Waku Waku 7 *****#####*****#####*****@@@@@$$$$$@@@@@$$$$$@@@@@*****#####*****#####*****&&&& This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. Move names & instructions based on shouji's arcade FAQ Most hexcodes taken xxx etc. Copyright 2006-2007,2009 Andrew K.K. Ah New ************************************************** MISC. -Arcade Soft dip: Page1: US Name/JP Name Option1 effect Option2 effect etc. More: -Console Menu: Press l/r to move between the three lists Game Level Easy Normal* Hard MVS POW Charge Manual* Auto Language Japanese English* Spanish -Debug dipswitches: These don't seem to have any effect -Hexcodes: (FF-style. See Kof94 for other style) Address Value Effect xxxxxx xx xxx xxxxxx xx xxx xxxzxx xx xxx xxxzxx y etc. z=# xxx # xxx # etc *=## xxx ## xxx ## etc -Note on hexcodes second line etc -Second note -etc. -Systems notes -Characters can be as far away as the entire stage. -Power Gauge increases automatically, up to a maximium of 7 stocks. -Char Menu -The normally selectable characters are all on a single row. From left to right, they are: Fernandez (only available in Console vs mode) Rai (1p start here) Slash Tesse Politank-Z Mauru Dandy-J Arina (2p start here) Bonus-Kun (only available in Console vs mode) -Mirror matches: Allowed -Color Selection: 4, one for each of the buttons -Progression -Bonus Stage -Backgrounds -Win Pose -Win Quote -Dummy target: Rai OR -Rai has been used as the standard punching bag, meaning all height values,etc. apply to him. They will almost surely be different for different characters (maybe I'll list those in the future). ************************************************** KEY TO BASIC MOVES X-dimension: 'conditions' ju. jump up js. jump left or right jl. jump left jr. jump right sf. stand far sc. stand close c. crouch r. row Y-dimension: 'buttons' A press A a tap A A" press A` tap A_ press A^ tap B Lx low attack Mx medium Hx hard xS Slash xP Punch xK Kick C CD C+D K> counter attack Points on the chart: 'Values' L: chase (only hits downed targets) l: hits low (must crouch-block) m: hits medium (can crouch-block or stand-block) M: (will be blocked if target does a crouch-block or stand-block, but will miss entirely if target is in cn/cf) W: (will be blocked if target stand-blocks, will hit if target crouch-blocks, and will miss entirely if target is in cn/cf) h: overhead (must stand-block) H: (will be blocked if target does a stand-block, but will miss entirely if target is crouching) #: (will miss entirely unless target is in the air) B: unblockable x: not an attack -A 'w' added after the main value means that the attack will whiff if the target is stand-blocking. Between values: Between rows: | same sprites, different speeds I same sprites, same speed Between columns: - same sprites, different speeds = same sprites, same speed Between attacks: . the attacks cannot connect to each other , the attacks can connect to each other Just below the chart will be some 'extra notes': Lists of moves with certain properties: Up: can function as anti-air attacks Sw: will sweep a standing/crouching opponent As: will 'air sweep' an airborn opponent (they will fall on their backs) Sl: will cause your base position to move forward and stay there after the move has finished Hp: will couse your character to 'hop' or at least be immune to some low attacks. Rw: will hit opponent into other row. R^: hit opponent into upper row. Rv: hit opponent into lower row. Dz: will dizzy opponent. th: throw (toss or slam)* gb: grab/hold* *Angle brackets point in direction that target lands (assume facing rt). Side of angle brackets indicate which direction to press. -Numbers in square brackets indicate what hit qualifies for the list. KEY TO SPECIAL MOVES Between entries: -Indented entries indicates a followup to most recent less-indented entry. Within entry: Name line: Before the name: * Special marker (DM,HDM,etc.) [ ] 'Type' of attack: 0 F Fireball * sF short Fireball ` aF air Fireball # zF zone Fireball % brk flurry (named after Joe's Baku Retsu Ken) > T 'Torpedo' (horizontal move) ) sT short Torpedo n arc arcing attack \ div diving ^ srk vertical (named after Street Fighter's Shou Ryuu Ken) & G Grab K c Counter $ tel teleport ~ indicates that the move is different from others of the same type / indicates that the move shares similarities to either type ... indicates that the move starts off as one type but becomes another At the name: Names not in parentheses indicates official name ( ) My description ? Unsure name After the name: ( ) Height of the attacks (see 'Values' above) -A value followed by a number means that that number of hits will be of that height. -Numbers preceding parentheses indicate that the parenthesized sequence happens that many number of times. -A "/" seperates the weak and strong versions. -Dashes between two values indicates that the same hit could strike at either of the values, depending on the position of the attack. -Value followed by '->' indicates a conditional: the hit must connect for the values following to start, otherwise the part following the '|' will occur. < > Range of attacks S screenlength s spritelength { } Special properties (also see 'Values' above): a/s combination 'as' and 'sw' n/a none [ ] hit numbers for which the property holds | separates properties of a conditional (see above) / seperates different strengths (see above) : the values following are only valid for the button preceding. Instruction line: + press both buttons at the same time / press either button , then qcf quarter circle forward (d,df,f) qcb quarter circle back (d,db,b) fqcd forward quarter circle down (f,df,d) bqcd back quarter circle down (b,db,d) uqcf up quarter circle forward (u,uf,f) uqcb up quarter circle back (u,ub,b) hcf half circle forward (b,db,d,df,f) hcb half circle back (f,df,d,db,b) dp dragon punch (f,d,df) idp inverse dragon punch (d,f,df) rdp reverse dragon punch (b,d,db) KEY TO LINKS 'Line headers' consist of the moves being linked from: -Indented 'buttons' are in most recent 'condition' (see above) -Sprite numbers are in the most recent buttons. Indented 'blocks' consist of moves being linked into: -Each condition is followed by either a button name (if that button can be linked into) or x (if that button cannot be linked into) -Special moves are preceded by their eligable buttons. KEY TO SPRITES/FRAMES , Seperates sprites ( ) frame count of named sprite -Does not include wait periods. -Parentheses w/o names haven't been named yet. -Name w/o a frame count is same as closest earlier name w/i the same move. { } Wait period [ ] Hit sprite < > Might be a hit sprite x Variable length ? Length unknown as of yet > Pointed target < Repeat as needed (go back to '>') ... Pointer? To fill in later? v Pointer (look for a '-' preceding a child move) - Pointed (from 'v' in parent move) ^ Return to pointer one level up. More ^ =more levels up. * Interuption point (for specific actions) _ Free point; if none indicated, assume any frame is free. ; Comment (usually for variable declarations) Variable Decl Interuption: move@sXfY (X=Sprite number, Y=Frame number) Press button at designated frame. -Sprites that look the same have the same name (ideally ^_^#). However, they can (and usually will) have different frame counts. -Keep in mind that moves can be interrupted (i.e. being stuffed by an enemy's attack or doing an air move too late to complete) ************************************************** ***All Characters*** A=Low Punch B=High Punch C=Low Kick D=High Kick [] (air block) (x) {x} a.ub/b/db [] (back hop) (x) {sl} s.b,b [] (forward run) (x) {sl} s.f,f -Will keep running as until you attack, let go of 'f', jump, or crouch. [] (chase attack) () {} s.u+Atk when target is down -Has limited range, so it won't reach someone on the other side of the stage. [] (recovery escape) (x) {} l/r when downed [] (recovery attack) () {} u when downed [] (guard/quick recovery) (x) {} when being sent flying against a wall, press P just before you touch the wall. [] (wall bounce) (x) {} when being sent flying against a wall, press K just before you touch the wall. [] (quickly stand back up) (x) {} mash Atk when downed [] (activate 'Super' mode) (x) {} s.Any three buttons -Uses one stock of power ***Rai*** BASIC MOVES A B C D *----------* j| H H.H h h | s| H m.? m m | c| l l l l *----------* up: j.B[2] s.B[2] c.B sw: c.D as: c.D >th> sc.B -j.A can be done mutliple times in a single jump. -sc.b/f+B sends target flying into the wall. COMMAND MOVES recovery attack (h,m) {a/s} c.df (x) {} a.f (at back wall) (x) {} a.b (at front wall) (x) {} s.CD, ub/u/uf (x) {} s.A,A (H) {} -Negates projectiles. c.A,A (l) {} -Negates projectiles. s.AC/BC (h) {sl} s.f+B (m) {a/s,sl} -Sends target flying into the wall. -Negates projectiles. s.f+D (m,m) {a/s,sl} -Sends target flying into the wall. -Negates projectiles. a.d+D (m) {a/s} -Negates projectiles. dash.B (H,h) {a/s[2],sl} -Negates projectiles. dash.D (m) {a/s,sl} -Sends target flying into the wall. -Negates projectiles. SP ATTACK 1. [F] ??? (m) {as} s.qcf+P -Normal Projectile -Negates (normal?) projectiles 2. [T] ??? (m) {a/s} s.qcb+P -Can do in air when in 'Super' mode -Negates projectiles 3. [srk] ??? (m,m,?) {a/s,sl} s.dp+P -Negates projectiles [] ??? (2) {as} P -This and its followups can only be done if you hit the target; it won't work if target blocks or you miss. Also, if target gets dizzied you won't be able to finish this move. [] ??? (1) {as} P [] ??? (1) {as} f+P -Sends target flying into the wall. [] ??? (1) {as} d+P u. [aF] ??? (m) {as,sl} a.qcf+P -Normal Projectile -Negates (normal?) projectiles u. [G] ??? (B?) {sw>} sc.b,hcb+D EX ATTACK 1. [zF] ??? (m?) {a/s} s.b,hcb+CD -Projectile? -Negates projectiles 2. [T] ??? (m,m,m,m,m,m) {sw} s.f,hcf+CD u. [F] ??? (2m) {a/s} s.qcf+AB -Super Projectile -Negates projectiles u. [aF] ??? (2m) {a/s} a.qcf+AB -Negates (normal?) projectiles u. [T] ??? (m3) {a/s} s.qcb+AB -Negates projectiles -Can do in air when in 'Super' mode u. [srk] ??? (m,m,#) {a/s} s.dp+AB -Negates projectiles [] ??? (5) {as} P -This and its followups can only be done if you hit the target; it won't work if target blocks or you miss. Also, if target gets dizzied you won't be able to finish this move. -Must be done before the third hit. [] ??? (1) {as} f+P -Sends target flying into the wall. [] ??? (1) {as} d+P u. [brk] ??? (B32?) {a/s} s.d,d+AB/CD -Has a very long startup time. -Negates projectiles (the ones that it hits, anyway; Rai's s.qcf+P will go right under it). -Can slide l/r during the move. ***Slash*** BASIC MOVES A B C D *------------* j| h h h h | s| m m l H | c| l m l l,l,l *------------* up: j.B? c.B sw: c.D as: c.D sl: c.D >th> a.B sc.B -Both throws send the target far. COMMAND MOVES recovery attack (m) {a/s} a.f (at back wall) (x) {} a.b (at front wall) (x) {} a.db/d/df+A (H) {up} -Negates projectiles. a.db/d/df+B (h) {a/s} -Negates projectiles. a.db/d/df+C (h) {as} -Negates projectiles. a.db/d/df+D (H) {a/s} -Negates projectiles. -Sends target flying into the wall. s.f+A (m) {x} s.f+B (m,m) {x} s.f+C (l) {x} s.f+D (m) {a/s} -Sends target flying into the wall. s.AC/BC (h) {up,a/s,sl} SP ATTACK 1. [] ??? (m,m2/m,m3) {a/s} s.qcf+P -Normal Projectile? -Negates projectiles 2. [brk] ??? (m,m/2(m,m)) {a/s} s.qcb+P -Negates projectiles 3. [srk] ??? (m,m2/m,m2,#) {a/s} s.dp+P -Negates projectiles 4. [tel] ??? (x) {x} a/s.rdp+Atk -Warps you to different places relative to your position, depending on what button you press: A=Left in opposite height (if on ground, warps you to the air, and vice versa) B=Opposite height C=Right in opposite height D=Right in same height u. [G] (B?) {sw>} sc.hcb+D EX ATTACK 1. [T] ??? (11m) {sw} s.f,hcf+CD u. [] ??? (m,3(m4)) {as} s.qcf+AB -Super Projectile? -Negates projectiles u. [brk] ??? (5(m,m)) {a/s} s.qcb+AB -Negates projectiles u. [srk] ??? (m,m2,#,#,#) {a/s} s.dp+AB -Negates projectiles u. [] (B,B7) {a/s} s.d,d+AB/CD -Has a very long startup time. -Negates projectiles ***Tesse*** BASIC MOVES A B C D *--------* j| h H h h | s| m,m m.m m H | c| l l l l *--------* up: s.B[1] s.D sw: j.B s.D c.B c.D as: j.B s.D c.B c.D sl: c.D >th> a.B sc.B -Tesse's jumps are kind of 'floaty'; you can shorten her jump slightly by attacking early. -Hitting target deep w/j.D will add {sw} -a.b/d/f+B sends target flying into the wall. COMMAND MOVES recovery attack (m.?.?.?) {a/s} s.f+A (H) {a/s} s.f+B (H) {a/s} -Sends target flying into the wall. c.f+A (l) {a/s} c.f+B (l) {a/s} s.AC/BC (h) {a/s} -Negates projectiles. SP ATTACK 1. [] ??? (*) {*} a/s.qcf+P -The length that P is held down determines what Tesse throws. What is thrown is indicated by a thought bubble (A) or what Tesse is saying (B). In order: 1 "E" Cup (m) {} -Tossed in a small, narrow arc. -Super Projectile? -Negates (normal?) projectiles 2 "To" Plate (m) {} -Flies straight for awhile, then descends. -Super Projectile? -Negates (normal?) projectiles 3 "N" Book (h) {} -Tossed in a medium arc. -Super Projectile? -Negates (normal?) projectiles 4 "To" Dog (l) {} -Walks slowly along the floor. -Super Projectile? -Negates (normal?) projectiles 5 "Doko" Bird (m) {as} -Flies across screen like a normal projectile. -Super Projectile? -Negates (normal?) projectiles 6 "Dake" Cactus (m) {a/s} -Tossed in a very high, very narrow arc. -Super Projectile? -Negates (normal?) projectiles -Dizzies target unless target is already in a dizzy. 7 "Are" Bomb (m) {as} -Rolls quickly along floor. -Super Projectile? -Negates (normal?) projectiles -Explosive, so will still explode if negated. 8 "Yada" Missile (m) {a/s} -Flies across screen -Super Projectile? -Negates (normal?) projectiles -Explosive, so will still explode if negated. -Comes out automatically if you hold 'P' too long. 2. [] ??? (H) {a/s,sl} s.dp+P -Negates projectiles 3. [] ??? (H) {a/s,sl} s.rdp+P -Negates projectiles 4. [] ??? (m) {a/s} s.qcf+K u. [G] ??? (B?) {sw<} sc.hcb+D EX ATTACK 1. [] ??? (3(2(m),3(m)) {as} s.hcb,f+CD u. [] ??? (*) {} a/s.qcf+AB -The length that P is held down determines what Tesse throws. What is thrown is indicated by what Tesse is saying. "E" Cup, Plate, and Book "To" Plate, Book, and Dog "U" Book, Dog, and Bird "N" Dog, Bird, and Cactus "Do" Bird, Cactus, Bomb "Ko" Cactus, Bomb, Missile "Da" Cactus, Bomb, Missile "Are" Cactus, Bomb, Missile "Ya" Cactus, Bomb, Missile -Cactus, Bomb, and Missile come out automatically if you hold 'P' too long. u. [T] ??? (m) {a/s} s.dp+AB -Negates projectiles u. [T] ??? (m) {a/s} s.rdp+AB -Negates projectiles u. [] ??? (2(4m)) {as} s.qcf+CD u. [] ??? (B20) {a/s} s.d,d+AB/CD -Has a very long startup time. ***Politank-Z*** BASIC MOVES A B C D *------------------* j| #.#.H # h 6h | s| m.m m m,m m,m,m | c| l,l m l,l l,l *------------------* sw: j.D s.B s.D[3] c.A[2] c.B c.D as: j.B j.D s.B c.A[2] c.B c.D >th> sc.B -sc.C negates (normal?) projectiles COMMAND MOVES c.df (x) {sl} recovery attack (l,l,?) {a/s} j.db/d/df+D (l) {a/s} j.A,A (#.#.H) {x} -Negates projectiles? s.A,A (m.m) {x} -Negates projectiles. s.AC/BC (h) {x} -Negates projectiles. s.C,C (m) {x} C (m) {x} C (m) {x} -These bombs count as normal projectiles -Negates projectiles? s.f+B (m5) {a/s} B (m5) {a/s} -Negates projectiles. B (m5?) {as,sw[5?]} -Negates projectiles. s.f+D (m5) {a/s,sl} -Negates projectiles. D (m3) {a/s,sl} -Negates projectiles. dash.D (l9) {a/s,sl} SP ATTACK 1. [] ??? (H,m-l) {*} s.qcf+P -How long 'P' is held down determines what is thrown. The longer 'P' is held down, the farther the projectile is thrown. From nearest to farthest, they are: Black ball {as} -Normal Projectile -Negates (normal?) projectiles White ball {as} -Normal Projectile -Negates (normal?) projectiles Orange Missile {as} -Normal Projectile -Negates (normal?) projectiles White Missile {as,sw[3]} -Normal Projectile -Negates (normal?) projectiles Candy-looking thing {as,sw[3]} -Normal Projectile? -Negates projectiles 2. [] ??? (H-m) {*} s.qcf+K -Poisons target that it hits, stunning them for a short time 3. [] ??? (l4,l8) {a/s,sl} s.bqcd+K -Negates projectiles. u. [G] ??? (B?) {sw>} sc.hcb+D EX ATTACK 1. [] ??? (6(l2) {a/s} rdp+AB -Can move l/r during this move. u. [] ??? (5(H,l3)) {as} qcf+AB -Will shoot out all 5 projectiles, from nearest to farthest. This time the projectiles themselves cannot hit you, only their explosions can. u. [] ??? (2(H-m)) {*} qcf+CD -Poisons target that it hits, stunning them for a short time u. [] ??? (l4?,l12?,h9?) {a/s} bqcd+CD -Negates projectiles. -First 'h' hit sends target flying into the wall. u. [] ??? (13(B5?)) {a/s} d,d+AB/CD -Negates projectiles. ***Mauru*** BASIC MOVES A B C D *-------------* ju| h m h h.h | I I js| h h 6h h.h | s| m m.m m m.? | c| l l l l *-------------* up: s.B[1]? s.D[2] sw: s.D c.B c.C c.D as: ju.B s.D c.B c.C c.D sl: c.C c.D } sc.hcb+D EX ATTACK 1. [] ??? () {} hcb,ub,u,uf+AB u. [] ??? (m6) {sw[6],as[6]?,sl} s.qcf+AB -Sends target flying into the wall. -Negates projectiles. u. [] ??? (2(h3),h) {as,sw[7],sl} s.qcb+CD -Negates projectiles. u. [srk] ??? (H,9#) {a/s} a/s.dp+AB -Negates projectiles. u. [] ??? (9m) {a/s} s.270+AB -Negates projectiles. -Can move by pressing l/r. u. [F] ??? (B6) {a/s} s.d,d+AB/CD -Has a long startup time. -Super Super Projectile. -Negates projectiles. ***Dandy-J*** BASIC MOVES A B C D *------------* j| # H.? h h | sf| m m m m | sc| m m m m | c| l l l m,l *------------* up: j.B[2] sc.C sc.D sw: c.B as: c.B >th> a.B sc.B -a.b/f+B sends target flying into the wall. -sc.b/f+B sends target flying into the wall. -Dandy J. cannot run indefinitely. -Dandy J. can 'attack' (or attempt to) during a forward hop; there isn't enough time for the attack to come out, but it does shorten Dandy J.'s hop a little. COMMAND MOVES recovery attack (h) {a/s} s.AC/BC (h.h.h) {up[1]} SP ATTACK 1. [] ??? (H4) {x} a/s.qcf+P -Negates Projectiles. [] ??? (9H) {x} P [] ??? (3m) {x} b+P [] ??? (4(?)) {sw[4]} 270+P [] ??? (4(?)) {sw[4]} 270+P 2. [] ??? (l4) {x} s.qcf+K -Negates Projectiles. [] ??? (10l) {x} K [] ??? (3m) {x} b+K [] ??? (4(?)) {sw[4]} 270+K [] ??? (4(?)) {sw[4]} 270+K 3. [] ??? (l) {a/s} s.dp+P -Negates Projectiles. 4. [] ??? (m) {as,sw[K]} s.qcb,qcb+Atk -P tosses the cat, K tosses the girl. u. [G] ??? (B?) {sw>} sc.hcb+D EX ATTACK 1. [] ??? (m8) {as,sw[8]} s.f,b,f,b,f+AB -Negates Projectiles. u. [] ??? (H) {a/s} s.qcf,hcb+AB -Negates Projectiles. u. [] ??? (H2,m3) {a/s} a/s.qcf+AB -Negates Projectiles. u. [] ??? (l2,m3) {a/s} s.qcf+CD -Negates Projectiles. u. [] ??? (l,3m,m3) {a/s} s.dp+AB -Negates Projectiles. u. [zF] ??? (B) {a/s} s.d,d+AB/CD ***Arina*** BASIC MOVES A B C D *------------* j| # h h,h h | s| m H,H H m | c| l H l l *------------* up: j.A s.C c.B sw: c.D as: c.D >th> a.B sc.D } sc.hcb+D EX ATTACK 1. [] ??? (10m) {sw} s.f,hcf+CD u. [F] ??? (m) {a/s} a/s.qcf+AB -Projectile -Will dizzy target every third time you land this move? u. [] ??? (7m) {a/s} s.qcb+CD -Last hit will send target flying into the wall. u. [srk] ??? (m,H,#4) {a/s} s.dp+AB -Negates projectiles. [] ??? (3#) {a/s} mash P u. [] ??? (B3) {a/s} d,d+AB/CD, any direction (or none at all) -Negates projectiles. ***Bonus-kun*** BASIC MOVES A B C D *---------------* j| h h,h B-h B-h | s| m m m l *---------------* sw: s.D as: s.D -Bonus-kun cannot crouch. -Bonus-kun's back-hop is actually a run. COMMAND MOVES recovery atk (3h) {a/s} s.PK (3h) {sw} SP ATTACK [] ??? (m-B) {as} s.qcf+P [srk] ??? (m) {a/s,sl} s.dp+P [] ??? (3m) {as,sl} s.qcb+K EX ATTACK [] ??? (3m-B) {a/s} s.qcf+AB [] ??? (3(3m)) {as} s.dp+AB [] ??? (m-h,18m) {a/s} s.qcb+CD [] (Dokidoki) (m7) {a/s,sl} s.f,hcf+CD [arc] (Harahara) (B) {a/s,sl} s.d,d+AB ***Fernandez*** BASIC MOVES A B C D *--------* a| h-h h-h | s| m-m m-m | c| l-l l-l *--------* a/s: c.D