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