Waku Waku 7/Mauru/Introduction: Difference between revisions

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'''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''' (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.


The big buttons characters of the game, with a decent High/low/Throw Mix up game. Huge normals that can be used to check the opponent and poke them safety. Mauru has a high risk high reward game due to his big damage but unsafe specials that make part of his core gameplay.
Mauru is often refered as the worst character in the whole gane being the big damage gimmicky character of the game, with a pletora of decently good range buttons and an amazing throw into super or Death frames set ups. Mauru oftens struggles to win neutral and get in, most character can shut him down his pressure at almost any ranges, Mauru needs to be at melee range but doesn't have the means to do so.
[[File:WW7_Mauru_iddle.gif|frameless|center|Mauru]]
[[File:WW7_Mauru_iddle.gif|frameless|center|Mauru]]
{{ProConTable
{{ProConTable
| pros =
| pros =
* Completely invincible backdash.
* ''' 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
*Really good DP, being the ES version 0F.
 
*0F DokiDoki.
* ''' Don't Tech''': Mauru throw is one of the 2 throws in the game that can abuse [https://wiki.supercombo.gg/index.php?title=Waku_Waku_7/System#Dead_frames 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.
*Good normals.
 
*Second fastest Harara startup behind Fernandez.
*'''Actually you should Tech''': 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.
*Can make HaraHara setups of his normal Throw.
 
*His Throw will always launch the opponent to the corner taking advantage of '''Dead Frames'''.
*'''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
| cons = *236A/B can be blocked on reaction and punished.
| cons = *'''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.
*214C/D has a decent speed and have some anti air uses but due to huge disadvantage on block can be punished really badly.
 
*Suffers a lot against heavy zoning.
*'''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.
*Mauru Doesn't have any reliable AA outside of meter.
 
*Mauru is notable for not having a single winning MU.
*'''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 to not have 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.
}}
}}

Revision as of 17:01, 27 July 2022

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 often refered as the worst character in the whole gane being the big damage gimmicky character of the game, with a pletora of decently good range buttons and an amazing throw into super or Death frames set ups. Mauru oftens struggles to win neutral and get in, most character can shut him down his pressure at almost any ranges, Mauru needs to be at melee range but doesn't have the means to do so.

Mauru
Strengths Weaknesses
  • 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
  • Don't Tech: 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.
  • Actually you should Tech: 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
  • 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 to not have 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.