Daraku Tenshi: The Fallen Angels: Difference between revisions

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==Tier list==
==Tier list==
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Cons: on the slow side, rather linear, not especially versitile.
Cons: on the slow side, rather linear, not especially versitile.


[[Yurian]]
[[Yurian]]

Revision as of 13:40, 23 July 2007

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 has gobs of invincibility.

Cons: on the slow side, rather linear, not especially versitile.

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. Supers give too little damage for too much effort.

Middle tier:

Taro

Pros: great damage, 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.

Harry Ness

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.

Things of Note

Daraku Tenshi has a lot of things you can do.

HP+LP gets you a KOF-style evasive movement, but you can hold the buttons to remain in place and stay invincible, and you can attack after the movement, like S-Groove dodge attacks.

LK+HK gets you a "reverse stance" which isn't especially useful; you have one or two moves you can do from it, but you can't move or do any specials. I might be missing something, so feel free to change this if you disagree.

LP+LK makes you start charging up your super bar, also S-Groove style.

HP+HK gets you a taunt. Yeeee.

General Notes

You have to be very careful with what you do; a lot of things, even chained normals, can get punished or thrown.