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."
"It is now a decade later. The year
is 2010."
WHAT'S NEW
* Another previously undiscovered move,
The Hangman's Noose. Special thanks to Sotenga for
letting us know about this one (1/5/03)
* Previously
undiscovered moves and correct joystick motions for
existing ones, graciously supplied by Charlie Malekzandi
(10/6/03)
* More information about the game (including the
fate of The Fallen Angels' character designer), also supplied
by Charlie Malekzandi (10/6/03)
* A corrected Yuiren bio
which no longer refers to the character as a female.
Hey, it's an easy mistake to make! (10/6/03)
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
* Win quotes for each
character
* A list of random notes about the game at the
end of the guide (this section is referred to as
"Oddities")
WHAT'S NOT
* Official names for the special attacks
(these probably won't be included in any future installments
of the guide... I mean, geez, where am I gonna get
'em?)
* Move lists for the bosses,
Trigger and Carlos
* Cheats to play
as either Trigger or Carlos
* Specific character
information, especially regarding the depletion rate for each
character's guard gauge and the amount of energy each
character must lose to make their life bar flash
* Specific information
about the relationship between the power meter and life
bar
BASIC CONTROL
SCHEME
JOYSTICK (while facing
right)
forward. Moves your character forward.
down forward. May make your
character crawl forward.
down. Makes your character duck.
down back. Makes your character
block low attacks.
back.
Moves your character backward and lets them block high or mid
range attacks.
up back.
Makes your character jump backward.
up. Makes your character jump upward.
up forward. Makes your character
jump forward.
BUTTONS
light
punch. Delivers a light but fast punch, good for
starting combos.
light kick.
Executes a lightning quick light kick.
hard punch. Delivers a crushing but
much slower punch.
hard kick.
Performs a devastating but slow kick.
BASIC
TECHNIQUES
(tap forward twice): dash. The player dashes
or runs toward the opponent, depending on the character
selected.
(tap back twice): retreat. The player
quickly steps backward in an attempt to distance his/herself
from the opponent.
, , : high jump. The player jumps slightly higher
and further than usual. Quickly press down, then the
direction you wish to jump to give your leap an added
boost.
or (in close): throw. Performs a throw or hold on
the opponent.
+ : taunt. Taunts an opponent, slightly
lowering their power meter.
+ : stance switch. The player shifts his/her feet.
This can be followed up with an extra powerful attack
accessible only after the player switches stances... just
press or to
perform it.
+ : dodge. The player slips past attacks and
through the opponent if one is close by. This can be
followed up with an attack by pressing toward or away from the
opponent and pressing one of the attack buttons.
+ (full power gauge, while blocking attacks):
shadow dodge. The player counters an opponent's attack
by slipping through it, leaving a trail of afterimages behind
him/her. This move requires a full power gauge...
however, the gauge will not be emptied after a shadow dodge
has been performed.
+ (while falling): recovery. The
player regains his/her balance after
being popped into the air by a throw or other
attacks. This means that you'll land on your feet when
you fall to the ground, rather than your backside.
+ : 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. When the
guard guage is very low, fighers who block incoming attacks
will briefly flash red, illustrating that their defense has
grown dangerously weak. Once the gauge is emptied and
the opponent attempts to block another attack, they 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 you'd expect.
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. On a side note, you can always
use the stance switch as a sort of taunt... then smack the
enemy with an extra powerful punch or kick once they get near
you.
CHARACTERS
|
NAME: Tarao Onigawara OCCUPATION: A martial
artist AGE: 47 HEIGHT: 135 cm WEIGHT: 106
kg SEX: male BIRTHDATE: 5/27/1984 FROM:
Japan |
He may be a talented and disciplined
martial artist, but the flies that constantly surround Tarao
Onigawara nevertheless indicate that the man really
stinks. Perhaps he's homeless, or maybe he just has the
same lack of personal hygeine that made the legendary Japanese
swordsman Musashi Miyamoto that much more intimidating.
Whatever's the case, you won't need a sixth sense to know
Torao's around before you actually see him. Until
he washes that filthy gi and scraggly hair, he'll never be
able to take his opponents by surprise.
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.
TARAO'S
THOUGHTS...
"See? You can't beat a free spirit."
(against Harry)
"You dirty, stinking scum." (against
Cool)
"Look at those skinny arms. No way." (against
Yuiran)
"You're really a man? Forget it." (against
Yuiren)
"You're nothing but a puppet!" (against
Taro)
"I'll whip you back into shape!" (agains
Roche)
"That's karate? Study the basics." (against
Haiji)
"Think you can imitate my karate?" (against
Tarao)
"Fight with your hands like a man!" (against
Trigger)
"OK, you have faith, but no power!" (against
Carlos)
SPECIAL MOVES
DOUBLE STRIKE: ,
Tarao chains a forward kick into a
crushing roundhouse that instantly drains the opponent's
guard gauge.
ASSAULT AND BATTERY: , then repeatedly
Tarao delivers a blow to the
stomach. That strike can be followed up with many more
hits if the player continues to press punch. 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:
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:
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:
"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:
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.
|
NAME: Cool OCCUPATION: unknown AGE:
24 HEIGHT: 172 cm WEIGHT: 60 kg SEX:
male BIRTHDATE: 10/31/1984 FROM:
unknown |
This gangly goth, clad from head to toe in
black leather, relies on crow feathers for several of his
attacks. When he's not throwing feathers at his enemies,
he's shedding them from his shoulder pads. He even seems
to have a raven as a pet, which is a little odd when you
consider that he has to get those crow's feathers from
somewhere. I doubt that Cool's little friend would stay
friendly for long after being plucked to complete his
ensemble.
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.
COOL'S
THOUGHTS...
"You either kill or get killed." (against
Roche)
"Same thing again? What a bore." (against
Yuiran)
"I have zero interest in you." (against
Harry)
"You're not even worth fighting." (against
Haiji)
"You're a waste of time." (against Taro)
"You're
an eyesore." (against Cool)
"Don't make me have to hurt
you." (against Yuiren)
"You've signed your death warrant."
(against Tarao)
"Scum! Get
out of my sight!" (against Trigger)
"Nobody messes with me
and walks." (against Carlos)
SPECIAL
ATTACKS
CROW'S FEATHER:
Cool casually tosses a feather at his
opponent. Its speed is determined by the strength of the
punch used to perform it.
SKYWARD 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:
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, the oddball joystick motion used to
activate it is difficult to remember in the heat of
battle.
FEATHER DUSTER: (in rapid succession)
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. Also, it's
important to press the punch button twice very quickly at
the end of the motion, or Cool will just throw a
standard Crow's Feather.
|
NAME: Haiji Mibu OCCUPATION: A bouncer AGE:
unknown HEIGHT: 179 cm WEIGHT: 67 kg SEX:
male BIRTHDATE: 12/11/? FROM:
unknown |
This hot-blooded boxer has an impulsive
attitude that's reflected in many of his attacks. He'll
often put so much strength into his tooth-shattering
right hooks and uppercuts that he'll nearly lose his balance
after delivering his fatal blows. Haiji is likely to
remind more experienced fighting game fans of Ralf Jones from
the King of Fighters series, but his slick leather jacket,
weathered face, and bright white hair is more than enough to
distinguish him from Ralf with his bandana and drab military
wardrobe.
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.
HAIJI'S
THOUGHTS...
"You need more than just technique."
(against Yuiren)
"Fight like a soldier, you wimp!" (against
Harry)
"That's karate? You're a bit soft." (against
Tarao)
"You're not as strong as they say." (against
Cool)
"Why don't you stay home and cook?" (against
Yuiran)
"Get lost, you snot-nosed brat." (agains
Roche)
"You'd better work on your style." (against
Taro)
"Get out of here! You're worthless." (against
Haiji)
"Did you really think you'd win?" (against
Trigger)
"Now you're the one who's sorry!" (against
Carlos)
SPECIAL
ATTACKS
GUT BUSTER 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.
HANGMAN'S NOOSE:
Haiji buries his fist into the
opponent's stomach, then picks them up and lets them hang
there for about a second. It's not one of Haiji's most
powerful attacks, and you'll have to get in close to make it
work. On the plus side, the Hangman's Noose doesn't
have much charge time and it can be used to instantly drain
the guard gauge of a blocking
opponent.
DETONATION 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. Their guard gauge will drop to zero, but that
still won't protect you, since they'll catch their breath
about a second before you will.
BOOT TO THE HEAD:
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:
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:
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...
for instance, the computer will sometimes pop his opponent
BACK into the air with a Gut Buster Punch, then finish up
with a Boot To The Head as they fall to the ground. 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.
|
NAME: Yuiran OCCUPATION: a bartender AGE:
20 HEIGHT: 167 cm WEIGHT: 57 kg SEX:
female BIRTHDATE: 3/3/1984 FROM:
unknown |
She may be a barkeep, but
Yuiran's true ambition is to become a deadly ninja
assassin. If you couldn't tell that from her slinky
purple outfit, adorned with a gold sash and bracelets, her
lightning speed and the ability to break bones in a half dozen
imaginative ways should make her personal career preference
pretty obvious. Yuiran hates to be confused with her
sister, which is understandable, since the cross-dressing
Yuiren isn't really her sister at all.
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.
YUIRAN'S
THOUGHTS...
"I don't like nice boys." (against
Cool)
"Straighten up, you wimp." (against
Yuiren)
"Aren't you a bit old for this?" (against
Tarao)
"Y'know, you should get a life." (against
Roche)
"Come by for a drink. It's on me." (against
Taro)
"I'm through with you." (against Harry)
"That's
it? Don't make me laugh." (against Yuiran)
"Too
bad. This is my specialty." (against Haiji)
"You
can't even beat a bartender." (against Trigger)
"Now, leave
me out of this!" (against Carlos)
SPECIAL
ATTACKS
DOUBLE STRIKE: ,
Yuiran performs a forward kick, then
backhands her enemy.
ASSASSIN'S CRAWL:
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:
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:
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:
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:
(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
TWIST-OFF TOP: (close)
With a joystick motion this unusual, is
it any wonder it took forever for someone to figure it
out? Anyway, perform this move close to your opponent
and Yuiren will climb on their back, do a handstand on
their head, and spin wildly, snapping the foe's neck dozens
of times. She then climbs back down and drops the
hapless enemy onto her knee, breaking their spine.
Sure, it does an intense amount of damage, but you'd think
the enemy would be DEAD after all this
punishment.
ARM BUSTER:
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: , (repeatedly)
Yuiran runs toward her opponent... if
she reaches them without getting attacked, she'll flip them
behind her back. Rapidly press the punch button during this
time and Yuiren will add injury to, well, more injury by
sitting on their backs and snapping their
arms.
|
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 |
Harry... Ness? I'm sure the
designers wanted Harry to remind the player of Elliot Ness
from The Untouchables, but I can't help but think that the guy
needs his back shaved. Even with the silly name, Harry
Ness is pretty intimidating. It's not just because of
his immense height and military background, but because he's
quite literally got a rocket launcher under his sleeve.
It's important to note that the rocket launcher only holds six
missiles, and every time you use it, you come closer and
closer to expending your supply. Once you're out of
rockets, you'll have to wait until the next round for a fresh
batch.
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.
HARRY'S
THOUGHTS...
"Not such a good approach, eh, boy?"
(against Yuiren)
"There's only room for one Harry."
(against Harry)
"Black Wing of Zone 4 has fallen!" (against
Cool)
"You need more than power to win." (against
Taro)
"Girls should be more ladylike." (against
Yuiran)
"Strong! But not strong enough." (against
Haiji)
"Master! Come to your senses." (against
Tarao)
"Ready for some time behind bars?" (against
Roche)
"I never thought it'd end this way." (against
Trigger)
"That's it for the evil faction." (against
Carlos)
SPECIAL
ATTACKS
ROCKET: (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: (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:
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:
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:
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. The best part is that it almost always lands
when chained from a jump kick. If the first blow
doesn't land, Harry won't begin the attack, but he
won't lose any of his missiles,
either.
WRESTLING BLAZE: (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.
|
NAME: Yuiren OCCUPATION: A
manager and a singer AGE: 20 HEIGHT: 170
cm WEIGHT: 61 kg SEX: male BIRTHDATE:
3/3/1984 FROM: unknown |
Yes, it really says that Yuiren is a male
in the character select screen. He sure had me fooled,
though, because he actually looks more feminine than his
sister Yuiran. Even his more nimble,
acrobatic attacks will have you convinced that he's really a
she. The large bow on Yuiren's chest and his
extensive collection of jewelry only adds to the
confusion.
STRENGTHS: He's similar to his sister
Yuiran, but with a different set of moves that are easier to
perform. Several of his moves are quite strong, particularly
the supers.
WEAKNESSES: Yuiren isn't much of a
grappler, and it's tough to hit an opponent with his Bird in
Flight attack.
YUIREN'S
THOUGHTS...
"Not so friendly, but a nice guy."
(against Cool)
"How rude! At least I'm cuter."
(against Yuiren)
"Bad attitude, eh? Let me fix that."
(against Roche)
"Yuiran, act like a lady." (agains
Yuiran)
"Karate's for old men. Get with it!" (against
Tarao)
"Isn't it about time you
retired?" (against Harry)
"You know, you should relax
more." (against Haiji)
"I win today. Try again
sometime." (against Taro)
"Why would a paid killer want
me?" (against Trigger)
"Just leave me alone!" (against
Carlos)
SPECIAL
ATTACKS
DASH PUNCH: (hold)
Yuiren rushes toward his 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. One final note:
the move can be used as a dash without a punch by holding
down the punch button.
SKY STRIKE:
Yuiren takes to the air with his 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:
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:
Yuiren crosses his arms in an attempt to
defend himself from her enemy. This not only works as a
suitable defense for attacks but gives Yuiren the chance to
counter.
SUPER MOVES
SWAN SONG:
Yuiren dashes toward his opponent... if
their defenses are down, he hammers away with punches
and kicks, finally ending the assault with a Sky Strike (or
several, if he's weak and his power gauge is full). This
attack is both deadly and stylish, just like Yuiren
himself. Note that this attack is entirely ineffective
against a blocking opponent... Yuiren will perform the
dashing punch but will not execute any other
moves.
HAWK'S PREY:
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. However, it's likely that the final
Bird in Flight will overshoot the
opponent.
|
NAME: Taro OCCUPATION: unknown AGE:
unknown HEIGHT: 178 cm WEIGHT: 112 kg SEX:
male BIRTHDATE: unknown FROM:
unknown |
Taro asks the question, "What if Dr.
Frankenstein were raised in Alabama?" He's stitched
together from spare parts just like Frankenstein's monster,
and he's even green like Franky, but the overalls and beer
belly suggest he's from the south. In any case, Taro is
slow but really strong, exactly what you'd expect from a large
green golem.
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.
TARO'S
THOUGHTS...
"Ahhh. That was a good one."
(against Yuiren)
"You're tough, but why fight?" (against
Cool)
"Stop copying me!" (against Taro)
"Whew! I
hate soldiers." (against Harry)
"Do you really enjoy doing
this?" (against Haiji)
"You're a little too old for this."
(against Roche)
"You're really wasting your talent."
(against Tarao)
"Yuiran, you haven't changed a bit."
(against Yuiran)
"I hate people who hire killers." (against
Trigger)
"I'm free! My slate is clean." (against
Carlos)
SPECIAL
ATTACKS
SPLASHDOWN:
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: (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: (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:
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:
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:
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:
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.
|
NAME: Ruccio Roche OCCUPATION: A killer AGE:
16 HEIGHT: 164 cm WEIGHT: 58 kg SEX:
male BIRTHDATE: 4/27/1988 FROM:
unknown |
The name sounds awfully
familiar, but we suspect he's not related to one of our
contributors here at The Gameroom Blitz. This creepy kid
with the half shaved head and the oversized sweat jacket is
arguably the most deadly playable character in the game,
outranked only by Trigger and Carlos. But hey, Trigger's
got a gun, and Carlos is armed with a sword, so it's really no
surprise. If they dropped their weapons and fought
fairly, Roche would have no trouble beating them
either.
STRENGTHS: Roche is quite
possibly 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.
ROCHE'S
THOUGHTS...
"............." (against
anyone)
SPECIAL
ATTACKS
SHOULDER CHECK: (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:
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: , then
or 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:
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:
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:
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.
BOSSES
|
NAME: Trigger OCCUPATION: Henchman AGE:
unknown HEIGHT: unknown WEIGHT: unknown SEX:
male BIRTHDATE: unknown FROM:
unknown |
This cackling, scarlet clad gunman defends
the crime lord Carlos from assassins, cops, and anyone else
who threatens his rule over Eden. Trigger's got a
super move that will drain nearly all of your energy... it
would be in your best interests to beat him down
before he has the opportunity to use it. Stay
close to Trigger and punish him with kicks, punches, special
attacks, and when the time is right, super moves.
TRIGGER'S
THOUGHTS...
"Die, you scumball!" (against
Cool)
"Glad to cut down the competition!" (against
Roche)
"Thank heavens you lived this long." (against
Tarao)
"I'm finishing off your ugly breed." (against
Haiji)
"It's almost a pity to kill you." (against
Yuiran)
"I'd be nicer if you were a woman." (against
Yuiren)
"Ha! Ready to die for your country?" (against
Harry)
"No crawling away. You're dead!" (against
Taro)
|
NAME: Carlos OCCUPATION: Crime boss AGE:
unknown HEIGHT: unknown WEIGHT: unknown SEX:
male BIRTHDATE: unknown FROM:
unknown |
There's nothing like a fair fight... and a
battle with Carlos is nothing like one! The crime lord
of the island Eden is armed with a sword that gives him both
great strength and reach. It's much tougher for him to
use if you get in close and assault him with constant quick
strikes. He can still grab you and hit you with the butt
of his sword, but that hurts a lot less than the edge of the
blade. It's also worth keeping in mind that Carlos takes
less damage from your attacks than the other characters (he's
an end boss... that shouldn't come as much of a
shock).
CARLOS'
THOUGHTS...
"You're going back to the dump!" (against
Taro)
"No more wings! You're grounded." (against
Cool)
"You betrayed your God, now die!" (against
Harry)
"You should've kept on singing." (against
Yuiren)
"Almost damaged the merchandise." (against
Yuiran)
"Aiming for me was bad luck, eh?" (against
Roche)
"Maybe I'll hire you as my guard." (against
Tarao)
"Die! So I can hide my mistake." (against
Haiji)
ODDITIES
* There are no individual endings,
unless the brief comments your character makes to Carlos after
the final victory counts. What you'll get instead
is a credit roll with various drawings in the
background... most likely this is promotional and
developmental artwork that would have found its way into the
art gallery of a home release.
* By the way, there IS no home
version of The Fallen Angels, as hard as that is to
believe. It would have been great on the Dreamcast...
heck, I would have even taken a Playstation 2 version if
that's all they had!
* Cool and Harry Ness have been
compared to K Prime and Maxima from the King of Fighters
series. There's a good reason for this... the character
designer for The Fallen Angels later migrated to SNK to begin
work on The King of Fighters '99. K Prime and Maxima are
his designs, hence the strong resemblence to his previous
work. While it's true that Maxima appears in a
much older game, Robo Army, he was almost completely
redesigned in his KOF debut.
* Two characters were left out of
the final release, due to Psikyo's insistance that The
Fallen Angels be released on a deadline. These
characters, Lupis and Snake, appear briefly in the game's
ending as rough sketches.
* The balance in this game is
absolutely horrible. Several of the characters are much
too powerful, and others border on being useless. Haiji
demonstrates this fact perfectly, taking up to eighty percent
of an opponent's life with a fully charged Detonation
Punch. This would be a ridiculous amount of damage
regardless of the situation, but this isn't even a super move;
just a common special that can be performed at any
time.
* The Fallen Angels most likely
takes place in the city of the angels, Los Angeles. The
storyline alludes to the popular legend about "The Big One",
an especially powerful earthquake that will seperate
California from the rest of the United States. This plot
was also used in the film Demolition Man, and is strangely
reminiscent of the post-apocalyptic settings in many Japanese
cartoons, where a nuclear attack leaves Japan in ruins (for
the second time).
* Fighters cannot be dizzied in the
traditional manner, no matter how many times they've been
hit. However, some super moves (particularly Carlos')
will leave characters incapacitated shortly before the
finishing blow is executed.
* Harry Ness's name is pronounced
"Kain" before every fight.
* The statistics for each character
are confusing. There's an obvious age difference between
many of the fighters, yet the game claims that most of them
were born in the same year, 1984. Either the designers
screwed up big time or there's something they're not
telling us.
* Psikyo claims that the bosses are
in no way playable. That's a bit of a letdown, but
considering how much more powerful they are than the rest of
the characters, it's probably for the best. The game's
got enough issues with balance as it is!
* Yuiren is indeed a male... losing
battles with Trigger confirm this. He throws salt on the
many wounds he's inflicted by informing Yuiren, "I would have
been nicer if you were a woman."
* Yuiren and Yuiran seem to be the
same sprite, redrawn with different clothing and given
different animations.
* If you throw enemies with the kick
button as either Yuiren or Yuiran, they switch
stances.
* Time for some fun with MAME!
If you're playing The Fallen Angels with this emulator, and
it's likely that you are, download an earlier version of MAME
(I recommend 0.62 myself) and play the game with it
instead. You'll notice that the game runs faster and the
title screen is in Japanese. Also, the characters'
voices are more high-pitched.
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
(nope, I still don't have it)
* The folks at Sector: NGP,
particularly Paleface and Mark "NeoGutsman" Magdamit, for
their input and suggestions
* Frank Kao, for pointing
out that Tarao's Assault and Battery was a multi-stage
attack
* Charlie Malekzandi, for revealing a lot of
information about this game, including special moves I
couldn't find on my own and the fate of The Fallen
Angels' character designer
* Sotenga, a Digital Press
forum member who discovered yet another attack in the
game. I don't know how these keep slipping by
us!
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.