Understanding Dead or Alive++

Matt Ponton

Founder
Staff member
Administrator
Standard Donor
In this thread I'll be attempting to explain Dead or Alive++ to those who have not had the fortune to play this off-looked version of DOA.

First, let me clear up some rumors about this game. People have the misconception that this game was available on the PlayStation home console. Unfortunately, this is not true. The game was released only in the Arcades under the Sony Arcade hardware, which would explain its graphical similarity to the PlayStation version of Dead or Alive. However, the gameplay is completely different than that of the PlayStation version.

The Controls

Dead or Alive ++ is a three button game that uses an eight-direction joystick.

:h: - The HOLD button. (Button 1)
This will later be changed to the FREE button once DOA2 arrives on the scene. However, in DOA++ it functions as a parry button when used by itself. It is NOT used as a BLOCK button. Much like it's future FREE self, it can be used to "Free cancel" some strings, but with a risk of an accidental 30 frame parry animation should it be mistimed. Using the HOLD button with directions can vary the properties from a Defensive hold to an Offensive hold - more on this later.

:P: - The PUNCH button. (Button 2)
This is as you know it, the button that will perform most punching attacks when pressed.

:K: - The KICK button. (Button 3)
This is as you know it, the button that will perform most kicking attacks when pressed.

Macros
:H+P:- The THROW macro.
This will perform an attack with the property of a THROW. Throws will beat all offensive holds and award 150% revision against an offensive or defensive hold. It will award 125% revision if the throw connects during the startup of an opponent's throw attack. You can also break any character's neutral :H+P: by pressing the :H+P: macro at the immediate start of being hit by the neutral throw.

:H+K:- The Strong Kick macro.
Most moves with this notation are a much slower or special kick attack when compared to normal Kick attacks.

:P+K:- The Strong Punch Macro.
Most moves with this notation are a much slower or special punch attack when compared to normal Punch attacks

:H+P::+::K:- The Special Macro.
This macro is typically assigned to breaking out of Combo Throws or Holds, special kick or punch attacks, and tech rolling when hitting the ground/danger zone.
 

Matt Ponton

Founder
Staff member
Administrator
Standard Donor
The Notations

Dead or Alive++ runs on an 8-way joystick, that means there are eight different directions to press. It should be mentioned that these are listed as if the character was on the left side of the screen. All directions are mirrored if the character is on the right side of the screen (:4: is :6:, :1: is :3:, and :7: is :9:):

:4: - Back
Pressing the Back direction will walk the character away from their opponent. Additionally, since there is no FREE button in this version, holding BACK will be your only means of blocking most high and mid attacks.

:1: - Down-back
Pressing the Down-back direction will crouch the character and slowly move the character away from their opponent. Again, since there is no FREE button in Dead or Alive++, holding DOWN-BACK will be the only method to block low attacks. Even if guarding, the user is still susceptible from being hit with a mid attack, but will duck any high attack.

:2: - Down
Pressing the Down direction will crouch the character, provide no movement forward or backward, and is susceptible to being hit by mid or low attacks, but still avoids high attacks.

:3: - Down-forward
Pressing the Down-forward direction will crouch the character, provide forward movement, but is not in a guard state. Again, this means the character is vulnerable to mid and low attacks, but will avoid high attacks.

:6: - Forward
Pressing the Forward direction will move the character towards the opponent, provide forward movement, but is vulnerable from all attacks but low throws and holds

:9: - Up-forward
Pressing the Up-forward direction will cause the character to jump towards the opponent. During the jump state the character will avoid low attacks and throws, but will be susceptible to high and mid attacks.

:8: - Up
Pressing the Up direction will cause the character to perform a stationary jump.

:7: - Up-back
Pressing the Up-back direction will cause the character to perform a jump away from the opponent.
 
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
Top