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