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Darun Mister by JCulbert

Version: 1.0 |

Darun Mister Character Guide
Street Fighter EX (Arcade)
version 1.0
By John Culbert (tigeraid@geocities.com)

INTRODUCTION:
-------------

For once our arcade actually got a game fairly early!! This should help me
get a fairly good head start on doing some strategy and such for EX.

Street Fighter EX IMO could be thought of a LOT like SSF2T. There are NO
chain combos (Except of course things like C.Short -> C.Short with Ken/Ryu),
NO ACs (YES!!!! YES, YES, YES!!!), and also thankfully, no CCs.
Yes, Street Fighter EX is, for the most part, a collection of all the things
we classic SF players like--it has no CCs, ACs, or chain combos, but retains
good ol' Super Combos (wouldn't be a fighting game without them these days),
tech hits (I'd prefer if these weren't there, personally!), and a rigid 
combo system.
And of course, probably the biggest thing about SFEX is the fact that it is
the FIRST Street Fighter game that is polygon-based and 3-D! In my opinion,
it's kinda nice, and doesn't detract from the gameplay that much (some of 
the basic movements like jumping are a little different and require some
getting used to, however).

WHO'S DARUN MISTER?
-------------------

A Zangief wannabe! (Just kidding!) Darun is a wrestler, who studies 
Pancratium (Jeffry McWild!) and seeks to defeat Zangief (yeah, right!). He 
doesn't have the raw power and effect that Zangief has, but he's got a lot 
of cool moves. He's also got a really funky mustache! :)

NOTE: In the "A word about..." section, I use examples in my explanations
      involving OTHER fighters. I prefer to leave Allen for the actual Allen
      guide, and I find examples with other fighters are easier to use. 
      Therefore, I recommend you find a general SFEX FAQ, like Darklancer's, 
      if you don't know what moves I'm talking about.

############################################################################

*******
LEGEND:          BUTTONS
*******
                .-------------Jab
     D-PAD      | .-----------Strong
                | | .---------Fierce
   U/B U U/F    | | |
      \|/       | | |
    B--o--F     | | |
      /|\       O O O          
   D/B D D/F    O O O
                | | |
                | | |
                | | |
                | | ----------Roundhouse
                | ------------Forward
                 -------------Short

QCT= Quarter Circle Toward (roll the joystick from D to F)
QCB= Quarter Circle Back (roll the joystick from D to B)
HCT= Half Circle Toward (roll the joystick from B to D to F)
HCB= Half Circle Back (roll the joystick from F to D to B)
 + = enter commands simultainiously
 N  = Neutral (return D-Pad to center)
 J. = Jumping
 S. = Standing
 C. = Crouching
 XX = indicates buffering

Some Short Forms Used in This FAQ:
----------------------------------

SF2= Street Fighter II: the World Warrior (may also refer to it as Classic)
SF2CE= Street Fighter II: Champion Edition (may just be CE)
SF2T= Street Fighter II Turbo: Hyper Fighting
SSF2= Super Street Fighter II: the New Challengers
SSF2T= Super Street Fighter II Turbo (may refer to it as Super Turbo)
SFA= Street Fighter Alpha: Warrior's Dreams
SFA2= Street Fighter Alpha II
DP= Dragon Punch- can be referring to Ryu's, Ken's, Akuma's Special move, or
                  to the similiar joystick/D-Pad motion (F, D, D/F)
HK= Hurricane Kick- can be referring to Ryu's, Ken's or Akuma's Special Move, 
                    or to the similiar motion (QCB+any kick)
FB= Fireball- can be referring to Special Move possessed by many characters,
              or to the similiar motion (QCT+any punch)
SC= Super Combo
CC= Custom Combo- pertaining to Custom Combos from SFA2
FK= Flash Kick- Guile's (and Charlie's) move, or similiar motion (charge D,
                U+any kick)
SB= Sonic Boom- Guile's (and Charlie's) move, or similiar motion (charge B,
                F+any punch)
YF= Yoga Flame- pertaining to Dhalsim's OLD Special Move or similiar motion 
                (HCT+any punch)
SBK= Spinning Bird Kick- pertaining to Chun Li's pattened move
TBK= Thousand Burst Kick- Chun Li's Super Combo
SPD= Spinning Pileriver- Zangief's pattened move, or similiar motion (roll
                         360 degrees)
FAB= Final Atomic Buster- Zangief's pattened SC, or similiar motion (roll
                          720 degrees)

A WORD ABOUT...
***************

THROWS AND GRABS:

A Throw or Grab (including SPD or other Special Move Throw) must be done 
right up close, and is unblockable; it can only be avoided (some exceptions,
like Zangief's Running Bear Grab, and Cracker Jack's Lazy Buffalo do exist). 

----------------------------------------------------------------------------

TECH HITS:

To perform a tech hit, hold B or F and hit Strong or Fierce (or Forward or 
Roundhouse if your fighter has a Throw with those buttons) just as the 
opponent grabs you; basically, you perform a Throw at the same time the enemy
tries to Throw you. YOU CANNOT TECH HIT SPECIAL MOVE THROWS (eg. Zangief's
SPD)

-----------------------------------------------------------------------------

BLOCKING:

To block an oncoming attack, hold in the opposite direction. To block a low 
attack (i.e. the enemy hits low, like a sweep), hold D/B to crouch and block.
There is NO Air Blocking SFEX!

-----------------------------------------------------------------------------

GUARD BREAKING:
---------------

The only truely new (non-combo) feature of SFEX is the Guard Break; taking up
one level of the Super Meter, a Guard Break will break through an enemy's
block, and stagger them for QUITE a long time, allowing you to set up some
devastating combos. To perform a Guard Break, press Fierce+Roundhouse, or 
Jab+Short, or Strong+Forward.

-----------------------------------------------------------------------------

TICKS:

A tick is an attack that, if you connect with it, you can go into a combo or
some other follow-up of your choice, and if blocked, you will recover in time 
to throw another attack before your opponent can; note that they also recover 
from their blocking frames at relatively the same time, so they will also be 
able to block the follow-up. But, since Throws are unblockable, you can nail 
them with a Throw! A fine example is to hit the opponent with Zangief's 
S.Short; if they block, quickly buffer the SPD and it will be almost 
unavoidable!

-----------------------------------------------------------------------------

SUPER METER:

Underneath your Health meter is a meter which will fill up when you perform 
Special Moves or when you hit the enemy. Once filled to one level, it will
flash and you can now perform one SC (or one Guard Break). It can also 
continue to be filled to a max of 3 levels.

-----------------------------------------------------------------------------

SUPER COMBOS (SFA2 and SSF2T):

Your fighter has the ability to perform a powerful multi-hit attack known as
a Super Combo (SC). You will know a character has executed a Super Combo
because the screen will grow dark for a moment as they gather "chi" (spirit).
ALL ANIMATION except for the gathering of the character's energy will stop,
so your opponent cannot move. If you finish your opponent with an SC, the 
screen will flash brightly, and for some ODD reason in SFEX, a METEOR will
fly through the screen! 

-----------------------------------------------------------------------------

COMBOS:

A combo is a series of attacks that, once the first hit connects, are
totally unblockable until the opponent is knocked down or the attacker is
pushed too far away to continue. In SFEX, the combo system has been ALMOST
returned to the original system in SSF2T. Combos in SFEX generally follow 
the pattern of Jump-in -> Standing or Crouching Attack buffered into Special
Move. You can also start simply from a Standing or Crouching Attack and
buffer into a Special Move (see "buffering" below), and in some cases, more
than one Standing or Crouching attack can be used (eg. two S.Jabs). ONLY
CERTAIN REGULAR ATTACKS ARE BUFFERABLE!

So what's different about SFEX's combo system? Well, first off, there is a
juggle system now, moreso than ever; for example, one time I was using 
Guile, and I hit a jumping opponent (Ken) with my Jab SB. I then jumped and
actually hit him with a J.Fierce before he landed, for a 2-hit combo!

Still, the only big difference is that you can now buffer a SPECIAL MOVE 
into a SUPER COMBO, and a Super Combo into a Super Combo! There are no 
longer different SCs depending on the Super Meter level (except in some cases, 
like Akuma's dreaded Raging Demon) but this is remedied by the fact that you 
can string together up 3 SCs to make, in essence, a L3 Super Combo anyways. 
And hey, all you whiners who complain about no more huge multi-hit combos, 
take this example combo for Chun Li!

J.Roundhouse XX Roundhouse TBK XX Kikosho

This is an excellent example of how easy it is to pull of a HUGE multi-hit 
combo, if you have the timing down pat. For this reason, it is a VERY good 
idea to cancel Special Moves into Super Combos for MASSIVE combo damage.

RESTRICTIONS:

Their are TWO restrictions to the Super Combo buffering: 

1. If the SC is ground-based, your character's feet MUST be on the ground 
when you perform the buffered SC. The best example is with Ken; a powerful 
combo for  him is a Fierce DP buffered into a Shoryureppa--but wait, doesn't 
the DP cause Ken to rise into the air? This problem is solved if you 
perform the Fierce DP. This is because the first 2 hits of the _Fierce_ 
Dragon Punch leave Ken grounded, then he takes off for the the 3rd (now 
non-flaming) hit. The buffered SC WILL work IF you buffer it in before the 
3rd hit of Ken's SC. So this means that, for example, you cannot perform a 
Flash Kick with Guile, then quickly cancel it with a Double Flash Kick SC, 
because Guile will be off the ground with the first FK!

BTW, this restriction does of course not apply to air SCs; for example, the
CPU Ryu did this HORRIBLY powerful combo to me:

J.Roundhouse, C.Forward XX Roundhouse HK XX SUPER HK

Ryu cancelled the 2nd hit of his regular HK into the mid-air Vacuum 
Hurricane and juggle me repeatedly in mid-air! This combo HURT. I would 
assume that he could do the same thing with his DP, perhaps cancelling the
DP near the peak of its ascent!

2. You CANNOT BUFFER AN SC INTO ANOTHER OF THE SAME SC. The big mistake that
lancer pointed out to me is that you cannot buffer two of the same SCs. For 
example, you cannot buffer C.Jack's Crazy Buffalo into ANOTHER Crazy 
Buffalo.

-----------------------------------------------------------------------------

BUFFERING:

This is a technique used in 90% of all fighting games out today. To buffer 
means to do the motions of one move while the animations of another move are 
still being performed. Here's an example for Guile:

-C.Strong XX Roundhouse FK

a) hold D and hit Strong, then U+Roundhouse

In order to perform this as a true combo, you must "cancel" the Strong with
the FK, in other words, the Flash Kick must come out before the animations of 
the Strong are finished (before he draws the punch back after it connects). 
If you are too late the Kick will be blockable and won't count as part of the 
combo.

Eg. 2- (same button buffering)

-C.Strong buffered into Strong Sonic Boom

There are two ways to perform this combo:
a) begin holding D/B, then hit Strong, then F+Strong
b) hold D/B, then press and HOLD Strong, then F and release Strong

Some may find the second easier, but I actually use both. Again, the idea is
to make the Sonic Boom come out before the punch is finished. The second
way is easy simply because there are less things to do, and may keep some
big combos a little more simplistic.
        
Remember of course that you can now buffer Special Moves into SCs and SCs 
into other SCs; the same idea applies, i.e. perform the motion before the
first move's animations are complete.

#############################################################################

DARUN'S MOVES:
--------------

-Lariat: F, D, D/F+any punch                            
-Ganjitsu DDT: F, D, D/F+any kick                        
-Brahma Bomb: roll 360+any punch (close)
-Indra Bridge: roll 360+any kick (close)
-Darun Catch: B, D, D/B+any punch
-Air DDT: F or D or B+Fierce in mid-air (close)
-Sidearm Suplex: F or B+Fierce (close)
-Back Drop: F or B+Roundhouse (close)
-Guard Break; Ganjitsu Chop: Jab+Short or Strong+ Forward or Fierce+Roundhouse
-Super Combo 1; Tasogane Lariat: QCT, QCT+any punch
-Super Combo 2; Indora Hashi: QCB, QCB+kick
-Super Combo 3; Dynamic Bomb: roll 720+any punch

REGULAR MOVES ANALYSIS:
-----------------------

Jab: Besides being bufferable, the Jabs are great moves to use up close, and 
     if the opponent isn't really quick, they can tick well.

Strong: C.Strong is your basic, bufferable low punch; now big deal. S.Strong 
        is AWESOME, to say the least; it is an upward stab with his fingers,
        like Jeffry's Hell Stab from VF2. This is a good up-close move to 
        take out high attacks because of its speed, and more importantly it's
        a great air counter. USE OFTEN. 

Fierce: The C.Fierce is a slow low punch, and kinda useless. The S.Fierce is
        an AWESOME overhead chop, that does great damage and is good to hit
        crouching attacks; it is slow however so you will have to anticipate.

Short: S.Short is a GREAT tick; use often. The C.Short will also provide 
       decent ticking ability, but otherwise no big deal.

Forward: Both crouching and standing are fast kicks, low and mid-level 
         respectively. The standing version is an awesome pecking move, like 
         Zangief's. 

Roundhouse: S.Roundhouse is a good high roundhouse, and is a decent regular 
            air counter; however, the S.Strong is often better. The 
            C.Roundhouse is your basic knockdown trip, with good range and 
            great damage. It can be taken out with some fast high-priority 
            moves, so be careful.

#############################################################################

MOVES ANALYSIS:
---------------

-Lariat-

(Darun lunges forward with a mid-level roundhouse punch, then spins around
 and repeats)

Certainly not like Zangief's Clothesline, Darun's Lariat is more of a main 
weapon. The Jab version knocks away projectiles, so use it to get close to 
the opponent, since Darun is too slow and cumbersome to jump in easily. It 
also does good damage and is an anchor for SCs (see combos). It also comes 
out fast initially, and will take priority over low attacks and most standing 
as well.
This is the key to getting in close with Darun (see tactics). If blocked, it
pushes the enemy away far enough that you can aviod MOST counters, not 
including SCs, and some other moves.

-Ganjitsu DDT-

(Darun leaps forward with his arms spread; if he connects, he wraps his arm
 around the enemy's neck, spins around, exclaims "Ganjitsu DDT!" and slams 
 their head backwards into the ground)

Definetely one of the coolest moves in the game, and one of the reasons I use
him. For the most part you can think of this as Darun's Running Bear Grab;
however unlike 'Gief's, his is of course airborne. It will grab jumping foes,
but they must be landing a fair distance away. Basically the big place to use
this is if the enemy whiffs a move from mid-range. There are also other 
special applications, as seen in the Vs. Strategies. Note that this move can
be taken out with FAST high attacks and especially DP moves, so you still
have to be careful with it. Also it is a good surprise move against defensive
opponents, since it is unblockable. Advance and peck with the S.Forward, then
toss this out of the blue... A good follow-up to a Guard Break!

-Brahma Bomb-

(Darun grabs the enemy, inverts them and grabs hold of their waist, leaps
 into the air, spins around once and slams them head-first into the ground)

A visually stunning move (though it doesn't have the same "brutalness" as
'Gief's SPD :), the first thing you must know is this: 1. It has less range
than Zangief's. 2. It is also slightly weaker. Because of the range, it is 
more difficult to tick with, and even more difficult to counter a blocked 
move with. For this reason, the best place to use this is RIGHT up close if 
the enemy leaves themself open, OR after a few select ticks (eg. S.Short).

-Indra Bridge-

(Darun grabs the enemy, leans back, and bounces them off his chest)

By far one of the stupidest moves in SFEX, it looks just plain SILLY. It is
also slightly weaker than the Brahma Bomb. Other than that, it is exactly the
same. Use it if you want, but it sucks.

-Darun Catch-

(Darun raises his arms; if he grabs you, he whips you to the ground)

So far I've only been able to grab jump-in attacks... Additions?

-Air DDT-

(Darun grabs an opponent in mid-air and DDTs them to the ground)

A great move that helps Darun out a little in the air; it's a cool counter to 
a DP (jump up as the recover), and has decent priority overall in air-to-air
combat. It won't be used often, but it's still good to have there. 

-Sidearm Suplex-

(Darun grabs the opponent around the waist, twists to the side and slams them
 the ground in a suplex)

A fairly powerful Throw with good range.

-Back Drop-

(Darun grabs the enemy around the waist and hoists them over his head, 
 slamming them into the ground)

IMO slightly more effective than the Sidearm Suplex, because it leaves the
enemy slightly closer, where you can work on a meaty attack (see tactics).

-Guard Break; Ganjitsu Chop-

(Darun breaks through the opponent's guard with a terrific hand strike)

Won't be used often, as Darun doesn't have many cheesy setups to use here.
This is a fairly fast GB, so use it on turtlers, primarily. A great follow-up
especially from maximum range would be the Ganjitsu DDT.

-Super Combo 1; Tasogane Lariat-

(Darun performs repeated Lariats)

A GREAT move, one of Darun's best. Like Zangief's Cossack Kicks, it will take
priority over any regular attacks, ESPECIALLY low ones. It also does greater
damage than Zangief's Cossack kicks. It is also put VERY well into combos.
If blocked, it can leave you open to a QUICK counter, however. This is an 
IMPORTANT tick!! (see tactics)

-Super Combo 2; Indora Hashi-

(Darun rears back almost like he's limboing, then leaps high into the air
 stomach first)

Like the Indra Bridge, this move looks just plain goofy. However, it has the
bonus of setting the enemy up for a juggle, in one of Darun's big combos. Its
recovery is horrible, so stick with it in combos, or if the opponent is RIGHT
above you in a jump, you can hit 'em with this.

-Super Combo 3; Dynamic Bomb-

(Darun grabs the opponent, inverts them and grabs their waist, flies HIGH 
 into the air (past the clouds!), spins repeatedly and slams them to the 
 ground)

Use like a more powerful version of the Brahma Bomb, it will not come out
unless the opponent is within its range. Use best with the S.Short Tick, or
SEE TACTICS FOR A BIG CHEESE! :)

#############################################################################

TACTICS:
--------

The first thing you need to know about Darun is that he is DAMN SLOW. His
jump is laughable and his walking speed is like a slug. Therefore it is VERY
important to get close and STAY there. Try to never get further than 
mid-range; from here, use the Lariat and the standing or crouching Forward to
deal with their moves and poke at them, and when they leave themselves open,
go in for the Brahma Bomb. The Ganjitsu DDT is an important tool, because it 
is the only QUICK way for Darun to cover some distance. It can be used simply 
to surprise (NOTE: it will not grab crouchers!), or to counter a missed 
attack. This is good mixed in with the S. and C.Forward. Also don't forget to use 
the S.Fierce to deal with crouching opponents, and the occasional Guard 
Break. :)
If the opponent goes offensive, it can be a little easier. When they jump,
the S.Strong deals with them nicely, but it is even easier to sac-throw 
(risky) or block their jump-in and Brahma Bomb (or the Dynamic Bomb). With
proper timing, they CANNOT avoid it. Once you have a level charged, The 
Tasogane Lariat becomes very important; against offensive or poking opponents
it deals with just about every regular attack. More importantly, it is better
to build up to 2 levels, and somehow actually FORCE the opponent to block
the Tasogane Lariat; you heard right--the second they block it, buffer into
the Dynamic Bomb--BAM! They're goin' for a ride! :) This, like Zangief's
Cossack Kicks XX FAB, is pretty much inescapable when blocked (note that this
will not work if the Tasogane Lariat is not blocked; you cannot COMBO into 
the Dynamic Bomb). Once you've knocked the enemy over, meaty attacks are a 
good idea, do deal some more damage. The ideal setup, besides the obvious 
C.Roundhouse knockdown, is the Roundhouse Back Drop, which will leave the
opponent right at your feet. From here, you can time the S.Short to snag 'em
as they rise and if they blocked, go for the Brahma Bomb (hell, even if they
get hit by it, pause slightly then do the Bomb anyways!) You can also try a
jump-in, but Darun doesn't have a Body Splash or Knee Drop to work with :(.

#############################################################################

COMBOS:
-------

Unfortunately, Darun doesn't have much combo potential until you get a level
on the meter. However, this is solved by his grappling moves and fairly
effective ticks (not as good as Zangief's, though :). NOTE: any combo with 
"tick" in parenthesis means that it will only work if the opponent BLOCKS IT.

1. J.Roundhouse, C.Roundhouse         

Comments: basic 2-hit knockdown, decent damage.

2. J.Roundhouse, S.Strong (or C.Short) XX Fierce Lariat

Comments: all-purpose 4-hit, it also anchors well for a Super Combo.

3. (tick) J.Fierce, S.Short XX Fierce Brahma Bomb (or Dynamic Bomb)

Comments: again, remember that the opponent must block at least the S.Short.
          If the J.Fierce hits the opponent, you probably won't have time to 
          switch to another ground attack (your finger would probably be 
          right about to hit the Short as you begin the 360 spin), but you
          can still buffer a Fierce Lariat out of the S.Short (or C.Short if
          you started the 360 spin!). So, this won't be a total loss if it
          hits the enemy. As in parenthesis afterwards, you can also use the
          Dynamic Bomb...

4. (tick) S.Forward, Ganjitsu DDT

Comments: not actually a combo, since you cannot buffer out of the S.Forward
          (as far as I know). This is just a good surprise move, and if the
          enemy is REAL quick they can counter the DDT.

5. J.Roundhouse, C.Short XX Tasogane Lariat

Comments: nice, damaging SC combo. 

6. J.Fierce, S.Strong XX Fierce Lariat (1 hit) XX Tasogane Lariat XX Indora
   Hashi, S.Roundhouse

Comments: nice, powerful multiple SC combo. There are of course better 
          juggles than the S.Roundhouse...

7. (tick) Tasogane Lariat XX Dynamic Bomb

Comments: see tactics for more info. ONLY IF IT IS BLOCKED!

8. J.Roundhouse, C.Forward XX Fierce Lariat (1 hit) XX Tasogane Lariat XX 
   Indora Hashi, Indora Hashi, B, D, D/B+Fierce

Comments: juggle after the first Indora Hashi with a second (you may have to
          take a step forward), then juggle with the Darun Catch. As I said,
          I have never grabbed the enemy with the Catch, but this is a 
          confirmed combo.

HELP! Does anyone know if you can catch the enemy after the Indora Hashi with
the Ganjitsu DDT (damn, that'd be cool!)

#############################################################################

Vs. Strategies:
---------------

Vs. Ryu:

An annoying fight, 'cause he'll most likely play keep-away. Go through his
FBs with the Jab Lariat and try your best to get in close. Refrain from 
jumping unless you're fairly close and sure that you'll hit him. Up close you
can usually deal with him, with the S.Short and fast Brahma/Dynamic Bombs; 
from mid-range you can peck and possibly snuff his FBs with the S.Forward. 
Once he has a level charged, try not to throw out low attacks near him, or 
his Vacuum HK will take them out for sure. NOTE: it is actually possible, 
albeit difficult, to grab Ryu out of his HK with the Ganjitsu DDT! He is 
ever-so slightly vulnerable in-between kicks (with his back turned slightly).
It's probably better to block+Brahma Bomb, or duck and counter, but this is
just plain COOL.

Vs. Ken:

Similiar to Ryu because his FB has been sped up to around HF speed and 
recovery. For the same reasons, refrain from jumping and counter the HK, FB 
and DP appropriately (his HK is slightly faster than Ryu's, so the DDT trick 
is even MORE difficult on Ken). Watch the regular attacks when he has a level
charged, 'cause he'll take 'em out with either SC. The thing that's different
about Ken is that the mid-range fight is a little more difficult because he
has that awesome S.Roundhouse--and he has the Roll. If you anticipate the 
Roll you can grab him as he rises with a Brahma/Dynamic Bomb. However he can
mix up the speed/distance so that you may not know where he's gonna show up;
one way to avoid him fairly easily is to do a Ganjitsu DDT OVER his Roll and
land safely on the other side.

Vs. Chun Li:

She's SOOO much faster than you; you have to play on her mistakes. STAY ON
THE GROUND, and if she jumps, you can usually nail her with the S.Strong or
S.Roundhouse. If you block the SBK, you can counter with a Tasogane Lariat or
MAYBE the Brahma Bomb (or for sure the Dynamic Bomb), but it's not a good 
idea to duck it, because the last hit is an Overhead and you have no upward
crouching attack to take her out early. Once she has a level charged, don't
jump for SURE because you'll get a Kikosho in the ass--likewise don't throw
out a lot of regular attacks from close because she can snuff them with the
TBK. 

Vs. Pullum:

Damn, she's annoying; my friend's a monster with her! She will peck from 
mid-range with her high-priority S.Roundhouse, and you MAY be able to deal
with her here with the S.Forward. If you block her Hopping Overhead Hammer,
you can buffer in a Brahma/Dynamic Bomb most of the time. Don't jump because
she has great air counters and better priority in the air. You can counter 
her damn annoying Drill if blocked with the Fierce Lariat or the Tasogane
Lariat; the S.Strong SOMETIMES takes out the airborne version, but it will
trade hits often--it is better to block it and buffer in the Brahma/Dynamic
Bomb. Her Overhead Flip Kick can be taken out with the Indora Hashi or 
SOMETIMES the S.Strong. If you block her Flip Kick, you can counter with 
whatever you wish.
Once she has a level, her Overhead Kick SC will take out most of your
low attacks (you can recover in time to block with the fast ones, eg. 
C.Short), so be careful here; thankfully, she performs her Flip Kick at the
end of this, giving you plenty of time to counter if you block.

Vs. Zangief:

I still like Darun, just not as much as Z! :) This will be primarily an up-
close battle, but one attack that works well here (from mid-range) is the
Ganjitsu DDT, which he can only take out IF anticipated with a Clothesline.
Remember that his SPD is faster with a greater range, and will frequently
counter-throw (block your tick but Throw you first!), so instead stick to
mid-range with the S.Forward and Ganjitsu DDT, and build your levels. Once 
you have 2, try for the Tasogane Lariat XX Dynamic Bomb tick, or just take 
out his regular attacks with the Lariat SC. When he has a level charged, 
don't throw any low attacks because the Cossack Kicks are basically the same 
as the Tasogane Lariat. Likewise, if he has TWO levels, he can perform the 
same tick with the Cossack Kicks XX FAB. And if he has 3 levels, this is even 
more dangerous because he can use a L2 FAB...

NOTE: check out my in-depth Zangief Guide, located wherever you got this!

Vs. Guile:

He'll be defensive mostly, but you can get through the SBs with the Jab
Lariat; just watch for his fast recovery and don't go through the SBs from
close range! Don't jump either, as his air defenses are a nightmare. Up 
close/mid range, the only really good attack he has is the C.Forward, so 
stick with your S.Forward, and S.Short tick for the Brahma Dynamic Bomb. If
he has a level on the meter and is charging in a crouch, don't throw out any 
attacks short of another SC (or maybe the S.Short tick), because he's 
charging for the Double Flash Kick. If you block either of his SCs, counter
as you like...

Vs. Hokuto:

She's fast and powerful, but not invincible. She will pester you with her
F+Roundhouse Thrust Kick, and her Backslide Sweep/Roundhouse. If you block
the Sliding moves, you can frequently nail her with a Brahma/Dynamic Bomb
(especially the Sweep version). Likewise, if you block EITHER part of her
Dashing Elbow/Palm Thrust combination, she's wide open for some slamming!
Jumping in on her is not too dangerous if distanced correctly; because of
Darun's short jump, you can frequently jump, and when she slides back for
the Backslide/Roundhouse, you can usually land in time to block and counter!
Note that she does have other air counters, so this isn't fool-proof. Once 
she has a level charged, do NOT jump at all because she can nail you with her
Super FB. Basically, you just have to play on her mistakes.

NOTE: My Hokuto FAQ should also be up soon, wherever you got this one!

Vs. Doctrine Dark:

Smack through his Snap Wire with the Jab Lariat and edge closer; whatever you
do, don't jump unless you're ABSOLUTELY sure he's recovering from the Snap
Wire, because not only can he counter with the Rising Slice, but he can also
lay an Explosive so you land on it, and open yourself up for a big combo. 
Once you get close he's not so tough; once he has a level, don' throw a lot
of regular attacks or he'll take 'em out with the Slice `n' Dice. One really
nice thing Darun can do that others can't is use the Ganjitsu DDT to leap 
OVER Dark's Explosives if you're fast enough!

Vs. Skullomania:

Not much on this loser, 'cause not too many people play this silly character.
If you block the SkulloSlide, Super SkulloSlide or Super SkulloCrusher, he's
open for a slam. Nothing else much for now...

Vs. C.Jack:

Like Zangief, any blocked dashing move=Brahma/Dynamic Bomb! You must however 
be VERY fast, because the recovery on his Dashing Straight and especially 
Upper is good enough that he could Throw you first! Note however that the 
only REALLY easy to counter dashing moves are the Dashing Upper and his Crazy 
Buffalo; the Turn Punch, Dashing Straight and other Special Moves can be 
countered with the Bomb when blocked IF you walk forward a step or two (or, 
just counter with a C.Forward XX Fierce Lariat). Don't jump when he can 
anticipate it 'cause he has deadly air counters. From mid-range, peck with
the S.Forward, which can snuff a lot of his Special Moves, but NOT his SCs.

NOTE: remember to check out my big C.Jack FAQ, posted wherever this one was!

Vs. Blair:

Just have fast reflexes! If you block her Shoot Kicks, counter FAST with the
Brahma/Dynamic Bomb. Watch your high attacks, or she'll take them out with 
the Sliding Arrow (Bomb her if you block this too!). Her Mirage Arrow SC also 
takes out low attacks, so watch for this up close.

NOTE: I also have a FAQ for Blair...

Vs. Allen:

Jab Lariat through his FBs, but watch for his Justice Fist. If you block this 
move, you have an ETERNITY to counter however you wish, so take the 
opportunity. Also watch for his Hop Kick, which can take out low attacks,
and the Triple Break SC, which can also take out most attacks up close AND
set you up for a big juggle. If the Triple Break misses from a distance, you
can counter with the Ganjitsu DDT fairly fast. From mid-range he will also 
peck at you with his S.Forward...

NOTE: remember that I have a FAQ out on Allen, wherever you got this one...

Vs. Kairi:

Basically the same as Ryu; however, once he has a level charged, watch when
he jumps for his Super Air FB, and also yourself refrain from jumping because
he has a high-priority rising SC.

NOTE: See my Kairi FAQ, wherever you got this one!

#############################################################################

WHAT'S MISSING?
***************

-MORE COMBOS!
-more Vs. Strategies
-any correction on tactics
-ANY CORRECTIONS
-possibility of Ganjitsu DDT after the Indora Hashi
-more info on Darun Catch

#############################################################################

CREDITS:
--------

Thanks to ARIKA for a great game, and thanks again to Lancer for his info...
Also a big thanks to Happy Man Arcade for finally getting a game in fairly
early! Finally a big thanks to Jason Jamieson (cka@efni.com), Jarvis, that
dude with the pink hat, that guy who gave me a few good fights with Blair
Dim (especially him!) and all the other guys at Happy Man for playing me. :)

This and other FAQs can be accessed at my homepage:

http://www.geocities.com/SiliconValley/Heights/1910

You can also e-mail me at:

tigeraid@geocities.com

"I said it before and I'll say it again--democracy simply doesn't work!"

                                          -Kent Brockman, the Simpsons

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