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Shiva's Dead or Alive 3 Combined Christie & Basics FAQ 0.98
tkcheng@mchsi.com
17 Nov 01
Last update: 23 Jul 02
Copyright 2001 by Tom Cheng (Shiva/Shivan)
Distribute freely (and only freely), without modifications.
Version History:
17 Nov 01 -- FAQ started and submitted to www.gamefaqs.com. Far from
complete, a lot of information is in as a placeholder only.
Descriptions and attack striking levels really need to be added.
18 Nov 01 -- Additional suggestions and corrections per Edward Chang.
Certain gaps were filled in, fixed some typos and incorrect move
commands.
19 Nov 01 -- Fixed the godawful formatting and added a few little things.
Nothing too major, still need to document attack striking levels.
02 Jan 02 -- 2002, and no flying cars. Added some much-needed move
descriptions.
02 May 02 -- Changed my e-mail address, added CR stun information and more
move descriptions. Added backturn combos and overall small tweaks. Gimme my
booster disc!
02 Jul 02 -- Minor changes, booster disc stuff. Found more typos and added
a couple of move descriptions. You haven't played DOA3 until you've played
it in 480p widescreen.
***************
1. INTRODUCTION
***************
Dead or Alive 3 is Dead or Alive 2 with sugar on top. If you like and
are good at Dead or Alive 2, you will like and be good at Dead or
Alive 3. It's that simple. The current body of Dead or Alive 2
printed information is very non-technical and very top-level, as
any moron can type out a movelist. I am hoping to contribute to some
of the deeper aspects of the game, by, if nothing else, writing a FAQ.
This is a FAQ for the Dead or Alive 3 character, Christie. Christie is
a new character to the Dead or Alive cast, and brings with her the
first full-blown Snake style fighter into a fighting game. Her
superior hand speed and long legs make her very deadly, despite her
lack of power strikes or good throws.
This FAQ also documents basic technical elements of DOA3. Said
information might or might not be worthy of a seperate FAQ, but I have
included them here because it pertains to Christie (and everyone else).
Name: Christie (not many last names are given out in DOA)
Nationality: English
Date of birth: December 18, 1976. This is based on her being 24 years
old when the
game is released, 13 Nov 01.
Hair: Blinding Argent
Eyes: Piercing Violet
Blood Type: B
Height: 5'10"
Weight: 126
Three sizes: B37" W23" H35"
Likes: Tomato Juice
Hobbies: Driving
Occupation: Assassin
Martial art: She Quan (literally: Snake Fist)
Seiyuu: Mitsuishi Kotono -- also was Kyoko in Rival Schools, Juri in
Utena, Misato in Evangelion, Sailor Moon in Bishoujo Senshi Sailor
Moon, and Mireille Bouquet (another assassin!) in Noir.
This FAQ assumes the only buttons are free (F), punch (P), and kick
(K). If you rely on crutches for the weak and feebleminded like alias
buttons or macros, the standard controls can be adapted to your crippled
playing style. If you play with this three-button mentality, your
performance will be less hindered when you play in the arcade. At least,
that's what I'd like to say and what I used to say, but there is no
arcade version of Dead or Alive 3. So. On with the moves.
f - tap forward
[f] - tap and hold forward
b - tap away from the opponent
[b] - tap and hold away from the opponent
d - tap down
[d] - tap and hold down
u - tap up
[u] - tap and hold up
u/f - tap to diagonal between up and forward
[u/f] - tap to and hold diagonal up and forward
u/b - tap to diagonal between up and back
[u/b] - tap to and hold diagonal between up and back
d/b - tap to diagonal between down and back
[d/b] - tap to and hold diagonal between down and back
d/f - tap to diagonal between down and forward
[d/f] - tap to and hold diagonal between down and forward
P - tap punch button
[P] - tap and hold punch button
K - tap kick button
[K] - tap and hold kick button
F - tap free button
[F] - tap and hold free button
+ - perform commands simultaneously
, - perform commands in succession
() - parentheses indicate damage values after attack names
8WR - Command to be performed during eight-way run
(H) - Attack strikes high
(M) - Attack strikes mid
(L) - Attack strikes low
(G) - Attack strikes grounded opponent
(KD) - Attack knocks opponent down
(KB) - Attack knocks opponent way back and down, and will cause wall
damage
(S) - Attack induces stagger
(CS) - Attack induces crying stun
(FS) - Attack induces face stun
(LS) - Attack induces lift stun
(CR) - Attack induces one of two crumple stuns, depending on position
(FL) - Attack induces float and sends enemy airborne
(SS) - Attack induces sit stun
(DO) - Attack induces double-over stun
(DOB) - Attack induces double-over back stun
(BT) - Attack leaves Christie with back turned
*************************
4. DEAD OR ALIVE 3 BASICS
*************************
f,f - quick dash forward
f,[f] - run towards opponent, if you have enough room
b,b - quick dash back
[b] or [F] - standing guard
[d/b] or [d] or [d]+[F] - crouching guard
[d] or [d]+F - crouch until you let go of the down direction
u/b+F - high attack reversal
b+F - mid attack reversal
d/b+F - low attack reversal
<<>>
This was taken almost directly from Soul Calibur. In Dead or Alive 2,
sidestepping was not very useful because it was slow and most attacks
could track you as you walk. In Dead or Alive 3, 8WR has been greatly
improved in ease of exeuction, speed, and utility.
Certain characters have 8WR moves and now it is a very good way to move
around and get behind advancing opponents. Moving any direction away
from your opponent results in a slightly slower 8WR, to discourage
cowardly hit-and-run tactics.
To 8WR, tap u,u or d,d to start. Then move around freely as you
choose. You might find yourself doing this a lot on accident, so I find
the best way to duck is to press d+F.
If you happen to be pressing up on accident and start to 8WR, it's a lot
better than most games which will punish your controller ineptitude with
an awkward jump.
<<>>
Hold F or back to block high.
Hold d+F, down, or d/b to block low.
While defending, you cannot move in any direction except to duck. The
exception is if you are holding back to block high, you can slowly
shuffle backwards.
There are two levels of blocking, high and low. While blocking high,
you block high and mid attacks, and can be thrown by standing throws.
While blocking low, you will dodge high attacks and block low attacks,
but will be hit by mid attacks and thrown by low throws.
<<>>
All throws are done with some combination of F+P and the directional
pad. Throws can never be blocked, nor can they be performed on a stunned
opponent. There are four levels of throws in Dead or Alive 3:
Standing throw -- done to standing, unstunned opponent. All characters' F+P
standard throw can be escaped by pressing F+P. Command throws cannot be
escaped, and therefore, F+P should never be done except in tag mode, where
it defaults to the appropriate tag throw.
Low throw -- done to crouching opponent. Cannot be blocked. Some characters
have multiple low throws, while Christie only has d+F+P for front and back
low throws. Essentially, if the opponent ducks, you can throw them with
d+F+P. Certain stances, like Helena's Bokuho, Brad's laying down, and
Bayman's Tank Roll are vulnerable to low throws as well.
Ground throw -- done to fallen opponent. Not all characters have ground
throws. Christie has no ground throws.
Air throw -- done to airborne opponent, usually after a float launcher.
Only Tina, Bass, and Leon have air throws.
Relative to the rest of the Dead or Alive 3 roster, Christie's throws
are below average.
Dead or Alive 3 also has multipart throws, which are referred to as "combo
throws." Most of the time, they can be escaped by pressing/mashing F+P
or F+P+K between the parts of the throw combination. If the thrower has
perfect timing with each command it will be unbreakable.
Sadly, Christie has no such multipart throws.
<<>>
Everyone in Dead or Alive 3 has reversals, or as the game calls them,
"defensive holds." I will call them "reversals" since everyone has
called them that since Virtua Fighter.
u/b+F reverses high punches and kicks.
b+F reverses mid punches and kicks, including the jumping attacks which
are usually mid.
d/b+F reverses low punches and kicks.
Certain characters, like Lei-Fang and Bayman have different kinds of
reversals, while others like Jann-Lee have special reversals.
Christie has none of those.
Reversals are very important to Dead or Alive 3 because many stuns can
be broken by doing one. This makes stun combos very tricky, as they
are rarely guaranteed. However, generally speaking, anything with the
words "counter" or "critical" in it cannot be escaped.
The reversal animation is very long, about 20-22 frames, I believe. A
proper attack that enters into your character's reversal window will be
countered and you will avoid all damage, while a fixed amount of damage
will be dealt to the attacker.
Reversals cannot be broken once they have started. In Tekken 3 and
beyond, this was called "chickening." Dead or Alive 3 has no
chickening, but it is fair since everyone has all the reversals.
Certain attacks cannot be reversed. Notable ones are most kickflips,
Jann Lee's unblockable flying kick, and any of Omega's sword strikes.
Successfully reversing some of these moves will make you do an evasive
position change in which you end up behind your opponent and
neither person receives damage. However, the reverser now has the
positional advantage, as it is impossible to block or reverse anything
that hits to the back. If someone does this to you, try running forward
(away from the opponent) to avoid being hit or thrown.
Other moves, when reversed, will leave you facing the opponent, and thus
leave you both "even." These moves are very safe to do and thus are
very useful.
<<>>
Dead or Alive 3 has many different kinds of stuns. I don't believe they
have been covered in any previous Dead or Alive 2 FAQs, so I will cover
them and name them here. A stun is an animation that came as a result
of being hit. While stunned, you cannot move, block, or attack, and are
vulnerable to improved hit properties. A stunned person cannot be
thrown.
*Extra stun: On a counterhit or during another stun, a stun hit has
additional effects.
The below stuns can be escaped by doing a reversal.
Upon doing so, the character will immediately un-stun and snap into
reversal position.
Poke stun -- This is barely considered a stun, but whenever a character
is hit, he/she will snap back somehow to reflect being struck. This is
only a 'stun' because no attack can be executed at that time. Many
different poke stuns have different effects while on slippery surfaces.
For example, some foot sweeps will make the victim slide back a bit
if on ice or water.
Face stun -- The opponent recoils a bit and holds his/her face, still
standing relatively straight. This is a very "standard" stun.
Extra:opponent falls back to the ground.
Lift stun -- The opponent goes limp and 'shrugs' upward. Extra:
opponent is lifted into the air for a float combo. This is the most
important stun in the game. If lift stun is inflicted while on a
slippery surface, the victim will slip and partially fall, extending
stun time.
Double-over stun -- The opponent bends over slightly, usually because of
a knee or fist to the gut. Extra: opponent falls forward to the ground.
Double-over shove stun -- A more powerful double-over stun, sending the
victim back in addition to the double-over. Extra or on slippery
surface: becomes sit-down stun.
Crying stun -- The opponent leans forward, usually to the side, and
holds his/her face like a weeping baby. This usually comes in the
middle of combos or mid attacks. If crying stun is inflicted while on
a slippery surface, the victim will slip and partially fall,
extending stun time.
Stagger -- The opponent takes a little stumble backwards. This is very
hard to distinguish from a face stun.
Low Stagger -- The opponent takes a little stumble backwards. If low
stagger is inflicted while on a slippery surface, the victim will slip
and partially fall, extending stun time.
Crumple stun -- Opponent bends way over forward, slowly falling.
Critical stuns: These stuns are usually the result of a big hit or being
hit during another stun. You do not want to be in any of these
positions if you can help it.
Critical stuns cannot be escaped. Lift stun hits and certain other
moves will float opponents who are in critical stun.
Critical stun: Sit-down stun -- Opponent is thrown back and ends up
sitting on the floor.
Critical stun: Wall stun -- Opponent is slammed flat into a wall, and is
very vulnerable to being hit while pinned to the wall.
Critical stun: Wall slump stun -- Opponent is sitting in corner between
wall and floor, and is very hard to hit. Usually happens after wall
stun, because the game doesn't want you to continuously wall stun
someone to death.
Critical stun: Crumple back stun -- Opponent bends way over backwards,
slowly falling. Usually crumple stun and crumple back stun are caused
by the same attacks, just hitting different parts of the victim's body.
This is governed by the character's stance with respect to the opponent, as
well as positioning. In general, if the normal direction of the strike's
impact is towards the victim's front, crumple stun will result. If the
strike impact is towards the victim's rear, crumple back stun will
result. Since crumple back stun is unbreakable, it is preferred, but
it is difficult to control this in a real match.
There is one more stun move, although calling it a stun might be a bit
of a stretch. Certain moves cause a very large knockback, which will
knock opponents into walls, through obstacles, and very far away in
general. Against hard walls, these almost always result in a wall stun.
Attacks may have different knockback characteristics depending on whether
or not it was a counterhit, whether or not the opponent was airborne, or
whether or not the entire combination landed. A knockback into a wall
or through a wall and falling results in more damage, and therefore
makes the knockback the combo finisher of choice. Attacks and combos
that induce knockback will be denoted as such.
Throwing someone during their missed throw animation will result in a
COUNTER THROW, which yields 125% of the normal damage. (Fractions
rounded down.) Throwing someone during their reversal will result in a
HI COUNTER THROW, which yields 150% of the normal damage. It will be
very hard to get HI COUNTER THROW values for back throws, so if anyone
has, let me know.
Dokuja-Rakuku (front) (40) F+P
Koshu-Senten (front) (47) b+F+P
A good one to follow up with the d+K ground attack.
Kaishu-Gekishu (front, Christie's back against the wall) (57) b+F+P
Dokuja-Senraku (front) (48) f+F+P
Dokuja-Miko (front, opponent's back against the wall) (55) f+F+P
Kenpo-Jako-Shu (front) (35) f,f+F+P
Christie ends up facing the opponent's back.
Dokuja-Shutai (front) (25) d/f,d/f+F+P
Christie reaches very far forward with her arm, giving this
throw a lot of range. This is considered a "catch throw," because
of the additional and non-standard throw starter animation.
Leaves opponent in sit-down stun. d+F+K can connect immediately
afterwards.
Sanja-Haishu (back) (55) F+P
Ren-Chositsu (low front) (60) d+F+P
Koshu-Ren-Sengeki (low back) (62) d+F+P
<<>>
In tag mode, all F+P front throws become tag throws. Certain character
combintions have special and spectacular tag throws that deal extra
damage. The only unique tag throws Christie has are with Helena.
Koshu-To (60)
This is Christie's tag throw entry, which is identical to her
high punch reversal. Christie's partner throws the victim to
Christie, who then does her Koshu-To, and enters the battle.
Helena Tag (70)
This occurs only when Helena and Christie are tag partners.
<<>>
In a float or stun, attacks suffer from a damage revision which reduces
their power. This feature was first implemented in Tekken 3 after too
many people used jab floats in Tekken 2. I will list the raw damage
values for the moves. These values may be halved (rounding down)
due to damage revision.
Hitting someone in the back or during their attack yields 125% damage
and is a COUNTER BLOW. Hitting someone during a missed throw/reversal
animation yields 150% damage and is a HI COUNTER BLOW. Both of these
will induce increased stun/float effects.
Dokuja-Bunsho (45-KB) b,f+P from a crouch
Big single snake thurst. Good range, average speed.
Jakei-Renbu (10,10,12-CS,15-CS,20-CS) P,P,P,P,P
Christie's standard snake jabs, very useful in combos.
Ren-Keppo-Soshu (10,10,12-CS,15-CS,16-KD) P,P,P,P,d+P
Christie ends her snake jabs with a low knockdown.
Ren-Dokuja-Monro (10,10,12,18-LS) P,P,d+P,P
Snake strike combo with a very useful lift stun.
Jakei, Ren-Kosen (10,25-S,20-S,30-KB) P,K,K,K
Snake jab, kick, kick, jumping crescent kick.
Jakei, Ren-Koso (10,25-S,20-S,24-KD) P,K,K,d+K
Snake jab, kick, kick, low sweep.
Rentotsu-Rensen (10,10,25,30-KB) P,P,K,K
Two snake jabs and a kick, ending with her jumping crescent kick.
Ren-Yakuho-Sohi (10,10,20,20-CR) P,P,d+K,K
Two snake jabs, followed up by a low sweep and then her long
reaching crumple kick.
Rentotsu-Rasen (10,10,20,27-KB) P,P,d+K,f+K
Two snake jabs, followed up by a low sweep and then her knockback
jumping crescent kick.
Ren-Renso-Tai (10,10,20,20-KD) P,P,[d]+K,K
Two snake jabs, followed up by double low sweeps. Mix this one
up with the crumple kick finisher.
Ren-Soja-Dako (18,20,20-CS,26-KB) f+P,P,P,P
A more aggressive jab combo than P,P,P,P,P, as Christie finishes
with two double-handed snake strikes and a knockback. Decent in
floats, but still not as useful as P,P,P,P,P.
Dokuja-Hangeki (16,18) f,f+P,P
Dokuja-Tsuifu (15,24-KB,25-KB) b+P,K,P
Dokuja-Koso-Tai (15,24-KD) b+P,d+K
A small, short snake jab followed by her trademark big low sweep.
Dokuja-Sho-Hentotsu (18,15-DOB) d/f+P,P
Tenshin-Janshin (38-KB) d,d/f,f+P
Big single snake thurst. For some reason they felt the need to give
Christie a long recovery time after this move, so it's not quite
a Hitomi "Phoenix Smasher."
Dokuja-Koto (20-LS) d/f,d/f+P
A snake uppercut of sorts.
Dokukitsu-Sen-Jakei (25-FS) u/f+P
Dokuja-Hishu (35-FL) u+P
Christie does a spiral jump, which sends the opponent skyward.
However, her recovery time is too long for this to be a good
float starter move.
Gansai-Ga (42-KB) u/b+P
Christie rears back a bit before doing a big snake strike.
Dokuja-Jinshoku (20-LS) b+P while standing up from crouch
Dokuja-Koshu (18) [d/f]+P
Keppo-Tokyaku (18,18-LS) d/b+P,K
A low jab followed by a very vertically-inclined kick. My favorite
lift stun move. Mix this up with P,P,d+P,P and u+K on stunned
victims to start floats.
Soja-Dako (20-CS,20-KB) b,f+P,P
Two double snake thrusts done while advancing. Do this move instead
of something like f+P,P,P,P for a more decisive knockback, and to
give your opponent less time to reverse your combo mid-stream.
Kaishin-Jako-Shu (26-FS) d,d/b,b+P
Ren-Kosho (25-S,20-S,30-KB) K,K,K
Kick, kick, jumping crescent.
Ren-Koso (25-S,20-S,24-KD) K,K,d+K
Kick, kick, low sweep.
Zenteki-Senpu (24-LS,30-KB) b+K,K
The first kick is a good starter, as it is a fast lift stun snap kick.
Zenteki-Dokuja (24-LS,12,15-CS,16-ES) b+K,d+K,P,P
Niki-Kyaku (23-LS) u/f+K
A jumping front kick that causes lift stun. Could be a good one
to alternate between u+K.
Teshitsu-To (24-DO) f+K
A knee strike which induces opponent to back turn if he/she is in
crumple back stun.
Dokuja-Chobi (36-KD) u/b+K
Christie does a back handspring, which can be incorporated in some
floats when jabs won't work. This one is less powerful than Kasumi's
patented kickflip, but it moves Christie back a bit, and thus is a
bit safer if blocked.
See the "kickflip" series of combos for more possibilities.
Dokuja-Shusshi (12,15-CS,16-FS) [d/f]+K,P,P
Sokushu-Tai (28-LS) u+K
"She kicks high." A big front kick with the ever-useful lift stun.
Yakuho-Sohi (20-CR) d/f+F+K
A very good crumple stun starter with long range, but be careful
of the recovery time.
Toku-So-Soku (24-FL,26-KB) d,d/f,f+K,K
Jump kick, flipback kick. The first kick is a good launcher, since it
is unreversable. A successful reversal leaves Christie's back towards
the enemy, which is not always a bad thing, since she has several
good moves while back turned (see below).
Kaso-Rengeki (12,14) d/b+K,P
Two low-ish strikes which may be useful to set up bigger and better
combos.
Soja-Shugan (25-FS) P+K
Christie reaches forward makes an "X" strike with both of her hands.
Good quick face stun.
San-To-Ja (10,10,12-CS) f+P+K
Dokuja-Hiten (40-KB) f,f+P+K
Kakku-Ja (35-KD) d/b+P+K
Soja-Tensho (50-KB) b+P+K
"Crane technique."
This move can be motion-delayed by holding P+K. At maximum delay,
properties change to (92-KB), and will stun blocking opponents. Great
for okizeme, perform your combo of choice if they block.
Zenten-Dokuja (25-CS) d/f+P+K,P
Senkyu-Tai (36-FL) d/f+P+K,K
Koshu-Tai (25-BT,L) b+F+K
A good launcher move to mix up with d/b+P,K.
Ren-Ken-Kyaku (22,22-KD) f+F+K
So-Hien (15,15-KB) f,f+K
A useful quick flying kick combo, especially as opponents tag in.
Good to do if opponents whiff something completely.
Ren-Sen-Kyaku (25-FL,30-KB) F+K,K
Zenso-Yakuho-Sohi (20,20-CR) d+F+K,K
Low sweep, followed by her long crumple-stun kick.
Dokuja-Rasen (20,27-KB) d+F+K,f+K
Low sweep, followed by her jumping crescent kick.
Ren-Sotai (20,20-KD) [d]+F+K,K
Two low sweeps in succession. Mix this up with Zenso-Yakuho-Sohi for
okizeme and M/L mixup evil.
Jakei-Sototsu (24-LS,20-CS) (d+P+K or u+P+K),P,P
Jashu-Renso-Gekiso (24-LS,26-S,22-KB) (d+P+K or u+P+K),P,K,P
Jashu-Rengeki-Sasso (24-LS,26-S,14-KD) (d+P+K or u+P+K),P,K,d+P
Kacchi-Shu (20-KD-G) [d]+K or F+K while running
This running low slide hits a standing opponent low, but will
hit opponents lying on the ground, too.
Toku-Jasen (18-G) u+P+K if opponent is on ground
Christie's pounce attack. Generally, pounces are a bit too slow
to be very useful.
Sacchi-Shu (10-G) d+K by fallen opponent
A kick to fallen opponents. Christie has one of the best
ground hits in the game, as the range is good and the
recovery time is decent. Some characters, like Leon,
need to be right next to their opponents for their ground
hit to land. Others, like Tina, have a much longer recovery
time.
<<>> Her back must be facing the
opponent.
Dokuja-Ren-Sensho (18,20-LS) d+P,P
Haisei-Dokujo (13,18-LS) [d]+P,P
Dokuja-Shin-Yo (27-LS) P+K
An excellent starter to BT floats, as it turns Christie back around
for her trademark snake jab floating.
Sochi-Kyaku (30,FL) F+K
A great launcher to follow up b+F+K.
???? (??,FL) d+K
Another good back turned launcher kick.
<<>>
Zenten-Shin (0) d/f+P+K
A low front roll that can be linked into other moves:
Zenten-Dokuja (25-CS) d/f+P+K,P
Senkyu-Tai (36-FL) d/f+P+K,K
Launches from the front roll into a flying kick. Long
range for surprise attacks.
Jakeiho (0) u+P+K or d+P+K
A quick sidestep that can be linked into other moves. Excellent for
evasion in a game with rather lousy sidestepping.
Jakei-Sototsu (24-LS,20-CS) d+P+K or u+P+K,P,P
Jashu-Renso-Gekiso (24-LS,26-S,22-KB) d+P+K or u+P+K,P,K,P
Jashu-Rengeki-Sasso (24-LS,26-S,14-KD) d+P+K or u+P+K,P,K,d+P
Appeal: "Farewell" (0) b,f,b+F+P+K
Christie's taunt. She stands up straight, and extends her hand
palm up, very dismissively. She says "Sayonara," in a manner
which marks your inevitable silvery death.
<<>>
These are undocumented...until now!
Jumping side kick (30-KB) u/f,K
Jumping sweep (24-KD) u/f, K as Christie lands
This is identical to d+F+K, with knockdown.
Jumping punch (15) u/f,P
Jumping thrust (20-KB) u/f, P as Christie lands
This is identical to the second hit of b,f+P,P.
<<>>
Reversals will be normal, COUNTER HOLD, or HI COUNTER HOLD depending on
your timing. This affects the damage, and unless otherwise specified,
Christie's holds do 45 points of damage normally, 56 points of damage
on a COUNTER HOLD, and 67 points of damage on a HI COUNTER HOLD. If
you reverse very early and they strike into your reversal, it will
be normal. The closer you perform the reversal to the moment of impact,
the better your reversal will be. I doubt even the most advanced
players play with this in mind, since landing any reversal is usually
a good thing. You will know if you got a HI COUNTER HOLD because
Christie will say "Osoi!"
Koshu-To -- u/b+F
Christie's high punch reversal. Also the animation used for her
tag-in.
Honshin-Tentai -- u/b+F
Christie's high kick reversal.
Shoten-Honka -- b+F
Christie's mid punch reversal.
Ryutsui-Ren-Kyaku -- b+F
Christie's mid kick reversal.
Dokuja-Tenyo -- d/b+F
Christie's low punch reversal. This one launches the opponent
way up into the air. It does 30 points of damage normally, 37
on COUNTER HOLD, and 45 on HI COUNTER HOLD.
This can be used to set up many good air combos, but remember
that your damage is greatly diluted in floats. Also, if you
hit the victim in the air, you will lose the part of the throw
damage that the victim would normally receive upon landing.
Therefore, you must make sure your air combo is worth it.
Dokuja-Gakuko -- d/b+F
Christie's low kick reversal.
Tengyo-Kakutai -- b+F
Christie's jump mid punch reversal.
Suisha-Rakushu -- b+F
Christie's jump mid kick reversal.
Costumes:
C1: Silver and black skintight bodysuit. What are those straps for?
C2: Shiny black tuxedo.
C2, press X button to select: Shiny reddish tuxedo.
[[[The following not available in the bare US version of DOA3 but
may be appended US DOA3 with the booster disc found in OXM]]]
C3: Long red coat with gloves and black leggings.
C4: Long dark blue coat with gloves and black leggings.
Quotes:
Battle start: "Saa, oide."
Tag in: "Soko da!"
Hi Counter: "Osoi!"
Victory: "Hm, gyousatsu yo."
Victory: "Omae wa sukidarake da."
Victory: "Oroka sugiru wa."
Victory:
(*) -- denotes point at which the combo becomes unbreakable.
Combos that end in knockback will be noted as such.
The general philosophy on combos is to do a launcher, then a combo that
ends the float with a knockback. This is because float combos cannot be
escaped, while stuns can. This makes ground combos a lot less useful
than in other games. Some characters have good moves to use in simple
floats, like Jann Lee's PPP,f+P. Christie has PPPPP and f+PPPP, among
others.
To set up a launcher move, you will need to either get a lift stun
counterhit, or a lift stun hit on someone who is stunned. Normally, I
accomplish this by doing a lift stun or a face stun, followed up by a
lift stun, into the float. The enemy can reverse the launcher while in
face stun or lift stun, so if you can get a crumple stun starter, that
is even better. However, Christie has high, mid, and low lift stun
moves, so mix them up to keep the stunned opponent guessing. Of course
on a counterhit, the stun will have a different effect, so you need to
be paying attention and can't just shut your brain off.
If the opponent is always breaking your stuns, go for the throw instead,
since you'll get a COUNTER THROW for throwing them out of a reversal.
Doing a lift stun hit after a double-over stun will result in a slightly
lower float.
Good Christie lift stun moves:
d/b+P,K (L) <--- I really like this one
u/f+K (M)
u+K (H)
P,P,d+P,P
Christie crumple stun:
d/f+F+K
d+F+K,K (mix up with [d]+F+K,K)
P,P,d+K,K (mix up with P,P,[d]+K,K)
Christie face stun:
P+K
Christie crying stun:
b,f+P
So one more time:
Stun --> Lift stun (float) --> Float combo(*) --> Knockback --> BOOM!
Kickflip series:
Only works on light and medium weight characters.
Start: Lift: Float(*):
P+K u/b+K f,f+K (knockback)
u+K P,P,d+P,P b,f+P (knockback)
u/f+K [d],b,f+P (knockback)
d/f+F+K
b+K
Backturn series:
Makes Christie backturn (BT) for additional l33t factor.
Start: Lift: Float(*):
P+K b+F+K (BT) P+K (in BT), P,P,P,P,P
b+K
u+K
u/f+K
d/f+F+K
d/f+F+K, f+K
b+F+K (BT) d+K (in BT)
F+K (in BT)
l33t series:
This one is greatly affected by elevation and character weight. It won't work
on the heavies at all. The PPPPP finisher will only work on lightweights.
(Ayane, Kasumi, Hitomi)
If you are too far above your opponent, the finishers won't work at all.
However, the damage is totally worth it. You may have to delay the third
hit of the Float move on lightweights for all the hits to connect.
Start: Lift: Float(*): Finishers(*):
P+K u+K P,P,d+P,P P,P,P,P,P
u+K u/f+K u/b+K
u/f+K d/b+P,K
d/f+F+K
This FAQ was written by me, using only the DOA3 game as a resource. I
didn't bogart off no strategy guide. :P
THANX0RS:
To Tecmo for giving me a reason to live, at least until December 2001.
Whoever made the decision to not dub DOA3.
To the nice lady at Wal-Mart who drew my name for the X-Box lottery.
(#14!)
CJayC for running www.gamefaqs.com.
Anyone I've played DOA2/DOA3 with, for the learning experience.
Edward Chang for suggestions, corrections, and additional l33t.
Toshiba, for making an awesome widescreen TV that shows off DOA3's
cool; and by cool, I mean totally sweet 480p widescreen mode quite nicely.
The nVidia guys for bringing an X-Box to SID for some Shivan ass-whooping.
NO THANKS TO:
The mammoth-handed freak who designed the pumpkin-looking X-Box controller.
The cheapass who didn't put digital audio outputs on the back of the X-Box.
Work and real life for getting in the way of gaming. Gamers have two
jobs, dammit.
The guy who did the subtitles for DOA3.
The DOA2 Hardcore dub, for making the baby Jesus cry.
MY OTHER FAQS:
All posted on www.gamefaqs.com, the one-stop shop for in-game
information.
--Soul Calibur Mitsurugi
--Soul Calibur Ivy
--Soul Calibur Ivy: Summon Suffering
LEGAL HOO-HAA:
Dead or Alive 3 and Christie's naked ass are copyrights of Tecmo and
Team Ninja. I am poor and not making a cent off of this, so suing me
would do no good.