Daraku Tenshi Yuiren Guide or
So You Want To Play as a Cross Dresser

Table of Contents:

1. Legal
2. Introduction
3. Game Basics
4. Yuiren's Moves
5. Combos
6. Play Strategy
7. Character specific
8. Trivia
9. What Now?
10. Thanks
11. Contact


////1. Legal////
This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other
web site or as a part of any public display is strictly prohibited, unless
given permission by me the author of this faq.
sites that may use this are: www.gamfaqs.com


////2. Introduction////

Daraku Tenshi, an obscure fighter released in 1998 is largely forgotten
in both the online and offline fighting game community. This is a shame,
because the game features solid one on one fighting with a cast of
characters with interesting fighting styles and personalities alike.
Recently the popularity of this game has spiked online largely due to
the part of a topic on Shoryoken. As with any fighting game that gets
popular players begin to develop main characters. Daraku Tenshi and its
surprisingly fast growing fan base already have several players worth
mentioning. Whether it be Slash Charlotte's hard hitting Taro or Merlin's
Cool playing a game of keep away the competition can be fierce.

As for myself I'm a Yurien player, and with this guide I hope to show
other aspiring Yuiren, or Daraku Tenshi players a little bit about using
her competitively and against the CPU.

////3. Game Basics////

Daraku Tenshi's characters went on to inspire the creation of many
characters from the King of Fighters series, and likewise the control
system is similar to that of its cousin KOF

You have an 8 way joystick which can be moved in the four cardinal
directions, and in combinations as well. In this guide they are referred
to as follows:
U - Up
D - Down
B - Left
F - Right

You also have the following buttons
LP - Light Punch
HP - Hard Punch
LK - Light Kick
HP - Hard Punch

As for combinations they will appear as the two directions together, for
example Down Forward (that's holding the joystick in-between down and
toward the opponent)
DF

So for example Yurien's Dash Punch would be written as

D , DF, F + P

Meaning to make Yuiren dash punch you (in a fluid motion) push the
joystick down , down forward , forward and then press punch.

Two of Yuiren's moves require you to repeat a motion twice. I will list
it as
(The motion) X(as in multiply not the letter X) 2

If you've ever played a fighting game before use that knowledge.

Super Moves
As with all other characters Super Moves can be performed in one of the
following conditions:

1:Your POW meter has been filled and is flashing red. After being filled
the meter will start to decrease, you may perform your super at anytime
before the gauge runs out and starts to charge again. Landing blows,
taking them , and such all raise your POW meter. You can also manually
charge your POW meter by holding down HP + HK.

2: Your health is reaching the lower side of the bar and it flashing
red. While your health bar is flashing red you have unlimited use of all
your character's super moves, and if you land one your character may
execute a super powered version of their super. Note that the super
powered super ONLY occurs when your health is flashing red. Characters take
damage differently, and thus their health meters turn red at different
times. Haiji for instance has to have very low health before flashing red,
where as Yuiren's health meter turns red with a decent number of health
remaining.

Stance

By pressing LK + HK you can make your character enter into an  alternate
stance. Moves from this stance usually come out quicker and may do
more damage, however after one move (successful or not) your character
will revert back to their normal stance. Successfully executing some moves
may cause your character to go into their secondary stance after the
move's execution. As of this time secondary stance is rarely used in
competitive play, and you will usually never see the CPU do it
(Carlos and Trigger don’t even have a secondary stance sprite).

Taunt
To taunt press LP + LK while standing still during a match.
Successfully taunting lowers your enemy's POW gauge, but also leaves you
open to attack. When your opponent's health bar is flashing taunting
is bascially useless, all trash talking purposes aside.

////4. Yuiren's Moves////

Yuiren's moves although straightforward, and somewhat basic can be quite
useful if you make use of them at the right time.


Basic Moves

LP - Jab

Can be used as a kinda rapid fire combo thing. Comes out at a decent
speed and you can tack it onto other stuff to catch enemies by surprise.

HP - Two Fisted Punch

Not very useful on it's own but it can be comboed into stuff.

HP or LP in air - Graceful Punch

Yuiren does some sort of strange pose and punches upwards. Don't use
this unless you just want to. If you do this while coming down however
she actually aims at the opponent.

HK - Step Kick

Oh the combo possibilities. One of Yuiren's best moves, and serves as
the focal point of many combos. After using Yuiren is moved foward a bit.

LK - Quick Kick

A good anti air kick that also can be used as a combo type thing if
in close enough proximity. It comes out very fast.

D + LK - Killer Toe

Similar to Liu Kang in MK2 Yuiren's  light kick can be thrown out
just about as fast as you can press the button. Its a great poking tool
and you can use it to score multiple hits on unsuspecting opponents.
The only downside is that it does very small damage.

U + HK - Air Roundhouse

Yurien spin kicks in the air. Good for anti air when you don't
have time to execute a special move.

U + LK - Angle Kick

Yuiren kicks up into the air at an angle. No real reason to use. The
coming down version makes her kick toward the ground.

DF + HK - Sly Trip

A trip move useful for catching opponents off guard.


F + HP - Sideways Strike

Another combo move. It can hit twice if you are close enough to the
opponent when it hits.

D + HP - Elbow Smash

Another move that can hit twice if done in close proximity.


* These two moves must be done from Alternate Stance.

HP or LP - Backhand *
HK or LK - Reverse Kick *

LP + HP - Escape Dash

Basically a sidestep that allows you to get through moves. Once you
get the timing down this is a great tool for getting out of corners.

F+HP(Close) - Overhead throw

Use it to catch turtles or to beat Yuiran players at their own game.


Special Moves


Rising Toe Kick

F , D , DF + LK or HK

If you have ever played any of the bazillion Street Fighter 2 variations
you can compare the Rising Toe Kick to Sagat's Tiger Knee. The difference
being that Yuiren rises at a much straighter angle than Sagat. The
attack makes for a great way to anti air jump ins and as a counter
to attacks like Harry's air kick. It can also be used as a finisher
in Yuiren's main combo, but more on that later. As far as variation
between the LK and HK versions HK goes at slightly more of an angle
and rises higher than the quicker and low to the ground LK version.

Knuckle Strike

D, DF , F+ LP or HP

Yuiren's Knuckle Strike or "dash punch" is probably Yuiren's most
important move. As the name suggest the move sends Yuiren across
the screen fist outstretched. The HP version of the move has a much
greater distance than the LP and will probably be the one you want to
use. After finishing the charge motion if you press the button down and
hold it you can do a sort of duck in dodge motion and release the button
to do the punch whenever you want. Using this sneak in and punch tactic
is a great way to throw people off guard who expect to counter it on block.
Knuckle Strike can also be used for transit. If you ever find yourself
about to be locked in a corner and the opponent jumps toward you try
a quick dash punch to turn the tables. As far as priority Knuckle Strike's
is decent, but not as good as the Starlight Dance's Knuckle Strike which
we'll discuss later.

* In this guide you'll see me call this move multiple things like
Dash Punch , Rush punch , Knuckle strike , among others.

Dodge Horsefly

D, DB, B + LP or HP

Yurien does a strage block motion and if timed with an enemy attack he'll
counter it. Unless you are a master of timing this don't use it that
much.

Aerial Kick

B , D , DB + LK or HK

A bit like Guile's flash kick only it actually goes forward quite a bit,
and the HK version can easily send you flying over an opponent to the
other side of the screen. Only use the LK version if you know the quick
but short traveling kick will  hit your opponent, or most likely you'll
end up whiffing and standing right in front of someone wide open to throw,
combo, or a destroying move like Haiji's disaster trumpet. Like the Rising
Toe Kick the move works best as an anti air, and because it travels you
can hit opponents who are a decent bit away from you and have entered the
air for whatever reason.

super Moves

Starlight Dance

F , D , DF X 2 + HP

Starlight Dance is Yuiren's best super by far, and one of the most
damaging "rampage" style supers in the game(probably second
only to Taro's). It works like Dash Punch in style and execution, however
if you land the dash punch hit Yuiren unleashes a flurry of blows upon
the opponent and ends it with a special version of the rising toe kick.
The great thing about Starlight Dance is that like Knuckle Strike it
can be combo’ed into from Yuiren's main combo resulting in a boat load
of damage, requiring relatively easy to do joystick and button commands.
Like its non super counterpart the Knuckle Strike, Starlight dance can
be used as transit, however only use it as such when in red so that you
don’t waste a super bar flying under someone when a normal Dash Punch
would have done just as well.


Moonlight Kick

D, DB, B X 2 + HK

Basically this move is 3 (possibly 4 on red health) Aerial Kicks in a
row. It is a decent move in the fact that if it catches an opponent(even
one in the air) They will usually be hit by any remaining kicks in the
sequence. Use it sparingly and throw it out once in a while for a
chance of tricking someone expecting Starlight Dance. If you are able
to use the super and see someone enter the air unattacking you may want
to try throwing it out then as well. In the rare situation when you
are fighting Cool and he whiffs his Somersault jump super you can use this
after the last time he jumps and nail him.

////5. Combos////

In close LP , HP - 2 Hits

In close HK , HP - 3 Hits

The next two are very important

LK , HK, F+HP, Knuckle Strike (or starlight dance if youve got the POW)

Jump in HK , HK, F+HP, Knuckle Strike OR Aerial Kick OR Starlight Dance

I'll be using the term Main combo from now own in this guide. This is
the two it refers to. These two and variations thereof are the most
powerful tools Yuiren has, and they make it EASY to combo into her
super- Starlight Dance. Remember that when in the red a Level 2 Starlight
Dance can easily turn the tide of battle.








////6. Play Strategy////


So about using all this:

So you've had a look at the moves, the combos, how they work , how they
don't and even how to mix the moves up a bit. Now lets look at a bit
of strategy or a game plan if you will. First of all remember that
Yuiren is VERY fast when compared to most of the cast members. Double
tapping the joystick forward will make Yuiren break out into a full out
dash that you can use to bring the pressure or jump out of a bad situation.
He also has a hop that can be used for escaping backwards, the hop is
much like what Haiji uses when you double tap to or from an opponent.

That being said use the speed of Yurien to your advantage, especially when
fighting bulky characters like Taro or Harry. To play Yuiren
effectively you need to use speed to throw off opponents and set up that
main combo, and link it to the Starlight Dance Super. In the main
combo when you see Yurien get pushed back a bit your opponent should still
be in one of their stun frames meaning now is the time to activate the
Knuckle or Starlight Dance.  Don't get too Knuckle Strike happy either.
It is a great attack, but very counter able if blocked or missed. If
whiffed you could find yourself victim of a combo, or on block usually
a throw( Especially against CPU Carlos). Learn what the dash punch
can and cannot beat out and think well before using it.

Don't be afraid to use Yurien's aerial attacks either. Yurien's got two
great attacks for swatting jumpers and air attacks alike right out of the
ozone. As a rule of thumb stick to the Rising Toe Kick when an enemy
moves toward you and whenever an enemy attempts air motion from a
distance use the Aerial kick

Also remember to keep an eye on your POW meter at all times. A well
placed Starlight Dance/Main combo combination can easily turn the tide of
or end a match. Before attempting a combo try to charge your POW meter
to almost, but completely full. This way the hits in the combo will fill
it out for you and you won't have to worry about not having enough time
to land your super.

////7. Character Specific:////

Cool:

Cool is classified as bottom tier of the Daraku lot, but don't
underestimate him, especially in the right hands. Yuiren focuses
on getting in close beating the enemy to death and then getting away
to set the next attack run, while Cool has to play keep away. Cool
hasn't got alot but what he does have is the ability to push people
away. His flip kick can easily swat your jump in main combo, but
because of the difficult command for the motion if may be worth it to
risk the jump in version. Against the advanced Cool player however, you
don't want to risk it as Cool's flip kick super , especially the red one
packs a punch and has great range in the air. Try and bait wasted
supers , both jump and feathers from Cool and hit him with your best
combos. Don't try and blindly dash punch at him because he'll most likely
throw you or hit you with his ducking High kick.

Yuiran:

Like her brother, Yuiran has a good deal of speed and the two even
share a few properties such as standing animation and size. Instead of
a dash punch Yuiran has a run in and throw attack. You can try to Knuckle
Strike her when she uses it but if she stops and is able to block it you
will most likely be punished. Be on the lookout for her full body throw,
and for attacks that turn her around. While turning she is very vulnerable
so hit her with your best shot.

Yuiren:

Just a few things to remember for this match, if two Yuirens do
any of the dash punches as the same time both players will take
damage and be pushed back. Play counter and wait on mistakes. Particularly
those in the air that allow you to hit with 100% certainty.

Harry Ness:

Harry is a another heavyset grappler, but be careful as he's not as
easy to counter as Taro. Harry has his own anti air kick which can
easily swat jump ins, but if he tries it and misses Yuiren can do just
about anything in the air as a counter move. Don't think of dash
punching while that POW bar as full as Harry's rocket super can be
devastating if it hits while he has all his rockets intact. Slowly work
on emptying his rockets while keeping him out of the air. Once the
rockets are gone bring your strategy a bit further in and let him have
it. Also avoid your Aerial Kick while he can use his supers because the
all rockets one can usually juggle you in the air and allow you to land
just in time to be blown to bits.

Ruccio Roche:

Roche rules the roost tier wise and his combos can be a beast to deal
with. Fortunately if he activates his multi hit super he doesn't stop
if the first hit is missed and Yurien's dash punch or Starlight Dance
can hit him while he's in mid animation. The key to fighting Roche is
to make certain he is done with his attack before attempting to counter
or he can easily throw you or hit you with his super. Be wary of jumping
in as he has an attack that catches opponents in the air and rides them
like a skateboard.

Torao Onigawara:

Yuiren has the speed advantage, but his Knuckle Blow and Starlight
Dance can get him into trouble if Onigawara's health is in red or
his super bar is full. NEVER attempt an unplanned
dash punch against Onigawara if his POW is full as he can rather easily
activate his touch of death super and whop you with it
on block or whiff. Basically play your main game and avoid him when
he can do his super. When he's in the red and you don't have a choice
attempt to bait the touch of death super out of him, because if he misses
you can easily starlight dance, combo , or Knuckle him.

Taro:

Taro hits hard, but Yuiren can outdo him with her speed a large
percent of the time. When fighting Taro bait and block attacks, and
counter them with Dash Punch. Taro's frame is so large that after
a blocked super move attempt Yuiren can hit him with a dash punch
while he is still technically on the ground. Taro does have a priority
advantage however so never try to dash punch him if he's doing his super
or that flying through the air kick. Basically the game here is cat
and mouse with Dash Punch and Starlight Dance.

Haiji:

Don't attempt to dash punch him out of any of his supers. Not only will
yours not do any damage you'll take the full extent of his. Also as
any character should know when he goes into his Massacre Trumpet hold
DO NOT try to combo him from the front as he'll just wait as long as he
can and then nail you potentially obliterating your health or costing
you the match. If you can get around behind him get in a few hits before
they launch to the other side of the screen. Bascially watch for
knuckle strike opportunities. A missed Left Handed Baby (Haiji's special
move uppercut)makes an excellent opportunity.

Trigger:

Trigger is a difficult match for Yurien. Trigger can counter lots
of  Yurien's moves with throws and he is not afraid to shoot you out of
any air attacks you try. His anti air shot also makes the jump in
version of your main combo very risky. Trigger is slippery and thus
it is near impossible to use pressure to pin him in the corner like you
can Carlos. You are best off to poking with the ducking LK and following
his attacks and countering them. If you ever seem him jump through
the air a standing HK can usually stick him, as Trigger has a very
flamboyant jump and hit box as he goes through the air.

Carlos:

Carlos relying on punishing your mistakes and keeping you pinned with
his great reach and the threat of his horrendously broken super. The
best thing to do is use your main combo to get him in a corner an then
repeatedly execute the jump in variation of it on him. He'll get trapped
in the corner and most likely try his low swing, at which point you can
just keep hitting him. Carlos doesn't like jump ins but will sometimes
fall for them. If you try twice to jump at him he's doing his anti air
routine so find another way in. Fortunately the corner fighting method
helps with his super, as the damage Carlos does with it depends on how
far away he is when he lands it(that is why Carlos jumps back if there
is room on screen after landing the first hit).


////8.Trivia////

Yuiren is actually a man. From the scraps of story floating around
Yuiren and Yuiran run the bar that they fight in. Yuiran tends the bar
while Yuiren sings as a woman to attract unknowing male customers.

Concept art in the game's bitmap dump suggest that both Yuiran and Yuiren
where at one point in time two brothers instead of sister and cross
dressing brother. For more info check out the thread on the net's only
Daraku Tenshi board

A few characters in the game have battle intro specific dialouge
some of these are:

Yuiren and Yuiran
Cool and Carlos
Harry and Onigawara

There are not character endings in the game but images shown during
the credits depict Haiji beating up Trigger and escorting Carlos from
his office at gunpoint.

////9. What Now?////

Fan of the game? Want to find other players? Check out the community
board at http://z15.invisionfree.com/Daraku_Tenshi/index.php?

http://www.youtube.com/user/DarakuTenshivids A user channel made
specifically for (Daraku Tenshi) match and game videos

I am working on a MUGEN project to create a version of the game
with endings and the 4 lost characters. If you want to help email
me at [email protected]

////10. Thanks////

Dinur , Slash , Merlin, and the rest of the great players
from Shoryoken and the board.

The Steel Hearts Team and Psikyo. Here's hoping the DT gang rides
again someday.

////11.Contact////

See something missing? Got a good tip? Want to kick my butt at the game?
send it all to [email protected]