good job on the match vids guys, i’ll have to try and get at some of you on p2p kaillera when i’m free this week =)
Thanks for the videos, I really enjoyed them.
FEEDBACK:
-Hit confirm supers instead of throwing them out because you have them.
-Use reaction based moves (dragon punch/kicks and counters) as responses to certain situations (anti-air, through crappy pokes) instead of throwing them out.
-Use meaties more (I’m sure you can’t reversal sidestep).
Tell me when the next Kaillera session is up. I want in.
Some facts about Daraku Tenshi
1.ONE character has a dp motion kick-thanks to RD for correction.
2.Only two characters have a parry move
3.Tarao, Roche, and Haijei are the only characters with truly effective meaties.
4.There is no reverse sidestep, but you can shift around your opponent ala Kizuna Encounter using two buttons and pressing forward.
Short Guide to using Switched Stance attacks
Daraku Tenshi has a feature called Stance Switch which is activated by Hp and Hk(needs a double check maybe). The Switched Stance allows you to quickly execute one attack, for some characters it allows them to do a crouching hit from a standing neutral animation, i.e Roche low break sweep. Some characters when attacking from Switch Stance do the same attack as they should but it gets different properties, usually knockdown. Switch stance doesn’t allow your character to advance forward or backward and the stance ends in a couple seconds, if you attack, or if you try to move. The Stance itself isn’t very useful or anything to right home about, but it can be used to get some amount of mindgaming off of pokes.
Roche-Storage for Children DM Guide
Roche has the strongest super in the game aside from Trigger and Carlos both of which as bosses. His A Storage For Children DM is a very tricky DM to use as it can easily whiff or be avoided, but its unblockable so thats a plus. The move itself shows Roche flipping his hood on and making a short speech in japanese just before she slides across the ground for a set amount of screen space(about alittle more than a 1/3) the ne jumps up trying to latch on the opponent’s neck. If the latching jump hits Roche will perform and neck break that takes away more that 3/4 of your health. The problem is that this move can not be comboed and has to travel a certain distance before he will go into active animation froms. The best way to land the super is to corner the opponent. Since the game has now stunned status with the exception Harry’s missile super you’ll have to corner them and hope for the best unless you can just trick them into being the perfect distance to get hit without moving.
Full Roche Guide coming soon.
yuiren has a dp with kick
i have been doing her tiger knee with qcf motion but its possible that I’m doing the motion and not noticing. DAMN you analog stick!!!
if u guys want to play anytime soon hit me up on aim rusheddown
i havent played this game in a minute but im sure we can have some good mathces
A WORD ABOUT SUPERS:
Every character has a meter underneath their health bar that represents their super meter. It slowly charges as they attack or get attacked, and when it’s maxed out, it will slowly drain back to zero. While they are maxed out, they get 2 main advantages:
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A significant increase in damage.
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Access to their super moves.
Also, once a character’s lifebar starts flashing red, they gain access to infinite supers (but no damage increase… I think). Some characters have their supers get beefed up if they’re in the red and have max bar.
Supers are a huge part of Daraku. Almost all of them have lots of invincibility, many of them have really quick startup, some of them do tons and tons of chip, and the best thing of all… about 90% of supers are very safe on block. This is Rocche’s biggest strength: once he’s in the red, he can chip you over and over with his invincible, instant-startup super and no one can do a thing about it because of the quick recovery and pushback. Daraku is just about the only game where certain characters (Rocche, Yurien, Taro vs. anyone but Harry an Yurian) can just spam supers and actually get really far.
EDIT: anti-airs for every character:
Torao: flying kick.
Cool: flash kick
Harry: his helicopter kick looks like it would be a great anti-air, but it has piss-poor priority. Either vertical jump kick or block and grab.
Yurien: tiger knee
Yurian: Unfortunately, she has no reliable anti-air, except for punishing far jumps with her drop kick.
Haiji: His uppercut. Oh my god this move beasts. Even though Haiji seems to just punch directly in front of him, this move hits behind him and can hit characters about 1/2 screen height up.
Rocche: flying stomp.
Taro: flip kick.
http://www.darakutenshi.4t.com/index.html Daraku Tenshi unofficial homepage
To add to what Dice just said some characters get increased damage while in the red. Yuiren gets an addition move added to her Rushdown super in which it gives her an extra tiger kneee at the end that hurts like hell.
Roche also has the easiest to follow super as he rising leg catches don’t get scaled damage wise when tacked onto the super, but against Yuiran and Harry, the two main grapplers, this becomes a liability because they can take Roche down but grabbing him during the last frame of his super.
Who wants to start an official Daraku tenshi community? Show of hands.
Good stuff all. I can’t believe people play this game at all. I remember randomly finding it and dicking around with Yuiren and her twin a couple of years ago.
@ Slash Charlotte. I. =)
The Yui twins would be great in a tag format as they compliment each other’s short comings
okay i’ve been getting back into this and i must say, my ideas on tiering have changed a bit.
for one, i think Haiji is WAY better at fighting Torao than i thought.
Massacre Trumpet almost would border on being broken if it weren’t so unsafe, but the fact of the matter is every time you get counterpoked with it, that’s 40-45% of your life GONE. plus it has SUPER ARMOR.
THEN there’s the fact he has a super version of it, which is, well, absurd. his counterpoking game is the best in the game, imo, followed by Torao and the twins.
i’ve been playing with escape dash attacks as a mixup tool, they seem really good when you’re throwing out poking strings. they have a good amount of invincibility but you can be thrown on startup and recovery. they’re like a better version of what fatal fury special was going for with the whole attacking from the background kind of deal. some of them are really good to whiff to set up throw, etc. at some point i’ll probably rank them along with reverse side attacks ( i.e. B+D and the different normals you get when you switch stances ).
i disagree, i think you can guard cancel dash or guard cancel escape dash out of that =/
-3 characters have parry/counter moves - Yurien, Yurian and Tarao.
-Everyone has a good meaty in this game, because wakeup reversals are extremely crap.
Your right. The stance switch Attack (SSA) isn’t that useful, but for some characters it makes them amazing.
Switched Stance Attack Types.
-Forced knockdown
-Hit Confirmability
-Juggling
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Harry’s ‘SSA’ is an amazing meaty, and also can hit confirm both of his command grabs (yeah, he fucking rocks).
The rest usually serve well as pokes or meaties.
That’s actually one of the worst supers in the game. Nothing that makes you ‘hope for the best’ can be as good as you say.
It does serve as a psuedo meaty, though (surprise, suprise).
I have to disagree. Your opponent recieves so much meter from block, how could it ever be safe? They can reversal super, or even worse, just Guard Cancel
You guys are doing good work, I can’t wait to play you soon.
ThrowTheDice, I’m in the process of making my combo video for this game. Your video was real nice.
ggs slash it got to laggy at the end
The lag was a new one for me, and then so was seeing what the characters say when they win. Mame 117 interesting.
Holy crap, we’re getting a scene going. Also, to add to what Helter Skelter said about switched-stance attacks: about half the cast has normals that can be chained into switched-stance attacks, such as Torao’s light kick and Haiji’s hard kick. This is very useful for Torao, because both of his switched-stance attacks do nice damage and lead to really long knockdowns, and the hard kick has really good range.
Harry’s command grab can be broken like a regular throw. Blast.
Yet harry’s command throw causes ppl to be slightly unnerved from trying to break it cause its a command throw and thus should be exempt of the normal throw break, but it isn’t.
I have seen the computer escape dash around A Storage for Childen, but I have never seen the cpu or a human do it to his druken punch flurry DM. Gaurd Canceling its a much better probability of succeeding.
Slash Carlotte, PM me when you next up for some games.
Also, I want to make the Ruccio Roche guide please.
i’ll drop you a pm and I love Roccio Roche so much i want to make his guide, but…Since its Christmas i guess I can let you make it and I can do Taro.