DARAKU TENSHI: THE FALLEN ANGELS
FAQ 0.1 (GAMEFAQS EDITION)
BY JESS RAGAN

WHAT IS THE FALLEN ANGELS?
Daruku Tenshi, or The Fallen Angels, as it will be referred to in this FAQ from
now on, is the first and perhaps only fighting game designed by Psikyo.  The
Fallen Angels suggests that the designers of popular shooters like Gunbird had
great promise exploring other genres, but strangely, this moody, sepia-toned
tournament fighter was never given a sequel or was released on any home
systems.  The Fallen Angels didn't deserve to be buried like this, however...
it's an excellent fighter with a dark beauty you won't find in Capcom's Street
Fighter series or most of SNK's many fighting games.

THE STORYLINE
"The earthquake that struck the city at 7:13AM on February 10, 2000, measured 7
on the Richter scale. The veneer of peace that had been maintained in the
city's streets by total information control suddenly vanished, and the
computer-controlled concrete jungle stopped functioning."
"A major shift in the Earth's crust had severed the city from its surrounding
landform, leaving it an island with virtually no outside contact. Money-crazed
inhabitants soon lashed out for the city's remaining but useless vestiges of
power, preaching salvation while hiding their wicked motives."
"Sex, crime, and drugs ruled the streets, as the city began to decay.
Ironically, they called the wretched remains of their city "Eden- the last
paradise."

WHAT'S HERE
*  Basic moves, applicable to all characters
*  Descriptions of the game's basic play mechanics
*  Detailed moves lists for all eight playable characters
*  Strategies for the use of each character's attacks

WHAT'S NOT
*  All of Yuiran's super moves
*  Move lists for the bosses, Trigger and Carlos
*  Cheats to play as either Trigger or Carlos
*  Win quotes
*  Specific character information, especially regarding the guard guage
*  Specific information about the relationship between the power meter and life
bar

NOTE: You'll find a more detailed version of this FAQ at The Gameroom Blitz
(http://grblitz.overclocked.org).  Included in the GRB strategy guide are more
detailed descriptions and pictures of every character, plus basic strategies
for the bosses Trigger and Carlos.

BASIC CONTROL SCHEME

These are the game's standard moves.  Every character possesses these attacks
and evasive actions... however, each one differs depending on the character
selected.  For instance, Yuiran will run toward her opponent when you tap
forward twice, but the best you'll get from Taro is an awkward hop.

JOYSTICK
F: forward. Moves your character forward.
DF: down forward. May make your character crawl forward.
D: down. Makes your character duck.
DB: down back. Makes your character block low attacks.
B: back. Moves your character backward and lets them block high or mid range
attacks.
UB: up back. Makes your character jump backward.
U: up. Makes your character jump upward.
UF: up forward. Makes your character jump forward.

BUTTONS
LP: light punch.  Delivers a light but fast punch, good for starting combos.
HP: hard punch.  Delivers a crushing but much slower punch.
LK: light kick.  Executes a light but fast kick.
HK: hard kick.  Executes a very powerful yet somewhat slow kick.
BASIC TECHNIQUES

tap forward twice: dash.  The player dashes or runs toward the opponent,
depending on the character selected.
tap backward twice: retreat.  The player quickly steps backward in an attempt
to distance his/herself from the opponent.
HP or HK (in close): throw.  Performs a throw or hold on the opponent.
LP+LK: taunt.  Taunts an opponent, slightly lowering their power gauge.
LP+HP: stance switch.  The player shifts his/her feet.  This can be followed up
with an extra powerful attack
forward, LP+HP: dodge.  The player slips past attacks and through the opponent
if one is close by.
HP+HK: charge.  The player concentrates, raising his power meter after a brief
pause.  This makes the player extremely vulnerable to attack, so use it when
standing at a safe distance.

PLAY MECHANICS

The Fallen Angels will be comfortably familiar to anyone who's played The King
of Fighters, as it borrows many of its basic gameplay elements.  These include:

POWER METER

Each character has a power meter which fills as attacks are performed or damage
is taken.  This power meter can also be boosted by holding HP+HK together...
the character will stand in place, summoning his/her strength until the meter
is full, the buttons are released, or the character is interrupted by an
opponent's attack.  It's up to the player to use the charge wisely... while it
can definitely come in handy, it's not always necessary.  Sometimes it's best
to be patient and let the meter fill up on its own.

Once full, the power meter allows the player to perform a super move.  Super
moves are generally either autocombos (the player attacks repeatedly with
standard kicks and punches) or enhanced versions of special moves.  However,
the player must act quickly, as the power meter depletes much like it does in
the first Darkstalkers and early King of Fighters games.  Once a super move has
been performed or the power meter runs dry, it must be recharged.

However, you may not even need to let the meter charge if your life bar is
nearly depleted.  Once your character is sufficiently weak, their life bar will
flash red as both a warning of their impending demise and a reminder that super
moves can be performed at the player's whim.  Your power meter can still be
charged, and it's possible to perform a super move with both your life bar
flashing and your power meter full.  Any super move performed during this time
will be enhanced, but only slightly... for instance, Cool's Skyward Blitz,
which normally consists of three strikes, will add a fourth if you perform it
while your life bar is flashing and your power meter has been filled.

GUARD GAUGE

Players can block incoming attacks, but not forever.  Each character has a
guard gauge that depletes whenever they block attacks.  Otherwise, the gauge
will fill to its maximum value of 99.  The guard gauge encourages the player to
be aggressive, as pounding the opponent with punches and kicks will eventually
damage them whether or not these attacks are blocked.  Once the gauge is
emptied, the opponent will be forced to drop their guard, briefly making them
vulnerable.  After this happens, the guard gauge will return to its maximum
value of 99 and that character can once again block attacks.

This system is similar to the one used in Street Fighter Alpha 3, except
players aren't punished with a smaller gauge after having their guard broken by
a persistent opponent.  It returns to its maximum value after the player's
guard is dropped.  Also, the player recovers quickly from having their guard
meter depleted, so it doesn't affect the gameplay as much as it does in Street
Fighter Alpha 3.

TAUNTS

Taunting is performed by pressing LP and LK together at once.  The player will
taunt, slightly lowering their opponent's power meter.  It's not enough to have
a strong impact on the gameplay, but on the plus side, the taunt can be
interrupted and doesn't leave you as vulnerable as it would in a Capcom
fighting game.

CHARACTERS

TARAO ONIGAWARA
flea-bitten martial artist

STATS

NAME: Tarao Onigawara
OCCUPATION: A martial artist
AGE: 47
HEIGHT: 135 cm
WEIGHT: 106 kg
SEX: male
BIRTHDATE: 5/27/1984
FROM: Japan

STRENGTHS: Straightforward character with fairly easy to use attacks.
Reasonably strong.  The Touch of Death is very handy as a counter attack, and
the Kick Storm does a good deal of damage.

WEAKNESSES:  Ducking kicks are somewhat odd.  It can be difficult to actually
reach an enemy with the Touch of Death... the other player can slide right
through it if their timing is right.

---

SPECIAL MOVES:

STOMACH PUNCH: D, DF, F, then punch
Tarao delivers a blow to the stomach.  Note that HP will make Tarao lunge
forward slightly before performing the attack.  He'll stand his ground if LP is
pressed instead.

LEAPING KICK: D, DF, F, then kick
Tarao leaps at the opponent foot first in an attack strongly reminescent of
Ryo's in The Art of Fighting.  The distance of this attack is determined by the
strength of the kick used to perform it.

COUNTER: D, DB, B, then punch
Tarao intercepts an opponent's attack.  More research is needed on this and the
other counter attacks in The Fallen Angels.

SUPER MOVES:

TOUCH OF DEATH: D, DB, B, DB, D, DF, F, then HP
"C'mon, Bart... use the Touch of Death!"  After a brief pause, Tarao unleashes
a devastating knifehand blow, doing damage to anyone in the immediate vicinity.
This death blow seems to do more damage if it's used to counter an opponent's
attacks.  However, be careful that you're not TOO close to your opponent when
you do it, as it may slip past them, doing no harm to them at all.

KICK STORM: D, DB, B, DB, D, DF, F, then HK
Tarao jumps toward his enemy with a kick.  If it lands, he'll follow it up with
a dozen more damaging attacks.  Don't perform this unless you're sure it'll
connect with an unblocking opponent... if they do block, you'll be left
vulnerable.

---

COOL
leather clad master of crows

STATS

NAME: Cool
OCCUPATION: unknown
AGE: 24
HEIGHT: 172 cm
WEIGHT: 60 kg
SEX: male
BIRTHDATE: 10/31/1984
FROM: unknown

STRENGTHS: Could appeal to players who prefer using charge motions for attacks.
The Skyward Kick is a fantastic anti-air attack, and its more powerful
counterpart the Skyward Blitz does incredible damage if it connects.  Punch and
kick trajectories are very straightforward.

WEAKNESSES: Charge motions force the player to wait to execute attacks.  This
also makes super moves damned near impossible to perform.  Cool only has two
special moves, just like his obvious inspiration Guile.

SPECIAL ATTACKS

CROW'S FEATHER: B...F, then punch
Cool casually tosses a feather at his opponent.  Its speed is determined by the
strength of the punch used to perform it.

SKYWARD KICK: D...U, then kick
Cool streaks upward with a powerful leaping knee.  It's great for intercepting
leaping foes and is Cool's most powerful attack.

SUPER MOVES

SKYWARD BLITZ: DB... DF, DB, UF, then HK
Cool lays down the law with three consecutive Skyward Kicks.  One of these is
enough to send an opponent to the hospital, so you know what'll happen after
three of them.  However, it's a very difficult attack to perform thanks to the
complicated, Guile-esque motion used to activate it.

FEATHER DUSTER: B... F, B, F, then HP
Cool tosses multiple crow's feathers.  I imagine this makes him even more
frightening to ravens than the average scarecrow.  It's also a bit frustrating
for the player, since the attack is difficult to perform thanks to the charge
motion used to activate it.

HAIJI
Raging white haired boxer

STATS

NAME: Haiji Mibu
OCCUPATION: A bouncer
AGE: unknown
HEIGHT: 179 cm
WEIGHT: 67 kg
SEX: male
BIRTHDATE: 12/11/?
FROM: unknown

STRENGTHS: Quite nimble despite some ridiculously powerful attacks.  Detonation
Punch is an extremely useful counter attack, and its more powerful counterpart
the Atomic Crush is extremely effective in combos.

WEAKNESSES: Awkward punch and kick trajectories.  Some moves have long set up
and recovery times.  Life bar must sink really low before super moves can be
performed.

SPECIAL ATTACKS

GUT BUSTER PUNCH: D, DF, F, then punch
Haiji hops toward his enemy and releases a powerful punch to the stomach.  This
punch drives the enemy back if they block it and pops them into the air if it
connects.  Nothing too exciting, but it leaves Haiji less vulnerable than the
much more powerful Detonation Punch.

DETONATION PUNCH: D, DB, B, then punch (hold)
Haiji summons his strength for an extremely powerful punch.  It's particularly
effective as a counter against some attacks... Haiji will absorb the damage
from punches and kicks, then immediately return fire with a right cross with
enough strength to turn a cement wall into rubble.  It's so powerful that Haiji
nearly loses his balance while performing it, so be sure the attack connects if
you plan to use it... you'll be left vulnerable if the opponent blocks.

BOOT TO THE HEAD: D, DF, F, then kick
Ed Gruberman beware... Haiji warms up a nasty kick and sends it straight for
his opponent's face.  He screams "Walk it off!" as it connects with the enemy's
cheek, but given its strength and the fact that it literally sends the opponent
flying backward, they're not likely to do that.

SUPER MOVES

ATOMIC CRUSH: D, DF, F, D, DF, F, then HP
Haiji performs an especially powerful Detonation Punch that can sap nearly
three quarters of the enemy's life bar.  The trick to performing it is using it
as a counter, or in a combo after landing from a jump kick.

POP FLY PUNCH: D, DB, B, DB, D, DF, F, then HK
Haiji attacks with a stronger version of his Gut Buster Punch.  This attack
pops the opponent into the air, allowing the player to juggle the foe for more
hits.  It's more stylish than effective, since you have to use it up close and
it doesn't guarantee as much damage as a successful Atomic Crush.

---

YUIRAN
bone-breaking ninjette

STATS

NAME: Yuiran
OCCUPATION: a bartender
AGE: 20
HEIGHT: 167 cm
WEIGHT: 57 kg
SEX: female
BIRTHDATE: 3/3/1984
FROM: unknown

STRENGTHS: Yuiran is strong, fast, and agile, and her grapples will appeal to
fans of wrestling characters, particularly Blue Mary who seems to have inspired
this character.  The Drop Kick is fast and packs quite a wallop.

WEAKNESSES: Some attacks leave Yuiran vulnerable or force her to be very close
to her opponent.  Her supers are tough to perform and offer little reward for
the effort it takes to perform them.

SPECIAL ATTACKS

ASSASSIN'S CRAWL: DF
Yuiran sneakily inches toward her opponent on her hands and knees.  Effective
for getting in close while avoiding punches, projectiles, and other attacks
aimed for the head and chest.

DROP KICK: B...F, kick
Yuiran dives at her opponent feet first, delivering a blow that sends them
straight to the floor if it connects.  This attack does pretty good damage and
can relieve the pressure in a situation where the opponent is getting too
aggressive.

ARM BREAKER GAMBIT: B...F, punch
Yuiran takes a risk, running straight at her foe.  If she can reach them before
she's knocked away with an attack, she drops them to the floor and snaps one of
their arms.  This is damaging, but as mentioned earlier, risky... better make
sure your opponent isn't counting on this one.

INTERCEPTION: D, DB, B, punch
Yuiran crosses her arms, prepared to intercept her opponent's attack.  If
successful, Yuiran is unharmed by the enemy and can counter their attack if she
acts quickly.

ARM BREAKER CATCH: D...U, punch (close)
Yuiran grabs her enemy from a stationary position, wrapping her legs around
them, dropping them to the floor, and finally breaking an arm.  The charge
motion is rather unconventional for a grapple, and there's no miss animation,
so you won't be given any indication that you've performed the attack
unsuccessfully.

SUPER MOVES

ARM BUSTER: B, DB, D, DF, F, B, DB, D, DF, F, then HP
Yuiran jabs forward twice in rapid succession.  If the punches connect, she'll
drop her opponent to the floor and snap the nearest available arm.  It does a
little more damage than the other Arm Breaker attacks but isn't much more
impressive.  I suspect that this is a multi-stage attack.

FLIP OUT: DB... DF, DB, UF, then HP
Yuiran runs toward her opponent... if she reaches them without getting
attacked, she'll flip them behind her back.  I suspect that this is a
multi-stage attack, because the first blow doesn't do much damage and isn't
particularly impressive.

---

HARRY NESS
Unfortunately named but extremely well armed military officer

STATS

NAME: Harry Ness
OCCUPATION: A captain of the Marine Corps
AGE: 34
HEIGHT: 194 cm
WEIGHT: 103 kg
SEX: male
BIRTHDATE: 7/4/1970
FROM: United States of America

STRENGTHS: Harry's armed with rockets, which are devastatingly powerful.  His
selection of throws do a great deal of damage as well.

WEAKNESSES: The downside to having your own arsenal of weapons is that you're
bound to run out eventually.  Also, Harry is (true to the wrestler stereotype)
a little large and slow.

SPECIAL ATTACKS

ROCKET: D, DB, B, punch (hold)
Rocket, baby!  Harry fires an exploding rocket from the launcher on his wrist.
It starts out slowly, then picks up speed as it travels.  Once it connects with
an enemy, it explodes, causing great damage to the opponent or, if they've
blocked the missile, their guard gauge.  The attack can be delayed by holding
down the punch button, but Harry will release the rocket after six seconds,
whether you're ready or not.  One final note... this attack uses one rocket
from Harry's supply, and if Harry has no rockets, he'll just stand there with
his arm outstretched, giving the opponent a chance to strike.

WRESTLING HEAT: B, DB, D, DF, F, punch (close)
Harry snatches up his opponent, picks them up over his head, then drives them
headfirst into the ground.  A potent attack that requires close proximity to
the enemy.

PROPELLER KICK: F, D, DF, kick
Harry quickly steps back, then leaps into the air with his massive legs
spinning like the propeller of an aircraft.  The Propeller Kick hits multiple
times... when the attack is complete, your opponent will have suffered a good
deal of damage.

POINT BLANK: F, D, DF, punch
Harry slides forward, hand outstretched.  If he manages to catch a fist full of
his opponent, he sticks his rocket launching wrist into their gut and unloads
two rockets into their belly.  If Harry only has one rocket left, he'll fire
that, and if he's got none at all, he'll punch the enemy's stomach and toss
them away in disgust, muttering "Lucky..."  Harry takes two rockets from his
available supply if the attack is successful (or less if that's all he has).
If not, no rockets are used.

SUPER MOVES

FINAL OFFENSIVE: D, DB, B, DB, D, DF, F, then HK
Harry throws a punch.  If it connects, he continues to unleash punches and
kicks on his foe, then ends the assault by firing EVERY rocket in his supply at
his foe while they're gasping for breath.  Deadly?  Oh yes, very.

WRESTLING BLAZE: B, DB, D, DF, F, B, DB, D, DF, F, then HP (close)
Harry attempts to grab the opponent.  If he succeeds, he really lays into them,
driving them into the ground four times and finishing up with a devastating
back drop.

---

YUIREN
very convincingly cross-dressed bar manager and songstress (songster?)

STATS

NAME: Yuiren
OCCUPATION: A manager and a singer
AGE: 20
HEIGHT: 170 cm
WEIGHT: 61 kg
SEX: male
BIRTHDATE: 3/3/1984
FROM: unknown

STRENGTHS: She's similar to her sister Yuiran, but with a different set of
moves that are easier to perform.  Several of her moves are quite strong,
particularly the supers.

WEAKNESSES: Yuiren isn't much of a grappler, and it's tough to hit an opponent
with her Bird in Flight attack.

SPECIAL ATTACKS

DASH PUNCH: D, DF, F, punch
Yuiren rushes toward her opponent with an outstretched fist.  Should they be so
unwise as to accept this gift, the opponent is badly injured and thrown to the
ground from the impact of the punch.

SKY STRIKE: F, D, DF, kick
Yuiren takes to the air with her knee outstretched.  This doesn't do as much
damage as the Dash Punch but it comes in handy for enemies in mid-air.

BIRD IN FLIGHT: D, DB, B, kick
Yuiren performs a beautiful aerial flip kick.  This attack looks wonderful but
can be difficult to use due to its trajectory... often, you'll find yourself
flying past your opponent rather than into them.  The weak kick shortens the
distance of the Bird in Flight... use it if the enemy is nearby.

COUNTER: D, DB, B, punch
Yuiren crosses her arms in an attempt to defend herself from her enemy.  This
not only works as a suitable defense for attacks but gives Yuiren the chance to
counter.

SUPER MOVES

SWAN SONG: D, DF, F, D, DF, F, then HP
Yuiren dashes toward her opponent... if their defenses are down, she hammers
away with punches and kicks, finally ending the assault with a Sky Strike (or
several, if she's weak and her power gauge is full).  This attack is both
deadly and stylish, just like Yuiren herself.

HAWK'S PREY: D, DB, B, D, DB, B, then HK
Yuiren takes to the air, performing a series of Bird in Flight attacks.  These
flip kicks have much more generous collision detection than a standard Bird in
Flight, and all three attacks in succession do an obscene amount of damage.

---

TARO
Frankenstein's redneck monster

STATS

NAME: Taro
OCCUPATION: unknown
AGE: unknown
HEIGHT: 178 cm
WEIGHT: 112 kg
BIRTHDATE: unknown
FROM: unknown

STRENGTHS: Strong.  Very, very strong.  Taro's three stage attack can rack up
damage quickly... if the Splashdown hits an unblocking opponent, chances are
good that the Uppercutter and Spinning Arrow will as well.

WEAKNESSES: Slow.  Very slow.  Neither the Uppercutter nor the Spinning Arrow
can be used on their own... they must be chained from the Splashdown, and it
can be tough to time them properly.

SPECIAL ATTACKS

SPLASHDOWN: D, DF, F, punch
Taro leaps into the air with his arms and feet outstretched.  He hopes to crush
his enemy with his massive stomach... if he's successful, he can chain the
Splashdown into an...

UPPERCUTTER:  D, DF, F, punch (perform at the height of your jump, after the
Splashdown)
Unsatisfied with a mere belly flop, Taro performs a leaping uppercut to add
extra damage to the attack.  Oddly, the motion for the Uppercutter must be
performed at the height of Taro's Splashdown, but won't actually be executed
until Taro lands.  From there, Taro can finish up with a...

SPINNING ARROW: D, DF, F, punch (perform at the height of your jump, after the
Uppercutter)
Taro is capable of a third attack, but this can only be performed after the
Uppercutter.  Taro leaps one more time, spiralling toward the opponent like a
heavyset torpedo.

LEG DROP: D, DB, B, kick
Taro leaps for his opponent, feet first.  This is similar to Yuiran's leg drop
but carries a lot more weight behind it.

FLIP KICK: F, DF, F, kick
Taro performs a surprisingly agile somersault kick.  Well, maybe not... he does
wind up on his back afterwards.  In any case, the Flip Kick drains your
opponent's energy quickly and can be used to counter mid-air enemies.

SUPER MOVES

DAMN THE TORPEDOS: D, DF, F, D, DF, F, then HK
Taro spirals upward, reaching the top of the screen with an extremely powerful
Spinning Arrow.  Heaven help anyone who's unfortunate to be in his path.  Even
if they're not, Taro can still hit them with a Belly Flop, which he performs
after reaching the top of the screen with the Spinning Arrow.

JUNKYARD SCRAP: D, DB, B, D, DB, B, then HP
Taro's itching for a fight... he'll batter the opponent with a series of
crushing punches and bone-splitting kicks.  This brutal combo ends when Taro
drops to the floor on his behind.

---

RUCCIO ROCHE
tiny assassin

STATS

NAME: Ruccio Roche
OCCUPATION: A killer
AGE: 16
HEIGHT: 164 cm
WEIGHT: 58 kg
SEX: male
BIRTHDATE: 4/27/1988
FROM: unknown

STRENGTHS: Roche is arguably the best character in the game, next to the
typically overpowered bosses, of course.  He's fast and his attacks are easily
comboed into one another.  Those attacks also do a lot of damage despite
Roche's size.

WEAKNESSES: Some of Roche's attacks are awkward, particularly the Red Snapper
and its super charged counterpart, The Assassin.

SPECIAL ATTACKS

SHOULDER CHECK: D, DB, B, punch (hold)
Roche charges up for a shoulder check that the average hockey player would kill
to have.  It's so strong that it pops the opponent fifteen feet into the air,
allowing them to be juggled with subsequent attacks or even worse, Roche's
complementary move the Nimble Step.  The Shoulder Check can be delayed by
holding down the punch button, but it can't be delayed forever... Roche will
shoulder check the opponent after three seconds even if the punch button is
still down.

NIMBLE STEP: F, D, DF, kick
Roche leaps into the air, hoping to catch an opponent on the end of his foot.
If successful, he drops them to the ground and lands nimbly on their stomachs,
probably crushing a few of their vital organs in the process.  It's a decent
anti-air move on its own, but the Nimble Step really shines when used in combos
or after a successful Shoulder Check.  A rule of thumb for Roche players... if
your enemy's been knocked into their air, ALWAYS use a Nimble Step to bring
them back down to terra firma.  You're cheating yourself out of extra damage if
you don't.

RED SNAPPER: D, DB, B, kick, then punch or kick when near the enemy
Perhaps one of Roche's most awkward moves.  The junior assassin rushes toward
his opponent... what he does from there is entirely up to you.  Pressing punch
will make Roche pounce on his enemy- if it's not blocked, Roche will mount
their shoulders and snap their neck.  Pressing kick makes Roche dive for his
foe's legs... if it's not blocked, Roche will climb on his adversary's back and
slit their throat.  It's hard for the other player to predict but somewhat
difficult to use effectively.

VICIOUS CIRCLE: F, D, DF, punch
Roche windmills his arms, slashing any enemies unfortunate enough to be close
by.  This isn't Roche's best move, but it works well in combos and it's fairly
unique.

SUPER MOVES

DEADLY WALTZ: D, DF, F, D, DF, F, then HP
Roche backhands the opponent... if that blow connects, he continues to pummel
his victim with a variety of spinning strikes.  He ends the combo by sending
the enemy in mid-air, giving the player a chance to add even more damage to the
Deadly Waltz by throwing in a Nimble Step.  Combined, the two attacks will
drain nearly half of the enemy's life bar.

THE ASSASSIN: D, DB, B, DB, D, DF, F, then HK
This more damaging version of the Red Snapper has many drawbacks... it's even
tougher to catch an opponent with it, and it doesn't offer as many options as
the Red Snapper.  Roche slides toward his opponent, then pounces, hoping to
mount their shoulders and snap their neck, finishing the job he was paid to do.
It does hurt, but not as much as a Deadly Waltz paired with a Nimble Step.

---

SPECIAL THANKS
* Psikyo and The Steel Hearts, for making this game
* GameFAQs, for hosting this strategy guide on its site
* The guy who wrote a review of The Fallen Angels on GameFAQs... he figured out
that the stance shift allows characters to perform an extra powerful kick or
punch. I'll get his name when I revise the strategy guide later


This FAQ is a trademark of Jess Ragan and JessCREATIONS*, Co.  Unauthorized use
of this guide is prohibited.  The Fallen Angels is a trademark of Psikyo and
The Steel Hearts.  All rights reserved.