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. - 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. - The PUNCH button. (Button 2) This is as you know it, the button that will perform most punching attacks when pressed. - The KICK button. (Button 3) This is as you know it, the button that will perform most kicking attacks when pressed. Macros - 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 by pressing the macro at the immediate start of being hit by the neutral throw. - The Strong Kick macro. Most moves with this notation are a much slower or special kick attack when compared to normal Kick attacks. - The Strong Punch Macro. Most moves with this notation are a much slower or special punch attack when compared to normal Punch attacks - 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.