the ground. The opponent lands

Air Special Moves

j.236A
Kuuchuu Inazuma Cannon
j.236A/B/AB
WW7 Rai j.236A B sprite.png
WW7 Rai j.236A B Energy sprite.png
WW7 Rai j.236AB sprite.png
WW7 Rai j.236AB Energy sprite.png
j.236A Damage Guard Dizzy Cancel
23 M 5 -
Startup Active Recovery Adv. Hit Adv. Guard
9 - Gnd KNDa -
  • Projectile (A: Tier 1).
  • Duration lasts long enough to hit the ground.
j.236B Damage Guard Dizzy Cancel
35 M 5 -
Startup Active Recovery Adv. Hit Adv. Guard
9 - Gnd KNDa -
  • Projectile (B: Tier 2).
  • Duration lasts long enough to hit the ground.
j.236AB Damage Guard Dizzy Cancel
8~9/n M 5/n -
Startup Active Recovery Adv. Hit Adv. Guard
2‼0 - Gnd KND -

Projectile (Tier 7).

  • Hits on 20/20F of superflash.
  • Will break through other projectiles except for tier 8 and 9 projectiles (ex. Dandy's ES Hissatsu Rope)
  • Is unblockable if the opponent is caught within the orb
j.214A
Kuuchuu Inazuma Crash
j.214A/B/AB
WW7 Rai 214A B sprite.png
Only in SuperMode
WW7 Rai 214AB sprite.png
j.214A Damage Guard Dizzy Cancel
71 M 0 -
Startup Active Recovery Adv. Hit Adv. Guard
4 20 Gnd KND -

Can pass through opponent if guarded, depending on positioning.

j.214B Damage Guard Dizzy Cancel
80 M 0 -
Startup Active Recovery Adv. Hit Adv. Guard
4 20 Gnd KND -

Can pass through opponent if guarded, depending on positioning.

j.214AB Damage Guard Dizzy Cancel
123 M 20 -
Startup Active Recovery Adv. Hit Adv. Guard
2‼0 28 Gnd KND -
  • Hits on 17/20F of superflash.
  • Will break through select projectiles in the same way as his grounded version
  • Don't TK this one at all, you're asking to get punished if you do

DokiDoki

641236CD
Chouriki Gourai Dengeki Ken
641236CD
WW7 Rai 66B x1 sprite.png
Damage Guard Dizzy Cancel
104 M 0 -
Startup Active Recovery Adv. Hit Adv. Guard
6‼0 33 19 KND -15
  • Hits on 43/46F of superflash.
  • Air Unblockable, but full super will not catch and causes 0 damage.
  • If guarded, Rai still performs the first 6 ground hits before stopping. The Advantage on Guard shows Rai's disadvantage after that point.
463214CD
Gourai Tempest
463214CD
WW7 Rai 463214CD sprite.png
This dokidoki kills your opponent's eyes... Along with yours.
WW7 Rai 463214CD Energy sprite.png
Damage Guard Dizzy Cancel
86~100 M 0 -
Startup Active Recovery Adv. Hit Adv. Guard
7‼6~ 110 23 KND -86~-93
  • Projectile (Tier 11)
  • 6F after superflash ends is when the first lightning column appears, the attack's first active frame, but it is right in the middle of Rai's sprite. It won't hit an opponent unless they happen to be directly above Rai. It's by the 12F that the lightning column spins around Rai and is able to hit a nearby standing opponent.
  • Every other column after the first are air blockable

HaraHara

22AB/CD
Bakurai Hurricane
22AB/CD
WW7 Rai 22AB CD sprite.png
Beyblade Beyblade let it rip
Damage Guard Dizzy Cancel
131~164 - 0 -
Startup Active Recovery Adv. Hit Adv. Guard
133 2(6)2(6)2(4)1 30~ KND -
  • Unblockable.
  • Rai moves faster going horizontal (4/6) or at an upward diagonal (7/9) than he goes straight upward (8).
  • The hitboxes at the beginning have gaps in the middle, which can cause the opponent to fall out the attack prematurely. One of the best ways to get the maximum-ish damage is to begin the Bakurai Hurricane about a character's distance away so those early gaps are circumvented. Then move Rai 7/9 to hit and carry the opponent, juggling them with the hits.
  • Despite this being unblockable, this move, outside of using it after a Chance! stun sucks. don't do this move raw.

Palette options

Color 1
Color 2
Color 3
Color 4
Color 5


Notable Players

Name Color Location Contact Status Notes Example Play
KevinGuzman Kevin Mexico None active Really strong Rai player that has been playing since the FC1 days, usually likes to mirror match most people and newer players. Link
Paul Knives Paul Argentina None active Considered the strongest player in Fightcade, it has a really good and dominant record against everyone he faces. Plays almost the entire cast at a higher level but is mostly known by his Arina. Link
9090over Paul U.S None active The lag (Lame) master himself, one of the most "lame" Rai players or at least that how he sees himself. Besides that 90 has been seeing a lot of success in the tournaments he has entered. Link

WW7 Navigation

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