=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 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