=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                                Waku Waku 7
               FAQ By: Goh_Billy (billy_kane_32@hotmail.com)
                             Version #: 4.0
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


Sections
--------
      1. Legend
      2. System
         2.1  Basics
         2.2  Super Meter
         2.3  Projectiles In This Game
      3. Characters
         3.1  Rai    
         3.2  Slash  
         3.3  Tesse
         3.4  Politank Z
         3.5  Mauru
         3.6  Dandy J 
         3.7  Arina 
   -----------------------------------------
         3.8  Bonus Kun 
         3.9  Makaitaitei Fernandez
      4. Misc. And Easter Eggs
      5. Conclusion
         5.1  What's Missing/Needed 
         5.2  Credits
        				
	
===============================================================================
1. Legend
===============================================================================

1.1 Basic Game Legend
---------------------

  ub  u  uf        f - Forward        LP - Light Punch       P - Any Punch 
    \ | /          b - Back           HP - Heavy Punch       K - Any Kick
  b--   --f        u - Up             LK - Light Kick        + - And  
    / | \          d - Down           HK - Heavy Kick        / - Or 
  db  d  df                                                  , - Then 
                                     
                                     

qcf - quarter circle forward (d, df, f)
qcb - quarter circle back (d, db, b)
hcf - half circle forward (b, db, d, df, f)
hcb - half circle back (f, df, d, db, b)





===============================================================================
2. System
===============================================================================


**************
* 2.1 Basics *
**************


Short Roll Forward       f, f                     for Dandy J only
Long Diving Roll         f, f (hold f)            for Dandy J only
  Long Dive Cancel       LP/LK/HP/HK
    Attack               LP/LK/HP/HK     
Forward Run              f, f, then hold f        for characters: Rai, Slash,
                                                    Tesse, Politank Z, Mauru,
                                                    Arina, Bonus Kun, and
                                                    Fernandez; can attack out
                                                    of dash
  Halt                   b or stop holding f
  Slight Slide           d
Dash Backward            b, b                     for characters: Rai, Slash,
                                                    Politank Z, Mauru, Dandy J,
                                                    Arina,        
Long Retreat             b, b, then hold b        for characters: Tesse, Bonus
                                                    Kun, and Fernandez; can
                                                    attack out of back dash
  Halt                   stop holding b


Air Block                ub/u/uf, b
Block High               b
Block Low                db                       will not block overheads


Recover Faster           mash on the attack 
                           buttons after being
                           knocked down
Recover Back             hold b after hitting the
                           ground
Recover Forward          hold f after hitting the
                           ground
Wall Catch               press P before you hit   this is a way to safely
                           the wall                 recover from a move that
                                                    blasts you to the wall
                                                    (moves that have this 
                                                    property are listed as 
                                                    such in the movelist 
                                                    details)
Rebound                  press K before you hit   this is a way to rebound
                           the wall                 back toward your opponent
                                                    from a move that blasts
                                                    you to the wall (moves that
                                                    have this property are
                                                    listed as such in the 
                                                    movelist details)
  Attack                 LP/HP/LK/HK
Dizzy Recovery           shake joystick and tap
                           P and K rapidly when
                           dizzied


Throw                    f/b + HP close           look at character's movelist
                                                    for an extensive list of
                                                    their throws
Throw Recovery           hold d and hold any      does not work on all throws
                           attack button            (check movelist)
                           immediately after           
                           being thrown                        
Waku Waku                hcb + HK close           unblockable throw, however
                                                    Politank's Waku Waku can be
                                                    done at any distance and IS
                                                    blockable
Universal Overhead       P+K                      overhead
Wake Up Attack           hold u after being       overhead for everyone except
                           knocked down             Politank Z
Pursue Attack            u + any attack button    
                           on downed opponent
Projectile Kill          time a normal/special
                           move/ect. to strike
                           the projectile at 
                           the appropriate
                           height before it
                           hits you



*******************
* 2.2 Super Meter *
*******************


The Super Meter charges when you attack (normals, specials, ect.), block an 
attack, or land an attack.  The Super Meter can also auto charge, depending
on the game's settings.  Each of the following can be performed using the
Super Meter:



Activate Super Mode      LP+LK+HP+HK              blast can strike opponent;
                                                    invulnerable for a second;
                                                    super mode last for about
                                                    six seconds; during this
                                                    mode you inflict more
                                                    damage and take less
                                                    damage as well
EX Moves                 refer to character's     consumes one stock of your
                           movelist                 super meter; an advanced
                                                    or alternate version of
                                                    one of the character's
                                                    special moves
Super                    refer to character's     consumes one stock of your
                           movelist                 super meter
Hara Hara                d, d + LK+HK/LP+HP       consumes one stock of your
                                                    super meter; has large
                                                    start up time and is
                                                    unblockable



********************************
* 2.3 Projectiles In This Game *
********************************

  Projectiles have some very odd properties in this game.  For one,
projectiles don't mutually "destroy" each other on every exchange like in most
fighters.  Some projectiles will beat out others, while other times it
depends merely on the time the projectiles were released as to which one
will beat out the other.  I've tried to detail the exchange properties as best
as I could in the movelist.  There is, however, many different situations, so
not everything could be covered in such a short amount of space.
  Another odd property is that almost all the projectiles in the game can
be absorbed/destroyed by nearly all normal attacks, specials, ect.  It really
depends solely on striking the projectile with the move at the right time and
at the correct height.  For example, Arina can "destroy" Rai's Inazuma Cannon
with a well timed d + HK.  A standing HK from Arina, however, will not 
"destroy" the projectile as it does not strike the Inazuma Cannon at the 
correct height.  Since nearly everything has the ability to negate projectiles,
the move description of "absorbs projectiles" is not tagged on most things in
this guide.  You will find it only tagged on projectile maneuvers that win
nearly every exchange.




===============================================================================
3. Characters
===============================================================================

*******************************************************************************
* 3.1 Rai                                                                     *
*******************************************************************************
Colors
------
LP - Light Blue costume w/ Blue trim and Red scarf  
HP - Off White costume w/ Red trim and Blue scarf
LK - White costume w/ Green trim and Yellow scarf  
HK - Blue-Gray costume w/ Gray trim and Purple scarf
d + LP+LK+HP+HK - Purple costume w/ Dark Purple trim and Red Scarf (Blue skin)



Throw
-----
Punch Smash              f/b + HP close           knocks opponent against wall  


Basic Moves
-----------
Crawl                    hold df                  crawl will start a short
                                                    time after holding df
Back Flip                b, b                     low dodge
Triangle Jump            jump towards the wall,
                           then away
Kawashi Kick             hold u after being       wake up attack; overhead;
                           knocked down             grounds opponent
Renzoku Punch            tap LP rapidly


Command Moves
-------------
Rolling Knuckle          Dash Forward, HP         the second part is an 
                                                    overhead and grounds
                                                    opponent
Kaminari Da Kick         Dash Forward, HK         knocks opponent against the
                                                    wall if it connects (not
                                                    blocked)
Knuckle Bash             u + any attack button    pursue attack
                           on downed opponent
Activate Super Mode      LP+LK+HP+HK              blast can strike opponent;
                                                    invulnerable for a second;
                                                    super mode last for about
                                                    six seconds; blast grounds
                                                    opponent
High Jump Tame           LK+HK                    he is completely vulnerable
                                                    during this
  High Jump Back         ub
  High Jump Up           u
  High Jump Forward      uf
Smash Hammerfist         P+K                      overhead
Futtobe Ken              f + HP                   knocks opponent against the
                                                    wall if it connects (not
                                                    blocked)
Futtobe Kyaku            f + HK                   knocks opponent against the
                                                    wall if it connects (not
                                                    blocked)
Nouten Kick              d + HK in air            overhead; grounds opponent,
                                                    but you are able to juggle
                                                    them before this happens
Low Renzoku Punch        hold d and tap LP        must be blocked low
                           rapidly 
Side Knuckle Uppercut    d + HP                   must be blocked low

                           
Special Moves
-------------
Inazuma Cannon           qcf + P                  LP=slow, HP=fast; LP version
                                                    will be "destroyed" by a
                                                    HP Inazuma Cannon, a late
                                                    LP Inazuma Cannon, a late
                                                    LP Kou Shuu Tan from Bonus
                                                    Kun, most of Tesse's
                                                    Arekore Poi objects, the
                                                    empowered versions of
                                                    Arina's Arina Beam (goes
                                                    underneath the weaker
                                                    versions), and Bonus Kun's
                                                    HP Kou Shuu Tan; LP version
                                                    will mutually "destroy"
                                                    with a LP Inazuma Cannon
                                                    released at the same time
                                                    or with a LP Kou Shuu Tan
                                                    from Bonus Kun released at
                                                    the same time; HP version
                                                    will be "destroyed" by a 
                                                    late LP/HP Inazuma Cannon,
                                                    a late LP/HP Kou Shuu Tan
                                                    from Bonus Kun, most of
                                                    Tesse's Arekore Poi
                                                    objects, and the empowered
                                                    versions of Arina's Arina
                                                    Beam (goes underneath the
                                                    weaker versions); HP
                                                    version is mutually 
                                                    "destroyed" by a HP Inazuma
                                                    Cannon released at the same
                                                    time or with a HP Kou Shuu
                                                    Tan from Bonus Kun released
                                                    at the same time; Note that
                                                    this projectile can also be
                                                    completely "destroyed" by
                                                    a well timed normal/special
                                                    move/etc.
Air Cannon               qcf + P in air           LP=slow, HP=fast; LP version
                                                    will be "destroyed" by just
                                                    about every projectile in
                                                    the game, while the HP will
                                                    mutually "destroy" with 
                                                    Arina's Arina Beam; Note
                                                    that this projectile can
                                                    also be completely 
                                                    "destroyed" by a well timed
                                                    normal/special move/etc.
Inazuma Upper            f, d, df + P             grounds opponent
  Inazuma Renda          P                        grounds opponent
    Renda Finish         P                        grounds opponent
    Down Blast           d + P                    grounds opponent
    Side Blast           f + P                    knocks opponent against the
                                                    wall if it connects (not
                                                    blocked)
Inazuma Crash            qcb + P                  LP=short, HP=long; if 
                                                    opponent blocks this, it is
                                                    possible to fly past them
                                                    if you are close enough; 
                                                    grounds opponent
Air Inazuma Crash        qcb + P in air during    LP=short, HP=long; if 
                                                    opponent blocks this, it is
                                                    possible to fly past them
                                                    if you are close enough; 
                                                    grounds opponent
Dai Kaiten Touge         hcb + HK close           unblockable; throws opponent
                                                    against the wall however
                                                    the opponent cannot rebound
                                                    or wall catch from this


EX Moves
--------
EX Inazuma Cannon        qcf + LP+HP              absorbs projectiles; grounds
                                                    opponent
EX Air Cannon            qcf + LP+HP              absorbs projectiles; grounds
                                                    opponent
EX Inazuma Upper         f, d, df + LP+HP         grounds opponent
  EX Inazuma Renda       P                        grounds opponent
    Renda Finish         P                        grounds opponent
    Down Blast           d + P                    grounds opponent
    Side Blast           f + P                    knocks opponent against the
                                                    wall if it connects (not
                                                    blocked)
EX Inazuma Crash         qcb + LP+HP              can "destroy" more 
                                                    projectiles reliably then
                                                    the regular version (ie.
                                                    Tesse's Arekore Poi robot
                                                    dog); grounds opponent
EX Air Inazuma Crash     qcb + LP+HP in air       absorbs projectiles; grounds
                           during super mode        opponent
                        

Supers
------
Gourai Tempest           b, hcb + LK+HK           lightning absorbs 
                                                    projectiles; grounds
                                                    opponent
Gourai Dengeki Ken       f, hcf + LK+HK           dash in must touch opponent
                                                    to perform the first part
                                                    of the super; one of the
                                                    attacks from the first part
                                                    must connect (not blocked)
                                                    to perform the rest of the
                                                    super; grounds opponent


Hara Hara
---------
Bakurai Hurricane        d, d + LK+HK/LP+HP,      unblockable; you can guide
                           then guide with          the move with b/ub/u/uf/f,
                           b/ub/u/uf/f              with the ub/u/uf motions
                                                    allowing Rai to float
                                                    upwards into the air;
                                                    grounds opponent





*******************************************************************************
* 3.2 Slash                                                                   *
*******************************************************************************
Colors
------
LP - Blue coat w/ Purple trim and Green hair 
HP - Red coat w/ Yellow trim and Blue hair
LK - White coat w/ Red trim and Purple-Pink hair
HK - Black coat w/ Orange trim and Blonde hair
d + LP+LK+HP+HK - Dark Blue coat w/ Purple trim and Gray hair (Blue skin)



Throws
------
Kick Turn Throw          f/b + HP close           grounds opponent; can Throw
                                                    Recover from this 
Air Kick Turn Throw      any direction except     grounds opponent; can Throw
                           u + HP when close        Recover from this 
                           in air                   


Basic Moves
-----------
Triangle Jump            jump towards the wall,
                           then away
Moon Slash               hold u after being       wake up attack; overhead;
                           knocked down             grounds opponent
Low Stomp                LK                       must be blocked low


Command Moves
-------------
Flipping Death Strike    u + any attack button    pursue attack
                           on downed opponent
Activate Super Mode      LP+LK+HP+HK              blast can strike opponent;
                                                    invulnerable for a second;
                                                    super mode last for about
                                                    six seconds; blast grounds
                                                    opponent
Slash Strike             P+K                      overhead; grounds opponent
Tsuki                    f + LP
Renzoku Zanri            f + HP                   second part must be blocked
                                                    low
Gedan Tsuki              f + LK                   must be blocked low
Hizageri                 f + HK                   knocks opponent against the
                                                    wall if it connects (not
                                                    blocked)
Slide                    d + HK                   must be blocked low; grounds
                                                    opponent
Zanri Jouge              d + LP in air            overhead
Zanri Geroshi            d + HP in air            overhead; grounds opponent,
                                                    but you are able to juggle
                                                    them before this happens
Kabuto Wari              d + LK in air            overhead
High Kick                d + HK in air            overhead; knocks opponent 
                                                    against the wall if it 
                                                    connects (not blocked)
Low Slash                d + LP                   must be blocked low


Special Moves
-------------
Slash Shot               qcf + P                  LP=short, HP=long; will
                                                    ground opponent if the
                                                    sword stab (not the vortex
                                                    wall) connects (not 
                                                    blocked); vortex wall 
                                                    absorbs projectiles
Slash Dynamic            f, d, df + P             LP=short, HP=further with an
                                                    extra strike; grounds 
                                                    opponent
Slash Barrier            qcb + P                  LP=two swipes, HP=four 
                                                    swipes; grounds 
                                                    opponent
Slash Teleport           b, d, db + any           LP=in air backwards, LK=in 
                                                    air forwards, HP=in air
                                                    above, HK=on ground 
                                                    forward
Air Slash Teleport       b, d, db + any           LP=on ground backwards,
                                                    LK=on ground forwards,
                                                    HP=on ground below, HK=in
                                                    air forward
Slash Corridor           hcb + HK close           unblockable; grounds opponent


EX Moves
--------
EX Slash Shot            qcf + LP+HP              absorbs projectiles; grounds
                                                    opponent
EX Slash Dynamic         f, d, df + LP+HP         grounds opponent
EX Slash Barrier         qcb + LP+HP              grounds opponent


Super
-----
Darkness Rush            f, hcf + LK+HK           dash in must touch opponent
                                                    to perform the first part
                                                    of the super; one of the
                                                    attacks from the first part
                                                    must connect (not blocked)
                                                    to perform the rest of the
                                                    super; grounds opponent


Hara Hara
---------
Darkness Wind            d, d + LK+HK/LP+HP       unblockable; knocks opponent
                                                    against the wall if it 
                                                    connects; absorbs 
                                                    projectiles





*******************************************************************************
* 3.3 Tesse                                                                   *
*******************************************************************************
Colors
------
LP - Purple dress w/ Blonde hair
HP - Orange-Red dress w/ Brown hair
LK - Green dress w/ Purple hair
HK - Off White dress w/ Green hair
d + LP+LK+HP+HK - Dark Blue dress w/ Dark Gray hair and Blue skin



Throws
------
Nobinobi Arm Nage        f/b + HP close           knocks opponent against wall
Air Nobinobi Arm Nage    any direction except     knocks opponent against wall
                           u + HP when close
                           in air


Basic Moves
-----------
Jet Backtrack            b, b (hold b to
                           continue to backdash)
Antenna Flick            hold u after being       wake up attack; overhead;
                           knocked down             grounds opponent
Air Nobinobi Arm         HP in air                grounds opponent
Double Chop              LP                       2 hits
Broom Kick               HK                       grounds opponent      


Command Moves
-------------
Bouncing Weight Drop     u + any attack button    pursue attack
                           on downed opponent
Activate Super Mode      LP+LK+HP+HK              blast can strike opponent;
                                                    invulnerable for a second;
                                                    super mode last for about
                                                    six seconds; blast grounds
                                                    opponent
Dress Spin               P+K                      overhead; grounds opponent
Nobinobi Arm Jaku        f + LP                   grounds opponent
Nobinobi Arm Kyou        f + HP                   knocks opponent against the
                                                    wall if it connects (not
                                                    blocked)
Antenna Poke             d + LP                   must be blocked low
Antenna Strike           d + HP                   must be blocked low; grounds
                                                    opponent
Shagami Arm Jaku         df + LP                  must be blocked low; grounds
                                                    opponent
Shagami Arm Kyou         df + HP                  must be blocked low; grounds
                                                    opponent
Sweeping Slide           d + HK                   must be blocked low; grounds
                                                    opponent

                           
Special Moves
-------------
Arekore Poi              qcf + LP (hold LP to     hold LP for:
                           cycle items, release     0 seconds = tea cup; short
                           LP to use the            1 second = plate; long
                           selected item)           1.5 seconds = book; long;
                                                      overhead
                                                    2 seconds = robot dog; 
                                                      long; must be blocked
                                                      low
                                                    2.5 seconds = robot bird;
                                                      long
                                                    3 seconds = cactus; 
                                                      medium; dizzies opponent
                                                      if it connects (not
                                                      blocked)
                                                    3.5 seconds = bomb; long
                                                    4 seconds = bullet bill;
                                                      long; grounds opponent
                                                        Note that the Arekore
                                                        Poi will "destroy" most
                                                        projectiles and will
                                                        mutually "destroy" with
                                                        another Arekore Poi or
                                                        one of Politank Z's Z
                                                        Dama; this projectile
                                                        can also be completely
                                                        "destroyed" by a well
                                                        timed normal/special
                                                        move/etc.
Himitsu Arekore Poi      qcf + HP (hold HP to     hold HP for:
                           cycle items, release     0 seconds = tea cup; short
                           HP to use the            1 second = plate; long
                           selected item; same      1.5 seconds = book; long;
                           move as above,             overhead
                           however, the item        2 seconds = robot dog;
                           bubble is hidden)          long; must be blocked
                                                      low
                                                    2.5 seconds = robot bird;
                                                      long
                                                    3 seconds = cactus; 
                                                      medium; dizzies opponent
                                                      if it connects (not
                                                      blocked)
                                                    3.5 seconds = bomb; long
                                                    4 seconds = bullet bill;
                                                      long; grounds opponent
                                                        Note that the Arekore
                                                        Poi will "destroy" most
                                                        projectiles and will
                                                        mutually "destroy" with
                                                        another Arekore Poi or
                                                        one of Politank Z's Z
                                                        Dama; this projectile
                                                        can also be completely
                                                        "destroyed" by a well
                                                        timed normal/special
                                                        move/etc.
Air Arekore Poi          qcf + LP in air (hold    hold LP for:
                           LP to cycle items,       0 seconds = tea cup; short
                           release LP to use        1 second = plate; long
                           the selected item)       1.5 seconds = book; long;
                                                      overhead
                                                    2 seconds = robot dog; 
                                                      long; must be blocked
                                                      low
                                                    2.5 seconds = robot bird;
                                                      long
                                                    3 seconds = cactus; 
                                                      medium; dizzies opponent
                                                      if it connects (not
                                                      blocked)
                                                    3.5 seconds = bomb; long
                                                    4 seconds = bullet bill;
                                                      long; grounds opponent
                                                        Note that the Arekore
                                                        Poi will "destroy" most
                                                        projectiles and will
                                                        mutually "destroy" with
                                                        another Arekore Poi or
                                                        one of Politank Z's Z
                                                        Dama; this projectile
                                                        can also be completely
                                                        "destroyed" by a well
                                                        timed normal/special
                                                        move/etc.
Air Himitsu Arekore Poi  qcf + HP in air (hold    hold HP for:
                           HP to cycle items,       0 seconds = tea cup; short
                           release HP to use        1 second = plate; long
                           the selected item;       1.5 seconds = book; long;
                           same move as above,        overhead
                           however, the item        2 seconds = robot dog; 
                           bubble is hidden)          long; must be blocked
                                                      low
                                                    2.5 seconds = robot bird;
                                                      long
                                                    3 seconds = cactus; 
                                                      medium; dizzies opponent
                                                      if it connects (not
                                                      blocked)
                                                    3.5 seconds = bomb; long
                                                    4 + seconds = bullet bill;
                                                      long; grounds opponent
                                                        Note that the Arekore
                                                        Poi will "destroy" most
                                                        projectiles and will
                                                        mutually "destroy" with
                                                        another Arekore Poi or
                                                        one of Politank Z's Z
                                                        Dama; this projectile
                                                        can also be completely
                                                        "destroyed" by a well
                                                        timed normal/special
                                                        move/etc.
Chikuchiku Attack        f, d, df + P             LP=short, HP=long and causes
                                                    more damage; grounds
                                                    opponent
Chuuchuu Attack          b, d, db + P             LP=short, HP=long and
                                                    absorbs more energy;
                                                    this move allows Tesse
                                                    to regenerate her lifebar
                                                    if the move connects (not
                                                    blocked); grounds opponent
Denshi Kousen            qcf + K                  LK=short, HK=long; grounds
                                                    opponent
Guruguru Pa!             hcb + HK close           unblockable; grounds opponent


EX Moves
--------
EX Himitsu Arekore Poi   qcf + LP+HP (hold        hold LP+HP for:
                           LP+HP to cycle           0 seconds = tea cup, plate,
                           item combinations          book; the book is an   
                           and release to use         overhead
                           these item               1 second = plate, book,
                           combinations; there        robot dog; the book is
                           is no item bubble as       an overhead and the
                           it is hidden)              robot dog must be
                                                      blocked low
                                                    1.5 seconds = book, robot
                                                      dog, robot bird; the 
                                                      book is an overhead and
                                                      the robot dog must be
                                                      blocked low
                                                    2 seconds = robot dog,
                                                      robot bird, cactus; the 
                                                      robot dog must be 
                                                      blocked low and the 
                                                      cactus dizzies opponent
                                                      if it connects (not
                                                      blocked)
                                                    2.5 seconds = robot bird,
                                                      cactus, bomb; cactus
                                                      dizzies opponent if it
                                                      connects (not blocked)
                                                    3 + seconds = cactus, bomb,
                                                      bullet bill; cactus
                                                      dizzies opponent if it
                                                      connects (not blocked)
                                                      and bullet bill grounds
                                                      opponent
                                                        Note that most likely
                                                        even if one item is
                                                        "destroyed", the rest
                                                        will make it through
                                                        (unless it's up against
                                                        a super projectile, of
                                                        course)
EX Air Himitsu Are. Poi  qcf + LP+HP in air       hold LP+HP for:
                           (hold LP+HP to cycle     0 seconds = tea cup, plate,
                           item combinations          book; the book is an  
                           and release to use         overhead
                           these item               1 second = plate, book,
                           combinations; there        robot dog; the book is
                           is no item bubble as       an overhead and the
                           it is hidden)              robot dog must be
                                                      blocked low
                                                    1.5 seconds = book, robot
                                                      dog, robot bird; the 
                                                      book is an overhead and
                                                      the robot dog must be
                                                      blocked low
                                                    2 seconds = robot dog,
                                                      robot bird, cactus; the 
                                                      robot dog must be 
                                                      blocked low and the 
                                                      cactus dizzies opponent
                                                      if it connects (not
                                                      blocked)
                                                    2.5 seconds = robot bird,
                                                      cactus, bomb; cactus
                                                      dizzies opponent if it
                                                      connects (not blocked)
                                                    3 + seconds = cactus, bomb,
                                                      bullet bill; cactus
                                                      dizzies opponent if it
                                                      connects (not blocked)
                                                      and bullet bill grounds
                                                      opponent
                                                        Note that most likely
                                                        even if one item is
                                                        "destroyed", the rest
                                                        will make it through
                                                        (unless it's up against
                                                        a super projectile, of
                                                        course)
EX Chikuchiku Attack     f, d, df + LP+HP         grounds opponent
EX Chuuchuu Attack       b, d, db + LP+HP         this move allows Tesse
                                                    to regenerate her lifebar
                                                    if the move connects (not
                                                    blocked); grounds opponent
EX Denshi Kousen         qcf + LK+HK 


Super
-----
Chou Denshi Kai Kousen   hcb, f + LK+HK


Hara Hara
---------
Chou Denshi Eraser       d, d + LK+HK/LP+HP       unblockable; move will track
                                                    to opponent when finally
                                                    executed; Tesse will fall
                                                    down onto the ground after
                                                    the blast, and all wake up
                                                    options are still available
                                                    to her from there; grounds
                                                    opponent
 




*******************************************************************************
* 3.4 Politank Z                                                              *
*******************************************************************************
Colors
------
LP - Tan w/ Blue trim
HP - Red w/ Blue-Gray trim
LK - Fallow w/ Orange trim
HK - Light Tan w/ Green trim
d + LP+LK+HP+HK - Dark Brown w/ Black trim



Throw
-----
Tsukami Gekichi          f/b + HP close           grounds opponent; CANNOT 
                                                    Throw Recover from this


Basic Moves
-----------
Tank Crawl               hold df                  crawl will start a short
                                                    time after holding df
Rinmogurin Spiral        hold u after being       wake up attack; must be
                           knocked down             blocked low; grounds
                                                    opponent
Air Double Swing Arm     LP, LP in air            both parts are overheads
Air Cannon Blast         HP in air                grounds opponent
Air Tread Kick           HK in air                hits multiple times with all
                                                    parts being overheads;
                                                    grounds opponent
Double Swing Arm         LP, LP                   
Cannon Blast             HP                       grounds opponent
Pachinko Hou Rencha      LK, LK, LK, LK           
Tread Kick               HK                       3 hits; will knock down
                                                    opponent if close
  Caterpillar            tap HK rapidly           will knock down opponent if
                                                    close


Command Moves
-------------
Spin Slicer              Dash Forward, HK         must be blocked low; grounds
                                                    opponent
Rinmogurin Crush         u + any attack button    pursue attack
                           on downed opponent
Activate Super Mode      LP+LK+HP+HK              blast can strike opponent;
                                                    invulnerable for a second;
                                                    super mode last for about
                                                    six seconds; blast grounds
                                                    opponent
Closed Clamp Clash       P+K                      overhead
Missile Waza Shita       d + HK in air            must be blocked low; grounds
                                                    opponent
Drill Arm                f + HP                   grounds opponent
  Extend                 tap HP rapidly           grounds opponent
Zenshin Kick             f + HK                   grounds opponent
  Caterpillar            tap HK rapidly           grounds opponent
Rotating Arms            d + LP                   2 hits; both parts must be
                                                    blocked low; the second
                                                    part knocks the opponent
                                                    down
Dog Bite                 d + LK                   2 hits; both parts must be
                                                    blocked low
Double Tread             d + HK                   both parts must be blocked
                                                    low; grounds opponent


Special Moves
-------------
Z Dama                   qcf + P (hold P for      hold P for:
                          longer and more           0 seconds = bomb; shortest
                          powerful weapon shot)     .25 second = grenade; short
                                                    .5 second = small torpedo;
                                                      medium
                                                    .75 second = large torpedo;
                                                      long
                                                    1+ second = mine; high and
                                                      very long
                                                        Note that the Z Dama
                                                        will "destroy" most
                                                        projectiles and will
                                                        mutually "destroy" with
                                                        another Z Dama or one
                                                        of Tesse's Arekore Poi;
                                                        unlike the other 
                                                        projectiles in this
                                                        game, most 
                                                        normals/special
                                                        moves/etc. do NOT
                                                        "destroy" the Z Dama,
                                                        even if well timed;
                                                        the only ones that seem
                                                        to have any effect are
                                                        moves that have
                                                        hit boxes outside that
                                                        of the character's
                                                        body (ie. Politank's
                                                        Pachinko Hou Rencha)
Doku Doku Smoke          qcf + K                  if cloud connects (not
                                                    blocked), the opponent will
                                                    be stunned and must shake
                                                    the joystick to recover or
                                                    wait 1.5 seconds to 
                                                    automatically recover; the
                                                    cloud can be "destroyed",
                                                    but only by high hitting
                                                    projectiles such as another
                                                    Doku Doku Smoke, Arina's
                                                    HP Arina Beam, Politank's
                                                    Z Damas or Tesse's higher
                                                    thrown Arekore Pois
Guru Rinmogurin          b, db, d + K             LK=resurface short,
                                                    HK=resurface long; the
                                                    digging portion on both the
                                                    LP and HP version must be
                                                    blocked low; the resurface
                                                    portion of the LP version
                                                    must be blocked low while
                                                    the resurface portion of
                                                    the HP version is 
                                                    unblockable; grounds 
                                                    opponent
Ningen Dai Hou           hcb + HK                 arms must connect with
                                                    opponent (not blocked) to
                                                    perform the entire move;
                                                    grounds opponent


EX Moves
--------
EX Z Dama                qcf + LP+HP              will shoot all 5 weapons out
                                                    in the order: bomb,
                                                    grenade, small torpedo,
                                                    large torpedo, mine
EX Doku Doku Smoke       qcf + LK+HK              shoots two things of purple
                                                    smoke that travel faster
                                                    and further than the
                                                    regular Doku Doku Smoke;
                                                    only one needs to hit the
                                                    opponent to stun them; if
                                                    one cloud connects (not
                                                    blocked), the opponent will
                                                    be stunned and must shake
                                                    the joystick to recover or
                                                    wait 1.5 seconds to 
                                                    automatically recover; note
                                                    that most likely even if
                                                    one cloud is "destroyed",
                                                    the other one will make it
                                                    through (unless it's up
                                                    against a super projectile,
                                                    of course)
EX Guru Rinmogurin       b, db, d + LK+HK         both the digging portion and
                                                    resurface and charge 
                                                    portion of the move must
                                                    be blocked low; the last
                                                    part (the hop), however, is
                                                    an overhead; grounds 
                                                    opponent


Super
-----
Gyro Bakugeki            b, d, db + LP+HP, then   b/f helps guide your flight;
                           use b/f to guide         the bombs must be blocked
                                                    low; grounds opponent


Hara Hara
---------
Bikkuri Dokkiri Dan      d, d + LK+HK/LP+HP       the explosions are 
                                                    unblockable and absorb
                                                    projectiles; grounds
                                                    opponent





*******************************************************************************
* 3.5 Mauru                                                                   *
*******************************************************************************
Colors
------
LP - Purple fur (Mugi=Green costume)
HP - Orange fur (Mugi=Blue costume)
LK - Alizarin fur (Mugi=Yellow costume)
HK - White fur (Mugi=Red costume)
d + LP+LK+HP+HK - Black fur w/ Blue trim (Mugi=Dark Gray costume w/ Blue skin)



Throws
------
Poi                      f/b + HP close           grounds opponent; opponent
                                                    ends up behind Mauru; can
                                                    Throw Recover from this
Kuuchuu Poi              any direction except     grounds opponent; opponent
                           u + HP when close        ends up behind Mauru; can
                           in air                   Throw Recover from this


Basic Moves
-----------
Back Hop                 b, b                     low dodge
Mauru Flip               hold u after being       wake up attack; overhead;
                           knocked down             grounds opponent
Rapid Feet               ub/uf, LK                all hits are overheads
Happy Flip               HK                       knocks opponent down


Command Moves
-------------
Butt Drop                u + any attack button    pursue attack
                           on downed opponent
Activate Super Mode      LP+LK+HP+HK              blast can strike opponent;
                                                    invulnerable for a second;
                                                    super mode last for about
                                                    six seconds; blast grounds
                                                    opponent
Double Claw              P+K                      overhead
WakuWaku Upper           f + HP                   knocks opponent against the
                                                    wall if it connects (not
                                                    blocked)
Low Claw                 d + LP                   must be blocked low
Missed Catch             d + HP                   must be blocked low; grounds
                                                    opponent
Sneak Forward            d + LK                   must be blocked low; grounds
                                                    opponent
Hop Forward              d + HK                   must be blocked low; grounds
                                                    opponent


Special Moves
-------------
Guruguru Punch           qcf + P                  LP=short, HP=long; grounds
                                                    opponent
Bunbun Copter            f, d, df + P             LP=low, HP=high; grounds
                                                    opponent
Air Bunbun Copter        f, d, df + P in air      LP=low, HP=high; grounds
                                                    opponent
Body Press               qcb + K                  LK=short, HK=long; overhead;
                                                    grounds opponent
Mauru Binta              hcb + HK close           unblockable; grounds opponent


EX Moves
--------
EX Guruguru Punch        qcf + LP+HP              knocks opponent against the
                                                    wall if it connects (not
                                                    blocked)
EX Bunbun Copter         f, d, df + LP+HP         grounds opponent
EX Air Bunbun Copter     f, d, df + LP+HP in      grounds opponent
                           air
EX Body Press            qcb + LK+HK              both parts are overheads;
                                                    grounds opponent


Super
-----
Bunbun Typhoon           360 + LP+HP, the use     b/f will guide Mauru forward
                           b/f to guide             or back during the duration
                                                    of the super


Hara Hara
---------
Miracle Voice            d, d + LK+HK/LP+HP       unblockable; absorbs
                                                    projectiles; grounds
                                                    opponent





*******************************************************************************
* 3.6 Dandy J                                                                 *
*******************************************************************************
Colors
------
LP - Green costume (Natsumi=White top w/ Blue shorts)
HP - Dark Gray costume (Natsumi=Light Pink top w/ Pink shorts)
LK - Orange-Red costume (Natsumi=Orange-Red top w/ Green shorts)
HK - Carolina Blue costume (Natsumi=Dark Blue top w/ White shorts)
d + LP+LK+HP+HK - Dark Blue costume w/ Dark Gray shirt and Blue skin 
                  (Natsumi=Dark Blue top w/ Black shorts and Blue skin)



Throws
------
Banmotsu Gou Soku Kyuu   f/b + HP close           throws opponent against the
                                                    wall
Air Banmotsu Gou Soku K. any direction except     throws opponent against the
                           u + HP when close        wall
                           in air


Basic Moves
-----------
Back Roll                b, b                     high dodge
Short Roll Forward       f, f
Long Diving Roll         f, f (hold f)
  Long Dive Cancel       LP/LK/HP/HK
    Attack               LP/LK/HP/HK
Scissor Kick             hold u after being       wake up attack; overhead;
                           knocked down             grounds opponent


Command Moves
-------------
Back Dive                u + any attack button    pursue attack
                           on downed opponent
Activate Super Mode      LP+LK+HP+HK              blast can strike opponent;
                                                    invulnerable for a second;
                                                    super mode last for about
                                                    six seconds; blast grounds
                                                    opponent
Axe Kick                 P+K                      overhead
Low Punch                d + LP                   must be blocked low
Extend Punch             d + HP                   must be blocked low; grounds
                                                    opponent
Power Stomp              d + HK                   second part must be blocked
                                                    low


Special Moves
-------------
High Hissatsu Rope       qcf + P                  
  Ren Hai Hanabi         P                        you should press P just after
                                                    Dandy releases his rope;
                                                    you can, however, tap P to
                                                    get the follow up to come
                                                    out more reliably
  Gouin Teikiatsu        b + P                    enter the b + P motion after
                                                    the rope is sent out; you
                                                    can choose to perform it
                                                    when the rope reaches its
                                                    maximum length, allowing
                                                    you to perform a Gouin
                                                    Teikiatsu with more screen
                                                    range; you can hold b and
                                                    tap P to get the follow up
                                                    to come out more reliably
    Taifuu Mouda         360 + P                  grounds opponent
Air Hissatsu Rope        qcf + P in air           
  Ren Hai Hanabi         P                        you should press P just after
                                                    Dandy releases his rope;
                                                    you can, however, tap P to
                                                    get the follow up to come
                                                    out more reliably
  Gouin Teikiatsu        b + P                    enter the b + P motion after
                                                    the rope is sent out; you
                                                    can choose to perform it
                                                    when the rope reaches its
                                                    maximum length, allowing
                                                    you to perform a Gouin
                                                    Teikiatsu with more screen
                                                    range; you can hold b and
                                                    tap P to get the follow up
                                                    to come out more reliably
    Taifuu Mouda         360 + P                  grounds opponent
Kyou Ijin Tei Hatsu Hi   f, d, df + P             must be blocked low; grounds
                                                    opponent
Low Hissatsu Rope        qcf + K                  must be blocked low
  Ren Hai Hanabi         K                        you should press K just after
                                                    Dandy releases his rope;
                                                    you can, however, tap K to
                                                    get the follow up to come
                                                    out more reliably
  Gouin Teikiatsu        b + K                    enter the b + K motion after
                                                    the rope is sent out; you
                                                    can choose to perform it
                                                    when the rope reaches its
                                                    maximum length, allowing
                                                    you to perform a Gouin
                                                    Teikiatsu with more screen
                                                    range; you can hold b and
                                                    tap K to get the follow up
                                                    to come out more reliably
    Taifuu Mouda         360 + K                  grounds opponent
Ranpuu Nage              qcb, qcb + P             Dandy J can only perform
                                                    normal attacks while this
                                                    move is active
Natsumi Nage             qcb, qcb + K             Dandy J can only perform
                                                    normal attacks while this
                                                    move is active; grounds
                                                    opponent
Jou Shi Ka Shi Ten Nage  hcb + HK close           unblockable; grounds opponent


EX Moves
--------
EX High Hissatsu Rope    qcf + LP+HP              grounds opponent
EX Air Hissatsu Rope     qcf + LP+HP in air       grounds opponent
EX Kyou Ijin Tei H. H.   f, d, df + LP+HP         the first part must be
                                                    blocked low; last hit
                                                    knocks opponent against the
                                                    wall if it connects (not
                                                    blocked)
EX Low Hissatsu Rope     qcf + LK+HK              must be blocked low; grounds
                                                    opponent
EX Taifuu Mouda          360 + LP+HP after a      grounds opponent
                           Gouin Teikiatsu 
                           from a high or air
                           Hissatsu Rope OR 
                           360 + LK+HK after
                           a Gouin Teikiatsu 
                           from low Hissatsu
                           Rope
                         

Supers
------
Kyou Ten Dou Chi Ginga   qcf, hcb + LP+HP         rope must connect (not
                                                    blocked) to perform the
                                                    entire super; grounds
                                                    opponent
Dai Youryou Seiden Ken   f, b, f, b, f + LP+HP    grounds opponent


Hara Hara
---------
Tai Shoumetsu Ryuushi    d, d + LK+HK/LP+HP       unblockable; if the opponent
                                                    is close they will be
                                                    struck by Dandy J's fist
                                                    and be knocked against the
                                                    wall; the laser tower
                                                    CANNOT absorb projectiles
                                                    and grounds the opponent





*******************************************************************************
* 3.7 Arina                                                                   *
*******************************************************************************
Colors
------
LP - Blue costume w/ White jacket and Red trim
HP - Orange costume (Yellow trim) w/ White jacket and Red trim
LK - Red costume w/ White jacket and Blue trim
HK - White costume w/ White jacket and Yellow trim
d + LP+LK+HP+HK - Dark Blue costume w/ Gray jacket and Dark Blue trim (Blue
                  skin)



Throws
------
Back Throw               f/b + HP close           grounds opponent; opponent
                                                    ends up behind Arina; can
                                                    Throw Recover from this
Butt Springer            f/b + HK close           grounds opponent; can Throw
                                                    Recover from this
Air Raid                 any direction except     grounds opponent; CANNOT
                           u + HP when close        Throw Recover from this
                           in air


Basic Moves
-----------
Back Flip                b, b                     invulnerable for a second
Off Balance Axe          hold u after being       wake up attack; overhead;
                           knocked down             grounds opponent
Jumping Jaku Punch       tap LP rapidly in air
Diagonal Punch           HP in air                overhead
  Kyou Punch             HP                       overhead
Butt Drop                LK in air                overhead; knocks opponent out
                                                    of the air
  Slap                   tap LK rapidly           all parts are overheads;
                                                    knocks opponent out of the
                                                    air      
Driving Punch            HP                       2 hits        
Renzoku Punch            tap LP rapidly
Dan Kick                 HK                       
  Sobat                  HK                       knocks opponent against the
                                                    wall if it connects (not
                                                    blocked)


Command Moves
-------------
Foot Plant               u + any attack button    pursue attack
                           on downed opponent
Activate Super Mode      LP+LK+HP+HK              blast can strike opponent;
                                                    invulnerable for a second;
                                                    super mode last for about
                                                    six seconds; blast grounds
                                                    opponent
Arina Hop Kick           P+K                      both parts are overheads
Shagami Jaku Punch       hold d and tap LP        must be blocked low
                           rapidly 
Arina Upper              d + HP
  Upper Finish           HP


Special Moves
-------------
Horizontal Arina Beam    qcf + LP (hold LP to     hold LP for:
                           empower)                 0 seconds = small yellow
                                                      star; shortest
                                                    .5 second = medium green
                                                      star; short
                                                    .75 second = large blue
                                                      star; medium
                                                    1+ second = huge purple
                                                      star; far; grounds 
                                                      opponent
                                                        Note that the fully
                                                        charged Arina Beam will
                                                        "destroy" most 
                                                        projectiles while the
                                                        weakest version of the
                                                        Arina Beam will be
                                                        "destroyed" by most
                                                        projectiles; this
                                                        projectile can also be
                                                        completely "destroyed"
                                                        by a well timed 
                                                        normal/special
                                                        move/etc.
Air Horiz. Arina Beam    qcf + LP in air (hold    hold LP for:
                           LP to empower)           0 seconds = small yellow
                                                      star; shortest
                                                    .5 second = medium green
                                                      star; short
                                                    .75 second = large blue
                                                      star; medium
                                                    1+ second = huge purple
                                                      star; far; grounds
                                                      opponent
                                                        Note that the fully
                                                        charged Arina Beam will
                                                        "destroy" most 
                                                        projectiles while the
                                                        weakest version of the
                                                        Arina Beam will be
                                                        "destroyed" by most
                                                        projectiles; this
                                                        projectile can also be
                                                        completely "destroyed"
                                                        by a well timed 
                                                        normal/special
                                                        move/etc.
Upward Arina Beam        qcf + HP (hold HP to     hold HP for:
                           empower)                 0 seconds = small yellow
                                                      star; shortest
                                                    .5 second = medium green
                                                      star; short
                                                    .75 second = large blue
                                                      star; medium
                                                    1+ second = huge purple
                                                      star; far; grounds
                                                      opponent
                                                        Note that the fully
                                                        charged Arina Beam will
                                                        "destroy" most 
                                                        projectiles while the
                                                        weakest version of the
                                                        Arina Beam will be
                                                        "destroyed" by most
                                                        projectiles; this
                                                        projectile can also be
                                                        completely "destroyed"
                                                        by a well timed 
                                                        normal/special
                                                        move/etc.
Air Downward Arina Beam  qcf + HP in air (hold    hold HP for:
                           HP to empower)           0 seconds = small yellow
                                                      star; slowest
                                                    .5 second = medium green
                                                      star; slow
                                                    .75 second = large blue
                                                      star; medium
                                                    1+ second = huge purple
                                                      star; fast; grounds
                                                      opponent
                                                        Note that the fully
                                                        charged Arina Beam will
                                                        "destroy" most 
                                                        projectiles while the
                                                        weakest version of the
                                                        Arina Beam will be
                                                        "destroyed" by most
                                                        projectiles; this
                                                        projectile can also be
                                                        completely "destroyed"
                                                        by a well timed 
                                                        normal/special
                                                        move/etc.
Arina Uppercut           f, d, df + P             LP=short, HP=far; grounds
                                                    opponent
  Arina Crash            tap P rapidly            grounds opponent
Arina Tornado            qcb + K                  LK=short, HK=long
  More Spins             tap K rapidly            the last kick will knock the
                                                    opponent against the wall
                                                    if it connects (not 
                                                    blocked)
Face Crusher             hcb + HK close           unblockable; grounds opponent
                        

EX Moves
--------
EX Arina Beam            qcf + LP+HP              absorbs projectiles; brings
                                                    opponent close to dizzy
                                                    status; in fact, hitting
                                                    two successful EX Arina
                                                    Beams in a row causes auto
                                                    dizzy; grounds opponent
EX Air Arina Beam        qcf + LP+HP in air       absorbs projectiles; brings
                                                    opponent close to dizzy
                                                    status; in fact, hitting
                                                    two successful EX Arina
                                                    Beams in a row causes auto
                                                    dizzy; grounds opponent
EX Arina Uppercut        f, d, df + LP+HP         grounds opponent
  Arina Crash            tap P rapidly            grounds opponent
EX Arina Tornado         qcb + LK+HK              the last kick will knock the
                                                    opponent against the wall
                                                    if it connects (not 
                                                    blocked)


Super
-----
Arina Carnival           f, hcf + LK+HK           dash in must touch opponent
                                                    to perform the first part
                                                    of the super; one of the
                                                    attacks from the first part
                                                    must connect (not blocked)
                                                    to perform the rest of the
                                                    super; grounds opponent


Hara Haras
----------
Arina Startup            d, d + LK+HK/LP+HP       
  Arina Special          any direction            the direction pressed 
                                                    determines where Arina
                                                    will fly to; unblockable;
                                                    grounds opponent
  Cancel                 do nothing               can still hit opponent if
                                                    they are really close;
                                                    grounds opponent
Arina Air Startup        d, d + LK+HK/LP+HP in
                           air     
  Arina Special          any direction            the direction pressed 
                                                    determines where Arina
                                                    will fly to; unblockable;
                                                    grounds opponent
  Cancel                 do nothing               can still hit opponent if
                                                    they are really close;
                                                    grounds opponent



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




*******************************************************************************
* 3.8 Bonus Kun                                                               *
*******************************************************************************

             +++Bonus Kun cannot duck or throw the opponent+++


Colors
------
LP - White w/ Red headband
HP - Red w/ Gold headband
LK - Black w/ Dark Red headband
HK - Orange w/ Black headband



Throw
-----
None


Basic Moves
-----------
Coward Backtrack         b, b (hold b to
                           continue to backdash)
Shoto Spin               hold u after being       wake up attack; overhead;
                           knocked down             grounds opponent
Low Strike               HK                       must be blocked low; grounds
                                                    opponent
                      

Command Moves
-------------
Head Pounce              u + any attack button    pursue attack
                           on downed opponent
Activate Super Mode      LP+LK+HP+HK              blast can strike opponent;
                                                    invulnerable for a second;
                                                    super mode last for about
                                                    six seconds; blast grounds
                                                    opponent
Headslam                 P+K                      all hits are overheads;
                                                    grounds opponent

                           
Special Moves
-------------
Kou Shuu Tan             qcf + P                  LP=slow, HP=fast; LP version
                                                    will be "destroyed" by a
                                                    HP Inazuma Cannon from Rai,
                                                    a late LP Inazuma Cannon
                                                    from Rai, a late LP Kou
                                                    Shuu Tan, most of Tesse's
                                                    Arekore Poi objects, the
                                                    empowered versions of
                                                    Arina's Arina Beam and a
                                                    HP Kou Shuu Tan; LP version
                                                    will mutually "destroy"
                                                    with a LP Inazuma Cannon
                                                    from Rai released at the
                                                    same time or with a LP Kou
                                                    Shuu Tan released at the
                                                    same time; HP version will
                                                    be "destroyed" by a 
                                                    late LP/HP Inazuma Cannon
                                                    from Rai, a late LP/HP Kou
                                                    Shuu Tan, most of Tesse's
                                                    Arekore Poi objects, and
                                                    the empowered versions of
                                                    Arina's Arina Beam; HP
                                                    version is mutually 
                                                    "destroyed" by a HP Inazuma
                                                    Cannon from Rai released at
                                                    the same time or with a HP
                                                    Kou Shuu Tan released at
                                                    the same time; Note that 
                                                    this projectile can also be
                                                    completely "destroyed" by
                                                    a well timed normal/special
                                                    move/etc.
Bou Bou Ken              f, d, df + P             LP=short, HP=further; 3rd hit
                                                    must connect (not blocked)
                                                    to ground opponent
Uzumaki Boufuu Kyaku     qcb + K                  LK=long and slow; short and
                                                    fast


EX Moves
--------
EX Kou Shuu Tan          qcf + LP+HP              absorbs projectiles; grounds
                                                    opponent
EX Bou Bou Ken           f, d, df + LP+HP         last hit must connect (not
                                                    blocked) to ground opponent
EX Uzumaki Boufuu Kyaku  qcb + LK+HK              all parts are overheads; last
                                                    hit must connect (not
                                                    blocked) to ground opponent


Super
-----
Arata Netsu Dai Sharin   f, hcf + LK+HK           grounds opponent; even though
                                                    you fall to the ground
                                                    after the super, you do NOT
                                                    have wake up options 
                                                    available to you


Hara Hara
---------
Shou Shin Bomber         d, d + LK+HK/LP+HP       unblockable; move has homing
                                                    ability; Bonus Kun will be
                                                    on the ground after the 
                                                    Hara Hara, and all wake up
                                                    options are available to
                                                    him from there; grounds
                                                    opponent





*******************************************************************************
* 3.9 Makaitaitei Fernandez                                                   *
*******************************************************************************
Colors
------
LP - Black body w/ Red mouth
HP - Red body w/ Purple mouth
LK - Orange body w/ Green mouth
HK - Green body w/ Yellow mouth



Throw
-----
Beroncho Poi Death       f/b + HP close           grounds opponent; opponent
                                                    ends up behind Fernandez;
                                                    can Throw Recover from this


Basic Moves
-----------
Rumble Backwards         b, b (hold b to
                           continue to backdash)
Spiked Kick              hold u after being       wake up attack; overhead;
                           knocked down             grounds opponent

                   
Command Moves
-------------
Body Attack              d + HP in air            overhead
Body Smash               u + any attack button    pursue attack
                           on downed opponent
Activate Super Mode      LP+LK+HP+HK              blast can strike opponent;
                                                    invulnerable for a second;
                                                    super mode last for about
                                                    six seconds; blast grounds
                                                    opponent
Goodnight Death Kiss     P+K                      overhead
  Vacuum Death           d + HP                   this move allows Fernandez
                                                    to regenerate his lifebar
                                                    if the move connects (not
                                                    blocked); grounds opponent;
                                                    you can hold d and tap HP
                                                    after the Goodnight Death
                                                    Kiss to make this follow up
                                                    come out more reliably
Low Weak Sphere          d + LP                   must be blocked low
Low Strong Sphere        d + HP                   must be blocked low


Special Moves
-------------
High Tokudai Death Punch qcf + LP                 knocks opponent against the
                                                    wall if it connects (not
                                                    blocked)
Low Tokudai Death Punch  qcf + HP                 knocks opponent against the
                                                    wall if it connects (not
                                                    blocked)
Tobu Death Dessuun       f, d, df + P             LP=short, HP=further and 
                                                    more hits; grounds opponent
High Tokudai Death Kick  qcf + LK                 knocks opponent against the
                                                    wall if it connects (not
                                                    blocked)
Low Tokudai Death Kick   qcf + HK                 knocks opponent against the
                                                    wall if it connects (not
                                                    blocked)
Jump Tokudai Death Kick  qcf + HK in air          grounds opponent, but you 
                                                    are able to juggle them 
                                                    before this happens
Kurunarakoi Death        qcb + K                  high and low counter attack;
                                                    will even counter attack
                                                    projectiles; if opponent
                                                    receives all the hits from
                                                    this move they will auto
                                                    dizzy; grounds opponent
Mogumogu Buuddesu        hcb + HK close           unblockable; grounds opponent


EX Moves
--------
EX Tobu Death Dessuun    f, d, df + LP+HP         grounds opponent
EX Kurunarakoi Death     qcb + LK+HK              high and low counter attack;
                                                    will even counter attack
                                                    projectiles; grounds 
                                                    opponent


Super
-----
Okotta Dessuun           f, hcf + LP+HP           grounds opponent


Hara Hara
---------
Korogaru Death           d, d + LK+HK/LP+HP       unblockable; has no start up
                                                    time; grounds opponent

    



===============================================================================
4. Misc. And Easter Eggs
===============================================================================


* Bonus Kun and Makaitaitei Fernandez become normally selectable in 2 Player
  mode with the machine mode set to Console (check the game's dip switches).

* Pick Shadow Color: Hold d and press LP+HP+LK+HK when choosing your character
  on the select screen (does not work for Bonus Kun or Makaitaitei Fernandez).

* If you accumulate 7 or 77 credits (before pressing Start), the Waku Waku 7
  logo will reverse itself.



===============================================================================
5. Conclusion
===============================================================================

5.1 What's Missing/Needed
-Clean up and corrections
-If you have anything to add, any corrections I need to make, please email me
at billy_kane_32@hotmail.com.  Credit will be given for your contribution.


5.2 Credits
-Sunsoft
-Gamefaqs
-And me for writing this FAQ