Dead or Alive 2 Hardcore Walkthrough :
This walkthrough for Dead or Alive 2 Hardcore [Playstation 2] has been posted at 29 Sep 2010 by teasie and is called "Tina Character FAQ". If walkthrough is usable don't forgot thumbs up teasie and share this with your freinds. And most important we have 31 other walkthroughs for Dead or Alive 2 Hardcore, read them all!
teasie |
Walkthrough - Tina Character FAQ_ _ |_|_________________________________________________|_| D |*| Mr.NeoSandman's Tina faq |*| D O |*| for Dead or Alive 2 |*| O EROCDRAH|*| HARDCORE |*|HARDCORE 2 |*| for PS2 version:2.6 |*| 2 |*| email:mr_neosandman@hotmail.com |*| |*| web site |*| |*| www.geocities.com/mr_neosandman/homepage.html |*| |*|_________________________________________________|*| |-| |-| /*1*1*1*1*1*1*1*1*\ 1.Intro/Disclaimer1 \*1*1*1*1*1*1*1*1*/ I finnaly got around to trying DOA3 on X-box, I was sorely disappointed At stuff like the control pad, and how the control scheme was changed. At least that was enough to spark my interest in this one again, so here I am With another up-date for you. I also tried to change the text a bit because I Tought some of it sounded pretty corny, I tried to change that mostly and I Did a monster up-date in pretty much every part, now all I need is to finish The tag combos and moves analysis section and I am done with it. Okay, I will warn you about holds a lot, but it's no reason not to use the moves described in here, there is always a risk of getting held or hit, but you can do it too, and there are ways of getting pass those,some moves can't be held anyway, so don't freak if I mention a move that as a good chance of getting held. The only way you will get held like that is if you're opponent would play flawlessly and that will never happen. Don't let hold discourage you, it's a fun play mechanic and you should learn to use it. I might also get repetitive with my warnings but I have to do this with some stuff, I have to repeat so you'll remember some of the more important things, pay attention just to make sure, even if it seems lame to repeat myself so much. And finally, I did not get e-mailed for this, but I get asked a lot at school and stuff, "Why do you always play with girl characters? Only sissies do that." Like I would be gay if I used male characters (no offence to anyone). I don't always use girls, just when I like them or if I feel like it, and I am not obsessed about the women in this game. I can play a mean game with Jann Lee, Bass and Ein, Girls aren't just for girls and there is no reason why you should get laughed at when you use one. (Little anecdote,they usually shut up when they see me play with Ayane or Tina, even if I lose. My brother used to get laughed at when he used Peach in Mario Cart 64, after a small tournament he made with is friends, nobody ever said anything about it ever again.) I just wanted to clear this up -_-_-_-_-_-_-_-_-_-_-_-_-_-_-[disclaimer]-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_ This faq is maintained and copyrighted by me, Mr.NeoSandman, period. All the other stuff outside of that is copyrighted by their owners. You can pretty much do what you want with this file as long as it agrees with the disclaimer, that means: don't post it anywhere without my permission, using it to make cash, publish it in anything without permission and doing illegal stuff. If you want to contribute something, e-mail me at the address mentioned above, or ask for me on the gamefaqs message DOA2:Hardcore board, tough I don't go there much anymore.I will give you full credit. I don't mind you printing it out tough, it's kinda hard to play and read this on a computer screen at the same time, but don't sell it or anything. You can print it out and give it to a friend who has no other way of getting this, I understand. And if you see this anywhere other than game faqs or DOA online (it's not there yet but I will submit soon.), Neoseeker.com and doa2.n3.net (is it there yet?), please e-mail me to let me know, and stay tuned to Judge Judy, laughs guaranteed. Anyway, Tina is not my favourite character, but it's close (After Ayane, Jann Lee and Brad Wong in DOA3). I like her style of wrestling a lot, it doesn't have those useless moves that pro wrestling has on TV. And she's actually pretty fast for a wrestler. She's Bass's daughter. He raised her to be a wrestler, which she was doing since high school, but she has other plans, she wants to be a model. Sure enough Bass is angry about it and tries to change her mind and succeeded this time. She joins the DOA tournament again to help boost her popularity to get herself into modeling. After she manages that, you can imagine how Bass is pissed, if you can't, watch Tina's ending (man, he's real steamed). I may be skipping ahead a bit, but, in DOA3, she manages to get a successful career in modeling, but since she's not satisfied, she wants to make her big break in acting, imagine how Bass is mad after finding out about that. There's a few funny cut-scenes, and Baa's ending is real funny in DOA3. Vital statistics for DOA2 Age:22 Birthday: December 6 Height:5 foot 9 inches (almost as tall as me) Weight:114 pounds Bust,Waist,Hips:35-22-35 centimetres (I think) Nationality: American (she comes from Texas or Arizona I think) Fighting style: Pro Wrestling (not the fake stuff like on TV) Job: Wrestler, model likes: outdoor sports Debut in the series: Dead or Alive in the Arcades [Costumes:] Here's what they look like and how to get them: *note* you don't have to play as often to get a costume with the second way if you have UPS on for some reason. Also. the score is based on my personal tastes, you might like one more than I do. costume 1:Black and silver wrestler outfit with cowboy boots. [available at the starts] score: 5/10 [not bad, but I find it pretty boring, I barely use it.] costume 2:Jeans,leather jacket, orange top and high black boots (2nd fav) [available at the start] score: 9/10 [looks real cool, I love the way the jacket flows] costume 3:Leather cat out fit with purple tights [1:finish story mode] [2:Play as Tina five times] score: 7/10 [O_O Cool!] costume 4:Shredded grey outfit, pink undies, stocking and high heels [1:finish story mode on default setting and don't use continues] [2:play as Tina 10 times with UPS on] score: 6/10 [a bit weird, I'd like it more if the colors where better] costume 5:Blue training outfit, white weighted gloves and leg pads (my fav) [1:earn 1 500 000 points in survival on default setting [2:Play as Tina 30 times] score: 10/10 [looks just plain cool on Tina. I like the lighting effects.] costume 6:Blue vest and tight black shorts, pink undies on shorts (kinky) [1:finish time attack in 4 minutes 15 seconds on default settings] [2:play as Tina 75 times] score: 4/10 [my least favorite, looks too weird] costume 7:Red sarong with black straps, feather circle on shoulder and boot [1:take the "roast chicken" item in survival mode] [2:Play as Tina 150 times] score: 8/10 [It's pretty good, there's a nice amount of details] ---------------------------------------------------------------------------- [Table of contents] 1.into/disclaimer --intro --disclaimer --character description --vital statistics for DOA2 --costume description and info 2.move list --conversion --normal moves --jump attacks --throws --holds --special moves --tag moves 3.combos --juggles --custom combos --tag combos 4.strategy ---basic (beginner) ----jabs and kicks ----plain sequences ----plain moves ----basic throws ----basic defensive stuff ----short combos ----memorizing the move-list ----getting up ----down moves and you*next up-date* ---intermediate ----guard cancelling ----combo throws ----intermediate tagging ----taunting ----intermediate holds ----combo creating tips ----different range of attacks ----poking*next up-date* ----catch throws*next up-date* ---advanced ----long combos ----holds ----forcing opponent to attack*next up-date* ----mixing things up ----final word on beginner, intermediate and advanced strategy --move analysis --against character tips 5.outro 6.credits ---------------------------------------------------------------------------- /*2*2*2*2*2\ 2.move list2 \*2*2*2*2*2/ Why a move list when you can get it from the games practice mode? Because I have stuff in here like the exact damage (for most moves) That the moves does and where it hits, and other stuff. --Conversion p: punch (triangle) k: kick (circle) t: throw (X) f: free (square) ta: well... tag (R1,L1) (I took the "g" out for space reasons) f: forward b: backward u: up d: down qcf: press down and roll to forward qcb: press down and roll to back qrbf: press back and roll to forward qrfb: press forward and roll to back --special conversion * before move sequence: can do a down move (d+p or u+p+k) right after + press the buttons linked by this at the same time (tc) after throw name: throw combo (duh) (nw) next to wall (ob) move done in the opponents back (lt) low throw (ta) taunt(listed as appeal in game a booklet) (dm) down move (when opponent is down) (jg) juggle (bow) between opponent and wall (dj) if you press throw during a jump, you're character will execute the throw upon landing. If a move in a sequence is in capital letters, it means you have to hold the key a while for it to work. --after move name: H: hits high M: hits mid L: hits low J: jump attack (listed in the order of the attack sequence) Example: ppk - machine gun middle - HHM (the 2 punches hit high and the kick hits mid) dam: total damage the move does +:after the damage:move does more damage than that, a hit or two is not accounted for. (not listed on the screen in practice, mainly down moves) at the end of the line: C: cause critical status J: can juggle after the move(listed as super-high in the booklet) Anyway, if you ain't lost yet, let's get it on *Important note *:If an attack height is listed as a jump attack and can still be held (but the characters while just sway), the height after the J is the height of the move. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Normal move sequence (can be done from normal standing position) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - sequence---move name------------move height--damage--effect -df+p------[mid uppercut]-----------M-------20 dam. -d+p-------[low jab]----------------L-------5 dam. -d+k-------[turning side kick]------M-------28 dam.---bt -pk--------[jab high kick]----------HH------40 dam.---C -ppk-------[machine gun middle]-----HHM-----48 dam.---C *-pppk-----[machine gun elbow knee]-HHHM----60 dam.---J -ub+p------[knuckle arrow]----------M-------25 dam.---C -u+p-------[blazing chop]-----------M-------28 dam. *-uf+pk----[back elbow knee]--------HM------37 dam.---C-J -b+p-------[double hammer]----------M-------25 dam. -db+p------[low spin knuckle]-------L-------18 dam. -f+ppp-----[infinity combo]---------MMM-----68 dam. -f+ppk-----[ultimate combo]---------MMJ-----63 dam. -f+pp,d+p--[spin knuckle combo]-----MML-----56 dam. -f+pp.d+k--[low drop combo]---------MML-----60 dam. -ff+ppk----[combo drop kick]--------MMJ-----76 dam. -ff,p+k----[Tina special]-----------JM------50 dam. -Df+pp-----[vertical hammer]--------MM------47 dam. -*df,df+p--[dolphin upper]----------M-------25 dam. -qcf+p-----[rolling elbow]----------M-------30 dam. -*kk-------[ankle spin kick]--------HH------45 dam.---C -df+kk-----[double middle kick]-----MM------50 dam.---C -uf+k------[step kick]--------------H-------26 dam.---C -ub+k------[back brain kick]--------JH------45 dam. -u+k-------[drop kick]--------------JM------40 dam. -*ff+k-----[front step kick]--------M-------30 dam. -f+kp------[knee hammer]------------MM------42 dam. -db+k------[leg cut]----------------L-------28 dam.---C -D+kkk-----[triple ali kicks]-------LLL-----28 dam.---C---bt -df,df+k---[crash knee]-------------M-------25 dam.---C -*F+k------[dancing doll kick]------H-------32 dam. -*bf+p-----[shoulder tackle]--------M-------40 dam. -p+k-------[short range lariat]-----H-------34 dam. -f, p+k----[elbow suicide]----------JM------35 dam. -b+k-------[rolling sobat]----------M (bt)--24 dam.---C -f+fr+k----[front roll kick]--------M-------30 dam. -d+fr+k----[low drop kick]----------L-------25 dam. -b,p+k-----[moonsault press]--------unholdable-35 dam. -d,p+k,p---[front roll elbow]-------M-------30 dam. -(bt) f+k--[turn sobat]-------------H-------30 dam. -(bt) p+k--[moonsault back]---------unholdable-35 dam. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - jump attacks (misused and negliged stuff) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Moves you can do when you jump, there are two kinds, moves that are done when you jump and move that are done when you land, remember, to do moves when you land, press it right before you're character hits the ground, back- jumping attacks will do a landing attack no matter what you do. sequence------name-------------damage -vertical jumps- -p--------------[jab]------------15 dam. -k----------[low whip kick]------30 dam. -forward jumps- -p--------------[jab]------------15 dam. -k-----------[drop kick]---------35 dam. -landing attacks- (imput upon landing) -p----------hammer punch-------25 dam. -k----------knee bash----------30 dam. -t---------[frankensteiner]---------48 dam.--dj -t---------[throwing German suplex]-60 dam.--bo-dj -d+t,dd+t--[trance four leg lock]-65 dam.-lt--tc-dj -dt--------[neck crusher]--------70 dam.-lt-bo--dj - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Throws (My faaaaavorite part.. hehehe) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - sequence---move name----------------damage---notes -t---------[death valley bomb]------45 dam. -ft,dt-----[Texas driver]-----------50 dam.--tc -ft--------[burst cyclone]----------70 dam.--nw -b+t-------[frankensteiner]---------48 dam.--dj -ff+t,t----[hammer through J.O.S.]--58 dam.--tc -ff+t------[burst J.O.S.]-----------70 dam.--bow -bf+t,qcbf+t------[giant swing]-----80 dam.--tc -fb+t,d+t,du+t----[sky twister press]--105 dam.--tc -qcb+t,bf+t.du+t--[J.O.S.]----------105 dam.--tc -qcbf+t-----------[fisherman buster]---68 dam. -Dfb+t------------[J.O.S. cyclone]--80 dam.--practice, hard to do at first -t,d+t------------[double break]----70 dam.--bo-tc -ft---------------[throwing German suplex]-60 dam.--bo--dj -ft---------------[burst suplex]-------70 dam.--bo--bow -fb+t,fb+t--------[dragon suplex]------70 dam.--bo -d+t,dd+t-------- [trance four leg lock]-65 dam.-lt--tc--dj -db+t,d+t---------[tiger driver]-------65 dam.--lt--tc -df,df+t----------[Japanese ocean bomb]-70 dam.-lt -dt---------------[neck crusher]--------70 dam.-lt-bo--dj - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Holds (learn to use this, or die. fun fun fun) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - sequence---move name----------------damage---what it holds-note -ub+fr-----[locking hammer]---------93 dam.--High punch -ub+fr-----[spin leg lock]----------77 dam.--high kick -b+fr------[arm whip]---------------62 dam.--mid punch -b+fr------[figure 4 leg lock]------80 dam.--mid kick------tc -db+fr-----[triangle lock]----------77 dam.--low punch -db+fr-----[leg split]--------------77 dam.--low kick -b+fr------[air whip]---------------62 dam.--jumping punch - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Special moves (useful to funny stuff) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - sequence--move name---------note -u,p+k----[hip drop]--------dm -d+p------[elbow drop]------dm -fbf+tag--["come on"]-------ta -dd+tag---["let's go"]------ta -d,p+k----[front roll] - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Tag Moves (more fun than shooting monkeys in a barrel) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - *note* These moves tag from Tina sequence--move name------------------partner--------damage--note -ff+ta-----[double Armstrong buster]--Bass-----------70 dam. -qcf+ta----[dual bomber]--------------Bass-----------80 dam. -ff+ta-----[dual suplex]--------------Bass-----------80 dam.--bo -ff+ta-----[flying cyclone]-----------Zack-----------70 dam. -ff+ta-----[Lock-on hip drop]---------Lei-Fang-------70 dam. -ff+ta-----[giant swing izuna]--------Hayabusa-------70 dam. -ff+ta-----[double sobat]-------------Leon/Bayman----70 dam. -ff+ta-----[hien J.O.S]---------------Kasumi---------70 dam. *note* And these are moves that are done from the partner to Tina -ff+ta-----[docking driver]------------Bass-----------70 dam. -qcf+ta----[lock-on sky twister press]-Bass-----------80 dam. -ff+ta-----[bottle opener]-------------Hayabusa-------70 dam. -ff+ta-----[flat twister]--------------Leon/Bayman----70 dam. -ff+ta-----[lock-on drop kick]---------Zack-----------50 dam. -ff+ta-----[double face squash]--------Lei-Fang-------70 dam. -ff+ta,d+t-[tagging double break]------Gen-Fu---------80 dam. -b+ta------[arm whip]------------------anyone---------62 dam. ---------------------------------------------------------------------------- /*3*3*3*\ 3.combos3 \*3*3*3*/ I hope you know what combos are. What? You don't? *Sigh* Okay, I'll explain. combos are combination of attacks. They can be long or short. A lot of people I know argue that a real combo cannot be stopped, other say it doesn't matter (like me). But unstoppable combos do exist in this game. You just have to juggle the opponent. What's a juggle? It's a combo that hits the opponent while they are in mid air. Anyway, combos are risky simply because of holds and critical holds. Don't worry too much, they don't always work. Be really careful, I could explain how to possibly avoid holds or to make better use of combos, but not here. I will explain it in my strategy section. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Juggles (as mentioned above) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - These are moves that juggle well, that's pretty much it. There are some moves that knock the opponents high enough to juggle again, but Tina doesn't seem to have any, I will get back on that. *note *:These are all moves in which you can pull off a down-move (u+p+k, d+p) right after the opponent is hit, its easy but if the opponent gets up fast, it might not work 100% pk u+p b+p f+ppk k db+k bf+p ppk uf+k f+ppp f+pp,d+k f+kp f+k p+k - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - custom combos (you know... combos... think, Killer Instinct on SNES) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Please note that some of them are a bit risky to use in battles and most don't register as combos (you get 2 hit, then 5 hit for a 7 hit combo for example). Just keep that in mind, most of them are easy and fun tough. Most don't register as whole combos on purpose, the damage you cause decrease As your number of hits increase, I'll make a chart of this for the next up-date. I took the liberty of naming my combos, see the credit section for some music bands who inspired me for some of the names. If the combos don't work (Like a move doesn't do the right thing, pushes the opponent too far and you can't continue), check the list to make sure you're doing it right, make sure you imput it correctly, and change the timing for some moves, if it doesn't work, e-mail me to let me know and I will check it out, I might have made a mistake but I am sure I wrote the combos properly and everything worked fine when I Made them. I'm continually revising them and trying new ones so check here Fro up-date to up-date, I will modify them if I see fit. [sequence-----------move height--damage---combo name, by me-] -ub+p,ff+k-----------HM--------44 dam.---[leg shoot] -uf+k,u+k------------HJ--------46 dam.---[rhinoplasty] -b+k,p+k-------------MJ--------59 dam.---[sweet pain] -uf+p,fr+k,uf+k,db+p-HH(jg)----60 dam.---[thumb twister] -ff+t,fb+t,fb+t------(tc)------70 dam.---[flash dragon suplex] -ppp,ff,p+k----------HHHJ------73 dam.---[tina special 2] -ppp,fr+k,u+p--------HHHH(jg)--81 dam.---[dancing hammer] -pppk,ppk,d+p--------HHHM(jg)--85 dam+---[7 ring shatter] -pppk,f+kp-----------HHHM(jg)--87 dam.---[aerial hammer] -pk,b+t--------------HHT-------88 dam.---[apple shampoo] -ppp,ub+p,ub+k-------HHHHJ-----115 dam.--[midnight queen] -pppk,b+k,p+k--------HHHH(jg)--119 dam.--[wasted years] -pk,fb+t,d+t,du+t----HH(tc)----145 dam.--[sky twister+] -b+k,ppk,bf+t,qcbf+t-MHHH(tc)--163 dam.--[razor's edge] - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - tag combos (taggerific fun. period) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - The list is getting steadily bigger, thanks to my hard work I guess, *yawn*, I need some sleep... (I seriously do) [-Basic tag-combos-] characters-sequence----------attack height-damage---name -Tina_Bass-ppp,ta,uf+pp---------HHH,HH---73 dam.---[the basics of tagging] -Tina_Bass-k,ta,pp,ta,u+p+K-----H,HH,dm--42+dam.---[the essence of tagging] -Tina_Bass-k,ta,pk,ta,b+k,p+k---HH,(jg)--61+dam.---[the meaning of tagging] -Tina_Bass-kk,ta,u+p+k----------HH,(dm)--45 dam.---[fun with tagging] -Tina_Ryu-pk,ta,pp,b+p,ta,ff+ta---HHHHHT-129 dam.--[ancient ship of doom] -Ayane-Tina--df+P,b+p,ta,f+pp,d+k---LMMML---78 dam.---[rock n'roll] -Ayane_Tina--u+k,ta,uf+pk,ta,qcf+k-HHM-----70 dam.----[too many puppies] -Ayane_Tina-p+k,pp,ta,D+kkk,ta,f+pp,ta,ub+k-HHHLLLMM-176 dam. [heaven can't wait] -Bayman_Tina-ff+p,ta,bf+p-----------HH------44 dam.----[flame tackle] -Jann-Lee_Tina-b+p,ta,ppk,ta,f+t,qcf+k-MHHMTJ-106 dam.-[return of dragon] -Jann-Lee_Tina-b+kk,ta,df+kk,ta,b+p,ta,dfdf+k,ta,ppp,f+p---192 dam. MHMMMMHHHH------------[the game of death] -Jann-Lee_Tina-uf+k,ta,kk,ta,u+ta-----JHH-53+dam.---[tao of Jeet Kune Do] -Ryu_Tina-pp,d+k,ta,ff+ppk-------HHLMMJ------82 dam.---[war pigs] [-juggle tag combos-] -Tina_Ayane-df,df+p,ta,p+k,p,ub+k--M(jg)-----59 dam.---[spinning tengu] -Tina_Ayane-uf+pk,ta,kk,ta,u+p+k---HM(jg)----61 dam.---[Jungle beat] -Tina_Ayane-fr+k,ta,ppk,ta,b+p+k--H(jg)-----90 dam.---[thunderstruck] -Tina_Bass-pppk,ta,ppp-------------HHHH(jg)--88 dam.---[cheezy high combo] -Tina_Bass-uf+pk,ta,f+pp-----------HM(jg)----75 dam.---[thunder shoot] -Tina_Bass-fr+k,ta,b+pp,p+k--------H(jg)-----76 dam.---[aerial blender] -Tina_Bass-uf+pk,ta,b+pp,ta,ub+k--HM(jg)----69 dam.---[air sickness] -Tina_Bayman-uf+pk,ta,f+ppp--------HM(jg)----67 dam.---[Back solid crash] -Tina_Bayman-pppk,ta,p+k,pk--------HHHM(jg)--98 dam.---[side edge elbow knee] -Tina_Bayman-Fr+k,ta,kk,tag--------H(jg)-----59 dam.---[Dancing hell hammer] -Tina_bayman-uf+k,ta,pk,ta,f+pp,ta,d+t-HHH(jg))----------94 dam. [ultimate submission] -Tina_Helena-uf+pk,ta,pp,b+pp------HM(jg)----68 dam.---[Cold gin] -Tina_Helena-uf,uf+p,ta,f+kp,d+k---M(jg)-----50+dam.---[madness] -Tina_Helena-Fr+k,ta,b+kk----------H(jg)-----55 dam.---[nightmare] -Tina_Helena-pppk,ta,ppk-----------HHHM(jg)--87 dam.---[The Jack] -Tina_Helena-uf+k,ta,qcf+p-ta,ufuf+k,ta,uf+k,pp,b+pp HMMH(jg)--119 dam.--[stupify] -Tina_Helena-pk,ta,ub+k,pp,b+pp----HHH(jg)---90 dam.---[Sin city] -Tina_Jann-Lee-pppk,ta,ppp,f+p-----HHHM(jg)-107 dam.---[never enough] -Tina_Jann-Lee-uf+pk,ta,f+k,bf+k---HM(jg)----65 dam.---[dragon catapult] -Tina_Jann-Lee-uf+k,ta,pp,f+p,ta,uf+k,ta,ppp,f+p-HHH(jg)-79 dam. [fists of fury] -Tina_Jann-Lee-pk,ta,df+k,b+k------HHM(jg)---63 dam.---[the green hornet] -Tina_Lei-Fang-uf+pk,ta,+p+k,ppkkk-HM(jg)----85 dam.---[perfect crime] -Tina_Lei-Fang-fr+k,ta,pkk---------H(jg)-----62 dam.---[power slave] -Tina_Ryu-uf+pk,ta,ppkkk,ta,b+p+k-HM(jg)----72 dam.---[sword of darkness] -Tina_Ryu-fr+k,ta,u+k--------------H(jg)-----60 dam.---[fade to black] -Tina_Ryu-pppk,ta,Db+k(qcf+k),p+k-HHHM(jg)-90 dam.-[sabbath bloody sabbath] -Bayman_Tina-b+pk,ta,ff+ppk--------HH(jg)----72 dam.---[blast drop kick] -Bayman_Tina-b+p,f+k,p,ta,ff+ppk---HMH(jg)---70 dam.---[stinger drop kick] -Jann-Lee_Tina-uf+kk,ta,f+ppk,ta,p+k-J(jg)--78 dam.---[Chinese connection] -Helena_Tina-uf+k,ta,f+kp----------M(jg)-----52 dam.---[cheap thrill] -Helena_Tina-b+kk,ta,bf+p----------HM(jg)----55 dam.---[blast off] -Helena_Tina-ub+k,ta,f+ppp---------H(jg)-----64 dam.---[Money talks] -Helena_Tina-bokuho,p+k,ta,ff+ppk--M(jg)-----59 dam.---[Hells bells] -Helena_Tina-u+k,ta,ppk,ta,d+kk,ta,df+kk,ta,uf+pk,f+kp HHHHMLHMMHH(jg)-166 dam.---[Crazy train] -Lei-Fang_Tina-uf+kk,ta,ub+k-------J(jg)-----57 dam.---[air scyth] -Lei-Fang_Tina-uf+kk,ta,b+k,p+k----J(tg)-----80 dam.---[sandman crusher] -Ryu_Tina-qcf+k,ta,f+ppk,ta,ppkkk,ta,b+p+k-88+dam.---[paranoid] -Ryu_Tina-b+pk,ta,uf+pk,ta,pp,b+p,ta,f+ppp-127 dam.--[high speed dirt] ---------------------------------------------------------------------------- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Beginner section (a good place to start) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -_-_-_-_-_-_-_-_-_-_-_-_-_-_-[Normal moves]-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_ [warning] Nothing much really, just be careful of holds. [jabs and kicks] Okay, so Tina ain't the fastest character (not the slowest either), jabs and fast kicks are still important and should play a part in your game. Why you ask? Because they are fast and... because they are fast. A fast little jab can out-run a long slow kick easily and stop it in it's track, period. They don't do much damage but it can set up your throws easily, hit your opponent once and stop. period. Watch your opponent hold in tin air unsuccessfully, period. Grab. period. Let's recapitulate. Punch, stop, watch, grab, period. Just be warned, this gets predictable. Mix it up a little. [plain sequences (ppp)] Okay, ppp, kk, pppk. Pretty simple, right? It is, it's also very important. These little dinky sequences is the backbone of any fighting game. Sure, they mainly hit at the same point (high, mid). Easy to hold? Yes. Useless? NOT! Like I said, it's the backbone of any fighting game. You don't have to hit. Simply pull this off when the opponent charges at you. A computer opponent will get stuck in the attack, a human opponent will stop so you can guard cancel (more on that later) or set-up something else (moonsault for instance). Good to use for basic defensive strategies, bad against hold-crazy opponents. Use sparingly, they do a good amount of damage but don't rely on them too much. [Plain moves (p+k)] Simple moves that can do a lot of damage and be a good source of annoyance. Those are the, hum , pelvis of any fighting games. (can you say, hadoken?) Tina as a lot of good moves like that, my favorites being p+k, ff,p+k, f,p+k and b,p+k. Those moves are easy to pull off, do good damage, are easy to hit with and have a decent amount of speed. You should definitely use these more than you use combos. Just don't get predictable with these and you will be fine. Learn to use these. They're a must. Not just those I listed here, most of them actually. To master these means mastering the art of tagging, read more on it below. -_-_-_-_-_-_-_-_-_-_-_-_-_-[basic throws]-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_ [plain throws] There is a good reason why you should learn throws like f+t or b+t, because of their ease of use. You see an opponent stopping for some reason? THROW! You want to finish a combo in style? THROW! these little throws are hard to break if you don't have elite timing or you don't see them coming. They do a fair amount of damage too and are a bit less risky than big throws you need half a second to imput and the opponent has a few chances to break it. Learn and live.Most of her little throws are pretty hard to break and you almost have to expect them when you get caught. Some of them CAN'T be broke, the only one I'm pretty sure now in Frankensteiner, I will have to verify this. [throw range] Here's a useful hint, you don't have to be right next to the opponent to do a throw, you know when you try a throw and your too far, and youre character just lashes is arms out aimlessly? That's the distance, as long as you're characters arm connects with the opponent, the throw will succeed. It's usually about one or two characters length away from you're character, but it varies from character to character, try it out to find out. In my opinion, Helena as one of the longest throw range, but Tina as THE throw with the longest range, the Giant-swing. I will explain in the move section. -_-_-_-_-_-_-_-_-_-_-_-_-_-[short combos]-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_ [warning] What do I have to warn you about? Oh yeah, HOLDS! If you fight a high level computer, you will get held. That's why short combos are safer than long ones, unless you juggle, that's a good idea too. Do a five, six hit combo and if your opponent holds too slow or is juggled, you will have nothing to worry about, always be VERY careful when you do combos. NEVER do a move over and over or combos that hit at the same place Unless your opponent doesn't know how to hold or as a severed thumb And can't use the free button. [imputing tips] Mash buttons, the most basic way of doing it, but sometimes, that won't do for certain combos that require more than one button. Learn the timing you have to press the buttons and "slide" your fingers on the buttons if you have to imput something fast, not as much a life saver as in Tekken Tag (move timing are usually trickier) but it helps. Simple? Hey, this is basic. If you have to imput move fast, never EVER get frantic, if you only mash Buttons and don't realize what your doing... never mind. [branching combos] Okay, we all know about short combos like f+ppp that the third punch can be switched to stuff like d+k, right? Well, it's a great idea to do that. If your opponent expect a high move and block or holds high, he will take the low attack and get knocked of balance. Great idea to memorize these and put them to use. Branching combos are more unpredictable. Some of the moves are faster, cancel to other moves that cause knockdowns, you get it now. Anyway, the versatility is the key with these. -_-_-_-_-_-_-_-_-_-_-_-[memorizing move-lists]-_-_-_-_-_-_-_-_-_-_-_-_-_-_- The best way I can tell you is keep doing them over and over, you'll eventually memorize them, but that may take a while. So, go into sparring and pick a few moves, learn them, practise them and incorporate them in your strategy, when you have done that, go into sparring and learn a few more moves, incorporate them in your strategy without forgetting the older ones. Or, print a move list and read it Like, when you take a bath or something (you do wash do you?). That will help, then say "Okay, next time I play I will try this or that." and then try it. It sounds simple but it works. If your are crazy about learning the moves, record yourself on a tape when you read the move list outloud and listen to it whenever you can, congratulation! You just gained the status of DOA nut! RUN! The men in white coats are coming to take you away. -_-_-_-_-_-_-_-_-_-_-_-[basic defensive stuff]-_-_-_-_-_-_-_-_-_-_-_-_-_-_- [Blocks] Simple. Press the free button. You won't get hit... if the attacks ain't low. This is kinda the tricky part about this. Learn to anticipate low attacks and block! Or just plain jump over them. Easy! At least low moves don't always cause much damage and your safe from high attacks and throws on the ground. [dodges] These include your basic back-steps to sidesteps, just learn to time these to get away or out of your opponents attacks. Simple. Easy. Effective. Be careful with the sidesteps, some moves "track" you (follow you) and might still hit, back stepping is safer in my opinion. Just have a block ready in case the opponents move tracks you. [basic hold practise] I SAID BASIC! This is a technique to get used to the timing. Go in sparring mode and select 1st action, blow and any attacks, then practise holding them. Once you get used to the timing, practice using the combo the combo funstion, interrupt them and hold them. Then do it against weak computer opponents. This should get you started. DON'T hold frantically, your not thinking when you do this, it won't help You get better. [ducking] Duck over high attacks. Easy and useful. Duck and hit low when you get attacked high. This is simple to use and as served me well over the years playing fighting games. Just be ready to block low attacks or break a low throw. With Tina, there is a lot of good stuff to do with this, you can use low attacks like triple Ali kicks, do little back-steps, if you can time it right, you can even do a giant swing! But, my favorite use for this is holding down to do and db to block, when you have a chance, roll your thumb from down to back and press throw to do the first part of the J.O.S throw combo. With this trick, you can cause a lot of damage. Use your imagination, you can do a lot more stuff than people think using ducks, Try out stuff and see what you can come up with. [defensive tagging] Tag to dodge attacks, tag to recharge your other fighter's energy. tag to confuse your opponents. The usefulness of it is almost endless. Use this to tag safely, hit the opponent and tag when "critical" flashes on the screen, it's the only time you can do this when you didn't recover completely from an attack you did, and your characters will tag immediately instead of cart-wheeling of screen. Also, try this to dodge short moves like Jann Lee's Dragon Blow. [jumping] This is also pretty useful. Even if the characters in this game don't jump as high as games like Street Fighter, this should not be cast aside. Jumping starts a bit slower than back-steps but get's you away farther. You can also pull of a useful tough limited amount of moves, from jabs to heavy kicks to landing attacks, even landing throws. But, because all the characters have jumping punches hold, be careful. I can think of only Lei-Fang, Bayman and Leon that as a jumping kick hold, so try to kick more often. Be careful of long-range attacks when you jump if you're close, you might get hit. I like to pull stuff like Tina special when I am jumping backwards, think about it. A thing you should know, jabs are faster than kicks but they can get held by any character and don't cause a knockdown and as much damage. [rant] "Why the hell did you write such a strategy section? I am not a beginner!" you might ask. Well, I might sound stupid, but a lot of people don't realize half of the stuff written here. Just because you can finish a game of Street -Fighter or Mortal Kombat on the hardest setting after twenty tries, that doesn't make you an expert, I fought a lot of people that all I had to do to make them hold, is to hit them high once or twice, then, they start to hold mid like 5 times in a row because they can't do high or low holds, and them I throw comboed them, because they couldn't break throws. Sure, it may sound stupid, but you shouldn't try to do all the advanced stuff when you can't even do the basic. You can't expect to be able to barely pull off a kick flip on a skate board, then think you can do a 900 degrees spin or a kick flip back flip. Just like you can't just learn the rules of Magic: the gathering (trading card game), and think you can beat everyone with a pre-constructed world champion deck of cards you just bought and don't even understand the card combos. You have to learn the basics before trying to learn the hard parts. But surprisingly enough, some people do act like that, so there, I may sound like I am bragging but I'm not, we are all beginners at some point, if you think this faq is lame, why are you reading it? You don't need my help then, stop reading it. I wrote this faq to help people, not show off. There, now that that's cleared up, on with the faq. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - intermediate strategy (time to step it up a notch) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Okay, this section covers more advanced tactics and tricks that aren't really meant for beginners, but are a good place to continue when you get the basics of the game play down. -_-_-_-_-_-_-_-_-_-_-_-_-_-[guard cancelling]-__-_-_-_-_-_-_-_-_-_-_-_-_-_-_ I don't know where the name came from, but this technique means to stop an attack or a combo you are performing, wait a split second for the follow ups to clear (press pp and wait half a second and press kk again to do the ankl spin kick instead of a machine gun middle.) and do some thing else, usually, I do a grab after this, which is good, but it's also meant to confuse. Stop a combo, wait a bit for the opponent to hold and start another one for example is a good application of this technique. You can also stop a move and retreat, duck , jump, back-step and stuff to avoid a counter. Very useful, learn this. I forget some of the stuff Anyway, this is useful for creating you're own combos. These are some basic applications of the thecnique. When youre close, use throws and when the opponent is retreating from youre attacks, use long range attacks, ducks... you know what I mean. -_-_-_-_-_-_-_-_-_-_-_-_-_-_-[combo throws]-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_ the main reason you want to do this is because of the damage it causes, the reason you don't want to do this is because it is easier to break and a bit harder to imput. Tina does have some short ones (f+t,d+t) that are easy to do and the only one in the game that is nearly impossible to break, the hammer through J.O.S. Sure, it's also tricky for you to time, but it takes the timing of a god to break after the initial throw. Anyway, this is of topic, I will explore the details in the move analysis section. Practise doing them fast enough so you're opponent won't have a lot of time to break them, this requires good timing and the memorization of the throws. Do the wrong one and you will lose valuable time, but practise is the key, practise makes perfect. In my opinion, the easiest throw to pull of fast is the J.O.S. Most important of all, try them to see when "combo throw" apepears on-screen, and practice pulling them of as fast as you can, since your opponent can only break them when "combo throw" is on screen. Speaking of combo-throws, you can start them early. Like, when you do sky-twister press, you can press the down part of the last hit before "combo throw" flashes on the screen, understood? This is sorta the secret to pulling complicated combo throws fast and not getting them broke, I have been know to pull the J.o.S, Giant swing and sky-twister press very fast like this. -_-_-_-_-_-_-_-_-_-_-_-_-[intermediate tagging]-_-_-_-_-_-_-_-_-_-_-_-_-_-_ By this I mean tagging combos, they are just as risky, hard and fun as regular combos but are cooler, faster, require two characters and have the potential to do a lot of damage since your not limited to only one set of moves. Practise the timing gap between switch to get the timing to attack right. And remember, you can only tag real fast like this when the opponent has been hit or is in critical status. Other than that, treat these as you would regular combos. I listed a few combos that branch from Tina to Bass, they are pretty basic, but are good and are a good place to start. The juggles are good but be careful about the standard ones, since they hit high a lot. This is also a good base for making your own combos. Good luck, but you won't really need it. -_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-[taunting]-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_ I mention this in intermediate because it's fun to do, but some people use this all wrong. They do it when the opponent is ready to attack, when they are right in front of the opponent and for no good reason. The purpose of taunting is to get your opponent crancked up at you and attack right away or (I usually do this) to make fun of them after a combo or knocking them on the ground, or to just plain annoy, but it as to be done properly to be safe, if you really have to use it, here's a few pointers. -never, ever do this when your opponent is ready to attack, or you will regret it unless your playing a bad players or newbies. -don't do this for no good reason when you should be setting an attack. You will lose precious time to get ready. -do use it when your opponent is down on the floor tasting the mat, they won't be able to get you unless you're right next to them where you are in kicking range. Otherwise, you should be safe. -do use it when you're far from the opponent and he's waiting for you to come. Tina's "come on" is good for that. If that don't work, charge 'em. -do use it after you won a fight, it's pretty annoying. -I like to do this with Tina when I am far enough so I can't get hit but close enough to do the Tina special, I do the "come on" taunt then immediately do the special, Tina yells "LET'S GO!" and the opponent get's Tina's butt-cheeks right in the face. Okay, this is an example meaning: do use them to confuse and break the opponents concentration. -don't use it against the computer, it's useless and pointless, but it is fun, I made this a bad habit of mine. Whew, now that was a lot just for taunts... -_-_-_-_-_-_-_-_-_-_-_-_-_-[intermediate holds]-_-_-_-_-_-_-_-_-_-_-_-_-_-_ I don't have much to say here, but, after you learned how to use them, (you can use the tips in beginner strategies),start using them. the safest way is block an opponents combo and when you know what's coming next, whip one out. Or, when the move is predictable enough (Bass's running clothes line for example), just plain do it, this is the essence of holds in my opinion. But, for the love of god, don't do like so many players I have fought do: hold mid over and over when your opponent is not attacking, human's will grab you, the comp will... I don't know. The reason is, it's useless and it appears lame and you really open yourself to attacks. If you see someone do this, throw them and teach them a lesson in pain. Why am I so insistent on being careful with holds? See above, this is just an example of what may happen with un-proper hold usage. A good skill to know, combining locks with holds. -_-_-_-_-_-_-_-_-_-_-_-_-[combo creating tips]-_-_-_-_-_-_-_-_-_-_-_-_-_-_- Okay, first of all let me clear something up. The combos written in this faq are not all the combos I know, I have many variations of those combos but I only added the most powerful, useful, or my overall favorite combos of mine. I have a philosophy that not all can be taught by a teacher and some things are better self-taught. I could explain how to imput pre-made combos that I wrote here and you could use those, but you probably won't try to make some of you're own, I suggest that you do try and find some signature combos of you're, small ones to deadly ones (think heaven can't wait, I have many more like that, not only for Tina) to tag combos. Here's a few pointers: -Don't limit yourself to moves that marks all the hits you scored, not all combos need to fit together perfectly or come out lighting fast, if their effective, that's plenty for a start. -Try everything, you never know when you might use a seemingly useless move and find it's great in a combo. I made many of mine like that. -Use critical status moves. These stun the opponent and gives you a chance to juggle them with moves you normally couldn't, and are the best way to make "true" combos. -Juggles are you're friends. It might be hard to keep you're opponent in the air sometimes but he can't do anything while he's stuck in mid air. Plus, they don't have to be a mile long to be effective. -Don't be afraid of holds. I don't mean to charge like they don't exist, but a combo that hits high three or four times is not useless. You're opponent might press the wrong button or assume you are going to make a mid move and hold mid and other stuff like that. Just don't try to make one that hits high ten times in a row, that's lame and dangerous, but if it floats you're boat, I can't stop you. -Don't get frustrated. Not all combos work the way they're supposed to 100% of the time. If you can't find one, calm yourself and if you're really steamed, take a break, it's unhealthy to get mad at a game. -Have fun, that's what games are for after all. -------------------------------------------------------------------------- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - advanced strategy (also known as Tina mastery for dummies) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -_-_-_-_-_-_-_-_-_-_-_-_-_-_-[long combos]-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_ [memorizing tips] Well, the easiest way is to use them over and over, mix them up in your playing style and keep using them. Make your own combos, for some reason, it seems people have less trouble remembering them when they make those themselves, try that maybe... [imputing tips] The first thing is memorizing them, the second thing is learning the timing, the third thing is to learn how to pull them fast, the last thing is to learn where and when to use them. Just don't do the same combo over and over or something stupid like that unless it works. Practice them, pull them as fast as you can, learn to pull them without screwing up. Anecdote: Read my "Game of Death" combo below, first time I pulled it on Lightning, he was all like "HEY! WHOA! WATH'S THAT! HOW! STOP IT!", and he Was mashing buttons as fast as he could to get out of it, he took every last Darn hit and went out cold. The one thing I LOVE about big combos, the coolness And the faq that they might just scare the Bejesus out of the other, leaving them open. [warning] Anyway, memorizing them is important because it's not a good idea to start a combo and forget how to do it in the middle of it. Don't learn to many combos that are similar, if you want to pull one of in particular, don't get mixed up in another one, even if that might not be a bad idea. One last thing, try to stay away from combos that hit at the same height to much, I just hope I don't have to explain why. WHAT? WHY? Does holds ring a bell? I've been repeating it from the top to bottom of this faq and you still don't get it? -_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-[holds]-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_- [standard hold practise] An effective way, go in battle against the AI on the hardest level and do nothing but holds (and break the occasional throw). After you learned to do that, go against the AI and move around while doing nothing but holds. And at last, go against the AI and fight your best and try to do holds as good as you can. The most effective way in my opinion is go against a good player and do the same thing as mentioned above, if that "good player" does almost nothing else than throws, forget this, and beat them hard and say : cough cough "scrub" cough "scrub" cough, and let's hope they get the idea. Anecdote: Before Lightning had moved, there where these two guys that liked To come over, once I had brought my game and they wanted to play... pathetic, all they did was mash the throw button, okay it was the first time they played but they kept doing it even tough I tried to show em hw to do I properly (Well Eric stopped and he was getting better with normal attacks, could even pull out a hold or two properly), all I did was break the throws and counter with my own. You know where this is coming to. Just don't mash throw. [avoiding them] The most simple way to avoid getting held I think is, don't stand there mashing buttons, use you're attacks wisely. If you just mash buttons, even if you're doing combos or whatever, just try to play against a skilled player like me, you'll regret it. Button mashers usually don't try to do anything else than, huh, mashing buttons, so, their defence is on the light side. You will get blocked and countered, interrupted or held, and you will lose. period. Anyway, back to the subject. Poking, now there's an almost sure fire way to avoid holds. Use quick and short attacks, wait, do it again, jump and doge around, knock the opponent away with a power move, do a taunt, you get the idea... Attack with quick, strong moves, don't let yourself get caught by telegraphing a move, best way I know to beat hold crazy opponents. And for the last time, I think, use those low moves and throws, you think it's really that hard to beat an opponent that only hits high and mid? You don't even need to hold, just block and counter. But if you try that and |
Comments
Another Dead or Alive 2 Hardcore Walkthrough :
|
|
• Moshi Monsters cheats, Android • Plants vs. Zombies cheats, NDS, XBOX 360, PS3, IPHONE, Android • Pokemon Heart Gold Version cheats • Pokemon Soul Silver cheats • The Lord of the Rings: War in the North cheats, XBOX 360, PS3 • Shogun 2: Total War cheats • BioShock Infinite cheats, XBOX 360, PS3 • Darksiders 2 cheats, XBOX 360, PS3 • Call of Duty: Modern Warfare 3 cheats, PC, NDS, WII, PS3 • Elder Scrolls V: Skyrim cheats, XBOX 360, PS3 • Torchlight II cheats • Borderlands 2 cheats, XBOX 360, PS3 • Temple Run cheats • Jagged Alliance: Back in Action cheats • XCom: Enemy Unknown cheats, XBOX 360, PS3