hide results

    Volleyball FAQ by Sharpsight

    Version: 1.1 | Updated: 02/03/03 | Search Guide | Bookmark Guide

    = Dead or Alive Xtreme Beach Volleyball: Volleyball FAQ =
    Version 1.1
    February 3, 2003
    By Sharpsight
    = Table of Contents =
    1. Version History
    2. Introduction
    3. Controls
    4. The Moves (Basics)
       4.1 - Serving
          Underhand Serves
          Overhand Serves
          Jumping Serves
          Aiming Serves
       4.2 - Receiving/Setting
       4.3 - Spiking
          Spiking Basics
          Defeating Blocks
          Aiming Spikes
       4.4 - Blocking
    5. Character specialties and how to use & beat them
       5.1 - Stats list
       5.2 - Character specialties
    6. Your Partner
       6.1 - Choosing a Partner
       6.2 - Using your Partner
          Directing Movement
          Positioning your Setting
       6.3 - Maintaining your Partner
    7. Nice Points
    8. Conclusion
    = 1. Version History =
    1.1 - Minor corrections and updates.
    1.0 - Original Launch
    = 2. Introduction =
    This is my second guide. I also wrote the character mood faq. I highly
    recommend you read it as well.
    My strategy in DOAX is to minimize risks. The theory is that if you don't give
    your opponents a chance to score, then they can't score. All you need to do is
    score a couple times yourself and you've just aced a game.
    Final score : Cash won
    7-0 : 150 000
    7-1 :  90 000
    7-2 :  80 000
    7-3 :  70 000
    7-4 :  60 000
    7-5 :  50 000
    8-6 :  40 000
    9-7 :  40 000
    10-8 : 40 000
    10-9 : 40 000
    As you can see, there's a substantial bonus for acing a game, so that's what
    we're aiming for.
    This guide puts minimal emphasis on your partner. This is because you never
    know what your partner is going to do in a given situation, while you can react
    to any situations exactly how you feel they need to be dealt with. Also, if
    your partner is 'unwilling' or even just 'usual' they won't even be trying
    their hardest, putting you at a tremendous disadvantage; especially if you're
    aiming for a perfect game.
    = 3. Controls =
    The default controls in DOAX are:
    A - Attack: Put the ball over the net.
    B - Receive: Keep the ball in your court.
    These controls are analog with two levels of control. From now on I'll call
    these the soft attack, hard attack, soft receive and hard receive (or something
    similar). This is what they're called in the game.
    The first thing to consider is what you want to set your controls to. Do you
    want to use analog or digital? And which buttons do you want to use for what?
    Pro's: Feels more "realistic".
    Con's: Less accuracy in control. Some ambiguity as to what you are going to do.
    Pro's: Accuracy. You know exactly what your character is going to do.
    Con's: Need to keep track of twice the buttons.
    I feel that digital gives you better control of your character. The added
    "realism" due to analog seems ridiculous to me. As does the argument against
    digital due to "so many buttons". To each their own, I guess. I recommend using
    digital though.
    Specifically I recommend:
    Y - Receive soft
    B - Receive strong
    X - Attack soft
    A - Attack strong
    This is due to the order of actions in DOAX. First you send it to your partner,
    then you set it, then you spike it. With that control set up that's Y-B-A.
    Right around the controller. (It also happens to be default digital control)
    = 4. The Moves =
    I highly recommend practicing all these moves in exhibition mode. Decide what
    works best for you and how to time them.
    = 4.1 – Serving =
    There are three types of serves in DOAX: The underhand serve, the overhand
    serve and the jumping serve.
    - Underhand Serves -
    The underhand serve has the largest window of opportunity to hit the ball, but
    has the least power. As such, I only recommend this serve for those who tend to
    have difficulty timing the more difficult serves, or for the tail end of
    marathon DOAX sessions ;) You can do an underhand serve by holding away from
    the net on the left stick/DPad while serving.
    - Overhand Serves -
    The overhand serve is the standard serve. Just press the attack button to serve
    this way. This serve also has a fairly large window for hitting the ball. The
    advantage this serve has over the underhand serve lies with nice points. If you
    time this serve perfectly and you’re on good terms with your partner then you
    can potentially get 1000 nice points bonus per serve.
    - Jumping Serves -
    The jumping serve is where you’re going to get the nice points. Not only can
    you get 2000 nice points from these serves, but you can also potentially score
    with one. The timing for jumping serves is much more precise than either of the
    other serves. It is, however, by far the best serve in my mind. Timing this
    serve is a bit tricky, so I’ll explain how to do it here. Watch your character
    jump into the air. You will notice your character sort of hovering at the top
    of their jump for about a quarter second. As soon as you see your character
    dropping from this, hit strong attack. In other words, hit the strong attack
    button right after the peak of your jump as you begin to fall towards the
    ground. You do a jumping serve by holding towards the net with the left
    - Aiming Serves -
    You can try to aim your serve with the left stick/direction pad. The only real
    advantage to aiming your serves is deciding which of your opponents will get
    the ball first. Press up to aim at the top side of the court or down to aim at
    the bottom side of the court. Try to aim the ball at the less confident of the
    two of your opponents for two reasons (check my mood faq for identification
    tips.) First, they are more likely to miss the ball (resulting in your point.)
    Second, the weak opponent is likely to be the one serving if she's the one who
    received the ball. Obviously, it is to your advantage to have the weaker of the
    two spiking. If they're both in the same mood, then give it to the girl with
    less power. More on this in chapter 5.
    Another possibility for aiming your serves is to aim the ball between your
    opponents. This works especially well against two unwilling opponents. I have
    aced up to 5 serves in the preliminary match with Lisa. Holding right on the
    left DPad/stick does the trick for that. Also, it's funny watching the two
    girls just stand there as the ball goes between them :D
    = 4.2 - Receiving/Setting =
    The key to a good defensive line is positioning on the court. I have found the
    best position to be center court, about three steps back from the net. This
    position puts the least emphasis on your partner. Being three steps back from
    the net sends almost all of the opposing spikes right to you, while still
    letting you dive for light taps over the net. I also recommend moving one step
    to either side if your opponents are spiking from either the top or the bottom
    of the court, putting yourself more in line for the coming spike. Make this
    quick step as soon as you see them jumping up and you'll have plenty of time to
    prepare for the spike.
    There are two commands for receiving (soft and hard). Soft receiving will send
    the ball to your partner where she is standing. Hard receiving will set the
    ball up at the net for a spike. Alternately, pressing hard receive will let
    your partner know you want to spike on the next hit if possible.
    Typically, when the ball comes to your court, the first action will be a soft
    receive to get control of the ball, then a hard receive to set it up at the net
    for a spike. Alternately, you can do two soft receives in a row raising the
    ball for a spike where the second member of your team is standing. This
    typically isn't as effective a strategy as raising it in front of the net.
    You can control where you raise the ball for your partner's spikes with the
    left stick/DPad. Press up to raise it at the top of the court or press down to
    raise it at the bottom of the court. This can be useful depending on the
    position of the opposing players. Ex:
    Where X are your opponents and U/D are potential locations for your spike.
          U| X
           |      X
    In this situation you would want the ball raised at the bottom of the court to
    take advantage of the obvious hole in their defenses. Simply press down while
    you press strong receive to raise it there for your partner.
    Your partner will raise the ball in front of where you're currently standing,
    so position yourself on the court advantageously when you have time to. It also
    gives you some time to consider possible outcomes of the upcoming spike based
    on your position and the position of your opponents.
    = 4.3 - Spiking =
    - Spiking Basics -
    Spiking is where you're going to get almost all of your points. As such, the
    timing for this move is critical to your success at volleyball. To get a speed
    trail you need to hit the ball at precisely the right moment. Balls propelled
    this way will sometimes go so fast that your opponents can't react in time.
    They even have enough momentum to knock your opponents over if they don't time
    their defenses well.
    Thankfully, the timing for spikes is exactly the same as for jumping serves.
    Wait until right after your character starts to come down from their 'float'.
    If you hit the ball right as they start to fall you will see a trail,
    indicating a perfect spike.
    On a perfect spike you can potentially get up to 2000 nice points (if your
    partner likes you enough to cheer.) 1000 for knocking an opponent over, and
    1000 for scoring directly from a perfect spike.
    - Defeating Blocks -
    When you're preparing to spike the ball and there's a person right across the
    net from you, make sure they aren't going for a block. Actually, hope they're
    going for a block. It's an easy point about a third to a half of the time they
    do it.
    If they go for the block then all you need to do is hit soft attack, soft
    receive OR hard receive at the exact time you would usually spike. The timing
    for a perfect 'tap' is the same as for a perfect spike. If you complete this
    (as I'm sure you all know) you'll just tap the ball lightly over their head. I
    believe it helps if you also hold left on the left stick/DPad (I'll confirm or
    disprove this in a later version.)
    If your opponent doesn't have their partner right behind them, then it will
    almost always drop to the ground right behind them. The only problem with the
    tap is the lack of nice points. Don't let that phase you, though. If the
    opponent's block is successful then you'll lose a minimum of 10 000 for the
    point, and that's much worse.
    - Aiming Spikes -
    If you master aiming your spikes then you will dramatically raise your scoring
    opportunities. Aim with the left stick/DPad. Assuming you're in the left court:
    Left aims closer to the net, Up aims towards the top of the court, Right aims
    further away from the net, and Down aims towards the bottom of the court. If
    you're playing in exhibition mode and are in the right court, the Right/Left
    directions will be reversed.
    Now the trick with aiming is you need to analyze your opponents' defenses
    quickly, and react with an appropriate direction. Your first goal should be
    aiming for holes in their defense where nobody is standing. Ex:
    Where X are your opponents and 1/2/3 are potential locations for your spike.
           |      X
    If you're at position 1 then you should aim Up/Right aiming for the hole in the
    top right corner of their court. At position 2 you have a couple options:
    Either aim Up/Right and go for the top right hole, or aim Down/Left to try to
    get the ball in the bottom left hole. If you're spiking from spot #3 then
    you'll want to aim Down/Left slamming it into the ground right in front of you.
    Here's a more difficult situation:
          2| X    X
    At position 1 you could aim Up, at position 3 you could aim Down, but what do
    you do at position 2? Really, you don't have a scoring option in this situation
    so consider who you want to be spiking against you. Whoever gets the ball first
    is most likely to be the one spiking against you. Which of your opponents is
    in a lower mood? If they're the same then you need to consider their stats.
    More on each character's strengths and weaknesses in chapter 5.
    = 4.4 - Blocking =
    Don't block. It's hard to position, hard to time, and it's super easy to get
    around it with a tap. As I explained in the defeating blocks section, blocking
    is the easiest thing to work around. IF you time it perfectly and IF you
    position it perfectly and IF you've got higher blocking than the person who's
    spiking has power and IF they don't tap it over your head THEN it's to your
    advantage to block. That's a lot of if's. Way too many to make this a viable
    tactic in any situation.
    Now there are some of you who disagree (MagnusCore offered a counterexample on
    the forum at gamefaqs), but I still hold that by blocking you're just asking to
    lose the point.
    = 5. Character specialties and how to use & beat them =
    = 5.1 - Stats list =
    These numbers are from the manual.
    Kasumi:             Hitomi:             Ayane:              Tina:
      Power:     1        Power:     4        Power:     2        Power:     5
      Technique: 5        Technique: 1        Technique: 5        Technique: 2
      Defense:   3        Defense:   3        Defense:   2        Defense:   1
      Ttl. pts:  9        Ttl. pts:  8        Ttl. pts:  9        Ttl. pts:  8
    Leifang:            Helena:             Christie:           Lisa:
      Power:     1        Power:     2        Power:     3        Power:     3
      Technique: 4        Technique: 3        Technique: 3        Technique: 4
      Defense:   5        Defense:   4        Defense:   4        Defense:   3
      Ttl. pts: 10        Ttl. pts:  9        Ttl. pts: 10        Ttl. pts: 10
    Power affects how much force you can put into the ball for your jumping serves
    and your spikes, technique affects how well you can receive the ball and pass
    it to your partner and defense affects how well you can block.
    = 5.2 - Character specialties =
    Looking at that information we learn a few things:
    Tina & Hitomi are "power" characters.
    Kasumi & Ayane are "technique" characters.
    Leifang & Helena are "defense" characters.
    Christie & Lisa are "universal" characters.
    You'll also notice that the power characters have fewer points than anyone
    else. Compare Tina & Leifang: 8:10; 5 in power/blocking. This indicates that
    blocking is considered by the people who made the game to be the weakest of the
    stats and that power is the most important. I agree completely. As I mentioned
    above blocking isn't worth doing, and you make all your points from spiking.
    We can work stats into our strategy quite effectively. When spiking, first look
    for openings in their defenses. If there aren't any then this comes into play.
    The opponent who is going to be spiking the ball into your court is most likely
    the one who receives the ball fist. The opponent you don't want spiking is the
    one with more power. Tina & Hitomi being the most worrisome and Kasumi &
    Leifang being the least of a problem. The solution is to aim the ball at the
    opponent with the lower power.
    Alternately, you could aim for the person with the lowest technique, with the
    hopes that they'll miss the ball. The advantage to this is of course the
    possibility of scoring.
    There are so many possible pairings and positionings that it's impossible to
    consider all possibilities here. When in doubt, aim for the person with lower
    power, though. Remember: If they can't score then they can't win and keeping a
    solid defense against Leifang is much easier than against Tina!
    Also, consider this when picking your match. First look at mood, then consider
    stats. I would MUCH rather play against Leifang & Kasumi then ANY other teams.
    Period. Avoid Tina & Hitomi when you can. Their spikes are brutal.
    = 6. Your Partner =
    To play a successful game of volleyball you're going to need to rely on your
    partner at least a bit of the time, so make sure you've got a good one!
    = 6.1 - Choosing a Partner =
    The best partners are ones with high technique. You want to know that the
    person behind you has you covered if you mess up... well, at least is's nice
    knowing you've got the best chances of being saved. Having decent power is good
    if you're planning on having your partner spiking very much, and it's always
    nice to get some power into their serves. Defense is nice if you want your
    partner to block (for some reason... I wouldn't if I were you.)
    In my opinion Lisa, Ayane & Leifang are the best partners, and Lisa & Leifang
    partner easily with almost everybody. I usually pick Lisa, though, because she
    starts as your partner and Leifang is one of the easiest AIs in the game (no
    power) so I like playing against her.
    = 6.2 - Using your Partner =
    The better you become at this game, the less you should rely on your partner.
    However, sometimes (when you're knocked down, for instance) your partner is the
    only one who can get the ball. My partner has saved me I don't know how many
    times; but don't rely on it!
    That being said, lets look at the ways to use your partner.
    - Directing Movement -
    You have limited control on your partner in DOAX. The primary method of parnter
    control is their position on the court. If your partner likes you, then they
    will follow your directions. You can use this control if you want to keep your
    partner up by the net for blocking or if you want them to cover any other
    specific spot on the court. If you don't tell your partner to do anything
    specific then they will fill what they consider to be the biggest hole in your
    I have found the AI superb in this regard. If your partner likes you then they
    will almost always be exactly where they're needed without your direction. For
    example, if you're covering the front center about 3 steps back from the net,
    then your partner will go about 3 steps behind you; ready for the spikes aimed
    at the back of your court. If you're covering the back bottom of the court,
    then your partner will cover the top front. etc.
    You should always let your partner do what they think is best unless you have
    something specific planned.
    However, if you're knocked down you should consider sending your partner up to
    the front of the net in case your opponents do a two-attack (rare, but it can
    save you when they do).
    Note: Your partner will stay in the position you assigned them until the end of
    the point unless you tell them to move. You can reset to AI control by pushing
    in the right stick at any time.
    - Positioning your Setting -
    You can also control where your partner will raise the ball and where you want
    to raise the ball for your partner. Your partner will always raise the ball in
    front of where you are standing when they set the ball, so make sure you're
    standing in line of where you want to be spiking from. You can also control
    where your partner will raise the ball to you with the left stick/DPad.
    Look at chapter 4.2 for an example.
    = 6.3 - Maintaining your Partner =
    In case you haven't read my other guide, the moods of the characters in DOAX is
    of pivotal importance to how well they play. Therefore it is critically
    important to keep your character confident and happy with you. This was
    mentioned briefly in my other guide, but I'll restate it here for those of you
    who haven't read my other faq.
    Your partner will most likely stay with you as long as you're winning. As soon
    as you start losing or if the girl you're partnered with just generally doesn't
    like you, then you're likely to start running into difficulties. The easiest
    way to insure your partner's continued happiness with you is to shower them
    with gifts. If you give your partner a love item every night then they most
    likely will not leave you, regardless of how poorly you're doing at volleyball.
    Be very careful which gifts you give, though. Giving a gift they don't like
    will do the exact opposite of what we're trying to achieve; undermining their
    morale and lowering their happiness with you. One poorly thought out gift could
    ruin your team, so be careful.
    Also consider how much your partner likes you naturally. It's difficult to keep
    Ayane & Kasumi together as a team, for example. I highly recommend giving daily
    love items with this pairing regardless of how well you're playing volleyball.
    It's very important to keep your partner happy & confident.
    = 7. Nice Points =
    You get nice points in DOAX for perfectly timed moves if your partner is happy
    with you. Here's the list of potential bonuses:
    Perfect overhand serve:        1000
    Perfect jumping serve:         2000
    Scoring from a perfect spike:  1000
    Knocking someone over:         1000
    Pefect block:                  1000
    Note: If you knock someone over and score then you get 2000 total.
    Pretty sweet, eh? It is, but DON'T whatever you do EVER risk losing a point for
    nice points. If you lose a point then you lose a minimum of 10 000. You'll need
    to get a tonne of nice points to make up for 1 lost point, so don't try for it.
    = 8. Conclusion =
    I hope you all found something of use in this guide! I highly recommend reading
    my character mood faq as well. The latest version of it can be found at
    This guide has been made by myself (Sharpsight) without any sources other than
    Dead or Alive Xtreme Beach Volleyball itself. If you have any comments/
    corrections/flames/praise please email me at trevor_w_a@hotmail.com. Be sure to
    include "DOAX" in the title, else I might mistake it for junk mail.
    Unfortunately, I don't know anything about secrets in this game, nor how to
    unlock them. Just putting this in here because I've received a tonne of mail
    asking how to unlock things. Sorry guys, your guess is as good as mine.
    Thanks to everybody who mailed me with response to my last guide!
    Special thanks to Mike Taylor, Michael Mattai and everybody who tipped me on
    the 'power characters' typo.
    No thanks to Serge Zaretsky. He's a jerk. Don't brake if you see him crossing
    the street. I call dibs on his XBox.
    A special thanks to Team Ninja for making not only DOAX but DOA3 as well. Two
    of the best games on the XBox!
    This guide is for personal use only and is not to be reproduced in any way
    (whole or in part) without my permission. Check www.gamefaqs.com for the latest
    version of this faq.
    All trademarks and copyrights contained in this document are owned by their
    respective trademark and copyright holders.
    Copyright 2003 Trevor Armstrong

    View in: