Changes made from Doa3.0 - Doa3.1

virtuaPAI

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Evasive Changes in Doa3.1 from Doa3.


Free step evasion-
Free Step in Doa3.1 is slightly improved, or should I say, they loosend up the tracking. Now you can get a lil more out of Free stepping this time around, Its easier to cause your opponent yo go off kilter and cause them to fight the air.

Side stepping and Side Stepping attacks-
Once you go into SS, all linear attacks are useless against it, half circular attacks are evaded by SS the opposite direction of the attack and Full cicular attacks are rarely SS'ed, however, Hayate's cartwheel seem to defy this rule. Some SS'attacks are deadly and cannot be beat with any attack. Gen Fu's SS attack for example, has high priority and can only be avoided, hit with an attack with the same priority, or counter held.

Wall pressure-
You cannot pressure your opponent against the wall as you could in Doa3. If your opponent attacks while you are wall teching, your opponent will go off kilter and start fighting the air, depending on how you teched and when your opponent attacked, there is the possibility of attacking your opponent before he recovers.

Techrolling-
Techrolling in Doa3 was just fine, it allowed you to avoid your opponents wake up attacks and leave both you and your opponent neutral, now it seems that techrolling allows you to roll completely around your opponent allowing you to punish him.

Other evasive nuances-
Brad Wong's sway step movement (forgot the name) is more evasive.
Moves that supposed to be evasive like Bayman's roll,Helena's bokuho,etc... are even more evasive in general.


Strikes and Throws

Guard Break and Guard Crush Attacks-
There are ALOT more gaurd breaks, Forcing players to either SS/FSD, Hold and counter attack. You cant just block all day...Guard Crush attacks were also added. a guard crush wont break your guard, what a guard crush does is forces your opponant into a crouching or extended blocking state after the move is blocked giving you a lot of frame adv.

Frame advantage- Frame advantages are more abundant, allowing you to force mixups,frame adv traps, and throw game at will instead of doing mixups when your opponent is disadvantaged because of their own blunders.

More Hit throws-Tina seems to be the character that benifits the most from this. Not only do she gets more, but these moves add more mix up potential.

New Super Lanucher Throws- Hayate and Bass have a new throw that launches you HIGH into the air with RIDICLIOUS damage on the combos that will follow.

Certain Throws/Strikes Recover Faster on Hit- A good axample of this is Gen Fu's SS shoulder and Hayate's non command throw. These moves, along with a few others, recover MUCH faster when they hit allowing for an easy re-launch off a wall hit.

Back turned

When back turned, you can turn around much faster than in previous Doa games. This hurts Kasumi's parries, and Now she has to be even more agressive in trying to get back turned damage.


Backwards Fox stepping

The Fox stepping trick/glitch No longer work. this was a glitch that allowed only Tina, hayabusa and kasumi the ability to turn around (while back turned) press :f and buffer an attack. what was special about this attack, it was done in the opposite direction(away from your opponent).

Graphics

The graphics are a lil better. There are character reflections on the Ice, in the ice stage and in the lost world, there are more cloud effects and when you hit a pool of water, water vapor rises.

Critical hit

When either you or your opponent is hit with a critical hit, your life bar will flash(or atleast a portion of it).

Animation

Some characters recieved new animations for old moves..and/or the animation was made slightly better over all.


Etc

-Its harder to collect costumes because of the lack of booster disk support and the method inwhich you have to unlck costumes. More costume variants. kasumi gets to change her hair style with all the costumes she accumilate.

-New Cg rendered movie introduction

-has a controller layout specifically for the arcade stick

-New sound effects have been added.


Character Changes

:leifang:Lei fang

:P:::+::K: (while back turned) is a guard break.
:3::P: :+::K: is a new move which leaves her back turned and is a high attack.
:236::P: now +1 on block
:8::K::K: now +6 on hit, and +4 on block
:P::P::P: now +1 on block
:P::P::6::K::K: now +5 on hit, and +4 on block
:1::P::+::K: +3 on block
:F::+::K: now +5 on hit, and +3 on block
:H+P: is no longer a regular throw, but is now part of a new multi throw series.
:F::+::P::5::F::+:p: Her old regular throw was srapped for her new multi throw. she is at +4 when the throw is not completed.
:6::P::K: has less priority in doa3.1 than it does in Doa3.0


:kasumi: Kasumi

:4::K::K: now +3 on block
:9::P::K: Guard breaks
:6::F::+::P: has a new animation and does 48 pts of damage instead of 42 pts.
-She lost her backwards fox step abilities.
-Parry effectiveness has decreased a lil because of the faster recovery of back turned opponents.
:4::P: (when back is against the wall) Guard breaks now
 
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virtuaPAI

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:tina Tina

:4 :6 :p guard breaks now
:6 :6 :k now +4 on block
:236:k Guard breaks now
While running :k Guard Breaks -NEW MOVE
:6 :p :+ :k Guard breaks now
:8 :8 :k , :2 :2 :k New side stepping attack
:7 :k has been replaced with the new side stepping attack
:4 :4 :p :k New move
:4 :4 :p :pause :f :+ :p :pause :6 :f :+ :p :+ :8 :f :+ :p New hit~ multi-throw
:2b :k :k :pause :f :+ :p New hit throw
:3 :3 :k :pause :f :+ :p has a more strict timing
:4 :p is no longer a force crouch and now cause a stumble on normal hit and on slippery surfaces a slip~sit down stun.
When back turned :8 :k - new move

Back turned

:2 :k has a new animation and now is a tech crouch.

-She lost her backwards fox step abilities

:hayabusa Hayabusa

:k :k Guard breaks now
:6 :6 :p now +2 on block
:6 :p :+ :k now +4 on block
:4 :p :+ :k Now guard breaks, and can be held for more damage
:p :p :p :p last hit limbo stuns instead of knocking back(like in Doa3.0)
:7 :p :p last hit limbo stuns instead of knocking back(like in Doa3.0)
:k :p last hit limbo stuns instead of knocking back(like in Doa3.0)

Back turned

:4 :p :+ :k (while back is to the wall) Guard breaks now
- He Lost his backwards Foxstep abilities.

:hitomi Hitomi

:8 :f :+ :k is now +2 on block
:4 :6 :k is now +1 on block
:8 :8 :k or :2 :2 :k has better SS properties
:8 :8 :p or :2 :2 :p has better SS properties
:f :+ :k is now 0 on block
:f :+ :p - New tag throw with Hayate

:zack Zack

:6 :6 :p :p is now +3 on block
:236:p :p :p is now +3 on block
:4 :k :k is now +1 on block
:4 :6 :k is now guard breaks
:2 :k :p :4 :p now Guard breaks
:2 :k :p :4 :k is now 0 on block
:6 :6 :p :+ :k now guard breaks
:qcf :F:p now guard breaks
:2 :p :+ :k :pause :f :+ :p New Evade Throw
:2 :2 :p or :8 :8 :p Has better SS properties
:2 :2 :k or :8 :8 :k Has better SS properties
:4 :f :+ :p New Tag throw with Tina

While back turned

:4 :k is now +1 on block

While landing from jumping

:p :p is now +3 on block

While landing from backward jumping

:p :p is now +3 on block


:genfu Gen Fu

:6 :p :p :p :+ :k Guard breaks now
:qcb :p Guard breaks now
:2 :2 :p or :8 :8 :p Guard breaks now, and has better SS properties
:3 :p :+ :k now +2 on block
:3 :k :p :p now + 1 on block


While back turned

:4 :p New move
:4 :p :p New move
:4 :p :p :p New move
:4 :p :p :p :+ :k Guard breaks- New move
:p :plus :k New Move


:brad Brad Wong

:236:p guard breaks now
:F:+:K:k:k guard breaks now
:2 :2:p or :8 :8:p Has better SS properties

While Dorkoritsu stance

:k guard breaks now
:P:+:k New move

While lying down head first

:f :+ :p New catch throw
 

virtuaPAI

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:bass Bass

:214:p now +2 on block
:6 :p :+:k :p New Move
:6 :6 :p :+ :k guard breaks now
While running :f :+:p New catch throw
:4 :t is no longer the water mill drop in doa3.0...for 42 pts, the throw has been replaced with a new air launching combo throw for 58 pts.
:4 :f :+:p :pause :2 :f :+ :p New combo throw
:6:p:k New Move
:3 :3 :f :+:p- Is now a Low catch throw
While running :p - New move/guard breaks
:6 :p :+ :k no longer knocks opponent down...now it stuns
:2 :f :+ :k -is now a proximity hit, and only knocks down in close proximity, otherwise it stuns.

:leon Leon

:3 :3:p now +2 on block - New move
:P:p:4:p now +3 on block
:4:6:p guard breaks now
:P:+:k guard breaks now
:2:p:+:k guard breaks now
:6:p:+:k guard breaks now
:4:p:+:k guard breaks now

:bayman Bayman

:9:p now + 3 on block
:236:k now +1 on block
:6 :p :+ :k guard breaks now
:8 :p :+:k :pause :f :+:p New evade Throw
:2 :p :+:k :pause :f :+ :p New evade throw

Rolling sobat: changed from :6 :f :+ :k to :8 :k
Javelin kick: changed from :8 :k to :7 :k

:jann Jann lee

:p :2 :p :k now + 1 on block
:p :p :2 :k :k now + 3 on block
:6 :p :k Now + 1 on block
:f :+:k :k now +2 on block
:2 :k :k Now +3 on block
:6 :k :4 :k Now + 3 on block
:4 :6 :k now +3 on block
:k :k :k now +3 on block
:6 :6 :k now + 1 on block
:2 :2 :k or :8 :8 :k Has better SS properties
:2 :2 :p or :8 :8 :p Has better SS properties

:christie Christie

While rising :4 :6 :p is now + 2 on block
:7 :p guard breaks now
:3 :p :+ :k :k Guard breaks now
:8 :p :+ :k or :2 :p :+:k Has better SS properties
:f :+:p New tag throw with Brad wong
In Doa3.0, pressing an extra :k after :6 :6 :k will allow you to reduce the frames of disadvantage(from throw counterable to mixup). In doa3.1, this no longer works and is always throw counterable on block..
 

virtuaPAI

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:ayane Ayane

:4 :6 :k - New move
:qcb :f :+ :p - Revised animation

:ein Ein

:9 :p :k Guard breaks now
:4 :p :+:k Guard breaks and can charge up now.

:helena Helena

:p :p :k +1 on block
:9 :p :k +1 on block
:6 :6 :k :p :p +2 on block
:1 :k :p +2 on block
:f :+:k Guard breaks now
:8 :8 :p or :2 :2 :p New side step attack
:3 :p :+:k New move
:6 :6 :k :2 New Move
:1 :k :2 New move

While in Bokuho stance

:p :+:k Guard breaks now

:hayate Hayate

:p :p :6 :p :4 New Move
:p :p :6 :p :4 :k New Move
:6 :p :4 New Move
:6 :p :4 :k New move
:qcb :p New move
:qcb :P:p New move
:4 :4 :k New Move
:4 :4 :k :k New Move
:6 :6 :f :+:p (near wall) New wall throw
:7 :p :k guard breaks now
:4 :k :k +3 on block
:6 :p :+:k +2 on block
:4 :p :+:k Guard breaks now
:6 :f :+:k Guard breaks now
:8 :P:+:k or :2 :P:+:k
:f :+:p- when done next to the wall, a free followup occurs, however, the throw is now escapable when its done next to the wall.
:4 :1 :2 :3 :6 :f :+:p :pause :4 :4 :f :+:p :pause :4 :6 :6 :f :+:p - New Multi throw
:f :+ :p New tag throw with Christie
:f :+:p New tag Throw with Brad wong
 

WINBACK

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Hayabusa

:k :k Guard breaks now
:6 :6 :p now +2 on block
:6 :p :+ :k now +4 on block
:4 :p :+ :k Now guard breaks, and can be held for more damage
:p :p :p :p last hit limbo stuns instead of knocking back(like in Doa3.0)
:7 :p :p last hit limbo stuns instead of knocking back(like in Doa3.0)
:k :p last hit limbo stuns instead of knocking back(like in Doa3.0)

Back turned

:4 :p :+ :k (while back is to the wall) Guard breaks now
- He Lost his backwards Foxstep abilities.
I've got some stuff to add to this list to make it complete.

I've been playing 3.1 lately and I had a chance to do a side-by-side comparison with 3.0 and 3.1.
I don't have any of the frame data and I was doing all of my testing solo, so most of my frame-related testing was just using COM 1st Action and COM 2nd Action in Sparring Mode.


More DoA3.1 changes for Hayabusa

Move: :K:
Change: now does slightly less damage in 3.1.
In 3.0, it did 30pts of damage.
In 3.1, it does 28pts of damage.

Move: :P::P::P::P: (4th hit) and :7::P::P: (2nd hit) and :K::P: (2nd hit).
Change: on top of what VPai already posted above, these also do less damage in 3.1
In 3.0, they did 26pts of damage.
In 3.1, they do 22pts of damage.

Move: :4::P+K:
Change: VPai already mentioned above that it's + on block and that it's chargeable in 3.1. There are a few other changes to it. See below.
In 3.0, it did 42pts and had the "Close Hit" property.
In 3.1, when uncharged, it does 45pts of damage (slightly stronger) and it has slightly more range. However, it no longer has the "Close Hit" property. On top of that, during the start-up, Hayabusa doesn't sway back as far away as he did in 3.0.
(I tested the "slightly more range" buff by going to Sparring, doing Hayabusa vs Hayabusa in Lost World, and doing 4P+K immediately after resetting position. In 3.0, Hayabusa will not reach the opponent. In 3.1, he will.)
(I tested the "less sway back" nerf by going to Sparring, doing Hayabusa vs Hayabusa, and putting the COM on 1st Action "Standing Guard" and 2nd Action "Mid Kick". I do a close Standing Jab so that the CPU blocks it and then immediately does Hayabusa's 3K, and then I immediately do 4P+K. In 3.0, I would never get hit by the Mid Kick. In 3.1, I get hit by the 3K whether I charge the 4P+K or not.)

Move: :2_::4::K: and :1::K::K: (2nd hit).
Change: they now do more Block Stun in 3.1.
In 3.0, if you tried doing While Rising 4K (opponent blocks) into Handstand P+K, the opponent could quickly Standing Jab you out of the start-up of Handstand P+K.
In 3.1, when doing the same thing, the extra block stun provides enough time for Handstand P+K to tech-crouch under a Standing Jab, so it will hit.
(tested this in Sparring Mode with Hayabusa vs Hayabusa/Kasumi/Bass COM Actions with their respective Standing Jabs)

Move: :3::F+K: and :P::P::4::P::K: (4th hit).
Change: they both now do more Block Stun in 3.1 (note that PP4PK actually does more Block Stun than 3F+K).
In 3.0, when 3F+K was used up close, if the opponent blocked it then they could punish you with strikes like Hayabusa's 3P or 3K. As for PP4PK up close and when blocked, it could be punished by Hayabusa's 3K.
In 3.1, when either move is used up close, they are now 100% safe from strikes on block. Kasumi can't even Standing Jab to punish you. Also, after 3F+K is blocked, Kasumi can punish you with a Low Throw. However, PP4PK is safe from her Low Throw, although Bass's Low Throw (which is faster) will still punish it. Lastly, note that these moves are even less negative on block when used from further ranges (a tip-range PP4PK on block is safe from even Bass's Low Throw), but they will always be negative.
(tested this in Sparring Mode with COM Actions)

Move: :P::P::4::P::2::P: (4th hit) and :4::P::2::P: (2nd hit).
Change: now in 3.1 when they hit from tip-range, they will do less damage and less stun.
In 3.0, at ANY range, they did 22pts of damage and would Trip Stun.
In 3.1, at tip-range, they will only do 11pts of damage (50% revision) and a Critical Hit that does little stun and causes the opponent to stumble backward a bit.

Move: (Back-Turned) :2::K:
Change: now in 3.1 when it hits from tip-range, it will do less damage and less stun.
In 3.0, at ANY range, it did 25pts of damage and would Trip Stun.
In 3.1, at tip-range, it will only do 12pts of damage (50% revision) and a Critical Hit that does little stun and causes the opponent to stumble backward a bit.

Move: :P::P::4::P::P: and :4::P::P: and (While Landing) :P:
Change: no changes. These moves remain the same as they were in 3.0. I only posted these up to clarify that none of these moves are + on block like Hayabusa's 66P is now, which VPai mentioned above.



That's all I've found. Post up any input, corrections, or questions.
 

WINBACK

Member
Also, question:
What were all of the Fox Step moves in 3.0?

I figured they were just the wall-related moves few characters had, like Hayabusa's 4P and 4P+K, Kasumi's 4P, and Tina's 4P+K.
Does Brad's 4P+K have this glitch too? I couldn't get it to occur.
 

virtuaPAI

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-Thanks for the work! I did the best I could at the time. I am more of a general system expert than a character specialist. The work you did just show how truly robust the changes from 3.0 to 3.1 were. The game is a gem, and its full potential was never reached :(

Also, question:
What were all of the Fox Step moves in 3.0?

I figured they were just the wall-related moves few characters had, like Hayabusa's 4P and 4P+K, Kasumi's 4P, and Tina's 4P+K.
Does Brad's 4P+K have this glitch too? I couldn't get it to occur.
-Wow you are making me think back over 10 years lol..its all good! Fox step was a term I stole borrowed from the Tekken community at that time(T4 era). It was basically doing front facing only attacks while back turned. So for example, with :kasumi: while back turned tap :F: and quickly follow up with say :P::P::P::K: before the buffer totally resets. Kasumi will do her :P::P::P::K: while back turned, she will not turn around and readjust herself!
 
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