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Daraku Tenshi
FAQ/Movelist
John Melocoton
[email protected]
Copyright 2003
============================================================================
CONTENTS
============================================================================
I. Version/Contributions
II. Intro
III. Important Notice
IV. Legend
V. Basics
VI. Move List
Haiji Mibu
Roche
Cool
Harry Ness
Torao Onigawara
Yuiren
Yuiran
Taro
VII. Bosses
VIII. Future Additions
IX. Contact Me
X. Legal Stuff
============================================================================
I. VERSION/CONTRIBUTIONS
============================================================================
v.1
Added Everything!
Contributed by Myself!
============================================================================
II. INTRO
============================================================================
A very odd game indeed. Fallen Angels (Daraku Tenshi) was created by
Psikyo, a developer with a cult following for its manic overhead shooters,
including the Strikers and Gunbird series. These games were no mere over-
head shooters, as players were literally flooded with enemy bullets, forcing
them to acquire a Zen like trance, mentally slowing time to dodge fire and
find paths of safety in the field of projectiles. Recently, much to the
surprise of fans, Psikyo's Gunbird 2 was published for the Dreamcast (with a
very nice secret character - Morrigan from Darkstalkers!) by none other than
Capcom, the legendary developer of 2D fighting games. Mostly unknown to the
gaming public, Psikyo had tried its hand with the 2D fighting genre,
creating a very unique game. Straying from its niche of shooters, Psikyo
released Fallen Angels in 1998.
Unlike other fighters, Fallen Angels is much more realistic. Only 2
characters (Harry and Cool) have projectiles, and even these are very
believable, one being a weapon that runs out of ammo and the other being
thrown knives. Instead of fiery uppercuts, blazing ki blasts and ethereal
fireballs, the fighters in Fallen Angels rely on standard punches, kicks,
and grapples. The art style is also very unique, like a very dark and
realistic "noir" (meaning the 50's style art direction, not as in looking
like the anime "Noir") style of anime. Backgrounds a rendered, and are very
detailed. Don't let this fool you, though. This game is very fast paced
and fun. It plays more like KOF or SF Alpha, focusing on strategic attacks
and counter-attacks, rather than playing like a combo intensive VS. game.
All in all, Fallen Angels, while being a good game, probably did not do so
well. It never saw the light of day in America, and Psikyo has since to
make another 2D fighter. It's quite a shame, really. The fighters in this
game are unique and have a lot of character. All is not lost though, as
some people have taken notice and started work on some characters for Mugen.
Perhaps, some day, Haiji, Harry, Roche and rest will see action again
and gain some much deserved respect.
============================================================================
III. IMPORTANT NOTICE
============================================================================
This move list consists entirely of trial playing. That is
to say, I don't have a guide to work off of, so I all these
moves were found by trying them out. Heck, I could be missing
out on some really important gameplay mechanics (super armor
mode, finishing moves, etc...) that I don't know about just
because I'm not able to figure out how to do them.
IF YOU FIND ANY SPECIAL/SUPER MOVES OUT THAT I DON'T HAVE LISTED,
PLEASE MAIL ME AND I WILL GIVE YOU PROPER CREDIT FOR YOUR
CONTRIBUTION. THANKS!
Also please bear in mind that I have no idea what the
proper names of these moves are. I'm just naming most of them
logically, instead of making up names (Super Ultra Dragon
Force Hell Blast!!! ^_^), and giving a short description of
what they do.
============================================================================
IV. LEGEND
============================================================================
I know, I know, there are better ways of listing moves out
there, but these work for me. Bear with it.
UB|U|UF
--+-+--
B| |F Do I really have to explain what this means?
--+-+--
DB|D|BF
P-Hard Punch Only
p-Weak Punch Only
Pp-Either Punch
2P-Both Punches
K-Hard Kick Only
k-Weak Kick Only
Kk-Either Kick
2K-Both Kicks
PK-Both Hard Punch and Kick
pk-Both Weak Punch and Kick
AO-In Air Only
IA-In Air Also
CH-Charge for 1 Second
*-Super Move, see below
Branching Statement
To save myself from repeating, you will see statements
that look like this:
"A Move that will cover (P:half // p:a quarter) of the
screen."
Here, just take the part in the parenthesis that applies
for the sentence. In the example, if you press P, then
the sentence will say "...cover half of the..." but if
you press p, then it will say "...cover a quarter of
the..." Simple, right?
============================================================================
V. BASICS
============================================================================
All characters have these moves.
2P-Dashing Dodge
Just like KOF, great for dodging past attacks or
hitting opponents while they are still recovering.
This will also sidestep opponents, so you can dodge
right past dashing type moves. You can also hold
down 2P to make your character hold in the dodge
position for about a second, all enemy attacks will
just pass through.
2K-Change Stance
I have no idea what this does. Each character has 2
stances (left/right leg forward) but apparently all
moves are still the same. My friend is speculating
that one stance is defensive and the other offensive,
but I still have to test this theory with damage
inflicted and received.
pk-Taunt
Ora-ora-ora!!! This also lowers your opponents
Super Meter.
Super Meter
The Super System of FA works just like KOF. When
the EX meter becomes completely filled, it will
begin to flash and drain slowly. While it is
draining, you can execute one super move. The
meter fills quickly and drains very fast, so go ahead
and use a super whenever you can, instead of wasting it.
Also, if your life is flashing red, you can perform
as many supers as you want.
Guard Meter
The blue number is your character's guard meter.
Just like SFA, if you block too many moves, your
guard will eventually break, leaving you open to
an attack. This prevents turtling, and makes for
a quicker, more offensive game.
============================================================================
VI. MOVE LIST
============================================================================
I did the moves list in preference of my favorite characters
just so it would be easier on me. Don't take any offense
if your favorite is my last character; every person is
entitled to their opinions, so let me have mine. Don't mail
me trying to convince me why Taro is so great. It won't
change my thinking.
+------------+
| Haiji Mibu |
+------------+
A very good starting character. The Ryu/Ken of Fallen Angels,
his moves are simple and easy to do. He uses a power fighting
style, a la...er...you know...that guy. I forget his name...with
the red mid-cut jacket and baggy pants from KOF 98...Oh well,
you should know.
D DB B p - Dashing Punch
Haiji dashes forward a quarter for the screen with a
twisting punch.
D DB B P - Charged Dashing Punch
Just like above, but you can hold P (ha ha, funny...
hold P...) to charge the move, and also Haiji
dashes half of the screen.
D DF F Pp - Dashing Uppercut
Haiji dashes (p:a quarter // P:half) of the screen
with an uppercut that pops the opponent skyward.
D DF F Kk - Dashing Face Kick
Haiji hops (k:a step // K:a quarter of the screen)
with a powerful kick right at the opponents face.
D F DF Pp - Power Uppercut
This looks like a normal button attack, but if it
connects the opponent will hang off of Haiji's fist
like a hook. Lots of damage.
* D DF F D DF F P - Super Dashing Punch
A powerful version of the Dashing Punch that covers
half of the screen.
* D DB B DB D DF F K - Super Uppercut
A powerful standing uppercut that launches the opponent
high into the air. A close range move.
+-------+
| Roche |
+-------+
It's pronounced Row-Chee, but my friends and I like to say
"Roach." This raver kid is pretty cool, he's very fast and
unpredictable.
F K - Face Kick into Stomp
I thought I'd mention this command move only because it's
cool. Roche dashes a few feet with a kick to the face;
connecting will knock the opponent down wherein Roche
looks like he's stomping on them. The range for such a
simple command move gives it special mention.
D DB B Kk - Ground Slide
This move acts as a dash dodge that goes (p:a quarter //
P: half) of the screen, but you can follow up with:
Kk - Neck Tear
Roche jumps up behind the opponent and tears at the neck.
Pp - Neck Snap
Same as above, but he cracks the neck instead. Cool!
You have to time the button press for the attack just right.
Pressing the button during the slide will make Roche jump
out of it, carrying him a bit forward. Judge your distance!
D DB B Pp - Head Bang
Roche dashes forward (p:a quarter // P: half) of the screen
and if he connects, hits the opponent with his head and pops
him up.
F D DF Pp - Claws
Roche makes a strange motion, but if an opponent is caught
in it, blood gushes out.
F D DF Kk - Vertical Kick into Stomp
Roche makes a vertical kick (like Harry's but with only one hit)
and if it connects, he carries the opponent to the top of the
screen with his foot, then turns around the forces the opponent
down, stomping on them.
*D DF F D DF F P - Hardhouse and Trance
So I made up a name for this one. Oh well. Basically a flurry
of attacks, initiated from a single punch.
*F DF D DB B F DF D DB B K - Neck Breaker
Roche does his ground slide into a neck snap, but this does a
lot more damage. Watch out, if you're too close, then you'll
ground slide right past the opponent.
+------+
| Cool |
+------+
Cool is the Guile in FA, but in moves only. His taste in fashion
on the other hand...well let's just say that Guile would never,
ever, ever wear feathers.
B CH F P - Knife Throw
Er...Cool throws a knife.
D CH U K - Vertical kick.
Um...Cool makes a vertical kick.
*DB CH F B F P - Super Knife Throw
Uh...a super version of the Knife Throw.
*DB CH DF DB U - Super Vertical Kick
Hey, can I help it if Cool's moves are very simple to describe?
+------------+
| Harry Ness |
+------------+
Harry has a very unique projectile system. He starts
every round with only 6 rockets, which can be seen
under his name. Through the round, he has only those
6 to use, but he reloads between every round.
D DB B Pp - Rocket
Harry shoots a rocket from his wrist. You can charge
the move by holding Pp, but there is no extra damage.
NOTE: If Harry's out of ammo, then he'll make the motion
to fire, but no rocket comes out.
B DB D DF F P - Power Bomb
Harry Power Bombs the opponent. This is a throw, so you
have to be in close to do this.
F D DF Pp - Point Blank Rocket
Harry dashes a small distance and if he connects,
will shoot 3 rockets at point blank distance at
the opponent's gut. A lot of damage, but it
drains your ammo quickly.
NOTE: If Harry's out of ammo, he just punches the
opponent in the gut for minimal damage.
F D DF Kk - Triple Upwards Kick
I think the name is a description too!
*D DB B DB D DF F K - Rushing Attack
Harry punches outward, and if it connects, he goes into a
flurry of attacks, leading to a barrage of rockets.
NOTE: If Harry's out of ammo, then the rockets won't come
out at the end, so the attack does less damage.
*? ? ? ? - Launch All Rockets
I haven't figured out how to do this, but Harry fires all
his rockets at once, dealing a lot damage. Please let me
know if you know! Thanks!
+-----------------+
| Torao Onigawara |
+-----------------+
The shoto of FA. Torao utilizes a more powerful style of
karate then other shotos (Ryu, Ryo, etc...), with emphasis
on power strikes than quick attacks.
D DF F Kk - KICK!
Torao shouts "KICK!" while hopping (k:a quarter // K:half)
of the screen with a flying...er, kick.
D DF F Pp - PUNCH!
OK, so he doesn't shout "PUNCH!" but he should. Torao will
(p:stay in place // P:dash half of the screen) and punch to
the gut.
D DB B Pp - BLOCK!
Ok, now I'm getting carried away. He doesn't shout "BLOCK!"
either, but Torao blocks the opponent's attack and can
counter-attack. It's sort of a counter move, but you have to
be very fast, because the opponent recovers very quickly.
*B BD D DF F B BD D DF F P - Super PUNCH!
Torao stands in place with a very powerful punch.
*D DB B DB D DF F K - Attack Assault
Torao performs a k KICK!, but if it connects, he will continue
with a flurry of attacks. BEWARE! If you do this move far
away enough, even if the initial KICK! connects, the rest of
the attack won't! Judge your distance!
+--------+
| Yuiren |
+--------+
I really, really hope that the info while choosing your character is
wrong, because that says Yuiren is a guy, and...well, he looks and
sounds a gal and he's wearing a giant bow!!!
D DF F Pp - Dashing Punch
A basic dashing punch. Once again, Ren will go (p:a quarter //
P:half) of the screen.
D DB B P - Block
Just like Torao's block counter.
D DB B K - Somersault
This is an odd move. It's more of an evasive flip, because this
doesn't attack at all. Ren will flip (k:one step // K:half of
the screen) backwards, and high enough to flip right
over the opponent.
F D DF F - Vertical Kick
Um...can you guess what this is?
*F DF D DB B F DF D DB B K - Triple Flip Kick
Yuiren does three consecutive somersaults, but kicks out while
doing so, making this move an attack. Be careful about your
distance; it's easy to jump over the opponent with this move.
*D DF F D DF F P - Rushing Attack
Ren performs a dashing punch; connecting will unleash a
barrage of attacks.
+--------+
| Yuiran |
+--------+
Okay, I think I get it with these two...Yuiren is a feminine guy,
and Yuiran is a masculine girl. Ah, it all makes sense now!
Unlike Ren's quick strikes, Ran is a grappler.
B CH F Pp - Arm Snap
Very much like Clark of KOF, Ran will dash at the opponent and
if it connects, he'll er...she'll perform an arm snap.
D CH U Pp - Reverse Arm Snap
Ran jumps on top of the opponent and does a reverse arm snap. You
have to be close in to do this, since there is no attack that leads
into it. It just happens if you're in range.
C CH F Kk - Drop Kick
Ran jumps (k:a few steps // K:half of the screen) with a
powerful drop kick.
*B BD D DF F P - Super Arm Snap
Ran does a simple punch, and if it connects, she does a super
version of the arm snap.
*DB CH F B F P - Over Shoulder Throw
Ran dashes about 3/4 of the screen, and if she connects, she per-
forms an over shoulder throw.
+------+
| Taro |
+------+
Now for the bruiser of Fallen Angels. Taro has more of a power fighting
style, but I'd prefer a grappling style when it comes to strength based
characters, like Yuiran or Zangief. Plus, this guy is a freak. Seriously.
Not convinced? Look at his taunt! That's some dancing!
P - Head Butt
Just like Roche's face kick, this button move gets special mention for
it's range and speed. Taro head butts about three steps, but does it
very quickly.
D DF F Pp - Belly Flop
Taro jumps into the air (p:half // P:3/4) of the screen, and flops
down onto the opponent. You can follow up with:
F D DF Pp - Uppercut
As soon as you land from the bellow flop, you can perform an uppercut,
and follow up with:
F D DF Pp - Screw Head Butt
A twisting, angled head butt. That's right, you can chain all three moves
together. It's easiest to just keep repeating the move input continuously
as soon as you do the belly flop, and the next two'll come out easy.
D DB B Kk - Drop Kick
Unlike Ran's version, Taro jumps high into the air. The distances are
also much farther, about (k:a quarter // K:3/4) of the screen.
F D DF Kk - Flip Kick
Taro performs a handstand flip kick. Pretty agile for a big guy.
*B DB D DF F B DB D DF F K - Handstand Kick into Belly Flop
Once again, I'd say the name pretty much describes this move.
*D DB B D DB B - Freakish Dance Assault
Ha ha, what a funny name. Basically a barrage of attacks, the whole thing
will come out whether or not you connect the first hit.
============================================================================
VII. Bosses
============================================================================
These are just descriptions, I'll put more detailed strategies on how to
fight these guys in a later version.
+---------+
| Trigger |
+---------+
Trigger wears a red cape and uses...can you guess? Bingo! A gun! This guy
isn't so hard, his moves aren't that special or damaging. Except, of course
his gun. His one shot is easy enough to block or dodge, but when he
shoots multiple times, it gets pretty hard. About the third or fourth
shot becomes unblockable, so watch out and duck. Jumping isn't possible,
because you'll fall into the consecutive shots. Getting hit with even
a single shot is highly damaging.
+--------+
| Carlos |
+--------+
Okay, now it's time for the cheapness. Carlos wields a sword and does some
serious damage. His normal and specials aren't too difficult, his supers
on the other hand will make you want to kick out the screen. They're very
unpredictable and very damaging. I'll list them and give some specific
strategies in a later version. All I can say for now is hit and run
tactics work best, try not to turtle too much, and bring lots of quarters...
unless you're at an arcade where continuing is considered dishonorable.
Or, if you just have to press '1', heh heh...
============================================================================
VIII. Future Additions
============================================================================
Combos...though they're relatively hard to do in this game.
Boss info and strategies.
Character stories and translations.
Updated game mechanics if I can figure out any more.
============================================================================
IX. CONTACT ME
============================================================================
Like I said in the Important Notice section, everything listed here was
found through trial and error, and I may be missing A LOT of stuff. If you
know something, please share! Your contributions will be acknowledged, on
a first come, first serve basis. Thanks!
[email protected]
============================================================================
X. LEGAL STUFF
============================================================================
Wee!!! The fun part of writing a FAQ. Here goes:
Daraku Tenshi, The Fallen Angels, all characters, logos and all related
intellectual properties within are Copyright 1998 Psikyo.
This FAQ is Copyright 2003, John Melocoton. This FAQ may NOT be used for
any commercial purposes. It may NOT be reproduced under any circumstance,
except for private use, and under direct written permission by the author.
It may NOT be altered at all, in anyway, for public use. Plagiarism is a
crime and is punishable by FEDERAL law. And a sword. A dull one. They
hurt more.