Daraku Tenshi: The Fallen Angels/Taro: Difference between revisions

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  {{AttackData-UMVC3
  {{AttackData-UMVC3
  |damage=
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  |guard=Low High
  |guard=Low/High
  |startup=8, 11
  |startup=8, 11
  |active=3, 7
  |active=3, 7

Revision as of 21:03, 18 December 2024

Introduction

Taro’s origins are a mystery known not even to him. Knowing nothing of his birth or where he comes from, the only thing he knows is that the man named Carlos might somehow be involved. His bizarre, almost unsettling appearance belies a friendly, gentle soul with a deep love for nature.

Gameplay

Widely regarded as the weakest character in the game. Reasonably strong MAX combos, but poor range and movement, as well as a very technical and highly situational kit make him very high effort for not much reward.

Strengths Weaknesses
  • TBA: tba.
  • TBA: tba.
  • TBA: tba.
  • TBA: tba.
  • TBA: tba.
  • TBA: tba.
MOTW Taro Art.png

Attributes

Forward Walk Speed Back Walk Speed Forward Dash Back Dash Prejump Neutral Jump Forward Jump Back Jump Forward Super Jump Back Super Jump
1.8 1.5 23f 27f 4f 34f 34f 34f 34f 34f


Move List

Frame Data Source: https://docs.google.com/spreadsheets/d/14u59eRbO9A-CC2qSxLPIzUWcyLRR1VsRM923tbWqnW8/edit?usp=sharing

Standing Normals

5LP
LP
Damage Startup Active Recovery
- 6 6/3 10/7
On Hit On Block Guard Properties
-5 +2 Low/High
  • Invul f9-12 full on hit
  • Arm hurtbox disappears f9 (disjoint), reappears f12

TBA

5HP
HP
Damage Startup Active Recovery
- 19 11 16/11
On Hit On Block Guard Properties
+7 -6 Low/High
  • forces crouch

TBA

5LK
LK
Damage Startup Active Recovery
- 8 8 18/11
On Hit On Block Guard Properties
-7 0 Low/High -

TBA

5HK
HK
Damage Startup Active Recovery
- 12 10 16/8
On Hit On Block Guard Properties
+4 -6 Low/High
  • Invul f31>feet

TBA

Crouch Normals

2LP
2LP
Damage Startup Active Recovery
- 4 6/3 7/7
On Hit On Block Guard Properties
+1 +8 Low/High
  • Cancel only reduces active frames

TBA

2HP
2HP
Damage Startup Active Recovery
- 7, 11 4, 6 10/7
On Hit On Block Guard Properties
+6, +10 0, +5 Low/High
  • Has a 2nd hit that rarely comes into play

TBA

2LK
2LK
Damage Startup Active Recovery
- 7 6 9/5, 22
On Hit On Block Guard Properties
-9 -2 Low
  • Increased recovery on hit/block, can hit body hurtboxes, if inputted during crouch transition frames the head hurtbox glitches

TBA

2HK
2HK
Damage Startup Active Recovery
- 9 9 22/11
On Hit On Block Guard Properties
-+1 -8 Low
  • Causes st.sitstun if spaced

TBA

Comand Normals

6HK
6HK
Damage Startup Active Recovery
- 19 4, (2), 2, (2), 5 28
On Hit On Block Guard Properties
-11 -27 High
  • Invul f49> feet
  • Despite the gaps in hitboxes, not a multihit, causes SpKD on airborne opponents on the latter 2 hitboxes

TBA

3HK
3HK
Damage Startup Active Recovery
- 12 5 31
On Hit On Block Guard Properties
+40 KD -10 Low
  • Invul f12-27 low-profile

TBA

Rising Normals

ris.LP
8LP
Damage Startup Active Recovery
- 4 12 until landing
On Hit On Block Guard Properties
- - High f26-31 low-profile

TBA

ris.HP
8HP
Damage Startup Active Recovery
- 5 9 until landing
On Hit On Block Guard Properties
- - High -

TBA

ris.LK
8LK
Damage Startup Active Recovery
- 7 16 until landing
On Hit On Block Guard Properties
- - High
  • Can hit standing chars when done late

TBA

ris.HK
8HK
Damage Startup Active Recovery
- 14 6 until landing
On Hit On Block Guard Properties
- - High
  • Can hit standing chars when done late
  • leg hurtbox out f10

TBA

Falling Normals

fal.LP
8LP
Damage Startup Active Recovery
- 4 14 until landing
On Hit On Block Guard Properties
+27 +25 High -

TBA

fal.HP
8HP
Damage Startup Active Recovery
- 6 8 until landing
On Hit On Block Guard Properties
+27 +25 High -

TBA

fal.LK
8LK
Damage Startup Active Recovery
- 4 15 until landing
On Hit On Block Guard Properties
+27 +25 High -

TBA

fal.HK
8HK
Damage Startup Active Recovery
- 9 8 until landing
On Hit On Block Guard Properties
+27 +25 High -

TBA

Throws

Back Throw
4/6+HP (close)
Damage Startup Active Recovery
- 2 1 -
On Hit On Block Guard Properties
+64 SpKD - Throw -

TBA

Foward Throw
4/6+HK (close)
Damage Startup Active Recovery
- 2 1 -
On Hit On Block Guard Properties
+70 SpKd - Throw -

TBA

Stance Switch and Reverse Stance Normals

Stance Switch
LK+HK
Damage Startup Active Recovery
- - - 18
On Hit On Block Guard Properties
- - -
  • Invul f1> feet

TBA

r.5X
Damage Startup Active Recovery
- 10, 12 2, 10 14
On Hit On Block Guard Properties
+2 -4 Low/High
  • Cancel doesn't reduce recovery or active frames, techable on air hit

TBA

r.2X
Damage Startup Active Recovery
- 8, 11 3, 7 27
On Hit On Block Guard Properties
- -11, -6 Low/High
  • f11-21 high-profile
  • Techable launch hit 2

TBA

Escape Dash and Escape Attack

Escape Dash
LP+HP
Damage Startup Active Recovery
- 18 - 4
On Hit On Block Guard Properties
- - -
  • f1-34 strike, 64 if held f35> throw

TBA

Escape Attack Punch
Punch while holding ED
Damage Startup Active Recovery
- 11 10 32
On Hit On Block Guard Properties
+67 SpKD -16 High
  • f1> throw, f1-16 high-profile

TBA

Escape Attack Kick
Kick while holding ED
Damage Startup Active Recovery
- 9 13 32
On Hit On Block Guard Properties
+64 SpKD -19 High
  • f1> throw, f3-21 high-profile

TBA

Deadly Skills

Casablanca (light)
236+LPx3
Damage Startup Active Recovery
- 8, 10, 12, 25, 27 2, 2, 2, 23, 2, 12 38
On Hit On Block Guard Properties
-18 -21 Low/High
  • Hits 4-5 are skipped when doing the rekka, techable on air hit

TBA

Damage Startup Active Recovery
- 16, 18, 20, 24, 26, 32 2, 2, 3, 2, 2, (4), 5 22
On Hit On Block Guard Properties
- -6 Low/High
  • Startup counted after the end of 1st attack's active frames
  • Techable launch hit 4, hit 3 usually whiffs

TBA

Damage Startup Active Recovery
- 26 31 38
On Hit On Block Guard Properties
-8 -17 Low/High
  • Startup counted after the end of 2nd attack's active frames
  • Rehits, techable on air hit

TBA

Casablanca (heavy)
236+HPx3
Damage Startup Active Recovery
- 8, 10, 12, 28, 30 2, 2, 16, 2, 17 38
On Hit On Block Guard Properties
- -21 Low/High
  • Goes higher and further than L, techable launch hit 5, hits 4-5 are skipped when doing the rekka, techable on air hit

TBA

Damage Startup Active Recovery
- 21, 23, 25, 29, 31, 37 2, 2, 4, 2, 2, (4), 9 25
On Hit On Block Guard Properties
- -18 Low/High
  • Techable launch hit 4, hit 3 usually whiffs

TBA

Damage Startup Active Recovery
- 29 31 38
On Hit On Block Guard Properties
-8 -17 Low/High
  • Rehits, techable on air hit

TBA

Que sera sera (light)
214+LK
Damage Startup Active Recovery
- 16 12 50
On Hit On Block Guard Properties
+47 SKD -36 Low/High -

TBA

Que sera sera (heavy)
214+HK
Damage Startup Active Recovery
- 17 12 52
On Hit On Block Guard Properties
+45 SKD -34 Low/High
  • Goes farther than light version

TBA

La vie en Rose (light)
623+LK
Damage Startup Active Recovery
- 8, 10, 12, 18 2, 2, 6, 6 49
On Hit On Block Guard Properties
- -29 Low/High
  • First hit hits behind
  • Techable launch

TBA

La vie en Rose (heavy)
623+HK
Damage Startup Active Recovery
- 8, 10, 12, 20 2, 2, 8, 6 51
On Hit On Block Guard Properties
- -31 Low/High
  • First hit hits behind
  • Techable launch

TBA

Super Deadly Skill

Breathless
236236+HK
Damage Startup Active Recovery
- 33 + 6 51 38
On Hit On Block Guard Properties
- -24 Low/High
  • 1st number is superflash
  • f1-5 strike
  • Rehits, techable launch

TBA

Harlem Shuffle
214214+HP
Damage Startup Active Recovery
- 38 + 6, 30, 56, 83, 109, 111, 113, 115, 146, 150, 154 6, (18), 2, (24), 2, (25), 2, (24), 2, 2, 2, 2, (29), 2, (2), 2, (2), 2 29
On Hit On Block Guard Properties
- -5 Low/High
  • 1st number is superflash
  • f1-5 strike
  • Techable launch final hit

TBA