Waku Waku 7/Rai: Difference between revisions

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Special Moves
Special Moves
-------------
-------------
Inazuma Cannon          236 + A/B                 LP=slow, HP=fast; LP version
'''Inazuma Cannon          236 + A/B'''   
                                                    will be "destroyed" by a
<blockquote>
                                                    HP Inazuma Cannon, a late
Fireball that travels along the ground.
                                                    LP Inazuma Cannon, a late
           
                                                    LP Kou Shuu Tan from Bonus
A =slow, B =fast  
                                                    Kun, most of Tesse's
 
                                                    Arekore Poi objects, the
*A version will be "destroyed" by:
                                                    empowered versions of
**B Inazuma Cannon
                                                    Arina's Arina Beam (goes
**late A Inazuma Cannon
                                                    underneath the weaker
**late A Kou Shuu Tan from Bonus Kun
                                                    versions), and Bonus Kun's
**most of Tesse's Arekore Poi objects
                                                    HP Kou Shuu Tan; LP version
**the empowered versions of Arina's Arina Beam (goes underneath the weaker versions)
                                                    will mutually "destroy"
**Bonus Kun's B Kou Shuu Tan;
                                                    with a LP Inazuma Cannon
*A version will mutually "destroy"
                                                    released at the same time
**A Inazuma Cannon released at the same time
                                                    or with a LP Kou Shuu Tan
**A Kou Shuu Tan from Bonus Kun released at the same time
                                                    from Bonus Kun released at
*B version will be "destroyed" by  
                                                    the same time; HP version
**late A/B Inazuma Cannon
                                                    will be "destroyed" by a
**late A/B Kou Shuu Tan from Bonus Kun
                                                    late LP/HP Inazuma Cannon,
**most of Tesse's Arekore Poi objects
                                                    a late LP/HP Kou Shuu Tan
**charged versions of Arina's Arina Beam (goes underneath the weaker versions)
                                                    from Bonus Kun, most of
*B version is mutually "destroyed" by  
                                                    Tesse's Arekore Poi
**B Inazuma Cannon released at the same time
                                                    objects, and the empowered
**B Kou Shuu Tan from Bonus Kun released at the same time
                                                    versions of Arina's Arina
*Note that this projectile can also be completely "destroyed" by a well timed normal/special move/etc.
                                                    Beam (goes underneath the
</blockquote>
                                                    weaker versions); HP
 
                                                    version is mutually  
'''Air Cannon              236 + A/B in air'''            
                                                    "destroyed" by a HP Inazuma
<blockquote>
                                                    Cannon released at the same
Fireball that travels to the ground at a 45 degree angle.
                                                    time or with a HP Kou Shuu
 
                                                    Tan from Bonus Kun released
A =slow, B =fast
                                                    at the same time; Note that
*A version will be "destroyed" by just
                                                    this projectile can also be
about every projectile in the game
                                                    completely "destroyed" by
*B version will mutually "destroy" Arina's Arina Beam;
                                                    a well timed normal/special
*Note that this projectile can also be completely "destroyed" by a well timed normal/special move/etc.
                                                    move/etc.
</blockquote>
Air Cannon              236 + A/B in air          LP=slow, HP=fast; LP version
 
                                                    will be "destroyed" by just
'''Inazuma Upper            623 + A/B'''           
                                                    about every projectile in
<blockquote>
                                                    the game, while the HP will
Standard DP that can be turned into its own combo by mashing A/B up to 4 times after launching.
                                                    mutually "destroy" with
*Grounds opponents
                                                    Arina's Arina Beam; Note
*6 + A/B or 2 +A /B on 4th hit will knock to the wall or the ground, respectively.
                                                    that this projectile can
</blockquote>
                                                    also be completely  
 
                                                    "destroyed" by a well timed
'''Inazuma Crash            214 + A/B''' 
                                                    normal/special move/etc.
<blockquote>
Inazuma Upper            623 + A/B             grounds opponent
Rai slides along the ground with uhh energy or whatever in his hand
  Inazuma Renda          A/B                       grounds opponent
           
    Renda Finish        A/B                        grounds opponent
A=short, B=long;
    Down Blast          2 + A/B                   grounds opponent
*will pass through opponent on block if they're close enough
    Side Blast          6 + A/B                   knocks opponent against the
*down opponent on hit
                                                    wall if it connects (not
</blockquote>
                                                    blocked)
 
Inazuma Crash            214 + A/B                 LP=short, HP=long; if
'''Air Inazuma Crash'''
                                                    opponent blocks this, it is
<blockquote>
                                                    possible to fly past them
Done in the air wile in super mode. Same properties as regular Crash
                                                    if you are close enough;
</blockquote>
                                                    grounds opponent
 
Air Inazuma Crash       214 + P in air during    LP=short, HP=long; if
'''Dai Kaiten Touge        214 + D close''' 
                                                    opponent blocks this, it is
<blockquote>
                                                    possible to fly past them
Command grab. 
                                                    if you are close enough;
*Throws opponent against the wall  
                                                    grounds opponent
**however the opponent cannot rebound or wall catch
Dai Kaiten Touge        214 + D close           unblockable; throws opponent
</blockquote>
                                                    against the wall however
                                                    the opponent cannot rebound
                                                    or wall catch from this


== Super Special Moves ==
== Super Special Moves ==

Revision as of 23:59, 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 A/B rapidly, 2 + A/B
ES Inazuma Upper Renda w/side blast 623 + AB, tap A/B rapidly, 6 + A/B
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 + D
[HaraHara]
Bakurai Hurricane 22 + 2P/2K
[DokiDoki]
Gourai Tempest 463214 + CD
Chou Chikara Gourai Dengeki Ken 641236 + CD

Special Moves

Special Moves


Inazuma Cannon 236 + A/B

Fireball that travels along the ground.

A =slow, B =fast

  • A version will be "destroyed" by:
    • B Inazuma Cannon
    • late A Inazuma Cannon
    • late A 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)
    • Bonus Kun's B Kou Shuu Tan;
  • A version will mutually "destroy"
    • A Inazuma Cannon released at the same time
    • A Kou Shuu Tan from Bonus Kun released at the same time
  • B version will be "destroyed" by
    • late A/B Inazuma Cannon
    • late A/B Kou Shuu Tan from Bonus Kun
    • most of Tesse's Arekore Poi objects
    • charged versions of Arina's Arina Beam (goes underneath the weaker versions)
  • B version is mutually "destroyed" by
    • B Inazuma Cannon released at the same time
    • B 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 236 + A/B in air

Fireball that travels to the ground at a 45 degree angle.

A =slow, B =fast

  • A version will be "destroyed" by just

about every projectile in the game

  • B version will mutually "destroy" Arina's Arina Beam;
  • Note that this projectile can also be completely "destroyed" by a well timed normal/special move/etc.

Inazuma Upper 623 + A/B

Standard DP that can be turned into its own combo by mashing A/B up to 4 times after launching.

  • Grounds opponents
  • 6 + A/B or 2 +A /B on 4th hit will knock to the wall or the ground, respectively.

Inazuma Crash 214 + A/B

Rai slides along the ground with uhh energy or whatever in his hand

A=short, B=long;

  • will pass through opponent on block if they're close enough
  • down opponent on hit

Air Inazuma Crash

Done in the air wile in super mode. Same properties as regular Crash

Dai Kaiten Touge 214 + D close

Command grab.

  • Throws opponent against the wall
    • however the opponent cannot rebound or wall catch

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