================================================================================ 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. Table of Contents: 1. Introduction 2. Christie Herself 3. FAQ Conventions 4. Dead or Alive 3 Basics --8WR --Defending --Throwing --Holds/Reversals --Stuns 5. Christie Movelist --Throws --Tag Throws --Standard Attacks --Back turned Attacks --Special Movements --Jumping Attacks --Reversals 6. Christie Style 7. Christie Combos 8. Obligatory Notes 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). ******************* 2. CHRISTIE HERSELF ******************* 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. ****************** 3. FAQ CONVENTIONS ****************** 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. ******************** 5. CHRISTIE MOVELIST ******************** <<>> 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. ***************** 6. CHRISTIE STYLE ***************** 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: ****************** 7. CHRISTIE COMBOS ****************** (*) -- 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! Combo charts: Pick one from each column and go. Start: Lift: Float(*): P+K u+K P,P,P,P,P u+K u/f+K f+P,P,P,P u/f+K d/b+P,K f+P+K d/f+F+K b+K 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 ******************* 8. OBLIGATORY NOTES ******************* FAQ RESOURCES: 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. "Zettai ni katsu!"