All moves are deadly except the...

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                                               ...which are very deadly!!
 [ Guide   ]     :  HaraHara
 [ Game    ]     :  Waku Waku 7
 [ System  ]     :  Neo-Geo
 [ Author  ]     :  Orochi K
 [ E-mail  ]     :  kartelkertra <at> caramail <dot> com
 [ Version ]     :  Final
 [ Date    ]     :  April 29, 2002


 © 2001-2002, Orochi K. All rights reserved.

 This FAQ is for personal use only. Do not distribute it or use it for 
 profitable purposes. If you want to post  this FAQ on a website, contact me 
 before doing anything. Plagiarism is a crime, just ask. I have no objection 
 on my FAQ being posted on someone else's website but you must give credit 
 where it is due. 

 Also, please keep in mind that under no circumstances, are you allowed to 
 make any changes to this FAQ! It must remain as it is and moreover, you are
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 This document is protected by US Copyright Law, and the Berne Copyright 
 Convention of 1976. I'm well aware of my rights and will not hesitate to 
 take legal action against you if you don't follow these guidelines. If you 
 wish to take some info from this FAQ to include in a more elaborate one, 
 write to me first and tell me what it is all about and I'll think about it.

 Waku Waku 7 and all characters © SunSoft.


 =--=--=--=
  CONTENTS
 =--=--=--=

 a) Introduction

 b) The HaraHara explained

 c) HaraHara by character
    - Rai
    - Slash
    - Tesse
    - Politank-Z
    - Mauru
    - Dandy-J
    - Arina
    - Bonus Kun
    - Fernandez

 d) Revision History

 e) Credits


 =--=--=--=--=--=
  INTRODUCTION
 =--=--=--=--=--=

 This is the HaraHara guide to the wackiest beat-em-up ever, Waku Waku 7.
 I'm writing this to help people who are new to the game master the
 subtleties of the HaraHara and also to prevent them from being killed
 because they didn't know how to proceed with the HaraHara. Okie then,
 HARAHARA ANIMATION PREPARING!!


 =--=--=--=--=--=--=--=--=
  THE HARAHARA EXPLAINED
 =--=--=--=--=--=--=--=--=

 The HaraHara moves are special moves that cost 1 Level of Super Metre and
 that are very, very damaging. The input for these moves, regardless of the
 character is always d,d + 2P/2K where d is for down and P/K for Punch/Kick
 respectively.

 Moreover, the HaraHara moves remain one of the best moves ever created
 because of all the things you need to consider while using them. Firstly, 
 when you pull them, the background will flash with "Warning: HaraHara
 Motion Attack Start" as your character charges up. Each character has a 
 specific color.

 The damage depends on the moves but all of them will take off more than
 half your opponent's lifebar if they connect. But like I said earlier, you
 need to know certain things while you use them which is what this FAQ is
 here for.


 OK then, here's how to read the FAQ and the key to Orochi's puns:

 Move                      = Name of the HaraHara Move for that specific 
                             character

 Command                   = The input to perform the move - although it's 
                             the same for every character, I'll still be 
                             listing it

 Time                      = The time taken for the character to release the 
                             move

 Color                     = The color of the start-up - or character's ball
                             color if you wish

 Description               = The description for the HaraHara Move

 Comments                  = Further comments on using the move so that you
                             can master it

 Maximum number of hits    = The maximum number of hits the move may do

 How to avoid              = What you or your opponent needs to do to avoid 
                             the move - although the HaraHara Moves are 
                             unblockable, they can be  avoided

 Rating                    = My rating on each HaraHara move - from 1 to 10


 Read on but be warned that the next section focuses entirely on the deadly
 HaraHara Moves and may thus prove fatal to you (and anybody around you too).


 =--=--=--=--=--=--=--=--=
  HARAHARA BY CHARACTER
 =--=--=--=--=--=--=--=--=


 ----------------------------------------------------------------------------
  RAI
 ----------------------------------------------------------------------------

  Move: Bakurai Hurricane

  Command: d,d + 2P/2K (can be performed in air)

  Time: 5 seconds

  Color: Red

  Description: As charge-up, Rai will turn around briefly and remain in this
               position until he can finally release the move. Once he's
               prepared, his whole body will be surrounded with lighting
               and he'll spin on himself. You can now press any direction
               to make Rai move about. If you do not press any direction,
               Rai will stay in his place and the move will not connect at
               all at the higher levels.

  Comments: The Bakurai Hurricane can go anywhere and you can even pull it
            in the air as I stated in the command section. If you pull it up,
            you must logically press Down along with another direction to
            make Rai go towards the opponent. If performed on the ground and
            the opponent jumps at you, press Up to make Rai spin up. Once 
            the opponent gets caught in the Bakurai Hurricane, you may press
            any direction as you'll drag him along with Rai. In order to get
            the maximum number of hits, it is better to pull it from afar
            because the move tends to knock the opponent down after a while
            if it hits as soon as it starts. 

  Maximum number of hits: 15

  How to avoid: Rai's HaraHara Move is one of the toughest to avoid mainly
                because it is impossible to predict how he'll move. And
                since the move is unblockable, that makes things even worse.
                Truthfully, if you let Rai pull his Bakurai Hurricane, you
                are in serious trouble. You can try a high jump if he comes 
                at you but you'll probably still get caught in it as your
                character drops down.

  Rating: 8 - The impossibility to really avoid it makes it one of the best
              HHMs in the game and if it fully connects, it may deplete your
              opponent's life by 3/4.


 ----------------------------------------------------------------------------
  SLASH
 ----------------------------------------------------------------------------

  Move: Darkness Wind

  Command: d,d + 2P/2K

  Time: 4 seconds

  Color: Purple

  Description: Slash crouches down and after the 4 seconds, he'll release
               a big projectile forward in a wave of energy. The opponent 
               can be caught in either but of course, the projectile does 
               more damage.

  Comments: Has somewhat limited range but is fairly quick to come out 
            compared to the other characters. The fact that Slash crouches
            is also good.

  Maximum number of hits: 8

  How to avoid: Just jump or hop back until the screen zooms out. The 
                projectile has a rather limited range.

  Rating: 6 - Somewhat limited range but still quick.


 ----------------------------------------------------------------------------
  TESSE
 ----------------------------------------------------------------------------

  Move: Chou Denshi Eraser

  Command: d,d + 2P/2K

  Time: 4 seconds

  Color: Yellow

  Description: Tesse will disappear once the start-up time has elapsed and
               will reappear high up above the opponent. She'll always 
               come up again exactly where the opponent was when she 
               disappeared. She'll release a huge beam of energy which will
               travel downwards until it reaches the ground.

  Comments: The number of hits is fixed. The Chou Denshi Eraser will fully
            connect even against jumping opponents since the move will seem 
            to hold them in place (only if the opponent keeps jumping in 
            the same spot though.)

  Maximum number of hits: 20

  How to avoid: As Tesse disappears, run forward or hop back a few steps.
                She'll end up either behind or in front of you, depending
                on what you chose to do.

  Rating: 5 - Rather easy to avoid once you get the thang of it.


 ----------------------------------------------------------------------------
  POLITANK-Z
 ----------------------------------------------------------------------------

  Move: Bikkuri Dokkiri Dan

  Command: d,d + 2P/2K

  Time: 8 seconds

  Color: Light blue

  Description: During the charging, the chief will show his head at the top
               of Politank-Z and will shout out while the dog will blow on
               its horn (army-style! ^_^). The upper part of Politank will
               then be raised and they will prepare a bomb. The dog will
               drop a ramp so it can roll forward. They will then allow
               the ball to leave and as soon as this occurs, the chief 
               will place another one inside Politank. Once the first ball
               touches the ground, it will form pillars of fire which will
               rise at definite intervals.

  Comments: Once the opponent gets caught in one pillar, he'll be juggled
            from pillar to pillar. The Bikkuri Dokkiri Dan is _very_ 
            powerful if the first pillar hits the opponent - he'll be 
            engulfed in all of them!

  Maximum number of hits: 13

  How to avoid: As soon as a pillar rises in front of you, run forward such
                that you are very close to it when it is fading. The next
                pillar will thus miss you.

  Rating: 4 - If it weren't for the start-up time, the Bikkuri Dokkiri Dan
              would be very helpful. However, I have to take into account
              how long it takes for the move to really occur. Another fact
              is that after some time, it is easy to know where the pillars
              of fire will rise.


 ----------------------------------------------------------------------------
  MAURU
 ----------------------------------------------------------------------------

  Move: Miracle Voice

  Command: d,d + 2P/2K

  Time: 2 seconds

  Color: Green

  Description: Mauru will produce a huge blast of energy with its mouth
               after charging up during 2 seconds. (Note how Mauru looks
               like a real beast when he does that! ^_^). The blast will
               move travel the whole screen and you really cannot escape
               from it.

  Comments: The blast is very damaging and also very quick to come out.
            Moreover, Mauru doesn't take a lot of time to recover from the
            missed Miracle Voice. The projectile also has one hell of a
            range.

  Maximum number of hits: 6

  How to avoid: Don't even think about it! Truthfully, the Miracle Voice is
                practically impossible to avoid. Rai can try his special
                jump but even that seldom works. Slash still has his teleport
                though but he ended up somewhere in the projectile itself
                nearly each time I used it. ;(

  Rating: 10 - Very short start-up time and practically impossible to avoid. 
               Mauru's HHM is, without doubt, the best in the whole game. 
               Yes, better than Fernandez's!!


 ----------------------------------------------------------------------------
  DANDY-J
 ----------------------------------------------------------------------------

  Move: Tai Shoumetsu Ryuushi Kasoku Ken

  Command: d,d + 2P/2K

  Time: 4 seconds

  Color: Blue

  Description: Dandy-J will tug on his whip as he charges up. Once he's
               done so, he'll slash his whip on the ground, creating a huge
               blast of energy which spreads around him over a fixed range.

  Comments: Even if the attack doesn't first hit the opponent, if the latter
            walks into the beam, he'll eat the HHM. The Tai Shoumetsu
            Ryuushi Kasoku Ken's range is a slight problem though. Basically,
            you need to corner the opponent and then pull it to make him/her
            eat it. But this isn't really possible due to the lag time. ;(

  Maximum number of hits: Hits only once

  How to avoid: Don't get anywhere near Dandy once he charges up and never
                run foward, thinking you can take him by surprise.

  Rating: 5


 ----------------------------------------------------------------------------
  ARINA
 ----------------------------------------------------------------------------

  Move: Arina Special

  Command: d,d + 2P/2K (can be performed in air)

  Time: 4 seconds

  Color: Orange

  Description: Arina charges up and at the end, she'll burn while taking
               a funny pose similar to that of a rabbit. Once she performs
               the HHM, she'll fly towards the opponent, her whole body
               on fire. Note, however, that she doesn't travel very far.

  Comments: You need to press right or left once Arina takes that funny pose.
            Otherwise, she will just wave her hands up as she burns and
            you will just have wasted one level super. You just have to
            leave your finger on the damn button. Mashing the button doesn't
            make Arina go any further. Of course, you need to press the
            direction which will make her go towards the opponent. Making her
            go back is rather pointless! When performed on the ground, press
            Up against a jumping opponent and when pulled in air, press Down
            to make her go down. Pressing Up when pulled in the air doesn't
            make her do anything.

  Maximum number of hits: 3

  How to avoid: Just jump over once she gets fairly close to you and you'll
                avoid it. Another way is to keep hopping back until the
                screen zooms out and you are safe since Arina doesn't really
                travel that far during the Arina Special.

  Rating: 3 - One of the weakest HaraHara Moves and has very limited range
              too.


 ----------------------------------------------------------------------------
  BONUS KUN
 ----------------------------------------------------------------------------

  Move: Shou Shin Bomber

  Command: d,d + 2P/2K

  Time: 3 seconds

  Color: White

  Description: Bonus Kun will charge up and after the 4 seconds, he'll
               jump up and drop down on the opponent. As he drops down,
               there's be an energy blast on its lower body.

  Comments: This attack is a homing one, which means it'll go for the
            spot where the opponent was when Bonus Kun was up. 

  Maximum number of hits: 4

  How to avoid: This is probably the weakness of the Shou Shin Bomber since
                he'll drop down at the exact position in which you were 
                when he rose. You just need to run forward or hop back a few 
                steps just as Bonus Kun goes up.

  Rating: 5 - Predictable and easy to avoid after a while.


 ----------------------------------------------------------------------------
  FERNANDEZ
 ----------------------------------------------------------------------------

  Move: Korogaru Death

  Command: d,d + 2P/2K

  Time: No start-up

  Color: Black

  Description: Fernandez will roll forward and will repeatedly hit the
               opponent as he does so. Opponent gets knocked down after 7
               hits.

  Comments: The Korogaru Death travels quite a lot, meaning you may still
            hit very far away opponents. 

  Maximum number of hits: 7

  How to avoid: This one is rather hard to avoid. Rai can easily avoid it
                with his special jump and Slash can try his back-teleport
                techniques but the other characters will always have a tough
                time dealing with the Korogaru Death. You can try jumping
                but considering how big Fernandez is, you just know it won't
                work. Oh well, what did you expect...? Fernandez _is_ the
                boss, after all!! ^_^

  Rating: 8 - Having no start-up makes the Korogaru Death very effective in
              all situations. Too bad you cannot select Fernandez in Story
              Mode! -_-


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

  That would be it then! Here's all you need to know on the deadly HaraHara
  Moves. Make full use of those now!

  If you have got any comments, corrections or you just want to send me
  hot pics of any sexy chick, my e-mail is at the top of this guide. Please
  put the FAQ name as the subject or I will probably never even read it!
  Thanks for reading!


 =--=--=--=--=--=--=
  REVISION HISTORY
 =--=--=--=--=--=--=

  Version 1.00 on 12/08/01
  ------------------------
  · First release!

  Version 1.10 on 12/09/01
  ------------------------
  · Corrected a few typos.

  Final version on 1/17/02
  ------------------------
  · Final revision.

  Final version on 4/29/02
  ------------------------
  · E-mail change!


 =--=--=--= 
  CREDITS
 =--=--=--=
 
  - SunSoft for this great game.

  - SNK for porting it to the Neo-Geo.

  - Jeff "CJayC" Veasey for posting this guide on GameFAQs.

  - The Kid for writing a FAQ for WW7 - I got the move names from his great
    guide.

 My CRP: http://www.gamefaqs.com/features/recognition/8556.html 

 -EoF-
 © 2001-2002, Orochi K. All rights reserved.