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    Combo FAQ by DeeNinjaa

    Updated: 09/03/12 | Search Guide | Bookmark Guide

    Dead or Alive: Dimensions
    
    Alpha-152 guide                        copyright 2012
    
    Table of Contents:
    1. Introduction
    2. Symbols/letters/numbers meanings
    3. Term meanings
    4. Alpha-152
    	4.1. How to unlock
    	4.2. Movelist
    	4.3. Your main tools
    5. How to juggle
    	5.1. Launchers
    	5.2. Basic juggles
    	5.3. Advanced juggles
    6. Quick match-up guide
    	COMING SOON
    7. Quick Tips
    8. Closing and Thanks
    
    
    
    
    ---
    1. Introduction
    ---
    So, you're here for one of two reasons. Either:
    A) You want to learn how to play as Alpha-152
    B) You want to learn how to play against Alpha-152
    If you're here for the latter, scram. Why would I let my enemies in
    on my favorite character's weaknesses? If you're here for the former,
    you've come to just the right place. I've been playing DOA for
    a very long time, since I was 6, I think. My first DOA game was DOA2,
    and I fell completely in love right away. Come DOA4, I met what I
    saw to be a very peculiar character. She looked exactly like Kasumi,
    but she was green, translucent, and weirdest of all, naked! This
    struck me as interesting(no, not in that way, you little pervs).
    Upon seeing how this character fought, I took a very big liking to
    it. Yes, it's easy to say, Alpha-152 is by far my favorite character
    in Dead or Alive, and now she's PLAYABLE here in DOA: Dimensions!
    
    Well, enough of that. You're here to learn how to play as Alpha-152.
    So let's get on with the show!
    
    Oh and,
    This may be not be reproduced under any circumstances except for 
    personal/private use. It may not be given to any other website 
    unless it is hereby authorized by me to continue with your actions. 
    Use of this guide on any other web site or as a part of any public 
    display is strictly prohibited, and a violation of copyright. 
    
    
    
    
    ---
    2. Symbols/letters/numbers meanings
    ---
    P..........Punch
    K..........Kick
    H..........Hold
    F..........Free Cancel
    T..........Throw
    +..........At the same time
    *..........During
    WS.........While Standing
    
    Now, let's talk about how I explain direcitons. Let's take a look
    at your keyboard's Number Pad. It should look like this, right?
    
    789
    456
    123
    
    Now, look at where the numbers are, and how I correspond them with
    directional inputs.
    5 is in the middle, so that's neutral, or when your analog/dpad is
    not being used.
    6 is at the right, which means to push your analog/dpad right.
    4 is at the left, which means to push your analog/dpad left.
    8 is at the top, which means to push your analog/dpad up.
    2 is at the bottom, which means to push your analog/dpad down.
    1, 3, 7, and 9 are the diagonals. You should be able to figure out
    which is which.
    
    
    
    
    ---
    3. Term meanings
    ---
    High.....................An attack that hits high. These hits can be ducked.
    Mid......................An attack that hits in the middle. These hits 
    can be ducked by certain moves, or even jumped over.
    Low......................An attack that hits low. These hits can be jumped.
    Crush....................Evades a type of move.
    Guard....................An action that negates damage from highs and mids.
    Crouching Guard..........An action that negates damage from lows.
    Guard Crush..............A move that can break open an opponent's guard.
    Hold..........An action that stops an opponent's attack to deliver
    one of your own.
    Parry....................An action that stops an opponent's attack.
    Throw....................An action that breaks throw a Hold or Guard
    to deliver damage to the enemy.
    Unholdable...............A move that the enemy can't hold properly against.
    They will sidestep the move if they hold it successfully.
    Free Cancel..............Pressing "Hold" during a string will cause that
    string to stop.
    
    
    
    
    ---
    4. Alpha-152
    ---
    Ah, yes, the main section of the guide. This is where we go over the
    character itself, discussing things like moves, move properties, and
    more!
    
    
    4.1. How to unlock
    So, how do we unlock this mysterious gelatinous female figure
    known as "Alpha-152"? Well, there are a couple ways.
    You can either:
    A)Defeat her in Tag Challenge mode after clearing Chronicle Mode
    B)Continue playing Arcade Mode until she eventually unlocks
    I personally think the former is much quicker and easier, but that's
    just me.
    
    
    4.2. Movelist
    So, now we have her unlocked. YAY! But...er...what are her moves?
    Well, it just so happens this is the part where I go over her moves
    with you, and where they hit!
    
    MOVES THAT START WITH PUNCHES
    PPPPPPP - High high mid mid mid high mid
    PPPPK - High high mid mid mid
    PPKKKK7K - High high high mid high mid mid
    PPKKKK2K - High high high mid high mid low
    PPKKKKKKK - High high high mid high mid high mid high
    PPKKKKKK7K - High high high mid high mid high mid mid
    PPKKKKKK2K - High high high mid high mid high mid low
    PPK2K2K2K(2H+K)K - High high high low low low (low) mid/high
    	(2H+K is unlisted in the official movelist, but it does in-
    	fact exist.)
    PP2KK2K - High high low low low
    PP2KKK - High high low low mid
    PKK7K - high high mid mid
    PKK2K - High high mid low
    PKKKKK - High High mid high mid high
    PKKKK7K - High high mid high mid mid
    PKKKK2K - High high mid high mid low
    6PPPKKKK7K - Mid mid mid high mid high mid mid
    6PPPKKKK2K - Mid mid mid high mid high mid low
    6PPPKKKKKKK - Mid mid mid high mid high mid high mid high
    6PPPKKKKKK7K - Mid mid mid high mid high mid high mid mid
    6PPPKKKKKK2K - Mid mid mid high mid high mid high mid low
    66P - High
    4P - Mid
    2P - Low
    9PH - None
    3PPPPP - Mid mid mid high mid
    3PPK - Mid mid mid
    7P - None
    P+K - Mid
    (2P+K or 8P+K) - (None)
    	(These mores are unlisted in the official movelist, but they
    	do in-fact exist.)
    
    MOVES THAT START WITH KICKS:
    KK7K - High mid mid
    KK2K - High mid low
    KKKKK - High mid high mid high
    KKKK7K - High mid high mid mid
    KKKK2K - High mid high mid low
    6KP - Mid high
    6KKP - Mid mid high
    6KKKP - Mid mid mid high
    6KKKK - Mid mid mid mid
    4K4 - Mid none
    4K6K - Mid mid mid mid
    4KK4 - Mid mid none
    4KK6K - Mid mid mid mid mid mid
    4KKK4 - Mid mid mid none
    4KKKK - Mid mid mid mid mid mid
    8K4 - High none
    8K6K - High high/mid
    8KK4 - High high none
    8KK6K - High high high/mid
    8KKK4 - High high high none
    8KKKK - High high high high/mid
    2KK2K - Low low low
    2KKK - Low low mid
    3K - Mid
    33KK/Crouching 3KK - Mid high
    7K - Mid
    H+KKKK7K - High mid high mid mid
    H+KKKK2K - High mid high mid low
    H+KKKKKKK - High mid high mid high mid high
    H+KKKKKK7K - High mid high mid high mid mid
    H+KKKKKK2K - High mid high mid high mid low
    H+K(2H+K) - High (low)
    	(2H+K is unlisted in the official movelist, but it does in-
    	fact exist.)
    H+K2K2K2K(2H+K)K - High low low low (low) mid/high
    	(2H+K is unlisted in the official movelist, but it does in-
    	fact exist.)
    2H+K4 - Low none
    2H+K2K4 - Low low none
    2H+K2K2K4 - Low low low none
    2H+K2K2K(2H+K)K - Low low low (low) mid/high
    	(2H+K is unlisted in the official movelist, but it does in-
    	fact exist.)
    3H+K - Mid
    
    SPECIAL STANCE - FLOATING
    P - Mid
    H - None
    
    THROWS/OFFENSIVE HOLDS
    T - Standing throw
    66T*2T - Standing Offensive Hold
    8T - Jumping Offensive Hold
    2T - Crouching throw
    3T - Crouching Offensive Hold
    33T - Standing throw
    236236T - Standing throw
    214T - Standing throw
    2141236T - Standing Offensive Hold
    
    *HOLDS/PARRIES
    7H - High hold
    4H - Mid hold
    2H - Low hold
    9H - High/mid parry
    3H - Low parry
    	*Alpha-152's holds do not do any damage to the enemy, nor do
    they stop the enemy's attacks.
    
    OTHER
    464H+P+K - Taunt
    646H+P+K - Taunt
    
    
    4.3 Your main tools
    PPPPPPP - This is probably your best tool, believe it or not. It's her
    fastest move, and therefore is nigh impossible to react to. Not to
    mention, the sixth hit launches, which will set you up for one of her
    more decent juggles, which I will gladly explain later on.
    
    6PPPKK - You will fall in love with this move. It does a lot of damage,
    stuns instantly, and is her second fastest mid attack. Mids will almost
    always hit any kind of target, so don't feel shy to just whip this one
    out if need be.
    
    7K - Absolutely. Godlike. This is her fastest mid, and her safest move,
    not to mention it hits for a ton of damage and guard crushes, leaving
    you free to do pretty much anything at all afterwards. Even if they
    hold the move successfully, it's un-holdable, which means they will
    just sidestep the move like nothing happened.
    
    2KKK - Your main launcher, not to mention a pretty fast low. No one
    usually expects the last hit being a mid unless they know how to fight
    Alpha-152.
    
    8KKKK - It's a good move. Fast, decent damage, and it can even laucnch
    to set up for a juggle if you don't finish it.
    
    6KKKK and any of its variants - Whee I love this move. Alpha-152's best
    space-closer. It's a very decent mid. It stuns right away, can crush
    lows, and can even launch the opponent if they're at the end of stun.
    
    H+K(2H+K) - I actually found this move as I was making this guide.
    It seems to have a LOT of potential. Yeah, it's a bit on the slow
    side when it comes to start-up but it does decent damage, stuns right
    away and the mixup goes so quickly.
    
    4KKKK/4K6K - This is your main combo ender if they're not in the air.
    This is easily Alpha-152's most damaging string, and it puts them in
    stun on the first hit. It even has the chance of launching if they're
    far enough into stun.
    
    2P - Her weakest move, but such a good one. It crushes highs, and
    pretty much resets whatever is happening back to neutral.
    
    4P - Crushes highs, can crush the occasional mid. It puts them in a
    very good stun which sets up nicely for 8T or 2141236T.
    
    8T - Learn it. Love it. Live it. This move is simple perfection. It
    does everything you could want it to, and has brutal damage. Not to
    mention it adds wall damage. Pretty much just throw this out if your
    enemy is doing nothing and you don't know what to do next.
    
    2141236T - A good variant to 8T. It starts up slightly slower, but
    crushes highs and mids, and does more damage. If there's an electric
    floor, the first 2 hits and the last one will add electric damage.
    
    7P - Your getaway move. It also sends you into floating, which gives
    you a nice 50/50.
    
    
    
    
    ---
    5. How to juggle.
    ---
    So, now we know our moves. But how do we maxumize our damage output?
    Well, that's where juggling comes into place! But... what's juggling?
    Well, basically, juggling is a term for comboing your opponent while
    they're defenseless in the air. It means free damage! But, before we
    can juggle our opponent, we must know how to launch them into the air!
    
    
    5.1. Launchers
    PPPPPPP - The sixth hit in this string launches at any time in stun.
    3PPPPP - The fourth hit in this string launches at any time in stun.
    PKKKKK - The second hit in this string launches on counter hit.
    6KKKK - Any hit in this string launches at the end of stun.
    4KKKK - Any hit in this string launches at the end of stun.
    8KKKK - The third hit in this string will launch at any time in stun
    on normal hit. The first hit in this string will launch on counter-
    hit.
    2KKK - The third hit in this string will launch at any time in stun.
    33KK/While Crouching 3KK - The first hit in this string will launch
    on counter hit.
    3H+K - This will launch on counter hit or during stun.
    
    
    5.2. Basic Juggles
    PPPPPPP
    8KKKK
    PPPPK
    3PPPPP
    3PPK
    6PPP
    These strings will almost always work for you, provided the enemy
    is at the right height. They need to be a bit lower for PPPPPPP and
    higher for 8KKKK, but they're fine for the others. If you don't 
    think you have what it takes for the more advanced juggles, then 
    these will work just fine for you.
    
    
    5.3. Advanced Juggles
    PPPPPP F 7K
    PPPPPP F 6PPP
    PPPPPP F PPPPK
    PPPPP F 7K
    PPPPP F 6PPP
    PPPPP F PPPPK
    PPPPP F PPPPPPP
    3PPPP F 7K
    3PPPP F 6PPP
    3PPPP F PPPPK
    As you can see, all of these juggles are mostly the same, just with
    different starters. Your most reliable ender for all of these is 7K,
    and you should always use the PPPPPP starter unless the situation
    calls for a different one. For example, PK. This launches on counter
    hit, and leaves just BARELY enough room for 3PPPP F 6PPP, however it
    won't work on Heavy Weights, so you'll have to settle for the basic
    3PPK on them.
    
    Well, that's pretty much all there is to teach on Juggling! It's up
    to figure out what juggles should be used with what launchers and
    when.
    
    
    
    
    ---
    6. Quick match-up guide
    ---
    COMING SOON
    
    
    
    
    ---
    7. Quick tips
    ---
    *Abuse 7K. It is your saving grace. If you're on the defensive and
    your opponent stops attacking for a split second, use 7K to gain the
    offensive right away.
    *8T is very good. I mean, very good. It catches almost everything and
    crushes lows.
    *Poke with PPPPPPP a lot. Delay it, cancel it and start all over
    again. It's fast, and messes with your opponent, hard.
    *6KKKK is good. It's your main space closer. If your opponent is
    too far away to land anything else, just use 6KKKK or 8T.
    
    
    
    
    ---
    8. Closing and Thanks
    ---
    I hope this guide has been very helpful to those looking to play
    as this gelatin masterpiece. My thanks goes out to:
    
    GameFAQs: Having the website up in the first place to host this FAQ.
    
    The Internet: For being there so GameFAQs can be, as well as letting
    me meet all of my friends that got me into DOA.
    
    Tecmo: For making DOA.
    
    You: For reading this.
    
    Friends of mine: For encouraging me and playing lots of DOA and other
    games with me. I wouldn't be anywhere without you all.
    
    Codemaster92163: For your Helena guide on DOA4, which I pretty much 
    used as a template for this thing.
    
    Just for the record, you moochers, this FAQ is mine. You don't have
    my permission to take this thing and put it anywhere at all. Don't
    even ask. If anyone happens to see this FAQ or Guide on any other
    website, well just annoy whoever did so, because I don't want to be
    annoyed with you guys emailing me "OMFG I FOUDN UR GAID ON DIS WEB-
    SITE". Punish the cuplrit, not the victim. -_-'
    
                                End of faq

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