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|     Waku Waku Seven —— Galaxy Fight Two    88               888888         |
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|     Insane To The Max Complete FAQ v0.7                   888888           |
|    |-----------------------------------|                 888888            |
|     by "The KiD"  <[email protected]>                 888888             |
|    |-----------------------------------|               8888888             |
|              Copyright 1998-2K                        88888888             |
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|             Sega Saturn Version                     888888888888           |
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The following FAQ you are looking         The most updated issue of the FAQ
through was made by me, "The KiD"         will be given to www.gamefaqs.com
      <[email protected]>          D    primarily. Unless denoted, if any
Made for the use of only personal    I    other location has it, then nine-
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way it must be done. However, the    L    assessable webpage/site, this FAQ
correctness and accuracy of any &    A    may be altered to fit any certain
all material listed with this FAQ    I    guidelines, but this disclaimer &
isn't 100% guaranteed. Any errors    M    copyright info must remain in its
or omissions that inflict damages    E    original form and state. Capsice?
or problems towards anything will    R    If by now you have a problem with
NOT be the author's fault. That's         any preceding info, then maybe it
how affairs work here. Comprende?         would be best to try another FAQ.

  For no reason should this FAQ be used for profitable and/or promotional
  purposes (i.e- published in guides, magazines, hint books, etc). That's
  final.. Along with that note, nor is this document to be given out as a
  sort of gift with purchases. It's not my forte to write all this to get
  others rich. Any who have enough interest in this FAQ and wish to place
  it on their site, send a letter about your webpage (do include the URL)
  and I'll get back to you ASAP. In any other case, the answer's no. N-O.
  Just don't even bother to ask or waste the time writing. All copyrights
  and trademarks are acknowledged that aren't specifically printed within
  this FAQ. Please give credit where it's due.. or I'll find you. Period.
    Plagiarism sucks. "The KiD" has written, so it shall be spoken.  =)

The characters of Waku Waku 7 are (c) 1996-97 Sunsoft Co., Ltd.
All rights reserved.

This FAQ can be found at the following places:
------------------------------------------- Waku Waku 7: Sega Saturn Version -
GameFAQs                                                      www.gamefaqs.com

|—— table of contents ———————————————————————————————————————————————————————|

 Waku 1 - Story
 Waku 2 - FAQ Notation
 Waku 3 - Basic Commands
 Waku 4 - The Waku Waku Crew Of Nine
        • Arina Makihara             - Blazing Tomboy Girl
        • Bonus Kun                  - Hot-Blooded Fighting Bastard
        • Dandy J                    - Treasure Hunter
        • Makai Tai Tei Fernandeath  - Historically the greatest, strongest,
                                         and worst
        • Marurun                    - Boss of the Forest
        • Politank-Z                 - Strongest Tank
        • Rai                        - Electric Shock Naughtiness Boy
        • Slash                      - Wandering Fencer
        • Tesse Lombrozo             - Little Girl Doll
 Waku 5 - System Dissection
        • Movement (walking/dashing/jumping)
        • Attacking / Middle Attacks
        • Pursuits
        • Guarding
        • Throwing / Wakuwaku Nage
        • Life Gauge
        • Wakuwaku Gauge
        • Super Mode
        • Power-up Moves
        • Dokidoki Techniques
        • Harahara Techniques
        • Quick Recover
        • Wall Rebound / Safe Fall
        • Recovery Roll / Rising Attacks
        • Dizzy / Dizzy Recovery
        • Combos / Juggles
 Waku 6 - Omake
        • Character Rankings
        • BGM Test Explanation
        • SE Test Explanation
        • WWW of WW7
 Waku 7 - Finale Info
        • Secrets / Codes
        • Special Thanks
        • Revision History
        • Final Note

This FAQ is the standard version of the "Waku Waku 7 Insane To The Max" FAQ.
It is in connection with a Mini-FAQ that is located at all the sites listed
above. For in-depth information on the entire game, in addition to specific
notes, use this FAQ.

|—— [Waku 1] Story ——————————————————————————————————————————————————————————|

"It is said that the person who collects all seven of the legendary WakuWaku
 balls will have their dearest wish granted. Those who find one of the balls
 become obsessed with the ruthless desire to obtain the others. Who will be
 victorious in the bitter battle to become the owner of all the balls?"

  ..Victory or defeat - it all lies in your hand.

|—— [Waku 2] FAQ Notation ———————————————————————————————————————————————————|

------------------------------------------------------------------------------
 Controller Notation ————————————————————————————————————————————————————————
------------------------------------------------------------------------------

  ub    u    uf       Jump Up-Back         Jump Up         Jump Up-Forward
    \   |   /
 b --   N   -- f      Retreat/Block        Neutral         Advance
    /   |   \
  db    d    df       Block Low/Crouch     Crouch          Offensive Crouch

      Reverse forward and back if on right side of screen or Player 2.

------------------------------------------------------------------------------
 Button Notation ————————————————————————————————————————————————————————————
------------------------------------------------------------------------------

      L      R                 Super Mode     Middle Attack

  X      Y      Z        Weak Punch    Strong Punch    Both Punch

  A      B      C        Weak Kick     Strong Kick     Both Kick

   Above is the default (Type A) setting. The button configuration can be
changed to any of 7 different modes on the Key Assign screen in Game Settings.
                    This FAQ utilizes the default setup.

------------------------------------------------------------------------------
 FAQ Abbreviations ——————————————————————————————————————————————————————————
------------------------------------------------------------------------------

P / K        - press any Punch / Kick button
Z            - press Z or both punch buttons
C            - press C or both kick buttons
+            - stands for "and"
/            - stands for "or"
(air)        - the move can be used both on the ground or in the air
x~x          - can use anything within that range
               move hits anywhere in that range
qcf / qcb    - motion (d,df,f) or (d,db,b) on the controller
hcf / hcb    - motion (b,db,d,df,f) or (f,df,d,db,b) on the controller

P!           - special moves that can be powered up
WW           - wakwaku nage move
HH           - harahara attack super
DD           - dokidoki attack super

|—— [Waku 3] Basic Commands —————————————————————————————————————————————————|

 Standing Block                   Hold b when attacked
 Crouching Block                  Hold db when attacked
 Kuuchuu Block (air block)        In air, hold b / ub / db when attacked

 Dash                             Press f,f
 Dash Cancel                      Press b / d when dashing
 Dash Kougeki (dash attack)       Press attack button when dashing
 Backdash/Backstep                Press b,b

 Nage (throw)                     When close, f / b + Y
 Kuuchuu Nage (air throw)         When close in air, uf / ub + Y
 Wakuwaku Nage (Wakuwaku throw)   When close, hcb + B

 Safe Fall                        Press Punch button when you hit wall
 Wall Rebound                     Press Kick button when you hit wall
 Ground Recovery                  Normally stand after knockdown
 Backwards Recovery Roll          Hold back after knockdown
 Forwards Recovery Roll           Hold forwards after knockdown
 Throw Recovery                   Hold d + any regular attack button
 Rising Attack Recovery           Hold up after knockdown

 Pursuit Attack                   When opponent is knocked down, u + any
                                    regular attack button
 Dizzy                            Hit opponent repeatedly
 Dizzy Recovery                   Tap buttons and motion pad when dizzy

 Middle Attack                    Press P + K / R shoulder
 Harahara Kougeki                 d,d + C / Z                      (Level 1+)
 Activate Power Mode              Press A + B + X + Y / L shoulder (Level 1+)

|—— [Waku 4] The Waku Waku Crew Of Nine —————————————————————————————————————|

------------------------------------------------------------------------------
 Arina Makihara (honoo no otenba musume) ——————————————— Orange Wakuwaku Ball
------------------------------------------------------------------------------

   j: Bakku Suro-
   e: Back Throw
   m: When close, b / f + Y
    - Throws opponent on opposite side they were on prior.

   j: Hippu Supuringa-
   e: Hip Springer
   m: When close, b / f + B

   j: Ari-na Tanguru
   e: Arina Tangle
   m: When close in air, ub / uf + Y

WW  j: Feisu Kurassha-
   e: Face Crusher
   m: When close, hcb + B

   j: Renzoku Panchi
   e: Serial Punch
   m: Tap X rapidly
    - You'll know you are doing the Renzoku Punch right when Arina alternates
      punches with both hands.

   j: Renzoku Shagami Jaku Panchi
   e: Serial Crouching Weak Punch
   m: While crouching, tap X rapidly
    - You'll know you are doing the Renzoku Punch right when Arina alternates
      punches with both hands.
    - Don't press the punch button as fast as you would for the standing
      Renzoku Punch. Tap X at a slightly slower pace.

   j: Renzoku Shagami Kyou Panchi
   e: Serial Crouching Strong Punch
   m: While crouching, tap Y rapidly
    - The set of upward punches is not as rapid as the "Jaku" version.
      Normally if the first punch hits, Arina will not be close so that the
      second does also.

   j: Renzoku Janpu Jaku Panchi
   e: Serial Jump Weak Punch
   m: Jump, tap X rapidly
    - You'll know you are doing the Renzoku Punch right when Arina alternates
      upward punches with both hands.

   j: Renzoku Janpu Kyou Panchi
   e: Serial Jump Strong Punch
   m: Jump, tap Y rapidly
    - The set of two downward punches is not as rapid as the "Jaku" version.

   j: Hehe~n
   m: Jump, tap A rapidly
    - Each time A is pressed, the Hehe~n hits again on its downward descent.

   j: 2 Dan Kikku
   e: 2 Level Kick
   m: Press B,B
   h: Strong 2
    - Second hit sends opponent across screen.

   j: Ari-na Hoppu Daburu Kikku
   e: Arina Hop Double Kick
   m: Press P + K / R shoulder
   h: Strong 2
    - Must be blocked high.

P!  j: Ari-na Bi-mu (horizontal)
   e: Arina Beam
   m: qcf + X, hold X, then release (air)
   h: Weak 1~? (yellow 1, green 1, blue 3, purple ?), Power 1
    - Holding down the punch button will cause the Arina Beam to charge to
      any of its four strengths (yellow, green, blue, purple). The higher the
      strength, the further the star will travel in addition to more hits.
    - Arina will stay suspended in the spot you began the air Arina Beam.
    - More than one Power-up Arina Beam can be onscreen at the same time.
    - If Power-up Arina Beam hits the opponent twice, it causes a love dizzy.

   j: Ari-na Bi-mu (diagonal-up)
   e: Arina Beam
   m: qcf + Y, hold Y, then release
   h: 1~5 (yellow 1, green 1, blue 3, purple 5)
    - Holding down the punch button will cause the Arina Beam to charge to
      any of its four strengths (yellow, green, blue, purple). The higher the
      strength, the further the star will travel in addition to more hits.

   j: Kuuchuu Ari-na Bi-mu (diagonal-down)
   e: Mid-Air Arina Beam
   m: Jump, qcf + Y, hold Y, then release
   h: 1~5 (yellow 1, green 1, blue 3, purple 5)
    - Holding down the punch button will cause the Arina Beam to charge to
      any of its four strengths (yellow, green, blue, purple). The higher the
      strength, the further the star will travel in addition to more hits.

P!  j: Ari-na Torune-do
   e: Arina Tornado
   m: qcb + K, tap K rapidly
   h: Weak 3~8, Strong 4~8, Power 7
    - Can pass through opponent if blocked.
    - By tapping rapidly on the kick buttons, Arina will add on more hits.
      The first number is how many hits done without tapping. The second
      number is the maximum hits that can be scored with that version of the
      kick.

P!  j: Ari-na Kurasshu
   e: Arina Crush
   m: f,d,df + P, tap P rapidly
   h: Weak 2~6, Strong 2~6, Power 6~10
    - By tapping rapidly on the punch buttons, Arina will add on more hits.
      The first number is how many hits done without tapping. The second
      number is the maximum hits that can be scored with that version of the
      punch.
    - To gain the full ten hits of the Power-up Arina Crash, press the punch
      button at a steady pace. Tapping on punch rapidly as you would do with
      the normal version will not -always- get the full hits.

HH  j: Ari-na Supesharu
   e: Arina Special
   m: d,d + Z / C (air)
   h: Power 4
    - Whether done on the ground or in the air, the Arina Special can be
      directed in any of the eight directions. If the controller is neutral,
      Arina will stay in that spot and harm nearby opponents.
    - Can negate some projectiles.
    - Arina is invincible to attacks only when she is flying in one of the
      directions.

DD  j: Ari-na Ka-nibaru
   e: Arina Carnival
   m: f,hcf + C
   h: Power 17
    - If blocked, Arina will attack with the ten ground hits before stopping.
      The opponent can attack while blocking to eventually get an attack in
      to interrupt Arina and stop the super.


------------------------------------------------------------------------------
 Bonus Kun (nekketsu kakutou yarou) —————————————————————————————————————————
------------------------------------------------------------------------------

   - Bonus Kun cannot crouch; nor does he have any throws.

   e: Headslam
   m: Press P + K / R shoulder
   h: Strong 3
    - Knockdown attack. Must be blocked high.

P!  j: Kou Shuu Tan
   e: Hard Attack Eat
   m: qcf + P
   h: Weak 1, Strong 1, Power 5
    - The Strong version appears slightly further than the Weak version.
    - The Power-up Kou Shuu Tan goes full-screen distance unless the screen
      is totally scrolled out to either side. Then the blast will only reach
      far enough to meet the opponent's feet.

P!  j: Uzumaki Boufuu Kyaku
   e: Whirlpool Gale Leg
   m: qcb + K
   h: Weak 3, Strong 3, Power 25
    - The Weak version will not have the three hits combo after each other.
    - The Power-up version must be blocked high.

P!  j: Bou Bou Ken
   e: Violence Rod Solid
   m: f,d,df + P
   h: Weak 3, Strong 3, Power 9

HH  j: Shou Shin Bonba-
   e: Burning Body Bomber
   m: d,d, + Z / C
   h: Power 6
    - Homing ability.
    - Bonus Kun's landing counts double as a knockdown, so you can do a
      rising attack if opponent is close.

DD  j: Chou Shakunetsu Daisharin
   e: Super Red Hot Large Ball
   m: f,hcf + C
   h: Power 8
    - Can negate some projectiles.


------------------------------------------------------------------------------
 Dandy J (treasure hunter) ——————————————————————————————— Blue Wakuwaku Ball
------------------------------------------------------------------------------

   j: Banmotsu Gou Soku Kyuu Nage
   e: All Creation Powerful Fast Ball Throw
   m: When close, b / f + Y
    - Sends opponent across screen.

   j: Kuuchuu Banmotsu Gou Soku Kyuu Nage
   e: Mid-Air All Creation Powerful Fast Ball Throw
   m: When close in air, ub / uf + Y
    - Sends opponent across screen.

WW  j: Ue Shi Shita Shi Ten Nage
   e: Above Death Below Death Spot Throw
   m: When close, hcb + B

   e: Forward Dash Cancel
   m: Press X / Y / A / B during dash

   e: Axe Kick
   m: Press P + K / R shoulder
   h: Strong 1
    - Must be blocked high.

P!  j: Hissatsu Ro-pu
   e: Certaim Kill Rope
   m: qcf + P (high)(air)
      qcf + K (low)
   h: Weak 4, Strong 4, Power 7
    - Follow with Ren Hai Hanabi or Gouin Teikiatsu only with unPower-up
      version.
    - Can negate some projectiles.

   j: Hissatsu Ro-pu: Ren Hai Hanabi
   e: Certain Kill Rope: Party Discarding Fireworks
   m: Press P,P after Hissatsu Rope (high,air)
      Press K,K after Hissatsu Rope (low)
   h: Weak 8, Strong 8

   j: Hissatsu Ro-pu: Gouin Teikiatsu
   e: Certain Kill Rope: Overbearing Cyclone
   m: Hold b + P,P after Hissatsu Rope (high,air)
      Hold b + K,K after Hissatsu Rope (low)
   h: Weak 3, Strong 3
    - Follow with Taifuu Mouda.

P!  j: Hissatsu Ro-pu: Taifuu Mouda
   e: Certain Kill Rope: Typhoon Heavy Hit
   m: Rotate 360 + P after Hissatsu Rope: Gouin Teikiatsu (high,air)
      Rotate 360 + K after Hissatsu Rope: Gouin Teikiatsu (low)
   h: Weak 6, Strong 6, Power 15
    - Use both punches and the rope will be electrified to add more damage.

P!  j: Kyoui Jintai Hakka Ken
   e: Miracle Human Body Firing Fist
   m: f,d,df + P
   h: Weak 1, Strong 1, Power 5
    - Knockdown attack.
    - The first hit of the Power-up version must be blocked low.
    - The last hit of the Power-up version sends opponent across screen.

   j: Natsumi: Ranpu- Nage
   e: Natsumi: Ranpuu Throw
   m: qcb,qcb + P
   h: Weak 1, Strong 1
    - The Ranpuu Nage has some homing ability depending where Natsumi is in
      the background. Ranpuu is thrown in an arc the direction Dandy J is
      facing.
    - During the move, Dandy J cannot do any of the following until Ranpuu
      lands into the background again: Hissatsu Rope (all versions), Kyoui
      Jintai Hakka Ken, Ue Shi Shita Shi Ten Nage, Axe Kick, Dokidoki supers,
      or the Harahara. He can only perform normal attacks.

   j: Ranpu-: Natsumi Nage
   e: Ranpuu: Natsumi Throw
   m: qcb,qcb + K
   h: Weak 2, Strong 2
    - Knockdown attack.
    - The Natsumi Nage has some homing ability depending where Ranpuu is in
      the background. Natsumi is thrown in an arc the direction Dandy J is
      facing.
    - During the move, Dandy J cannot do any of the following until Natsumi
      lands into the background again: Hissatsu Rope (all versions), Kyoui
      Jintai Hakka Ken, Ue Shi Shita Shi Ten Nage, Axe Kick, Dokidoki supers,
      or the Harahara. He can only perform normal attacks.
    - Speaking of Natsumi, isn't she a -very- bouncy girl? ^_^

   j: Tai Shoumetsu Ryuushi Kasoku Ken
   e: Equal Lapse Particle Acceleration Fist
   m: d,d + Z / C
   h: Power 6
    - If too close to the opponent, Dandy J's initial punch will knock the
      opponent across the screen and the energy pillar will miss.
    - Regardless on how it looks, the energy pillar cannot stop projectiles.

   j: Kyoutendouchi Ginga Gekitotsu Otoshi
   e: World-Shaking Milky Way Clashing Drop
   m: qcf,hcb + Z
   h: Power 1
    - Can negate some projectiles.

   j: Dai Youryou Seiden Ken
   e: Large Electrostatic Capacity Fist
   m: f,b,f,b,f + Z
   h: Power 8
    - Can negate some projectiles.


------------------------------------------------------------------------------
 Makai Tai Tei Fernandeath (saijou saidai saikyou saiaku) ———————————————————
------------------------------------------------------------------------------

   - Note: Personally, I don't think the names of most of Fernandeath's
     attacks translate into anything. The ones I could get are added, of
     course. If anyone knows the others, drop me a line. Each attack was
     written in the booklet in hiragana; all except the enders ("desu" and
     "dessu-n", which were in katakana).

   j: Beroncho Poi Desu
   m: When close, b / f + Y
    - Sends opponent across screen.
    - Throws opponent on opposite side they were on prior.

WW  j: Mogumogu Bu-ddesu
   m: When close, hcb + B
    - Sends opponent across screen.
    - Throws opponent on opposite side they were on prior.

   j: Bodi- Atakku Desu
   e: Body Attack Death
   m: Jump, d + Y
   h: Strong 1

   j: Kissu Desu
   e: Kiss Death
   m: Press P + K / R shoulder
   h: Strong 1
    - Must be blocked high.
    - Follow with Vacuum Death.

   j: Bakkyu-mu Desu
   e: Vacuum Death
   m: Hold b + P, tap P rapidly after Kiss Death
    - Allows Fernandeath to regain life.

   j: Tokudai Panchi Desu (high)
   e: Extra-large Punch Death
   m: qcf + X
   h: Weak 1
    - Sends opponent across screen.

   j: Tokudai Panchi Desu (low)
   e: Extra-large Punch Death
   m: qcf + Y
   h: Strong 1
    - Sends opponent across screen.

   j: Tokudai Kikku Desu (high)
   e: Extra-large Kick Death
   m: qcf + A
   h: Weak 1
    - Sends opponent across screen.

   j: Tokudai Kikku Desu (low)
   e: Extra-large Kick Death
   m: qcf + B
   h: Strong 1
    - Sends opponent across screen.

   j: Janpu Tokudai Kikku Desu
   e: Jump Extra-large Kick Death
   m: Jump, qcf + B
   h: Strong 1
    - Knockdown attack.

P!  j: Kurunarakoi Desu
   m: qcb + K
   h: Weak 6, Strong 6, Power 12
    - A counter-attack move. If Fernandeath is hit with a physical attack
      when he stretches upwards, he counters with an multi-hit attack. If the
      opponent takes the full hits for a normal version, they become dizzy.
      The Power-up version will not inflict a dizzy status.

P!  j: Tobu Desu Dessu-n
   m: f,d,df + P
   h: Weak 2, Strong 5, Power 9

HH  j: Korogaru Dessu-n
   m: d,d + Z / C
   h: Power 7 (?)
    - Has no startup time.

DD  j: Okotta Dessu-n
   m: f,hcf + Z
   h: Power 11


------------------------------------------------------------------------------
 Marurun (mori no taishou) —————————————————————————————— Green Wakuwaku Ball
------------------------------------------------------------------------------

   j: Po-i
   m: When close, b / f + Y
    - Sends opponent across screen.
    - Throws opponent on opposite side they were on prior.

   j: Kuuchuu Po-i
   m: When close in air, ub / uf + Y
    - Sends opponent across screen.
    - throws opponent on opposite side they were on prior.

WW  j: Marurun Binta
   e: Marurun Slap
   m: When close, hcb + B

   j: Wakuwaku Appa-
   e: Tremble Upper
   m: f + Y
   h: Strong 1
    - Sends opponent across screen.

   e: Double Claw
   m: Press P + K / R shoulder
   h: Strong 1
    - Must be blocked high.

P!  j: Guruguru Panchi
   e: Round and Round Punch
   m: qcf + P
   h: Weak 5, Strong 5, Power 6
    - Power-up version can negate some projectiles.
    - The last hit of the Power-up Guruguru Punch sends opponent across
      screen.

P!  j: Bode- Puresu
   e: Body Press
   m: qcb + K
   h: Weak 1, Strong 1, Power 7
    - Must be blocked high.

P!  j: Bunbun Koputa-
   e: Bunbun Copter
   m: f,d,df + P (air)
   h: Weak 2, Strong 3, Power 9

HH  j: Mirakuru Poisu
   e: Miracle Voice
   m: d,d + Z / C
   h: Power 6
    - Can negate some projectiles.

DD  j: Bunbun Taifu-n
   e: Bunbun Typhoon
   m: Rotate 360 + Z
   h: Power 8
    - Can be moved left and right.


------------------------------------------------------------------------------
 Politank Z (saikyou sensha) ————————————————————————————— Aqua Wakuwaku Ball
------------------------------------------------------------------------------

   j: Tsukami Uchi
   e: Grasping Strike
   m: When close, b / f + Y

WW  j: Ningen Taihou
   e: Human Cannon
   m: hcb + B (misses from afar)
    - Has long reach, but can be blocked.

   j: Shagami Idou
   e: Crouching Movement
   m: Hold df

   j: Renzoku Panchi
   e: Serial Punch
   m: Tap X rapidly
   h: Weak 2

   j: Janpu Renzoku Panchi
   e: Jump Serial Punch
   m: Jump, tap X rapidly
   h: Weak 2

   j: Pachinko Hou Rensha
   e: Pachinko Cannon Rapid Fire
   m: Tap A rapidly
   h: Weak 4

   j: Kyatapira Kikku
   e: Caterpillar Kick
   m: Tap B rapidly
   h: Strong 5
    - Tapping B rapidly makes the leg reach further.

   j: Doriru A-mu
   e: Drill Arm
   m: f + Y, tap Y rapidly
   h: Strong 6

   j: Zenshin Kyatapira Kikku
   e: Advance Caterpillar Kick
   m: f + B, tap B rapidly
   h: Strong 6
    - Tapping B rapidly makes the leg reach further.

   j: Supin Kikku
   e: Spin Kick
   m: f,f + B / Press B during dash
   h: Strong 1
    - Knockdown attack.

   j: Misairu Waza Shita
   e: Missile Art Low
   m: Jump, d + B
   h: Strong 1

   e: Tank Jab
   m: Press P + K / R shoulder
   h: Strong 1
    - Must be blocked high.

P!  j: Z Dan
   e: Z Bullet
   m: qcf + P, hold P, then release
    - While Punch is held, Politank Z leans back ready to fire a bomb. For
      each level Politank Z goes back, a different bomb is fired. When you
      get to the bomb you wish to use, release Punch. If Punch is held too
      long, Politank Z will use the Mine explosive automatically. Politank Z
      is vulnerable while preparing to fire.
    - Politank Z will send out all five bombs in succession for the Power-up
      version.
    - The fiery blast from the bomb firing is able to hit in addition to the
      bomb itself.
    - Below is the list of items and notes:

 EXPLOSIVE     RANGE (screen is full length)
 -------------------------------------------
 Bomb          1/4 screen distance
 Grenade       1/3 screen distance
 Big Grenade   1/2 screen distance
 Napalm        2/3 screen distance
 Mine          5/6 screen distance

P!  j: Dokudoku Sumo-ku
   e: Poisonous Smoke
   m: qcf + K
   h: Weak 1, Strong 1, Power 1
    - Causes limited dizzy status.

P!  j: Gururin Mogurin
   e: Surroundings Dividings(?)
   m: b,db,d + K
   h: Weak 4 + 6, Strong 4 + 6, Power 4 + 10
    - The blocking properties of this move are fairly complicated and will
      leave the opponent guessing. When Politank Z is drilling to go into the
      ground, those hits must be blocked low. It doesn't matter what version
      is used. When Politank Z emerges, each version must be blocked
      differently. The Weak version ("A") must be blocked low. The Strong
      version ("B") is unblockable. There is no way to differentiate between
      the Weak and Strong version, so sorry. ^_^; The Power-up version must
      be blocked low at first, but at the ninth hit, Politank Z "hops"
      up and the last hit is considered mid. Thus, it must be blocked high.

HH  j: Bikkuru Dokkiri Dan
   e: Frightened Shocked Bullet
   m: d,d + Z / C
   h: Around 13
    - The explosions travel full-screen distance unless the screen is totally
      scrolled out to either side. Then the blasts will only reach far enough
      to meet the opponent's feet.

DD  j: Jairo Bakugeki
   e: Gyro Bombing Raid
   m: b,d,db + Z
   h: 3 (per explosion)
    - Politank Z flies upwards during this move, dropping bombs on either
      side of him. He can be moved left and right during his flight.


------------------------------------------------------------------------------
 Rai (dengeki wanpaku shounen) ———————————————————————————— Red Wakuwaku Ball
------------------------------------------------------------------------------

   j: Pachiki Sumasshu
   e: Pachiki Smash
   m: When close, b / f + Y
    - Knocks opponent across screen.

WW  j: Dai Kaiten Hai Janpu Nage
   e: Large Rotation High Jump Throw
   m: When close, hcb + B
    - Sends opponent across screen negating safe fall / wall rebound.

   j: Shagami Aruki
   e: Crouching Walk
   m: Hold df

   j: Sankaku Tobi
   e: Triangle Hop
   m: Jump back against wall, tap opposite direction

   j: Hai Janpu Tame
   e: High Jump Charge
   m: Press A + B / C
    - Allows Rai to, essentially, "super jump". When charged, Rai will get in
      a prepared stance to jump.

   j: Suichoku Hai Janpu
   e: Vertical High Jump
   m: Press U after High Jump Tame

   j: Mae Naname Hai Janpu
   e: Front Diagonal High Jump
   m: Press UF after High Jump Tame

   j: Ato Naname Hai Janpu
   e: Back Diagonal High Jump
   m: Press UB after High Jump Tame

   j: Renzoku Panchi
   e: Serial Punch
   m: Tap X rapidly
    - You'll know you are doing the Renzoku Punch right when Rai alternates
      punches with both hands.

   j: Futtobe Ken
   e: Blow Out Fist
   m: f + Y
   h: Strong 1
    - Sends opponent across screen.

   j: Futtobe Kyaku
   e: Blow Out Leg
   m: f + B
   h: Strong 1
    - Sends opponent across screen.

   j: Nouten Kikku
   e: Crown (top of the head) Kick
   m: Jump, d + B
   h: Strong 1
    - Knockdown attack. Must be blocked high.

   j: Ro-ringu Nakkuru
   e: Rolling Knuckle
   m: f,f + Y / Press Y during dash
   h: Strong 2
    - Knockdown attack. Second hit must be blocked high.

   j: Kaminari da~-! Kikku
   e: Thunder~! Kick
   m: f,f + B / Press B during dash
   h: Strong 1
    - Sends opponent across screen.

   j: Kawashi Geri
   e: Kawashi Kick
   m: While standing from knockdown attack, b / f + B
   h: Strong 1
    - (comments on move coming)

   e: Overhead Hammer
   m: Press P + K / R shoulder
   h: Strong 1
    - Must be blocked high.

P!  j: Inazuma Kyanon
   e: Lightning Cannon
   m: qcf + P (air)
   h: Weak 1, Strong 1, Power 10
    - The Power-up Inazuma Cannon goes full-screen distance unless the screen
      is totally scrolled out to either side. Then the blast will only reach
      far enough to meet the opponent's feet.

P!  j: Inazuma Appa-
   e: Lightning Upper
   m: f,d,df + P, tap P rapidly
   h: Weak 3~5, Strong 3~5, Power 3~9
    - By tapping rapidly on the punch buttons, Rai will add on more hits. The
      first number is how many hits done without tapping. The second number
      is the maximum hits that can be scored with that version of the punch.
    - Rai has three enders for the Inazuma Upper if it scores the maximum
      hits. Thus, performed on the 5th / 9th hit of the chain. Keeping the
      controller neutral causes Rai to uppercut normally. Holding down will
      make Rai attack with a double fist to send the opponent straight back
      to the ground with no chance to quick recover. Holding the direction
      towards the opponent will make Rai punch them across the screen to the
      opposite wall. The opponent is able to wall rebound / safe fall.

P!  j: Inazuma Kurasshu
   e: Lightning Crush
   m: qcb + P
   h: Weak 1, Strong 1, Power 3    - Can negate some projectiles.
    - Can pass through opponent if blocked.
    - The Inazuma Crush can be performed in the air only during Super Mode.

HH  j: Bakurai Harike-n
   e: Depth Charge Hurricane
   m: d,d + Z / C
   h: Power 15
    - Can be moved left and right or into the air in any upwards direction.
      Rai moves faster if going horizontal or an upwards diagonal. Going
      straight up is slow and has liftoff lag time.
    - The nine hits are usually number the Bakurai Hurricane will do before
      the opponent falls to the ground.

DD  j: Gou Rai Tenpesuto
   e: Roaring Thunder Tempest
   m: b,hcb + C
   h: Power 32
    - The lightning pillars can negate most projectiles only if one of them
      is in front of Rai.

DD  j: Chouriki Gou Rai Dengeki Ken
   e: Super Strength Roaring Thunder Electric Shock Fist
   m: f,hcf + C
   h: Power 15
    - If blocked, Rai will attack with the six ground hits before stopping.
      The opponent can attack while blocking to eventually get an attack in
      to interrupt Rai and stop the super.


------------------------------------------------------------------------------
 Slash (rurou no kenshi) ——————————————————————————————— Purple Wakuwaku Ball
------------------------------------------------------------------------------

   j: Kikku Ta-n Suro-
   e: Kick Turn Throw
   m: When close, b / f + Y
    - Sends opponent across screen.

   j: Kuuchuu Kikku Ta-n Suro-
   e: Mid-Air Kick Turn Throw
   m: When close in air, ub / uf + Y
    - Sends opponent across screen.

WW  j: Surassu Koreda-
   e: Slash Corridor
   m: When close, hcb + B
    - Sends opponent across screen.

   j: Sankaku Tobi
   e: Triangle Hop
   m: Jump back against wall, tap opposite direction

   j: Tsuki
   e: Stab
   m: f + X
   h: Weak 1

   j: Renzoku Kiri
   e: Serial Kill
   m: f + Y
   h: Strong 2
    - Second hit must be blocked low.

   j: Gedan Tsuki
   e: Low Step Stab
   m: f + A
   h: Weak 1
    - Must be blocked low.

   j: Hiza Geri
   e: Knee Kick
   m: f + B
   h: Strong 1
    - Sends opponent across screen.

   j: Kiri Age
   e: Kill Rise
   m: Jump, d + X
   h: Weak 1

   j: Kiri Oroshi
   e: Kill Grating
   m: Jump, d + Y
   h: Strong 1
    - Knockdown attack. Must be blocked high.

   j: Kabuto Wari
   e: Helmet Divide
   m: Jump, d + A
   h: Weak 1
    - Must be blocked high.

   j: Hai Kikku
   e: High Kick
   m: Jump, d + B
   h: Strong 1
    - Sends opponent across screen.

   j: Surasshu Sutoraiku
   e: Slash Strike
   m: Press P + K / R shoulder
   h: Strong 1
    - Knockdown attack. Must be blocked high.

P!  j: Surasshu Shotto
   e: Slash Shot
   m: qcf + P
   h: Weak 3 (4 if juggled), Strong 4, Power 19
    - The Strong version appears slightly further than the Weak version.
    - The forward stab Slash does at the beginning of the attack is able to
      hit. If the Weak version is done, it will knock the opponent into the
      blast for a juggle.

P!  j: Surasshu Bariya-
   e: Slash Barrier
   m: qcb + P
   h: Weak 2, Strong 4, Power 10
    - Knockdown attack.
    - The opponent can attack while blocking to eventually get an attack in
      to interrupt Slash and stop the attack.

P!  j: Surasshu Dainamikku
   e: Slash Dynamic
   m: f,d,df + P
   h: Weak 3, Strong 4, Power 6

   j: Surasshu Terepo-to
   e: Slash Teleport
   m: b,d,db + X (in air, back from position)
      b,d,db + Y (in air, above position)
      b,d,db + A (in air, ahead of position)
      b,d,db + B (on ground, ahead of position)
    - The "X", "Y", and "A" versions teleport Slash into the air in an area
      from his ground starting position. For example, the "A" version places
      Slash forward from where he was.
    - No attacks or motions can be done when Slash appears in the air.

   j: Kuuchuu Surasshu Terepo-to
   e: Mid-Air Slash Teleport
   m: Jump, b,d,db + X (on ground, back from position)
      Jump, b,d,db + Y (on ground, below position)
      Jump, b,d,db + A (on ground, ahead of position)
      Jump, b,d,db + B (in air, ahead of position)
    - The "X", "Y", and "A" versions teleport Slash onto the ground in an
      area from his aerial starting position. For example, the "A" version
      places Slash forward from where he was.
    - No attacks or motions can be done when Slash appears in the air from
      the "B" version.

HH  j: Da-kunesu Uindo
   e: Darkness Wind
   m: d,d + Z / C
   h: Power 9
    - Sends opponent across screen.
    - If too close to the opponent, Slash's initial slash will knock the
      opponent across the screen and the energy arc will miss.
    - The energy arc hits a different number of times, depending where Slash
      and the opponent are placed. If Slash is about two character-width away
      from them, all eight hits should connect.

DD  j: Da-kunesu Rasshu
   e: Darkness Rush
   m: f,hcf + C
   h: Power 16
    - If blocked, Slash will attack with the eleven ground hits before
      stopping. The opponent can attack while blocking to try and get an
      attack in to interrupt Slash and stop the super, but Slash's attacks
      are much faster than the physical ones for Arina and Rai. Thus, Slash
      may hit you if you attempt.


------------------------------------------------------------------------------
 Tesse (shoujo ningyou) ———————————————————————————————— Yellow Wakuwaku Ball
------------------------------------------------------------------------------

   j: Kocchiki Chaya Desu
   m: When close, b / f + Y
    - Sends opponent across screen.

   j: Kuuchuu Kocchiki Chaya Desu
   m: When close in air, ub / uf + Y
    - Sends opponent across screen.

WW  j: Guruguru pa-!
   e: Round and round!
   m: When close, hcb + B
    - Sends opponent across screen.

   j: Nobinobi A-mu Jaku
   e: Stretching Arm Weak
   m: f + X
   h: Weak 1
    - Knockdown attack.

   j: Nobinobi A-mu Kyou
   e: Stretching Arm Strong
   m: f + Y
   h: Strong 1
    - Sends opponents across screen.

   j: Shagami Nobinoki A-mu Jaku
   e: Crouching Stretching Arm Weak
   m: df + X
   h: Weak 1
    - Knockdown attack.

   j: Shagami Nobinobi A-mu Kyou
   e: Crouching Stretching Arm Strong
   m: df + Y
   h: Strong 1
    - Knockdown attack.

   e: Dress Spin
   m: Press P + K / R shoulder
   h: Strong 1
    - Knockdown attack. Must be blocked high.

P!  j: Arekore Poi
   e: One Thing or Another Death
   m: qcf + P, hold P, then release (air)
    - Tesse will stay suspended in the spot you began the air Arina Beam.
    - While Punch is held, Tesse cycles through items within a small thought
      bubble. When you get to the item you wish to use, release Punch. If
      using "Y" for the move, the items are not shown. However, Tesse's voice
      is still heard, so the item can be guessed that way. If Punch is held
      too long and Tesse gets to the end of her list, she will use the
      "Bullet Bill" attack (or the last three items for the Power-up version)
      automatically. Tesse is vulnerable as she cycles through the items.
    - Tesse will send out three items in succession for the Power-up version.
      For example, if Z is held a second, Tesse would send out the Plate,
      Book, and Robot Dog in that order.
    - Below is the list of items and notes:

 ITEM          BEHAVIOR                  RANGE        COMMENTS
 ----------------------------------------------------------------------------
 Coffee Cup    Flies in small arc        Close
 Plate         Flies horizonally         Mid-range
* Book          Flies in medium arc       Mid-range    Must be blocked high
* Robot Dog     Runs horizonally, slow    Full-screen  Must be blocked low
 Robot Bird    Flies horizontally, slow  Full-screen
 Cactus Plant  Flies in large arc        Close        Inflicts instant dizzy
 Bomb          Rolls horizonally, fast   Full-screen  Knockdown attack
 Bullet Bill   Flies horizonally, fst    Full-screen  Knockdown attack

 * For the Power-up version of the Arekore Poi, the Book and Robot Dog can be
   blocked in any manner.

P!  j: Chikuchiku Atakku
   e: Prickling Pain Attack
   m: f,d,df + P
   h: Weak 5, Strong 9, Power 9
    - Able to catch opponents out of air.
    - Can negate some projectiles.

P!  j: Chu- Chu- Atakku
   e: Suck Suck Attack
   m: b,d,db + P
   h: Weak 5, Strong 9, Power 9
    - Allows Tesse to recover life.
    - Can negate some projectiles.

P!  j: Denshi Kousen
   e: Electron Beam
   m: qcf + K
   h: Weak 1, Strong 1, Power 8
    - Knockdown attack with regular versions.

HH  j: Chou Denshi Ire-za-
   e: Super Electron Eraser
   m: d,d + Z / C
   h: Power 20
    - Homing ability.

DD  j: Chou Denshi Kai Kousen
   e: Super Electron Mystery Beam
   m: hcb,f + C
   h: Power 20

|—— [Waku 5] System Dissection ——————————————————————————————————————————————|

------------------------------------------------------------------------------
 Movement (walking/dashing/jumping) —————————————————————————————————————————
------------------------------------------------------------------------------

Character all have the ability to walk forward and backward on the playing
field and jump in any upwards direction. With the exception of Rai and
Politank Z, you cannot move while crouching. They also can dash (Press f,f)
or backstep/backdash (Press b,b). Each increases the speed of movement in the
direction you want to move. Keep holding forward or back and the character
will continues to move in that direction until the button is released.
Dashing also involves a property of character momentum. That allow you to get
in "deeper" against an opponent when you attack. Thus, more hits can be
scored rather than it would if they began just standing next to each other.

A forward dash can be cancelled by pressing back or back on the controller
while moving. The character will stop where commanded in a slight skid. That
being useful if you anticipate an attack that could strike you.

Dandy J's dash is a large forward bound that is capable of reaching half a
screen's length. It can also be stopped a couple of ways too. Holding forward
will make Dandy J leap to his maximum range. Pressing back or down in mid-
leap will have him roll to a stop where you commanded. The dash can also be
stopped by pressing one of the attack buttons, as listed in his specific
section. That is a more effective way to stop his dash because if you stop it
with a direction command, you have to wait until Dandy J rolls back to a
stand before you are able to attack. However, pressing a button will cause
him to stop suddenly and automatically place him back on his feet. Thus, an
attack can be done immediately.

As stated at the beginning, anyone is able to jump in any upward direction.
Each character has their own height and manner of jumping specific to them.

Rai is the only character that can, essentially, "super jump"; due to a
specific input command. All the same principles apply with that jump as it
would with his normal jump (i.e- perform mid-air special moves).


------------------------------------------------------------------------------
 Attacking / Middle Attacks —————————————————————————————————————————————————
------------------------------------------------------------------------------

Four attack buttons utilizing two strengths are used, similiar to the 'King
of Fighters' format: Weak (Punch and Kick) and Strong (Punch and Kick). In
usual cases, the "kick" attacks are more powerful than "punch" hits; however,
they are also slower.

Middle Attacks are special moves that each character has one of. By pressing
a Punch and Kick together, no matter the strength (i.e- pressing both Weak
Punch and Weak Kick is the same as pressing Weak Punch and Strong Kick), the
character will perform an attack that can only be blocked by standing. No
matter how the attack looks (Politank Z's Middle Attack looks more like a low
punch), it still must be blocked "high". A crouching opponent will be hit.


------------------------------------------------------------------------------
 Pursuits ———————————————————————————————————————————————————————————————————
------------------------------------------------------------------------------

Similar in many 3D games (i.e- Virtua Fighter), after the opponent is knocked
to the ground, your character can follow up with a pursuit; a jump-in move to
land on the fallen opponent's body with an attack. If the opponent moves to
avoid the pursuit, your character will leap back in the air, vulnerable to
attacks. However, if the opponent stands as the pursuit is coming, and they
don't block, the pursuit attack will stll connect as normal.


------------------------------------------------------------------------------
 Guarding ———————————————————————————————————————————————————————————————————
------------------------------------------------------------------------------

In Japan, blocking is called "guarding". Same command; hold away from the
opponent as you are being attacked. Ground-based attacks can be blocked two
ways. Holding back on the controller while your character is being attacked
will have them take up a defensive stance and block standing attacks. The
crouching (low-level) attacks are blocked by holding down-back (i.e- a
sweep). Mid-ranged attacks and jumping attacks must be blocked as you are
standing as well. They cannot be defended with a low block. Those attacks are
considered overhead attacks. If a special attack/move must be blocked in a
specific manner, it is listed as a note in each character's sections.

When both characters are in the air, you can block by holding any of the back
positions (b, ub, or db) as your character is being attacked.

There are some moves that cannot be blocked. They include normal throws (done
up close by pressing b / f + Y), air throws, Wakuwaku Nage, and Harahara
moves (discussed more in the "Harahara Techniques" section). The only way to
avoid those attacks is to stay out of their range.

Guard damage is not sustained by guarding against normal moves, such as a
punch or kick. Guarding against most Hissatsu Waza (special moves) and super
attacks do tick away at the life gauge. You lose one point of damage for each
hit that is blocked from of a special or super attack.


------------------------------------------------------------------------------
 Throwing / Wakuwaku Nage ———————————————————————————————————————————————————
------------------------------------------------------------------------------

Throws (Nage) are unblockable moves that each character has at least one of.
There are three types of throws: ground throw, kuuchuu (mid-air) throw, and
Wakuwaku Nage. When close to the opponent on the ground, press forward or
back + Strong Punch (Y button). In air, you have to press up-forward or up-
back + Strong Punch to perfrom the through. Throwing cannot be escaped from
(i.e- a "Tech Hit" from the Capcom games), but they can be recovered from
(discussed more in the "Quick Recover" section).

A Wakuwaku Nage are command throw techniques. Each character has one Wakuwaku
Nage in addition to their normal throws. They are performed if you are close
to your opponent, then motioning a half-circle back + B. Opponents cannot
quick recover from a Wakuwaku Nage as they could from a normal throw. Nor can
they Rebound Attack / Safe Fall upon hitting a wall.

Politank Z's Wakuwaku Nage is the only one that can be blocked. But to even
up the balance, it has long range and can grab an opponent out the air.

"Wakuwaku Nage" means "Tremble Throw".

Wakuwaku Nage are cited in each character's section with a "WW" before it.


------------------------------------------------------------------------------
 Life Gauge —————————————————————————————————————————————————————————————————
------------------------------------------------------------------------------

The life (tairyoku) bars are both placed at the top of the screen on either
side of the round timer. Player 1's is on the left side while Player 2 is
the right. Each player's life gauge bar begins with a full 113 units of
health (don't ask how I found that out). During battle, each hit takes away
life points. The grainy area is how much life lost thus far. Once the entire
meter is empty, that means all the life points are gone and the character is
defeated. The round goes to the winner.

If the time expires, the character with the most life wins the round. If
the bars are equal, the match is considered a draw and an extra round will
begin.


------------------------------------------------------------------------------
 Wakuwaku Gauge —————————————————————————————————————————————————————————————
------------------------------------------------------------------------------

The Wakuwaku Gauges are both located at the bottom of the screen, parellel to
the life bars - the left side being Player 1's and right side is Player 2's.
There are three components to a Wakuwaku Gauge: the gauge itself, the number,
and the Wakuwaku orbs.
  - Burning Gauge energy is gained whenever your character does an attack
    that that misses, an attack that hits, or blocks an attack. The
    character's attacks and special moves give their own unique amount of
    gauge energy. Once the gauge is full, an audible "Charge!" will be heard.
    The number on the side will change and an orb will light up.
  - The number shows how many Supers are stocked up that can be used.
  - A total of seven orbs can be placed in a section above the gauge. Those
    also mark how many Super attacks once can stock up in a match. Each
    character starts out with one orb. As you advance, each opponent you beat
    will add another orb in that section. Thus, an additional Super can be
    done. In Vs. Mode, you are able to select how many orbs both players
    start with.


------------------------------------------------------------------------------
 Super Mode —————————————————————————————————————————————————————————————————
------------------------------------------------------------------------------

When Super Mode is activated, the character will pose as they are surrounded
with an "aura" of energy. During that time, the character is TOTALLY
invincible to any and all attacks. Attacks will either collide with them for
no damage or simply pass through. The "aura" itself is able to cause damage
and can be used as a counter if blocking. So, if a character was blocking
Slash's Darkness Rush, activating Super Mode will have Slash's attacks pass
through in addition to the "aura" blast to counter him with its hit.

During Super Mode, your character will glow a yellowish hue and their attacks
will be at least 2x stronger. Projectiles can be stopped with normal attacks,
as well. The word "Super" will appear under your character's Life Meter.
Gradually, it begins to get smaller and eventually fade from sight, thus
ending Super Mode.

Super Mode is activated by pressing all four attack buttons simultaenously,
or the default L shoulder button. One stock of Wakuwaku Gauge is required.


------------------------------------------------------------------------------
 Power-up Moves —————————————————————————————————————————————————————————————
------------------------------------------------------------------------------

Seemingly borrowed from Capcom's "Vampire" series, Power-up Moves are
enhanced version of a character's special moves. They are performed by doing
the same motion, but instead, pressing two buttons instead of the one. For
example, for Arina's Power-up version Arina Crash, you would do f,d,df + PP
or f,d,df + Z instead of just f,d,df + P.

Power-up Moves may have different principles behind them that do not apply to
their normal counterparts; ranging from more hits to knocking the character
full screen away. For example, Bonus Kun's Uzumaki Boufuu Kyaku can normally
be blocked either standing or crouching. But for his Power-up version, it can
only be blocked by standing. An specific notes or changes of moves for a
Power-up version are given in each character's sections.

Special attakcs that can be doubled as a Power-up Move are cited in each
character's section with a "P!" before it. One stock of the Wakuwaku Gauge
is required.


------------------------------------------------------------------------------
 Dokidoki Techniques ————————————————————————————————————————————————————————
------------------------------------------------------------------------------

A "Dokidoki" is a Super move that each character has at least one (Dandy J
and Rai are the only characters that have two). When activated, the
background darken and action freezes. The character will flash with rainbow
colors during the attack until it's over.

Dokidoki attacks have greater priority over most other attacks. For example,
if Bonus Kun's Chou Shakunetsu Daisharin would pass through Slash's Slash
Barrier. But a Dokidoki against another one normally cancels each other out.
Performing Rai's Chouriki Gou Rai Dengeki Ken and Arina's Arina Carnival
simultaneously to have each collide with one another would ultimately stop
both from connecting.

Dokidoki attacks are cited in each character's section with a "DD" before it.
One stock of the Wakuwaku Gauge is required.

"Dokidoki means "throb" or "beat fast".


------------------------------------------------------------------------------
 Harahara Techniques ————————————————————————————————————————————————————————
------------------------------------------------------------------------------

A "Harahara" is a special super more that each character possesses one of.
all of them are unblockable, no matter the circumstances. Each Harahara has a
long startup time before they are executed. When activated, a siren will be
sounded and the background will flash with "Harahara: Attack Motion Start".
Essentially, a Harahara is capable of dealing over 50%; thus why it has alot
of startup time.

Harahara techniques are all performed in the same manner: down, down + both
Punch / Kick buttons. Each are cited in each character's section with a "HH"
before it. One stock of the Wakuwaku Gauge is required.

"Harahara" means "falling rapidly in big drops".


------------------------------------------------------------------------------
 Quick Recover ——————————————————————————————————————————————————————————————
------------------------------------------------------------------------------

After throw or moves that that toss your character up into the air, instead
of having them crash into the ground, you can quick recover and avoid taking
that damage. Once the move connect and you are in freefall, hold down and
press any of the attack buttons -once-. As your character is about to hit the
ground, they will spring off the ground and flip to their feet instead. That
also stops pursuit chances as well.


------------------------------------------------------------------------------
 Wall Rebound / Safe Fall ———————————————————————————————————————————————————
------------------------------------------------------------------------------

Character's possess attacks that are capable of delivering an hit powerful
enough that it will knock the opponent across the entire length of the
screen. Such attacks include Tesse's Nobinobi Arm Kyou, Rai's Futtobe Ken,
and Marurun's Wakuwaku Upper. In addition to the damage taken from the
attack, once the character hits the wall, more damage is added from the sharp
impact. However, that damage can be avoided by one of two techniques: wall
rebound and safe fall.

A Wall Rebound is when a character flies into a wall, but leaps off it back
towards the opponent with a retaliation attack. In a sense, it is similar to
a triangle jump used by Rai and Slash. While airborne, normal attacks as well
as aerial special moves can all be used. Blocking is also possible. To
perform, as you hit the wall, press any Kick button.

A Safe Fall is an alternative move that allows your character to "catch" the
wall, then just fall to the ground on their feet.

Both the Wall Rebound and Safe Fall cannot be done if the opponent it already
close to the wall.


------------------------------------------------------------------------------
 Recovery Roll / Rising Attacks —————————————————————————————————————————————
------------------------------------------------------------------------------

Recovery rolls are evasion techniques to get out of the way of persistant
opponents. Once you've been knocked down, an opponent may stay hovered above
you; ready to attack once you stand again. But if you hold either forwards or
back while on the ground, you will move in that direction as you stand up
again. thus, providing range between yourself and the opponent.

Rising attacks are done as your character is standing from a knockdown. As
you hold up on the controller, you will stand with an attack that will strike
an opponent in the proximity. Rising attacks have priority over all pursuit
attacks and most special moves.


------------------------------------------------------------------------------
 Dizzy / Dizzy Recovery —————————————————————————————————————————————————————
------------------------------------------------------------------------------

Once a character has suffered a brutal amount of blows in succession, they'll
be knocked into a dizzy ailment. A couple of stars will hover over their
heads in addition to the character taking on a "dazed" stance to mark them
being knocked into the dizzy. You then can unleash hell onto them. A dizzied
person can't attack, jump, or block until the dizzy effect has worn off. To
end dizzy status fast, rapidly press the buttons and move the control
pad/joystick around.

If the words "Chance" appears across the screen, that means a dizzy has been
inflicted that the opponent cannot shake out of to recovery. Thus, they are
stuck until attacked. It's -very- rare for that to occur, however.

Fernandeath, Politank Z, and Tesse all have moves that can inflict an instant
dizzy upon the opponent.
  - Fernandeath: Being hit by the full six hits of his Kurunarakoi Desu after
    a successful counter.
  - Politank Z: Being hit by the Dokudoku Smoke.
  - Tesse: Being hit by the "Cactus Plant" item thrown from the Arekore Poi.


------------------------------------------------------------------------------
 Combos / Juggles ———————————————————————————————————————————————————————————
------------------------------------------------------------------------------

Waku Waku 7 has a combo engine similar to "Super Street Fighter". Characters
can link in special moves from normal attacks via the 2-in-1 method. Meaning,
Rai can perform a crouching punch, you can then roll the controller in a
"qcf" motion and press punch again to 2-in-1 into the Inazuma Cannon. Both
hits will connect after each other, resulting in a 2-hit combo.

Character also have chain combos that are made up of hits guaranteed to combo
one after the other. Chains differ if the character is standing or crouching.
Arina has the largest one in the game. In order, she can link together a
Light Punch > Light Kick > Strong Punch > Strong Kick chain to result in a 4-
hit combo. If performed correctly, once the first hit connects, the opponent
will be unable to get out of the attack until the last hit.

Juggles are the method of "bouncing" the opponent with attacks while their
are airborne. This is normally seen in the Capcom's "Vs." games. It's not
that hectic in Waku Waku 7, though. Juggles can only be done on the
character's ascension from an attack. Meaning you can only juggle them while
they are rising. For example, with Politank Z, if the last hit of his jumping
Strong Kick connects, the opponent will be "popped" into the air a bit. Then,
he can land and perform a Strong Punch for the juggle of two hits.


|—— [Waku 6] Omake ——————————————————————————————————————————————————————————|

------------------------------------------------------------------------------
 Character Rankings —————————————————————————————————————————————————————————
------------------------------------------------------------------------------

Legend
The chart reads from left to right and characters are listed in their ranking
order. Each entry displays the numbers of fights that the character would win
in a 10-game series at an expert level of play between two equal players.

           5 - 5: Even match.            4 - 6: Significant advantage.
           3 - 7: Dominating advantage.  2 - 8: A waste of time.

           +—————+—————+—————+—————+—————+—————+—————+—————+—————+——————————+
 Rank  VS. |Pol-Z|Mauru|Slash|Tesse| Rai |Fern.|Dandy|Arina|B.Kun|Total Wins|
+————+—————+—————+—————+—————+—————+—————+—————+—————+—————+—————+——————————+
| 01 |Pol-Z| XXX |  4  |  6  |  9  |  7  |  7  |  6  |  9  | 10  |    58    |
+————+—————+—————+—————+—————+—————+—————+—————+—————+—————+—————+——————————+
| 02 |Mauru|  6  | XXX |  6  |  3  |  8  |  8  |  4  |  8  | 10  |    53    |
+————+—————+—————+—————+—————+—————+—————+—————+—————+—————+—————+——————————+
| 03 |Slash|  4  |  4  | XXX |  5  |  4  |  7  |  8  |  7  | 10  |    49    |
+————+—————+—————+—————+—————+—————+—————+—————+—————+—————+—————+——————————+
| 04 |Tesse|  1  |  7  |  5  | XXX |  3  |  5  |  7  |  6  | 10  |    44    |
+————+—————+—————+—————+—————+—————+—————+—————+—————+—————+—————+——————————+
| 05 | Rai |  3  |  2  |  6  |  7  | XXX |  3  |  8  |  4  | 10  |    43    |
+————+—————+—————+—————+—————+—————+—————+—————+—————+—————+—————+——————————+
| 06 |Fern.|  3  |  2  |  3  |  5  |  7  | XXX |  6  |  4  | 10  |    40    |
+————+—————+—————+—————+—————+—————+—————+—————+—————+—————+—————+——————————+
| 07 |Dandy|  4  |  6  |  2  |  3  |  2  |  4  | XXX |  8  | 10  |    39    |
+————+—————+—————+—————+—————+—————+—————+—————+—————+—————+—————+——————————+
| 08 |Arina|  1  |  2  |  3  |  4  |  6  |  6  |  2  | XXX | 10  |    34    |
+————+—————+—————+—————+—————+—————+—————+—————+—————+—————+—————+——————————+
| 09 |B.Kun|  0  |  0  |  0  |  0  |  0  |  0  |  0  |  0  | XXX |    00    |
+————+—————+—————+—————+—————+—————+—————+—————+—————+—————+—————+——————————+

 Keep in mind that this chart is not 100% accurate. I can beat the game on
 it's hardest setting with Bonus Kun no problem. Even Arina. So, this is just
 a basis on who stands over who in the game. The total wins are out of eighty
 matches. Of course to find the percentage, divide that number by eighty.
 Below are some notes that's happened during the quest to make this chart.

  - The AI when it's two CPUs fighting is REALLY bad. There have been times
    where both characters walk towards each other doing nothing. Or someone
    is doing a Harahara and the opponent does nothing to go stop them while
    they are in startup. Even not attack after they had dizzied someone. Or
    once, Dandy J and Politank Z got in a glitch and were alternating in
    jumps for about five minutes.

  - Overall, characters did a Wakuwaku Nage over normal throws.

  - As you see, Bonus Kun won nothing. In essence, he really is the "Dan" of
    the game. But, he can win. Keep in mind in CPU vs CPU battles, the basic
    move that is done are throws. And since Bonus Kun has none, he hardly
    scored damage.

  - The only supers normally performed were Haraharas. Especially after a
    moved knocked the opponent across the screen.

  - Slash would teleport for no reason or into attacks.

  - Tesse's "Chou Denshi Eraser" -never- missed. It seemed that the CPU would
    freeze once Tesse appeared in the air and fired the laser. Or they would
    do their own Harahara to try and "counter" Tesse's. So, take that info to
    your on discretion.

  - Rai only did his Gou Rai Tempest when an opponent jumped over him and/or
    on large opponents.

  - Arina never completed her Arina Crush.

------------------------------------------------------------------------------
 BGM Test Explanation ———————————————————————————————————————————————————————
------------------------------------------------------------------------------

 00 Story Introduction   01 Character Select     02 Vs. Rai
 03 Rai Stage            04 Rai Ending 1         05 Rai Ending 2
 06 Vs. Politank Z       07 Politank Z Stage     08 Politank Z Ending 1
 09 Politank Z Ending 2  10 Vs. Arina            11 Arina Stage
 12 Arina Ending 1       13 Arina Ending 2       14 Vs. Marurun
 15 Marurun Stage        16 Marurun Ending 1     17 Marurun Ending 2
 18 Vs. Dandy J          19 Dandy J Stage        20 Dandy J Ending
 21 Vs. Tesse            22 Tesse Stage          23 Tesse Ending
 24 Vs. Slash            25 Slash Stage          26 Slash Ending 1
 27 Slash Ending 2       28 Fernandeath Intro    29 Fernandeath Stage
 30 Vs. Bonus Kun        31 Bonus Kun Stage      32 Ending Sequence
 33 Endings Startup      34 Continue Accepted    35 Match Victory
 36 Match Loss           37 Continue Countdown   38 Game Over
 39 Initials Input       40 Score/Ranking        41 Credits

------------------------------------------------------------------------------
 SE Test Explanation ————————————————————————————————————————————————————————
------------------------------------------------------------------------------

 000 "Hai!"              001 "?? no yo!"         002 "Yay!"
 003 "Yatta!"            004 Arina panting       005 "Super Arina!"
 006 ??                  007 "Ganbatte zo!"      008-011 Arina hit
 012 "Yatta ne!"         013 Arina hit           014 Arina dizzy
 015-016 Arina hit       017-020 Arina attack    021 "Hehe~n!"
 022 "Na na?!"           023 ??                  024 "Arina Special!"
 025 ??                  026 Arina attack        027 "Chuudan!"
 028 "Arina Beam!"       029 "Ima da!"           030 "Arina Crush!"
 031 "?? yo!"            032 "Arina Tornado!"    033 "Dou da?"
 034 "Arina Carnival!"   035 ??                  036 "?? da."
 037 "?? ken!"           038 ??                  039 Politank Z buzz
 040-042 Dog sounds      043 "Amai ze!"          044-045 Dandy J attack
 046 "Nani ka yo ka?"    047 "Kono te ?? ja ne!"
 048 "Minohodo shi de."  049 Dandy J lose        050 ??
 051 Dandy J attack      052 ??                  053 "Man tan da!"
 054-058 Dandy J hit     059 "Ikan?"             060 ??
 061-065 Dandy J attack  066 "Uppercut!"         067 "Sore!"
 068 "Nane za!"          069 ??                  070 "Misete a ze."
 071 ??                  072 ??                  073 Dandy J attack
 074 "Morata!"           075 "Ora ora!"          076 "No!"
 077 "Ike!"              078-084 Marurun growls  085 Marurun & Mugi
 086-087 Mugi sounds     088 "Yosha, yatta!"     089 "Yay!"
 090 Mugi crying         091 "Marurun, dare ?? demi tai."
 092-096 Marurun & Mugi  097-103 Mugi sounds     104-105 Marurun & Mugi
 106-107 Mugi sounds     108-111 Marurun & Mugi  112 "Punch!"
 113 "Kick!"             114 "Jump!"             115 "Rai!"
 116 "Arina!"            117 "Slash!"            118 "Dandy J!"
 119 "Tesse!"            120 "Marurun!"          121 "Politank Z!"
 122 "Bonus Kun!"        123 "Makai Tai Tei Fernandeath!"
 124 "Win!"              125 "Double KO!"        126 "Draw Game!"
 127 "Final Round!"      128 "Time Over!"        129 "Versus!"
 130 "0!"                131 "1!"                132 "2!"
 133 "3!"                134 "4!"                135 "5!"
 136 "6!"                137 "7!"                138 "8!"
 139 "9!"                140 "Perfect!"          141 "Game Over."
 142-145 Rai attack      146 "Like so, like so!" 147 "Ahh, mo da ne."
 148 "Super Rai!"        149 "Chikushou!"        150 "Kakkate kina!"
 151 "Wakuwaku!"         152 "Ide?"              153-157 Rai hit
 158 Rai dizzy           159 Rai hit             160 Politank Z intro
 161-165 Rai attack      166 "Bakurai Hurricane!"167 Rai attack
 168 "Gou ya!"           169 Rai attack          170 "Inazuma Cannon!"
 171 "Inazuma Upper!"    172 "Inazuma Crash!"    173 "Gou Rai Tempest!"
 174 ??                  175 "Politank Z, ??!"   176 ??
 177 Politank Z laugh    178 ??                  179 ??
 180 ??                  181 ??                  182 ??
 183 ??                  184 "Ike!" "Woof!"      185 ??
 186 ??                  187 ??                  188 "Shimatta!"
 189-191 Slash attack    192 "Hmph, ?? da."      193-194 Slash hit
 195 "Max!"              196-202 Slash hit       203-208 Slash attack
 209 "Gekkou ni wa shidashi. Ama to ?? yo. Ima, ?? yo."
 210 "Slash Corridor!"   211 "Ore te ??."        212-213 Tesse voice
 214 "Eh? Irasshaimase." 215 "Sumimasen."        216 "Go-gomenasai."
 217 "Sore da."          218 "?? deshou ka?"     219 "Tesse ??."
 220-226 Tesse hit       227 ??                  228 ??
 229-232 Tesse attack    233 "?? desu yo."       234 "??.. Ni.. Ichi..??"
 235 ??                  236 "Guruguru pa-!"     237 ??
 238 "Ha-ka-se."         239 "Ikimasu yo!"       240 "Hey!"
 241 "Heeey!"            242 Tesse charge        243 Tesse attack
 244-245 Tesse thinking  246 "Doko dake?"        247 "Are?"
 248 "Yo da!"            249 "Hai!"              250 ??
 251 "Waku Waku 7!"      252 "Family Special!"   253 ??
 254 "Love love ??       255 "Tank tank ??"      256 ??
 257 "Fight!"            258 "Charge!"           259 "Round 1!"
 260 "Round 2!"          261 "Congratulations!"  262 "Dandy!"
 263 "Hmm?"              264 "Yosha!"            265 "Yatta yatta!"
 266 "Maketta da!"       267 "Yay!"              268 Natsumi and Ranpoo
 269 "Okay!"             270 "Sore!"             271-272 Ranpoo sound
 273 "Hurry!"            274 Ranpoo yell         275 "Sayounara!"
 276-277 Bonus Kun voice 278 "Tsuyo gata ??"     279 "Kata na."
 280 "Yatta!"            281-283 Bonus Kun voice 284 "??"
 285 "?? na."            286 "Yosha!"            287-294 Bonus Kun hit
 295 "Ata!"              296-307 Bonus Kun attack
 308 "Kou Shuu Tan!"     309 "Bou Bou Ken!"      310 "Bou Bou ??!"
 311 "Uzumaki Boufuu Kyaku!"                     312 Bonus Kun charge
 313 "Hoo-ya!"           314 "Moeru!"            315 "Nekketsu Kou Shuu Tan!"
 316 "Boufuu Uzumaki Kyaku!"                     317 "Ore mo ??"
 318 "Death!"            319-320 Fernandeath giggle
 321-323 Fernandeath laugh                       324 "Dessu~n!"
 325 "Ne, Super desu."   326 "Nan ??"            327-334 Fernandeath sounds
 335 Fernandeath dizzy   336-340 Fernandeath sounds
 341 ??                  342 ??                  343 ??
 344 ??                  345 ??                  346 "I am ?? desu."
 347 ??                  348 ??                  349 ??
 350 ??                  351 ??                  352 ??
 353 ??                  354 ??                  355 ??
 356 ??                  357 ??                  358 "Su~n de!"
 359-384 Random Sound FX 385 Harahara start-up   386-396 Random Sound FX
 397 Dokidoki initiation 398-551 Random Sound FX

------------------------------------------------------------------------------
 WWW of WW7 —————————————————————————————————————————————————————————————————
------------------------------------------------------------------------------

 Info Site -       www.geocities.com/Tokyo/Bay/7216
 Pictures  -       www.students.uiuc.edu/~sonthipa/videogames/waku/index.html

|—— [Waku 7] Finale Info ————————————————————————————————————————————————————|

------------------------------------------------------------------------------
 Secrets / Codes ————————————————————————————————————————————————————————————
------------------------------------------------------------------------------

 Pro Action Replay Codes
   Master Code                     F6000914 C305  B6002800 0000
   Infinite Energy
     Player 1                      160A9596 FFE4
     Player 2                      160A96D6 FFE4
   Full Wakuwaku Gauge
     Player 1                      160A95A4 0007
     Player 2                      160A96E4 0007


 Dark Characters               -   On Arcade Mode character select screen,
                                   hold down + L shoulder.
                                   On Versus Mode character select screen,
                                   press R shoulder.

 Active Turbo & Calendar Mode  -   At title screen, hold up + X + Y + Z as
                                   you press Start.

------------------------------------------------------------------------------
 Special Thanks —————————————————————————————————————————————————————————————
------------------------------------------------------------------------------

- Sunsoft                          Thanks for the great game! Nice to play a
                                   non-serious fighter for once! Please make
                                   a sequel and bring back Tesse!!

- Sutorappedo Kuruu                Mah boyz! SC 4eva'!


- Jacob Poon                       All the secrets; both Neo-Geo and Saturn
  <[email protected]>         version! And info about the Neo-Geo
                                   contoller setup plus a website on WakuWaku
                                   7 info.

------------------------------------------------------------------------------
 Revision History ———————————————————————————————————————————————————————————
------------------------------------------------------------------------------

 Version 0.7 <2000.10.17>
 - FAQ redone to simpler format
 - Editing on ALOT of special move names, motions, and translations
 - Added to the SE Test voices
 - Removed quotes and speech to put into a seperate FAQ

 Version 0.6 <1999.07.13>
 - Editing
 - Changes to some of Dandy J's moves
 - Added the BGM Test songs
 - Added more of the SE Test voices
 - Added Max Arts section
 - Added the universal input commands
 - Added some quotes and speeches
 - Added most of the character stories
 - Added winning symbol meanings
 - Made a seperate Neo-Geo version FAQ

 Version 0.5 <1999.06.06>
 - Added the ASCII title
 - Formatted the entire FAQ into "complete" mode
 - Added some of the SE Test voices
 - Added the secrets from both the Saturn and Neo-Geo versions

 Version 0.4 <1999.03.14>
 - Added the extra moves to all characters
 - Added the Action Replay Plus Codes
 - Added the websites section

 Version 0.3 <1999.01.06>
 - Added translations to the moves
 - Reformatted the FAQ
 - Corrected Dandy J's move names in Japanese

 Version 0.2 <1998.08.17>
 - Finally started work on this FAQ again
 - Added all the moves for each character

 Version 0.1 <1998.02.23>
 - Added moves for Arina, Dandy J, Fernandeath, Politank Z, and Tesse
 - Added a few translations
 - Editing

 Version 0.0 <1998.02.02>
 - FAQ issued out

------------------------------------------------------------------------------
 Final Note —————————————————————————————————————————————————————————————————
------------------------------------------------------------------------------

 Oss'!
 'Dragon Ball Z', anyone?

 Again, the thing's been revamped. This is the format that's staying, so if
 you don't like it - tough. After finally getting the mood to play this game
 again, decided to go ahead and complete the FAQ. Enjoy!
 By the way, I'm still looking for any place that has the arcade version! So
 if you know of any, please tell me!
 Here's a list of things that may show up in future installments:
   1] Remaining SE Test sounds
   2] Any miscellaneous stuff (i.e- combos, strategies, etc.)

  Got something to say you want me or others to know? Anything within this
  FAQ wrong? Or maybe there's stuff you want to add to. Whatever the case,
  send your info in! For anything posted inside this FAQ, you not only get
  credit. Oh no! You also receive bragging rights to annoy the hell out of
  people with! Is there a better reward than that?! So c'mon! Send it in!!
  You know the drill.. You know the e-mail address.. So I'll just shut up.
                                         ..By the way, thanks for reading!

 Sayounara, adios, ciao, xie xie, au revoir, and all that other stuff.   =P
 - "The KiD" <[email protected]>
  _________________________________________________________________________
 | "Love is blind / And it'll take over your mind / What you think is love |
 |  is surely not / You need to elevate and find."   -- "Ruff Ryder's Eve" |
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—————————————————————————————————————————— (c) Deal With It Productions 2K ———