DARAKU TENSHI: The Fallen Angels FAQ
and Strategy Guide V0.60 written by Jess
Ragan
WHAT IS THE FALLEN
ANGELS?
Daruku Tenshi, or The Fallen Angels, as
it will be referred to in this FAQ from now on, is the first and perhaps
only fighting game designed by Psikyo. The Fallen Angels suggests that the
designers of popular shooters like Gunbird had great promise exploring
other genres, but strangely, this moody, sepia-toned tournament fighter
was never given a sequel or was released on any home systems. The Fallen
Angels didn't deserve to be buried like this, however... it's an excellent
fighter with a dark beauty you won't find in Capcom's Street Fighter
series or most of SNK's many fighting games.
THE STORYLINE
"The earthquake that struck the city at 7:13AM on
February 10, 2000, measured 7 on the Richter scale. The veneer of
peace that had been maintained in the city's streets by total information
control suddenly vanished, and the computer-controlled concrete jungle
stopped functioning."
"A major shift in the Earth's crust had severed the
city from its surrounding landform, leaving it an island with virtually no
outside contact. Money-crazed inhabitants soon lashed out for the
city's remaining but useless vestiges of power, preaching salvation while
hiding their wicked motives."
"Sex, crime, and drugs ruled the streets, as the city
began to decay. Ironically, they called the wretched remains of
their city "Eden- the last paradise."
"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. |