DEAD OR ALIVE 3 CHARACTER FAQ -HELENA- written by:DARK email: [email protected] version: 1.0 (Final?) last update: 27.10.2009r Faq complete - 100 % CONTENTS ------------------------------------- 1 - INTRO 2 - HELENA'S STATS 3 - HELENA'S STORY 4 - HELENA'S FIGHTING STYLE 5 - LEGEND/CONTROLS 6 - HELENA COMMAND CHANGES/NEW MOVES 7 - COMBOS 8 - DOA 3 GAMEPLAY MECHANICS 9 - TO DO 10 - LEGAL 11 - CREDITS -------------------------------------- 1.INTRO ------- Hi.My name's Dark and I have some kicking ass combos for helena character. I have xbox and orginal game. I play since 2004r til today. I play for fun and joy not for results but I have some problem with survival mode and thats why i wrote this faq - to easy fighting in survival mode. Of course all combos works perfectly in other modes :) This is the 1st version of this FAQ after all. updates in progress,but for now use these combos. 2.HELENA'S STATS ---------------- PROFILE IN DOA 3 Name/Surname: Helena Douglas Nationality: French Occupation: Opera Singer Birthday: January 30 Age: 21 Height/Weight: 5'7", 108 lbs Body size: B35" W22" H34" Blood Type: AB Fighting style: Pi Qua Quan PROFILE IN DOA2:Ultimate Name/Surname: Helena Douglas Nationality: French Gender: Female Occupation: Opera Singer Birthday: January 30 Age: 21 Height/Weight: 170 cm , 49 kg Body size: B 90 W 56 H 86 Blood Type: AB Fighting style: Pi Qua Quan Likes: Blanc Manger Hobbies: Walking her dog PROFILE IN DOAXBV Name/Surname: Helena Douglas Nationality: French Gender: Female Occupation: Opera Singer Birthday: January 30 Age: 21 Height/Weight: 173 cm , 49 kg Body size: B 90 W 56 H 86 Blood Type: AB Fighting style: Pi Qua Quan Likes: Blanc Manger Hobbies: Walking her dog Favourite color: white 3.HELENA'S STORY ---------------- Helena is the illegitimate daughter of Fame Douglas, leader of DOATEC, and his mistress. Whether she likes it or not,she is dragged into the intertwined conspiracies within the huge DOATEC organization as the only living relative of Douglas, the founder of DOATEC. Captured at last by the anti-Douglas faction of DOATEC, Donovan challenges her to win in the DOA tournament. If she really wants the truth,she has no choice. (btw:In DOA2 Helena thinks that Ayane kills her mother but this is not true. The true killer is Christie!) 4.HELENA'S FIGHTING STYLE - PI QUA QUAN --------------------------------------- First info from forum: Piqua quan means axe hitch fist. Tradition has it dating from the Ming Dynasty period in Hebei province. The modern version dates to 1928 at the National Wushu Institute in Nanjing. The full name is tongbei piqua-quan. It is one of the oldest quanshu styles, its word-for-word translation is: "piqua" means "chop and hang", but the old accepted term "to put on armor" is more correct. Piqua complexes are included into the obligatory program of yellow belt certification in Tongbei Federation school. Tongbei piqua-quan include 12 large parts, large forms, tsinlunquan, " quan of a black dragon ", pheihuquan, " quan of a flying tiger ", teishuquan, 4 path forms and forms of a sliding foot, tongbei 10 parts, tantui (" A leg shoot "). Piquaquan also includes such types of weapon ", as: chi (lance), lyuhedachan, piquadao, knife, 2 knifes piqua, small tao tongbei, 73 tao (forms), antuntsio, phuntuchu, 55 forms of stick, 88 forms of stick, stick phunmo,3 knee-stick,and bengan- knout that came recently from the Gansu province. This technique (bengan) was supplemented with tongbei methods, until a new bengan system originated step by step, it differed from the Southern Gansu bengan. It has the following pecularities: the forms of large "openings" and "closings"; uniting soft and hard motions with long and short strikes; throwing with an effort and concentration, with attention and force; performing with a smooth effort; receiving with a roaring effort, and with a hacking effort; piercing with a long strike of a lance; in the end you should make swhort and strong motions. The basic hand techniques are : to wipe, to shoot, to hack, to hang up, to expel, to kill etc. In the traditional boxing techniques it is necessary to demonstrate the form slowly, beat by a fist swiftly and set the form of the strike swiftly. Taolu boxing techniques belong to tongbei of the first stage and include only 6 paths and 46 forms,full of graceful motions such as: one hand hacking, hawk flies through the forest, spinning a shoulder and throwing a palm, to push a palm having raised a leg, making a continuous and prompt rush and hovering, a black dragon hanging and striking, two elbows striking like a shooting cannon, like a thunderclap. Piguazhang (chop-hanging palm) can also be called piguaquan (chop-hanging fist), but due to the emphasis given to the use of the palm techniques it is more commonly called piguazhang. The ancient name of this style was "drape-hanging fist" (also pronounced piguaquan), and was already famous more than six hundred years ago in the middle period of the Ming dynasty. It was generally acknowledged to have been 'in the LuoTong area in the southeastern villages of Cang County, in the Hebei Province of China. According to Grandmaster Liu, bajiquan and piguazhang were both taught by Wu Zhong and belonged to one integrated training system. After Wu Rong (daughter of Wu Zhong) was married to a man from Luo Tong the surrounding area began to specialize in piguazhang . So bajiquan and piguazhang gradually became two separate systems. However, both styles are obviously complimentary to each other. Bajiquan is visibly hard in its appearance, its jings are short and crispy, and its combat strategy primarily employs short-range fighting in body-to-body contact distance. On the other hand piguazhang is soft in its appearance, its jings are continuous and long, and its combat strategy is that of long-range fighting. Therefore, there have always been these proverbs about the two systems: "When pigua is added to baji, gods and demons will all be terrified" and "When baji is added to pigua , heros will sigh knowing they is no match against it. " In the practice of piguazhang, the waist and the kua are empioyed as the centre of motion, and the torso, arms, and palm become an integrated moving body. Therefore, piguazhang usually appears to contain large opening and closing movements, and the attacks are generally from a longer distance than bajiquan. In piguazhang, striking with the front of the palm is called Pi, or hacking, splitting; striking with the back of the palm is called Gua, or hanging. These two types of palm strikes are used in an alternating and continuous manner like the turning of a wheel. In this motion, the dantien area is used as the "controlling centre" for the store and the release of jings. Thus although the power generated in piquazhang appears to be soft and round, a tremendous explosive force is actually hidden within it. Second info from Encyclopedia: Piguaquan (Traditional Chinese: literally "chop-hanging fist"), also known as Piguazhang ( "chop-hanging palm") due to its emphasis on palm techniques, is often practiced along with Bajiquan ( literally "eight extremes fist") and is a style of wushu (Chinese martial arts) that features explosive, long-range power. It originated in Hebei Province of North China, but today is also well-known in other locales, including Taiwan. Piguaquan's power is from the accelerational force of the arms which are often in rotation. The hip movement in Piguaquan is more subtle and gentle compared to Baijiquan because you only need enough to guide the big chops whereas in Bajiquan, the hammers, punches, elbows and swings rely completely on the quick and powerful rotation of the hips, and sink to bring its power out. It is often said that originally, Bajiquan and Piguaquan were the same art but split hundreds of years ago. Li Shuwen remarried the two systems in the late 19th to early 20th century and today these two styles are often taught as complementary arts, especially in Taiwan. in fact, there is a Chinese martial arts proverb that goes: "When pigua is added to baji, gods and demons will all be terrified. When baji is added to pigua, heroes will sigh knowing they are no match against it." In Mainland China, Piguaquan is still often practiced as a stand-alone art as well. Third info from other www site Pi Qua Quan, among all the Chinese martial arts, involves the most movements. Mainly, it emphasizes mid- to long-range attacks, in which the opponent isconfused by the attacker's constant motion. Pi Qua Quan is named from the movement of the hands during an offensive. The downward movement of the hand is referred to as Pi, while the upward movement is referred to as qua. As the name suggests, Pi Qua Quan is the circular motion of the hand, much like windmill. A fist is seldom used. Instead, much of the offensive comes from hands relaxed with fingers extended being used in a manner resembling a whip. The moves are full of beauty, yet the offenses are sharp and heavy. In Pi Quan the moves are smooth and flexible. It demands the greatest degree of flexibility, even among the northern faction of Chinese martial arts,which demand flexibility of the body. 5.LEGEND/CONTROLS ----------------- f - Forward b - Back u - Up d - Down (F) - hold forward (B) - hold back (U) - hold up (D) - hold down uf - Up/forward df - Down/forward bu - Back/Up bd - Back/Down qcf - down,down/forward,forward (quarter circle forward) qcb - down,down/back,back (quarter circle back) F - Free P - Punch K - Kick P+K - punch+kick F+K - free+kick F+P - free+punch F+P+K - free+punch+kick ~ - fast,very fast ^ - a little break ( 0,5 sek ) (timing) - in this combos timing is very important Pad configuration - which in my opinion,is the most comfortable. X - Punch Y - Kick A - Free B - Throw (F+P) F+K - Right trigger P+K - Left trigger P+K - black F+P+K - white 6.HELENA COMMAND CHANGES/NEW MOVES ---------------------------------- DOA 3 DOA2:Ultimate ATTACKS Kasui-Sho b,f,P f,f,P Geimen-Ittai-Kataku-Sho f,f,PKP - Ryoin-Kosoku-Tai bu+PKK Kyuko-Ryoin-Sho bu+P Saho-Soheki-Sho b,b,PPP - Soheki-Sho P+K,P P+K,P+K Shin-Kyaku-Kasen-Kyaku f+K,K f+K d+K Enbu-Kyaku F+K - Kaishin-Kasho-Ken u,u,P or d,d,P - Seiryu-Shussui df+P+K - Zanheki-Soheki-Sho qcb+P,P Zanheki qcb+P Zanheki-Koso-Tai qcb+P,K - BACK FACING ATTACKS haisei-Ren-Setsugeki P,P,d+P Kaishin-Kasen-Kyaku f,K,K f+K,d+K BOKUHO Sensho-Koso-Tai P,P,d+K - Haisei-Kasen-Kyaku b+PKK b+PK,d+K Banchu-Sen-Kyaku d+K,K (DF)+K,(D)+K Zenso-Tai d+F+K (D)+F+K Sotaku-Sho d+P+K P+K Junho-Shosho P+K - THROWS Shohen-Takusho-Gekiken f+F+P f,f+F+P Yoshi-Nyurin qcb+F+P - Yoshi-Nyurin-Kasui d+F+P,F+P - (Low Throw) HOLDS Ishitsu-Choshitsu b+F f+F 7.COMBOS --------- Explanation: All combos works perfectly in DOA 3 Some of this combos works in DOA2:Ultimate and DOA2(Dreamcast,Playstation 2) In some combos timing is important.Try slower if not working in fast way. Number-Combos-hit-damage(pts) 1. qcf+P,f,d+F+P,F+P - 0 hit - 70 pts. 2. bu+PKK,b+PPP - 6 hit - 70 pts. 3. f,f+P,K,u+K,PPP - 6 hit - 60 pts. 4. qcf+P,f+PPP,b+PPP - 9 hit - 95 pts. 5. f,f+P,K,d+K,K, PPP - 7 hit - 70 pts. 6. f,f+P,K,d+K,K,b+PPP - 7 hit - 75 pts. 7. f,f+P,K,uf+K,PPP - 7 hit - 70 - pts. 8. f,f+P,K,uf+K,f+P,P - 6 hit - 69 pts. 9. f,f+P,K,uf+K,b+PPP - 7 hit - 75 pts. 10. f,f+P,K,d+K,K,PPK - 7 hit - 73 pts. 11. f,f+P,K,uf+K,PPK - 7 hit - 73 pts. 12. qcf+P,f+PPP,PPK - 9 hit - 93 pts. 13. qcf+P,f+PPP,PPP - 8 hit - 78 pts. 14. qcf+P,f+PPP,PKKK - 8 hit - 85 pts. 15. qcf+P,f+PPP,u+K,PPK - 11 hit - 102 pts. 16. qcf+P,f+PPP,u+K,f+PPK - 10 hit - 100 pts. 17. qcf+P,f+PPP,u+K,f+PPP -10 hit - 99 pts. 18. qcf+P,f+PPP,u+K,b+PKP -10 hit - 108 pts. 19. qcf+P,f+PPP,u+K,b+PKK - 10 hit - 107 pts. 20. qcf+P,f+PPP,d+K,K,f+P,P - 10 hit - 106 pts. 22. f+K,P,bu+K,PPPP - 7 hit - 81 pts. 23. qcf+P,f+PPP,df+P,u+K,PPP -11 hit - 105 pts. 25. qcf+P,f+PPP,d+K,K,uf+K,K - 10 hit - 100 pts. 26. qcf+P,f+PPP,d+K,K,f,f+PKP - 10 hit - 103 pts. 27. qcf+P,f+PPP,d+K,K,b,f+P - 9hit - 95 pts. 28. qcf+P,f+PPP,d+K,K,b+K,K - 10 hit - 106 pts. 29. qcf+P,f+PPP,d+K,K,PPP - 11 hit - 107 pts. 30. qcf+P,f+PPP,d+K,K,f+P+K - 9 hit - 97 pts. 31. qcf+P,f+PPP,df+P,b+PPP - 10 hit - 103 pts. 32. qcf+P,f+PPP,df+P,u+K,f+PPP - 11 hit - 107 pts. 33. qcf+P,f+PPP,df+P,u+K,PPK - 12 hit - 110 pts. 34. qcf+P,f+PPP,df+P,P+K~P+K,P+K - 10 hit - 113 pts. 35. qcf+P,f+PPP,df+P,u+K,b+PKP - 11 hit - 116 pts. 36. qcf+P,f+PPP,u+K,d+K,K - 9 hit - 108 pts. 37. f+K,P,u+K,b+PKP - 6 hit - 80 pts. 38. f+K,P,u+K,d+K,K - 5 hit - 72 pts. 39. f+K,P,u+K,f+PPP - 6 hit - 71 pts. 40. f+K,P,u+P,PPP - 6 hit - 74 pts. 41. f+K,P,u+K,PPK - 7 hit - 74 pts. 42. qcf+P,f+PPP,df+P,f+K,P,PPP - 12 hit - 123 pts. 43. qcf+P,f+PPP,df+P,f+K,P,PPK - 12 hit - 126 pts. 44. qcf+P,f+PPP,d+K,K,f+K,K - 10 hit - 107 pts. 45. qcf+P,f+PPP,d+K,K,f+K,P - 10 hit - 108 pts. 46. qcf+P,f+PPP,d+K,K,P+K,P+K -10 hit - 110 pts. 47. qcf+P,f+PPP,df+P,f+K,P,b+K,K - 11 hit - 122 pts. 48. qcf+P,f+PPP,df+P,f+K,P,b,f+P - 10 hit - 111 pts. 49. qcf+P,f+PPP,d+K,K,f,f,PKP - 11 hit - 116 pts. 50. qcf+P,f+PPP,df+P,f+K,P,f,f,PKP - 11 hit - 119 pts. 51. qcf+P,f+PPP,df+P,f,f,PKP - 10 hit - 107 pts. 52. qcf+P,f+PPP,f,f+P,PPP - 10 hit - 99 pts. 53. qcf+P,f+PPP,f,f+P,PPK - 10 hit - 102 pts. 54. qcf+P,f+PPP,f,f+P,b+K,K - 9 hit - 98 pts. 55. qcf+P,f+PPP,df+P,f,f+P,PPK - 11 hit - 110 pts. 56. qcf+P,f+PPP,df+P,f,f+P,PPP -11 hit - 107 pts. 57. qcf+P,f+PPP,df+P,f,f+P,P+K,P+K - 10 hit - 110 pts. 58. qcf+P,f+PPP,df+P,f,f+P,b,f+P - 9 hit - 95 pts. 59. qcf+P,f+PPP,df+P,f,f+P,b+K,K - 10 hit - 106 pts. 60. qcf+P,f+PPP, f,f+P,df+P,P - 9 hit - 93 pts. 61. qcf+P,f+PPP,df+P,f,f+P,(F)+P,P - 10 hit - 106 pts. 62. qcf+P,f+PPP,df+P,f,f+P,d+K,K - 10 hit - 100 pts. 63. qcf+P,f+PPP,df+P,f,f+P,f+P+K - 9 hit - 97 pts. 64. qcf+P,f+PPP,df+P,f,f+P,uf+P,P - 10 hit - 105 pts. 65. qcf+P,f+PPP,df+P,f,f+P,uf+P,K - 10 hit - 108 pts. 66. qcf+P,f+PPP,df+P,f,f+P,PPd+K - 11 hit - 106 pts. 67. qcf+P,f+PPP,df+P,f,f+P,PP(B)+PP - 12 hit - 114 pts. (timing) 68. qcf+P,f+PPP,df+P,f,f+P,PKKK - 11 hit - 109 pts. 69. qcf+P,f+PPP,d+K,K, f,f,PKP -11 hit - 116 pts. (timing) 70. qcf+P,f+PPP,df+P,f,f+P,u+P - 9 hit - 95 pts. 71. qcf+P,f+PPP,df+P,f,f+P,bu+PKK - 11 hit - 112 pts. 72. qcf+P,f+PPP,df+P,f,f+P,df+P,P - 10 hit - 101 pts. 73. qcf+P,f+PPP,df+P,f,f+P,uf+P d+K - 10 hit - 104 pts. 74. qcf+P,f+PPP,df+P,f,f+P,b,b PPd+P - 11 hit - 107 pts. 75. qcf+P,f+PPP,df+P,f,f+P,KKK - 10 hit - 104 pts. 76. qcf+P,f+PPP,df+P,f,f+P,f+K,K - 10 hit - 107 pts. 77. qcf+P,f+PPP,df+P,f,f+P,f+K,P - 10 hit - 108 pts. 78. qcf+P,f+PPP,df+P,f,f+P,u+K - 9 hit - 94 pts. 79. qcf+P,f+PPP,df+P,f,f+P,bu+K -9 hit - 98 pts. 80. qcf+P,f+PPP,df+P,f,f+P,f,f+KPP - 9 hit - 94 pts. 81. qcf+P,f+PPP,df+P,f,f+P,bd+K,P - 10 hit - 102 pts. 82. qcf+P,f+PPP,df+P,f,f+P,uf+K - 10 hit - 100 pts. 83. qcf+P,f+PPP,df+P,f,f+P,d+F+K - 9 hit - 94 pts. 84. qcf+P,f+PPP,df+P,f,f+P,(DF)+PP - 10 hit - 107 pts. 85. qcf+P,f+PPP,df+P,f,f+P,d,d,P - 9 hit - 93 pts. 86. f+K,P,u+K,PPP - 6 hit - 69 pts. 87. f+K,P,u+K,PP,d+K -6 hit - 70 pts. 89. f+K,P,u+K,f+PPK - 6hit - 72 pts. 90. f+K,P,u+K,b+PKK - 6 hit - 79 pts. 91. f+K,P,u+K,d+K,K - 5 hit - 72 pts. 92. f+K,P,u+K,f,f+P - 4 hit - 61 pts. 93. f+K,P,u+K,K - 4 hit - 63 pts. 94. f+K,P,u+K,d+F+K - 4 hit - 63 pts. 95. f+K,P,u+K,d+P+K - 4 hit - 67 pts. 96. f+K,P,u+K,f+K - 4hit - 60 pts. 97. f+K,K,^ f+K,PPK,PPP - 8 hit - 71 pts. 98. f+K,K~f+K,PPK - 7 hit - 73 pts. 99. f+K,K,f+K,P,P,d+K - 6 hit - 69 pts. 100. f+K,K,f+K,f+PPK - 6 hit - 71 pts. 101. f+K,K,f+K,PPP - 6 hit - 68 pts. 102. f+K,K,f+K,f+PPP - 6 hit - 70 pts. 103. f+K,K,f+K,b+PKK - 6 hit - 78 pts. 104. f+K,K,f+K,b+PKP - 6 hit - 79 pts. 105. f+K,K,f+K,d+K,K - 5 hit - 71 pts. 106. f+K,K,f+K,f,f+P - 4 hit - 60 pts. 107. f+K,K,f+K,K - 4 hit - 62 pts. 108. f+K,K,f+K,f+K - 4 hit - 59 pts. 109. f+K,K,f+K,d+F+K - 4 hit - 62 pts. 110. f+K,K,f+K,d+P+K - 4 hit - 66 pts. 111. qcf+P,f+PPP,df+P,u+K,P,P,d+K - 11 hit - 106 pts. 112. qcf+P,f+PPP,df+P,u+K,f+PPK - 11 hit - 108 pts. 113. qcf+P,f+PPP,df+P,u+K,b+PKK - 11 hit - 115 pts. 114. qcf+P,f+PPP,df+P,u+K,f,f+P - 9 hit - 97 pts. 115. qcf+P,f+PPP,df+P,u+K,K - 9 hit - 99 pts. 116. qcf+P,f+PPP,df+P,u+K,f+K - 9 hit - 96 pts. 117. qcf+P,f+PPP,df+P,u+K,d+F+K - 9 hit - 99 pts. 118. qcf+P,f+PPP,df+P,u+K,d+P+K - 9 hit - 106 pts. 119. f+K,K,f+K,f+PPK - 4 hit - 45 pts. (timing) 120. f+K,K,f+K,f+PPK,f+PPK - 7 hit - 68 pts. (timing) 121. qcf+P,f+PPK,PPP - 9 hit - 87 pts. 122. qcf+P,f+PPK,PPK - 10 hit - 92 pts. 123. qcf+P,f+PPK,f+K - 7 hit - 78 pts. 124. qcf+P,f+PPK,K - 7 hit - 81 pts. 125. qcf+P,f+PPK,b+PKP - 9 hit - 98 pts. 126. qcf+P,f+PPK,b+PK^K - 9 hit - 97 pts. (timing) 127. qcf+P,f+PPK,d+K - 7 hit - 73 pts. 128. qcf+P,f+PPK,f+PPP - 9 hit - 89 pts. 129. qcf+P,f+PPK,f+PPK - 9 hit - 90 pts. 130. qcf+P,f+PPK,d+F+K - 7 hit - 81 pts. 8.DOA3 GAMEPLAY MECHANICS ---------------------------------------------------------------------- I wasn't going to add this section at first, because it would make this FAQ a Walkthrough instead of a mere Character FAQ. However, I believe that this would give beginners a fair idea of how the gameplay mechanics of DOA 3 works. It should also make you appreciate the amount of thought and hard work that Team Ninja has placed into this game. Hence the reason why I've added this section. The environments in which you arebattling have a significant role to play in how your attacks connect with opponent. For example: In the FOREST stage, the land has slopes and trees, surrounded by small hills. Doing certain Throws next to a tree or wall will cause your character to slam his/her opponent against it. Moves that will knock back your opponent, can also have the same effect. You can also use the ditches or 'holes' in the environment to avoid your opponent's attacks and the same goes for your opponent as well. In the LOST WORLD stage, you can knock your opponent off the edge with attacks or certain throws when done on an opponent who is close enough to the edge. In the AZUCHI stage, you can send your opponent through certain walls. Even the weather in the SNOW stage affects the gameplay! Moves that wouldn't normally knock your opponent into the air, will do so, if the breeze blowing in the stage is strong enough! By knocking your opponent into the air when he/she is next to wall will prevent them from falling a great distance away from you, which means that your juggles will do more hits and damage. By knocking your opponent against a wall will stun your opponent for a much longer period,this will usually result in your opponent bouncing off the wall, making them the perfect target for combos! The funniest instance is in the BEACH stage, when you knock your opponent against a coconut tree. If your opponent stays under the tree a coconut will fall and hit them on the head! In every one of these instances, your opponent will take extra damage for it, so utilize the environment to your advantage! DOA 3 also features a Analog-Button system, which allows for any type of player (Precision Players and Button Mashers) to easily get into the game. Basically, when pressing the Punch button softly will make your character do a Jab and pressing the button hard will make your character hit the opponent with a much more powerful attack. With the inclusion of this system, players will find themselves being absorbed into the game; It would feel as it YOU who is fighting! Ofcourse you can turnoff Analog-button in options Options->controller->Analog-buttons on/off. I prefer to turn off this because it easy to play. 9.TO DO --------------------------------------------- In near future I write a Secrets faq for Dead or Alive 3. You can find there a secrets moves for characters. You can't find this moves on commmand list in game or manual. Those moves are a moves that team ninja forgot to delete or maybe they do this for purpose? 10..LEGAL ---------------------------------------------- Please do not copy this document or any part of it elsewhere without proper approval from me, the author. Any modication of this document is prohibited as well. To gain my approval, please send me an email using the address stated at the top of this document. However, this document may be printed for personal use alone. If you have any questions about this document, then you may contact me by email as well. 11.CREDITS ----------------------------------------------- All comobs by Dark. All rights reserved. Many thanks for Team ninja to create so Awesome game.