=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Waku Waku 7 FAQ By: Goh_Billy (billy_kane_32@hotmail.com) Version #: 4.0 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Sections -------- 1. Legend 2. System 2.1 Basics 2.2 Super Meter 2.3 Projectiles In This Game 3. Characters 3.1 Rai 3.2 Slash 3.3 Tesse 3.4 Politank Z 3.5 Mauru 3.6 Dandy J 3.7 Arina ----------------------------------------- 3.8 Bonus Kun 3.9 Makaitaitei Fernandez 4. Misc. And Easter Eggs 5. Conclusion 5.1 What's Missing/Needed 5.2 Credits =============================================================================== 1. Legend =============================================================================== 1.1 Basic Game Legend --------------------- ub u uf f - Forward LP - Light Punch P - Any Punch \ | / b - Back HP - Heavy Punch K - Any Kick b-- --f u - Up LK - Light Kick + - And / | \ d - Down HK - Heavy Kick / - Or db d df , - Then qcf - quarter circle forward (d, df, f) qcb - quarter circle back (d, db, b) hcf - half circle forward (b, db, d, df, f) hcb - half circle back (f, df, d, db, b) =============================================================================== 2. System =============================================================================== ************** * 2.1 Basics * ************** Short Roll Forward f, f for Dandy J only Long Diving Roll f, f (hold f) for Dandy J only Long Dive Cancel LP/LK/HP/HK Attack LP/LK/HP/HK Forward Run f, f, then hold f for characters: Rai, Slash, Tesse, Politank Z, Mauru, Arina, Bonus Kun, and Fernandez; can attack out of dash Halt b or stop holding f Slight Slide d Dash Backward b, b for characters: Rai, Slash, Politank Z, Mauru, Dandy J, Arina, Long Retreat b, b, then hold b for characters: Tesse, Bonus Kun, and Fernandez; can attack out of back dash Halt stop holding b Air Block ub/u/uf, b Block High b Block Low db will not block overheads Recover Faster mash on the attack buttons after being knocked down Recover Back hold b after hitting the ground Recover Forward hold f after hitting the ground Wall Catch press P before you this is a way to safely hit the wall recover from a move that blasts you to the wall (moves that have this property are listed as such in the movelist details) Rebound press K before you this is a way to rebound hit the wall back toward your opponent from a move that blasts you to the wall (moves that have this property are listed as such in the movelist details) Attack LP/HP/LK/HK Dizzy Recovery shake joystick and tap P and K rapidly when dizzied Throw f/b + HP close look at character's movelist for an extensive list of their throws Throw Recovery hold d and hold any does not work on all throws attack button (check movelist) immediately after being thrown Waku Waku hcb + HK close unblockable throw, however Politank's Waku Waku can be done at any distance and IS blockable Universal Overhead P+K overhead Wake Up Attack hold u after being overhead for everyone except knocked down Politank Z Pursue Attack u + any attack button on downed opponent Projectile Kill time a normal/special move/ect. to strike the projectile at the appropriate height before it hits you ******************* * 2.2 Super Meter * ******************* The Super Meter charges when you attack (normals, specials, ect.), block an attack, or land an attack. The Super Meter can also auto charge, depending on the game's settings. Each of the following can be performed using the Super Meter: Activate Super Mode LP+LK+HP+HK blast can strike opponent; invulnerable for a second; super mode last for about six seconds; during this mode you inflict more damage and take less damage as well EX Moves refer to character's consumes one stock of your movelist super meter; an advanced or alternate version of one of the character's special moves Super refer to character's consumes one stock of your movelist super meter Hara Hara d, d + LK+HK/LP+HP consumes one stock of your super meter; has large start up time and is unblockable ******************************** * 2.3 Projectiles In This Game * ******************************** Projectiles have some very odd properties in this game. For one, projectiles don't mutually "destroy" each other on every exchange like in most fighters. Some projectiles will beat out others, while other times it depends merely on the time the projectiles were released as to which one will beat out the other. I've tried to detail the exchange properties as best as I could in the movelist. There is, however, many different situations, so not everything could be covered in such a short amount of space. Another odd property is that almost all the projectiles in the game can be absorbed/destroyed by nearly all normal attacks, specials, ect. It really depends solely on striking the projectile with the move at the right time and at the correct height. For example, Arina can "destroy" Rai's Inazuma Cannon with a well timed d + HK. A standing HK from Arina, however, will not "destroy" the projectile as it does not strike the Inazuma Cannon at the correct height. Since nearly everything has the ability to negate projectiles, the move description of "absorbs projectiles" is not tagged on most things in this guide. You will find it only tagged on projectile maneuvers that win nearly every exchange. =============================================================================== 3. Characters =============================================================================== ******************************************************************************* * 3.1 Rai * ******************************************************************************* Colors ------ LP - Light Blue costume w/ Blue trim and Red scarf HP - Off White costume w/ Red trim and Blue scarf LK - White costume w/ Green trim and Yellow scarf HK - Blue-Gray costume w/ Gray trim and Purple scarf d + LP+LK+HP+HK - Purple costume w/ Dark Purple trim and Red Scarf (Blue skin) Throw ----- Punch Smash f/b + HP close knocks opponent against wall Basic Moves ----------- Crawl hold df crawl will start a short time after holding df Back Flip b, b low dodge Triangle Jump jump towards the wall, then away Kawashi Kick hold u after being wake up attack; overhead; knocked down grounds opponent Renzoku Punch tap LP rapidly Command Moves ------------- Rolling Knuckle Dash Forward, HP the second part is an overhead and grounds opponent Kaminari Da Kick Dash Forward, HK knocks opponent against the wall if it connects (not blocked) Knuckle Bash u + any attack button pursue attack on downed opponent Activate Super Mode LP+LK+HP+HK blast can strike opponent; invulnerable for a second; super mode last for about six seconds; blast grounds opponent High Jump Tame LK+HK he is completely vulnerable during this High Jump Back ub High Jump Up u High Jump Forward uf Smash Hammerfist P+K overhead Futtobe Ken f + HP knocks opponent against the wall if it connects (not blocked) Futtobe Kyaku f + HK knocks opponent against the wall if it connects (not blocked) Nouten Kick d + HK in air overhead; grounds opponent, but you are able to juggle them before this happens Low Renzoku Punch hold d and tap LP must be blocked low rapidly Side Knuckle Uppercut d + HP must be blocked low 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 super mode 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 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 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 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 ******************************************************************************* * 3.2 Slash * ******************************************************************************* Colors ------ LP - Blue coat w/ Purple trim and Green hair HP - Red coat w/ Yellow trim and Blue hair LK - White coat w/ Red trim and Purple-Pink hair HK - Black coat w/ Orange trim and Blonde hair d + LP+LK+HP+HK - Dark Blue coat w/ Purple trim and Gray hair (Blue skin) Throws ------ Kick Turn Throw f/b + HP close grounds opponent; can Throw Recover from this Air Kick Turn Throw any direction except grounds opponent; can Throw u + HP when close Recover from this in air Basic Moves ----------- Triangle Jump jump towards the wall, then away Moon Slash hold u after being wake up attack; overhead; knocked down grounds opponent Low Stomp LK must be blocked low Command Moves ------------- Flipping Death Strike u + any attack button pursue attack on downed opponent Activate Super Mode LP+LK+HP+HK blast can strike opponent; invulnerable for a second; super mode last for about six seconds; blast grounds opponent Slash Strike P+K overhead; grounds opponent Tsuki f + LP Renzoku Zanri f + HP second part must be blocked low Gedan Tsuki f + LK must be blocked low Hizageri f + HK knocks opponent against the wall if it connects (not blocked) Slide d + HK must be blocked low; grounds opponent Zanri Jouge d + LP in air overhead Zanri Geroshi d + HP in air overhead; grounds opponent, but you are able to juggle them before this happens Kabuto Wari d + LK in air overhead High Kick d + HK in air overhead; knocks opponent against the wall if it connects (not blocked) Low Slash d + LP must be blocked low Special Moves ------------- Slash Shot qcf + P LP=short, HP=long; will ground opponent if the sword stab (not the vortex wall) connects (not blocked); vortex wall absorbs projectiles Slash Dynamic f, d, df + P LP=short, HP=further with an extra strike; grounds opponent Slash Barrier qcb + P LP=two swipes, HP=four swipes; grounds opponent Slash Teleport b, d, db + any LP=in air backwards, LK=in air forwards, HP=in air above, HK=on ground forward Air Slash Teleport b, d, db + any LP=on ground backwards, LK=on ground forwards, HP=on ground below, HK=in air forward Slash Corridor hcb + HK close unblockable; grounds opponent EX Moves -------- EX Slash Shot qcf + LP+HP absorbs projectiles; grounds opponent EX Slash Dynamic f, d, df + LP+HP grounds opponent EX Slash Barrier qcb + LP+HP grounds opponent Super ----- Darkness Rush 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 Hara Hara --------- Darkness Wind d, d + LK+HK/LP+HP unblockable; knocks opponent against the wall if it connects; absorbs projectiles ******************************************************************************* * 3.3 Tesse * ******************************************************************************* Colors ------ LP - Purple dress w/ Blonde hair HP - Orange-Red dress w/ Brown hair LK - Green dress w/ Purple hair HK - Off White dress w/ Green hair d + LP+LK+HP+HK - Dark Blue dress w/ Dark Gray hair and Blue skin Throws ------ Nobinobi Arm Nage f/b + HP close knocks opponent against wall Air Nobinobi Arm Nage any direction except knocks opponent against wall u + HP when close in air Basic Moves ----------- Jet Backtrack b, b (hold b to continue to backdash) Antenna Flick hold u after being wake up attack; overhead; knocked down grounds opponent Air Nobinobi Arm HP in air grounds opponent Double Chop LP 2 hits Broom Kick HK grounds opponent Command Moves ------------- Bouncing Weight Drop u + any attack button pursue attack on downed opponent Activate Super Mode LP+LK+HP+HK blast can strike opponent; invulnerable for a second; super mode last for about six seconds; blast grounds opponent Dress Spin P+K overhead; grounds opponent Nobinobi Arm Jaku f + LP grounds opponent Nobinobi Arm Kyou f + HP knocks opponent against the wall if it connects (not blocked) Antenna Poke d + LP must be blocked low Antenna Strike d + HP must be blocked low; grounds opponent Shagami Arm Jaku df + LP must be blocked low; grounds opponent Shagami Arm Kyou df + HP must be blocked low; grounds opponent Sweeping Slide d + HK must be blocked low; grounds opponent Special Moves ------------- Arekore Poi qcf + LP (hold LP to hold LP for: cycle items, 0 seconds = tea cup; short release LP to use 1 second = plate; long the selected item) 1.5 seconds = book; long; overhead 2 seconds = robot dog; long; must be blocked low 2.5 seconds = robot bird; long 3 seconds = cactus; medium; dizzies opponent if it connects (not blocked) 3.5 seconds = bomb; long 4 seconds = bullet bill; long; grounds opponent Note that the Arekore Poi will "destroy" most projectiles and will mutually "destroy" with another Arekore Poi or one of Politank Z's Z Dama; this projectile can also be completely "destroyed" by a well timed normal/special move/etc. Himitsu Arekore Poi qcf + HP (hold HP to hold HP for: cycle items, 0 seconds = tea cup; short release HP to use 1 second = plate; long the selected item; 1.5 seconds = book; long; same move as above, overhead however, the item 2 seconds = robot dog; bubble is hidden) long; must be blocked low 2.5 seconds = robot bird; long 3 seconds = cactus; medium; dizzies opponent if it connects (not blocked) 3.5 seconds = bomb; long 4 seconds = bullet bill; long; grounds opponent Note that the Arekore Poi will "destroy" most projectiles and will mutually "destroy" with another Arekore Poi or one of Politank Z's Z Dama; this projectile can also be completely "destroyed" by a well timed normal/special move/etc. Air Arekore Poi qcf + LP in air (hold hold LP for: LP to cycle items, 0 seconds = tea cup; short release LP to use 1 second = plate; long the selected item) 1.5 seconds = book; long; overhead 2 seconds = robot dog; long; must be blocked low 2.5 seconds = robot bird; long 3 seconds = cactus; medium; dizzies opponent if it connects (not blocked) 3.5 seconds = bomb; long 4 seconds = bullet bill; long; grounds opponent Note that the Arekore Poi will "destroy" most projectiles and will mutually "destroy" with another Arekore Poi or one of Politank Z's Z Dama; this projectile can also be completely "destroyed" by a well timed normal/special move/etc. Air Himitsu Arekore Poi qcf + HP in air (hold hold HP for: HP to cycle items, 0 seconds = tea cup; short release HP to use 1 second = plate; long the selected item; 1.5 seconds = book; long; same move as above, overhead however, the item 2 seconds = robot dog; bubble is hidden) long; must be blocked low 2.5 seconds = robot bird; long 3 seconds = cactus; medium; dizzies opponent if it connects (not blocked) 3.5 seconds = bomb; long 4 + seconds = bullet bill; long; grounds opponent Note that the Arekore Poi will "destroy" most projectiles and will mutually "destroy" with another Arekore Poi or one of Politank Z's Z Dama; this projectile can also be completely "destroyed" by a well timed normal/special move/etc. Chikuchiku Attack f, d, df + P LP=short, HP=long and causes more damage; grounds opponent Chuuchuu Attack b, d, db + P LP=short, HP=long and absorbs more energy; this move allows Tesse to regenerate her lifebar if the move connects (not blocked); grounds opponent Denshi Kousen qcf + K LK=short, HK=long; grounds opponent Guruguru Pa! hcb + HK close unblockable; grounds opponent EX Moves -------- EX Himitsu Arekore Poi qcf + LP+HP (hold hold LP+HP for: LP+HP to cycle 0 seconds = tea cup, plate, item combinations book; the book is an and release to use overhead these item 1 second = plate, book, combinations; there robot dog; the book is is no item bubble an overhead and the as it is hidden) robot dog must be blocked low 1.5 seconds = book, robot dog, robot bird; the book is an overhead and the robot dog must be blocked low 2 seconds = robot dog, robot bird, cactus; the robot dog must be blocked low and the cactus dizzies opponent if it connects (not blocked) 2.5 seconds = robot bird, cactus, bomb; cactus dizzies opponent if it connects (not blocked) 3 + seconds = cactus, bomb, bullet bill; cactus dizzies opponent if it connects (not blocked) and bullet bill grounds opponent Note that most likely even if one item is "destroyed", the rest will make it through (unless it's up against a super projectile, of course) EX Air Himitsu Arekore Poi qcf + LP+HP in air hold LP+HP for: (hold LP+HP to 0 seconds = tea cup, plate, cycle item book; the book is an combinations and overhead release to use 1 second = plate, book, these item robot dog; the book is combinations; there an overhead and the is no item bubble robot dog must be as it is hidden) blocked low 1.5 seconds = book, robot dog, robot bird; the book is an overhead and the robot dog must be blocked low 2 seconds = robot dog, robot bird, cactus; the robot dog must be blocked low and the cactus dizzies opponent if it connects (not blocked) 2.5 seconds = robot bird, cactus, bomb; cactus dizzies opponent if it connects (not blocked) 3 + seconds = cactus, bomb, bullet bill; cactus dizzies opponent if it connects (not blocked) and bullet bill grounds opponent Note that most likely even if one item is "destroyed", the rest will make it through (unless it's up against a super projectile, of course) EX Chikuchiku Attack f, d, df + LP+HP grounds opponent EX Chuuchuu Attack b, d, db + LP+HP this move allows Tesse to regenerate her lifebar if the move connects (not blocked); grounds opponent EX Denshi Kousen qcf + LK+HK Super ----- Chou Denshi Kai Kousen hcb, f + LK+HK Hara Hara --------- Chou Denshi Eraser d, d + LK+HK/LP+HP unblockable; move will track to opponent when finally executed; Tesse will fall down onto the ground after the blast, and all wake up options are still available to her from there; grounds opponent ******************************************************************************* * 3.4 Politank Z * ******************************************************************************* Colors ------ LP - Tan w/ Blue trim HP - Red w/ Blue-Gray trim LK - Fallow w/ Orange trim HK - Light Tan w/ Green trim d + LP+LK+HP+HK - Dark Brown w/ Black trim Throw ----- Tsukami Gekichi f/b + HP close grounds opponent; CANNOT Throw Recover from this Basic Moves ----------- Tank Crawl hold df crawl will start a short time after holding df Rinmogurin Spiral hold u after being wake up attack; must be knocked down blocked low; grounds opponent Air Double Swing Arm LP, LP in air both parts are overheads Air Cannon Blast HP in air grounds opponent Air Tread Kick HK in air hits multiple times with all parts being overheads; grounds opponent Double Swing Arm LP, LP Cannon Blast HP grounds opponent Pachinko Hou Rencha LK, LK, LK, LK Tread Kick HK 3 hits; will knock down opponent if close Caterpillar tap HK rapidly will knock down opponent if close Command Moves ------------- Spin Slicer Dash Forward, HK must be blocked low; grounds opponent Rinmogurin Crush u + any attack button pursue attack on downed opponent Activate Super Mode LP+LK+HP+HK blast can strike opponent; invulnerable for a second; super mode last for about six seconds; blast grounds opponent Closed Clamp Clash P+K overhead Missile Waza Shita d + HK in air must be blocked low; grounds opponent Drill Arm f + HP grounds opponent Extend tap HP rapidly grounds opponent Zenshin Kick f + HK grounds opponent Caterpillar tap HK rapidly grounds opponent Rotating Arms d + LP 2 hits; both parts must be blocked low; the second part knocks the opponent down Dog Bite d + LK 2 hits; both parts must be blocked low Double Tread d + HK both parts must be blocked low; grounds opponent Special Moves ------------- Z Dama qcf + P (hold P for hold P for: longer and more 0 seconds = bomb; shortest powerful weapon .25 second = grenade; short shot) .5 second = small torpedo; medium .75 second = large torpedo; long 1+ second = mine; high and very long Note that the Z Dama will "destroy" most projectiles and will mutually "destroy" with another Z Dama or one of Tesse's Arekore Poi; unlike the other projectiles in this game, most normals/special moves/etc. do NOT "destroy" the Z Dama, even if well timed;
                                                        the only ones that seem
                                                        to have any effect are
                                                        moves that have
                                                        hit boxes outside that
                                                        of the character's
                                                        body (ie. Politank's
                                                        Pachinko Hou Rencha)
Doku Doku Smoke            qcf + K                if cloud connects (not
                                                    blocked), the opponent will
                                                    be stunned and must shake
                                                    the joystick to recover or
                                                    wait 1.5 seconds to 
                                                    automatically recover; the
                                                    cloud can be "destroyed",
                                                    but only by high hitting
                                                    projectiles such as another
                                                    Doku Doku Smoke, Arina's
                                                    HP Arina Beam, Politank's
                                                    Z Damas or Tesse's higher
                                                    thrown Arekore Pois
Guru Rinmogurin            b, db, d + K           LK=resurface short,
                                                    HK=resurface long; the
                                                    digging portion on both the
                                                    LP and HP version must be
                                                    blocked low; the resurface
                                                    portion of the LP version
                                                    must be blocked low while
                                                    the resurface portion of
                                                    the HP version is 
                                                    unblockable; grounds 
                                                    opponent
Ningen Dai Hou             hcb + HK               arms must connect with
                                                    opponent (not blocked) to
                                                    perform the entire move;
                                                    grounds opponent


EX Moves
--------
EX Z Dama                  qcf + LP+HP            will shoot all 5 weapons out
                                                    in the order: bomb,
                                                    grenade, small torpedo,
                                                    large torpedo, mine
EX Doku Doku Smoke         qcf + LK+HK            shoots two things of purple
                                                    smoke that travel faster
                                                    and further than the
                                                    regular Doku Doku Smoke;
                                                    only one needs to hit the
                                                    opponent to stun them; if
                                                    one cloud connects (not
                                                    blocked), the opponent will
                                                    be stunned and must shake
                                                    the joystick to recover or
                                                    wait 1.5 seconds to 
                                                    automatically recover; note
                                                    that most likely even if
                                                    one cloud is "destroyed",
                                                    the other one will make it
                                                    through (unless it's up
                                                    against a super projectile,
                                                    of course)
EX Guru Rinmogurin         b, db, d + LK+HK       both the digging portion and
                                                    resurface and charge 
                                                    portion of the move must
                                                    be blocked low; the last
                                                    part (the hop), however, is
                                                    an overhead; grounds 
                                                    opponent


Super
-----
Gyro Bakugeki              b, d, db + LP+HP,      b/f helps guide your flight;
                             then use b/f to        the bombs must be blocked
                             guide                  low; grounds opponent


Hara Hara
---------
Bikkuri Dokkiri Dan        d, d + LK+HK/LP+HP     the explosions are 
                                                    unblockable and absorb
                                                    projectiles; grounds
                                                    opponent





*******************************************************************************
* 3.5 Mauru                                                                   *
*******************************************************************************
Colors
------
LP - Purple fur (Mugi=Green costume)
HP - Orange fur (Mugi=Blue costume)
LK - Alizarin fur (Mugi=Yellow costume)
HK - White fur (Mugi=Red costume)
d + LP+LK+HP+HK - Black fur w/ Blue trim (Mugi=Dark Gray costume w/ Blue skin)



Throws
------
Poi                        f/b + HP close         grounds opponent; opponent
                                                    ends up behind Mauru; can
                                                    Throw Recover from this
Kuuchuu Poi                any direction except   grounds opponent; opponent
                             u + HP when close      ends up behind Mauru; can
                             in air                 Throw Recover from this


Basic Moves
-----------
Back Hop                   b, b                   low dodge
Mauru Flip                 hold u after being     wake up attack; overhead;
                             knocked down           grounds opponent
Rapid Feet                 ub/uf, LK              all hits are overheads
Happy Flip                 HK                     knocks opponent down


Command Moves
-------------
Butt Drop                  u + any attack button  pursue attack
                             on downed opponent
Activate Super Mode        LP+LK+HP+HK            blast can strike opponent;
                                                    invulnerable for a second;
                                                    super mode last for about
                                                    six seconds; blast grounds
                                                    opponent
Double Claw                P+K                    overhead
WakuWaku Upper             f + HP                 knocks opponent against the
                                                    wall if it connects (not
                                                    blocked)
Low Claw                   d + LP                 must be blocked low
Missed Catch               d + HP                 must be blocked low; grounds
                                                    opponent
Sneak Forward              d + LK                 must be blocked low; grounds
                                                    opponent
Hop Forward                d + HK                 must be blocked low; grounds
                                                    opponent


Special Moves
-------------
Guruguru Punch             qcf + P                LP=short, HP=long; grounds
                                                    opponent
Bunbun Copter              f, d, df + P           LP=low, HP=high; grounds
                                                    opponent
Air Bunbun Copter          f, d, df + P in air    LP=low, HP=high; grounds
                                                    opponent
Body Press                 qcb + K                LK=short, HK=long; overhead;
                                                    grounds opponent
Mauru Binta                hcb + HK close         unblockable; grounds opponent


EX Moves
--------
EX Guruguru Punch          qcf + LP+HP            knocks opponent against the
                                                    wall if it connects (not
                                                    blocked)
EX Bunbun Copter           f, d, df + LP+HP       grounds opponent
EX Air Bunbun Copter       f, d, df + LP+HP in    grounds opponent
                             air
EX Body Press              qcb + LK+HK            both parts are overheads;
                                                    grounds opponent


Super
-----
Bunbun Typhoon             360 + LP+HP, the use   b/f will guide Mauru forward
                             b/f to guide           or back during the duration
                                                    of the super


Hara Hara
---------
Miracle Voice              d, d + LK+HK/LP+HP     unblockable; absorbs
                                                    projectiles; grounds
                                                    opponent





*******************************************************************************
* 3.6 Dandy J                                                                 *
*******************************************************************************
Colors
------
LP - Green costume (Natsumi=White top w/ Blue shorts)
HP - Dark Gray costume (Natsumi=Light Pink top w/ Pink shorts)
LK - Orange-Red costume (Natsumi=Orange-Red top w/ Green shorts)
HK - Carolina Blue costume (Natsumi=Dark Blue top w/ White shorts)
d + LP+LK+HP+HK - Dark Blue costume w/ Dark Gray shirt and Blue skin 
                  (Natsumi=Dark Blue top w/ Black shorts and Blue skin)



Throws
------
Banmotsu Gou Soku Kyuu     f/b + HP close         throws opponent against the
                                                    wall
Air Banmotsu Gou Soku Kyuu any direction except   throws opponent against the
                             u + HP when close      wall
                             in air


Basic Moves
-----------
Back Roll                  b, b                   high dodge
Short Roll Forward         f, f
Long Diving Roll           f, f (hold f)
  Long Dive Cancel         LP/LK/HP/HK
    Attack                 LP/LK/HP/HK
Scissor Kick               hold u after being     wake up attack; overhead;
                             knocked down           grounds opponent


Command Moves
-------------
Back Dive                  u + any attack button  pursue attack
                             on downed opponent
Activate Super Mode        LP+LK+HP+HK            blast can strike opponent;
                                                    invulnerable for a second;
                                                    super mode last for about
                                                    six seconds; blast grounds
                                                    opponent
Axe Kick                   P+K                    overhead
Low Punch                  d + LP                 must be blocked low
Extend Punch               d + HP                 must be blocked low; grounds
                                                    opponent
Power Stomp                d + HK                 second part must be blocked
                                                    low


Special Moves
-------------
High Hissatsu Rope         qcf + P                  
  Ren Hai Hanabi           P                      you should press P just after
                                                    Dandy releases his rope;
                                                    you can, however, tap P to
                                                    get the follow up to come
                                                    out more reliably
  Gouin Teikiatsu          b + P                  enter the b + P motion after
                                                    the rope is sent out; you
                                                    can choose to perform it
                                                    when the rope reaches its
                                                    maximum length, allowing
                                                    you to perform a Gouin
                                                    Teikiatsu with more screen
                                                    range; you can hold b and
                                                    tap P to get the follow up
                                                    to come out more reliably
    Taifuu Mouda           360 + P                grounds opponent
Air Hissatsu Rope          qcf + P in air           
  Ren Hai Hanabi           P                      you should press P just after
                                                    Dandy releases his rope;
                                                    you can, however, tap P to
                                                    get the follow up to come
                                                    out more reliably
  Gouin Teikiatsu          b + P                  enter the b + P motion after
                                                    the rope is sent out; you
                                                    can choose to perform it
                                                    when the rope reaches its
                                                    maximum length, allowing
                                                    you to perform a Gouin
                                                    Teikiatsu with more screen
                                                    range; you can hold b and
                                                    tap P to get the follow up
                                                    to come out more reliably
    Taifuu Mouda           360 + P                grounds opponent
Kyou Ijin Tei Hatsu Hi     f, d, df + P           must be blocked low; grounds
                                                    opponent
Low Hissatsu Rope          qcf + K                must be blocked low
  Ren Hai Hanabi           K                      you should press K just after
                                                    Dandy releases his rope;
                                                    you can, however, tap K to
                                                    get the follow up to come
                                                    out more reliably
  Gouin Teikiatsu          b + K                  enter the b + K motion after
                                                    the rope is sent out; you
                                                    can choose to perform it
                                                    when the rope reaches its
                                                    maximum length, allowing
                                                    you to perform a Gouin
                                                    Teikiatsu with more screen
                                                    range; you can hold b and
                                                    tap K to get the follow up
                                                    to come out more reliably
    Taifuu Mouda           360 + K                grounds opponent
Ranpuu Nage                qcb, qcb + P           Dandy J can only perform
                                                    normal attacks while this
                                                    move is active
Natsumi Nage               qcb, qcb + K           Dandy J can only perform
                                                    normal attacks while this
                                                    move is active; grounds
                                                    opponent
Jou Shi Ka Shi Ten Nage    hcb + HK close         unblockable; grounds opponent


EX Moves
--------
EX High Hissatsu Rope      qcf + LP+HP            grounds opponent
EX Air Hissatsu Rope       qcf + LP+HP in air     grounds opponent
EX Kyou Ijin Tei Hatsu Hi  f, d, df + LP+HP       the first part must be
                                                    blocked low; last hit
                                                    knocks opponent against the
                                                    wall if it connects (not
                                                    blocked)
EX Low Hissatsu Rope       qcf + LK+HK            must be blocked low; grounds
                                                    opponent
EX Taifuu Mouda            360 + LP+HP after a    grounds opponent
                             Gouin Teikiatsu 
                             from a high or air
                             Hissatsu Rope OR 
                             360 + LK+HK after
                             a Gouin Teikiatsu 
                             from low Hissatsu
                             Rope
                         

Supers
------
Kyou Ten Dou Chi Ginga     qcf, hcb + LP+HP       rope must connect (not
                                                    blocked) to perform the
                                                    entire super; grounds
                                                    opponent
Dai Youryou Seiden Ken     f, b, f, b, f + LP+HP  grounds opponent


Hara Hara
---------
Tai Shoumetsu Ryuushi      d, d + LK+HK/LP+HP     unblockable; if the opponent
                                                    is close they will be
                                                    struck by Dandy J's fist
                                                    and be knocked against the
                                                    wall; the laser tower
                                                    CANNOT absorb projectiles
                                                    and grounds the opponent





*******************************************************************************
* 3.7 Arina                                                                   *
*******************************************************************************
Colors
------
LP - Blue costume w/ White jacket and Red trim
HP - Orange costume (Yellow trim) w/ White jacket and Red trim
LK - Red costume w/ White jacket and Blue trim
HK - White costume w/ White jacket and Yellow trim
d + LP+LK+HP+HK - Dark Blue costume w/ Gray jacket and Dark Blue trim (Blue
                  skin)



Throws
------
Back Throw                 f/b + HP close         grounds opponent; opponent
                                                    ends up behind Arina; can
                                                    Throw Recover from this
Butt Springer              f/b + HK close         grounds opponent; can Throw
                                                    Recover from this
Air Raid                   any direction except   grounds opponent; CANNOT
                             u + HP when close      Throw Recover from this
                             in air


Basic Moves
-----------
Back Flip                  b, b                   invulnerable for a second
Off Balance Axe            hold u after being     wake up attack; overhead;
                             knocked down           grounds opponent
Jumping Jaku Punch         tap LP rapidly in air
Diagonal Punch             HP in air              overhead
  Kyou Punch               HP                     overhead
Butt Drop                  LK in air              overhead; knocks opponent out
                                                    of the air
  Slap                     tap LK rapidly         all parts are overheads;
                                                    knocks opponent out of the
                                                    air      
Driving Punch              HP                     2 hits        
Renzoku Punch              tap LP rapidly
Dan Kick                   HK                       
  Sobat                    HK                     knocks opponent against the
                                                    wall if it connects (not
                                                    blocked)


Command Moves
-------------
Foot Plant                 u + any attack button  pursue attack
                             on downed opponent
Activate Super Mode        LP+LK+HP+HK            blast can strike opponent;
                                                    invulnerable for a second;
                                                    super mode last for about
                                                    six seconds; blast grounds
                                                    opponent
Arina Hop Kick             P+K                    both parts are overheads
Shagami Jaku Punch         hold d and tap LP      must be blocked low
                             rapidly 
Arina Upper                d + HP
  Upper Finish             HP


Special Moves
-------------
Horizontal Arina Beam      qcf + LP (hold LP to   hold LP for:
                             empower)               0 seconds = small yellow
                                                      star; shortest
                                                    .5 second = medium green
                                                      star; short
                                                    .75 second = large blue
                                                      star; medium
                                                    1+ second = huge purple
                                                      star; far; grounds 
                                                      opponent
                                                        Note that the fully
                                                        charged Arina Beam will
                                                        "destroy" most 
                                                        projectiles while the
                                                        weakest version of the
                                                        Arina Beam will be
                                                        "destroyed" by most
                                                        projectiles; this
                                                        projectile can also be
                                                        completely "destroyed"
                                                        by a well timed 
                                                        normal/special
                                                        move/etc.
Air Horizontal Arina Beam  qcf + LP in air (hold  hold LP for:
                             LP to empower)         0 seconds = small yellow
                                                      star; shortest
                                                    .5 second = medium green
                                                      star; short
                                                    .75 second = large blue
                                                      star; medium
                                                    1+ second = huge purple
                                                      star; far; grounds
                                                      opponent
                                                        Note that the fully
                                                        charged Arina Beam will
                                                        "destroy" most 
                                                        projectiles while the
                                                        weakest version of the
                                                        Arina Beam will be
                                                        "destroyed" by most
                                                        projectiles; this
                                                        projectile can also be
                                                        completely "destroyed"
                                                        by a well timed 
                                                        normal/special
                                                        move/etc.
Upward Arina Beam          qcf + HP (hold HP to   hold HP for:
                             empower)               0 seconds = small yellow
                                                      star; shortest
                                                    .5 second = medium green
                                                      star; short
                                                    .75 second = large blue
                                                      star; medium
                                                    1+ second = huge purple
                                                      star; far; grounds
                                                      opponent
                                                        Note that the fully
                                                        charged Arina Beam will
                                                        "destroy" most 
                                                        projectiles while the
                                                        weakest version of the
                                                        Arina Beam will be
                                                        "destroyed" by most
                                                        projectiles; this
                                                        projectile can also be
                                                        completely "destroyed"
                                                        by a well timed 
                                                        normal/special
                                                        move/etc.
Air Downward Arina Beam    qcf + HP in air (hold  hold HP for:
                             HP to empower)         0 seconds = small yellow
                                                      star; slowest
                                                    .5 second = medium green
                                                      star; slow
                                                    .75 second = large blue
                                                      star; medium
                                                    1+ second = huge purple
                                                      star; fast; grounds
                                                      opponent
                                                        Note that the fully
                                                        charged Arina Beam will
                                                        "destroy" most 
                                                        projectiles while the
                                                        weakest version of the
                                                        Arina Beam will be
                                                        "destroyed" by most
                                                        projectiles; this
                                                        projectile can also be
                                                        completely "destroyed"
                                                        by a well timed 
                                                        normal/special
                                                        move/etc.
Arina Uppercut             f, d, df + P           LP=short, HP=far; grounds
                                                    opponent
  Arina Crash              tap P rapidly          grounds opponent
Arina Tornado              qcb + K                LK=short, HK=long
  More Spins               tap K rapidly          the last kick will knock the
                                                    opponent against the wall
                                                    if it connects (not 
                                                    blocked)
Face Crusher               hcb + HK close         unblockable; grounds opponent
                        

EX Moves
--------
EX Arina Beam              qcf + LP+HP            absorbs projectiles; brings
                                                    opponent close to dizzy
                                                    status; in fact, hitting
                                                    two successful EX Arina
                                                    Beams in a row causes auto
                                                    dizzy; grounds opponent
EX Air Arina Beam          qcf + LP+HP in air     absorbs projectiles; brings
                                                    opponent close to dizzy
                                                    status; in fact, hitting
                                                    two successful EX Arina
                                                    Beams in a row causes auto
                                                    dizzy; grounds opponent
EX Arina Uppercut          f, d, df + LP+HP       grounds opponent
  Arina Crash              tap P rapidly          grounds opponent
EX Arina Tornado           qcb + LK+HK            the last kick will knock the
                                                    opponent against the wall
                                                    if it connects (not 
                                                    blocked)


Super
-----
Arina Carnival             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


Hara Haras
----------
Arina Startup              d, d + LK+HK/LP+HP       
  Arina Special            any direction          the direction pressed 
                                                    determines where Arina
                                                    will fly to; unblockable;
                                                    grounds opponent
  Cancel                   do nothing             can still hit opponent if
                                                    they are really close;
                                                    grounds opponent
Arina Air Startup          d, d + LK+HK/LP+HP 
                             in air     
  Arina Special            any direction          the direction pressed 
                                                    determines where Arina
                                                    will fly to; unblockable;
                                                    grounds opponent
  Cancel                   do nothing             can still hit opponent if
                                                    they are really close;
                                                    grounds opponent



-------------------------------------------------------------------------------




*******************************************************************************
* 3.8 Bonus Kun                                                               *
*******************************************************************************

             +++Bonus Kun cannot duck or throw the opponent+++


Colors
------
LP - White w/ Red headband
HP - Red w/ Gold headband
LK - Black w/ Dark Red headband
HK - Orange w/ Black headband



Throw
-----
None


Basic Moves
-----------
Coward Backtrack           b, b (hold b to
                             continue to 
                             backdash)
Shoto Spin                 hold u after being     wake up attack; overhead;
                             knocked down           grounds opponent
Low Strike                 HK                     must be blocked low; grounds
                                                    opponent
                      

Command Moves
-------------
Head Pounce                u + any attack button  pursue attack
                             on downed opponent
Activate Super Mode        LP+LK+HP+HK            blast can strike opponent;
                                                    invulnerable for a second;
                                                    super mode last for about
                                                    six seconds; blast grounds
                                                    opponent
Headslam                   P+K                    all hits are overheads;
                                                    grounds opponent

                           
Special Moves
-------------
Kou Shuu Tan               qcf + P                LP=slow, HP=fast; LP version
                                                    will be "destroyed" by a
                                                    HP Inazuma Cannon from Rai,
                                                    a late LP Inazuma Cannon
                                                    from Rai, a late LP Kou
                                                    Shuu Tan, most of Tesse's
                                                    Arekore Poi objects, the
                                                    empowered versions of
                                                    Arina's Arina Beam and a
                                                    HP Kou Shuu Tan; LP version
                                                    will mutually "destroy"
                                                    with a LP Inazuma Cannon
                                                    from Rai released at the
                                                    same time or with a LP Kou
                                                    Shuu Tan released at the
                                                    same time; HP version will
                                                    be "destroyed" by a 
                                                    late LP/HP Inazuma Cannon
                                                    from Rai, a late LP/HP Kou
                                                    Shuu Tan, most of Tesse's
                                                    Arekore Poi objects, and
                                                    the empowered versions of
                                                    Arina's Arina Beam; HP
                                                    version is mutually 
                                                    "destroyed" by a HP Inazuma
                                                    Cannon from Rai released at
                                                    the same time or with a HP
                                                    Kou Shuu Tan released at
                                                    the same time; Note that 
                                                    this projectile can also be
                                                    completely "destroyed" by
                                                    a well timed normal/special
                                                    move/etc.
Bou Bou Ken                f, d, df + P           LP=short, HP=further; 3rd hit
                                                    must connect (not blocked)
                                                    to ground opponent
Uzumaki Boufuu Kyaku       qcb + K                LK=long and slow; short and
                                                    fast


EX Moves
--------
EX Kou Shuu Tan            qcf + LP+HP            absorbs projectiles; grounds
                                                    opponent
EX Bou Bou Ken             f, d, df + LP+HP       last hit must connect (not
                                                    blocked) to ground opponent
EX Uzumaki Boufuu Kyaku    qcb + LK+HK            all parts are overheads; last
                                                    hit must connect (not
                                                    blocked) to ground opponent


Super
-----
Arata Netsu Dai Sharin     f, hcf + LK+HK         grounds opponent; even though
                                                    you fall to the ground
                                                    after the super, you do NOT
                                                    have wake up options 
                                                    available to you


Hara Hara
---------
Shou Shin Bomber           d, d + LK+HK/LP+HP     unblockable; move has homing
                                                    ability; Bonus Kun will be
                                                    on the ground after the 
                                                    Hara Hara, and all wake up
                                                    options are available to
                                                    him from there; grounds
                                                    opponent





*******************************************************************************
* 3.9 Makaitaitei Fernandez                                                   *
*******************************************************************************
Colors
------
LP - Black body w/ Red mouth
HP - Red body w/ Purple mouth
LK - Orange body w/ Green mouth
HK - Green body w/ Yellow mouth



Throw
-----
Beroncho Poi Death         f/b + HP close         grounds opponent; opponent
                                                    ends up behind Fernandez;
                                                    can Throw Recover from this


Basic Moves
-----------
Rumble Backwards           b, b (hold b to
                             continue to 
                             backdash)
Spiked Kick                hold u after being     wake up attack; overhead;
                             knocked down           grounds opponent

                   
Command Moves
-------------
Body Attack                d + HP in air          overhead
Body Smash                 u + any attack button  pursue attack
                             on downed opponent
Activate Super Mode        LP+LK+HP+HK            blast can strike opponent;
                                                    invulnerable for a second;
                                                    super mode last for about
                                                    six seconds; blast grounds
                                                    opponent
Goodnight Death Kiss       P+K                    overhead
  Vacuum Death             d + HP                 this move allows Fernandez
                                                    to regenerate his lifebar
                                                    if the move connects (not
                                                    blocked); grounds opponent;
                                                    you can hold d and tap HP
                                                    after the Goodnight Death
                                                    Kiss to make this follow up
                                                    come out more reliably
Low Weak Sphere            d + LP                 must be blocked low
Low Strong Sphere          d + HP                 must be blocked low


Special Moves
-------------
High Tokudai Death Punch   qcf + LP               knocks opponent against the
                                                    wall if it connects (not
                                                    blocked)
Low Tokudai Death Punch    qcf + HP               knocks opponent against the
                                                    wall if it connects (not
                                                    blocked)
Tobu Death Dessuun         f, d, df + P           LP=short, HP=further and 
                                                    more hits; grounds opponent
High Tokudai Death Kick    qcf + LK               knocks opponent against the
                                                    wall if it connects (not
                                                    blocked)
Low Tokudai Death Kick     qcf + HK               knocks opponent against the
                                                    wall if it connects (not
                                                    blocked)
Jump Tokudai Death Kick    qcf + HK in air        grounds opponent, but you 
                                                    are able to juggle them 
                                                    before this happens
Kurunarakoi Death          qcb + K                high and low counter attack;
                                                    will even counter attack
                                                    projectiles; if opponent
                                                    receives all the hits from
                                                    this move they will auto
                                                    dizzy; grounds opponent
Mogumogu Buuddesu          hcb + HK close         unblockable; grounds opponent


EX Moves
--------
EX Tobu Death Dessuun      f, d, df + LP+HP       grounds opponent
EX Kurunarakoi Death       qcb + LK+HK            high and low counter attack;
                                                    will even counter attack
                                                    projectiles; grounds 
                                                    opponent


Super
-----
Okotta Dessuun             f, hcf + LP+HP         grounds opponent


Hara Hara
---------
Korogaru Death             d, d + LK+HK/LP+HP     unblockable; has no start up
                                                    time; grounds opponent

    



===============================================================================
4. Misc. And Easter Eggs
===============================================================================


* Bonus Kun and Makaitaitei Fernandez become normally selectable in 2 Player
  mode with the machine mode set to Console (check the game's dip switches).

* Pick Shadow Color: Hold d and press LP+HP+LK+HK when choosing your character
  on the select screen (does not work for Bonus Kun or Makaitaitei Fernandez).

* If you accumulate 7 or 77 credits (before pressing Start), the Waku Waku 7
  logo will reverse itself.



===============================================================================
5. Conclusion
===============================================================================

5.1 What's Missing/Needed
-Clean up and corrections
-If you have anything to add, any corrections I need to make, please email me
at billy_kane_32@hotmail.com.  Credit will be given for your contribution.


5.2 Credits
-Sunsoft
-Gamefaqs
-And me for writing this FAQ