Daraku Tenshi: The Fallen Angels: Difference between revisions

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(Some basic information that I wrote up in ten minutes.)
 
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1. Ruccio Roche
1. Ruccio Roche
Pros: Absurd combos off of anything, quick moves, many of which are safe, fantastic anti-air, and gets in the red at a decent rate.  The Zantetsu of Daraku Tenshi; he’s just way too damn solid.
Pros: Absurd combos off of anything, quick moves, many of which are safe, fantastic anti-air, and gets in the red at a decent rate.  The Zantetsu of Daraku Tenshi; he’s just way too damn solid.
Cons: His reeling hitbox is screwy and REALLY huge since he kicks his leg up, so some combos work on him and no one else.  I.e. Torao’s f+HP, HP, LK, HK.
Cons: His reeling hitbox is screwy and REALLY huge since he kicks his leg up, so some combos work on him and no one else.  I.e. Torao’s f+HP, HP, LK, HK.


2. Haiji Mibu
2. Haiji Mibu
Pros: very damaging combos, potential insta-kill, surprisingly nimble, can zip across the screen with most moves, Massacre Trumpet is great for messing with the opponent and eats up projectiles, crazy pressure game in the right hands.
 
Pros: very damaging combos, potential insta-kill, surprisingly nimble, can zip across the screen with most moves, Massacre Trumpet is great for messing with the opponent and eats up projectiles, crazy pressure game in the right hands. Great anti-air once you get used to it.
 
Cons: Most of his methods of getting in require taking risks, a lot of his moves have long recovery times, doesn’t hit the red until he’s got almost no health left.
Cons: Most of his methods of getting in require taking risks, a lot of his moves have long recovery times, doesn’t hit the red until he’s got almost no health left.


Past that, nothing much is definitive, since so much depends on who you’re facing.
 
 
Past that, nothing much is definitive, since so much depends on the matchup.
 


Upper tier
Upper tier
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Pros: great normal chains that do good damage and have nice setups, flying kick is great for stuffing things and also a pre-emptive anti-air, touch of death super does awesome damage and comes out in about ½ frame.
Pros: great normal chains that do good damage and have nice setups, flying kick is great for stuffing things and also a pre-emptive anti-air, touch of death super does awesome damage and comes out in about ½ frame.
Cons: on the slow side, rather linear, poor recovery.
Cons: on the slow side, rather linear, poor recovery.


Taro
Taro
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Cons: charge motions are awkward for a grappler.  Terrible offensive game.  Worst supers in fighting game history.
Cons: charge motions are awkward for a grappler.  Terrible offensive game.  Worst supers in fighting game history.


Middle tier:
Middle tier:
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Cons: He’s a grappler: big and clunky.  Once his rockets are gone, so is his offensive game.
Cons: He’s a grappler: big and clunky.  Once his rockets are gone, so is his offensive game.


Yurien
Yurien


Pros: Fairly speedy, easy learning curve.
Pros: Fairly speedy, easy learning curve.
Cons: very, very simple.  Spend five minutes with her and you’ll have seen everything she’s got.  Dash punch, tiger knee, and flip kick, that’s it
 
Cons: very, very simple.  Spend five minutes with her and you’ll have seen everything she’s got.  Dash punch, tiger knee, and flip kick, that’s it.
 


Bottom tier:
Bottom tier:
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Pros: some fairly high-priority moves.
Pros: some fairly high-priority moves.
Cons: crap damage, impossible-to-perform supers which are near useless, slow, projectile is laughable.
Cons: crap damage, impossible-to-perform supers which are near useless, slow, projectile is laughable.

Revision as of 16:27, 21 July 2007

Daraku Tenshi

Tier list

1. Ruccio Roche

Pros: Absurd combos off of anything, quick moves, many of which are safe, fantastic anti-air, and gets in the red at a decent rate. The Zantetsu of Daraku Tenshi; he’s just way too damn solid.

Cons: His reeling hitbox is screwy and REALLY huge since he kicks his leg up, so some combos work on him and no one else. I.e. Torao’s f+HP, HP, LK, HK.


2. Haiji Mibu

Pros: very damaging combos, potential insta-kill, surprisingly nimble, can zip across the screen with most moves, Massacre Trumpet is great for messing with the opponent and eats up projectiles, crazy pressure game in the right hands. Great anti-air once you get used to it.

Cons: Most of his methods of getting in require taking risks, a lot of his moves have long recovery times, doesn’t hit the red until he’s got almost no health left.


Past that, nothing much is definitive, since so much depends on the matchup.


Upper tier


Torao Onigawara

Pros: great normal chains that do good damage and have nice setups, flying kick is great for stuffing things and also a pre-emptive anti-air, touch of death super does awesome damage and comes out in about ½ frame.

Cons: on the slow side, rather linear, poor recovery.


Taro

Pros: great damage, fantastic rekka kens which does good chip damage and isn’t as unsafe as it looks. Lots of moves have high priority from a distance. Great A -> D -> D normal chain.

Cons: sloooow. Most moves, even rekka kens, can be a gamble. Lack of a quick move (even his A is slow) means poor defensive game. Middling anti-air.


Yurian

Pros: ABSOLUTELY CRAZY range and speed on her command throw. Can punish anything, even things in the middle of guard chains. Drop kick and running grab can be used on whiffed anything.

Cons: charge motions are awkward for a grappler. Terrible offensive game. Worst supers in fighting game history.


Middle tier:

Harry

Pros: Can do some crazy damage with rockets. One full-rocket super can turn an entire match around. Command throw with good damage and a decent anti-air.

Cons: He’s a grappler: big and clunky. Once his rockets are gone, so is his offensive game.


Yurien

Pros: Fairly speedy, easy learning curve.

Cons: very, very simple. Spend five minutes with her and you’ll have seen everything she’s got. Dash punch, tiger knee, and flip kick, that’s it.


Bottom tier:

Cool

Pros: some fairly high-priority moves.

Cons: crap damage, impossible-to-perform supers which are near useless, slow, projectile is laughable.