All moves are deadly except the...

        #     #                      #     #
        #     #   ##   #####    ##   #     #   ##   #####    ##
        #     #  #  #  #    #  #  #  #     #  #  #  #    #  #  #
        ####### #    # #    # #    # ####### #    # #    # #    #
        #     # ###### #####  ###### #     # ###### #####  ######
        #     # #    # #   #  #    # #     # #    # #   #  #    #
        #     # #    # #    # #    # #     # #    # #    # #    #

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


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

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

Also, please keep in mind that under no circumstances, are you allowed to
make any changes to this FAQ! It must remain as it is and moreover, you are
not allowed to rip off part(s) of this FAQ to put in another FAQ. No
banners or advertisements are to be attached to it and it must remain in
its original form (NO HTML!). Moreover, the site must be a non-commercial
and non-profitable one.

This document is protected by US Copyright Law, and the Berne Copyright
Convention of 1976. I'm well aware of my rights and will not hesitate to
take legal action against you if you don't follow these guidelines. If you
wish to take some info from this FAQ to include in a more elaborate one,
write to me first and tell me what it is all about and I'll think about it.

Waku Waku 7 and all characters © SunSoft.


=--=--=--=
 CONTENTS
=--=--=--=

a) Introduction

b) The HaraHara explained

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

d) Revision History

e) Credits


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

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


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

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

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

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


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

Move                      = Name of the HaraHara Move for that specific
                            character

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

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

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

Description               = The description for the HaraHara Move

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

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

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

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


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


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


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

 Move: Bakurai Hurricane

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

 Time: 5 seconds

 Color: Red

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

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

 Maximum number of hits: 15

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

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


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

 Move: Darkness Wind

 Command: d,d + 2P/2K

 Time: 4 seconds

 Color: Purple

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

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

 Maximum number of hits: 8

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

 Rating: 6 - Somewhat limited range but still quick.


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

 Move: Chou Denshi Eraser

 Command: d,d + 2P/2K

 Time: 4 seconds

 Color: Yellow

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

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

 Maximum number of hits: 20

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

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


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

 Move: Bikkuri Dokkiri Dan

 Command: d,d + 2P/2K

 Time: 8 seconds

 Color: Light blue

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

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

 Maximum number of hits: 13

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

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


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

 Move: Miracle Voice

 Command: d,d + 2P/2K

 Time: 2 seconds

 Color: Green

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

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

 Maximum number of hits: 6

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

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


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

 Move: Tai Shoumetsu Ryuushi Kasoku Ken

 Command: d,d + 2P/2K

 Time: 4 seconds

 Color: Blue

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

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

 Maximum number of hits: Hits only once

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

 Rating: 5


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

 Move: Arina Special

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

 Time: 4 seconds

 Color: Orange

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

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

 Maximum number of hits: 3

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

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


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

 Move: Shou Shin Bomber

 Command: d,d + 2P/2K

 Time: 3 seconds

 Color: White

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

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

 Maximum number of hits: 4

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

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


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

 Move: Korogaru Death

 Command: d,d + 2P/2K

 Time: No start-up

 Color: Black

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

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

 Maximum number of hits: 7

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

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


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

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

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


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

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

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

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

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


=--=--=--=
 CREDITS
=--=--=--=

 - SunSoft for this great game.

 - SNK for porting it to the Neo-Geo.

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

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

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

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