Dead Or Alive 4 - Strategy Guide (Page 02)
Below are the cheat codes, hints and help for Dead Or Alive 4 - Strategy Guide (Page 02).
========
Jann Lee
========
-Always Playable
-4 Costumes
Playing As
----------
Jann Lee. He's simple, powerful, and effective. His punches can be countered
pretty easily and most veteran players know how to handle him with ease but
with some practice he'll win any match in a matter of seconds.
-A very damaging and simple combo is k,k,k,p,p,p,p
-duf+k will launch them if stunned, and follow up with p,p,p,p
-The Dragon Kick (qcf+k or kick while running) does insane dmg at point blank
range.
-Do not Dragon Kick experienced players unless it is very unexpected or it
most likely will be countered or ducked.
Playing vs. Computer
--------------------
-The computer counters high and mid punches with Jann Lee to no end so be
careful with combos unless you've launched him.
-The computer also loves to throw mid punches in succession so be ready to grab
one, and occasionally it follows it's mid punches with a mid kick.
-It likes to do a mid-punch into sweep combo quite often. Just be mindful and
handle however you see fit.
Playing vs. Human
-----------------
-A lot of players will dragon kick if at a mid-range. Be prepared to either
duck it or high counter and then lay the smack down on Jann Lee.
-Be wary of his low kick throw. It looks like he is going to kick you in the
shin but this is actually a throw. If this happens duck immediately and attack
to avoid being thrown a second consecutive time by the same throw.
====
Tina
====
-Always Playable
-5 Costumes
Playing As
----------
Tina doesn't require as much practice as some of the other grappling characters
but she can lay down just as much pain, and is quicker to boot.
-Learn her qcb+t, bk+t, up+t combo throw It's easy and very damaging.
-Step baiting your opponent is VERY important with Tina as most characters
will overpower her or are quicker than her when up close.
Playing vs. Computer
--------------------
-The computer likes to block a lot with Tina so implement some p,p,t tactics.
-The computer whores ground throws. So make sure if you're knocked down to get
up ASAP.
-It's imperitive you learn to get out of combo throws and counters. Not only
for Tina but for anyone, but especially for computer Tina.
Playing vs. Human
-----------------
-People do 2-3 mid punches with Tina a lot.
-People like to do her flying head or butt bomb attack at mid range, simply
block and immediately low throw after you've blocked it.
-Just step bait her and you'll be fine.
-Let them come to you, don't let them turtle and wait for you to come attack.
======
Bayman
======
-Always Playable
-3 costumes
Playing As
----------
-Learn at least one combo throw of your choosing.
-Master the roll and leg throw that can be performed while doing it.
-bk+p,k is an excellent quick launch attack. To mix things up you can do a low
sweep and mid knee after the first punch if you don't want to do the second
high kick.
-dwn+f+k is your friend.
-learn the dwn+t, dwn+t, dwn+t for crouching opponents and for people like
Tina, Hayabusa, and Brad Wong who have a lot of forced crouching after moves.
Playing against Computer
------------------------
-The computer likes to low counter and low block a lot with Bayman, sometimes
for no good reason at all but it will screw you up.
-It's better to kick him than punch him, as if he counters a punch (unless you
can get out of it) he's going to combo hold you for hefty damage.
-Take this battle slower than most others, and be more cautious and you should
claim an easy victory.
Playing against Human
---------------------
-Be careful of his Shin Kick that comes in the middle of his combos as it will
knock you off balance and keep you up if you are about to fall. It's very hard
to avoid this or counter it but with practice you should be able too.
-Despite hitting you in the face, most of his attacks are mid.
=====
Ayane
=====
-Always playable
-6 Costumes
Playing as Ayane
----------------
Ah Ayane, perhaps the most widely used DOA character in existance. She has been
toned down a bit from previous games but is still very annoying and deadly.
-bk+p still remains one of her best moves, as it links into many combos. If you
see a stunned opponent this is sure to launch them.
-Learn to use her spin moves, such as double tap ddb to dodge attacks and then
counter with combos of your own.
-You can throw while backwards, and rolling don't forget.
Playing vs. Computer
--------------------
-The computer likes to block a ridiculous amount with Ayane so some serious
mix up combos are the order of the day here.
-Make sure that if she blocks your attacks that you have something quick to
follow up with so you can hit her before she hits you.
-I don't suggest trying to throw Ayane since she is quick enough to start an
attack before your throw connects, so work on comboing her more than throwing.
Playing vs. Human
-----------------
-If they do the slide between your legs throw you can turn around and block
quick enough to avoid being hurt.
-Just because Ayane's back to you doesn't mean she isn't dangerous, in fact
she's probably more so with her back to you than her front.
-Most of Ayane's launch moves and such people do with mid punches, so keep that
in mind when you prepare to counter.
========
Hayabusa
========
-Always playable
-4 costumes
-Body tight ninja suit from Ninja Gaiden (XBOX)
-Ninja Garb, revealing his face, his hair held back by a band.
-Original Blue ninja outfit from Ninja Gaiden (NES)
-Demon Outfit. Black suit with red lines through it and bone blades on
the arms.
The Ninja Gaiden. Ryu has simple and quick moves to perform, and if you learn
his advanced throw and teleport techniques there isn't much that can stand up
to the "super ninja"
Playing as Hayabusa
-------------------
Primary Notes-
A lot of people have taken to using Ryu Hayabusa as there character, although
very few people actually know HOW to use him at all, and most of the time they
get beat...badly. This saddens me quite a bit as Ryu is my primary character if
I'm ever forced to choose one (I always Random). But seeing as how a good
majority of online players use Ryu many people have learned how to easily beat
him. We're going to step-by-step some techniques that will make sure you come
out victorius with Ryu.
1) First things first. If you're used to Ryu in previous DOA games, he's not
the same. Don't try to use him the same or it's likely bad things will happen.
We need to look at how he's changed, (in my opinion for the worse) and work
with that. If you're new to DOA then we'll start from the beginning.
2) Let's discuss Ryu's alternate stance. We'll refer to it as his "Nin" stance
as this is what he uses his Ninpo (magic) out of, and it's a lot easier than
calling it by it's actual name. A lot of people think this is cheap. It is NOT.
It is dumb. In fact if you are playing as Ryu NEVER use this stance unless you
"set it up" which I'll discuss in Ryu's combo section.
Using the Nin stance is guaranteed to get you hurt. For two reasons. The first
being that sidestepping will dodge EVERYTHING. If you go into the Nin stance
and the other person starts sidestepping than you should just press free and
get out of it because there is no way you will hit them with anything. If you
try they will dodge to the side leaving you wide open. The second reason to not
do this is while you are entering and in the Nin stance you cannot block
counter, attack, or do anything but use the ninpo. So if your opponent is
nearby it's like saying "Hey there Mr. Opponent, please, please hurt me."
3) Regardless of being a "Super Ninja" and what the book says, Ryu is a
finesse character. If you button mash you can do quit a bit of damage. If you
are precise with him and follow a few of my ideas, you can easily tear off
3/4 a characters health in one unblockable combo.
Situational moves-
These are a few ideas of moves to perform when Ryu is in certain situations.
1) Opponent is on the ground. There are two things you can do here (I'm not
including countering as everyone can do that.) If they're going to stay on the
ground for a bit instead of instantly getting up, than use dwn+f+k or dub+k to
deal some extra damage, and force them to get back up for more beating.
If the opponent attacks when rising do one of these two things. Stand at the
edge of their attack range. (You'll learn this through playing, but it would
be where the opponents foot would connect with you if they hit you with their
get up kick). Now as soon as they start to attack use ddb+p+k to pull back a
few inches like Ryu is charging to throw a fireball. Hold it down and charge
this attack until just after their get up attack ends and then release it to
send them flying with some excellent damage. Using this attack will pull you
back a few feet allowing you to dodge their attack. This is also an excellent
move to dodge ANY type of attack with so make good use of it.
The other thing to do if you knock an opponent down and don't have time to
prepare for the above attack then press dub+p,p this will cause him to
backflip and then use a torpedo move. The torpedo move takes preference over
the kick so you will hit them and knock them back. The above attack is much
better but this is a quicker and more evasive method of attack.
If the opponent tech rolls when they hit the ground or simply gets up without
doing anything than pretend they didn't fall down and continue with your normal
fighting strategy. Just be careful to not do one of the above attacks if they
do NOT do a get up move, as they may block or counter the attacks and leave you
vulnerable.
2) You are on the ground face down. If you press p+k he will roll to the side
and torpedo attack. This is excellent as it will throw most people off who
wouldn't be expecting a mid-punch type of attack. Remember this only works
if he is face DOWN.
3) You are on a raised height i.e.-bridge, platform, etc. USE THE IZUNA.
Dropping people from excess heights is very very very damaging. Plus it looks
really cool, and remember half the game is style points :p.
4) Fighting a low attack character. If you are fighting a character that has
an excess of low attacks like Helena or Brad Wong you must be extra careful.
If you aren't familiar enough with everyone's combos to completely block them
then you are in trouble as Ryu seems to have issues fighting low attack
characters. This stems from the fact that a lot of his quicker moves are high
and so he will miss. If you are facing an opponent like this play a bit more
cautious and make sure use more mid-attacks than normal.
Combos-
Ryu has very long damaging combos. Because everyone develops their own strategy
and this FAQ is not going to just list people's combos (they're in-game) I'm
going to give you one of his best most damaging combos as well as how to set
it up and such. Then we're going to discuss "setting up" his Nin stance, so you
can use it and have it work effectively.
1) The combo. This combo consist of 10 (possibly more depending on how you set
it up) hits that after the 3rd (give or take depending on the set-up) is
unblockable. This will also add ground and wall damage, so if there is an
explosive wall or floor in the stage then getting this off once will devastate
an opponent.
-Setting it up. This is the absolute hardest part of the combo is actually
being able to begin it. It requires you to get behind your opponent. This can
be very easily done if you can trick them into countering or blocking. You must
get them into a position where you can perform the throw bck,fwd+t. A lot of
the time I have found a simple punch, punch, throw will work very well here.
So you start by p,p, (Now at this point the throw will only work if
they block or counter, but to get this throw off it takes a bit of buffering.
This means that as soon as you press punch a second time press bck, fwd, this
way as soon as the punch is over you can press throw and it will register as
bck,fwd+t. You do NOT have to wait until that punch is over to start the throw.
If the opponent doesn't counter or block and attacks then you're screwed on
this part and are probably going to get hit.) So once again assuming this works
it will be p,p,bck,fwd+t. Just so we're clean on what should happen, he should
punch twice then do a handstand on top of the opponent and flip behind them.
A final quick note is that you do not have to do the p,p. As long as you can do
this throw bck,fwd+t then you have set up for the combo and are 90% guaranteed
to get it off.
Once you are behind them there are two things that can happen. Either
you will get the combo off or you won't. It IS possible for them to turn and
block, step away quickly, or turn,duck,AND block. It is imperitive you start
this next part as quickly as possible because once you hit them with the first
hit they CANNOT escape this. If they do manage to turn and block Izuna drop
them. If you try the combo once to them and they turn around quick enough, the
next time you get them in this position assume they will block again and
prepare to Izuna drop them as soon as you land on the ground.
If all goes well and you can do this part then you're home free,
assuming you don't mess it up. As soon as you land press p,p,bck+p,k. You will
perform three punches, then a flying flip kick. The flying flip kick will smash
them into the ground and cause ground damage AND make them bounce to your head
height.
As soon as they reach your head press p,p,bck+p,fwd+p. This will do a
four hit punch combo that will send then flying into the wall if there is one
nearby for wall damage. That's it!
To quickly reiterate here is the entire combo, with the set-up included
but if not then regard the first two punches.
p,p,bck,fwd+t,p,p,bck+p,k,p,p,bck+p,fwd+p
This may seem really difficult but with a little sparring practice
it'll become second nature. Just practice each part and link them together and
you're good to go.
2) Setting up for Ryu's Ninpo. As stated before using any type of Ninpo on
someone who knows what they are doing is going to get you your ass handed to
you unless you set it up. The simplest way I've found to set it up is this tiny
combo.
p,p,dwn+k,bck
Doing this will put them in a tiny stun, and put you in the nin stance.
Once in the ninstance you have plenty of options as to what you want to do. If
they block then you can perform the throw and nail them, or if they don't then
you can come out with a quick elbow (p) and perform a combo out of it. Be
warned though that it is possible to be hit while doing this, but if you do it
quickly it will take pretty fast reflexes on your opponents part to hit you. As
to what you actually do at this point is up to you, but it sets you up to
safely perform a Ninpo attack, and gives you the option to do pretty much
anything depending on what your opponent does.
One last thing, I will include a combo here that i've found very
effective, however pulling this off takes a lot of practice as it is pretty
difficult.
p,p,dwn+k,bck,p,up+p,p,p,dwn+k,bck,up+k
This will perform a nifty air juggle combo, and end with this Ninpo
drill kick that will knock them back up off the ground.
Throws-
1) The Izuna Drop. Honestly this is the only throw worth doing. Don't even
bother with his other throws unless you really want too, except for his
bck,fwd+t that gets behind them (talked about above in the combo section).
Just practice the Izuna drop over and over and over and over again.
Look below in "hard to do moves" section for an easy way to perform it. once
you can do this move in your sleep, buffer into out of combos (meaning start
the rotation sequence while you're doing something else like punching) and such
you will be armed with probably Ryu's single most powerful weapon. Do it off
of bridges, into cars, onto beaches, onto someone's grandma, do it everytime
you get a chance to throw.
Once last note. If you can't do this out of counters don't fret too
much. It is hard to be able to do this out of a counter, and if you DO want
to be able to Izuna out of a counter, then master and i mean MASTER the regular
throw first. Then just work on your reflexes and being quick enough to get it
off after countering.
Playing as Hayabusa (Quick)
---------------------------
-Practice the Izuna-Otoshi (There's a help section below if you need it) as
it's not actually that hard and very damaging, especially if you get them
during a counter.
-qcf+p, ddf+p+k, and up+k are all excellent launch moves.
-Master throwing and attacking out of the Nin stance. Be careful about going
into this stance at the wrong time though because you're VERY vulnerable while
in it.
-You can hold how long you stay teleported during the Nin stance by holding
down your punch button during the punch.
Playing vs. Computer
--------------------
-I highly suggest NOT punching the computer unless you are juggling them or are
sure it will hit. Because if Ryu counters you the computer WILL Izuna you
there are no two ways about it. They never fail to finish this counter. Kicks
are the order of the day.
-The computer likes to drill kick out of the Nin stance, so be prepared to mid
kick counter.
-If you see the computer go into the Nin stance try to attack as soon as
possible.
Playing vs. Human
-----------------
-If you can block the flying triple kick or the flying flip kick you can
immediately low throw him. Same goes for his torpedo moves. Most of his flying
moves will leave him in a forced croutch out of which you can low throw him.
-Like the computer, if you see someone perform the Nin stance and you can get
to them go ahead and kick the crap out of them because there isn't much they
can do.
-Ryu has lots of distance attacks people like to abuse so be prepared to block
or counter them.
======
Hitomi
======
-Always playable
-8 costumes
Playing as Hitomi
-----------------
Hitomi is fairly quick and pretty powerful. She can become a bit choppy though
if you don't know what moves to follow what with. She takes a bit of practice.
To use proficiently.
-Abuse bk,fwd+p. It's quick, powerful, and works.
-bk+f+k is an excellent launch move if they are stunned.
-p,p,fwd+p,fwd+k is a good mid-air combo.
-fwd+k,k,k is a very quick useful combo, and it throws a lot of human players
off because that last kick didn't use to be there.
Playing vs. Computer
--------------------
-The computer doesn't like to finish her combos so be prepared to come out
attacking between her moves.
-The computer loves to mid-kick with Hitomi
-And High counter
-p,p,t works really really well on the computer Hitomi.
-Don't try to counter unless you know you can get something because the
computer is really good at mixing up Hitomi's attacks.
Playing vs. Human
-----------------
-People love to step bait with Hitomi, so make sure you don't let them.
-Most of her kicks are mid kicks that people use.
-Watch out for people using her low kicks, because a lot of he combos have them
and they're actually pretty easy to counter.
=====
Eliot
=====
-Always playable
-4 costumes
-A Cleric/Monk ensemble similiar to early Gen Fu outfits.
-A hoodie and jeans
-A shiny vest covering a long blue robe with wrist guards
-An outfit that looks like it was designed from Kingdom Hearts
The inheritor of Gen Fu's Iron Fist. If Gen Fu fought like Eliot in his youth
no wonder this style is so legendary. It's very quick, powerful, and hard to
counter.
Playing as Eliot
----------------
Primary Notes-
First off I want to state that it is imperitive that you do not just punch with
Elliot. Much like Christie he has a lot of mid-punches. Repeatedly punching mid
not only increases your chance of getting countered greatly but he also has
a huge frame disadvantage after quite a few of his combos. Meaning if the combo
is successfully blocked you're just a sitting duck.
Elliot does have a lot of long combo strings that mix it up enough so that you
will not get countered, in fact a lot of his high punches look mid which is a
good thing as it will cause your opponent to counter incorrectly. He also has
quite a few good launch moves which I will talk about in the combo section.
Situational Moves-
1) You are knocked down face up. If you press p+k you can jump up with a quick
strike punch. It's not as effective as it should be since it takes awhile to
get up, but it can be confusing nontheless. It should be used at your own
discretion.
2) Your back is to a slope. If you press bck+t while YOUR back is to a slope
you will perform a throw that causes a very hefty amount of damage. Must
better than the other throws you could perform.
Combos-
Combos are one of Elliot's only true strong points. However we must learn to
link some of his combos together instead of using his basic ones as most of
them will send your opponent flying at the end, or cause a guard break which
won't matter because of his vulnerability after most of his combos. We're going
to talk about one of his best combos, then some of his more proficient launch
moves.
1) Here is a very easy way to do one of Elliot's longest, and most powerful
combos. Simply hold ddb,p,p,p,p,p,p. This combo, as simple as it is, mixes
from low to mid to high to low again.
Be warned. At this point after the combo if they've been blocking they can hit
you with an attack after your final low attack. However if they DO do this
then continue to hold ddb and start the combo again. If you're quick or lucky
enough you should be able to start it again before they have a chance to do
anything, and if they've attempted to do something and you can hit them with
the first attack then you should be able to hit them with the other punches.
If however they have not been blocking they will most likely be stunned at this
point, or at the very least vulnerable to an attack that will stun them. This
is an excellent time to use a launch move on them. I suggest you follow up with
the first small combo described in the launch moves below.
2) His launch moves. I'm only going to talk about the three that i've found to
be the most useful.
fwd+k,dwn+k,p . This nifty little mini-combo will stun them, hit them low, then
launch them for a follow up combo. It's hard to get a long combo off in the air
using Eliot but a simple p,p,k type combo should work once you've got them
in the air.
ddf,ddf+p . This attack will stun or launch the opponent. It's pretty quick
if you can get the ddfx2 part off, but I don't suggest using this as after you
perform it you must hesitate for quite a bit before starting another combo or
else you will do the follow up move which will smash them into the ground.
ddf+p+k . This is the move I would suggest performing if the first combo isn't
working for some reason. It's fairly quick and launches them pretty high. Plus
you don't have to worry about accidentally doing a follow up move like in the
attack above.
3) So if we link the first combo, with a launcher and another combo we can come
up with some pretty long combo strings. Let's take a look at this example and
then you can build your own.
hold ddb,p,p,p,p,p,p,fwd+k,dwn+k,p,p,p,dwn+p
If all goes well it should hit the opponent 12 times, the latter part being an
air juggle.
*Note* As with all combos it is possible to stop midway to use a throw or
perform another move. However the first ddb,p,p,p,p,p,p is VERY difficult to
stop once you get it started, so be careful.
Throws-
If you plan on using Elliot, then I suggest you learn the following throws.
fwd+t,t. This tiny throw combo is VERY simple to pull off and does more damage
than all his other throws. This is a good one to pull off mid-combo if the
opponent takes to countering as it will do the extra damage plus whatever you
did of your combo.
qcb+t. This is an EXCELLENT throw to use mid-combo. Why? Although this throw
is actually pretty weak, it leaves the opponent standing which means after
the throw you can just continue your combo without hesitation. In fact you
could drain someone's entire life without knocking them down once if you used
this throw to link shorter combo strings.
bck+t. This throw will flip your opponent to your opposite side. Useful incase
you get pinned to a wall and want to turn the tables, or if you want to flip
someone down a staircase or through an obstacle.
Those are the only 3 throws you should concern yourself with learning. The
others may be pretty, but there isn't much use for them.
Playing as Eliot (Quick)
------------------------
-As with Kokoro a good strategy to use is to hesitate a bit before each move
so you can see if the opponent is going to try and counter or block so you can
throw them instead. You can hesitate quite a bit between different moves with
Eliot so use that to your advantage.
-If you get people against the wall you can take serious advantage of it with
Eliot by continuously pounding them with his hard to counter punches.
-Do your best to flow between high, mid, and low attacks which Eliot can do
with ease.
Playing vs. Computer
--------------------
-The computer likes to do a low ankle kick or shin push to throw you off guard
before starting or finishing a combo.
-It's best to step bait him, or get in an advantageous position because
despite the fact all his attacks look mid they aren't, and Eliot is extremely
difficult to counter.
Playing vs. Human
-----------------
-Just follow the same rules as fighting the computer, he doesn't vary much
between the computer and good players.
====
Zack
====
-Always playable
-4 costumes
Playing as Zack
---------------
He's weird, He's crazy, and compared to previous DOA's he's been vastly
improved. Love Love Beam!
-Mix up his combos, try to avoid the fact that he likes to repeatedly throw
moves at the same height.
-Learn to do his duck and sway moves, because a lot of his ducking gut punches
are VERY useful. He also has some launch moves he can perform after his duck
punches.
-Learn to take advantage of his speed.
Playing vs. Computer
--------------------
-The computer really changes a lot with Zack, so it's hard to give helpful
advice. The computer really likes to finish combo's so if you know what height
the first move is the next few are probably the same height.
-It counters high a lot
Playing vs. Human
-----------------
-Be careful of people ducking, make your attacks mid so they will hit him in
his duck.
-People usually finish combos unwillingly so take advantage and counter.
========
Lei Fang
========
-Always Playable
-7 Costumes
Playing as Lei Fang
-------------------
A quick deadly combo character, along with some pretty powerful throws make Lei
Fang deadly in the hands of a pro.
-Learn her triple throw. Most people aren't expecting a combo throw from a
fast combo character.
-ddf,ddf,p is a great way to start off any combo.
-p,p,fwd+p,k is a nice way to finish off someone in the air.
-p,k,k,k will mix up a lot of human players, and usually hit
Playing vs. Computer
--------------------
-Oddly enough the computer ups the counter rate for Lei Fang, and not so much
the combo rate. So this means that you're probably going to have to do quite
a bit of throwing.
-She's very easy to bait into attacking so you can hit her with a move, just
be careful she doesn't use one of her quick moves to hit you before you hit her
Playing vs. Human
-----------------
-Lei Fang is harder to counter than she looks so try to focus more on blocking
unless you are stuck in a combo.
-People always tend to start with punches more than kicks with Lei Fang. This
stands true for most characters however.
===========
La Mariposa
===========
-Always playable
-5 Costumes
Playing as La Mariposa
----------------------
I don't recommend her for beginners at all. But her weird movements will allow
you to land some nifty hits if you know what you're doing.
-Try to make an opening for throws, usually by p,p,t.
-Learn how to do her low kicks that turn into mid kicks.
-Refrain from doing her repeated low kicks as you'll probably get countered.
-Her up+t is very useful. You can even get Alpha with it if you're lucky
although I wouldn't risk it.
Playing vs. Computer
--------------------
-The computer loves to use her kicks so forget about punch countering and focus
on blocking and countering her kicks.
| « Previous Page | Next Page » |



