Daraku Tenshi: The Fallen Angels/Torao

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< Daraku Tenshi: The Fallen Angels
Revision as of 20:54, 13 April 2025 by Klefairy (talk | contribs) (Now using the DT templates and added some new info)

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.
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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
On Hit On Block Guard Properties
- - -
  • invul f1> feet
  • Holding 4/6 before pressing HPHK moves Torao in the pressed direction and extends recovery

2nd value in recovery comes from 4/6sw

r.5P
Damage Startup Active Recovery
- 7 3 34
On Hit On Block Guard Properties
+67 SKD -6 guard break, -19 Low/High
  • First frame guard breaks
  • stays in reverse stance

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

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

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.


DT Navigation

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