Waku Waku 7/Mauru/Introduction

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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.