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
  • Can run backward
  • Difficult for many character to jump over
  • High frame advantage to link basics
  • Able to heal with his overhead
  • Counterattack move can dizzy
  • 2F Super Mode activation, nut bot a long invincible window
  • Incredibly fast Harahara at 10f
  • His enlarged limbs can be attacked to counter his offense
  • Suffers against heavy projectiles pressure
  • Dokidoki is slow activated and mostly pointless since Harahara is faster and does more damage
Fernandez
WW7 Fernandeath.gif
Character Data
Forward Run Duration 96F to cross stage
Back Run Speed 85F to cross stage
Pre-jump Frames 2 frames
Jump Duration 54 frames
Landing Frames 10 frames
Jump Height Apex 154
Forward Jump Distance 154
Backward Jump Distance 154


Knockdown Recovery 31 frames
Chain Series None; but can chain 5LP → 2P/K

Move List

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 -

Unblockable. Switches sides.

  • Can be throw softened within 17F.
Command Grab
Damage Guard Dizzy Cancel
73 Thw 0 -
Startup Active Recovery Adv. Hit Adv. Guard
1 1 - KND -

Unblockable. Switches sides.

Middle Attack
Damage Guard Dizzy Cancel
40 H 20 -
Startup Active Recovery Adv. Hit Adv. Guard
14 4 8 +13 +1
  • Air unblockable

Can follow with Vacuum Death.

Command Grab
Vacuum Death
2A
2A Damage Guard Dizzy Cancel
64 - 0 -
Startup Active Recovery Adv. Hit Adv. Guard
- 1 12 KND -

Restores 80 (31%) life.

  • Input can only be done if Middle Attack hits, and while Fernandez's lips are on the opponent. It's essentially a just frame input, but its success rate can be increased if [2] is held before the strike hits, then P.png during the hit.
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
  • Air Unblockable.
  • 1~14F: invincible.
Super Mode
Damage Guard Dizzy Cancel
55 M 50 -
Startup Active Recovery Adv. Hit Adv. Guard
2 11 1 KND +1

Air Unblockable.

  • 1~12F: invincible.

Special Moves

236A
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

Air Unblockable

236C
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

Air Unblockable

214C/D
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 - -

1~37F: counterattack stance.

  • Counters physical attacks (MID, LOW, and HIGH), PROJECTILEs, and Harahara unblockables.
  • Note that Fernandez is not invincible during his duration nor the execution of the Kuru Nara Koi Death, and suffers the damage from whatever attack he counters.
  • Multi-hitting attacks can go either way in being countered, depending on how fast the time is between hits. Fernandez attacks 13F after being struck, so not counting impact freeze (which tends to be ~8F), the gap between attacks would need to be about 5F or less.
  • While it is possible to counter Haraharas, remember they aren't created the same. Fernandez can outright beat many physical Haraharas like Arina's Arina Special and Rai's Bakurai Hurricane. However Fernandez would counter Dandy J's Tsuishoumetsu Ryuushikasoku Ken's initial punch, but get struck by the energy pillar. The same against countering the initial strike of Slash's Darkness Wind, but then be struck by the energy wave after.
2AB
Damage Guard Dizzy Cancel
148 - 0 -
Startup Active Recovery Adv. Hit Adv. Guard
- 1 12 KND -

Restores 68 (27%) life.

  • Input can only be done if Middle attack hits, and while Fernandez's lips are on the opponent. It's essentially a just frame input, but its success rate can be increased if [2] is held before the strike hits, then AB during the hit.
  • 18 1~52F: counterattack stance.
623A
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

A 4~5F: Air Unblockable; B 3~4F: Air Unblockable. AB 3~19F,22~26F: Air Unblockable.

  • The dizzy meter is inflicted only by the first hit.

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

Air Unblockable

HaraHara

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

Unblockable.

  • Able to run backward.
  • Fernandez's eyes glow red while he's in attack animation frames.

WW7 Navigation

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