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STRATEGY GUIDE


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THE UNOFFICIAL STRATEGY GUIDE


 

WHAT THE HECK IS WAKU WAKU 7?

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

OTHER GAMES IN THE SERIES

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

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

DIFFERENCES BETWEEN THE SATURN AND NEO-GEO VERSIONS

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


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

THE BASICS:

JOYSTICK (while facing right)

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

BUTTONS

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

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

MOTION DESCRIPTIONS:

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

RECOVERY MOVES:

After being knocked down...

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

After being slammed toward a wall...

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

After being thrown...

+ when nearing ground: soften fall or recover entirely

ABOUT BASIC ATTACKS...

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

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

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

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

ABOUT SECRET STRIKES...

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

ABOUT THROWS...

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

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

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

ABOUT WALL SLAMS...

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

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

ABOUT WAKU GEM POWER...

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

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

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

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

ABOUT SPECIALS AND SUN SPECIALS...

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

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

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

ABOUT SUPER CHARGING...

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

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

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

ABOUT DOKI DOKIS...

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

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

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

ABOUT HARAHARAS...

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

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

Haraharas cannot be blocked!

THE COMBO SYSTEM...

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

GOOD!
Ten hit combos or ten point damage first attacks

GREAT!
Twenty hit combos or twenty point damage first attacks

EXCELLENT!
Thirty hit combos or thirty point damage first attacks

WAKUWAKU!
Forty hit combos or forty point damage first attacks

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

JANKEN SYSTEM FOR ATTACKS...

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

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




THE WAKU WAKU 7 CAST

ARINA

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

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


BASIC ATTACKS OF NOTE

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

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

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

: 1-2 punch.

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

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

: Upward punch. Tap the button to alternate fists.

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

PURSUIT

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

SPECIALS

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

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

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

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

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

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

DOKIDOKI

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

HARAHARA

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

THROWS

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

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

WAKU WAKU THROW

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

SECRET STRIKE

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

SUPER CHARGE

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

RAI

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

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


BASIC ATTACKS OF NOTE

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

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

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

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

:  Foot sweep.  Knocks enemies down.

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

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

PURSUIT

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

SPECIALS

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

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

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

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

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

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

DOKIDOKI

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

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

HARAHARA

PLASMA SPINNER: +

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

THROWS

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

WAKU WAKU THROW

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

SECRET STRIKE

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

SUPER CHARGE

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

SLASH

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

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


BASIC ATTACKS OF NOTE

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

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

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

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

:  Slide.

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

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

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

PURSUIT

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

SPECIALS

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

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

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

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

SLASH BARRIER: 
Slash swing