Tier list
Double post
And I’ve decided to put what I have so far on this page too, for all of the “UUUMM WHERE IS A TIER LIST FOR DARAKU TENSHI LOL” noobs. Also because I want to show off.
Rapage tier:
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; hes just way too damn solid.
Cons: His reeling hitbox is screwy and REALLY huge because of the way he bends, so some combos work on him and no one else. I.e. Toraos f+HP, HP, LK, HK. This is a huge boon, as for the first few hits his hitbox is literally moving towards you.
Haiji Mibu (ARGUABLE)
Pros: very damaging combos, surprisingly nimble, Good range on 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 its strangeness.
Cons: Most of his methods of getting in require taking risks, a lot of his moves have long recovery times. He doesnt hit the red until hes got almost no health left.
Upper tier
Yurian (not sure about this one, I know she’s fairly high, but I dunno…)
Pros: Her command throw has great range and better speed. Can punish a lot of things without meter; I’ve been thrown in the middle of a HK->HP chain, though it’s difficult. Drop kick and running grab are useful for punishing whiffs from a distance. Very few bad matchups.
Cons: charge motions are awkward for a grappler. Supers give too little damage for too much effort.
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 deals the damage and has gobs of invincibility.
Cons: on the slow side, rather linear, not especially versitile.
Middle tier:
Taro
Pros: great damage potential, rekka kens which do good chip damage and isnt 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 anything (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: Hes a grappler: big and clunky. Once his rockets are gone, he’s down to his kick and command grab.
Yurien
Pros: Fairly speedy, easy learning curve.
Cons: very, very simple. Spend five minutes with her/him/it and youll have seen everything shes got. Dash punch, tiger knee, and flip kick, thats it. Also, transvestite. Not cool.
Bottom tier:
Cool
Pros: some fairly high-priority normals.
Cons: crap damage, impossible-to-perform supers which are near useless, overall slow, projectile is laughable.
[media=youtube]tYl1N_TH-ic[/media]
A combo video, made by me. Yes, the entirety of the Haiji–>Cool, Yurian–>Cool combos combo, Cool just has a very ambiguous reeling animation during the beginning/end. Some of the others I’m not sure about and will have to test on Haiji. Rule of thumb: if Haiji’s hands are below eye level, he’s still in reeling animation.