Waku Waku 7/Mauru

From SuperCombo Wiki


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 game while having excelent damage but extremely commital options, Mauru posesses a few decent normals to play footsies with and an amazing throw into super or Death frames set ups. Mauru oftens struggles to win neutral and get in, most character can shut down his pressure at almost any ranges, He requires to be at melee range to be effective 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.
  • Take the throw?: 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. 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 very favorable situation for Mauru.
  • Reversals: 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 to any jump ins. Bunbun Typhoon (360 super) is also amazing, if you can pull off the reversal timing is the hardest reversal to punish in the game as you can control its direction both on hit and block.
  • 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 play the game. His jumps ins aren't great and can be thrown on landing if not space out and most of his normals have huge hurtboxes which are easily punishable on whiff.
  • Weak to Zoning: Not only Mauru can be out range pretty easilly but he struggles ehavily against zoning, 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.
  • Meter dependant: Mauru strongest and effectivest moves require meter to use. This forces Mauru to start matches more carefully as any mistakes can snowball hard if you don't have any meter with you.
  • No winning Matchups: Mauru is notable for not having 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 that all the characters can do in order to even be able to play the game.
  • Commital Options: Mauru suffers from all of his very commital options, as even your more reliable way of scoring a Knockdown, 5D can whiff at most ranges. His mix up is very predictable and highly punishable, frame traps aren't great. You need to pick your options wisely.
  • Bad Lows: Mauru lows are underwhelming, 2A is fast but combo into your best knockdown options require to be up close if you try to hitconfirm after chaining into itself, 2B is your sweep and is quite slow with very limited combo options, 2C is a joke and 2D is decent high profile.
Mauru
WW7 Mauru.png
Character Data
Forward Run Duration 105F to cross stage
Back Step Duration 34 frames (1~34F: invincible)
Pre-jump Frames 3 frames
Jump Duration 46 frames
Landing Frames 5 frames
Jump Height Apex 123
Forward Jump Distance 119
Backward Jump Distance 118
Back Step Distance 96
Knockdown Recovery 25 frames
Chain Series Solo Heavy Series

Move List

Standing Normals

5A
5A
WW7 Mauru 5A sprite.png
Hello fellow gentleman
Damage Guard Dizzy Cancel
14 Mid 5 y
Startup Active Recovery Adv. Hit Adv. Guard
5 4 5 +8 +1
  • tied with 2A and 8C for second fastest Mauru normal
  • + on block
  • Can be used as an Anti air but is not recomend due to the short range and short vertical hitbox
  • Huge range for being a 5A
5B
5B
WW7 Mauru 5B sprite.png
Boy if you don't-
Damage Guard Dizzy Cancel
37 Mid 25 n
Startup Active Recovery Adv. Hit Adv. Guard
7 5 12 +8 -2
  • Fast and decent AA
  • -2 on block so is decently safe
  • Can be used in combos
  • Less range than 5A
5C
5C
WW7 Mauru 5C sprite.png
Big steppy
Damage Guard Dizzy Cancel
18 Mid 10 y
Startup Active Recovery Adv. Hit Adv. Guard
4 2 6 +9 +1
  • Main normal to cancel in specials.
  • Fastest Mauru Normal
  • Safe on block
  • best normal at close ranges
5D
5D
WW7 Mauru 5D sprite.png
Damage Guard Dizzy Cancel
44 Mid 25 n
Startup Active Recovery Adv. Hit Adv. Guard
7 6 24 KND -15
  • Easier combo finsher at most ranges when you don't have any meter. Moves like Arina J.D are likely to win against this move and other AA like 5B making it not a reliable AA in most MU.
  • Decent anti air
  • mostly used to set Oki or even catch someone mashing on wake up if they don't wake up with a rising attack
  • Really minus on block, this can be punished hard if you use it on any other situation
  • Decent horizontal and vertical range

Crouching Normals

2A
2A
WW7 Mauru 2A sprite.png
Damage Guard Dizzy Cancel
13 Low 5 y
Startup Active Recovery Adv. Hit Adv. Guard
5 2 6 +9 +1
  • Good range
  • Good to pressure and catch buttons for being + on block
  • Hits low and is the fastest crouching normal
2B
2B
WW7 Mauru 2B sprite.png
Dorime
Damage Guard Dizzy Cancel
33 Low 0 n
Startup Active Recovery Adv. Hit Adv. Guard
15 4 20 KND -9
  • Best range for a crouching normal
  • Knockdown the opponent and do good damage
  • Slow and relatively minus on block so it can be punished on block.
2C
2C
WW7 Mauru 2C sprite.png
Damage Guard Dizzy Cancel
17 Low 5 n
Startup Active Recovery Adv. Hit Adv. Guard
6 4 7 KND +1
  • The shortest Mauru normal
  • Moves Mauru forward
  • Can eat most of Rai projectiles
  • Cause Knockdown but due to the short range is only used when you are extremely close for pressure and catch buttons
2D
2D
WW7 Mauru 2D sprite.png
You wanted to do 5D right?
Damage Guard Dizzy Cancel
40 Low 10 n
Startup Active Recovery Adv. Hit Adv. Guard
9 16 17 KND -18
  • High profile lows in a lot of situations.
  • Same range as 2A but really unsafe on block

Air Normals

J.A
J.A
WW7 Mauru JA sprite.png
Damage Guard Dizzy Cancel
14 high 5 n
Startup Active Recovery Adv. Hit Adv. Guard
7 Gnd - - -
  • Decent jump in
  • better used when jumping from afar
  • Mauru Hurtbox extends from the Hitbox so it can be easily anti aired


J.B
J.B
7/9 B
WW7 Mauru JB sprite.png
Damage Guard Dizzy Cancel
37 high 5 n
Startup Active Recovery Adv. Hit Adv. Guard
9 12 GND - -
  • Good Jump in
  • Decent hitbox and it can cross up, this is your main crossup tool, you are going to use this a lot in jump ins because of the good damage and combos on hit, you can link mauru doki after hit the opponent low to the ground with this move.
J.C
J.C
7/9 C
WW7 Mauru JC sprite.png
Better than 8C
Damage Guard Dizzy Cancel
8~9 high 5 n
Startup Active Recovery Adv. Hit Adv. Guard
7 - GND - -
  • This move is completely active until it touches the ground
  • Normally used as a pressure air to ground button
  • Hits multiple times
  • 1st hit of this attack will strike cross up on a cornered opponent, 2nd hit and beyond will hit same side
J.D
J.D
WW7 Mauru JD sprite.png
Damage Guard Dizzy Cancel
44 high 5 n
Startup Active Recovery Adv. Hit Adv. Guard
11 4 GND - -
  • Great Jump in
  • Decently fast
  • More used in close jump ranges and air to air

Command Normals

6.B
6B
WW7 Mauru 6B sprite.png
Damage Guard Dizzy Cancel
18+37 Mid 45 -
Startup Active Recovery Adv. Hit Adv. Guard
24 6 25 - WSL -15
  • Can be used as a preenctive anti air
  • Really unsafe on block
  • Air unblockable


8.B
8B
WW7 Mauru 8B sprite.png
Why this is not an overhead
Damage Guard Dizzy Cancel
37 Mid 25 n
Startup Active Recovery Adv. Hit Adv. Guard
11 6 GND - - - -
  • Main neutral tools against characters like Slash or Tesse.
  • Can catch some Rissing attacks, it will lose to Dandy unless you space it perfectly.
8.C
8C
WW7 Mauru JC sprite.png
I don't know why you would use this move
Damage Guard Dizzy Cancel
18 High 5 n
Startup Active Recovery Adv. Hit Adv. Guard
5 GND - - - - - -
  • Completely active until it touches the grounds
  • It's one singular hit as opposed to 7/9C

Universal Mechanics

Throw
Ground Throw
4/6B
WW7 Mauru Throw 6B sprite.png
Po-i
Damage Guard Dizzy Cancel
52 Thw 0 -
Startup Active Recovery Adv. Hit Adv. Guard
1 1 - KND -

Mauru throw is considered broken thanks to the existence of Dead frames (see System). The character being thrown will always be sent to the corner, when you soft a throw it will start a soft thrown animation that will have a frame of vulnerability where you're unable to block, this frame has a a different timing depending of the character animation.

  • Can be thrown softened within 20F
Air Throw
Air Throw
J.4/6B
WW7 Mauru Throw 6B sprite.png
Kuuchuu Po-i
Damage Guard Dizzy Cancel
52 Thw 0 -
Startup Active Recovery Adv. Hit Adv. Guard
1 1 - KND -
  • Mauru grabs the opponent and throws them at the contrary side he's looking on
  • Can be thrown softened within 18F
Command Grab
WakuWaku Nage
63214D
WW7 Mauru Command Grab sprite.png
Universal command grab
Damage Guard Dizzy Cancel
66 Thw 0 -
Startup Active Recovery Adv. Hit Adv. Guard
1 1 - KND -
  • Main mixing tool
  • Mauru grabs the opponent and slaps them in the face
  • Links into 5A and EX DP on Tesse in the corner
Universal Overhead
Middle Attack
A/B+C/D
WW7 Mauru PK sprite.png
Universal Overhead
Damage Guard Dizzy Cancel
37 High 5 -
Startup Active Recovery Adv. Hit Adv. Guard
24 2 23 0 -10
  • Fairly reactable overhead
Pursuit
Oshiri Do-n
When a opponent is down 8+any move
Damage Guard Dizzy Cancel
44 Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
50 3 40 KND -38
  • Universal Pursuit mechanich
  • In general is not very used due to long start up and that you can mash out of knockdown to get up quicker


Rissing attack
Okiagari Gururi'n Kick
When down, [8]
WW7 Mauru 5D sprite.png
Universal Reversal
Damage Guard Dizzy Cancel
37 High 20 -
Startup Active Recovery Adv. Hit Adv. Guard
15 6 24 KND -15
  • Universal reversal mechanic
  • Good to use when being down but can be punished if the opponent blocks it


Super mode
Super Mode
Any 3 buttons
WW7 Mauru Super mode sprite.png
Totoro SSJ
Damage Guard Dizzy Cancel
37 Mid 50 -
Startup Active Recovery Adv. Hit Adv. Guard
16 9 9 KND -9
  • Relatively safe option
  • Amazing neutral tool
  • Air Unblockable
  • 1~24F: invincible.
  • Has a decent hitbox

Special Moves

623X
Guruguru Punch
236A/B/AB
WW7 Mauru 236A B sprite.png
WW7 Mauru 236AB sprite.png
236A Damage Guard Dizzy Cancel
59 Mid 30 -
Startup Active Recovery Adv. Hit Adv. Guard
19 2 (2) 10 28 KND -18
  • Slow so can be guarded on reaction
236B Damage Guard Dizzy Cancel
66 Mid 45 -
Startup Active Recovery Adv. Hit Adv. Guard
21 14 32 KND -20
  • Travels a bit further than A version but is worst in just all aspects
236AB
ES: "Guruguru Punch"
Damage Guard Dizzy Cancel
106 Mid 40 -
Startup Active Recovery Adv. Hit Adv. Guard
2 15 33 WSL -21
  • Really useful for big damage on combos
  • Can be used to chip your opponent when they're at low health
  • The fastest of all three but the most unsafe on block
623X
Bunbun Copter
623A/B/AB
WW7 Mauru DokiDoki sprite.png
WW7 Mauru DP sprite.png
623A Damage Guard Dizzy Cancel
29+30 Mid 20 -
Startup Active Recovery Adv. Hit Adv. Guard
6 3 (3) 1 36 KND -24
  • 5F invincible
  • Main meterless Combo tool
623B Damage Guard Dizzy Cancel
22 Mid 30 -
Startup Active Recovery Adv. Hit Adv. Guard
8 3(3)3(3)3 49 KND -49
  • 7 invincibility frames
  • Gets higher but is more minus
623AB
ES: "Bunbun Copter"
Damage Guard Dizzy Cancel
100 Mid 45 -
Startup Active Recovery Adv. Hit Adv. Guard
6‼0 - 74 KND -76

Mauru's best AA and the best DP in the entire game, you want to react with this against jump ins, because of the invincibility since frame one that last for 23F you are able to punish most Jump ins for good damage

  • Hits on 18/20F of super flash
  • 1~23F: invincible.
  • With whiff on crouching opponents
214X
Body Press
214C/D/CD
WW7 Mauru 214C D sprite.png
Welcome to -58 city, population you
214C Damage Guard Dizzy Cancel
59 High 50 -
Startup Active Recovery Adv. Hit Adv. Guard
17 5 59 KND -49
  • Air unblockable
  • Amazing damage for an Overhead
  • Can be used as a Anti Air
214D Damage Guard Dizzy Cancel
66 High 50 -
Startup Active Recovery Adv. Hit Adv. Guard
17 5 67 KND -57
  • Air unblockable

This move is just the C version but being a bit more minus, you're going to be catch even using the C version so is better to just use this button instead

214CD
ES: "Body Press"
Damage Guard Dizzy Cancel
104 High 35 -
Startup Active Recovery Adv. Hit Adv. Guard
5‼4 7 (12) 8 71 KND -58

this Move is a bit worse if blocked than the D version but hits double, mostly used in combos and you can chipp kill someone with it. An Actual useful move

  • Air Unblockable

Air Special Moves

623X
Kuuchuu Bunbun Copter
J.623A/B/AB
WW7 Mauru DokiDoki sprite.png
WW7 Mauru DP sprite.png
J.623A Damage Guard Dizzy Cancel
29+30 Mid 20 -
Startup Active Recovery Adv. Hit Adv. Guard
6 3 (3) 1 36 GND -24
  • 5F invincible
J.623B Damage Guard Dizzy Cancel
22 Mid 30 -
Startup Active Recovery Adv. Hit Adv. Guard
8 3(3)3(3)3 49 GND -49
  • 7 invencibility frames
  • Gets higher but is more minus
J.623AB
ES: "Kuchuun Bunbun Copter"
Damage Guard Dizzy Cancel
100 Mid 45 -
Startup Active Recovery Adv. Hit Adv. Guard
6‼0 - 74 KND -76
  • Hits on 18/20F of super flash
  • 1~23F: invincible.

DokiDoki

DokiDoki
Bunbun Typhoon
360+AB
WW7 Mauru DokiDoki sprite.png
Yeah,they used all the same animations for this attacks
Damage Guard Dizzy Cancel
14~15 Mid 5 -
Startup Active Recovery Adv. Hit Adv. Guard
8‼0 - 23 KND -23
  • You can move Mauru by imputting 4/6
  • Hits on 42/46F of superflash.
  • AIR UNBLOCKABLE.
  • 1~49F: invincible
  • Best Reversal on Wake up, it will win to basically anything when you master this move.

HaraHara

HaraHara
Miracle Voice
22+AB/CD
WW7 Mauru HaraHara sprite.png
Damage Guard Dizzy Cancel
190 - 5 -
Startup Active Recovery Adv. Hit Adv. Guard
103 - 64 KND -
  • Unblockable
  • Projectile
  • The best non boss HaraHara move
  • Second fastest harahara move
  • Great tool as oki

Palette options

Color 1
Color 2
Color 3
Color 4
Color 5

Notable Players

Name Color Location Contact Status Notes Example Play
Bee Chan Bee Venezuela Twitter Retired Mostly considered one of the strongest Mauru player. known for her work in making the wiki and the Bi weekly series with UltraYoshi. Currently Doesn't play anymore. Link
Hurumi Hurumi U.S None active Really good Mauru player. She has been playing for a long time and has found moderated success in some of the tournament she has entered. Link

WW7 Navigation

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