It seems that the last thread was killed off due to age and unuse so We’ll have to start over. I’ll put up all the current match videos first and try to respark everything for this game. To keep you interested till then here is the tier list by ThrowTheDice.
Teir list for Daraku Tenshi, produced by ThrowTheDice.
Pros: Absurd combos off of anything, quick moves, many of which are safe, fantastic anti-air, and gets in the red at a decent rate. The Zantetsu of Daraku Tenshi; he?s just way too damn solid. Also his Neck Toss Away moves deal deadly damage and can be used to confuse and play keepaway
Cons: His reeling hitbox is screwy and REALLY huge because of the way he bends, so some combos work on him and no one else. I.e. Torao?s f+HP, HP, LK, HK. This is a huge boon, as for the first few hits his hitbox is literally moving towards you. He also lacks defensive power due to being easy to get in the Red status.
Haiji Mibu (ARGUABLE)
Pros: very damaging combos, surprisingly nimble, Good range on most moves, Massacre Trumpet is great for messing with the opponent and eats up projectiles, crazy pressure game in the right hands. Great anti-air once you get used to its strangeness.
Cons: Most of his methods of getting in require taking risks, a lot of his moves have long recovery times. He doesn?t hit the red until he?s got almost no health left. He has a somewhat bad matchup against Taro if he is put on the defensive.
Yurian (not sure about this one, I know she’s fairly high, but I dunno…)
Pros: Her command throw has great range and better speed. Can punish a lot of things without meter; I’ve been thrown in the middle of a HK->HP chain, though it’s difficult. Drop kick and running grab are useful for punishing whiffs from a distance. Very few bad matchups.
Cons: charge motions are awkward for a grappler. Supers give too little damage for too much effort.
Pros: great normal chains that do good damage and have nice setups, flying kick is great for stuffing things and also a pre-emptive anti-air, touch of death super deals the damage and has gobs of invincibility.
Cons: on the slow side, rather linear, not especially versitile.
Pros: great damage potential, rekka kens which do good chip damage and isn?t as unsafe as it looks. Lots of moves have high priority from a distance. Great A -> D -> D normal chain.
Cons: sloooow. Most moves, even rekka kens, can be a gamble. Lack of a quick anything (even his A is slow) means poor defensive game. Middling anti-air.
Pros: Can do some crazy damage with rockets. One full-rocket super can turn an entire match around. Command throw with good damage and a decent anti-air.
Cons: He?s a grappler: big and clunky. Once his rockets are gone, he’s down to his kick and command grab.
Pros: Fairly speedy, easy learning curve.
Cons: very, very simple. Spend five minutes with her/him/it and you?ll have seen everything she?s got. Dash punch, tiger knee, and flip kick, that?s it. Also, transvestite. Not cool.
Pros: some fairly high-priority normals.
Cons: crap damage, impossible-to-perform supers which are near useless, overall slow, projectile is laughable.