Welcome everyone and all that other inductory welcome crap. This here thread is going to attempt to inform the rabid fanboys and girls - or variations thereof - of the finer points of the Dead or Alive series, everyone's favorite series in the entire world ( stare ).
In "Liquid Swords" produced by Bronze Nazareth, Ras Kass
My goal is to learn y'all n*ggaz 'bout this new world order.
This here will provide - I hope - a comprehensive overview of the entire game engine, so hopefully some of the novice DoA players will have something more to talk about other the fact that Ayane's bust size is approximately an inch and a half larger than Kasumi's. neutral
A forewarning: this guide or whatever you wanna call it contains occasional strong, cynincal, sometimes downright blasphemous language. Reader discretion is advised - whatever the Hell that means. pirate In any event, here we go...
General Concept
The games revolve around a worldwide tournament known as the Dead or Alive Martial Arts Tournament, hence the title of the game. There is another reason why the games are called as such, but I won't get into that until later. Like most fighting games, you pick a character, and whoop a** for no reason. Well, there is a reason and that's to win, but that's a given.
Dead or Alive 2 and Beyond
In DoA2 a new element to the overall concept is introduced, a rather shady organzation known as DoATEC. Apparently they seem to be using the tournament as a front to find participants in their cloning program or something or other. I know not of the specifics. neutral
Elements of Dead or Alive
Cognizance: This is not to be confused with the 4 Elements of Hip-Hop. whee
The DoA series contains several things found in all fighting games. Assuming this is common knowledge, I won't go into further detail. However, like a good fighting game should, it has several elements that set it apart from other 3D games. Allow me to elaborate...
Destructible, Multi-Tiered Environments
In "It's Yourz" by the Wu-Tang Clan, Inspectah Deck
Rebel I, outlaw, split second on the draw
Blow the door off this s**t, like brick of C-4
Blow the door off this s**t, like brick of C-4
In DoA2, the series took a massive step... uh... I dunno if it's forward or to the side or whatever, that is according to most of you who do not play the game. But anyway, the series was graced - for lack of a better term - with the ability to knock your opponent out of the window a 50-story skyscraper, only to come to the literally painful realization that asphalt does *not* make an effective cushion for breaking one's fall.
Also, In DoA3, some of the stages - namely the Tao - were designed so that the floor cracked under the significant force of driving one's skull into it. Compare this to the fact that the ground *always* cracked when someone fell - from either a knockback or pop-up/juggle - in Tekken. Oh, and before anyone starts, this is *not another "Tekken vs DoA" thread, so get off mah nuts right now, regardless of how good they may fit in your mouth. stare
Massive, Almost Gratuitous Sex Appeal
In "Put Your Hands Where My Eyes Can See", Busta Rhymes
Look at shorty; she a little cutie-yo
The way she shake it make me wanna get all up in her booty-yo
The way she shake it make me wanna get all up in her booty-yo
Some other random cockbite
There're men in Dead or Alive?! o_0 You speak craziness!!
Sex and violence; who doesn't love *that* combination? Another pinnacle - or flaw, your call - of the DoA series is the fact that approximately 50% of the entire cast is female. Good looking - albeit virtual - females. Good looking - albeit virtual - females with slightly exaggerated upper bodies. Good looking - albeit virtual - females with slightly exaggerated upper bodies who'll whoop your a** without trying. Yup.
Sorry... I had a fanboy moment. Ah... to be young and stupid again. xd
Reverse Deez Nuts
Blocking is all well and good, but reversals are even better. Even in the first DoA, reversals were an integral - even if oft-abused - part of a players defense, giving him/her the ability to catch their opponents attack and throwing it back into his/her face... or quadricep... or ribs... or coccyx... or spine... or cerebellum... or...
Tag, It's Yourz
In "This Means War" feat. Ozzy Osbourne, Busta Rhymes
Now I'm with all of my loyal n*ggaz, breaking the bread
And if you dis' the code of honor, we takin' your head.
THIS MEANS WAR!!!
And if you dis' the code of honor, we takin' your head.
THIS MEANS WAR!!!
I dunno why I didn't think of this earlier. I guess it slipped my mind or something. neutral Anyway, here we go...
In DoA 2, an extra feature was included inside the game, the aptly-named Tag Battle Mode (rather original, isn't it?). This mode almost doubled the entertainment value of the game by allowing you to use any 2-person combination of the characters to take on other teams. Most of the various teams even had special tag throws, depending on the characters that composed the team. Yup. whee
In DoA 3, the tag mode recieved a massive overhaul, the teams being upgraded with extra options, such as tag in attacks. These attacks, performed by pressing either [F+Fr+P+K] or [B+Fr+P+K], usually resulted in a knockback and also made it easier to get your current person "out of the red", since I believe doing so eliminated the standard tag animation.
Addendum: The above has been disproven. My apologies for misleading anyone.
A quick note, when you wanna do a tag match, choose a team with at least *one* team throw. Trust me.
And now, my list for the five best teams, in order from worst to best. Of course this is just personal opinion, so don't take it too seriously. Also keep note that this in DoA3.
Ayane and Kasumi
These two half-sisters have almost as many issues - if not more - than the Williams sisters from Tekken, but together they can whoop a lot of a**. Their speed allows them to pull of crazy juggles with ease.
Kasumi and Zack
Zack might have come up with the idea for that little private island nonsense from this, but who knows (certainly not I)? Similar to the above, these two characters can do crazy combos without trying.
Kasumi and Ryu Hayabusa
Kasumi again? WTF?! xd One of the "standard" teams in the DoA series since the original 2 (for DC), their combo potential and mix-ups are not to be taken lightly... otherwise you'll be knocked around lightly.
Ayane and Jann Lee
"What kind of team is this?!" you may be asking yourself. Believe it or not, with enough time and understanding of the characters and the system, this team just screams evilness. Jann Lee's machine gun-like attacks combined with Ayane's speed gives you great, almost jaw-dropping results, fast.
Oh, I personally can pull off a 17-hit juggle with these two. See you online... or something. twisted
Ein and Jann Lee
Arguably - arguably - *the* best team in DoA, period. These two guys can dish out damage so easily it's not funny. Not funny at all. Actually, it *can* be funny if you're the one doing the damage, otherwise you'll probably find yourself crying at how fast the match just ended (don't worry, young |V00|3, you'll get better... maybe). They also have one of the *nastiest* tag throws in the entire game. gonk
Graphics
In "Triumph" by the Wu-Tang Clan, Inspectah Deck
Battle scar shogun explosion when my pen hits tremendous
Ultraviolet shine blind forensics
Ultraviolet shine blind forensics
This is easily one of the best things about the DoA series... and also the most hated by non-hardcore players, but I'll get into specific detail on that later. Every stage is literally bursting with color and life, raging form cloth blowing in the faint breeze on the characters to the frantic falling of hail and snow on a mountaintop.
"If the great are as great as you promote, then why would people hate them?" Refer to what I said above about the girls in the series. That and the fact that that's all anyone talk about when it comes up to discussion. Many - including myself - believe that the gameplay took the shotgun position to the fluid graphics of the game, if not hop in the backseat entirely. In every DoA game above the first, the menu interface had one of the stages as wallpaper, so the speak, showing one and all the graphical prowess of the game if not the system as a whole. This also explains why the series has hopped around on different systems over the years.
Fighting System
In "Shook Ones Pt. II" by Mobb Deep, Prodigy
The Mobb comes equipped with warfare, beware
Of my crime family who got nuff shots to share
For all of those who wanna profile and pose;
Rock you in your face, stab your brain wit' your nosebone
Of my crime family who got nuff shots to share
For all of those who wanna profile and pose;
Rock you in your face, stab your brain wit' your nosebone
Commentary: For this section, I used Jann Lee in DoA3 for most instances unless otherwise noted. I have not played DoA4 yet, so I will not include anything from that game except from hearsay. All numbers are approximations and may not be completely accurate.
Hell, they may be accurate at all, but that ain't gonna stop me. pirate
Ahh... now for the actual gameplay aspect of the game. I know what you're thinking: "ZOMFG theres aktual fihgting in doa?!1? eek " Just do us all a favor and shut up, sit down, and listen. pirate
The notation used is the following: P=Punch, K=Kick, Fr=Free (<- had to change to avoid confusion). If you don't know the notation for directions in this day and age then I can't help you. Sorry. sad
Actually... that's not true. It's moreso that I *don't wanna* help you. Hoo-hah. :p
Combo and String Basics
First off, the game's a bit of a button masher. There's no denying that. However, the combat system is a bit more complex than the naked eye would lead you to assume...
First, the button mapping. Punch, Kick, Free, thought to be derived from Virtual Fighter. Simple. Combos/Strings are performed, as in any fighting game, by preorganized, timed presses of the Punch and Kick buttons. Combinations of the Punch and Kick buttons (essentially a "Hard" Punch) and the Free and Kick buttons (essentially a "Hard" Kick) give the characters extra moves and string enders, pending.
An added note about the strings involved in the DoA series, it's rather lenient compared to Tekken, it being easier to delay and verify most of the strings in game, that is if the move animations allow it. This depends on the move performed by the character. For example, Hayabusa's [U+K,K] is almost impossible to delay compared to his [K,K].
A note about the Free button is that it's more versatile than most people are led to believe. Yes, it can be used in conjuction with the D-Pad or analog stick to reverse attacks, but it is also a universal block button. Of course, you can't block a throw or low attack without proper adjustment, but I'm pretty sure that's common knowledge. And if it wasn't, congratulations, you just learned something. How 'bout that. o_0
Throws
Throws are performed by pressing the Free and Punch buttons in conjuction with each other - or in layman's terms, together. Every character has at least seven throws, if not from the front alone, then in general.
Some characters have throw combos as well as throws that are inescapable. The maximum window to perform the succeding part of a throw in a throw combo is at maximum 25 frames, with very sparse exceptions such as Ryu Hayabusa's Izuna Otoshi, given the nature of the throw. One can escape any other thrown in the game - from the front at least, I believe that one cannot escape any other situation - by pressing [Fr+P] within any part of that window/pause/whatever.
Normal throws cannot be escaped as easily, as you've probably guessed. I believe that the maximum time allowed for normal throw escape is only 10 frames. That's not very long. gonk
Other throws cannot be escaped by conventional means. I.e. Ryu Hayabusa's Izuna Otoshi cannot be escaped at all. Jann Lee's Dragon Gunner can only be avoided, since it "hits" low. If it actually connects then you can't escape.
Stuns/Criticals and Counter Hits
Certain moves hit in such a way that cause a stun, or "critical hit" as it's called in-game. These affect you or your opponent in different ways, depending on when and how the move hit. Example: Jann Lee's standard punch does not cause a stun. However, use the Sway Jab to start a string - which adds an extra 10 or so frames, thus trading effectiveness for predictability (move is more effective, yet also easier to defend against) - the punch now causes a temple stun - which is rather long - thus allowing to wail either until the game tells you to stop (either by having your attack causes a knockdown when it normally wouldn't or by having your attack cause a stun that actually *cancels* the previous stun initially administered) or until *you* perform a natural knockback/pop-up/knockdown/etc. For some odd reason, the length of hits you get from a Counter Hit is the same as a standard Critical Hit, that being 3 for those of you who don't already know.
I forgot to add this earlier. Mah bad. Thanks to those who reminded me. Anyway, some stages have slippery surfaces (wet asphalt, ice, snow, etc.). As such, some of the characters moves will cause a stun where it wouldn't normally apply, and also - pending - the stun is lengthened, reflecting the characters bodily reactions to the friction-less surface (they'll actually slip a little, depending on the stun administered).
Counter hits are like in any other game; interrupt your opponents attack - whatever it may be - and you're rewarded with extra damage. This can be administered by any attack - punches, kicks, throws - and reversals as well. Counters cause damage x1.25 and Hi Counters adjust the damage x1.5. Remember this for it will serve you well.
A varition the counter hit is what's known as the "Close Hit". Only certain characters have attacks that cause this state. This adjusts the damage by a staggering x1.6! Ouch and a half!
Catch a Hi Counter Close Hit... I'd advise you to just put down the controller and make a sandwich or something. gonk
Damage from Critical Combos and Juggles
"Critical Combo" is my name for a combo that starts from the execution of a successful Counter Hit and/or Critical Hit, since either puts your opponent into a stun.
As with most fighting games, every hit after the initial hit in a combo has the damage adjusted so that the combo doesn't kill you in one go. Of course this excludes the Guilty Gear series past the first, MvC2, and a few exceptions in Tekken, but that's another discussion for another time by another gamer. mrgreen
Anyway, the first hit causes 100% damage (duh), while every hit affter that reduces the damage from the attack by I believe 33%. I'm not really sure. Furthermore, the damage doesn't *re*adjust unless a certain number of hits have landed. I believe the damage adjust after every 4 hits after the initial hit, but I'm not sure; I admit I haven't really paid much attention to this. sweatdrop
Wall combos are even worse; certains moves cause what I like to call a wall stun, mainly for lack of the official term. Something tells me it's actually called a "wall stun" but anyway, said stun occurs when the character almost literally bounces off the wall. Example: Ein's [UB+K] causes a wall stun, that is assuming you're near the wall when you perform the move. stare Your opponent will the wall then slowly fall to the ground. In theory, one can do a long string towards a wall, do a move that results in a wall stun, then do the exact same combo for massive damage, since walls reset the damge to 100%. I know *I'd* hate to be on the recieving end of one of those. ^^
Fall Damage
Do I seriously need to go into detail about this? It's actually common sense; you fall onto concrete from 500 feet up, it's gonna hurt. *Bad*. And also keep in mind that default knockbacks near a cliff - or variation thereof - will result in forcing your opponent into another part of the stage, if the stage itself allows it.
Walls
This can be used in conjuction with the wall combo note 2 paragraphs up. Walls adjust certain moves into wall hits, thus adding extra damage. Example: Jann Lee's [U+P,P] normally results in a lift stun. Performed near a wall, the second hit causes a wall hit. Painful. gonk
Throws are also adjusted near the wall. However, this is depending on the situation. Every character has at least one wall throw - and Ryu Hayabusa is the only person with a *ceiling* throw surprised - that is performed a certain way under certain conditions. Example: Jann Lee's Fireman's Carry [B+Fr+P] suddenly becomes the evil Fists of Fury when performed near a wall, but this is if your opponent's back is to the wall. Conversely, if *your* back is to the wall and you peform Jann Lee's Bulldog Head Lock [QCF+Fr+P, Fr+P], it becomes the oh-so-very nasty Dragon Smasher. Nasty, nasty. Did I mention it was nasty? neutral
Reversals
In "Liquid Swords" produced by Bronze Nazareth, the GZA
Let's say by no means of equal value
Prematurely brought to play, I'll never allow you
To strike first, so precautions must be taken
And what's worse when you're just frontin' and fakin'?
Prematurely brought to play, I'll never allow you
To strike first, so precautions must be taken
And what's worse when you're just frontin' and fakin'?
First things first, it actually looks like you have some skill if you *read* your opponent as opposed to just pressing [B+Fr] 20 times in a row hoping something's gonna happen. stare
Most novice players abuse this more than your older siblings with your Barbie dolls it seems, and this could be because of the length of the counter window itself, which is a total of roughly 23 frames I believe. The "catch" animation - a subsect of the reversal animation - is too long, it being 15 or so frames. I heard that the entire reversal animation in DoA4 is only 14 frames max, but this is hearsay so I'm not sure.
But enough negative mumbo-jumbo (heh... mumbo-jumbo). The damage from reversals I believe is universal, except for people with multipart reversals, like Tina's Figure Four Leg Lock [B+Fr against a low kick] or Ryu Hayabusa's punch reversals.
The damage from reversals is adjusted the better it's timed against your opponent's attack. If an attack is caught within 5-10 frames of the catch animation, the reversal is then a "counter" reversal and does damage x1.25. If an attack is caught within *one* frame of the catch animation, the counter is then a "hi counter" reversal and does damage x1.5. Don't worry; there's no such thing as a "close" reversal that does damage x1.6... yet. o.0
Things That Make You Go "WTF?!"
Tomonobu Itagaki
The "50 Cent" of the fighting game industry (you know it). Also the producer of the DoA series, and incidentally that producer everyone loves to hate. Everyone doesn't like everything, but this guy will openly blast it as if he's a Cardinal and whatever he hates is a sin against God. WTF?!
He also is the self-proclaimed savior of Tecmo. Again, wtf? Though, I must say, Ninja Gaiden Black whoops a lotta a**...
DoA: Xtreme Beach Volleyball
Let's be honest; ain't s**t extreme about this game, and I recently found out that this is basically a game for fans by fans. I've heard that Itagaki-san himself had this in mind since DoA2, but didn't put it into motion until the fans themselves pleaded for him and his enigmatic Team Ninja to make this game. It probably would've been better if you could: use at least some of the males; use crazy moves not unlike in EA Big's games; be a little more involved with the characters. But in the end: WTF?!
Oh... visor trick bug for the win. domokun
Age Feature
Simply put... Who. ********'. Cares?! stare The age features allows the females to become a little more... uh... endowed than they normally are, if you get what I'm saying. While I persoanlly grew out of such 5th grade nonsense at 16 (now 19, whether you wanted to know that or not), I know there are others who'll now flock to the series for the fact I just stated. In conclusion: WTF?!
The hentai fanart is even worse, but that's a *totally* different argument.
Uninformed Fanboys (And you know who you are)
First person that rolls up talking about who their favorite girl is gonna get roundhoused in the face; I can do it too, my Chuck Norris - excuse me - *Chyaku Norisu* scarf gives me the power to do so. pirate Take that to a DoA thread where no one cares what you're babbling about. stare Seriously. WTF?!
Conclusion
Well... there you have it. I think I've covered all the important stuff. Most of it is accurate; some of it may be completely inaccurate. I'm no expert. But anyway, I hope you've learned a little about the finer points of the DoA series and maybe even a little bit about yourself.
In "The Love Song", K-os
I'm just a man that's walkin'; they stand around and keep talkin'
They've tried to clip my wings, but wisdom fills so many things.
They've tried to clip my wings, but wisdom fills so many things.
Holla. cool
- Sage