Dead Or Alive 4 - Strategy Guide (Page 01)
Below are the cheat codes, hints and help for Dead Or Alive 4 - Strategy Guide (Page 01).
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(Horrible ASCII art by me. Big appologies to Austin Callison who made me
an awesome ASCII but I for the life of me couldn't get it formatted to fit
this FAQ. I deleted your email from last week but if you email me again we
can talk about getting it reformatted to fit.)
===============================================================================
Dead or Alive 4 FAQ/Help Guide
By Arc Harry (cloud_strife333@hotmail.com)
Copyrighted January 3rd 2006 by Cody Moulton
Dead or Alive and all affiliated characters etc. are copyright Tecmo
and Team Ninja.
Version .6
This FAQ may only be reproduced upon express written consent by the author.
Please E-mail me with any questions or if you wish to host this on your site.
It must remain in it's unaltered form and its original condition
===============================================================================
Version History
---------------
Version .6
----------
In-depth usage covered for Spartan
Version .55
-----------
In-depth usage covered for Eliot
Version .5
----------
In-depth usage covered for Ryu Hayabusa
Added info on tech-rolling
Added info on Holds (Not Counter Holds)
Version .31
-----------
Updated the revised tag guide by hitomi ownz me.
Haven't had much time to work on it, but I thought i'd get his revised version
up since it's very well done.
Version .3
----------
Fixed a few spelling mistakes.
Fixed a few mistakes such as how to unlock Tengu and Lei Fang items.
Added tag section
Added tag throws (Courtesy of hitomi ownz me)
Added Kasumi's Obero throw to hard to do moves list.
Added a bit more on the Raijin
Next update I'll start doing in-depth character strategies. I'll probably also
reorganize the tag throw guide to make it a bit easier to read.
Version .2
----------
Second Version has corrected numerous spelling and grammatical errors. Also
added sections on stages and unlockables.
Anyway I hope this helps someone out there, and I'm contantly on the message
boards if anyone needs to ask me anything.
Table of Contents
-----------------
1) Some Helpful Basics
A.) Controls
B.) Setting Your Controls
C.) Button Mashing
D.) Selecting Your Character
2) Some Advanced Basics
A.) What to do and When (And some serious countering help)
B.) Baiting and the Offensive Position
C.) A Few Helpful Hints Againt the Computer and Some New Gameplay Notes
D.) Tech-rolling
E.) Holds (Not Counters)
3) Specific Character Strategies (For and against)
Kasumi
Kokoro
Brad Wong
Bass
Jann Lee
Tina
Bayman
Ayane
Hayabusa
Hitomi
Eliot
Zack
Lei Fang
La Mariposa
Christie
Hayate
Helena
Ein
Gen Fu
Leon
Tengu
Spartan-458
4) Vs. Alpha-152
A.) Understanding how Alpha Works
B.) When and How to Attack
C.) Guidelines to Remember
5) Difficult Throws/Moves
A.) Raijin
B.) Izuna-Otoshi
C.) Obero (Hoshimpo)
6) Tag Mode
A.) Tag Basics & Tips
B.) Tag throw list
7) Stages
Biolab Core
Waterfall Valley
Gambler's Paradise
Experimental Playground
Tritower Heliport
Kyoto in Bloom
Kyoto in Bloom (Night)
Nassau Station
Tatami
Seaside Market
Ninja Hideout
The D.W.A. Coliseum
The Crash Club
Savannah Safari
DOATEC Great Hall
Temple on the Mountain
8) Unlockables
9) FAQ, Contacting Me, and Disclaimers/Legal Junk
==================
1 - Helpful Basics
==================
If you're new to DOA than this is the spot for you, if not then you might want
to skip this part.
A.) Controls
------------
First let's familiarize ourselves with the controls. I will put the
abbreviation for each type of control after it in ( ) so when I talk of moves
later you can refer here to see what they stand for.
-Punch (p)
Your standard attack. If used multiple times or in conjunction with other
buttons will create various types of attacks.
-Kick (k)
Your standard kick attack. If used multiple times or in conjunction with other
buttons will create various types of attacks.
-Free (f)
Your guard button. If held down will block incoming attacks. If tapped in
conjunction with specific directions will perform counter holds.
-Throw (t) (This is also performed by pressing f+p)
Will perform a grapple on the enemy, used mainly for opponents who block or
contantly try to counter.
-Fierce kick/Secondary kick (f+k) (This is also performed by pressing f+k)
Will usually perform a slower more powerful type of kick for your character.
-Fierce punch/Secondary punch (p+k)
Will usually perform a slower more powerful type of punch for your character.
This is also often times used to change character stances.
-Tag (T) (This is also performed by pressing f+p+k)
In tag mode will switch your characters.
-Appeal (A)
Taunts the opponent.
-Directional movement (As denoted below)
Forward (Fwd)
Back (Bk)
Up (Up)
Down (Dwn)
Diagonal Up-Foward (duf)
Diagonal Up-Back (dub)
Diagonal Down-Forward (ddf)
Diagonal Down-Back (ddb)
Quarter-Circle-Forward (qcf)
Quarter-Circle-Back (qcb)
Half-Circle-Forward (hcf)
Half-Circle-Back (hcb)
Full Circle Rotation (fc)
B.) Setting Your Controls
-------------------------
If you've noticed I have not listed the default control settings for this game.
It is very important that you set your own controls that are comfortable and
accessible for you.
You can do this by going to the SETTINGS option on the Main Menu and going to
controls. Here if you do not like any of the default control schemes you can
customize your own personal controls.
A few suggestions I have for people having trouble setting controls.
-Make sure your Free button (block) is easily accessible where you won't have
trouble finding it quickly. I have mine set to the Right Bumper, so that I
always have a finger on it. This is your most important button of all so it's
important you can get to it quickly.
-Your least important buttons are Tag and Appeal, so put them out of the way
because you won't need them as often.
-If you have a button you accidentally hit a lot, such as a trigger or bumper
than it is best to set that button to an extra Free so incase you accidentally
bump it all you do is block and that's a lot less harmful than accidentally
taunting.
C.) Button Mashing
------------------
I want to take a minute here to discuss button mashing and why it is a major
no-no. As much as button mashing may appear to work, if you button mash on
anyone worth their weight they are going to hand you your backside in a paper
bag. The ONLY thing worse than not knowing what your opponent is doing is
not knowing what YOU'RE doing. This game is about having precise control over
your character. That being said do not button mash, and if you have been try
to break the habit. I know it's hard sometimes when you panic or things start
to look grim for your character but calm under pressure will always prevail.
If you don't believe here are a few reasons NOT to button mash.
1) You will accidentally hit more than one button at the same time, thus doing
things you probably don't want to do like taunt or throw.
2) You may accidentally hit your taunt button which is guaranteed pain for you
unless you planned your taunt.
3) If it's a tag match you may accidentally sub your characters in and out
making them take unnecessary damage.
4) The computer will probably have you for breakfast.
D.) Selecting Your Character
----------------------------
If this is your first time playing a DOA game then it's time to make a major
decision; who your first character will be. I want to stress that it is much
better to pick ONE character and become proficient with them until you are
ready to move on.
By doing this you will learn that character better, and you will adapt quicker
to the fighting system and flow of the game. It is advised that you go through
the sparring mode with your preffered character to get a basic grasp of their
moves. (It's ok if you don't remember them, no one remembers all the moves and
you'll learn more with time, not just the first time through practice.)
If you wish to branch off into other characters then that's fine but I strongly
suggest you stick with one to start with.
A few suggestions are-
Ryu Hayabusa- My first character and still my best. He's quick, agile, and has
some very damaging moves. He's a bit harder to use than some of the other
starting characters I'll mention here but if you get him down you're a force
to be reckoned with. Prepare to do some extra practice if you start with him.
Jann Lee- A character with very simple straight-forward moves. Some very
damaging combos and extremely quick to boot make him an excellent starting
point. Veteran players however are very aware of Jann Lee's moves and his
basic attacks will become a lot less effective against them.
Eliot- His moves are basic but switch up often making him difficult to counter
and throw. Very quick and useful for begginers, but may become a bit boring
if you're looking for something a bit flashy.
Characters I DO NOT reccommend for starters-
Bass/Bayman/La Mariposa - These three are rather slow in speed compared to the
other characters and require some handy work of throws and counters to be used
properly. These are good advanced characters for when you feel like a challenge
who can be VERY deadly if used properly.
Christie- She may be quick and seem easy to use, but she will get countered,
a lot. Until you become used to switching up your attacks and not making your
attacks obvious she should be avoided.
Ayane- She has been toned down from previous games quite a bit but still
requires some advanced controlling to use. If you don't understand exactly
what you are doing with her than you're going to end up with your back to your
opponent a lot of the time, and thus opening yourself up to attacks.
That's it for the basics. Time to move onto some advanced basics, that will
actually help you in gameplay.
===================
2 - Advanced Basics
===================
A.) What to do and When (And some serious Countering Help)
----------------------------------------------------------
When it comes down to it this game is basically rock, paper, scissors.
Attacking- Obviously your primary form of dealing damage to the opponent. Try
to mix up your attacks from high, to low, to mid, as to avoid being countered.
Avoid throwing the same move over and over again as it will cause you to get
countered or dodged and that is something you want to avoid. Remember by
pressing down or down-forward during combos will often times switch your
attack to a low one which will often times throw off the enemy. If you hit
someone that is trying to throw you with a physical attack, you will deal
extra damage.
Throwing- Useful for when an enemy is blocking or has made a failed counter
attempt. Some characters have very powerful combo throws so if you get a chance
and know a combo throw it is more beneficial to do one of those than a standard
throw. If you throw someone who is trying to counter they will take extra
damage.
Countering- Probably the most important aspect of the game. This not only will
save you from taking damage and inflict it upon the opponent, it is the ONLY
way to get out of most combos. I stress that you practice this repeatedly until
you can do it at least some of the time. DO NOT counter unless you have a
fairly good idea that you will counter the move, as failed counters cause you
to recieve extra damage or open you up to very damaging critical throws.
**IMPORTANT** - If you have trouble countering keep this in mind. Most combos
start and finish within the mid-or high attack range, so if you are being
combo'd your best bet for catching an attack is to do a high or mid counter.
Also keep in mind this important tid bit. If an attack is a vertical attack,
meaning it would hit you from head to toe if it came straight down is ALWAYS
a mid attack. Also shoulders and heads are considered mid punches, and butts
are mostly considered mid kicks.
Here are the Counter Hold commands.
Diagonal-Up-Back+Free = Will catch all high and super high attacks.
Back+Free = Will catch all mid punches
Forward+Free = Will catch all mid kicks
Diagonal-Down-Back+Free = Will catch all low attacks.
The only way to get better at countering is to practice practice practice.
And contrary to popular belief no it is NOT luck, as I've won entire matches on
solely countering. (Some people are VERY predictable).
**IMPORTANT**
Remember that once an opponent is in the air, or "launched" there is nothing
they can do about you attacking them so don't forget to lay down the extra
punishment. Also try to learn what your characters "launch" moves are, meaning
what moves will send your opponent airborne so you can safely land long
damaging combos.
B.) Baiting and the Offensive Position
--------------------------------------
Now we're going to talk about 2 very important aspects of the game.
1) Offensive Position
We need to make one misconception clear. Having the Offensive position is what
is going to put you on top in a DOA match. Being ON THE OFFENSIVE is not the
same thing as having the offensive position. Meaning just all out attacking
usually isn't the best course of action. You want to be in a position to make
the best move possible and to make good use out of your opponent's mistakes.
So how do we gain the offensive position you ask? By...
2) Baiting
It's like luring a fish using the worm, then snagging it with the hook. A very
useful trick in DOA is to set your opponent up in such a way that you can do
as you please with them, and to do this you must trick them. Here are the 2
best methods of baiting.
-Step quickly toward your opponent, then as soon as they begin their attack
quickly step back. This forces them to be attacking nothing but air, and as
soon as they are done attacking or there is a break between their attacks you
come in full force with a devastating combo. Practice double tapping left and
right so you can jump back and forth quickly, thus allowing you to trick them
into attacking or trying to throw you leaving them wide open to attacks.
-The punch, punch, throw. The average response time of the normal player is
2-3 attacks before they will attempt to counter (remember this is assuming
they counter, not everyone will do this but a lot of the more proficient
players will counter in an attempt to get themselves back into the offensive
position.) Thus the idea is to throw 1-3 quick punches or kicks and then
immediately THROW. This will trick the opponent into trying to counter your
combo that you don't finish, and thus your throw will do extra damage leaving
your opponent in the dirt. Learn the p,p,t , love the p,p,t , live the p,p,t.
C.) A Few Helpful Hints Against the Computer and Some New Gameplay Notes
------------------------------------------------------------------------
VS. Comp
-In the first few matches against the computer focus on combos and powerful
attacks. Do not try to throw or counter because the computer opponents are
"dumb" until about the 4th level or so, and will not block or counter often
enough to make throwing or countering worthwhile. This is a good time to
get in some practice with your characters combos and attacks. Remember to step
and bait, and keep them pinned against the wall if possible.
-In the later stages the computer becomes more "human" like and begins to
counter and throw a lot more. This is where your punch punch throw technique
will come in handy. But don't ONLY do p,p,t remember to mix it up with some
high low combos and some step baiting to keep the computer on it's toes.
-Don't get frustrated if the computer goes into super saiyan counter mode, this
happens and you can beat it by concentrating and setting up a throw. If you
lose don't get frustrated just try again and pretend nothing happened. If you
lose your cool you lose your concentration. You'll start to whip the computer
in no time.
Gameplay Notes
-When getting up off the ground you can do a mid, low, or high sweep by
pressing k / dwn+k / up+k respectively. The computer will usually NEVER counter
a get up kick if it does it is once in a blue moon so ALWAYS kick the computer
if you get the chance too as this will also stun them for when you get up you
can get them into a combo. When playing human opponents most are ready for a
mid or low sweep and will counter you, but not many are prepared for the high
kick as it is new to this game and throws a lot of people off guard.
-The kick ups also apply to the wall now. If you get slumped or pinned against
the wall you can do a sweep kick as described above to get yourself off the
wall. So be weary of people who are doing get up kicks after being knocked
against the wall.
-Fierce kicks will usually bounce opponents more often than other moves. Thus
you can continue comboing someone who has bounced off the ground, or off of a
wall.
D.) Tech-Rolling
----------------
One thing that many people do not remember is that if you are airborne or have
been sent flying, if you tap free+up/down you will roll to the side or hop
straight up instead of staying on the ground. This is often helpful to regain
your offensive position and to avoid going down.
E.) Holds
---------
Characters have certain types of throws that are considered Holds instead of
throws. They still function basically the same as throws but for 2 things.
1) They have a slight hesitation before they are performed. Instead of just
being a quick grab, they will rear back or perform some other action before
they do their lunge.
2) If they hit an attack of the same height they will counter the attack with
the throw. As long as it connects before the damage frame of the attack they
will stop the incoming attack. For example Elliot has a high hold, that will
push the opponent back. If the opponent throws a high kick or punch he will
push it to the side and push the opponent back.
3) If you are thrown normally when performing a hold, you will take excess
damage. For the most part of this guide I will talk of holds as being the same
as throws unless they are part of a specific combo or other strategy. Using
these and when is up to your own discretion.
=================================
3 - Specific Character Strategies
=================================
In this section I will give a detailed explanation on using or fighting against
all 23 characters in this game. Hopefully in time It will be detailed enough
to list specific character vs. character strategies but for now it is going
to give a few simple tips and strategies vs. the computer and other human
players. I'll also note how to unlock certain characters and how many costumes
each character possesses. (Unlocked by completing story mode or Time Attack
mode with desired character on the default settings.)
======
Kasumi
======
-Always Playable
-7 Costumes
Playing As
----------
Kasumi can be a very deadly character if used correctly, as she has many
long combos and moves that will help you dodge and avoid attacks
if used in a timely manner. Her attacks can become hard to stop however so be
careful about starting combos unless they are going to hit.
-Make sure you get used to her combos that end or have some sort of low sweep
or kick in them, so your entire combo doesn't consist mainly of high punches
and kicks.
-After you've got your opponent stunned, either with a powerful move, or a few
successful combo hits a qcf+p will execute a rising punch (Suisei-Chu) that
will launch your opponent into the air. After this you can follow up with an
entire combo of your choice without worry of being countered. Learn this move
well. Another excellent move to take note of is ddf, ddf+p (Mugen-To) as this
has the same properties.
-If you knock an opponent down, use duf+k to perform a flip over them to the
other side. This way if they try to attack you while rising they will miss
and leave themselves wide open and vulnerable. This is an age old Kasumi
trick that every Kasumi player should take note of.
-After performing her low throw (Niji-Shibuki) where she repeatedly kicks you
into the air, if you time it properly you can get them into a combo before they
hit the ground again.
Playing vs. Computer
--------------------
-The computer likes to make a few quick jabs or kicks before starting a combo.
Try to time your attacks to hit in-between the first few and the combo. If
you do find yourself caught in the combo all her combos usually contain a mid
punch of sorts so you can most likely counter it and get out.
-The computer likes to block low attacks that come in the middle of combos so
if you do use a low attack during a combo and the computer blocks it have a
quick follow up attack because the computer likes to take the time right after
its block to attempt to strike.
Playing vs. Human
-----------------
-NEVER kick when you get up. If a player jumps over you and you miss with your
kick than you're free for a beating. Always get up using block or punch so that
you're ready to stop the incoming attacks.
-If someone uses the teleport counter on you, be prepared to quickly step away
and block. If you do it as soon as you realize they've teleported there is a
good chance you'll get away quick enough to dodge their attack and lay in a
nasty counter-attack.
======
Kokoro
======
-Always Playable
-7 Costumes
Playing As
----------
People tend to want to button mash with Kokoro so just be careful you don't
start pressing buttons in attempts to attack and keep your cool. She can be
an excellent character if mastered and will leave the opponent feeling the
pain of massive combos.
- Holding dwn, f+k, f+k (Bokuchi-Rentai) is an excellent quick double low kick
attack that is good for beginning a combo, or to mix it up between combos.
- duf+k Will do one rising jump kick that will send the enemy airborne if they
are stunned. You can follow up with a long combo without having to worry about
being countered.
-It's a good idea to do a few attacks and then hesitate a moment before doing
anymore. This will give you a chance to make sure the opponent isn't going to
throw a counter. If they DO then you can throw them, and if they don't then
just continue on attacking them. The slight hesitation will throw people off
who are expecting the combo to continue coming.
Playing vs. Computer
--------------------
-The computer isn't all that good with Kokoro considering how deadly she can
actually be. Watch out for the attacks where she does two attack and then
throws, as the computer often times will try to trick you into countering so
it can throw you. Be extra careful when countering her.
-The computer seems to counter highs and lows a lot more than mids with Kokoro
so try to keep your attacks in a mid range for awhile before throwing a high
or low.
-Just don't panic and you should waste Kokoro everytime.
Playing vs. Human
-----------------
-People tend to button mash with Kokoro so let them and simply step bait them
to deal quite a bit of extra damage.
-People naturally throw mid punches with her.
=========
Brad Wong
=========
-Always Playable
-3 Costumes
Playing As
----------
Everything I've learned about Brad Wong I've learned from my friend who shows
that Brad Wong will leave you dazed, confused, and on the ground if used
correctly.
-Do not button mash and expect to win. With Brad Wong you MUST know what you're
doing. (Even if he may not o.O)
-Learn to lay down. Most of his best moves are used out of his lay down stance.
Not only can this be used to dodge and avoid attacks, but it is an excellent
way to set up another combo after you finish one.
-Many people forget that while Brad Wong is laying down he can throw. Abuse
this throw to mix people up who are expecting you to kick them to get back up.
-It's hard for people to counter Brad Wong because his moves are so confusing.
So keep that in mind that your chances of being countered are less than normal
against human players.
Playing vs. Computer
--------------------
-The computer abuses "Drunk Play Flute" and then low kicks. So if it looks like
he is playing a flute be ready to low counter.
-The computer also likes to do jumping high and mid kicks so be cautious.
Playing vs. Human
-----------------
-Be prepared to low throw. If Brad Wong is laying down then you can perform
a low throw on him. Most people don't realize that laying down acts basically
like crouching.
-He can't block while laying down or on one leg or backwards. So if you have
a chance to hit him, especially while getting up from being knocked down than
do so.
-Remember that just because he's moving doesn't mean he's attacking.
====
Bass
====
-Always Playable
-4 Costumes
Playing As
----------
Bass is a difficult character to use. He requires the use of combo throws and
counters to be used effieciently
-Learn the qcb+t, dwn+t, up+t combo throw. It's simple and pretty effective.
If you can p,p an oppenent, trick them into countering and do this throw it
will destroy them.
-Don't forget that he has air throws that can catch people out of the air.
-A useful move is the ddf, ddf+p. This will launch the opponent and is quick.
- f,f,p+k (Flying Cross Chop) Is a move that will catch a lot of people off
guard as it can be done from a distance
Playing vs. Computer
--------------------
-The computer performs a LOT of mid kicks and knees with Bass.
-The computer is a counter whore with Bass so be prepared to perform a couple
p,p,t to stop it from constantly countering.
Playing vs. Human
-----------------
-Do your best to stay out of positions you can be thrown by continually
comboing and doing minimal blocking and countering.
-Learn to get out of throws. This will prevent you from being combo thrown.
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