Until recently, I had always avoided Dead or Alive due to its reputation, but often heard supporters try (unsuccessfuly) to argue that there was a solid game here. I saw Dead or Alive 5 Last Round out cheap, however, and decided to see if it really did have a good game underneath its creepy surface. I was pleased to discover that there may be a whole lot more than I could have ever expected! I used to play 3D fighters a bit, but am many years out of practice now. I mostly played SoulCalibur, back when it was good, with a little Virtua Fighter. I tried Tekken 5 or 6, but hated it. I am almost back to square one, really.
I wanted to see if they approach I am taking to Dead of Alive is a good starting point. I did the tutorials as far as the second test, so I knew the game's fundamental systems. I then went into command training try try and learn the logic behind the move lists. Compared to SoulCalibur, the move lists have proven less intuitive than anticipated, so I may come back to that later
I have now begun Story Mode (only a few characters in so far). I expect it will only be dumb button-mashing to complete, but I figure it would be a good way to get a basic idea of how each character functions and (hopefully) reinforce those fundamentals. I so far keep forgetting to use Holds when stunned >_< Is this a good idea, or should I change my approach to learning the game?
At a very basic level (for a complete beginner), what are the kinds of play-styles that different characters in Dead or Alive tend to support? Since I am largely coming in blind here, I have no real idea what to expect from the cast or how their designs distinguish themselves.
First off I just wanna say that DOA is far from cheap. Unlike other games, DOA has the hold mechanic as a way for players to easily stop attacks they see coming, as well as a way to escape potential juggle damage in stuns which DOA is very heavy on. The hold system also is not cheap, if you hold at random and just panic hold, you'll eat a hi counter throw which I love, it's basically a risk factor that teaches players to hold on read rather than as a means to escape. Tekken doesn't have this, only a handful of characters like Jin and Lili have a reversal/parry but you can only use them on read. Soul Calibur used to have a similar system to DOA in SC4 but they made it too easy and had it limited by meter which I felt was unneeded.
As for play styles I can kinda distinguish characters I use from my perspective of how I view them:
~offensive character who is very fast, versatile and very good at close quarters and can be OK at slight mid range. Weak and unsafe which encourages players to not mash and play carefully and cautious.
~Basically a stronger Kasumi, but has slower neutral and far less versatile. Her damage output however is superior and her unpredictability really shines when she gets a stun. She can be played from a distance as well for counter hits.
~Skillgate character whom comes off as rushdown but is actually a zoner/spacer. Good damage, range, and can actually be unpredictable if you mix up correctly, otherwise she's very easy to shut down. More dominant at a distance and can only JUST be decent at close quarters because of her 11i kick and 12i mid kick.
~Can do it all, rush down, zone, has good damage, speed and is relatively safe as well as versatile. Very good for beginners and makes you look good while basically doing nothing. XD
~Basically a Leifang without defensive holds like 3H and 9H. Fairly easy to use and has a sabaki, special sidestep, and a stance which are all pretty easy to utilize. weak and average in speed but has some deadly holds and decent throws and OH. Pretty annoying to deal with and can be that bitch.
~The spear/poker. Pretty linear and a bit slow but plays mean mind games and has some dirty juggle potential. Can be a threat if you play carefully.
~Easy to use but difficult to master. He's basically zoner/spacer and has a simple but limited moveset, you gotta know what you're doing with him or he can get shut down fast. Was way more effective in older games.
And don't be turned off by the fanservice, all games do it, DOA is just blunt about it and focuses more on the women although they've gotten better. SC4 was just as bad in that regard, and Tekken is getting there, and SFV has already pushed the boundary, although SJWs got some stuff removed like Juri's absolute cleavage and Cammy's nipple bumps and R. Mika's hot ass slap. It's because they're more mainstream games that players act oblivious to the sex appeal and pandering.