Waku Waku 7/Rai: Difference between revisions

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|-
|-
|Punch Smash                             
|Punch Smash                             
|When close, b/f + D
|When close, 4/6 + B
|-
|-
|Inazuma Cannon                           
|Inazuma Cannon                           
|qcf + P (air)
|236 + A/B (air)
|-
|-
|Inazuma Upper                           
|Inazuma Upper                           
|f,d,df + P
|623 + A/B
|-
|-
|Inazuma Upper Renda                     
|Inazuma Upper Renda                     
|f,d,df + P, tap P rapidly
|623 + A/B, tap A/B rapidly
|-
|-
|Inazuma Upper Renda w/down blast         
|Inazuma Upper Renda w/down blast         
|f,d,df + P, tap P rapidly, d + P
|623 + A/B, tap A/B rapidly, 2 + A/B
|-
|-
|Inazuma Upper Renda w/side blast         
|Inazuma Upper Renda w/side blast         
|f,d,df + P, tap P rapidly, f + P
|423 + A/B, tap A/B rapidly, 6 + A/B
|-
|-
|Inazuma Crash                           
|Inazuma Crash                           
|qcb + P
|214 + A/B
|-
|-
|Air Inazuma Crash                       
|Air Inazuma Crash                       
|Jump, qcb + P after Super Mode
|8, 214 + A/B after Super Mode
|-
|-
![Powered Up Hissatsu Waza]
![Powered Up Hissatsu Waza]
|-
|-
|ES Inazuma Cannon                       
|ES Inazuma Cannon                       
|qcf + 2P (air)
|236 + AB (air)
|-
|-
|ES Inazuma Upper                         
|ES Inazuma Upper                         
|f,d,df + 2P
|623 + AB
|-
|-
|ES Inazuma Upper Renda                   
|ES Inazuma Upper Renda                   
|f,d,df + 2P, tap D rapidly
|623 + AB, tap D rapidly
|-
|-
|ES Inazuma Upper Renda w/down blast     
|ES Inazuma Upper Renda w/down blast     
|f,d,df + 2P, tap D rapidly, d + D
|623 + AB, tap D rapidly, d + D
|-
|-
|ES Inazuma Upper Renda w/side blast     
|ES Inazuma Upper Renda w/side blast     
|f,d,df + 2P, tap D rapidly, f + D
|623 + AB, tap D rapidly, 6 + D
|-
|-
|ES Inazuma Crash                       
|ES Inazuma Crash                       
|qcb + 2P
|214 + AB
|-
|-
|ES Air Inazuma Crash                     
|ES Air Inazuma Crash                     
|Jump, qcb + 2P after Super Mode
|8, 214 + AB after Super Mode
|-
|-
![Miscellaneous Moves]
![Miscellaneous Moves]
|-
|-
|Shagami Hoki                           
|Shagami Hoki                           
|Hold df
|Hold 3
|-
|-
|High Jump Tame                         
|High Jump Tame                         
|Press 2K
|Press CD
|-
|-
|Sui Jiku High Jump                       
|Sui Jiku High Jump                       
|Tap u after High Jump Tame
|CD, 8
|-
|-
|Zen Naname High Jump                     
|Zen Naname High Jump                     
|Tap uf after High Jump Tame
|CD, 9
|-
|-
|Ato Naname High Jump                     
|Ato Naname High Jump                     
|Tap ub after High Jump Tame
|CD, 7
|-
|-
|Sankaku Tobi                             
|Sankaku Tobi                             
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|-
|-
|Futtobe Ken                             
|Futtobe Ken                             
|f + D
|6 + D
|-
|-
|Futtobe Kyaku                           
|Futtobe Kyaku                           
|f + B
|6 + B
|-
|-
|Rolling Knuckle                         
|Rolling Knuckle                         
|f,f + D
|66 + D
|-
|-
|Kaminari da! Kick                       
|Kaminari da! Kick                       
|f,f + B
|66 + B
|-
|-
|Nouten Kick                             
|Nouten Kick                             
|Jump, d + B
|8, 2 + D
|-
|-
|Kawashi Kick                             
|Kawashi Kick                             
|While standing, b/f + B
|While standing, 4/6 + B
|-
|-
|Smash Hammerfist                         
|Smash Hammerfist                         
|Press HP + HK
|Press BD
|-
|-
![WakuWaku]
![WakuWaku]
|-
|-
|Dai Kaiten High Jump Touge               
|Dai Kaiten High Jump Touge               
|When close, hcb + B
|When close, 214 + B
|-
|-
![HaraHara]
![HaraHara]
|-
|-
|Bakurai Hurricane                       
|Bakurai Hurricane                       
|d,d + 2P/2K
|22 + 2P/2K
|-
|-
![DokiDoki]
![DokiDoki]
|-
|-
|Gourai Tempest                           
|Gourai Tempest                           
|b,hcb + 2K
|463214 + CD
|-
|-
|Chou Chikara Gourai Dengeki Ken         
|Chou Chikara Gourai Dengeki Ken         
|f,hcf + 2K
|641236 + CD
|}
|}
== Special Moves ==
== Special Moves ==

Revision as of 23:02, 23 March 2021

Introduction

Move List

Move Command
[Hissatsu Waza]
Punch Smash When close, 4/6 + B
Inazuma Cannon 236 + A/B (air)
Inazuma Upper 623 + A/B
Inazuma Upper Renda 623 + A/B, tap A/B rapidly
Inazuma Upper Renda w/down blast 623 + A/B, tap A/B rapidly, 2 + A/B
Inazuma Upper Renda w/side blast 423 + A/B, tap A/B rapidly, 6 + A/B
Inazuma Crash 214 + A/B
Air Inazuma Crash 8, 214 + A/B after Super Mode
[Powered Up Hissatsu Waza]
ES Inazuma Cannon 236 + AB (air)
ES Inazuma Upper 623 + AB
ES Inazuma Upper Renda 623 + AB, tap D rapidly
ES Inazuma Upper Renda w/down blast 623 + AB, tap D rapidly, d + D
ES Inazuma Upper Renda w/side blast 623 + AB, tap D rapidly, 6 + D
ES Inazuma Crash 214 + AB
ES Air Inazuma Crash 8, 214 + AB after Super Mode
[Miscellaneous Moves]
Shagami Hoki Hold 3
High Jump Tame Press CD
Sui Jiku High Jump CD, 8
Zen Naname High Jump CD, 9
Ato Naname High Jump CD, 7
Sankaku Tobi Jump on wall, tap opposite direction
Renzoku Punch Tap C rapidly
Futtobe Ken 6 + D
Futtobe Kyaku 6 + B
Rolling Knuckle 66 + D
Kaminari da! Kick 66 + B
Nouten Kick 8, 2 + D
Kawashi Kick While standing, 4/6 + B
Smash Hammerfist Press BD
[WakuWaku]
Dai Kaiten High Jump Touge When close, 214 + B
[HaraHara]
Bakurai Hurricane 22 + 2P/2K
[DokiDoki]
Gourai Tempest 463214 + CD
Chou Chikara Gourai Dengeki Ken 641236 + CD

Special Moves

Special Moves


Inazuma Cannon qcf + P LP=slow, HP=fast; LP version

                                                   will be "destroyed" by a
                                                   HP Inazuma Cannon, a late
                                                   LP Inazuma Cannon, a late
                                                   LP Kou Shuu Tan from Bonus
                                                   Kun, most of Tesse's
                                                   Arekore Poi objects, the
                                                   empowered versions of
                                                   Arina's Arina Beam (goes
                                                   underneath the weaker
                                                   versions), and Bonus Kun's
                                                   HP Kou Shuu Tan; LP version
                                                   will mutually "destroy"
                                                   with a LP Inazuma Cannon
                                                   released at the same time
                                                   or with a LP Kou Shuu Tan
                                                   from Bonus Kun released at
                                                   the same time; HP version
                                                   will be "destroyed" by a 
                                                   late LP/HP Inazuma Cannon,
                                                   a late LP/HP Kou Shuu Tan
                                                   from Bonus Kun, most of
                                                   Tesse's Arekore Poi
                                                   objects, and the empowered
                                                   versions of Arina's Arina
                                                   Beam (goes underneath the
                                                   weaker versions); HP
                                                   version is mutually 
                                                   "destroyed" by a HP Inazuma
                                                   Cannon released at the same
                                                   time or with a HP Kou Shuu
                                                   Tan from Bonus Kun released
                                                   at the same time; Note that
                                                   this projectile can also be
                                                   completely "destroyed" by
                                                   a well timed normal/special
                                                   move/etc.

Air Cannon qcf + P in air LP=slow, HP=fast; LP version

                                                   will be "destroyed" by just
                                                   about every projectile in
                                                   the game, while the HP will
                                                   mutually "destroy" with 
                                                   Arina's Arina Beam; Note
                                                   that this projectile can
                                                   also be completely 
                                                   "destroyed" by a well timed
                                                   normal/special move/etc.

Inazuma Upper f, d, df + P grounds opponent

 Inazuma Renda          P                        grounds opponent
   Renda Finish         P                        grounds opponent
   Down Blast           d + P                    grounds opponent
   Side Blast           f + P                    knocks opponent against the
                                                   wall if it connects (not
                                                   blocked)

Inazuma Crash qcb + P LP=short, HP=long; if

                                                   opponent blocks this, it is
                                                   possible to fly past them
                                                   if you are close enough; 
                                                   grounds opponent

Air Inazuma Crash qcb + P in air during LP=short, HP=long; if

                                                   opponent blocks this, it is
                                                   possible to fly past them
                                                   if you are close enough; 
                                                   grounds opponent

Dai Kaiten Touge hcb + HK close unblockable; throws opponent

                                                   against the wall however
                                                   the opponent cannot rebound
                                                   or wall catch from this



Super Special Moves

EX Moves


EX Inazuma Cannon qcf + LP+HP absorbs projectiles; grounds

                                                   opponent

EX Air Cannon qcf + LP+HP absorbs projectiles; grounds

                                                   opponent

EX Inazuma Upper f, d, df + LP+HP grounds opponent

 EX Inazuma Renda       P                        grounds opponent
   Renda Finish         P                        grounds opponent
   Down Blast           d + P                    grounds opponent
   Side Blast           f + P                    knocks opponent against the
                                                   wall if it connects (not
                                                   blocked)

EX Inazuma Crash qcb + LP+HP can "destroy" more

                                                   projectiles reliably then
                                                   the regular version (ie.
                                                   Tesse's Arekore Poi robot
                                                   dog); grounds opponent

EX Air Inazuma Crash qcb + LP+HP in air absorbs projectiles; grounds

                          during super mode        opponent
                       

WakuWaku

DokiDoki

Supers


Gourai Tempest b, hcb + LK+HK lightning absorbs

                                                   projectiles; grounds
                                                   opponent

Gourai Dengeki Ken f, hcf + LK+HK dash in must touch opponent

                                                   to perform the first part
                                                   of the super; one of the
                                                   attacks from the first part
                                                   must connect (not blocked)
                                                   to perform the rest of the
                                                   super; grounds opponent

HaraHara

Hara Hara


Bakurai Hurricane d, d + LK+HK/LP+HP, unblockable; you can guide

                          then guide with          the move with b/ub/u/uf/f,
                          b/ub/u/uf/f              with the ub/u/uf motions
                                                   allowing Rai to float
                                                   upwards into the air;
                                                   grounds opponent

Combos

Strategies

Versus

Vs Arina

Vs Bonus-Kun

Vs Dandy J

Vs Fernandez

Vs Mauru

Vs Politank-Z

Vs Rai

Vs Slash

Vs Tesse

WW7 Navigation

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