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