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

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{{MOTW Character Intro |char=Torao |content=
{{DT Character Intro
|char=Torao
|Forward Walk Speed=2
|Back Walk Speed=1.5
|Forward Dash=14f
|Back Dash=12f
|Prejump=4f
|Neutral Jump=40f
|Forward Jump=36f
|Back Jump=36f
|Forward Super Jump=36f
|Back Super Jump=36f
|POW charge=10f
|content=  
 
==Introduction==
==Introduction==
Torao Onigawara is a man who values his adherence to the path of martial arts above all else. Once a renowned instructor who gave martial arts training to soldiers in the military, he has since lost everything, now forced to live on the streets of Eden. With nowhere to truly call home, all he has left is an old, tattered gi, and the philosophy he wholly dedicated himself to so many years ago -- to live and breathe karate.
Torao Onigawara is a man who values his adherence to the path of martial arts above all else. Once a renowned instructor who gave martial arts training to soldiers in the military, he has since lost everything, now forced to live on the streets of Eden. With nowhere to truly call home, all he has left is an old, tattered gi, and the philosophy he wholly dedicated himself to so many years ago -- to live and breathe karate.


== Gameplay ==
== Gameplay ==
{{Content Box|content=
Unlike most characters, his reverse style is incredibly useful because of his ability to switch in and out of it instantly while attacking. His LK is your main way of doing this. From there he has two moves: HP gives you a hook that knocks down and slides the opponent. The range is pretty short, but it's safe and damaging. HK gives you a roundhouse that also knocks down and has much more range, but is less safe. His escape dash attacks are instant and both knock down, and you can OTG another HP escape dash attack, but both have short range; you've got to be stepping on their toes for the HP one.
Unlike most characters, his reverse style is incredibly useful because of his ability to switch in and out of it instantly while attacking. His LK is your main way of doing this. From there he has two moves: HP gives you a hook that knocks down and slides the opponent. The range is pretty short, but it's safe and damaging. HK gives you a roundhouse that also knocks down and has much more range, but is less safe. His escape dash attacks are instant and both knock down, and you can OTG another HP escape dash attack, but both have short range; you've got to be stepping on their toes for the HP one.


Things to know:
'''Things to know:'''


His HP can chain (not cancel) into his LK.  
His HP can chain (not cancel) into his LK.  
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}}
}}
}}
}}
}}
== Attributes ==
{| class="wikitable"
|-
! Forward Walk Speed !! Back Walk Speed !! Forward Dash !! Back Dash !! Prejump !! Neutral Jump !! Forward Jump !! Back Jump !! Forward Super Jump !! Back Super Jump
|-
| 2 || 1.5 || 14f || 12f || 4f || 40f || 36f || 36f || 36f || 36f
|}




Line 44: Line 48:
|input=LP
|input=LP
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Low/High
  |guard=Low/High
Line 50: Line 54:
  |active=5
  |active=5
  |recovery=14/7
  |recovery=14/7
  |onhit=--2/+7
  |onhit=-2/+7
  |onblock=+1/+10
  |onblock=+1/+10
  |properties=  
  |properties=  
  |description=  
  |description=  
TBA
TBA
}}
}}
{{MoveData
{{MoveData
|image=
|image=
Line 61: Line 68:
|input=LP>LP
|input=LP>LP
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Low/High
  |guard=Low/High
Line 74: Line 81:
  }}
  }}
}}
}}
}}
 
}}


{{MoveData
{{MoveData
Line 83: Line 89:
|input=HP
|input=HP
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Low/High
  |guard=Low/High
Line 103: Line 109:
|input=LK
|input=LK
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Low/High
  |guard=Low/High
  |startup=8
  |startup=8
  |active=6
  |active=6/*3
  |recovery=25/11
  |recovery=25/11
  |onhit=+4
  |onhit=+4
  |onblock=-6
  |onblock=-6
  |properties= *Invul f31> feet
  |properties= *Invul f31> feet
*Counts as a heavy move
*Counts as a heavy move
*Hitting on active frames 1-3 cuts active frames 4-6
  |description=  
  |description=  
Not remotely useful knowledge but for some reason the throw hurtbox changes when hitting the move. Maybe it was meant to have reduced lag on hit too
Not remotely useful knowledge but for some reason the throw hurtbox changes when hitting the move. Maybe it was meant to have reduced lag on hit too
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|input=HK
|input=HK
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Low/High
  |guard=Low/High
Line 146: Line 153:
|input=2LP
|input=2LP
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Low/High
  |guard=Low/High
Line 166: Line 173:
|input=2HP
|input=2HP
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Low/High
  |guard=Low/High
  |startup=6
  |startup=6
  |active=6
  |active=6/*2
  |recovery=24/*20
  |recovery=24/*20
  |onhit=+5
  |onhit=+5
  |onblock=-5
  |onblock=-5
  |properties= *Reduced recovery on hit/block on active frames 1-2
  |properties= *Reduced recovery on hit/block on active frames 1-2 and cuts active frames 3-6
  |description=  
  |description=  
TBA
TBA
Line 186: Line 193:
|input=2LK
|input=2LK
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Low
  |guard=Low
  |startup=5
  |startup=5
  |active=4
  |active=4/*2
  |recovery=19/*22
  |recovery=19/*22
  |onhit=-5
  |onhit=-5
  |onblock=-2
  |onblock=-2
  |properties= *Increased recovery on hit/block on active frames 1-2
  |properties= *Increased recovery on hit/block on active frames 1-2 and cuts active frames 3-4
*Avoids feet hurtboxes
*avoids feet hurtboxes
  |description=  
  |description=  
TBA
TBA
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|input=2HK
|input=2HK
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Low
  |guard=Low
  |startup=8
  |startup=8
  |active=6
  |active=6/*3
  |recovery=26/*28
  |recovery=26/*28
  |onhit=+1
  |onhit=+1
  |onblock=-9
  |onblock=-9
  |properties= *Increased recovery on hit/block on active frames 1-3
  |properties= *Increased recovery on hit/block on active frames 1-3
*Causes st.sitstun if spaced
*causes st.sitstun if spaced
  |description=  
  |description=  
TBA
TBA
Line 230: Line 237:
|input=6LP
|input=6LP
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Low/High
  |guard=Low/High
Line 238: Line 245:
  |onhit=-12/+2
  |onhit=-12/+2
  |onblock=-9/+5
  |onblock=-9/+5
  |properties= *Invul f12 throw/head
  |properties= *Invul f12 head
*Increased recovery on hit/block
*Increased recovery on hit/block
*f12 no collision
  |description=  
  |description=  
TBA
TBA
Line 251: Line 259:
|input=6HP
|input=6HP
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Low/High
  |guard=Low/High
Line 260: Line 268:
  |onblock=-9/+5
  |onblock=-9/+5
  |properties= *Increased recovery on hit/block
  |properties= *Increased recovery on hit/block
*Hits EDs
  |description=  
  |description=  
TBA
TBA
Line 271: Line 280:
|input=3HP
|input=3HP
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Low/High
  |guard=Low/High
Line 292: Line 301:
|input=3HK
|input=3HK
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Low
  |guard=Low
Line 316: Line 325:
|input=8LP
|input=8LP
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=High
  |guard=High
Line 336: Line 345:
|input=HP
|input=HP
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=High
  |guard=High
Line 356: Line 365:
|input=8LK
|input=8LK
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=High
  |guard=High
Line 376: Line 385:
|input=8HK
|input=8HK
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=High
  |guard=High
Line 398: Line 407:
|input=8LP
|input=8LP
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=High
  |guard=High
Line 418: Line 427:
|input=8HP
|input=8HP
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=High
  |guard=High
Line 439: Line 448:
|input=8LK
|input=8LK
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=High
  |guard=High
Line 459: Line 468:
|input=8HK
|input=8HK
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=High
  |guard=High
Line 481: Line 490:
|input=4/6+HP (close)
|input=4/6+HP (close)
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Throw
  |guard=Throw
Line 502: Line 511:
|input=4/6+HK (close)
|input=4/6+HK (close)
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Throw
  |guard=Throw
Line 525: Line 534:
|input=LK+HK
|input=LK+HK
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=
  |guard=
  |startup=
  |startup=
  |active=
  |active=
  |recovery=10/18
  |recovery=10/18 (2nd value in recovery comes from 4/6sw)
  |onhit=
  |onhit=
  |onblock=
  |onblock=
Line 536: Line 545:
*Holding 4/6 before pressing HPHK moves Torao in the pressed direction and extends recovery
*Holding 4/6 before pressing HPHK moves Torao in the pressed direction and extends recovery
  |description=  
  |description=  
2nd value in recovery comes from 4/6sw
 
  }}
  }}
}}  
}}  
Line 546: Line 555:
|input=r.5P
|input=r.5P
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Low/High
  |guard=Low/High
  |startup=7
  |startup=7
  |active=3
  |active=3
  |recovery=34
  |recovery=34/*39
  |onhit=+67 SKD
  |onhit=+67 SKD
  |onblock=-6 guard break, -19
  |onblock=-6 guard break, -19
  |properties= *First frame guard breaks
  |properties= *First frame guard breaks
*stays in reverse stance
*stays in reverse stance
*increased recovery on hit/block
  |description=  
  |description=  
TBA
TBA
Line 567: Line 577:
|input=r.2K
|input=r.2K
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Low/High
  |guard=Low/High
Line 578: Line 588:
*Guard breaks
*Guard breaks
*techable launch
*techable launch
*hits EDs
  |description=  
  |description=  
TBA
TBA
Line 589: Line 600:
|input=r.2P
|input=r.2P
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Low/High
  |guard=Low/High
Line 598: Line 609:
  |onblock=-13
  |onblock=-13
  |properties= *Invul f1-6, 8-9 parry
  |properties= *Invul f1-6, 8-9 parry
*f30/60> no collision
  |description=  
  |description=  
Parry out-prioritised by hurtboxes so it only works on spaced moves, the parrybox on f8-9 is mostly covered by a hurtbox so it's useless, stays in reverse stance
Parry out-prioritised by hurtboxes so it only works on spaced moves, the parrybox on f8-9 is mostly covered by a hurtbox so it's useless, stays in reverse stance
  }}
  }}
}}  
}}


===Escape Dash and Escape Attack===
===Escape Dash and Escape Attack===
Line 611: Line 623:
|input=LP+HP
|input=LP+HP
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=
  |guard=
Line 631: Line 643:
|input=Punch while holding ED
|input=Punch while holding ED
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=High
  |guard=High
Line 653: Line 665:
|input=Kick while holding ED
|input=Kick while holding ED
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=High
  |guard=High
Line 676: Line 688:
|input=236+LP
|input=236+LP
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Low/High
  |guard=Low/High
Line 698: Line 710:
|input=
|input=
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Low/High
  |guard=Low/High
Line 720: Line 732:
|input=236+P~PP
|input=236+P~PP
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Low/High
  |guard=Low/High
Line 740: Line 752:
|input=236+P~LK
|input=236+P~LK
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Low/High
  |guard=Low/High
Line 760: Line 772:
|input=236+P~HK
|input=236+P~HK
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Low/High
  |guard=Low/High
Line 780: Line 792:
|input=
|input=
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Low/High
  |guard=Low/High
Line 800: Line 812:
|input=
|input=
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Low/High
  |guard=Low/High
Line 821: Line 833:
|input=214+LP
|input=214+LP
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=
  |guard=
Line 842: Line 854:
|input=214+HP
|input=214+HP
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=
  |guard=
Line 864: Line 876:
|input=63214+HK
|input=63214+HK
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Low/High
  |guard=Low/High
Line 887: Line 899:
|input=2141236+HP
|input=2141236+HP
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Unblockable
  |guard=Unblockable

Latest revision as of 21:10, 13 April 2025

Introduction

Torao Onigawara is a man who values his adherence to the path of martial arts above all else. Once a renowned instructor who gave martial arts training to soldiers in the military, he has since lost everything, now forced to live on the streets of Eden. With nowhere to truly call home, all he has left is an old, tattered gi, and the philosophy he wholly dedicated himself to so many years ago -- to live and breathe karate.

Gameplay

Unlike most characters, his reverse style is incredibly useful because of his ability to switch in and out of it instantly while attacking. His LK is your main way of doing this. From there he has two moves: HP gives you a hook that knocks down and slides the opponent. The range is pretty short, but it's safe and damaging. HK gives you a roundhouse that also knocks down and has much more range, but is less safe. His escape dash attacks are instant and both knock down, and you can OTG another HP escape dash attack, but both have short range; you've got to be stepping on their toes for the HP one.

Things to know:

His HP can chain (not cancel) into his LK.

Strengths Weaknesses
  • TBA: tba.
  • TBA: tba.
  • TBA: tba.
  • TBA: tba.
  • TBA: tba.
  • TBA: tba.
DT Torao Art.png

Attributes

  • Forward Walk Speed: 2
  • Back Walk Speed: 1.5
  • Forward Dash: 14f
  • Back Dash: 12f
  • Prejump: 4f
  • Neutral Jump: 40f
  • Forward Jump: 36f
  • Back Jump: 36f
  • Forward Super Jump: 36f
  • Back Super Jump: 36f
  • POW charge: 10f


Move List

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

Standing Normals

5LP
LP
Damage Startup Active Recovery
- 5 5 14/7
On Hit On Block Guard Properties
-2/+7 +1/+10 Low/High -

TBA

5LPx2
LP>LP
Damage Startup Active Recovery
- 5 6 22/11
On Hit On Block Guard Properties
-12/+2 -9/+5 Low/High
  • Cancelling other moves to 5LP gives this

TBA


5HP
HP
Damage Startup Active Recovery
- 6 4 22/11
On Hit On Block Guard Properties
+3/+17 -7/+7 Low/High -

TBA

5LK
LK
Damage Startup Active Recovery
- 8 6/*3 25/11
On Hit On Block Guard Properties
+4 -6 Low/High
  • Invul f31> feet
  • Counts as a heavy move
  • Hitting on active frames 1-3 cuts active frames 4-6

Not remotely useful knowledge but for some reason the throw hurtbox changes when hitting the move. Maybe it was meant to have reduced lag on hit too

5HK
HK
Damage Startup Active Recovery
- 7 6 32
On Hit On Block Guard Properties
-6 -16 Low/High -

TBA

Crouch Normals

2LP
2LP
Damage Startup Active Recovery
- 5 4 14
On Hit On Block Guard Properties
-2 +1 Low/High -

TBA

2HP
2HP
Damage Startup Active Recovery
- 6 6/*2 24/*20
On Hit On Block Guard Properties
+5 -5 Low/High
  • Reduced recovery on hit/block on active frames 1-2 and cuts active frames 3-6

TBA

2LK
2LK
Damage Startup Active Recovery
- 5 4/*2 19/*22
On Hit On Block Guard Properties
-5 -2 Low
  • Increased recovery on hit/block on active frames 1-2 and cuts active frames 3-4
  • avoids feet hurtboxes

TBA

2HK
2HK
Damage Startup Active Recovery
- 8 6/*3 26/*28
On Hit On Block Guard Properties
+1 -9 Low
  • Increased recovery on hit/block on active frames 1-3
  • causes st.sitstun if spaced

TBA

Comand Normals

6LP
6LP
Damage Startup Active Recovery
- 12 3 27/15/*28
On Hit On Block Guard Properties
-12/+2 -9/+5 Low/High
  • Invul f12 head
  • Increased recovery on hit/block
  • f12 no collision

TBA

6HP
6HP
Damage Startup Active Recovery
- 17 3 27/15/*28
On Hit On Block Guard Properties
+1/+15 -9/+5 Low/High
  • Increased recovery on hit/block
  • Hits EDs

TBA

3HP
3HP
Damage Startup Active Recovery
- 10 6 28
On Hit On Block Guard Properties
0 +4 Low/High
  • Invul f6-7 full
  • Guard breaks

TBA

3HK
3HK
Damage Startup Active Recovery
- 13 6 45
On Hit On Block Guard Properties
+25 KD -29 Low
  • Invul f13> low-profile
  • Opponent lands on back
  • Hits OTG

TBA

Rising Normals

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

TBA

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

TBA

ris.LK
8LK
Damage Startup Active Recovery
- 6 10 until landing
On Hit On Block Guard Properties
- - High -

TBA

ris.HK
8HK
Damage Startup Active Recovery
- 6 7 until landing
On Hit On Block Guard Properties
- - High -

TBA

Falling Normals

fal.LP
8LP
Damage Startup Active Recovery
- 5 until landing until landing
On Hit On Block Guard Properties
+27 +25 High
  • Hurtbox displaced lower f17

TBA

fal.HP
8HP
Damage Startup Active Recovery
- 5 until landing until landing
On Hit On Block Guard Properties
+27 +25 High
  • Hits OTG when forward jumping against Cool, Taro and Carlos
  • Hurtbox displaced lower f14

TBA

fal.LK
8LK
Damage Startup Active Recovery
- 6 10 until landing
On Hit On Block Guard Properties
+27 +25 High -

TBA

fal.HK
8HK
Damage Startup Active Recovery
- 7 9 until landing
On Hit On Block Guard Properties
+27 +25 High -

TBA

Throws

Foward Throw
4/6+HP (close)
Damage Startup Active Recovery
- 2 1 -
On Hit On Block Guard Properties
+47 SpKD - Throw
  • Opponent lands on front
  • 10f tech window

TBA

Back Throw
4/6+HK (close)
Damage Startup Active Recovery
- 2 1 -
On Hit On Block Guard Properties
+47 SpKD - Throw
  • Opponent lands on front
  • 17f tech window

TBA

Stance Switch and Reverse Stance Normals

Stance Switch
LK+HK
Damage Startup Active Recovery
- - - 10/18 (2nd value in recovery comes from 4/6sw)
On Hit On Block Guard Properties
- - -
  • invul f1> feet
  • Holding 4/6 before pressing HPHK moves Torao in the pressed direction and extends recovery
r.5P
Damage Startup Active Recovery
- 7 3 34/*39
On Hit On Block Guard Properties
+67 SKD -6 guard break, -19 Low/High
  • First frame guard breaks
  • stays in reverse stance
  • increased recovery on hit/block

TBA

r.2K
Damage Startup Active Recovery
- 14 10 36
On Hit On Block Guard Properties
- -7 guard break Low/High
  • Invul f52> feet
  • Guard breaks
  • techable launch
  • hits EDs

TBA

r.2P
Damage Startup Active Recovery
- 7 7 25
On Hit On Block Guard Properties
-3 -13 Low/High
  • Invul f1-6, 8-9 parry
  • f30/60> no collision

Parry out-prioritised by hurtboxes so it only works on spaced moves, the parrybox on f8-9 is mostly covered by a hurtbox so it's useless, stays in reverse stance

Escape Dash and Escape Attack

Escape Dash
LP+HP
Damage Startup Active Recovery
- 13 - 5
On Hit On Block Guard Properties
- - -
  • Invul f1-29 strike, 59 if held, f30> throw

TBA

Escape Attack Punch
Punch while holding ED
Damage Startup Active Recovery
- 14 8 26
On Hit On Block Guard Properties
+75 SpKD -12 High
  • Invul f1> throw
  • f1> throw
  • Hits OTG

TBA

Escape Attack Kick
Kick while holding ED
Damage Startup Active Recovery
- 17 8 26/14
On Hit On Block Guard Properties
+87 SpKD 0 High
  • Invul f1> throw
  • Reduced recover on hit/block

can combo to forward throw for some reason

Deadly Skills

Hell's Rush (light)
236+LP
Damage Startup Active Recovery
- 10, 11 1, 4 29/*36
On Hit On Block Guard Properties
-7 -13 Low/High
  • Invul f40-44 full on hit/block
  • Increased recovery on hit/block
  • techable on air hit

Torao dashes forward and releases a series of punches. Can use in combos, but I think his HP/HK finishers yield better damage. Good whiff punisher, and you can use it to chip the opponent to death.

Hell's Rush (heavy)
Damage Startup Active Recovery
- 20, 21 1, 4 29/*36
On Hit On Block Guard Properties
-7 -13 Low/High
  • Invul f5-16 high-profile, ground throw invuln, f50-54 full on hit/block
  • Increased recovery on hit/block
  • techable on air hit

TBA

236+P~PP
Damage Startup Active Recovery
- 25, 36, 39, 50, 60 2, (9), 1, (2), 3, (8), 3, (7), 2 23
On Hit On Block Guard Properties
- -3 Low/High
  • Techable launch on final hit

TBA

236+P~LK
Damage Startup Active Recovery
- 30 3 23
On Hit On Block Guard Properties
+6 -4 Low/High
  • Ends in reverse stance

TBA

236+P~HK
Damage Startup Active Recovery
- 32 3 28
On Hit On Block Guard Properties
- -9 Low/High
  • Techable launch

TBA

Sonic Kick (light)
Damage Startup Active Recovery
- 15 9 12
On Hit On Block Guard Properties
- +5 Low/High
  • Techable launch

Torao's main pain bringer. It's a little slow and obvious, but once it reaches its active frames it has really high priority. Use HK as a pre-emptive anti-air and LK to stuff things from a distance. Only use from a distance, otherwise be ready to eat whatever the opponent can give you.

Sonic Kick (heavy)
Damage Startup Active Recovery
- 16 9 14
On Hit On Block Guard Properties
- +3 Low/High
  • Goes higher and further than LK
  • techable launch

TBA

Dodge a Blow (light)
214+LP
Damage Startup Active Recovery
- 4 10 8, 26
On Hit On Block Guard Properties
- - -
  • High parry

TBA


Dodge a Blow (heavy)
214+HP
Damage Startup Active Recovery
- 8 20 9, 26
On Hit On Block Guard Properties
- - -
  • High parry

This move is great. If you don't have a super ready, be a bit wary of using it, but if you do, whore parry-->Dosu Dragon.

Super Deadly Skill

A Real Man’s Last-Ditch Karate
63214+HK
Damage Startup Active Recovery
- 9 + 35 + 7, 17 5, (7), 6 7
On Hit On Block Guard Properties
+68 SKD -17 Low/High
  • Invul f1-15 strike
  • Performs followup attacks on block
  • Opponent lands on front
  • ends in reverse stance

Your standard high-damage rush super. Difficult to combo into, unless you use j. anything --> Kenka.

Dosu Dragon
2141236+HP
Damage Startup Active Recovery
- 9 + 36 + 6 4 40
On Hit On Block Guard Properties
+64 SKD - Unblockable
  • Invul f1-13 strike
  • Opponent lands on front

A really good move. It does super high damage, and is invincible for the entire startup. This is why Torao is really dangerous once he gets meter: he can super you in the middle of attack strings, multi-hit moves, etc. It guard crushes, but your opponent can roll right past it if they're fast enough.


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Harry
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