Tina Throws by j.esplago

Version: 1.5 | Updated: 10/22/02 | Printable Version | |

==========[FAQ INFO]==========
=Title: Dead or Alive 2 - Tina throw list
=Console: Dreamcast
=Author: j.esplago (risersvoice@collegeclub.com)
=Version: 1.5
=Updated: 10/22/02
=============================
This document Copyright 2000, 2001, 2002, 2003 by J. Esplago



= [The Legal Deal] =

If you want to use this FAQ for personal use, go ahead, if you are going to 
publish it on public forum like the net or some magazine, go ahead, if you are 
going to edit it or incorporate it into another FAQ, go ahead, but email me 
first.  Trust me, my email account is active and I will respond if you email.

After seeing the total lack of faq's for Tina's throws, i decided to create this 
little baby.  It only took me about 30 minutes to find these throws so it
shouldn't be too hard for anyone to execute them.  If anyone knows of any throws
that are not in this faq, please email me.

This FAQ only contains Tina's throws.  If you would like to become a
well rounded Tina player, don't forget to look at the other FAQ's at
gamefaqs.com.



= [Updated Stuffs] =

Ahh, man.  I would like to thank all the people for their move suggestions and
praise but Why hasn't anyone emailed me about how crappy this FAQ is?  It has
been two friggin' years and I _just_ noticed all it's many discrepencies.  How
could anyone understand the throw situations?
Man, I had a hard time and I wrote it!

Anyways, the moves are catagorized by situations (the way they should be) and
many of the names are more accurate.

Also, I've included a 'counter-move' section, too.  Have fun!



== [Legend] ==

U = Up
F = forward, toward opponent
B = back, away from opponent
D = down/duck
DB = down away
DF = down towards
UB = up away

hcf = half circle forward
hcb = half circle back
qcf = quarter circle forward
qcb = quarter circle back

(Th) = throw button (default B button).
This is the only button you will need for this FAQ



== [The Good Stuff] ==


FRONT STANDING (your opponent is standing and in front of you, duhh)

(Th) = Oklahoma Slam
F, (Th) = body slam
     + D, (Th) = hopping piledriver
F,F, (Th) = 'go away' (opponent will have its back to you)
     + (Th) = double underhook backdrop
            - the timing is very tricky, you have to wait until
              your opponent has passed you and their back is to you.
F,B, (Th) = hopping piledriver
     + D,D, (Th) = rainbow backdrop
          + D,U, (Th) = Star-spangled Pin
                      - this is a great combo, my personal favorite
B, (Th) = Hurricanrana
B,F (Th) = take down/spear
     + hcf, (Th) = Giant Swing
qcb, (Th) = snap mare (toss over the shoulder)
     + F,B, (Th) = stiff boot to the neck
          + D,U, (Th) = double underhook backdrop


BACK STANDING (your opponent is standing and has it's back to you)
* it is best to do a 'go away' to them into this situation

(Th) = German Suplex
     + D,D, (Th) = roll into another German Suplex
F, (Th) = release German Suplex
F,B, (Th) = full nelson neck breaker
     - perform right after neck snap
     + F,B, (Th) = full nelson back drop
B,F (Th) = take down
     + hcf, (Th) = Giant Swing


FRONT CROUCHING (your opponent is crouching in front of you)
D, (Th) = sitting powerbomb
     + D,D, (Th) = inverted figure-four leg-lock
DB, (Th) = knee, double underhook release
     - as knee strikes
     + D, (Th) = double underhook head-drop
DF,DF, (Th) = Armstrong Bomb
     - very cool move, hard to describe


BACK CROUCH (your opponent is crouching with it's back to you)
D or DB, (Th) = knee, spinning hangman




== [Counter Attacks] ==
By default, counter attacks are performed by pressing the (A) button.
Your character's hands will move into a guard position when done properly.
Generally, you are given one 'free' counter attack at the beginning of the
match or whenever you have been knocked down.  This means, you only have
to press (A) to perform a counter.  Otherwise, if you already used your free
counter, you will have to use a 'command' counter.  Free counters and command
counters are the same except for an extra button press.  Either way, the results
are the same.  Confused?  Don't worry, you'll understand.


HIGH PUNCH COUNTER
 FREE     UB, (A)
 COMMAND  F,UB (A)
     = arm-lock to double-leg takedown

MIDDLE PUNCH COUNTER
 FREE     B, (A)
 COMMAND  F,B (A)
     = arm drag

LOW PUNCH COUNTER
 FREE     DB, (A)
 COMMAND  F,DB (A)
     = rolling arm-lock

HIGH KICK COUNTER
 FREE     UB, (A)
 COMMAND  F,UB (A)
     = leg sweep, ankle-lock

MIDDLE KICK COUNTER
 FREE     B, (A)
 COMMAND  F,B (A)
     = leg take-down
          + D,D, (A) = figure-four leg-lock

LOW KICK COUNTER
 FREE     DB, (A)
 COMMAND  F,DB (A)
     = front flip foot-lock






========== [credits] ==========

* the_soulreaver@hotmail.com
  thanks for emailing me about the 'go away' combo and mid-kick counter-combo

* Pookila@math.com
  thanks for emailing me about the mid-kick counter-combo, too
* gilgarash@hotmail.com
	I was inspired to create this FAQ after seeing this guy's FAQ.