Waku Waku 7/Fernandez

From SuperCombo Wiki


Introduction

By the power of the Wakuwaku Balls, he was sealed in Wakuwaku Park. For a long time, perhaps from the circumstances in which he was imprisoned, he might have become an extremely good person!?.

Fernandez (AKA Makaitaitei Fernandeath in the JP version) is the aggressive boss character who can either play rushdown or stay at distance and attack with his ranged and mostly safe attacks. Nearly anything Fernandez does leaves him at advantage or safe, regardless if it hits or not. One of his main focuses is his size, making it impossible for most of the cast to jump over him. This allows Fernandez to force the opponent into the corner, where he can turn most situations into a 50/50.

Fernandez
Strengths Weaknesses
  • Running in Reverse: Yes, Fernandez can run backwards. Combined with his fast dashes, this gives him one of the best mobility in the entire game.
  • Big: Due to his size, it is difficult for many character to jump over Fernandez.
  • Great Combo Game: High frame advantage to link basics, making 5A incredibly a freeform combo tool and 10F HaraHara.
  • Healing: You can heal with his overhead. This can mostly make the game last longer, and it is quite useful if the opponent is conditioned to block low.
  • Dizzy: Can dizzy really easily due to his normals and his counterattack move can dizzy. So it alternately is an excellent choice for ending rounds.
  • Fastest HaraHara: His HaraHara is without a doubt, the fastest in the game. At 10F, this makes dealing with Fernandez an absolute nightmare.
  • Big: He is more suspectible to overheads, and his enlarged limbs can be attacked to counter his offense and also suffers against heavy projectile pressure.
  • DokiDoki: DokiDoki is slow, and mostly useless. HaraHara is usually a better choice to spend meter on, really.
  • Boss Character: He is banned in tournaments, and you can't play as him on Fightcade. And even if you could, people probably don't want to play with you.
Fernandez
Character Data

Standing Normals

5A
Damage Guard Dizzy Cancel
16 M 15 O
Startup Active Recovery Adv. Hit Adv. Guard
4 4 6 +7 +1
5B
Damage Guard Dizzy Cancel
40 M 25 X
Startup Active Recovery Adv. Hit Adv. Guard
10 4 10 +11 +1
5C
Damage Guard Dizzy Cancel
20 M 15 X
Startup Active Recovery Adv. Hit Adv. Guard
4 4 6 +7 +1
5D
Damage Guard Dizzy Cancel
49 M 25 X
Startup Active Recovery Adv. Hit Adv. Guard
10 4 10 +11 +1

Crouching Normals

2A
Damage Guard Dizzy Cancel
14 L 10 X
Startup Active Recovery Adv. Hit Adv. Guard
4 4 5 +8 +1
2B
Damage Guard Dizzy Cancel
37 L 20 X
Startup Active Recovery Adv. Hit Adv. Guard
10 4 10 +11 +1
2C
Damage Guard Dizzy Cancel
18 L 5 X
Startup Active Recovery Adv. Hit Adv. Guard
4 4 5 +8 +1
2D
Damage Guard Dizzy Cancel
44 L 10 X
Startup Active Recovery Adv. Hit Adv. Guard
10 4 8 KND +1

Jumping Normals

j.A
Damage Guard Dizzy Cancel
16 H 5 X
Startup Active Recovery Adv. Hit Adv. Guard
4 4 Gnd - -
j.B
Damage Guard Dizzy Cancel
40 H 10 X
Startup Active Recovery Adv. Hit Adv. Guard
10 4 Gnd - -
j.C
Damage Guard Dizzy Cancel
20 H 5 X
Startup Active Recovery Adv. Hit Adv. Guard
4 4 Gnd - -
j.D
Damage Guard Dizzy Cancel
49 H 10 X
Startup Active Recovery Adv. Hit Adv. Guard
10 4 Gnd - -

Command Normals

j.2B
Damage Guard Dizzy Cancel
40 H 20 -
Startup Active Recovery Adv. Hit Adv. Guard
7 Ground - - -

Universal Mechanics

Throw
Damage Guard Dizzy Cancel
57 Thw 0 -
Startup Active Recovery Adv. Hit Adv. Guard
1 1 - KND -
Command Grab
Damage Guard Dizzy Cancel
73 Thw 0 -
Startup Active Recovery Adv. Hit Adv. Guard
1 1 - KND -
Middle Attack
Damage Guard Dizzy Cancel
40 H 20 -
Startup Active Recovery Adv. Hit Adv. Guard
14 4 8 +13 +1
2A
Damage Guard Dizzy Cancel
64 - 0 -
Startup Active Recovery Adv. Hit Adv. Guard
- 1 12 KND -
Pursuit
Damage Guard Dizzy Cancel
49 M 0 -
Startup Active Recovery Adv. Hit Adv. Guard
54 4 31 KND -30
Rissing Attack
Damage Guard Dizzy Cancel
40 H 20 -
Startup Active Recovery Adv. Hit Adv. Guard
15 5 4 KND +1
Super Mode
Damage Guard Dizzy Cancel
55 M 50 -
Startup Active Recovery Adv. Hit Adv. Guard
2 11 1 KND +1

Special Moves

236A
Damage Guard Dizzy Cancel
65 M 0 -
Startup Active Recovery Adv. Hit Adv. Guard
13 4 28 WSL -17
236B
Damage Guard Dizzy Cancel
65 M 0 -
Startup Active Recovery Adv. Hit Adv. Guard
13 6 24 WSL -15
236C
Damage Guard Dizzy Cancel
65 M 0 -
Startup Active Recovery Adv. Hit Adv. Guard
13 5 25 WSL -15
236D
Damage Guard Dizzy Cancel
65 M 0 -
Startup Active Recovery Adv. Hit Adv. Guard
13 4 25 WSL -14
214C/D
Damage Guard Dizzy Cancel
- - - -
Startup Active Recovery Adv. Hit Adv. Guard
1 37 1 - -
214CD
Damage Guard Dizzy Cancel
- - - -
Startup Active Recovery Adv. Hit Adv. Guard
1‼0 52 1 - -
2AB
Damage Guard Dizzy Cancel
148 - 0 -
Startup Active Recovery Adv. Hit Adv. Guard
- 1 12 KND -
623A
Damage Guard Dizzy Cancel
32+33 M 20 -
Startup Active Recovery Adv. Hit Adv. Guard
4 2(1)23 38 KND -49
623B
Damage Guard Dizzy Cancel
14x5 M 20 -
Startup Active Recovery Adv. Hit Adv. Guard
3 2(1)31 39 KND -56
623AB
Damage Guard Dizzy Cancel
113 M 20 -
Startup Active Recovery Adv. Hit Adv. Guard
3‼0 17(2)34 41 KND -52

Air Special Moves

j.236D
Damage Guard Dizzy Cancel
65 M 0 -
Startup Active Recovery Adv. Hit Adv. Guard
11 4 Gnd KND -

DokiDoki

641236AB
Damage Guard Dizzy Cancel
155 M 0 -
Startup Active Recovery Adv. Hit Adv. Guard
28‼10 94 1 KND +1

HaraHara

22AB/CD
Damage Guard Dizzy Cancel
176 - 0 -
Startup Active Recovery Adv. Hit Adv. Guard
10 97 28 KND -

WW7 Navigation

General
Controls and Notation
HUD
System
FAQ
Characters
Fernandez
Rai
Slash
Tesse
PolitankZ
Mauru
DandyJ
Arina
Bonus Kun