Dead or Alive

Discussion in 'Dead or Alive Discussion' started by virtuaPAI, Jul 12, 2010.

  1. virtuaPAI Administrator

    Location:
    Brooklyn, New York
    Dead or Alive started off using Sega's Model 2 board, which gave the game similar graphical treatments as Virtua fighter 2. Not only that, Team Ninja borrowed many fighting game elements from Virtua fighter 2 as well. These elements include:
    • A punch button :P:, a kick button :K: and a hold button :h: (This replaces guard as a face button)
    • Attacks having high/mid/low hit levels.
    • Attacks having priority over throws while in execution.
    • Throws having 0 execution frames, and were considered guaranteed throws. When not guaranteed, a :P: will execute.
    • Throw not working on a stunned opponent.
    • Throws having priority on a non attacking opponent (either blocking, holding,
      movement or in idle state).
    • Rising attacks (both mid and low).
    • Side rolling.
    Changes made from the Virtua fighter 2 formula include:
    • Triangle system is based upon:
      • Blow > Throw
      • Throw > Holds
      • Holds > Blows
    • Every character having an exchange attack(Hold)
    • Every character having a low throw
    • Offensive holds (catch throws in other fighters)
    • Every character having an offensive hold
    • Combo Throws
    • Combo Offensive holds
    • Juggles based on a lower gravity
    • Cannot re-float with a :P: or :2::P:
    • Blows, throws and holds have larger knock back properties
    • Danger Zones
    • Ground Bounce(not otb)
    • Techrolling
    • :4: is used for blocking
    • Movement (such as crouch dashing) is easier to do.
    • Movement in general is faster
    • Damage modifiers/revisions is different
    • Offensive hold vs Offensive hold result in a clash.

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