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    Tina by Countee Volz

    Version: 1.0 | Updated: 01/17/03 | Search Guide | Bookmark Guide

    ~+~+~+~+~+ DEAD OR ALIVE 3: Tina FAQ +~+~+~+~+~
    by  Countee Volz (“Count Brass”)
    Tina character guide
    Dead or Alive 3 (XBoX)
    version 1.0: Jan, 2003
    This FAQ has been happily provided to the following:
    ~+~+~+~+~+ update history +~+~+~+~+~
    Dec 2002 - created version 1.0
    ~+~+~+~+~+ copyright information +~+~+~+~+~
    All information contained in this document Copyright 2002 Countee Volz.
    This document may be distributed freely (and ONLY freely) and electronically.  
    If reproduced anywhere in whole or in part, this document may not be used for 
    promotional or profitable purposes.
    If placed on a webpage or website or any other public domain, this document 
    must be reproduced in its entirety without alteration in any form, unless given 
    written permission by this author Countee Volz, and this auther only.  Any 
    information from this document (whether quoted or not) that is used elsewhere 
    should have this author's name stated clearly in acknowledgment.
    This document created by Countee Volz [countee@earthlink.net]
    Any print-based, broadcast-based, or electronic-based publishers or 
    publications are expressly forbidden from usage of any information or ideas 
    expressed within this document.
    Dead Or Alive 3 and characters are (c) Tecmo
    Tekken, Soul Calibur, and characters are (c) Namco
    Capcom and characters are (c) Capcom
    Virtua Fighter and characters, DreamCast, are (c) Sega
    PlayStation are (c) Sony
    XBoX are (c) Microsoft
    All WWE performer's names mentioned are (c) WWE
    All copyrights and trademarks not mentioned as such are acknowledged and 
    respected.  If any violation has occurred please contact the author for the 
    situation to be remedied immediately.
    1) ~+~+~+~+~+ TABLE OF CONTENTS +~+~+~+~+~
     1) Table of Contents
     2) Introduction
     3) FAQ Conventions
     4) Throw Analysis
     5) Attack Analysis
     6) Hold Analysis
     7) Wall Damage and You
     8) Things we don't get  
     9) Glossary of Terms
     10) Revision history, Planned future updates
     11) Acknowledgements
    2) ~+~+~+~+~+ INTRODUCTION +~+~+~+~+~
         It's a crying shame that Dead or Alive 3 has been out for over a year now
     and there still isn't at least one faq for each character.  I'm doing my part
     to fix this problem.  I've been a big fan of Tina since I first saw her when 
     Dead or Alive 1 hit the arcades, and the love still hasn't gone away.  Tina is
     the first, and remains the best, female character to combine speed and 
     throwing ability.  When Tina came out the roles in games where set in stone: 
     Any female character must be be either Chinese, a Ninja, or both; and bounce 
     around like a super ball.  Any character with wrestling-style throws must an 
     8'tall, 6' wide, slow-as-molasses fireball magnet.  Tina shook those roles up
     a little.  Finally I could do all those cool looking wrestling-style throws 
     without getting them snuffed by quick jabs and fireballs.  The fact that it
     came in such a sexy package sure didn't hurt alot, either.
          Tina is probably the most Japanese American girl you'll ever see.  Not 
     only does she speak Japanese with an inner-city accent instead of an American 
     one, she also is a veritable showcase of the female wrestling tradition in 
     Japan.  The Japanese female wrestlers, called "Joshi" have been doing the same
     dangerous and acrobatic manuevers the men have been doing for the last 20
     years now.  Most every move that Tina does can be attributed to the best and
     the brightest of that particular group.  I'll try to point out which ones 
     those are as I go along.
    	This is my first faq, and I got to say that this is a lot more work than
    I thought it would be.  I learned alot of appreciation for the people who 
    regularly contribute to gamefaqs in the course of making this document.
    3) ~+~+~+~+~+ FAQ CONVENTIONS +~+~+~+~+~
       u = press up          U = hold up
       d = press down        D = hold down
       f = press forward     F = hold forward     
       b = press back        D =hold down        
     qcf = "quarter circle forward" = press d,d/f,f        in one motion
     qcb = "quarter circle back"    = press d,d/b,b        in one motion
     hcf = "half-circle forward"    = press b,d/b,d,d/f,f  in one motion
     hcb = "half-circle back"       = press f,d/f,d,d/b,b  in one motion
       P = Punch button
       K = Kick button
    Free = Free button
       H = High-Level
       M = Mid-Level
       L = Low-Level
       G = Ground-Level
    ~+~+~+~+~+ Notation Notes +~+~+~+~+~
    / = denotes a diagonal direction pad (e.g. d/f means press down & forward)
    + = press buttons together (e.g. P+K = press Punch and Kick simultaneously)
    . = button presses are to be performed in succession, but with a delay
    ~ = button presses are to be pressed in quick, but discrete, sequence
    - buttons and directions are to be pressed in succession WHETHER OR NOT they 
      are separated by a comma (",")
      for example:     P,PP,P = press Punch button 4 times
                         PPPP = press Punch button 4 times
    - moves are labeled as follows ->  "name of move" : "buttons to press"     
      For example:
         Dragon Cannon: PPP,P
    The "Dragon Cannon" is performed by pressing Punch button 4 time in succession. 
         Combo Low Spin Kick: P,D+P,d+K
    The move "Combo Low Spin Kick" is performed by pressing Punch, then holding 
    Down and pressing Punch, then (while still holding Down) pressing Kick.
    - the information following the button motions within the parentheses describe
      the attack heights (High, Middle, Low) of each successive hit, as well the
      base damage for each hit.
      For example:
         Combo Low Spin Kick: P,D+P,d+K (H10,M18,L25)
    The first punch hits High-level and gives 10pts of damage
    The second punch hits Mid-level and gives 18pts of damage
    The third kick hits Low-level and gives 25pts of damage
    - If the damage in the parenthesis is bracketed, then it causes a critical hit
      stun.  Remember, this means all further hits in the string will be subject to
      50% damage reduction.
      For example:
         Back Elbow knee: u/f+P, K ([H25],M30)
    The first hit will cause a critical hit state.
    The second hit, if it lands after the 1st connects, will do only 15 damage.  If
    the first hit whiffs and the second one connects it will do the full 30 damage
    4) ~+~+~+~+~+ THROW ANALYSIS +~+~+~+~+~
    Game Engine rules:
    - THROWS BEAT HOLDS.  Doing so is a "hi counter throw" and rewards you by 
      adjusting damage of throw by 150% (40pts becomes 60pts of damage)
    - Throwing a THROWING opponent is a "counter throw" and rewards you by
      adjusting damage of throw by 125% (40pts becomes 50pts of damage)  The faster
      the throw you use, the better chance you have to get a counter throw.  
      Non-command throws are always the fastest throw in a character's arsenal.  
      Beyond that, the general rule is that the simpler the throws command inputs 
      are, the faster the throw is.
    - An opponent in a "critical hit" stun CANNOT be thrown.
    - Standing throws can only be performed on standing opponents.  
    - Crouching throws can only be performed on crouching opponents.  
    - Ground throws can only be performed on grounded opponents.
    - Air throws can only be performed on airborne (juggled) opponents.
    - Throws cannot be avoided by guarding.
    - Only basic throws (P+Free) can be escaped, by inputting a well-timed P+Free.
    - Command throws (direction+P+Free) CANNOT be escaped.
    - "Combo throws" can be escaped after the initial throw is performed.  Certain 
      combo throws don't follow this rule.  They will be noted as they come up 
      (Tina has a few of these).
    - Wall damage varies (5-20pts?) depending on distance, type of wall, etc.
      You absolutely can not beat a strike with a throw.  If they are striking you 
      DO NOT THROW!  Nothing good is going to come of it.
      The exception to the "strikes beat throws" rule is the "catch" throw.  Tina,
      god bless her cute lil' bootie, has 2 of these.  "Catch" throws will go past
      certain strikes to successfully throw your opponent.  They are noticeable by 
      the fact they have a special animation as opposed to the "reach out and grab"
      animation all standard throws have.  "Catch" throw's have one down end - they
      have a longer throw animation.  This means they are highly vulnerable to 
         Death Valley Bomb: P+Free (M45)
         Also known as the Death Valley Driver or, in tribute to the late Jeff 
    Spiccoli, the Spiccoli driver.  However,  It was a Joshi like Tina, named 
    Etsuko Mita, who originally invented this move. Tina picks up her opponent on 
    her shoulders in a fireman's carry, crooks they're head under her right arm, 
    and jumps down to her right - driving their head into the ground.  The opponent
    lands easily within ground throw or elbow drop range; but, due to recover time
    for the throw, they have ample time to recover before you can capitalize with
    either.  This throw is escapable and the escape, as well as the throw itself, 
    provides a position switch.  This is Tina's fastest throw.
         Texas Driver: f+P+Free . d+P+Free (M43/M50) - wall throw (facing)
         A Jumping Tenzen tombstone. This is a cradle tombstone piledriver.  Two
    people have done the jumping version of this move: Hiroyoshi Tenzan(hence the 
    name), and the original "Black Tiger" Marc Rocco.  If the second part of the 
    throw is not done, she instead tosses her opponent on the ground back first in
    a simple body slam. The opponent recovers one dash length away from Tina making
    a ground throw risky, but the elbow a good option. 
        This throw is an inescapable combo throw.  There really isn't any good 
    reason not to complete it, though.  The only possible scenario in which you 
    would not want to complete this move would be to throw your opponent off an 
    edge that is right in front of you.
        This throw turns into the "Burst Cyclone"(M80) when your facing a wall.  In
    this case Tina picks up the opponent in the back-drop position, slams them 
    against the wall, and spins 180 degrees to slam them on their head against the 
    ground.  This throw leaves your opponent about 2 or 3 dashes away - perfect 
    range for the b+P+F off-the-wall clothesline version of her Moonsault. The 
    damage of this throw does come in two parts so hi-counter damage isn't as high;
    however, the first part is a slam against the wall, so electrified walls will 
    yield extra damage.  This only happens against a full wall, tree, or pillar.
        Either version of this throw is just as fast as most other characters' 
    non-command throws, but slightly slower than the Death Valley Bomb.
         Frankensteiner: b+P+Free or P+Free(jumping)  (M48)
         Also know as the Hurricanrana, this move was developed in the late 80's by
    Scott Steiner (This is before he gained 100 lbs of muscle and started calling 
    himself "Big Poppa Pump"). In this move Tina jumps in the air, grabs her 
    opponent's head between her thighs, and whips them headfirst on the ground 
    behind her.  This throw does do a position switch and joins the Texas Driver 
    and Hammer throw JOS as being throws of hers that are of equal speed to most 
    character's non-command throws.
         The jumping version of this throw isn't all that special since it doesn't 
    really go off untill after she lands on the ground.  I can't say if there is 
    any advantage in speed or priority that one way of doing this throw has over 
    the other.  This is a good throw to use when you've just had one of your 
    strings blocked and you need to whip something out to turn your opponent's 
    retaliatory throw into a counter-throw of your own - though the Texas Driver,
    Hammer Throw JOS, and especially the Death Valley Bomb should work just as 
         Hammer Throw JOS: f,f+P+Free . P+Free (M0/M58) - wall throw(back/side)
         This move is a simple arm whip that, when the a properly timed second 
    input is made, turns into a double arm-lock back suplex.  This move's full 
    name is the Japanese Ocean Suplex and is a staple of the lovely Manami Toyota.
         The Hammer Lock JOS is proof that Virtua Fighter's bastard child hasn't 
    completely forgotten it's roots - the timing for the second part is extremely 
    strict(no more than a frame or two).  Failing the the second part, you get a 
    position switch and your opponent is back turned.  However, the distance is too
    far to follow up with anything that can exploit what little frame advantage 
    this move gives you.
         The wall throw version of this throw, the "Burst JOS"(M70) is very strong.
    It works not only when you have the wall to your back but also to most of your 
    sides as well.  If your in the middle of the forest, this is a fine throw to 
    try - chances are it'll find a tree somewhere^_^ 
          The burst JOS is a two-parter.  The first part involves Tina whipping her
    opponent face first into the wall(with possible explosive wall damage).  The 
    second part is just her wrapping up the arms and performing the JOS.  Again, 
    this will effect hi-counter and counter damage.  Unlike the "Burst Cyclone",
    this wall throw will work against any barrier, even half-walls.
         Spear - Giant Swing: b,f+P+Free . hcf+P+Free (M80)
         "Wake Up" Spear - Giant Swing: (lying face down) P+Free . hcf+P+Free (M80)
         I can not say enough good things about this throw!  Tina lunges about 
    1 1/2 to 2 dash steps forward and tackles(spears) her opponent down to the 
    ground.  If the second part is successfully inputed, she slides down her 
    opponent's body, grabs them by the ankles, then spins them about a couple of 
    times before letting them go to take lots o' damage and fly across the ring.  
    The opponent goes pretty far so the potential for enviromental damage is pretty
    good.  For a fun and dirty trick try doing this move when you are player one 
    as soon as the round starts in the Doatec stage.  You will send your opponent 
    through the glass, down the sign, and to the concrete for over half their life 
    - not a bad opener for any round.
         This throw is a special throw that doesn't feature the traditional "reach
    out and grab" throw animation - instead Tina just ducks her head and charges 
    forward.  This is a "catch" throw so it breaks the rules and will actually 
    effect people in the middle of a striking animation, providing the strike does 
    not connect.  Tina gets a nice low duck on this move, so she goes under most 
    high strikes when she does it. 
         The wake-up part of this throw is incredibly useful.  Anytime Tina get's
    knocked face down you can use this throw immediately to shoot up and catch your
    opponent(providing they are still in front of you).  It's damage, speed and 
    follow-up are identical to the standing version.
         This throw's main drawback is that it can be countered rather easily by 
    another throw - so if your playing a Tina player that is abusing the spear
    (who wouldn't?) your best bet is to just do your favorite quick, easy throw 
    when you see it coming.
         Sky Twister Press: fb+P+Free . d+P+F . u+P+F (M50/M20/M35)
       Tina Picks up her opponent head-down and does a jumping Tombstone 
    Piledriver.  From there, she picks them up off the ground and does a "modified"
    German Suplex with her opponents arms stretched out.  This is referred to as 
    the Shoulder Mounted Suplex or the "Electric Chair Suplex".  This move is 
    another one pulled from the arsenal of Etsuko Mita. She finishes by jumping in
    the air, spinning about a couple of times, and landing on her opponent
    in a full-body press.
         This throw is escapable at the 2nd and 3rd parts.  The first 50 damage is
    the only part that is guaranteed.  Also, the first part is the only part that 
    is multiplied by counter and hi-counter damage.  Fully completed, this throw 
    does 105 damage or 130 damage on a hi-counter.  Successfully completed, this 
    throw leaves the opponent right at your feet - giving a good, but not 
    guaranteed, opportunity for a ground throw.
         There is a position switch after the 2nd and 3rd parts of this throw - 
    which effectively cancel each other out, but if your opponent escapes after the
    2nd part you will end up with your postions reversed.
         Japanese Ocean Suplex: qcb+P+Free . b+P+Free . u+P+Free (M48/M20/M37)
         Tina flips her opponent over her shoulder with a basic snap-mare.  She 
    then plants her foot in their back and stretches their arms out in a "Surfboard
    Stretch".  She then wraps those arms up and ends with another Manami Toyota 
    Japanese Ocean Suplex.
         This throw is escapable at the 2nd and 3rd parts.  The first 48 damage is
    the only part that is guaranteed.  Also, the first part is the only part that
    is multiplied by counter and hi-counter damage.  Fully completed, this throw 
    does 105 damage or 129 damage on a hi-counter.  Successfully completed, This 
    throw leaves your opponent too far away for a ground throw, but within 
    elbow-drop or moonsault range.  Recovery time keeps you from having much of
    a ground advantage in either case.
         There is a postion switch after the 1st and 3rd parts of this throw - 
    which effectively cancel each other out, but if your opponent escapes the 2nd 
    or 3rd parts you will end up with your positions reversed.
         Fisherman's Buster: hcf+P+Free (M68)
         This move is a mix between a cradle, or fisherman's, suplex and a 
    brain-buster.  You can currently see this move being used on WWE television by
    the wrestler, Jazz; though several other notable wrestlers have used this move 
    such as Jushin Thunderlyger, Shane Douglas, and Smanckdown's "#1 interviewer", 
    Sho Funaki.  This move gives a position switch and an excellent opportunity for
    a ground throw follow up.
         This is Tina's 2nd most damaging, single part throw.  Giving out 102 
    damage in a hi-counter throw, this is the best throw to do "on reaction" when
    you spot your opponent going for a hold.
         Japanese Ocean Cyclone: Dfb+PFree (M80)
         Tina grabs her opponent's arms, criss-crosses their arms across their 
    stomach while sticking her head between her legs and hefting them up on her 
    shoulders, then drops them back with a bridge.  This move is another Manami 
    Toyota move, and can actually be considered her "signature" move - very suiting
    for Tina's most powerful throw.
         The throw does a postion switch.  It does a whopping 120 pts of damage on 
    a hi-counter.  The input requirements for this throw requires you to use a 
    little foresight in using it.  Holding down a crouch then hitting forward, back
    plus throw is limiting and inconvenient in combat.  Close to a wall, this move 
    becomes the "Burst Cyclone"
         The best way to get this throw to go is to "buffer" it with another move.
    The way this works is to throw out another move (say a standing jab) and then, 
    while that move is in it's animation, hold down on the controller.  You only 
    need to hold it briefly for it to reigister, so even in a very quick
    (1/2 second) move like the standing jab - you can buffer the holding down 
    command and quickly put in the rest of the command for this throw so it goes 
    off immediately after you finish the move you buffered it in to.  This is a 
    very powerful technique for Tina.
         Here are some suggestions for moves to buffer the JOC into.  Technically, 
    Tina can use any move to buffer this throw in, but these are a few of my 
         1)Free-Step Downwards-
    You don't have to be crouching, just pressing down to get this throw started.  
    A free-steep down will do the job just as well as a crouch to get things 
    rolling.  The advantage of doing the JOC this way is that you can use that free
    step down to dodge most single hits in this game.  An immediate JOC 
    (or provided you have their back completely afterwards - the Dragon Suplex) is
    a fine follow up to use to exploit the dodged move's recovery time.
         2)Standing Jab-
    The trickiest move to buffer the JOC into, but Tokerblue swears by it - and it
    was this example that got me thinking you really can buffer this move with 
    anything.  Any stun given by the jab is negligable, so you don't have to worry
    about the throw whiffing, no matter how quikly you can input it after the jab.
    The exception to this rule is if you put them in a "critical hit" state by 
    getting the jab on a counter hit. 
         3)Crouch Dash-
    This is my new favorite.  The JOC buffers especially well with a forward crouch
    dash.  Try mixing up the crouch dash buffered JOC with the Crash Knee/Diamond 
    Cutter.  They have an identical looking start-up.  This leads to your opponent 
    making some guesses he's not going to want to have to make.
          4)Barrel Roll-
    This move has to have been put in this game deliberately by Itagaki to provide 
    a JOC mix-up.  The long animation of Tina doing the barrel roll gives even the 
    clumsiest player ample opportunity to buffer in the JOC.  The move naturally 
    ends with a powerful elbow that sets up a ground throw so this is, again, a 
    great opportunity for a mix-up game.  If your having trouble buffering the JOC 
    then start by using this move - it worked for me. 
         Double Break: P+Free . P+Free (M50/M20) (from behind) Wall throw(back)
         A double german suplex.  I'm sure someone else might have innovated this 
    sequence, but since I'm a big Chris Benoit mark, I'll only give credit to the 
    "Canadian Crippler".  The double german is one of Tina's two combo back throws.
    They are identical in damage.  The main difference is that this german suplex 
    will become the "burst" german suplex if you have a wall to your back when you 
    perform it(damage M70).  The Double Break has a position switch for both parts 
    - effectively cancelling each other out if you perform it all successfully.
    	The "Burst" German Suplex will work against any barrier, even half-walls.
         German Suplex Whip: f+P+Free (M60) (from behind) Wall throw(back)
         A release German Suplex.  This move provides a postion switch and lots of 
    space.  It also turns into the "burst" german suplex(M70) if you have a wall 
    near your back.  This throw does less damage than the other combo back throws, 
    but it's reliability and superior ability to find enviromental damage might 
    make it your best choice.
         Dragon Suplex: fb+P+Free . P+Free (M40/M30) (from behind) 
         This is, quite possibly, the nastiest looking moves in the history of pro 
    wrestling.  Tina puts her opponent in a full nelson and then whips them back on
    their head and neck.  This is another classic Chris Benoit move(he uses it 
    sparingly these days due to how dangerous it is).  Tatsumi Fujinami and 
    Shinjiro Ohtani are other wrestlers that use this move.  This move does 
    slightly less starting damage than the double break.  It's final damage is the 
    same.  If it wasn't for the fact this move looked so cool, I'd say to do the 
    Double Break instead.  The difference in damage in the case of an escape isn't 
    so much that you can't risk a little extra style.  This throw does a position 
         Trans Four Leg lock: d+P+Free . d+P+Free (L43/L20, opponent crouching)
         This move starts with your basic powerbomb and ends with a modified figure
    four leg-lock called the Nagata Lock after Yuji Nagata who invented the move.  
    This is an escapable combo throw that you have no good reason to do at all.  
    The other options for throwing crouching opponents are much better.  I suppose
    if your a big Yuji Nagata fan...
    	Tiger Driver '91: d/b+P+Free . d+P+Free (L55 or L65, opponent crouching)
    	This is an inescapable combo throw just like the Texas Driver.  You can 
    choose to not complete the combo part of this throw to do a double arm suplex 
    instead of the Tiger Driver.  If you do the double arm suplex you do a 
    postition switch and get some knockback for possible cliff damage, the Tiger 
    Driver just does 10 extra points of damage(but sets up nicely for a ground 
    throw - Double Tiger drivers!!).  The Tiger Driver '91 is a staple move of the 
    Japanese wrestler Mistuharu Misawa.
    	Japanese Ocean Bomb: d/f,d/f+P+Free (L70, opponent crouching)
    	Another representative of the "Japanese Ocean" line of moves from Manami 
    Toyota; this move, like the others, represents one of Tina's best throws.  This
    is the most damaging low throw in the game.  In this move, Tina wraps up her 
    victims arms like she was going to a double arm suplex, but instead lifts them 
    on her shoulders and sends them crashing down on their head and neck in a 
    modified sit-out tiger bomb.  This is another move like the Dragon Suplex that
    is rarely used due to the danger it's use involves.  In the world of DoA, 
    though, there are no such concerns.  Use this move as often as you can!  This 
    move doesn't do a full position switch, but puts you about 90 degrees off your
    original axis. 
    	Neck Crasher: d+P+Free (L70, opponent crouching and back-turned)
    	This move is a reverse spinning neckbreaker - very nasty.  I wish I could
    say there were alot of great ways to lure your opponent into a back-turned 
    crouching state...but there isn't.  Take this cool looking move when you can 
    get it.
    	Diamond Cutter: P+Free (M38) (after Crash Knee) 
    	Bang!  I love this move.  Technically, even though it's a throw, this 
    move belongs under the Crash Knee.  I have more to say on it this Diamond 
    Dallas Page classic there.
    	Shining Wizard: P+Free (M55) (while running)
    	Just like with this move's innovator, MUTA, this move has revitalized 
    Tina's offense.  This running throw has Tina running at her opponent, jumping 
    in the air and catching them with a knee-kick combo that sends them back for 
    possible wall damage as well.  This is a "catch" throw that can break the 
    "strikes always beat throws" rule.  This throw really helps Tina push her 
    offense against her opponents.  Since the Crash Knee->Diamond Cutter is a 
    "while running" move, use that and this move to provide a devastating mix-up 
    when you charge your opponent.  As a life long fan of the Great Muta, I was 
    thrilled to see another of his moves added to Tina's movelist - especially 
    such an effective one.
    	Cross Spiral Bomb: P+Free (M25) (opponent airborne)
    	In this move Tina pulls her opponent out of the air, crosses their arms 
    together, then picks them back up and powerbombs them.  This move when done in 
    front of barrier that keeps your opponent from bouncing too far away provides a
    GUARANTEED ground throw.  This move is what makes Tina a great character for 
    beginners:  You get solid juggle damage with minimum effort.
    P,P,P+Free ---> This is the only Tina juggle you will ever need to know.
    	Ground Throw: d+P+Free (L30) (opponent grounded)
    	This throw does 30 damage against grounded opponents.  In most cases this
    throw isn't guaranteed but a good idea to try anyway.  Situations that the 
    throw is guaranteed for are as follows:  After Cross-Spiral bomb next to a 
    barrier, after a MP counter that gets wall damage, after a d/b+K on a critical 
    hit, and after an opponent is launched when you choose not to juggle.  There 
    might be other guaranteed situations, but these are the only ones I know of.  
    Here is the breakdown of the various throws you get from a ground throw
    (there are no position switches or different damage - this is for aesthetics 
                    FACE UP                                  FACE DOWN
    	Legs - Single Leg Grapevine              Legs - Romero Special
    	Head - Head Scissors                     Head - Tiger Driver '91 
    	Side - Strangle Hold Gamma               Side - Bow and Arrow Lock 
    5) ~+~+~+~+~+ ATTACK ANALYSIS +~+~+~+~+~
    Game Engine rules:
    - STRIKES BEAT THROWS.  Doing so is a "hi counter blow" and rewards you by
      adjusting damage of blow by 150% (40pts becomes 60pts of damage).  Each 
      subsequent ground hit is adjusted by 60%, each juggle hit is adjusted by 75%
    - Striking a STRIKING opponent in their strike animation is a "counter blow"
      and rewards you by adjusting damage of blow by 125% (40pts becomes 50pts of 
      damage).  Each subsequent ground hit is adjusted by 50%, each juggle hit   
      is adjusted by 62%
    - Forcing an opponent into a "critical hit" state rewards you by forcing 
      the victim into a stun - a state where they can only perform holds.  Each 
      subsequent ground and juggle hits are adjusted by 50%.  This adjustment comes 
      from forcing the victim into a critical hit state through a NORMAL hit(refer 
      to the preceding rules regarding counter blow adjustments).  These include: 
      striking victim on a "slick" surface, striking a crouching opponent with a 
      mid-level hit, or through a move that gives a critical hit as part of its 
      property.  The *initial* hit may be adjusted by 125%, depending on the 
      circumstances.  These include: hitting a back-turned opponent, and striking a 
      crouching opponent with a mid-level hit.
    - Striking a CROUCHING opponent with a mid-level-blow is a "critical hit" and 
      is modified by 125% damage bonus.  Additionally, these blows usually have
      different hit properties on crouching opponents (causing different stuns,
      launches, knocking down, etc.)
    - Striking a JUMPING opponent, before they reach the apex of the jump, is a "hi
      counter blow" (150% damage bonus) and adjusts subsequent juggle hits by 75% 
      (40pts becomes 30pts damage) or ground hits by 60% damage.
    - "Close hit" bonus is given to certain moves, and are rewarded by a 150% 
      damage bonus.  A "close hit" on any type of counter blow (an attacking 
      opponent, a hit from behind, etc.), however, is modified by a whopping 160% 
      bonus! The bonus will not be rewarded if the opponent is already in a 
      "critical hit" state when hit.  
    - Critical Hit Stun "threshold."  A "critically stunned" victim can only take a  
      limited amount of "stun damage" before a hit (any hit) will knock down.  I 
      don't know exactly what the formula is that calculates this threshold.  I 
      will say that "hi counter blow" stun threshold is greater than a "counter 
      blow" stun threshold (i.e., they can take more hits before being knockdown 
      when if they got hit with a hi counter blow). So the "threshold" hierarchy 
      flows like this: 
         - hi counter blow > normal blow > counter blow. (from largest to smallest)
    - Hi-level blows can be avoided by a standing guard or crouch
    - Mid-level blows can be avoided by a standing guard
    - Low-level blows can be avoided by crouching guard or jumped-over
    - "Hold Reistant" blows do not leave to damage on a reversal, but instead 
      provides a postion switch and leave the attacker in a back turned state with
      no frame disadvantage.  All jumping kicks are considered "hold resistant"
      against most characters, as are moves specially noted in the description.  
      Those certain character which have a damaging hold against the jumping kick 
      are: Lei Fang, Leon, Bayman, and Bass. 
    - Back-turned characters CANNOT Guard or Hold.
    - All blows from behind are counter blows.
    - Blows in "automatic combos" can be delayed to a certain degree, depending on 
      the individual string.
    - Wall damage varies (5-20pts) depending on the type of wall.
    - HOLDS BEAT STRIKES.  They must be performed at the correct height 
      (hi,mid, or low) and timing.
         Knuckle Arrow:   u/b+P    ([M28])
         In this move, Tina sways back and then rears forward with a big punch to 
    the head.  This is the most American of all of Tina's moves.  All she needs to 
    do is "stomp the foot" and it would be perfect.  Also, for fun, notice that the
    move never actually connects with her opponent - Tina turns her arm at the
    last moment, just like in real pro wrestling.
         Gamewise this is a nice move with some good, evasive properties and it 
    gets a good critical hit stun.  Why it hit's mid when it clearly connects with 
    her opponent's head I will never know.  Depending on how your opponent plays 
    will determine how useful this move is for you.  Keep it in mind for your bag 
    of tricks.
          Blazing Chop:   u+P     (M28)
          Judo Chop!...Well, not exactly.  This move is a peculiar brand of move in 
    Dead or Alive 3 known as the "forced crouch".  When this mid hitting strike 
    connects with your opponent's head it compacts them into a crouched position.  
    This is not a critical hit and is not registered in the game as a stun.  On an 
    actual critical hit your opponent is flattened at your feet instead.  What does
    all this mean?  Well, on a regular hit you get an excellent chance for a low 
    throw.  This is because when your opponent is in the forced crouch, they can't 
    really do anything untill they recover(stand-up) from it.  You need a slight 
    delay to follow up with that low throw due to a quirk of the forced crouch.  I 
    find the Japanese Ocean Bomb works best to find the window between the the 
    initial inability to connect with the low throw and when your  opponent is 
    registered as standing.
           This is a great move.  The speed isn't all that, and the range is pretty
    short; however, on a counter hit you get an all but guaranteed ground throw and
    on a regular hit you get an excellent opportunity for a low throw.  It's 
    win-win - definately worth the risk of a mid hold.
    	Double Hammer:	b+P	(M25)
    	This move is the classic double hammer blow of 50's wrestling.  Tina 
    steps forward with both hands and pounds on the top of her opponent's head with
    both arms.  I would give credit to this move to Ivan Putski, but the 
    "Polish Hammer" hit people on the chest - not the head.
    	This move does not stun, but instead provides a "forced crouch" on a hit.
    Like the Blazing Chop, it flattens on a critical hit.  Unlike the Blazing Chop,
    this move has a longer recovery time making a follow-up low throw impossible on
    a regular hit and the follow-up ground throw less likely on a counter hit.  It 
    has a nicer range than the Blazing Chop, but is inferior to it in every other 
    way.  You can mix up the crash knee and standing throws nicely off this move 
    since both you and your opponent recover at the same time - just make sure to 
    "buffer" them in.
    	Low Spin Knuckle:	d/b+P	(L18)
    	Tina does a little crouching spin and gives her opponent a "Charlie 
    Horse" with this move.
    	This move hits low and does not provide a stun so much as a slight 
    stagger.  This move just begs to be used to buffer the JOC into.  Mixing that 
    up with the Dancing Doll Kick pays real dividends here.  The Low Spin Knuckle 
    is best used as a defensive poke.  Use it to counter high attacks and slower 
    mids and lows.  This is an unexciting but nescessary part of Tina's arsenal - a
    "workhorse" move if you will...
    	Turn Uppercut:	b,b+P	([M24])
    	Tina does a quick, short uppercut and turns her back to her opponent.  I 
    wish I could think of a lot of good reasons to use a moderately damaging mid 
    hit that gives your opponent your back...but I can't.  The move is fairly quick
    and deceptive and provides a critical hit, so it does have it's uses.  
    Unfortunately the risks far outwiegh the potential rewards.
    	This move can be followed up with any of Tina's back-turned moves.  You 
    can also turn around and do a quick throw as well.  The JP and European version
    of this game gives out more options here.  Check out my "What we don't get" 
    section to see what those are.
    	Jumping Hip Attack:	f,f+P+K	([M50])
    	"Tina Special", "Jumping Hip Attack", blah blah blah - This move is 
    called the "Butt Butt".  I first saw this move being used as the finisher for 
    Iceman King Parsons in the mid-80's, but have since seen it used by Goldust and
    my favorite Joshi of all time, Megumi Kudo.   "Butt Butt" nicely describes what
    this move does - Tina takes a couple of steps and flies across the screen to 
    punish her opponent with her posterior.
    	This move has several good points and bad points.  The good points are as
    follows: Nice damage, Hold-Resistant(involves a postion switch instead of 
    damage on a counter-hold), great range, and impressive knockback.  These all 
    speak for themselves.
    	The bad points are these:  Horribly recovery time.  This move recovers 
    slowly, crouching, and backturned - This all adds up to a guaranteed backturned
    low throw against you if you are blocked(ouch!).  This move also starts up with
    a back turn.  This means if you do it to close and you opponent pokes you out 
    of it, your in a back-turned stun state(double ouch!)
    	Use this move at your own risk, but by all means use it.  Even with the 
    risks, Tina has no other move that covers the kind of ground this move can.
    	Vertical Hammer:	D/F+P,P	(M22,M25)
    	This move comes from a held forward crouch.  Tina comes up with a back 
    hand slap upside your enemy's face and follows up with the double hammer.  
    This move is pretty fast and has nice priority.  The set up requirements make 
    it easy to ignore, but it isn't a bad move to pull out of a crouch - especially
    if your expecting a strike to come your way.
    	Like many one-two combos, finishing this is just asking for a counter 
    hold in most cases.  Your better off exploiting the critical stun caused by the
    first hit with a throw or a K+Free move.  If you do go for the second hit
    you'll get either a "forced crouch" or a flatten, but due to recovery time, you
    won't be able to exploit either.
    	Dolphin Uppercut:	d/f,d/f+P	(M25 launch)
    	Tina crouches down and comes up with a slightly delayed uppercut with 
    this move.  This move launches on any kind of hit.
    	There is always a use for a straight launcher.  Tina has been blessed 
    with two of them.  Even though you will find yourself using the Dancing Doll 
    Kick more, this move is still very nice.  It's inherent delay is both it's 
    strength and weakness - learn to make the most of it.  This move does not 
    knockback at all.  This means that unlike the Dancing Doll Kick, it won't 
    knock someone into a wall when you use it in front of one.  I'll go into the 
    benefits of this in the "Wall Damage and You" section.  
    	 This move is also a "crouch dash" move.  This means it will evade some 
    high strikes - another advantage it has.
    	Rolling Elbow:	qcf+P	(M30) 
    	One of the finishing moves of Masato Tanaka, the rolling elbow is a nice 
    addtition to Tina's arsenal.  Tina does a step forward and hits her opponent 
    with a spinning elbow to the head. This move flattens on a regular hit and 
    utterly flattens on a counter blow.  This move will provide a guaranteed ground
    throw if the conditions are right(a critical hit on a slick surface).  In 
    either case, the ground throw follow up is almost always a good plan after you
    have hit with this move.
    	This move has a slight start-up time, but makes up for it by covering 
    some decent ground.  The delay is also nice to throw off hold-happy opponents.
    All and all, this is a nice mid ranged attack to use from time to time.
    	Leg Lariat:	qcf+K	(H42 - close hit)
    	I'm a big fan of this move.  This move is Hold Resistant, get's the 
    "close hit" damage bonus, and has deceptively long range.  The bad end to this 
    move is the same as the bad end to any other big-hitting attack - poor recovery
    time (This is especially bad if this move is ducked).
    	Even with that, this move is one of the best long range attacks in the 
    game.  It has an amazingly short start up time for a move that hits as far away
    as it does.  It knocks down on any hit; unfortunately, recovery time and 
    distance prevents a ground follow-up in most cases.
    	Ankle Spin Kick	K,K	([H30],H30)
    	Tina does a high martial arts kick to the head followed up by another 
    spinning kick.  The damage is nice and the first hit stuns.  Like with many of 
    these "one-two punch" type manuevers, your probably better off only doing the 
    first hit and getting the critical stun.  From there you can mix up many other 
    attacks to launch or set up a throw.
    	The second hit isn't bad, but after the critical state damage reduction 
    it only gives 15 damage and also knocks your opponent safely away from any 
    further damage.
    	Double Middle Kick:	d/f+K,K	([M25],M25)
    	This move is a shin kick to the ribs followed up by another kick to the 
    other side.  The first hit gives a stun, the second knocks them back and down.
    I could think of a lot of mid kicks I would rather risk than this one, but it 
    does give a stun when the first part connects.
    	Finishing this combo is just begging to be countered.  Your much better 
    off doing mix ups off the stun of the first hit.
    	Step Kick:	u/f+K	(H26)
    	Tina steps forward and does a short-ranged scissors kick.  This move 
    gives a critical hit stun and launches on a critical hit.  I find myself just 
    using this move two times in a row sometimes when I'm looking for a launch.  
    This move has very little recovery time and a quick start up.  The move's only 
    real drawback is it's short range.
    	I like to lead with this move alot.  It has nice priority and gives out 
    either a long stun or a launch.  It also is safe in that if blocked you will 
    have time to recover and block, do a quick throw, or throw out a jab - 
    depending on what your opponent likes to do after they block you.
    	Neck Cut Kick:	u/b+K	(H45 close hit)
    	Call it what you want, as an old school Nintendo wrestling fan I know 
    Fighter Hayabusa's "Back Brain Kick" when I see it.  This move is also commonly
    known as the "Enziguri" - a popular move used by wrestlers all the world over.
    	This move flattens your opponent on both a regular and a critical hit - 
    good opportunities for the ground throw or moonsault.   This move is hold 
    resistant and gives a close range damage bonus.  Once again, the recovery time 
    sets you up for punishment when blocked or ducked, but not to the extant of the
    Leg Lariat.  This move takes you off your feet, so be wary of counter hits when
    you use it.  The damage is...unpleasant.
    	All in all, this is a good close-mid range move.  It's safe against 
    counters and does good damage.  Slow startup means you need to be a little 
    careful when you decide to use it, though.
    	Drop Kick:	u+K	(M40 close hit)	
    	Tina does multiple dropkicks.  This one is a popular one for women 
    wrestler's to use.  This dropkick is different from the more regularly used
    one by the fact the attacter land's flat on their back instead of on their
    	This move is Hold Resistant and gives a close hit bonus.  Like just about
    every other hold resistant move out there, the recovery time is harsh.  The 
    move has good knockback and priority.
    	Front Step Kick: f,f+K	(M38 close hit)
    	I used to really like this move back in the days of DoA1.  Now it just 
    seems like it's lacking.  Tina steps forward and does a thrusting move to the
    chest with this move.
    	This move covers great distance, but the long start up time make it an
    absolute magnet for counter-holds.  It also has poor priority close up.  The
    knockback is alright, but not great.
    	This move does have it's uses, but there are better ways to cover ground
    with Tina.
    	Knee Hammer:	f+K,P	([M30],M25)
    	This move starts with a lifting knee followed by a double arm hammer blow
    to the back that sends your opponent crashing down.
    	Since the first hit gives a slight launch, the second hit is guaranteed(
    for 50% damage).  The starting knee only gives a full launch on a critical hit
    so keep that in mind for your follow up.  The second hit plants your opponent
    in front of you. 
    	If you do get the full launch your better off hitting K+Free,P+Free than
    following up on this one-two combo.
    	Double Submarine:	D+K,K,K	(L12,L25,L28)
    	A long, deliberate series of sweeps to the leg, the Double Submarine is 
    only made useful by your willingness to mix up the timing a cancel out for a 
    throw.  If you complete the combo you'll get a nice knockdown and the chance 
    for a ground.  In most cases, however, you shouldn't bother to go all the way
    with this.  Go for one hit or perhaps two and then immediately go for the low
    throw of your choice.  You have a strong chance of baiting them into a hi-
    counter throw as they go for a low counter to stop your annoying shin kicks.
    	The Double Submarine is move that is greatly improved for the Europeans
    and Japanese.  More on this in the "What we don't get" section.
    	Crash Knee --> Diamond Cutter:	d/f,d/f+K, P+Free	([M20],M38)
    	Bang!  Tina dashes forward to give a knee to the stomach, from there she
    grabs their head in a reverse chin lock and dives forward, crashing their face
    into the ground.  I love this move.
    	This move is a crouch dash move.  This means it has the ability to evade
    some high attacks.  It covers good distance, has little start up time, and 
    has low recovery time.  The key to making this decent poke into a really 
    great attack is that as soon as the Crash Knee connects, you can immediately
    connect with the Diamond Cutter.  The only time you can't follow up with the 
    Diamond Cutter is if the Crash Knee exceeds the critical stun damage 
    "threshold".   In this case the Crash Knee just gives your opponent a slight 
    lift off the ground and they drop.
    	The Diamond Cutter slams your opponent to the ground right in front of 
    you so the ground throw follow up possibilities are excellent.  Judging from
    the rude things said by my opponents when I hit this, I can tell you the 
    Crash Knee - Diamond Cutter - Tiger Driver(ground throw) is particularly 
    demorilizing.  The 88 damage isn't too bad either.
    	Dancing Doll Kick:	K+Free	(H32 launcher)
    	The Crash Knee may be Tina's coolest strike, but this one is the best.
    Visually it's not that impressive - just a little spin kick to the chin; but,
    this move is central to Tina's offense.
    	First off this move is why I'm not bothering to do a section on "Free
    Cancelling".  Free Cancelling is where you press free mid string so you can
    break it off and start up with some other kind of strike without having to 
    follow through with your combo.  This move does all that for you.  Since
    this strike uses the Free button it already cancels any string your doing
    automatically, and there is no move you could insert that would beat this one.
    	Secondly, this move is a high hitting launcher.  There several characters
    in this game that don't even have a true launcher, let alone one that hits 
    high.  Mid holds occur more often and do more damage on the average.  Having
    a move that is this effective that doesn't hit mid is just too great.
    	This move also provides an alternative to the classic P,P,P+F juggle. 
    You can replace the two punches with the K+Free for 5 points of extra damage
    if you get the extra hieght of a critical hit launch instead of a normal
    	Shoulder Tackle:	b,f+P	(M40)  
    	This is your basic shoulder tackle.  Tina ducks her shoulder and rams it
    into the chest of someone she doesn't like for some decent knockback.  This 
    move has all the benefits shared by other characters in DoA's shoulder tackles:
    It's fast and does good damage.  This move is ideal to start a wall combo with
    due to hit's short recovery.
    	This move's main drawbacks are it's short range and slight set-up time.
    This means to be close enough to use it, your also close enough to be knocked
    out of it with a jab.
    	Shortrange Lariat:	P+K	(H34)
    	This is one of Tina's best up-close moves.  This form of clothesline, 
    developed by Stan "The Lariat" Hanson(an American wrestler still very
    popular in Japan), is different from the standard running or jumping 
    clothesline manuever.  It's more leg-driven and can be done from a standing 
    position like Tina does.
    	This move is fairly quick and hits high.  It gives a solid knockdown on
    both a regular and a critical hit, bringing Tina's ground game right back into
    	The move does have a slight recovery time and short range so it does have
    it's drawbacks.
    	Elbow Suicide:	f+P+K	(M35) 
    	This is another good move of Tina's.  Tina Dives forward and hits her 
    opponent with a flying elbow or, in case of a block, just does a little roll
    at their feet.
    	The bad news first:  That little roll after a block has Tina considered
    crouching for a possible ground throw or devastating mid-launcher.  That out
    of the way, this is Tina's other big ground covering offensive move to rely
    on besides the Leg Lariat.  The range is good, but what really sells this move
    is it's almost non-existant start up time.  This move can come out of no where.
    This move also benefits from some good knockback on a succesful strike.
    Make sure your in range when you do this move, if you short it you get the same
    bad effect as if they blocked it.
    	Rolling Sobat:	b+K	(M24)
    	This move is a tricky little reverse heel kick to the solar plexus that
    kinda reminds of some of the "Martial Arts" kicks used in pro wrestling in 
    the deep south during the 80's and 90's.
    	This move, like the Turn Uppercut, leaves you with your back to your 
    opponent.  The difference between the two is that this move is actually useful.
    The Rolling Sobat is fast and retreats slightly, making it probably the highest
    priority attack Tina has.  Once you've hit the Rolling Sobat you have enough
    back turned attack possibilities to make this move wortwhile.  Even on a block,
    the recovery time is light and you get a little space, so all is not lost.  
    	All in all, this is a fine move to pull out in emergencies - just don't
    use it too much.  Your not going to win a lot of matches if you make it a habit
    to give your opponent your back.
    	Front Roll Kick:	f+K+Free	(M24)	
    	This is the move that all father's and daughter's in video games must 
    share.  It's good enough for Bass and Tina, it's good enough for Ivy and 
    Cervantes, it should be good enough for you.
    	This move benefits from both a quick start up and little or no recovery.
    If it wasn't for the fact this move knocked your opponent just a bit out of 
    range, the ground throw would be guaranteed.  When a barrier stops their 
    bounce short, though, make sure to take advantage of the free ground throw 
    follow up.  This move is mid ranged.
    	Low Dropkick:	d+K+Free	(L25)
    	This is the classic luchidore dropkick to the knee.  This move is Hold
    Resistant, that means that it also has a poor recovery time.  Watch out for 
    being thrown when this move gets blocked.
    	That said, this move should never get blocked.  It doesn't give any good
    visual clues that it's going low untill the last second.  As long as you don't
    over use this move, it should always be available to get you out of tight
    corners and to finish off severly wounded opponents.
    	I'm a big fan of this move.  It's the closest thing Tina has to an actual
    "deceptive" move.  This move also uses the Free button, so it can be used to 
    cancel strings with like the Dancing Doll Kick.
    	Moonsault Press:	b+P+F	(M35/ Wall: M45)
    	Not only does Tina get a ground throw, but she's also the only character
    in the game that gets an attack that hits both standing and grounded opponents.
    It's good to be special.
    	I'm not sure who invented the moonsault press; but since I saw the Great
    Muta do it before anyone else, and because there still is no one that can
    do it better than him, I give him the credit for this one.
    	This move's main advantage is the fact it will hit standing and grounded
    opponents, making it a great way to pressure opponents after all those strong
    knockdown moves you have to have noticed Tina has by now.  
    	The main danger of the Moonsault is it's slow startup time and the fact
    that when you get hit out of it you are back-turned.  There is a price to pay
    for having an ability that no other move in the game does.
    	When your back is to a wall or a tree, you will instead run up it and do
    flying clothesline with good range that also hits standing and grounded 
    opponents and does an extra 10 pts of damage.    
    	Front Roll Elbow:	d+P+K,P	(M30)
    	This move is the one mentioned earlier that just begs to have the JOC
    buffered into it.  This move is a little barrel roll that covers about 2 
    dashes worth of space that you can end with the Rolling Elbow.  If used that
    way, it has all the same properties as the Rolling Elbow already mentioned.
    While rolling you are considered crouching and can be knocked out of it with
    a mid or low hit, and even snagged with a low throw.
    	The other option, of course it to buffer the JOC into the down command
    for the roll and pop up with a high damage throw instead.  It's a nice, basic
    mix up for a decent evasive manuever.
    	Leg Cut:	d/b+K	     (L28)
    	This move is kinda like the Double Submarine, except it features one 
    fierce sweep to the leg instead of a series of three poking ones.  This 
    is a solid move for Tina.  It has minimal start up, and moderate recovery time.
    A critical hit will yield a guaranteed ground throw, while a standard hit gives
    your opponents a "trip stun".  This, like the "forced crouch", is one of those
    odd stuns in this game that gives you all the advantages of having your 
    opponent in the stunned state, but none of the damage revision (it doesn't
    last as long as a true stun, though) .
    	This is another move the JOC buffers into nicely.  Once you get the trip
    stun from this move, you can go to a very effective mix up between the JOC and
    the Dancing Doll Kick launcher.
    ==============="Back Elbow" Series==================
    	Back Elbow Knee:	u/f+P,K	(H[25],M30)
    	Triple Elbow:	u/f+P,P,P	(H[25],H20,M30)
    	The tail end of the Machine Gun Elbow Knee combo.  The first hit is fast,
    hits high, and gives a nice critical hit stun.  I tend to use it alot.  The 
    knee will launch on a critical hit so it certainly isn't a waste to use it 
    since the first hit puts them in a critical state to begin with.  The stun 
    length is nice and long for the elbow so feel free to mix in other attacks and 
    throws after a successful hit instead of finishing this combo up.  Plenty here 
    to keep them guessing - make the most of it.
    	As for the Triple Elbow - use the second hit to mix-up the knee of the 
    Back Elbow Knee combo if you want.  The nice stun length, however, gives you 
    time to use better attacks like the Dancing Doll Kick(K+Free).  The final hit 
    of the triple elbow will flatten your opponent - use this to go for a ground 
    throw.  Personally, I say your better off going for 1 or 2 hits and playing 
    mix-up games off the stun than following this combo up.
    ================"Machine Gun"/Jab series=======================
         Jab, High Kick:          P,K        (H10,[H30])
         Machine Gun Middle:      P,P,K      (H10,H13,[M25])
         Machine Gun Elbow Knee:  P,P,P,K    (H10,H13,[H25],M30)
         Dolphin Spike:           P,P,f+P    (H10,H13,M25launcher)
         This string starts with a double Jab.  Even the (Jab, High Kick) goes with
    close to the speed of the double Jab.  From there, you either go to a quick 
    hitting mid-kick(Machine Gun Middle), another high elbow then a rising knee
    (Machine Gun Elbow Knee), or a slightly delayed mid-hitting uppercut launcher
    (Dolphin Spike).
         If the first jab connects, the second is functionally guaranteed.  The 
    High kick is fairly certain, provided you commit to it, as well.  After the 
    first two hits, you want to think carefully about what move to do next.  There 
    is no low hit to mix this string up with, so be prepared to cancel out of this 
    series with a throw(prefferably a buffered JOC) to make it useful.  The Machine
    Gun Elbow Knee is the easiest and most damaging series of attacks Tina has, 
    especially since the Knee at the end launches on a critical hit.  This makes 
    for the very easy and painful string of [P,P,P,K(launch) P,P,P+F(102 damage)].
    Use at your own risk - most players can get a successful counter-hold against 
    this in their sleep.
         Your best bet is to mix up the Mid-hit launcher of the Dolphin Spike, the 
    High-hit critical stun of the Machine Gun Elbow, and the throw of your choice 
    to make the most of these strings.  If you connect with the critical stunning 
    elbow of the Machine Gun Elbow Knee string you don't have to follow up with the
    Knee.  You can also get a launch by using the (K+Free) Dancing Doll Kick (which
    hits high) from there, or again, break the string with a throw.  You can even 
    go low with the Surprise Low Drop Kick.  Once you have your opponent in the 
    critical state and you don't have to fear the counter hit you have a lot more 
    mix-up possibilities - don't forget that.
         A string is only useful if you have your opponent thinking about 3 or more
    possibilities for each attack in it. 
    =================="Combo" Series=======================
         Infinity Combo:      f+P,P,P     (M18,M20,M30)
         Ultimate Combo:      f+P,P,K     (M18,M20,M25)
         Spin Knuckle Combo:  f+P,P,d+P   (M18,M20,L18)
         Low Drop Combo:      f+P,P,d+K   (M18,M20,L22) 
         This string starts with a series of two fairly quick(but not so quick they
    can't easily suffer a hold) elbow jabs.  From there, you either get the big 
    rolling elbow(Infinity combo), a bland mid-kick that belies the string's 
    ambitious name(Ultimate combo), a spinning knuckle "Charlie-horse"(Spin Knuckle
    combo), or a classic luchidore style drop-kick to the knee(Low Drop Combo).
         This is definately not the best series of strings for Tina.  It has no 
    launcher or even a decent critical hit stun for any of the hits and the only 
    hieght mix-ups are slow enough to be caught on reaction. If your going to risk 
    holds by playing string mix-up games, the Machine Gun/Jab series is a better 
         The Infinity combo is a great follow up to a launcher if you have your 
    opponent against a half-wall, though.  More on this in the "Wall Damage and 
    You" section.
    ==================="Uppercut" series=========================
         Triple Uppercut:   ff+P,P,P   (M22,[M18],M30launcher)
         Combo Drop Kick:   ff+P,P,K   (M22,[M18],M37)
         The double uppercut that starts this series is kinda slow and easy to 
    hold, but covers some ground.  The third hit is either a delayed uppercut or 
    drop kick.
         This string is not a bad string at all, if you are willing to cancel it 
    with a throw after any of the hits.  The first hit covers some space and you 
    get a critical hit on the second strike which makes it better than most 
    strings.  The problem comes with the end.  There are no mix-ups at all built in
    after the critical hit stun.  Your choice is between two mid hits.  Both are 
    nice hits, though:  The first string ends with a launcher and the second one 
    ends with a hold resistant knockback move.  Like in the other string series, 
    you can always cancel out with the high-hitting Dancing Doll Kick launcher or 
    the low-hitting Suprise Low Drop Kick to expand your mix-up possibilities. 
    ======================Running Moves==========================
    	Jumping Hip Attack:	P+K			(M50)
    	Elbow Suicide:		P			(M35)
    	Front Roll Kick:		K+Free		(M30)
    	Crash Knee:			K . P+Free		([M20],M38)
    	Shining Wizard:		P+Free		(M55)
    	All of these moves have already been expanded upon.  As you can see there
    is a nice variety of quick, damaging moves for Tina to use at a run.  Another 
    option for Tina in a run is to press Free or down+Free:  This will immediately
    cancel the run into a block or a low block.  
    ====================Back-Turned Moves========================
    	Low Drop Kick:		d+K+Free	
    	Harlem Side Kick:	 	K+Free
    	Spin Kick:			K
    	Moonsault:			P+K
    	random move:		u+P
    =====================Ground Attacks==========================
    	Moonsault Press:		b+P+K		
    	Hip Drop:			u+P+K
    	Elbow Drop:			d+P
    	Ground Throw:		d+P+Free
    =====================Jumping Attacks=========================
    	Frankensteiner:		P+Free
    	Drop Kick:		 	K
    	Rising Knee:		(landing)K
    	Jumping Punch:		P
    	Spin Knuckle:		(landing)P
    6) ~+~+~+~+~+ HOLD ANALYSIS +~+~+~+~+~
    - HOLDS BEAT STRIKES.  And only strikes.
    - Performing a hold early(so that it catches the blow late) gets normal damage.
    - Performing a hold "close" to when the strike connects is a "counter hold" and
      rewards you by adjusting damage of hold by 125% (40pts becomes 50pts damage).
    - Performing a hold the instant the strike connects is a "hi counter hold" and 
      rewards you by adjusting damage of hold by 150% (40pts becomes 60pts damage).
    - Most "critical hit" stuns can be interrupted by performing a hold.
    - In addition to correct timing, holds must be performed at the correct height:
    - High-level holds reverse high-level blows
    - Mid-level holds reverse mid-level blows
    - Low-level holds reverse low-level blows
    - "Hold Reistant" blows do not leave to damage on a reversal, but instead 
      provides a postion switch and leave the attacker in a back turned state with
      no frame disadvantage.  All jumping kicks are considered "hold resistant"
      against most characters, as are moves specially noted in the description.  
      Those certain character which have a damaging hold against the jumping kick 
      are: Lei Fang, Leon, Bayman, and Bass. 
    - Back-turned characters cannot Guard or Hold.
    - Wall damage varies (5-20pts) depending on distance, type of wall, etc.
      The game severely punishes ill-timed holds.  Throwing an opponent performing
      a hold is an automatic "hi counter throw" - which are on average THE MOST  
         Locking Hammer: u/b+Free (H47, high-punch hold)
         Tina catches her opponents arm and jumps up to take them down with a 
    juijitsu style arm bar.  This move does a postition switch.
         Spring Leg Hook: u/b+Free (H47, high-kick hold)
         Tina catches the kicking leg, sweeps the other foot, and falls back on the
    leg she caught once her opponent is down.  This move does a position switch
         Arm Whip: b+Free (M47, mid-punch hold) (wall potential)
         This is your basic arm drag.  If Tina performs this hold with her back to 
    a wall or tree you get wall damage and a guaranteed ground throw.  This move 
    does a position switch.
         Figure Four Leg Lock: b+Free . d+Free (M40/M20, mid-kick hold)
         Tina catches the kicking leg with a dragon screw leg whip and then can 
    immediately follow up with the figure for leg lock(Woooooooooooo!).  The second
    part of this combo is escapable by hitting the Free button.
         Rolling Triangle Lock: d/b+Free (L47, low-punch hold)
         Tina catches the punch and then rolls into an armbar, shootfighter style.
    Proof that Tina doesn't rely entirely on showy pro-wrestling moves.
         Leg Split: d/b+Free (L47, low-kick hold)
         Tina grabs the low kicking leg and falls back with it, forcing her 
    opponent to do the splits.  This move does a position switch.
         Air Whip: b+Free (M47, jumping-punch hold)
         This is the jumping punch version of the arm drag.  It has all the same 
    properties as the arm whip.
         "Jumping kick evade": b+Free (0, jumping-kick hold)
         Tina lacks a jumping-kick-hold, as she will just sidestep the incoming 
    kick.  The bright side is that he ends up facing the opponent's back, in 
    close range - possible juggle or back-throw(personally, I'd just give 'em the 
    spear).  Tina does this same evade to special "Hold Resistant" moves as well.
    7) ~+~+~+~+~+ WALL DAMAGE AND YOU +~+~+~+~+~
    8) ~+~+~+~+~+ THINGS WE DON'T GET +~+~+~+~+~
    9) ~+~+~+~+~+ GLOSSARY OF TERMS +~+~+~+~+~
    10) ~+~+~+~+~+~ REVISION HISTORY AND ~+~+~+~+~+~
        ~+~+~+~+~+ PLANNED FUTURE UPDATES +~+~+~+~+~
       - Finish up the analysis of the back turned, jumping, and ground attacks.
         Edit any first edition mistakes out.	
       - A "Wall Damage and You" section to help make the most of Tina's 
         enviromental damage possibilities.
       - A "What we don't get" section to catalogue all the updates that are in the
         Japanese and European editions of DoA3 that we in the states didn't get.
       - A basic glossary of commonly used gaming jargon and the home grown terms 
         like "Hold Resistant" used in this FAQ.
    11) ~+~+~+~+~+ Acknowledgements +~+~+~+~+~
         This Faq is mainly a compilation of all the game knowledge that I've 
    absorbed on the Gamefaqs message boards over the past year.  As such, it is 
    impossible for me cover all the people who contributed to the making of this 
    faq.  Suffice to say, all the good things in this faq can be attributed to the 
    Dead or Alive 3 community as a whole.  I'll take the blame for everything 
    else. ^_^
    Specific Thanks:
    - GameFAQS and Jeff "CJayC" Veasey - still, hands-down, the best game site out
    - Chris Macdonald aka "Kao Megura", for his great move notation conventions.  I
      don't know him from Adam, but I stole the notation conventions from 
      Raigaa/ArdeMesa and since he thought to thank him, I thought I should too.
    - Raigaa/Ardemesa.  I can't thank him enough for letting me use the formatting 
      from his faq for mine.  It made the work go alot easier.  Smart people might 
      notice I left in the Jann Lee examples, even though it's a Tina faq.  Also, 
      when I thank or refer to the helpful "Dead or Alive community", 90% of the 
      time I'm really talking about him.  A great source to both learn new DoA3 
      info and test the stuff you find on your own.  He's also the only guy I know 
      with access to Dead or Alive 3 frame data.   
    - Tokerblue.  My source of knowledge for all things Tina.  He's the one that 
      taught me about buffering the JOC and the majority of the wrestling 
      background info in this faq comes from him.  By all rights, he should have 
      been the one to write this faq.  
    - Forman, Dhalsim, Kitsune, Aeonwreck, MagnusCore, KakarotJones,
      and anyone else from the Dead or Alive 3 message boards that taught me 
      something about this game - especially Tina strats.
    - Every troll who came stomping in to those message boards to tell me how this 
      game is shallow, stupid, pointless, a "button-masher", etc.  I discovered 
      more about this game arguing with you guys then I did anywhere else.   
    - Viper-X at Doa3Gaiden.  Even though the movelists were for the European 
      version, it was nice to have something to compare my own findings to.  If 
      only people there would cut the size of their sig pictures down, I would 
      visit the message boards there more often...
    Contact Info:
    Email: countee@earthlink.net
    Forums: Can be found at gamefaqs as "CountBrass".  At DoAGaiden and Soul 
    Caliber.com I'm "Count Macho".  You wouldn't catch me dead at Tecmo's forums.
    If you have any feedback feel free to E-mail me or post a message on the DoA3 
    message boards here at gamefaqs.  If you send me an E-mail make sure to boldy 
    label it - I'm pretty quick onthe draw with the delete button.
    Tina = Love
    Copyright 2003 Countee Volz

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