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.
  
                  forward.  Moves your character forward.
 down forward.  May make your 
                  character crawl forward.
  down forward.  May make your 
                  character crawl forward.
 down.  Makes your character duck.
  
                  down.  Makes your character duck.
 down back.  Makes your character 
                  block low attacks.
  down back.  Makes your character 
                  block low attacks.
 back.  
                  Moves your character backward and lets them block high or mid 
                  range attacks.
  back.  
                  Moves your character backward and lets them block high or mid 
                  range attacks.
 up back.  
                  Makes your character jump backward.
  up back.  
                  Makes your character jump backward.
 up.  Makes your character jump upward.
  
                  up.  Makes your character jump upward.
 up forward.  Makes your character 
                  jump forward.
  up forward.  Makes your character 
                  jump forward.
                  BUTTONS
                   light 
                  punch.  Delivers a light but fast punch, good for 
                  starting combos.
 light 
                  punch.  Delivers a light but fast punch, good for 
                  starting combos.
 light kick.  
                  Executes a lightning quick light kick.
 light kick.  
                  Executes a lightning quick light kick.
 hard punch.  Delivers a crushing but 
                  much slower punch.
 hard punch.  Delivers a crushing but 
                  much slower punch.
 hard kick.  
                  Performs a devastating but slow kick.
 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 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.
 (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.
: 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
 or  (in close): throw. Performs a throw or hold on 
                  the opponent.
 (in close): throw. Performs a throw or hold on 
                  the opponent.
                   +
 +  : taunt. Taunts an opponent, slightly 
                  lowering their power meter.
: 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
: 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
 or  to 
                  perform it.
 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.
: 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.
 (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.
 (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.
: 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.
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.
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.
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.
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 OnigawaraOCCUPATION:
 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
, then  repeatedly
 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: CoolOCCUPATION: 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)
 (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 MibuOCCUPATION: 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)
 (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: YuiranOCCUPATION: 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)
 
                  (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)
 (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)
 (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 NessOCCUPATION: 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)
 (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)
 (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)
 (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: YuirenOCCUPATION: 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)
 (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: TaroOCCUPATION: 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)
 (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)
 (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 RocheOCCUPATION: 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)
 (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
, then  or
 
                  or  when near the 
                  enemy
 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: TriggerOCCUPATION: 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: CarlosOCCUPATION: 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.