Daraku Tenshi: All the cool kids are playing it

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Taro Guide

Taro’s one of the two big men in Daraku Tenshi. His an android made of dead people’s body parts, but just like Frankenstien’s monster he seems to have a soft heart under his exterior. When it comes to his fighting style, Taro fights like a wrestler somewhat but without grapples. his hits are hard but they are slow and he doesn’t have very many combos, but everything he has does have a use.

Taro’s Poking game

Taro doesn’t have any really good pokes to speak of as he has a very short poking range and his slow attacks even extend deeply into his pokes.

Stand A-This is Taro’s standing open hand jab attack, this is also one of his pokes. Its a very short and decently slow move, probably the slowest stand A in the game. You can poke with this but its not going to be a great deal of use as if your close enough to poke you can use a harder hitting attack.

Down A-This is the green guy’s low jab and his low poke. Its better than his Stand A in that it feels faster, but its range is just as crappy and its still means if your that close hit harder. More rewarding moves in his arsenal.

In all if you can try to use his pokes sparingly to maybe mindgame into one of his damage strings. Standalone poking with get him killed, but if you mix them into your strategy they can be helpful.

Taro’s Low attacks

Taro’s got some decent low attacks, they damage well but their range is really short and I haven’t found a way to combo with as they move him back. This doesn’t include Down A

Down+B-This is our monster man’s low stomp. Even though its a B attack it hurts better than a regular B in my opinion. The range is ok, but his range is always a factor. Its not spamable, but its definitely worth using to mix up his hits.

Down C-Taro’s down c makes him do a pose that serves as an uppercut. This move has no range whatsoever!!! Its recover is good so thats plus but its an uppercut with no range!!! The redeeming factor is that it can be used in a juggle.

Down D-Taro best straight Down motion attack. Its a hard and low leg kick. While this doesn’t knockdown it knocks the piss of out of legs. Its kinda like a muay thai leg strike from a crouch. Like all of his lows its not spammable due to recovery but its something I’d say use.

Df+D-Now this is what i am talking about!! taro’s very dedicated in putting his opponent on the ground with his df+D as he puts his whole body into this low leg drop kick. The recovery is on the slow side, but it drops the opponent and forces them back abit. It has decent range since he gives his all to do it.

Taro’s Specials

Taro’s special attacks are what make him great. They are easy to do cause a hella of alot of damage and if you opponent blocks…THEY TAKE MASSIVE CHIP DAMAGE! Taro’s a freaking bulldozer when you use his specials and they also are the root for his few combos. Also they keep him CLOSE to the opponent making his non range having self able to use his lows and pokes when you need them.

Splash Down-QCF+P-This is the starter move for Taro’s chain attack set. He is the only character in the game who has a specific chain attack set and its a doozie. Everything starts with Splash Down in which jumps and body splashes you. Its recovery depends on if you hit as a standalone or follow into his next move…

Skyward kick-QCF+P-Funny that this move is called Skyward Kick when its not a kick at all. Its the second move in Taro’s chain attack set and can only be done at the peak of Splashdown. What this move is a Shoryuken, big man style! It can launch the opponent setting the up for some wicked juggle action if you have a max meter or if not you can follow up with another move in the chain or a separate attack altogether.

Propeller kick-QCF+P-Another oddly named move. Its the final part in Taro’s Chain attack and must be down at the peak of Skyward Kick. This makes our big man launch himself like a spinning missile of doom at his opponent. Now here is the kicker, This move has two ways to work, a launched follow up or a ground grinding attack. If you do Skyward kick but don’t get the opponent in the air this move will have Taro grinding their health down of many hits whether they block or not. The entire string itself is a main stay for wittling down health on most characters except Harry who can grab Taro after the second attack.

Leg Drop-QCB+K-This Taro’s true drop kick. He sails across the screen feet out just like in a wrestling match, but there is a problem. Taro lags in air with this move and its hard to hit with as the hit box is alot smaller than what one would think. You can use it to anti-air if someone is jumping deep and you predict early enough.

Flip kick-DP+K-This is monster man’s dragon punvh motion move. Its got a few good things about it. 1.It can work in a juggle, 2. Its his primary anti-air and its actually works well for that, 3.It wittles turtlers with multiple hits! The down side is recovery. That is what makes this move such a pain is recovery, but its still quite useful.

[CENTER]Taro’s Supers[/CENTER]

Taro’s super attacks are good ways to to do chip damage. They do multiple hits for big damage if unblocked and once in the red one of the become spammable.

Harlem Shuffle-QCBx2+C-This is Taro’s Ranbu. He is basically just going throw his normal attacks in a long single string. It wittles gaurd when blocked and eats life when unblocked, but when his life is red status he throws in a Splashdown at the end to make the pain memorable. Also in the red this over becomes spammable to keep the opponent turtles into a quick blocking death.

Breathless-QCFx2+D-This is essentially an advanced Propeller kick. Now the great this about this move is that it can be used in a juggle combo to do MASSIVE DAMAGE!!! The problem with this move is if you whif you can catch a combo for free. right in the face. Roche players love to see Taro fail at this move and rape them(well I do anyway…)

Taro’s BnB list
j.C, C, D,D
qcf+P, qcf+P, dp+K
qcf+P, qcf+P, qcb+K
qcf+P, qcf+P, d+P

My FAQ will be ready in an hour or two. It’s becoming bigger than I thought it would be.

Taro was easier to make one for than I though as he really doesn’t have many combo posssiblities as his moves don’t want to link up. i will hopefully have a couple more tomorrow when i return from a friend’s.

Ruccio Roche

Bio
Name: Ruccio Roche
Occupation: Killer
Age: 16
Height: 5’4"
Weight: 128 lbs
Sex: Male
Birth date: 4-27-1988
From: Unknown

Color Options

Navy Blue Costume.
LP or HP

Red Costume
LK or HK

Moves List

Normal Moves

Throws

6.HP - Basic throw which throws the opponent a moderate distance. It yields a specific OTG property that allows you to follow up with 6.HK for extra damage.

6.HK - Another basic throw, but this one leaves your opponent very close behind you.
You can Okizeme/Meaty extensively from this move.

Command Normals

6.HP - Does 20 points of Guard Damage. Pretty crap move, it doesn’t combo into anything. Can be used as an Okizeme/Meaty, but you have 6.HK for that.

6.hk - Does 15 points of Guard Damage. Any move that can be OTG’d (6.HP throw and your Switched Stance Attack, etc.) ,should always be followed up with this move (there’s no reason no to).
This is also an amazing Okizeme/Meaty. You can go wild with this move.

Special Moves

623.LP/HP - Reduces your opponent’s Guard Bar by 20 points.
Not a very useful move if you using it outside of Anti-Air use. Has more priority than Ruccio’s other Anti-Air special moves.

214.LP/HP - Reduces you opponent’s Guard Bar by 35 points.
This is a good move. It can be used as an Anti-Air, Okizeme/Meaty or a combo extension.
This move combos off you 236236.HP super, allowing for more damage and better positioning.

623.LK/HK - Reduces opponent’s Guard Bar by 0 points (dunno why).
Ruccio’s definitive Anti-Air. It can follow up on 214.LP/HP, and can be used in Air Resets. It also combos off the ground.

214.LK/HK - Then followup with LP/HP or LK/HK (LK/HK followup ends in Switched Stance).
Both reduce you opponent’s Guard Bar by 0 points.
This is an attack throw. Regardless of how they look, they are both overheads, and can only be blocked high.
Good mixup potential can be earned from these moves.

Desperation Attacks

236236.HP - Having trouble calulating the Guard Bar lost through this move.
Awesome move, and hit verifiable off a multitude of normals. Can be followed up with 214.LP and either an Air Reset, 623.LK/HK or both in succession.

632146.HK - Reduces opponent’s Guard Bar by 0, because it’s unblockable.
Not the greatest move Ruccio has, but at least its unblockable. I reccomend using it on cornered opponents.

Combos

j.HK, 5.HK, 5.HK - does 20% damage and forced knockdown.
j.HK, 5.P, 623.LK/HK - Does just under 30% damage (ends in Switched Stance).
j.HK, 236236.HP, 214.LP, 623.LK/HK - Does 60% damage and knockdown.

NOT YET COMPLETE

Son of a… No wonder I kept getting hit by that thing! He slides so close on the ground I kept trying to block it low! :annoy::annoy::annoy::annoy:

Sorry for going off topic but I think you guys might find this interesting:

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It seems to have the same play style and feel as Daraku. It even has a lot of similar things like the karate suit character and that background is even similar to Roche’s stage. It’s an actual game that came out in Korea called Blood Cross.

I got that game. It’s good, weird, but good.

Also check out [media=youtube]nGF182YToEk"[/media], a 3D game by Dream Publishing (Psuedo name for Dream Factory, while under Microsoft). Very similar styling and very similar problem (the release of an unfinished product) as Daraku Tenshi.

Thats a very good looking Roche guide! I’m jealous that my Taro guide isn’t as informative, then again its the first time i ever wrote a guide for a character and didn’t think I needed point values and such.

Thanks dude, that was my first guide aswell.

I think your guide was good, and everything you need to play him is listed.

Ruccio is one of my favourite characters ever. I’m glad you gave me the opportunty to create that guide. It still needs to be finished.

I’m officially back at home for a while so if anyone wants to plat Daraku hit me up in pms or if you have my msn hit me there.

GGs to Helter Skelter and his playing abilities we had some great matches, not a bad one outta the whole game. Watch out for his Harry its dangerous!

Yeah, good games. I had alot of fun playing you.

Match videos coming soon!!! Slash vs Helter: The Apocalypse Part one!

And here is the first installment of Apocalypse: Slash vs Skelter!!!

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As it turns out, Cool isn’t that bad. He’s got three big things that make him a really annoying opponent:

  1. his HK moves. Standing HK and crouching HK have awesome range and great priority at a distance. His sweep/slide has less range but goes under tons of stuff and is very annoying to deal with on wakeup.

  2. His feather pressure/keepaway. Even though his feathers do terrible damage, they’re really fast, recover quickly, and can harass the snot out of most of the cast at a distance.

  3. His anti-air. Both versions have lots of priority and decent damage, and the LK one is pretty safe. Since the charge time is short, you can use this to blow through pressure strings, as it has decent horizontal range too.

Cool’s big problem is that he doesn’t do much damage. Wheras characters like Haiji and Harry can take off 45% from a single misused poke, Cool has to really be on the ball to do anything.

I played against the computer to day and I watched use Cool to juggle my Taro one I smacked him into the red status. Cool did his flash kick super and then did it against to keep me in the air till I was dead and there was nothing I could do.

No. He’s plain crap.

Is that a… challenge? :devil:

But yeah, he’s still bad. Just not as terrible as I thought.

@ SC: Whoa. I didn’t know that Cool’s flash kick super could juggle like that. Unfortunately, Cool’s supers are ABSURDLY tough to pull off. For real. I don’t mean “I’m a newb and have no execution” tough, I mean… just see for yourself.

I have seen and tried everything in my power to get Cool’s supers off but I have ionly done it once. I’d rather do back to back Raging Storms on a spongebob arcade tv stick! Also new match Video coming entitled “Game of Death” Vol 1: Deadly Rave Neo vs SC

i’ll be outta town for a few so I won’t be able to get down on any gaming so if you need match vids from leave me a pm and we can set up sometime.