MK Deception: Dairou FAQ Version 1.00
Completed on Friday 4th February, 2005.
Written by Minty Fresh Death
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TABLE OF CONTENTS
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I Table of Contents
II Introduction
A Version Updates
B Preface and Legalities
III Dairou
A Why Dairou?
B About Dairou
C Dairou's Costume Descriptions
D Dairou Unlockables
III Playing as Dairou
A Controls and Basics
B Wing Chun
C Escrima
D Autumn Dao
E Special Moves
F Fatalities / Hara Kiri
IV Kombos
A Wing Chun
B Escrima
C Autumn Dao
V Strategy
VI Frequently Asked Questions
VII The Final Word (Thanks Section)
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INTRODUCTION
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---------------
VERSION UPDATES
---------------
1.00 - The very first version. Updates to come.
----------------------
PREFACE AND LEGALITIES
----------------------
Yo there. After feeling bored one Tuesday night, I decided to
write the lowdown on one of my favourite characters on the
awesome computer game Mortal Kombat: Deception (hearafter
referred to as MK: Deception or MK:D) - Dairou.
This version of the MK: Deception - Dairou FAQ (Version 1.00)
is exclusive to GameFAQs.
You are NOT allowed to post any version of this FAQ on any
other websites WITHOUT my given permission. My e-mail is
under "The Final Word" section if you wish to contact me.
You also may NOT copy any of the things you see in any version
of this FAQ and stick it into your own. You are also not
allowed to plaguerise any versions of this FAQ (don't steal
the information and type it up in your own way) and you
are NOT allowed to use it in any way to gain profit.
If I catch anyone who has violated these rules, legal action
will ensue. You have been warned.
This FAQ / Walkthrough is not property of Midway and is not
written or supported by them.
All trademarks and copyrights contained in this document are
owned by their respective trademark and copyright holders.
Copyright 2005 by Dan Gallagher, AKA Minty Fresh Death.
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DAIROU
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-----------
WHY DAIROU?
-----------
Put quite simply, Dairou is an awesome character to play as,
and is often overlooked as one of the 'new' fighters, most
likely because his style and special moves can be quite tricky
to learn and master. However, those who stick with it are well
rewarded, for Dairou is an incredibly powerful kombatant when
used correctly. And as another bonus, he has some of the best
Fatalities in the entire game. :)
The purpose of this guide is to help those who read it become
Dairou masters by detailing his moves, specials, combos and
strategies you can use when playing as him.
------------
ABOUT DAIROU
------------
WARNING: Spoilers are going to be unveiled in this section.
If you don't want to spoil Dairou's story for yourself, I
suggest you skip past this section of the FAQ.
Origin: Realm of Order (Seido)
Alignment: Neutral
Allies: Darrius, Damashi
Foes: Hotaru
Difficulty: 5 (In game)
Fighting Styles: Wing Chun, Escrima, Autumn Dao
The following quote is taken from the MK: Deception website
in reference to his trading card:
"A former member of the Seidan guard in the Realm of Order,
Dairou is a mercenary and takes no sides in the war between
Order and Chaos. His most recent contract is for the death of
Hotaru..."
The following is Dairou's biographies, taken from the game
itself.
First Person Bio:
"I was once a member of the Seidan Guard. I believed in the
power of Order and lived by the strict codes of my superiors.
I had saved many lives during my years of service. But when I
killed an assailant in a fit of rage. I was arrested and
sentenced to a life of incarceration. For all the good I had
done, the event that had come to define me was that one moment
of chaos. I eventually escaped during a riot incited by the
Resistance."
Alternate Bio:
"I emerged from prison a changed man. No longer would I follow
orders of the Seidan. Neither could I bring myself to give in to
Chaos. Instead, I opted to serve myself. I became a mercenary, a
warrior for hire, and have become revered in Orderealm's secret
underground. My neutrality has been put to the test, however, as
my current contract is to find and kill my former guardsman,
Hotaru."
Now, here's my explanation on everything the game tells us
about Dairou:
Dairou is a resident of Seido, also known as the Realm of
Order. He once worked as a member of the Seidan Guard,
protecting it's civilans from anything that would disrupt the
order of the realm. One day, Dairou's family were killed by a
hired assassin. Dairou tracked the assassin down and slew him
in a fit of rage. In the Realm of Seido though, assaulting a
perpetrator without consent of a superior officer is
considered a serious offence. The law itself turned on Dairou,
ignoring all the good he had done in his service to the Seidan
government and defining him through that one moment of rage. He
was sentenced to a lifetime of imprisonment.
Some time later, a riot led by the Seidan Resistance allowed
Dairou to escape prison, but his experience left him jaded and
cynical. He vowed to never work for the Seidan Guard again, but
could not completely turn to the path of Chaos. Instead, he
chose a middle ground and decided to work as a mercenary,
lending his services to the highest bidder.
One of these bidders was Damashi, or a representive of him
(seeing as Damashi was nothing more than a projected image of
Onaga's conscience), who hired Dairou to break Shujinko out of
prison in order for him to complete his task of finding the six
Kamidogu. Dairou located Shujinko being kept in a holding cell
awaiting trial and easily killed the two guards keeping watch
over him with a surprise attack. After commentating on how
easy they were to take care of, Dairou left Shujinko to
complete his task.
Some time after that, Dairou was recruited by Darrius, leader
of the Resistance, and paid many koins to do his bidding. What
Dairou does not realise, however, is that the man who hired the
assassin to kill Dairou's family was Darrius himself.
At the time MK:D begins, Dairou has two contracts to furfill.
The first is to steal the Declaration of Order, the most prized
possession of the Seidan government and deliver it to Darrius.
The second, and more important one, is to find and kill his
former commander, Hotaru.
TRIVIA NOTE: Dairou was originally going to be in Mortal Kombat:
Deadly Alliance, as a hired bodyguard of Shang Tsung and Quan
Chi. His story for that game was that he was a samurai who was
too bloodthirsty to abide by their code of honour. The time
factor in releasing MK:DA meant that he had to be omitted from
the game, but he can still be seen in the production art that
can be bought in MK:DA's Krypt.
The following is Dairou's ending, which is shown once you
complete Arcade mode as Dairou:
(Note - The ending is narrated by Shujinko. What appears in []
parenthesis is a description of the picture displayed that
accompanies the words spoken.)
[Scene - The Living Forest in Outworld, daybreak. Hotaru and
Dairou are facing each other, both in fighting stances.]
"Normally, Dairou took no risks and ambushed those he had been
hired to kill. But in this case, he felt compelled to announce
his intentions to kill his fellow Guardsman, Hotaru. There still
must have been some code of honor left in his cynical heart."
[Hotaru lies next to a tree, battered, bloody and moments from
death. Dairou is crouched beside him.]
"Hotaru was defeated... but before Dairou could reveal who had
commissioned the attack, Hotaru drew his dying breath."
----------------------------
DAIROU'S COSTUME DESCRPTIONS
----------------------------
Dairou's primary costume resembles a monk of sorts. The front
half and top of his head are completely bald, and on his
forehead are red markings. The back half of his head is a very
long black ponytail. He wears a brown costume made mostly of
cloth.
Dairou's alternate costume is also brown, but consists of a
more metallic armour plating than the cloth of his primary
costume. His arms are now bare as well.
------------------
DAIROU UNLOCKABLES
------------------
The following items relating to Dairou can all be found in the
Krypt and the coffins that make it up. Each of these
unlockables is uncovered in their own unique way, so keep
reading.
Dairou's alternate costume is in coffin QI, which needs a key
to be unlocked. To find the key for this koffin, you must play
Konquest mode. While in Konquest, journey to section D-8 of
the ChaosRealm. You will find the key for coffin QI in one of
the houses in that area.
Coffin EL contain's Dairou's story board, which is a detailed
pencil drawing of what happens in Dairou's ending (without
narration notes). To unlock it, open the coffin with 199 Jade
Koins. You will then be able to access the story board by
looking in the Production Art section.
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PLAYING AS DAIROU
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-------------------
CONTROLS AND BASICS
-------------------
From this point onwards in this FAQ, I will be using a lot of
abbreviations, symbols and numbers to help describe Dairou's
moveset. I will define all of these in this section. Note
that, as my only game console is a Playstation 2, these
basics only refer to the buttons on the PS2 control pad. If
enough people holler at me I may consider making this part of
the FAQ X-Box compatible, but until then...
NOTE: These are the default keys when you start up MK:D. All
directional references refer to the D-Pad of the PS2
controller, not the analog stick.
|-------------------------------------------|
| DEFINITION | ABB | BUTTON | SYMBOL |
|-------------------------------------------|
| Sweep Distance | - | - | (s) |
| Close Range | - | - | (c) |
| Long Range | - | - | (l) |
| Followed By | - | - | , |
| At Same Time | - | - | + |
| And / Or | - | - | / |
| Forward | F | -* | - |
| Backward | B | -* | - |
| Up | U | Up | - |
| Down | D | Down | - |
| Attack 1 | 1 | Square | - |
| Attack 2 | 2 | Triangle | - |
| Attack 3 | 3 | X | - |
| Attack 4 | 4 | Circle | - |
| Throw | TH | R1 | - |
| Block | BL | R2 | - |
| Change Stance | CS | L1 | - |
|-------------------------------------------|
* = The buttons used for Forward and Back depend on which
side of the screen your character is on. If they are on the
left, Forward is Right and Back is left, and vice versa if
your character is on the right.
Now I'll go into the basic moves of every stance that
Dairou has to offer, along with some brief comments on the
stances themselves and how much damage each basic attack
does. If you see a star (*) next to the damage percentage
of a move, this means that move can knock opponents into
Death Traps
NOTE: All attacks were performed on Dairou. This is
important as different characters take different amounts of
damage from moves.
---------
WING CHUN
---------
Wing Chun is Dairou's primary stance. This is the same
stance Mavado used in Mortal Kombat: Deadly Alliance, but
the version used in MK: Deception is much more deadly.
Dairou has some good striking moves to choose from here -
the 3-D Slap is particularly good as a counterattack move.
The only real con of this stance is that it lacks a good
sweep.
Pressure Fists: 1 (7%)*
Long Arm Punch: Up + 1 (12%)*
Ducking Low Punch: Down + 1 (3%)
Overhead Knock: 2 (8%)
Uppercut: Down + 2 (13%)*
Sideways Smack: Back + 2 (12%)*
Side Kick: 3 (7%)*
Digging Heels: Back + 3 (7%)
Walking Stomach Kick: Down + 3 (3%)
Train Kick: 4 (7%)
3-D Slap: Up + 4 (11%)*
Low Spin Kick: Down + 4 (3%)
-------
ESCRIMA
-------
Escrima is another style from MK:DA, and much like when
it was in Quan Chi's arsenal, it can be rather difficult to
use correctly. Dairou moves MUCH slower when he's in this
stance, so be wary. Much like Wing Chun, Escrima's basic
strikes also lack good sweeps, but it does have some nice
pop ups and powerful hitters though.
Forearm Strike: 1 (12%)*
Lifting Skull Cracker: Back + 1 (10%)
Low Chop: Down + 1 (4%)
Pak Fist: 2 (10%)
Upward Sky: Up + 2 (6%)*
Hanging Arm: Down + 2 (13%)*
Abdominal Strike: 3 (12%)*
Wild Attack: Back + 3 (10%)*
Short Elbow: Down + 3 (4%)
Knee: 4 (11%)*
Turning Foot: Down + 4 (4%)
----------
AUTUMN DAO
----------
The Autumn Dao is remarkably similar to Kung Lao's
broadsword from MK: DA, except that it looks a bit more
deadly thanks to the various cuts made into the metal of the
blade. Easily the best of Dairou's stances, this weapon does
loads of damage and has a great mix low and high attacks. Do
remember that you take 25% more damage if you're hit while
in this stance, so watch out.
Gut Slash: 1 (10%)*
Wushu Spin: Forward + 1 (9 + 7%)*
Thigh Slash: Down + 1 (5%)
Upward Wind: 2 (10%)*
Upward Launcher: Back + 2 (9%)*
Double Handed Slash: Down + 2 (15%)*
Melon Cutter: 3 (11%)
Crouching Cyclone: Forward + 3 (11 + 8%)*
Tornado Spin Cutter: Back + 3 (9%)
Low Long Ranged Stab: Down + 3 (3%)*
Chest Stab: 4 (7%)*
Blender Slice: Forward + 4 (6 + 4 + 3%)
Foot Chopper: Down + 4 (4%)*
-------------
SPECIAL MOVES
-------------
Now I'll go into a description of Dairou's specials. In
this section, I'll give a quick explanation of the move, give
it a rating and then add some personal comments on it.
ARM SNAPPER - TH (5 + 5% damage)
Description: Dairou grabs his opponent by the arm, snaps it
by the elbow in a direction it shouldn't go in,
and then throws the opponent to the floor some
distance from him. Sadly, the opponent's arm
relocates itself by the time they get up.
Rating: 3/5
A fairly weak throw, not nearly as heavy hitting as some of
the best damagers in the game (Kenshi, Bo Rai Cho, Liu Kang)
nor with any potential for setting up juggles (Nightwolf,
Shujinko, Havik). It's good for getting distance between
you and your opponent and can be used to set up the Tombstone
Drop, but unless your opponent is a block frenzy maniac or
constantly in close range proximity, you're usually better
off using Stealthy Shadows.
TOMBSTONE DROP - Forward, Back, Down, 1 (7% damage)
Description: Dairou spreads his arms out and slams himself
backwards into the ground as hard as he can. The
impact from this propells the opponent high into
the air and they almost cut a flip in the
process. Dairou bounces back up instantly after
hitting the floor while the opponent falls
towards him.
Note: This move will always do damage and propell the
opponent into the air as long as they are touching the floor.
Rating: 5/5
Master this move. Don't be put off by the low damage and
complex button sequence, MASTER THIS MOVE. This is Dairou's
best and most dangerous move, because not only is it the
perfect juggle starter, not only is it so fast it's
practically instantaneous, but it is also unblockable. The
only way to avoid taking damage is to jump in the air. Human
players will almost ALWAYS get caught in this regardless of
their skill because it's impossible to telegraph and even the
higher difficuly CPU has trouble avoiding it. If you wanna
become a great Dairou player, you will need to execute this
move at will from either side of your opponent.
Combining this move with the Autumn Dao combos is a great way
to take your opponents health down quickly. One Tombstone Drop
plus the Blood Letter combo does over 33% damage. That's a
third of the opponent's health gone in an unblockable 5 hit
combo, people. Now do you see why I love this move so much? :)
The Tombstone Drop is also a great counterattack move. Missed
projectile? Tombstone Drop. Out of range special? Tombstone
Drop. Whiffed combo? Tombstone Drop.
The only cons of using the Tombstone Drop is that if you do
it too close to your opponent, they'll fly over your head and
this may ruin your chance to hit a big juggle, or that some
of Dairou's dial-a-combos in Wing Chun and Escrima may not
hit your airborne opponent with every move. But hey, that's
what practice is for, isn't it? So get practicing!
STEALTHY SHADOWS - Up, Down, 3 (N/A)
Description: A puff of yellow smoke surrounds Dairou as
another surrounds his opponent, then the two
exchange their current positions on the screen.
As the smoke clears, the opponent is confused
for a second and looks around to get their
bearings, leaving them open for an attack.
Rating: 4/5
Another great move in Dairou's arsenal. While Stealthy
Shadows does no damage, the split second it gives you will
allows you to deliver either a quick Tombstone Drop if your
opponent is mid to long range from you, or allow you to start
a vicious dial-a-combo from close range. It's also very
useful as a counter to projectile attacks.
However, this move CAN be blocked, and if it is, your
opponent will exchange places with you, but will be in block
mode and will not be temporarily confused. This is the only
serious con of the move and the only thing preventing me from
giving it a higher score. Don't overuse it, and it'll work
wonders.
IRON LEG - Down, Back, 2 (9% damage)
Description: Dairou extends his leg towards his opponent as
if going for a kick. An orange star-shaped
projectile then shoots from his foot, leaving
trails of orange energy behind it. Upon impact,
the projectile dissipates.
Rating: 2/5
To be fair, this is better than most projectiles in the
game, but not by much. The Iron Leg travels fairly fast and
has a good recovery time, but cannot be used to knock
opponents into Death Traps and doesn't do a great deal of
damage. Even though the recovery time is fairly quick
compared to most specials, you're still left wide open for
teleport attacks or sidestep counters. At long range, you
have much better options than this.
----------------------
FATALITIES / HARA KIRI
----------------------
As most of you will no doubt be aware by now, the Mortal
Kombat series is notourious for allowing you, once you've
defeated your opponent, a few seconds to finish them off
in a particularly gruesome fashion. Fortunately, MK:
Deception does not disappoint in it's Fatalties, and
Dairou has some of the best in the game. To perform a
Fatality, you must be a certain distance away from your
opponent (refer to the definition board above if you
don't understand the symbols) and pull of the requisite
button combination, which I will go into more detail on
below.
The Hara Kiri, for those unaware of the term, is another
way of saying "suicide", and basically allows a defeated
kombatant to kill themselves rather than letting your
opponent do it for you by inputting a button combination
once you've been defeated. Because you're standing in
one place when you're about to be finished off, you don't
need to worry about being a certain distance to do
the Hari Kiri.
FATALITY 1: Down, Up, Back, Back, 1 (c)
Description: Dairou slips behind his opponent and places
his foot firmly in the small of their back.
He forces them facedown to the floor and
then grabs both their arms, pulling their
upper body back violently in a Surfboard Stretch.
Dairou suddenly lets go, sending the opponent's
upper body back to the ground with such force
that it explodes and splatters blood and entrails
over the arena. Dairou backs away from the
opponent's legs and the pile of blood in front of
them and lets out a cry of "Yea!" while pumping
his fists, before standing up straight.
Personal Comments: If you like blood, you'll love this.
Easily one of the more Gore-tastic
Fatalities in MK: Deception. 5/5
FATALITY 2: Down, Down, Back, 3 (c)
Description: Dairou turns his opponent around to face him,
and then suddenly drives both his arms through
the opponent's torso. Dairou's arms re-emerge
holding two of the opponent's rib-bones, and he
gouges these into the opponent's eyes. The
opponent screams in pain and falls to the floor,
where a pool of blood appears around their face.
Dairou does a quick kata and then stands up
straight in celebration.
Personal Comments: Best Fatality in the game in my opinon.
But then again, it's also my personal
favourite. Still utterly gruesome
whichever way you see it. 5/5
HARA KIRI: Back, Back, Back, Down, 1
Description: Dairou falls backwards, but while doing so he
snaps his lower back at a 180 angle, sending his
upper and lower body falling in different
directions. Dairou screams in pain for a bit as
a pool of blood appears around him before falling
silent.
Personal Comments: If you get defeated and wanna shock
your friends, use this. Absolutely brutal
to watch every time. 5/5
*************************************************
KOMBOS
*************************************************
And now, we get to the meaty section. In this bit, I'm going
to show the button combinations needed to pull off Dairou's
combos and also show you how much damage they do. Before
I go into detail on this, I'll also briefly talk about the
combos themselves and how to use them effectively.
---------
WING CHUN
---------
Just about all of Dairou's combos here are easy to execute
and do good damage, however they lack the variety of hit
areas that Escrima and the Autumn Dao excell in. I wouldn't
advise combining these combos with a Tombstone Drop started
juggle - often you will fail to connect on the more
complicated combos.
Note: All Wing Chun Combos that can knock opponents into
Death Traps do so on the final hit only.
Trapping Hands: 1, 1 (7 + 3%)
Lock Down: 1, 1, 1 (7 + 3 + 2%)*
Stick Fists: 1, 1, Up + 1 (7 + 3 + 3%)*
Reaver Strikes: 1, 2 (7 + 5%)
Junk: 1, 2, 4 (7 + 5 + 4%)
Long Legs: 2, 4, 3 (8 + 5 + 4$)*
Iron Horse Legs: 2, 4, 4, 3 (8 + 5 + 4 + 3%)*
Razor Legs: 1, 2, 4, 4 (7 + 5 + 4 + 3%)
Whispering Tail: 4, 4, 3 (7 + 5 + 4%)
Doom Attack: 1, 2, 4, 3 (7 + 5 + 4 + 3%)*
Wonder Thunder: 1, 2, 4, 4, 3 (7 + 5 + 4 + 3 + 2%)*
Changing Winds: 1, 2, 4, CS (7 + 5 + 4 + 7)*
-------
ESCRIMA
-------
Escrima contain's Dairou's best combos, no question about it.
Some of them may be difficult to execute, but are nonetheless
effective. Chaos Strikes is the most damaging combo to use at
close range, and Sharp Spin Action ends with a nice low hitter.
When using the Tombstone Drop to juggle, I find Warrior of
Chaos and Sonic Air Wave are the best to use, as most of the
time you can get all the moves to connect...IF you time it
right, that is. Escrima combos are also brilliant for Death
Trap situations, as ALL of them can knock an opponent into one
on ANY move.
Double Trouble: 1, 1 (12 + 4%)*
Trap Those Hands: 2, 3 (10 + 4%)*
Hand Lock: 2, 3, 4 (10 + 4 + 3%)*
Secret Knees: 2, 3, 4, 4 (10 + 4 + 3 + 8%)*
Chaos Strikes: 3, 4, 4 (12 + 11 + 8%)*
Deadly Fu: 4, 4 (11 + 8%)*
Path Walker: 3, 1, 1 (12 + 4 + 4%)*
Open Passage: 3, 1 (12 + 4%)*
Warrior of Chaos: 2, 3, 1, Up + 2 (10 + 4 + 4 + 3%)*
Hidden Evil: 3, 1, Up + 2 (12 + 4 + 3%)*
Sharp Spin Action: 2, 3, CS (10 + 4 + 5%)*
Sonic Air Wave: 2, 3, 4, CS (10 + 4 + 5 + 4 + 3%)*
----------
AUTUMN DAO
----------
The Autumn Dao is the weakest of Dairou's stances combo
wise, but that's ok as you'll only ever need to perform
one combo when you select this weapon, and that's Blood
Letter. As I said earlier in the FAQ, when combined with
a Tombstone Drop, 3 Blood Letter combos equals a match
victory. Use and abuse. :)
Tiger Slashes: 1, 1 (10 + 7%)*
Beast Power: 1, 1, 2 (10 + 7 + 3%)*
Blood Letter: 1, 1, Forward + 3 (10 + 7 + 6 + 4%)*
*************************************************
STRATEGY
*************************************************
Koming Soon (in the next version).
*************************************************
FREQUENTLY ASKED QUESTIONS
*************************************************
Koming whenever people decide to ask me questions. :)
*************************************************
THE FINAL WORD
*************************************************
Well, writing this FAQ / Walkthrough took a lot longer than
I thought it would. And heck, I haven't even got round to the
next version yet! :)
Feedback is welcome provided you can write in good English.
My e-mail address is
[email protected], but be warned:
my Hotmail account can get quite filled with junk as well, so
PLEASE ensure that any mail you wish to send me has the words
"MK: Deception - Dairou FAQ" clearly printed in the subject
title somewhere, otherwise I might mistake it for spam mail and
delete it!
Thanks go out to the following people:
Me (no one reads this bit, so why not) for taking what spare
time I have in this world to constantly update this FAQ. :)
Midway for producing this great game!
GameFAQs for allowing me to put the initial version of this
FAQ on their site.
And finally I give thanks to YOU, the adoring fan / Mortal
Kombat fanatic who decided to read all the way through this
FAQ of mine. You guys are the reason I do and will continue
to update this FAQ until literally nothing more can be said
about the man known as Dairou.
So then, all that's left to say is "Laterz, Dudez."
Minty Fresh Death