Daraku Tenshi: The Fallen Angels/Harry

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< Daraku Tenshi: The Fallen Angels
Revision as of 14:38, 29 March 2025 by Klefairy (talk | contribs) (Now using the DT templates and added new info)

Introduction

As a high-ranking military official, Harry Ness is patriotic to a fault. His dedication to his work as the Captain of the 4th Division, 55th Platoon of the US Marine Corps caused his wife to leave him some years ago, taking their daughter with her. He now finds himself in Eden on orders from the President of the United States himself, with the mission of assessing the situation in the city, and hopefully quelling some of the unrest that plagues it.

Gameplay

Harry Ness is a grappler with a unique resource in his missiles, granting him access to a projectile and extra damage in his combos while they're available.

Strengths Weaknesses
  • TBA: tba.
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DT Harry Ness Art.png

Attributes

  • Forward Walk Speed: 2.55
  • Back Walk Speed: 1.6
  • Forward Dash: 21f
  • Back Dash: 20f
  • Prejump: 4f
  • Neutral Jump: 36f
  • Forward Jump: 34f
  • Back Jump: 34f
  • Forward Super Jump: 34f
  • Back Super Jump: 34f
  • POW charge: 15f

Move List

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

Standing Normals

5LP
LP
Damage Startup Active Recovery
- 7 8/3 14/9
On Hit On Block Guard Properties
-3/+7 +4/+14 Low/High
  • Invul f16-17 body when cancelled

TBA

5HP
HP
Damage Startup Active Recovery
- 8, 9 1, 5 19/11
On Hit On Block Guard Properties
+8/+16 +5/+13 Low/High
  • f7 no collision

TBA

5LK
LK
Damage Startup Active Recovery
- 12 7 18/8
On Hit On Block Guard Properties
-6/+4 -3/+7 Low/High -

TBA

5HK
HK
Damage Startup Active Recovery
- 15 7 24/10
On Hit On Block Guard Properties
+1/+15 -5/+9 Low/High -

TBA

Crouch Normals

2LP
2LP
Damage Startup Active Recovery
- 7 8 10/6
On Hit On Block Guard Properties
+1/+5 +4/+8 Low/High -

TBA

2HP
2HP
Damage Startup Active Recovery
- 16 5 18/11
On Hit On Block Guard Properties
+9/+19 +3/+13 Low/High
  • Invul f7-9 no collision
  • F16-18 causes techable launch on air hit

TBA

2LK
2LK
Damage Startup Active Recovery
- 8 8 12/6
On Hit On Block Guard Properties
-6/0 +2/+8 Low -

TBA

2HK
2HK
Damage Startup Active Recovery
- 11 9 19/8
On Hit On Block Guard Properties
+4/+15 or +32/+43 st.sitstun -6/+5 Low
  • Doesn't cause sitstun on standing Yuiren, Yuiran, Roche and Torao unless spaced

TBA

Comand Normals

6HP
6HP
Damage Startup Active Recovery
- 16 12 20/7
On Hit On Block Guard Properties
0/+18 -6/+12 High
  • Active frames 1-6 can hit EDs

Hook punch that hits overhead, it is possible to command grab cancel this attack, but you need to very quickly input the half circle right as the attack hits, otherwise the input override will give you a 623 due to this move's forward input.

6HK
6HK
Damage Startup Active Recovery
- 16, 23 7, 7 23/7
On Hit On Block Guard Properties
+72/+94 SpKD, +5/+21 -4/+11, +12 Low/High
  • Hits twice on block unless hit 1 is special cancelled
  • hit 2 forces crouch
  • Both hits hit EDs
  • Opponent lands on front grounded
  • back airborne

Heel drop that knocks down at close range, but leaves the opponent standing at far range. It is possible to command grab cancel this attack, but you need to very quickly input the half circle right as the attack hits, otherwise the input override will give you a 623 due to this move's forward input


3HK
3HK
Damage Startup Active Recovery
- 12 7 43
On Hit On Block Guard Properties
+26 KD -24 Low
  • Invul f9-53 low profile
  • Opponent lands on back, unchanged by MAX beyond being launched slightly further

Dashing hook to the gut, not special-cancelable

Rising Normals

ris.P
8LP
Damage Startup Active Recovery
- 5 12 until landing
On Hit On Block Guard Properties
- - High -

No difference based on punch strength, including damage


ris.LK
8LK
Damage Startup Active Recovery
- 5 12 until landing
On Hit On Block Guard Properties
- - High -

TBA

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

TBA

Falling Normals

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

No difference based on punch strength, including damage


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

TBA

fal.HK
8HK
Damage Startup Active Recovery
- 9 7 until landing
On Hit On Block Guard Properties
+27 +25 High
  • Loses range on 4th frame

TBA

Throws

Foward Throw
4/6+HP (close)
Damage Startup Active Recovery
- 2 1 -
On Hit On Block Guard Properties
+11 SpKD - Throw
  • Opponent lands on back
  • 13f tech window

TBA

Back Throw
4/6+HK (close)
Damage Startup Active Recovery
- 2 1 -
On Hit On Block Guard Properties
+54 SpKD - Throw
  • Opponent lands on front
  • 11f tech window
  • Ends in reverse stance

TBA

Stance Switch and Reverse Stance Normals

Stance Switch
LK+HK
Damage Startup Active Recovery
- - - 15
On Hit On Block Guard Properties
- - - -

TBA

r.5P
Damage Startup Active Recovery
- 14, 17, 20, 23 3, 3, 3, 5 48
On Hit On Block Guard Properties
+47 SpKD -30, -25 High
  • Invul f17-22 high profile, f40-59 low profile
  • Hits 4 times on block
  • OTGs

TBA

r.5K
Damage Startup Active Recovery
- 15 6 24/10
On Hit On Block Guard Properties
+40 alt.sitstun -4/+9 High
  • Invul f11-23 high profile
  • Short tech window on air hit
  • hits EDs

TBA

r.2X
Damage Startup Active Recovery
- 7 8 14/7
On Hit On Block Guard Properties
+10 or +38 st.sitstun 0 Low
  • Leg hurtbox out f5
  • stays in reverse stance
  • OTGs

TBA

Escape Dash and Escape Attack

Escape Dash
LP+HP
Damage Startup Active Recovery
- 13 - 5
On Hit On Block Guard Properties
- - -
  • Invul f1-28 strike, 58 if held
  • f29/59 no collision

TBA

Escape Attack
Kick while holding ED
Damage Startup Active Recovery
- 13 7 31
On Hit On Block Guard Properties
-6 -12 High
  • f1 no collision
  • Arm hurtbox out f11

TBA


Deadly Skills

Wild Boar
214+P
Damage Startup Active Recovery
- 29 until hit/offscreen 30
On Hit On Block Guard Properties
+69 KD -Point blank +3 -Point blanck Low/High
  • Becomes useless without missiles
  • opponent lands on back
  • Recovery is considered after startup. 55 total frames with no missiles

Harry's command grab, picking up the opponent and powerbomb-ing them into the ground. Has no whiff animation and can be canceled into, thus you can cancel Harry's normals into this move to make them recover faster.

Wild Boar (held)
214+[P]
Damage Startup Active Recovery
- 209 until hit/offscreen 30
On Hit On Block Guard Properties
+69 KD -Point blanck +3 -Point blank Low/High
  • Becomes especially useless without missiles
  • opponent lands on back
  • Recovery is considered after startup. 236 total frames with no missiles if held all the way through. Have fun.

TBA


Hold Destiny
623+P
Damage Startup Active Recovery
- 14 4 37
On Hit On Block Guard Properties
+88 KD -15 Low/High
  • LP uses 1 missile, HP uses 2
  • +1 missile used if in MAX
  • HP ver. travels slightly farther
  • Opponent lands on front
  • Hit adv. +49 st.sitstun without missiles

Harry dashes forward for a hitgrab where he fires some missiles into his opponent's gut. The button can be held to increase the distance of the dash. Consumes two missiles on hit. If Harry has no missiles remaining, landing this move will put the opponent into sit stun.

Hold Destiny (held)
623+[P]
Damage Startup Active Recovery
- 35 latest 4 37
On Hit On Block Guard Properties
+88 KD -15 Low/High
  • Holding as long as possible has no hit
  • Must be held until frame 27
  • Recv. 41 total frames if held all the way through
  • Hit adv. +49 st.sitstun without missiles
  • Opponent lands on front

TBA


Baghdad in the Sky (light)
623+LK
Damage Startup Active Recovery
- 8, 10, 13, 23 2, 3, 2, (8), 3 34
On Hit On Block Guard Properties
- -24, -21 Low/High
  • Invul Leans back f1
  • 2nd and 2rd hits can whiff in some scenarios
  • techable launch

Harry launches himself into the air with several upward-angled kicks. Works as an anti-air if you space it properly.

Baghdad in the Sky (heavy)
623+HK
Damage Startup Active Recovery
- 8, 10, 13, 23 2, 3, 2, (8), 3 45
On Hit On Block Guard Properties
- -35, -32 Low/High
  • Invul Leans back f1
  • 2nd and 2rd hits can whiff in some scenarios
  • techable launch

Harry launches himself into the air with several upward-angled kicks. Works as an anti-air if you space it properly.

Army Bomb
41236+HP (close)
Damage Startup Active Recovery
- 2 1 -
On Hit On Block Guard Properties
+49 KD - Throw
  • 2f tech window
  • No whiff animation
  • Opponent lands on back
  • Unchanged by MAX

Harry's command grab, picking up the opponent and powerbomb-ing them into the ground. Can be canceled into, thus you can cancel Harry's normals into this move to make them recover faster.

Super Deadly Skill

Waste of Tax
214236+HK
Damage Startup Active Recovery
- 31 + 5 6 28
On Hit On Block Guard Properties
Variable +2 guard break, -7 Low/High
  • Invul f1-4 strike, f5-6 above knees, f7-10 upper body
  • Uses up all missiles on hit, final missile launches, f6 guard breaks on block
  • More missiles = more advantage, although note the pushback
  • Opponent lands on back
  • with no missiles. "You're a lucky boy!"

The missile super. Harry strikes with his 5P, then goes into a series of attacks that ends with him firing all of his missiles at his opponent, with the final one knocking down. Consumes all remaining missiles on hit. If Harry has no missiles remaining, he'll perform the first half of the move as normal, but will only point his launcher at the opponent for a second when it comes time to launch the missiles.

Destruction Bomb
4123641236+HP
Damage Startup Active Recovery
- 2 1 -
On Hit On Block Guard Properties
+35 KD - Throw
  • Opponent lands on front
  • Untechable
  • No whiff animation

The command grab super. Harry powerbombs the opponent multiple times before finishing with a suplex. Just like his normal command grab.


DT Navigation

General
Controls and Notation
HUD
System
FAQ
Characters
Cool
Harry
Taro
Yuiren
Yuiran
Roche
Torao
Haiji