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.