Tips, strategies, and move lists for Waku Waku 7, the overlooked Neo-Geo fighting game by Sunsoft.

WHAT THE HECK IS WAKU WAKU 7?

Waku Waku 7 is a kooky fighting game designed by Sunsoft of Blaster Master fame.  It was originally released for the Neo-Geo, and surprisingly, it's one of the best tourney fighters on a system that already has dozens of these games.  In addition to beautifully animated, pastel color characters (all of who seem to have escaped from obscure Japanese cartoons), Waku Waku 7 has gameplay that's complex without being confusing... and there are even a few new features, like the ability to slam your opponent into walls.

OTHER GAMES IN THE SERIES

Sunsoft's first Neo-Geo fighting game was Galaxy Fight.  This release was unusual for two reasons:  for one, the game was set in the distant future, and very few Street Fighter II derivitives ever are.  The second reason is that the game had no horizontal boundaries, making it impossible to corner trap enemies.  Despite this, Galaxy Fight was still pretty frustrating, mostly because the game moved so quickly and it was tough to damage the opponent with combos unless you performed them in the middle of a dash.

The sequel to Waku Waku 7 was called Astra Superstars, and it wasn't your typical fighting game either... the fighters could float around each stage like the stars of Psychic Force, and the special effects were flashier than in either of Sunsoft's previous games in the series.  Unlike the past two games, Astra Superstars was released exclusively for the Sega Saturn, and required the system's optional four meg RAM cart.  Where quality is concerned, Astra Superstars strikes a middle ground between the highs of Waku Waku 7 and the lows of Galaxy Fight.  The aerial gameplay is a novel approach and the visuals are outstanding, but the game lacks the flexibility and depth of its ground-bound predecessor.

DIFFERENCES BETWEEN THE SATURN AND NEO-GEO VERSIONS

The Saturn version of the game, of course, has loading time before every fight, and for some odd reason the backgrounds are all very pixelated.  On the other hand, it's got a lot of advantages over the Neo-Geo release, like calender artwork that pops up on every fourth boot-up, redbook audio (this makes the music, especially in Arina's stage, sound a whole lot better), better control, and a versus mode that lets you play as Bonus Kun and Fernandeath in addition to the other characters.


THE WAKU WAKU 7 BASIC GAMEPLAY GUIDE
AND LIST OF ATTACKS FOR EACH FIGHTER

THE BASICS:

JOYSTICK (while facing right)

  forward.  Moves your character forward.
  down forward.  May make your character crawl forward.
  down.  Makes your character duck.
  down back.  Makes your character block low attacks.
  back.  Moves your character backward and lets them block high or mid range attacks.
  up back.  Makes your character jump backward.
  up.  Makes your character jump upward.
  up forward.  Makes your character jump forward.

BUTTONS

 light punch.  Delivers a light but fast punch, good for starting combos.
 light kick.  Executes a lightning quick light kick.
 hard punch.  Delivers a crushing but much slower punch.
 hard kick.  Performs a devastating but slow kick.

 light punch
 hard punch
 light kick
 hard kick
+ used in conjunction with D-pad for supers
+ used in conjunction with D-pad for supers
++ activate short term adrenaline rush
+ secret strike (confuses enemy)
 block
 retreat
 run
+/ pursuit (while enemy is down)

MOTION DESCRIPTIONS:

 roll the D-pad from down to toward your foe in a smooth, quick motion
 roll the D-pad from away to toward your foe in a smooth, quick motion
 roll the D-pad from down to away from your foe in a smooth, quick motion
 roll the D-pad from toward to away from your foe in a smooth, quick motion
 press the D-pad toward your foe, then press down and down toward in a smooth, quick motion
 press the D-pad away from your foe, then press down and down away in a smooth, quick motion
hold away from your foe briefly on the D-pad, then press toward them
hold down briefly, then press up on the D-pad
 revolve the D-pad in a 360 degree motion, from forward to down to back to up to forward again
x5 press the punch button repeatedly
x5 press the kick button repeatedly

RECOVERY MOVES:

After being knocked down...

 retaliation (your character attacks as he stands up)
 or roll in the chosen direction
x5 or x5 quick recovery

After being slammed toward a wall...

 and point D-pad away from the wall: wall recovery
 and point D-pad away from the wall: wall bounce (back to foe!)

After being thrown...

+ when nearing ground: soften fall or recover entirely

ABOUT BASIC ATTACKS...

Basic attacks (like punches and kicks) can be used to snuff projectiles, just like in The Art of Fighting

If two players are in mid-air and one attacks, the other can block and immediately counter with a punch or kick

Some basic attacks can chain into others by tapping a kick or punch button twice

Combine basic attacks with D-pad presses for different attacks (generally wall pins)

ABOUT SECRET STRIKES...

Secret strikes may hit both high and low, making them more difficult (but not impossible) to block. These vary from character to character and generally take longer to perform than basic attacks.

ABOUT THROWS...

Normal throws ( and ) do little damage and can easily be negated with a throw recover. There are exceptions (Politank Z comes to mind) but use normal throws only to keep a safe distance from your opponent

Waku Waku throws ( and ) do fair to great damage, but close proximity is necessary

Throws can counter a super charging enemy! The charge remains in effect but you'll take no damage from touching the enemy and they will be thrown clear, wasting a second or two of their super charge time

ABOUT WALL SLAMS...

Some basic attacks and special moves have the added benefit of slamming your enemy to the wall, doing even more damage. Learn these moves to keep opponents at a distance and give yourself an edge in battle

Wall slams can be countered! Push away from the wall with the D-pad and press LP or HP to drop harmlessly to the ground. Press LK or HK instead to leap off the wall and into the enemy's lap for sweet revenge

ABOUT WAKU GEM POWER...

Waku gems are the key to performing your character's most powerful attacks, including sun specials, super charges, Doki Dokis, and Haraharas

Every character is given a single Waku gem at the beginning of the game, allowing him or her to perform one super attack when the meter at the bottom of the screen is full.  The gem must be recharged by fighting in order to perform another super attack

An additional Waku gem is earned after you've beaten an opponent, with the exception of Bonus Kun and Fernandeath

All characters are given the full complement of seven Waku gems in the versus mode

ABOUT SPECIALS AND SUN SPECIALS...

Special moves are more powerful than basic attacks, but must be performed with a joystick command followed by an attack button

Most special moves can be upgraded to a Sun Special (designated with an  mark) by pressing two punches or two kicks at the end of the joystick command.  Sun Specials are similar to regular special moves but do more damage, hit more times, and may have status effects

Sun Specials require one meter of Waku gem power to execute.  Attempting to perform a Sun Special without Waku gem power results in the execution of a standard special move

ABOUT SUPER CHARGING...

Super charging (press any three attack buttons) gives your fighter a six second adrenaline boost. During this brief period of time, all attacks do 150% damage and your opponent will take chip damage from kicks and punches even if they're blocked. Super charges use one level of your Waku gem gauge

Super charging is most valuable as an all-purpose counter. Block any attack except a Harahara, then activate the super charge to knock your opponent away. Even Haraharas can be countered with a super charge if your timing is precise!

You're also invulnerable to attack during the entire super charge animation. However, you can still be thrown, so be careful!

ABOUT DOKI DOKIS...

Doki Dokis are super moves which strike multiple times, doing minimal damage with each hit. These take one level of Waku gem power and are usually (but not always) autocombos

Autocombo users take note! To initiate an autocombo, you must touch a grounded opponent. If they aren't firmly planted on the ground, the combo won't start. Also, it's very easy to knock down an autocomboing player with a super charge, so make sure your enemy has no Waku gem power or is open to attack before you begin

Other Doki Dokis are good energy tickers, making them great for bullying weak enemies into submission

ABOUT HARAHARAS...

Haraharas take an enormous amount of energy with just one hit, but there's a catch. Haraharas have lousy set-up time, and there's even a warning that's flashed across the screen before the attack begins. Human players should have no trouble avoiding them

If your opponent begins a Harahara, QUICKLY run up to them and knock them out of the animation

Haraharas cannot be blocked!

THE COMBO SYSTEM...

The CPU keeps tabs on the battle with notes that appear on either side of the screen. Theser keep track of the first attacks, combos, Waku gem charges, and super attacks performed by both players. Impressive performance is awarded by the following congratulatory notes:

GOOD!
Ten hit combos or ten point damage first attacks

GREAT!
Twenty hit combos or twenty point damage first attacks

EXCELLENT!
Thirty hit combos or thirty point damage first attacks

WAKUWAKU!
Forty hit combos or forty point damage first attacks

The first attack system works different than Street Fighter Alpha's... strangely, any attack that hits an opponent, blocked or otherwise, counts as a first hit. In addition, the damage of that first attack is noted by the combo system.

JANKEN SYSTEM FOR ATTACKS...

In the game of Janken, paper covers rock, rock breaks scissors, and scissors cut paper. Waku Waku 7 works a little like this, as some attacks were specifically designed to counter others. Here's a list of those attacks:

Kicks and punches snuff fireballs
Fireballs break Doki Doki and Harahara attacks
Harahara attacks break blocks
Super charges counter all other attacks...
...but throws counter super charges (if you're really quick)




THE WAKU WAKU 7 CAST

ARINA

Arina's your typical anime' teenager... she wears ultra-tight jumpsuits, and beats the living tar out of rival martial artists when she's not hanging out with her friends. Oh, and did I mention that she's part rabbit?

Arina is best described as a cross between Ken from Street Fighter Alpha 2 and Honey, Fighting Vipers' resident cutie. Like Ken, her special attacks hit multiple times, and like Honey, or any of the Fighting VIpers, she can slam her foes into the sides of the screen with a well-timed kick. Her attacks don't do much damage, but her combo ability is high, and she's quick enough to get out of most tight situations. Oddly, she's not quite as athletic as her archrival Rai, but Arina has the balance of speed and power to take him and the rest of the Waku Waku 7 cast on.


BASIC ATTACKS OF NOTE

tap : Punch flurry. It's not exactly a hundred hand slap, but it does the job.

: Lunge punch. Hits twice if you're close to the opponent.

: Kick. Tap this again to plaster the enemy against the wall with a searing roundhouse!

: 1-2 punch.

: Uppercut. Tap again to knock the enemy down with another uppercut.

: Foot sweep. Will knock the enemy down if it lands.

: Upward punch. Tap the button to alternate fists.

: Butt drop. Tap the button and Arina will taunt by slapping her rear end (hee hee!)

PURSUIT

ARINA TOE STOMP: +/ 
Arina gracefully hops on her foe's back with one foot.

SPECIALS

ARINA BEAM:
Arina creates a star and kick it to her opponent. The size and power of the star is determined by holding down the punch button. There are four power levels for the Arina Beam: Yellow (practically harmless), green (hits once for fair damage), blue (hits three times!), and pink (can hit nine times!). A low punch makes the star travel in a straight path; a strong punch makes it travel at a 45 degree angle. The Arina Beam can be performed anywhere- even in mid-air!- making it an invaluable resource. Hit a jumping enemy with a pink Arina Beam and watch that sucker go for a ride!

ARINA BEAM: +
Arina fires a large pink heart. Unlike the normal Arina Beam, this can't be charged and consequently has almost no set-up time. In addition, two consecutive Arina hearts will dizzy an opponent. Not a great attack, but not totally useless. The Arina heart works best when used immediately after a successful jump kick... this guarantees it won't be blocked.

ARINA TORNADO:
Your typical whirlwind kick. Tap the button repeatedly for up to eight hits and a wall slam. Best used to deplete energy on a weak opponent.

ARINA TORNADO: +
Faster than the normal Arina Tornado, and a bit stronger, but nothing special. Save your gem power for something else.

ARINA CRASH: 
Arina sends her opponent skyward with several open handed strikes.  Keep tapping that button to tack a few kicks onto the end of the Crash.

ARINA CRASH:  +
Similar to, but faster than the original, and lands more blows (up to ten!) to boot!  Great for when your opponent attempts a high-risk attack and misses.

DOKIDOKI

ARINA CARNIVAL:  +
Arina charges forward, and if she touches an unblocking opponent, lets loose with a seventeen hit autocombo.  Standard autocombo rules apply- if your opponent can retaliate with a super charge, DON'T DO IT!

HARAHARA

ARINA SPECIAL:  +
After some (much) charging, Arina "flames on" and lets her foe have it with a rushing fire attack.  VERY similar to Psylocke's Psi-Thrust from X-Men: Children of the Atom, but this can't be repeated in mid-move.  It's also important to note that it can be performed in mid-air.  Not as powerful as some Haraharas, but not excruciatingly slow either.  Can hit up to three times for maximum damage.

THROWS

BACKWARD TOSS:  +(close)
Arina gives her foe a toss.  Practically useless and very easy to recover from.

BUTT BOP: +(close)
Arina smacks her opponent with her rear end (lucky guy!).

WAKU WAKU THROW

ARINA STOMP:  (close)
Arina plants her feet in the middle of the enemy's back and pins them to the ground.  Minimal damage.

SECRET STRIKE

KIENZAN:  +
Arina does a cool double crane kick.  Long set-up time, though.

SUPER CHARGE

ARINA COPYRIGHT INFRINGEMENT:  ++
Arina does her best Sailor Moon impression, swirling in a thin energy column.

RAI

Rai is the game's resident hero, a free-wheeling, BMX-riding, fashion conscious kind of guy who bears more than a passing resemblence to a certain Bogard brother from Fatal Fury.  Snugly nestled in Rai's glove is one of the seven Waku gems, allowing him to harness his ki and convert it into deadly blue plasma.

As alluded to earlier, Rai is very similar to Terry Bogard from Fatal Fury, even sharing most of his moves.  However, Rai can also be played like a Fighting Viper (he's got more wall slams than anyone in the game) or strangely enough, Chun Li from any given Street Fighter game, with equally positive results.  His high jump and ability to leap off walls makes Rai an especially dangerous- and extremely aggravating- opponent in the hands of an expert.


BASIC ATTACKS OF NOTE

Tap :  1-2 punch.  Tap to make Rai alternate fists.

:  Uppercut.  Press forward and HP for a decker punch with slams enemies.

:  Whiplash kick.  Press forward and HK for a revolving kick that slams enemies.  Run and press HK for a charging jump kick that also sends enemies into the nearest wall.

:  1-2 punch.  Tap to make Rai alternate fists.

:  Foot sweep.  Knocks enemies down.

:  Flying kick.  Press down and HK for a downward kick stomp.

+:  High jump set-up.  After pressing both kicks, press up, up-left or up-right to jump in those directions.

PURSUIT

NOW STAY DOWN!:  +/ 
Rai leaps toward his foe and plants his fist squarely in their back.

SPECIALS

PLASMA CANNON: 
Rai fires either a plasma wave (on the ground) or a plasma ball (in the air).  Nothing special, but it keeps the enemies on defense.  Plus, it's fun to high jump and rain hot death on your opponent... it keeps 'em on their toes!

PLASMA CANNON:  +
Rai fires two HUGE plasma balls.  Now THIS is more like it!  These balls land up to eight hits and are great on land or in mid-air.  Can be easily blocked or snuffed, though... it's definitely not an energy ticker.

PLASMA CRASH: 
Rai charges forward, fist extended and alight with plasma.  Hits once and knocks the opponent down.  It leaves you somewhat vulnerable if it's blocked, so use the maximum strength crash to rush past your opponent just in case.  The crash can't be used in combos, and stranger still, it has the odd property of being accessible in mid-air, but only if Rai has used a super charge first.

PLASMA CRASH:  +
The super version of the Plasma Crash hits three times and CAN be comboed!  Whoohoo!  Decent but not great.  It shoots you out of harm's way if it's blocked, so that's a plus.

PLASMA UPPER: 
Your standard dragon punch.  Good combo fodder, and you can milk it for five hits if you continue to tap punch.

PLASMA UPPER:  +
This super version of the Plasma Upper lands up to nine hits but it's harder to use in combos.

DOKIDOKI

PLASMA STORM:  +
Rai sticks his fist into the ground and creates a huge lightning column while trying to pull it out!  This has limited applications, but if you can catch an opponent directly above you with the storm, it could net you up to 25 hits!

RAI BUSTER:  +
Rai rushes toward the enemy and performs a fifteen hit autocombo.  Standard autocombo rules apply.

HARAHARA

PLASMA SPINNER: +

After a lot of charging, Rai's fists become plasma blades.  He spins madly and from this point can be controlled to some extent with the D-pad.  Excellent damage... if only the set-up time weren't so long!

THROWS

SPLITTING HEADACHE:  + (close)
Rai pounds the enemy in the forehead, then smacks them again, sending them careening into the nearest wall.

WAKU WAKU THROW

WHIRLING DERVISH:  (close)
Rai wails "GLORIA!", then hoists his foe over his head and takes to the skies, spinning like mad.  Rai then tosses the baddie away.

SECRET STRIKE

SPINNING HAMMER PUNCH:  +
Rai does a quick somersault and slams into the enemy with both hands clasped tightly together.  This move has a lot going for it... it's confusing to the opponent and even comboable!

SUPER CHARGE

SUPER RAI!:  ++
Rai shouts "Suuu-paaa Raiiii!" as he's enveloped in a sheath of dark plasma.

SLASH

Slash is on the opposite end of the anime' spectrum from the rest of the wacky Waku cast.  This dark elf wields what's best described as a laser katana... this glowing weapon combines the grace of medievel Japanese blades with the sheer power (and coolness!) of Star Wars' light sabers.

Samurai Shodown experts are going to love this guy.  Slash plays just like a mid-sized Samurai Shodown character, with moves "borrowed" from Haoh-Maru and Amakusa.  He takes more finesse to use than the other fighters, but if you can master him, this can make your victories that much sweeter.


BASIC ATTACKS OF NOTE

:  An upward slash that leaves a crescent shaped energy trail.  Press forward and LP to stab with the blade.

:  A slash that creates a long, thin ring of energy.  Press forward and HP to swing the blade twice for two hits.

:  A painful heel kick.  Press forward and LK to strike downward with the blade.

:  A stylish high kick.  Press forward and HK for a wall-slamming knee to the gut.

:  Slide.

:  Downward slash.  Press down and LP to slash slightly upward.

:  Circular slash.  Press down and HP to swing the sword outward, creating an energy trail.

:  Downward stab.  Press down and LK to pogo off the enemy with the sword, a'la Chun Li's stomp kick.

PURSUIT

IMPALEMENT:  +/ 
Slash leaps at the enemy, then plants his sword into their back.

SPECIALS

SLASH SHOT: 
Slash creates a dark vacuum with his blade, which hovers in place briefly before disappearing.  This can snuff projectiles instantly, can itself be used as a quasi-projectile, and keeps enemies at a distance... it's the special of a thousand uses!  Use the weak version on a close enemy- you'll hit them with your blade, then juggle them with the vacuum for four hits!

SLASH SHOT:  +
Slash creates several dark blasts which swell from the ground and travel forward.  Its range isn't great, but this does INSANE damage to extremely close, unblocking opponents.

SLASH DYNAMIC: 
Slash leaps skyward, swinging his blade wildly.  Sounds familiar, huh?  It doesn't land many hits, but on the plus side, no button presses are necessary to sustain the attack.

SLASH DYNAMIC:  +
Same as the normal Slash Dynamic, but it lands six hits.  An OK special.

SLASH BARRIER: 
Slash swings his sword in a mad frenzy.  Anyone hit by the resulting energy trail will suffer two to four hits.  It's very cool looking and can be comboed from light jump in attacks.  It's a good keepaway move, too!

SLASH BARRIER:  +
The super version of this attack lands ten hits!  It's great for frustrating your opponent.  You can combo it from a jump in attack, too, but timing is critical.  Also, if it misses, you're left somewhat vulnerable.

DOKIDOKI

DARKNESS RUSH:  +
Slash runs to his foe, cape billowing behind him.  If he touches them, Slash begins a devastating sixteen hit combo.  Standard autocombo rules apply.

HARAHARA

DARKNESS WIND:  +
Slash charges, muttering something.  After a while, he slashes, creating a radioactive dust cloud which does serious damage.  Good range, too, but as usual, the set-up time is horrendous.

THROWS

PUSH OFF KICK:  + (close)
Slash kicks off his opponent, sending them flying into the nearest wall.

WAKU WAKU THROW

SLASH COLLIDER:  (close)
Slash electrifies his blade and passes it through the opponent three times.  Good damage, but not great damage.

SECRET STRIKE

DRAMATIC SLICE:  +
Slash slides forward a bit, then swings his sword downward in a display any serious fan of Japanese animation could admire.

SUPER CHARGE

KATANA CHARGE:  ++
Slash points his blade skyward and is enveloped in a multi-colored light.

TESSE

Tesse's a Megamaid, a robotic housekeeper.  However, she dreams of leaving the mansion that's been her workplace for years and striking it out on her own.  She's found one of the Waku gems and strives to collect the rest from the other fighters so she can have her fondest wish granted.

Tesse is... how do I put this?... unconventional.  Comparisons to existing fighting game characters are surprisingly tough, but you could get away with calling her a cross between Hsien-Ko from NightWarriors and Dhalsim from, well, you know.  She's got a projectile attack similar to Hsien-Ko's, but unlike her, it's possible to control the type of object thrown by holding down  the punch button.  Tesse can also play nurse with syringes that can inject toxic goo into enemies or extract energy from them, giving Tesse a critical edge in close battles.  Tesse's tough to get a feel for, however, and her limited number of attacks puts her in a lower class than more balanced fighters like Rai and Arina.


BASIC ATTACKS OF NOTE

:  Tesse pounds away with one fist, then the other.  Press forward and LP for an extendo arm that knocks down foes.

:  Tesse smacks her enemy with a Teflon pan.  Press forward and HP for a super extendo arm that slams foes into the nearest wall.

:  Tesse's legs become brooms which smack the enemy.

:  Tesse bends over and kicks, with her leg briefly transforming into a mop.  This knocks down opponents.

:  Tesse's remote control antennae become tiny wrecking balls.  Press forward and LP for a crouching extendo punch that knocks down foes.

:  Tesse's antennae become larger wrecking balls which hit the opponent's ankles.  Press forward and HP for a crouching extendo punch that knocks over foes.

:  Tesse's leg becomes a floor mop.

:  Tesse becomes a floor buffer (?!) and slides toward her foe.

:  Tesse slaps with a broom.

:  An extendo punch that knocks over foes.

:  Tesse's legs become brooms.

:  Tesse becomes a large dinner bell!

PURSUIT

WRECKING BALL: +/ 
Tesse's lower half becomes a wrecking ball as she hops on the enemy's back... twice!

SPECIALS

ANEKONEPOI (EVERYTHING BUT THE KITCHEN SINK): 
Tesse fiddles with the top half of her dress, then whips out an object.  The object thrown is determined by how long you hold the punch button.  If you hold LP, a thought bubble appears over Tesse making the selection easier.  Here's the list of items Tesse can throw:

CUP:  Short arcing trajectory and weak damage.
SAUCER:  Longer, more straight trajectory and limited damage.
BOOK:  High arcing trajectory and fair damage.
DIGITAL DACHSHUND:  Runs along the ground and does fair damage.
DIGITAL DOVE:  Flies in a straight path and does reasonable damage.
CACTUS:  VERY high trajectory.  If it falls back down and hits an unblocking opponent, they'll be knocked silly!  Good damage, too.
MEGATON BOMB:  Rolls along the ground.  Creates a huge explosion and does great damage if it connects!  It's fast, too!
DR. STRANGELOVE'S MISSILE OF DEATH:  The ultimate weapon in Tesse's arsenal.  She fires what appears to be a Bullet Bill, which travels in a straight path.  Excellent damage!

ANEKONEPOI:  +
Tesse throws three of the above objects at once.  This has much faster charge time than the standard attack.

ELECTROZAP: 
Tesse fires a bolt of energy from her antennae.  The zap isn't comboable but it does have nice range and power.

ELECTROZAP:  +
Almost better than her Dokidoki and easier to perform, this supercharged electrozap can land up to eight painful hits!

CHIKU-CHIKU ATTACK (INJECTION): 
Tesse injects her foe with toxic purple goo (Anthrax?  Ebola?  Or just the latest, least appetizing Kool-Aid flavor?  The world may never know...).  This can land five to nine hits and does good damage, but it can't be comboed into.

CHIKU-CHIKU ATTACK:  +
Tesse breaks out her biggest syringe and stick it to her opponent.  The powered up injection lands only nine hits but it's faster than the normal one.

CHU-CHU ATTACK (SELF-INOCULATION): 
Tesse steals energy from her opponent and inoculates herself with it!  Good for those close or losing battles when you're just this close to biting it.

CHU-CHU ATTACK:  +
It's the same as the normal attack but faster, and with a larger needle.  If you weren't afraid of shots before...

DOKIDOKI

SUPER ZAPPER RE-CHAR:  +
Tesse lights up her antennae, sending bolts of energy both ways.  Very close proximity to the opponent is required for this attack to land... otherwise, it's useless.

HARAHARA

ANGEL OF DEATH:  +
Tesse charges for a long, long time, then disappears.  She teleports about thirty feet above the enemy, NAKED, and sends down an energy beam that hits twenty times and robs the enemy of three quarters of their life!  This is the ONLY time in the entire game when Tesse's eyes (and everything else, but don't get too excited... she's just an android) are visible.  Even then, it's next to impossible to see them unless you've picked Rai and happen to high jump away just as she vanishes.

THROWS

SHOVE: + (close)
Tesse mutters something and shoves the opponent into a wall.

WAKU WAKU THROW

GURU GURU SPIN:  (close)
Tesse grabs her enemy's ankles, then spins wildly and tosses them away.  This can even be performed in mid-air!

SECRET STRIKE

BUTT BOP:  +
Tesse mutters something and hits her foe with an oversized fanny.  This knocks down enemies.

SUPER CHARGE

ELECTRONIC DANCE:  ++
Tesse spins in place, making an odd digital sound.

 MARURUN (MAURU IN AMERICA)

Hmm... a big, fluffy purple beast with a little girl on his back?  Don't let the folks at Studio Ghibli see him... there'll be a lawsuit for sure!  Anyways, Totoro- er, Marurun- is desperately searching for the tyke's parents, and has had no luck whatsoever because, well, he can't talk.  In the meantime, she clings to him for dear life, squealing "Jump!" whenever he leaps and giggling whenever he's knocked around (so much for loyalty!)

There's one other Japanese character Marurun strongly resembles... Sasquatch from the Darkstalkers series.  He has many of his moves, a similarly devastating throw, and strength rivalled only by Capcom's titanic yeti.  Use him in much the same way you would Sasquatch and you're bound to be successful.


BASIC ATTACKS OF NOTE

:  Marurun sticks his paw out.  He looks like he's about to shake hands but this ain't no gesture of friendship!

:  Marurun karate chops.  Press forward and HP for a wall slammin' uppercut!

:  Marurun backflips, digging in with his long, sharp toenails.  The backflip knocks down anyone it hits.

:  Marurun slaps both paws together, a'la Hulk in the Marvel vs. games.  This unsurprisingly knocks down enemies.

:  Marurun scoots forward a bit on his rear.

:  Marurun vaults off the ground and into the enemy.  This vault knocks down enemies.

:  Marurun cocks his fist back and slams it downward.  Press forward and HP for a body splash.

:  Marurun scratches with his foot.  Press forward and LK to make him flail wildly with his foot... this is great for combos!

PURSUIT

CANNONBALL:  +/ 
Marurun dives onto his fallen opponent and squashes them flat.

SPECIALS

WIND-UP PUNCH: 
Marurun spins his arm as if about to toss a baseball, then sends an oversized fist his opponent's way.  It's got lousy set-up time but it can connect up to five times!  In addition, the Wind-Up Punch is powerful and knocks enemies down.

WIND-UP PUNCH:  +
This punch is so strong a vacuum is created around Marurun's arm.  This can hit up to six times and wall slams opponents to boot!

BUN-BUN COPTER: 
A new, er, "spin" on the dragon punch.  Marurun flies into the air spinning with the little girl on his back holding on for dear life.  This hits only three times but it's powerful and has almost no set-up time.  The Bun-Bun Copter can be performed in mid-air.

BUN-BUN COPTER:  +
This hits NINE times instead of three, and can be combined with a jumping light kick for a possible thirteen hit combo!

BUTT PRESS: 
Marurun turns around, does a handstand, then lands on the opponent butt first.  Set-up time prevents it from being used in combos.

BUTT PRESS:  +
This version of the Butt Press is MUCH more powerful.  You can combo it with precise timing, and it hits seven times!  Land all seven hits and watch the other player beg for mercy!

DOKIDOKI

BUN-BUN TYPHOON:  QUICKLY PRESS +
The horizontal equivalent of the Bun-Bun Copter, the Typhoon can be controlled by pressing left or right.  This can hit up to nine times... try doing a jumping light kick first for even more hits!

HARAHARA

MIRACLE VOICE:  +
Marurun swells up, then belches out a huge sonic wave as the little girl covers her ears.  It's devastating and almost impossible to jump over (well, Rai can, but then again, his high jump lets him bound over everything!).

THROWS

THREE POINT TOSS:  +(close)
Marurun tosses his opponent with one hand for LONG distance.

WAKU WAKU THROW

PIMP JUSTICE:  (close)
Marurun grabs the opponent with one hand and bitch slaps him repeatedly with the other.  And you thought the Toshinden version of this move was cool ("Toshinden... what's Toshinden?")!

SECRET STRIKE

NAIL CUTTER:  +
Marurun swipes with both arms.

SUPER CHARGE

MIGHTY ROAR:  ++
Marurun covers his face with both paws, then lets out a mad roar with his arms stretched upward.

DANDY J

Dandy J's the original outback outlaw, a sort of cross between Indiana Jones and Crocodile Dundee.  At his side are his daughter (a very well developed teen in a tanktop) and his faithful cat Ramp.  They cheer him on from the sidelines as he fights, and cringe whenever he's knocked down!

Dandy's another fighter who's hard to tie down to any specific martial arts style.  There's a little bit of Scorpion in him as the rope he carries can be used to draw in foes.  However, to take full advantage of the rope, you've got to learn a tricky three step attack.  Without it, Dandy is too slow to be considered a serious contender in most fights.


BASIC ATTACKS OF NOTE

:  A punch to the midsection.  Close in on an enemy and press LP for a backhand.

:  A punishing straight.  Close in on an enemy and press HP for a forearm smash.

:  A snap kick to the thighs.  Close in on an enemy and press LK for a snap kick to the face!

:  A forward thrust kick.  Close in on an enemy and press HK for a high snap kick.

:  An ankle punch that knocks down foes.

:  Dandy shouts "YEAH!" and low kicks, balancing on one hand.

:  Dandy lifts up one leg, then heel stomps with brute force.  This hits twice.

:  A rope snap and elbow punch.

:  A downward flying kick.

PURSUIT

ELBOW SMASH:  +/ 
Dandy attempts to crush the enemy with a flying elbow, just like those cheesy wrestlers on TV.

SPECIALS

ROPE STRIKE:  (ground or mid-air)
Dandy stretches his rope out, then snaps it at the enemy.  This is a multi-stage attack, similar to Kyo Kusanagi's Wicked Chew.  The other stages of the attack will be discussed later, but first...

ROPE STRIKE:  + (ground or mid-air)
Dandy flails his whip, creating four huge energy bullets.  Good, fast, and most importantly, damaging.

LOW ROPE STRIKE: 
Similar to the standard rope strike but performed in a crouching position (meaning, of course, that you can't do it in mid-air).

LOW ROPE STRIKE:  +
This is the same as a powered up rope strike, but it hits low.  Apparently it's there for strategic purposes but I never found it all that useful.

ROPE BURN:  TAP OR  AFTER CORRESPONDING ROPE STRIKE
Dandy fires several small energy bullets similar to the ones from Blaster Master's overhead view rounds (this is a Sunsoft game, after all).  These bullets do little damage and can't be powered up, but they do drive the enemy back.

ROPE RETRIEVE:  PRESS BACK, TAP OR AFTER CORRESPONDING ROPE STRIKE
Dandy creates a tractor beam with his rope, reeling the hapless opponent in like a fish.  This does little damage and can't be powered up, but...

ROPE PUNISHER:  OR IMMEDIATELY AFTER CORRESPONDING RETRIEVE
Dandy mercilessly whips at his foe.  This attack does good damage and is very stylish!

ROPE PUNISHER:  + OR + AFTER CORRESPONDING RETRIEVE
Dandy flails at his enemy with an electrically charged rope.  This does excruciating damage and is strongly recommended!

DYNAMITE UPPERCUT: 
Dandy sets his fist ablaze and sends it screaming down toward his opponent's legs.  This knocks down enemies and does good damage.

DYNAMITE UPPERCUT:  +
Dandy strikes five times with his blazing fist, spinning like crazy throughout most of the attack.  This is a terrific move, especially if all the hits connect!

RAMP TOSS: 
Dandy's daughter tosses Ramp at the enemy.  Weak damage, lousy set-up time, unreliable trajectory... it's just an altogether lousy attack.  You can't even power it up.

GIRL TOSS:  , KICK
Dandy's daughter is tossed BY Ramp at the enemy.  A funny alternative to the Ramp Toss but similarly weak.

DOKIDOKI

HIGH VOLTAGE: +
Dandy charges his rope with raw electricity and snaps it outward.  Any enemy stupid enough to be nearby is going to be hurt, and badly.  This rope attack has poor reach but it hits multiple times.

WHIPLASH:  +
Dandy snaps his whip outward.  If it touches an unblocking opponent, the poor sap is beaten on the ground twice and then discarded as Dandy flails the rope wildly.  Not too tough to avoid, but damaging if it lands.

HARAHARA

GROUND ZERO:  +
After a lot of charging, Dandy swings a lit fist, creating a huge energy field.  It's a decent attack, but it- like all the Haraharas- is painfully slow.

THROWS

ROPE THROW:  + (close)
Dandy hurls his foe into a nearby wall.

WAKU WAKU THROW

ROPE THROTTLE:  (close)
Dandy flails the enemy around a bit before slamming him into the ground.

SECRET STRIKE

HEEL KICK:  +
Dandy lifts his leg over his head and snaps it back down (preferably over an enemy's head).

SUPER CHARGE

DANDY BREAK:  ++
The cement cracks under Dandy's feet as a blast of fire surrounds him.  Good range!

 POLITANK Z

Police boxes just aren't enough to keep Japan's crime rate in check... at least that's what the driver of the all-terrain vehicle Politank Z seems to think.  Along with his trusty dog mechanic, this disturbed Mario look-alike plans to take the other Waku gems by force and use them to help keep the peace.

Politank Z is a first class pyromaniac.  If you love blowing up your enemies or setting them ablaze, this crazy mech will fit you like a glove.  He's got excellent reach, too, which helps make up for the character's overall awkwardness.


BASIC ATTACKS OF NOTE

:  Arm swing.  Tap twice for a quick double arm swing.

:  Napalm blast.  Press forward and HP for a twisting double arm drill that knocks down enemies.

:  Belt bombs.  Tap LK for up to four bombs, all fired in different directions.

:  Triple hit chainsaw foot.  Press forward and HK for a rolling chainsaw foot that hits five times.  Run and press HK for a rather annoying spinning tread kick.  All of these attacks knock down foes.

:  Gyroscopic arm swing that hits twice.  If both arms connect, the attack will knock down opponents.

:  Napalm blast.  The blast knocks down enemies.

:  The dog mechanic pops out from a panel in Politank-Z's body and bites the opponent.  This attack can hit twice.

:  Double kick with chainsaw feet.  This attack knocks down enemies.

(NOTE:  You can hold down and toward the enemy while performing any of these ducking attacks to scoot toward them)

:  Napalm blast.  This knocks down enemies.

:  Chainsaw foot that hits three times and knocks enemies off their feet.  Press down and HK at the top of your jump to release a rear hatch bomb that also knocks down enemies.

PURSUIT

THE GRIND:  +/ 
Politank impales the enemy with a bed of spikes that pop out from its lower half.

SPECIALS

Z ARTILLARY:  (hold to increase power)
Politank stores up a blast in its nose cannon.  The weapon fired and its trajectory both depend on the time you've held down the button.  Both the blast from the nose cannon and the weapon fired from it damage the opponent.

LIST OF Z ARTILLARY WEAPONS:

BOMB:  Short range trajectory
MELON GRENADE:  Short to mid range trajectory
COPPER BOMB:  Mid range trajectory
MILITARY BOMB:  Mid to long range trajectory
MINE:  Long range trajectory

Z ARTILLARY:  +
Politank fires all five of the weapons in its arsenal, one after the other.  This assault provides a nice spread of fire.

REAR EXHAUST: 
Politank turns its back to the enemy and fires a cloud of purple gas from its exhaust.  The gas incapacitates enemies, but it has limited range.

REAR EXHAUST:  +
Politank fires two gaseous blasts from its exhaust in case one misses.  The gas has further reach and is faster than usual, but overall the attack is so-so at best and isn't worth using a level of Waku gem power.

THUNDERGROUND: 
Politank digs underground using huge spikes, then pops up near the enemy, digging into THEM with the spikes.  This does good damage, knocks down enemies, and can hit either four times (when digging) or six times (when coming up).  You can even juggle the enemy for eight hits if your timing is precise!

THUNDERGROUND:  +
This is faster than the original, does one more hit when coming up, and slams enemies into a nearby wall for even more damage!  Politank also drills into the enemy while moving after coming up.  Great attack!

DOKIDOKI

GYRO BOMBER:  +
Politank takes to the skies, dropping bombs on his nemesis below.  Slow to start and the bombs aren't easy to aim, but they do hit three times a piece and do a lot of damage.  They're tough to block, too.

HARAHARA

BOWLING BALL BOMBER:  +
Politank's occupants prepare to roll a huge napalm bomb onto the ground.  The dog announces its arrival with a horn, then Politank opens up, pulls the bomb from its midsection, and rolls it down a chute.  The napalm does incredible damage and covers the entire width of the screen, but it takes so long to activate!

THROWS

N/A

WAKU WAKU THROW

GO, GO, GADGET ARMS!: 
Politank extends its arms forward, (hopefully) grabbing the enemy in the process.  It then stuffs the opponent inside itself and blasts them out of its nose cannon.  The best thing about this throw is that it can be used at any time, unlike the other Waku Waku throws which require close proximity to the enemy.

SECRET STRIKE

CROWD CONTROL:  +
Politank crouches and delivers a midsection blow with its hydraulic arms.

SUPER CHARGE

POLIBLAST:  ++
Politank crouches, then explodes with energy.

 BONUS KUN

If you thought Dan Hibiki was a withering parody of the title characters in The Art of Fighting, just wait until you see how SNK and Sunsoft got their revenge with Bonus Kun!  This guy is quite literally a punching bag, sporting Ryu's instantly recognizable red headband and borrowing all of his classic moves.  You'd half expect to see him in a sequel to the wacky PC shareware game Pong Kombat.

For a joke character, Kun does surprisingly well against the rest of the Waku Waku 7 cast.  His basic attacks leave something to be desired, and he can't duck or use throws (that's understandable, though... he has no arms or knees!), but his powerful assortment of special and super moves more than make up for these shortcomings.


BASIC ATTACKS OF NOTE

:  Kun headbutts, crimping himself in the middle.

:  A strong headbutt.  Kun mutters "Eee" as it's performed.

:  Kun kicks as best he can (having no legs makes it pretty tough!)

:  A strong kick, punctuated with a "Hiyah".

(NOTE:  Since he has no knees, Bonus Kun can't duck and obviously has no ducking attacks)

PURSUIT

DIVING HEAD BUTT:  +/
Kun dives onto the enemy head first.

SPECIALS

SAND BALL: 
Kun spits out a fireball.  This isn't terribly exciting, but it does drive enemies back.

SAND BALL:  +
Kun spits out a larger fireball.  This has the approximate properties of Ryu's Vacuum Hadoken and hits three to five times, knocking down foes in the process.

TORNADO BAG: 
Kun spins around, extending his lower half out like a foot.  This can hit up to three times.

TORNADO BAG:  +
Kun spins wildly in place, creating a dust cloud beneath him.  Roughly the same as Ryu's Vacuum Hurricane Kick, this connects a whopping 25 times, but only ninteen if you tap kick (huh?).

BAGGIN' PUNCH: 
Kun leaps into the air with his chest outward.  Can hit three times and knocks down enemies if they're really close.

BAGGIN' PUNCH:  +
Kun does three consecutive leaps, each one higher than the last.  Similar to Evil Ryu's Messatsu Shoryuken but faster.  This can land seven hits and it knocks down enemies if they're close by.

DOKIDOKI

FLAMING BAG OF SAND:  +
Kun grits his teeth in sheer concentration, then engulfs himself in flames and spins at the enemy.  This looks really cool but it doesn't do as much damage as you'd expect.

HARAHARA

ATOMIC KUN:  +
Kun squishes himself down to half size, veins bulging (don't ask me how he even got them...).  He then leaps over and drops down on the enemy, complete with what appears to be reentry flames (?!).  It does good damage, hits four times, and has relatively quick set-up time.

THROWS

Kun has no arms and can't throw enemies.

WAKU WAKU THROW

See above.

SECRET STRIKE

CATCH ME, I'M FALLING:  +
Kun falls flat on his face.  This is surprisingly damaging... it can hit three times and knocks down foes.

SUPER CHARGE

KI CHARGE:  ++
Kun concentrates a bit, then explodes with energy.

FERNANDEATH (AKA FERNANDEZ)

This freakish black blob is released once you've inserted all seven Waku gems into the stone monument at the town's central park.  After the fairy enlarges you to his enormous size, you fight Fernandeath in a shrunken cityscape not unlike the ones you'd see in Power Rangers.

Yes, he looks like the lovechild of Melon Bread and the Abarenbou Gel from Gunstar Heroes, but don't laugh at Fernandeath just yet... he's more than worthy as the game's last boss.  His special moves are devastating, and his Harahara attack, unlike everyone else's, has no set-up time whatsoever!  There's a reason the word "death" is in his name, folks.


BASIC ATTACKS OF NOTE

:  A slow but powerful punch.  Press down and HP and Fernandeath stretches out all his limbs as if he's cheering.

:  A slow but powerful kick with a cat-like paw.

:  Fernandeath extends a slow but powerful cat-like paw outward.

PURSUIT

SQUISH 'EM!:  +/ 
Fernandeath turns into a ball (which isn't that much of a stretch for this guy) and lands on his enemy.

SPECIALS

BREAKER PUNCH: 
Fernandeath squeals "Taste it!" as he punches with an oversized fist.  LP aims high; HP aims low.  Both attacks wall slam foes.

BREAKER KICK: 
Fernandeath squeals "Taste it!" as he kicks with an oversized paw.  LK aims high (recommended); HK aims low.  Both attacks wall slam foes.

AIR BREAKER KICK:  jump,
Fernandeath smashes opponents directly beneath him with a HUGE paw.  This obviously knocks down his opponent.

KOOKY KOUNTER: 
Fernandeath stretches out, squealing "Oh!" while wearing a sheepish grin.  If enemies hit him during this time, Fern freaks out, flailing his fists madly while rushing forward.  This attack knocks down, lands up to six hits, and usually dizzies (gee, that's fair).

KOOKY KOUNTER:  +
Same as the normal Kooky Kounter, but this hits thirteen times and doesn't dizzy opponents.  It still knocks down whoever it hits, though.

MIGHTY MACE: 
Fernandeath turns into the business end of a morning star and floats upward, hitting five times and knocking down foes.

MIGHTY MACE:  +
This hits nine times but is otherwise the same as the normal Mighty Mace.

DOKIDOKI

FREAK SHOW:  +
Fernandeath's eyes glimmer briefly, then he dons a HUGE toothy grin and wraps himself in an energy field.  This can hit up to nine times and knocks the victim down afterwards.

HARAHARA

BOWLING FOR SUCKERS:  +
Fernandeath IMMEDIATELY turns into a bowling ball and rolls over his enemy for almost sickening damage.  No four second pauses for him, no sir!  (bastard...)

THROWS

TONGUE TOSS:  + (close)
Fernandeath grabs his foe with his tounge, then flicks them behind him.

WAKU WAKU THROW

EATER'S DIGEST: 
Fernandeath stuffs his opponent into his mouth, chews thoughtfully, then bends over and farts him out!

SECRET STRIKE

DICK BUTT KISS:  +
Fernandeath slaps on some mascara and lipstick and gives his opponent a big, sloppy kiss.  Frantically tap down and any two attack buttons and Fern may add insult to injury by latching onto the enemy's behind with his lips and, uh, sucking away.  No, I don't even want to know why...

SUPER CHARGE

FERNANDO COMMANDO:  ++
Fernandeath crackles with energy briefly.  Make that very briefly.


JESS WINS... LEGALITY

This FAQ is open to free use on the condition that it remains unchanged.  If you wish to reprint specific information in this FAQ, or a text only version of this strategy guide, please contact the author, Jess Ragan, before doing so.  Under no circumstances are you to publish this strategy guide with the author's name replaced with your own.  Waku Waku 7, Galaxy Fight, and Astra SuperStars are all trademarks of Sunsoft and Sun Corporation.  The Neo-Geo is a trademark of SNK and Playmore (hey, they're better than Aruze!), and the Saturn is a trademark of Sega.  All rights reserved.


THIS FAQ IS (c) 2001, 2009 JESS RAGAN AND JESSCREATIONS*, CO.