Waku Waku 7/Bonus Kun

From SuperCombo Wiki


Introduction

A fighter that roams around to seek people who are stronger than him. Feeling the reassuring surge again, he comes out to Wakuwaku City.

Bonus-Kun is technically a Shoto, just more restricted in what he can do. Not that he's bad because he has some dirty tricks he can utilize and follow-up for sizable damage. One of which is 236A/B that is unblockable up close and gives him good advantage to link from.

Bonus Kun
Strengths Weaknesses
  • Can run backward
  • Great frame advantage off basics
  • 214KK is a 3F overhead
  • 236AB and 623AB both 0F ES
  • Cannot throw, crouch, or guard LOWs
  • No Chain series, instead has links
Bonus Kun
WW7 bonuskun.png
Character Data
Forward Run Duration 116F to cross stage
Back Run Speed 114F to cross stage
Pre-jump Frames 3 frames
Jump Duration 44 frames
Landing Frames 4 frames
Jump Height Apex 120
Forward Jump Distance 126
Backward Jump Distance 127


Knockdown Recovery 10 frames
Chain Series None

Move List

Standing Normals

5A
5A
WW7 Bonuskun 5A sprite.png
Damage Guard Dizzy Cancel
9 M 5 O
Startup Active Recovery Adv. Hit Adv. Guard
5 4 3 +10 +1
5B
5B
WW7 Bonuskun 5B sprite.png
Damage Guard Dizzy Cancel
22 M 10 X
Startup Active Recovery Adv. Hit Adv. Guard
12 11 10 +4 -6
5C
5C
WW7 Bonuskun 5C sprite.png
Damage Guard Dizzy Cancel
11 M 5 O
Startup Active Recovery Adv. Hit Adv. Guard
3 4 4 +9 +1
5D
5D
WW7 Bonuskun 5D sprite.png
Damage Guard Dizzy Cancel
26 L 10 X
Startup Active Recovery Adv. Hit Adv. Guard
6 6 10 KND -1

Jumping Normals

j.A
j.A
WW7 Bonuskun 5A sprite.png
Damage Guard Dizzy Cancel
9 H 5 -
Startup Active Recovery Adv. Hit Adv. Guard
5 Gnd - - -
j.B
j.B
WW7 Bonuskun 5B sprite.png
Damage Guard Dizzy Cancel
22+22 H 20 -
Startup Active Recovery Adv. Hit Adv. Guard
13 16 Gnd - -
j.C
j.C
WW7 Bonuskun 5C sprite.png
Damage Guard Dizzy Cancel
11 H 5 -
Startup Active Recovery Adv. Hit Adv. Guard
3 Gnd - - -
j.D
j.D
WW7 Bonuskun 5D sprite.png
Damage Guard Dizzy Cancel
26 H 10 -
Startup Active Recovery Adv. Hit Adv. Guard
7 12 Gnd - -

Universal Mechanics

Middle Attack
Middle Attack
WW7 Bonuskun Overhead sprite.png
Damage Guard Dizzy Cancel
7+7+8 H 60 -
Startup Active Recovery Adv. Hit Adv. Guard
7 7 44 KND -31

Air Unblockable

Rissing Attack
Rissing Attack
WW7 Bonuskun RisingAttack sprite.png
Damage Guard Dizzy Cancel
27 M 0 -
Startup Active Recovery Adv. Hit Adv. Guard
49 4 62 KND -51
  • Air Unblockable
  • 1~7F: invincible.
Pursuit
Pursuit
WW7 Bonuskun Pursuit sprite.png
Damage Guard Dizzy Cancel
7+7+8 H 60 -
Startup Active Recovery Adv. Hit Adv. Guard
8 27 16 KND -27
Super Mode
Super Mode
WW7 Bonuskun SuperMode sprite.png
Damage Guard Dizzy Cancel
55 M 50 -
Startup Active Recovery Adv. Hit Adv. Guard
27 1 10 KND -8
  • 1~27F: invincible.
  • Air Unblockable.

Special Moves

236A
236X
WW7 Bonuskun 236A B sprite.png
WW7 Bonuskun 236AB Energy sprite.png
A Damage Guard Dizzy Cancel
17 M 5 -
Startup Active Recovery Adv. Hit Adv. Guard
8 - 13 +4 -7
B Damage Guard Dizzy Cancel
26 M 5 -
Startup Active Recovery Adv. Hit Adv. Guard
13 - 18 +7 -16
AB Damage Guard Dizzy Cancel
10+10+11+10+11 M 5/n -
Startup Active Recovery Adv. Hit Adv. Guard
14‼0 - 25 KND -14

Projectile (A: Tier 1; B: Tier 2).

  • A 8~9F: Unblockable; B 13~14F: Unblockable.
  • A lasts 54F; B lasts 62F.

AB: Projectile (Tier 7).

  • Lasts 79F.
  • Hits on 19/20F of superflash.
  • 33~35F: UNBLOCKABLE.
214C
214X
WW7 Bonuskun 214C D sprite.png
C Damage Guard Dizzy Cancel
11+12+12 M 60 -
Startup Active Recovery Adv. Hit Adv. Guard
9 3(9)3(9)3(9)3 20 -10 -20
D Damage Guard Dizzy Cancel
13+13+14 M 60 -
Startup Active Recovery Adv. Hit Adv. Guard
12 2(6)2(6)2(6)2 20 -5 -15
CD Damage Guard Dizzy Cancel
56 H 0 -
Startup Active Recovery Adv. Hit Adv. Guard
2‼1 5(3)1(3)1(3)1 14 KND -3

214C's hits do combo, but the combometer won't display it due to "dead frames" (see System). The opponent is unable to guard in-between if they are struck by one of Bonus-Kun's spins.

623A
623X
WW7 Bonuskun 623A B sprite.png
A Damage Guard Dizzy Cancel
11+12+12 M 40 -
Startup Active Recovery Adv. Hit Adv. Guard
2 5(1)12 27 KND -25
B Damage Guard Dizzy Cancel
13+13+14 M 40 -
Startup Active Recovery Adv. Hit Adv. Guard
3 7(1)19 24 KND -28
AB Damage Guard Dizzy Cancel
80 M 0 -
Startup Active Recovery Adv. Hit Adv. Guard
2‼0 4(1)4(9)4(1)4 31 KND -32

A 2~6F: Air Unblockable

B 3~9F: Air Unblockable.

AB Hits on 15/20F of superflash.

  • 17~20F: Air Unblockable.

DokiDoki

641236CD
641236CD
WW7 Bonuskun 641236CD sprite.png
Damage Guard Dizzy Cancel
77 M 0 -
Startup Active Recovery Adv. Hit Adv. Guard
18‼10 48 79 KND -98

Air Unblockable

HaraHara

22AB/CD
22AB/CD
WW7 Bonuskun 22AB CD x1 sprite.png
WW7 Bonuskun 22AB CD x2 sprite.png
Damage Guard Dizzy Cancel
73 - 5/n -
Startup Active Recovery Adv. Hit Adv. Guard
113~ 15~26 80 KND -

Unblockable.

  • Tracks the opponent's location.
  • Counts as a Knockdown to Bonus-Kun, allowing him to roll tech or rising attack afterward.

WW7 Navigation

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