Dead or Alive Terminology - Historical

Applied By virtuaPAI: Oct 12, 2011 at 9:33 PM

Dead or Alive Terminology
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1General Notation 1General Notation 
2DOA uses general numpad notation. This is where you look at your keyboard's numpad. 2DOA uses general numpad notation. This is where you look at your keyboard's numpad. 
3 3 
4:7::8::9: 7 8 9 :7b::8b::9b: 4:7::8::9: 7 8 9 :h7::h8::h9:
5:4::pause::6: 4 5 6 :4b::pause::6b: 5:4::Pause::6: 4 5 6 :h4::Pause::h6:
6:1::2::3: 1 2 3 :1b::2b::3b: 6:1::2::3: 1 2 3 :h1::h2::h3:
7 7 
8:4: is press once. 8:4: is press once. 
9:4b: is hold that direction. 9:h4: is hold that direction.
10 10 
11:p: = Punch 11:p: = Punch 
12:k: = Kick 12:k: = Kick 
... ... 
52 52 
53[B]Back crouch Dash:[/B] character with special stance abilities can crouch dash backward while being able to duck highs simultaneously. 53[B]Back crouch Dash:[/B] character with special stance abilities can crouch dash backward while being able to duck highs simultaneously. 
54 54 
55[B]Back Dashing[/B]: :4:4 Backdashing is something used to help make an attack whiff when in close quarters. 55[B]Back Dashing[/B]: :4:4: Backdashing is something used to help make an attack whiff when in close quarters.
56[B] 56[B] 
57Back Stance[/B] :This is a state in which you are back turned and can perform back turned specific attacks. 57Back Stance[/B] :This is a state in which you are back turned and can perform back turned specific attacks. 
58 58 
... ... 
142 142 
143[B]Crouch Dash[/B]: :3::3: Used to continously dash forward while being able to duck highs simultaneously. 143[B]Crouch Dash[/B]: :3::3: Used to continously dash forward while being able to duck highs simultaneously. 
144 144 
145[B]Crouch Dash Cancel[/B]: Same for crouch dash canceling ( :3::3: :pause: ) Crouch Dash canceling is used mainly on characters that have while rising moves that usually launch but is also a multipurpose move. 145[B]Crouch Dash Cancel[/B]: Same for crouch dash canceling ( :3::3: :Pause: ) Crouch Dash canceling is used mainly on characters that have while rising moves that usually launch but is also a multi-purpose move.
146 146 
147[B]Crouching[/B]: A state in which you are low, and can avoid high attacks. 147[B]Crouching[/B]: A state in which you are low, and can avoid high attacks. 
148 148 
... ... 
160 160 
161[B]Defensive Stepping[/B]: Free Step/ SS/ SS Attack- used defensively to evade an opponents attack or Offensive hold(With a SS attack only). 161[B]Defensive Stepping[/B]: Free Step/ SS/ SS Attack- used defensively to evade an opponents attack or Offensive hold(With a SS attack only). 
162 162 
163[B]Delay[/B]: This is when you enter in the next command in a string, at the last possible frame or within the 1st and last frames). This can also be done for rising attacks by pressing :k after you begin to move. 163[B]Delay[/B]: This is when you enter in the next command in a string, at the last possible frame or within the 1st and last frames). This can also be done for rising attacks by pressing :k: after you begin to move.
164[B] 164[B] 
165Disadvantage[/B]: This is when your opponent can move before you. 165Disadvantage[/B]: This is when your opponent can move before you. 
166 166 
... ... 
218 218 
219[B]Free Canceling[/B]: :F Canceling is used to stop a string in the middle of one and start a new one or add a different ender to the string. 219[B]Free Canceling[/B]: :F Canceling is used to stop a string in the middle of one and start a new one or add a different ender to the string. 
220 220 
221Ex: Hayabusa combo :P::P::4::P: ::F: :7::K: 221Ex: Hayabusa combo :P::P::4::P: :F: :7::K:
222 222 
223[B]Free Stepping[/B]: When you enter :1: (:1:) :4::7::8::9::6::2: (:2:). Your character will slowly walk in that direction. 223[B]Free Stepping[/B]: When you enter :1: (:1:) :4::7::8::9::6::2: (:2:). Your character will slowly walk in that direction. 
224 224 
... ... 
333[I] 333[I] 
334[SIZE="5"][B]K[/B][/SIZE][/I] 334[SIZE="5"][B]K[/B][/SIZE][/I] 
335 335 
336[B]:kHold [/B]:Indicates a move that can Hold an opponent's kicking attack, if used with the right timing. 336[B]:k:Hold [/B]:Indicates a move that can Hold an opponent's kicking attack, if used with the right timing.
337 337 
338[B]Kip up[/B]: The Kip-up is an acrobatic move which takes a person from a down position directly to his feet. 338[B]Kip up[/B]: The Kip-up is an acrobatic move which takes a person from a down position directly to his feet. 
339 339 
... ... 
440 440 
441[SIZE="5"][B][I]P[/I][/B][/SIZE] 441[SIZE="5"][B][I]P[/I][/B][/SIZE] 
442 442 
443[B]:P Hold[/B] :Indicates a move that can Hold an opponent's punching attack, if used with the right timing. 443[B]:P: Hold[/B] :Indicates a move that can Hold an opponent's punching attack, if used with the right timing.
444 444 
445[B]Partition Jump[/B]:Tapping :6::6: near a low partition will allow you to jump over it. 445[B]Partition Jump[/B]:Tapping :6::6: near a low partition will allow you to jump over it. 
446 446 
... ... 
468 468 
469[B]Rope Throws[/B]:These are throws that are performed while on the ropes. 469[B]Rope Throws[/B]:These are throws that are performed while on the ropes. 
470 470 
471[B]Running[/B]: Tapping and holding :6::6b: will result in a run. This will allow you to close in the gap between you and your opponent. 471[B]Running[/B]: Tapping and holding :6::h6: will result in a run. This will allow you to close in the gap between you and your opponent.
472 472 
473Running attacks: These are attacks that are performed while running 473Running attacks: These are attacks that are performed while running 
474 474 
... ... 
496 496 
497[B]Side-Techroll[/B]: A type of techroll. You can recover from a fall by entering :8::2::f: , :p: or :k:, and depending on the direction you entered, you will recover while rolling toward or away from the screen. 497[B]Side-Techroll[/B]: A type of techroll. You can recover from a fall by entering :8::2::f: , :p: or :k:, and depending on the direction you entered, you will recover while rolling toward or away from the screen. 
498 498 
499[B]Skid hold[/B]:When you hold within the first few frames of an attack, you will slide forward (Skid) towards your opponent and hold the attack. The skidding part extends the hold's natural range to hold the attack.  499[B]Slide hold[/B]:When you hold within the first few frames of an attack, you will slide forward (Slide) towards your opponent and hold the attack. The skidding part extends the hold's natural range to hold the attack.
500 500
501[B]Skid throw[/B]:When you throw within the first 8 frames of a hold, you will slide forward (Skid) towards your opponent and throw them. The skidding part extends the throws natural range to grab the hold.  501[B]Slide throw[/B]:When you throw within the first 8 frames of a hold, you will slide forward (Slide) towards your opponent and throw them. The skidding part extends the throws natural range to grab the hold.
502 502 
503[B]Slope Throw[/B]:These are throws that are done while on a slope or stair edge. 503[B]Slope Throw[/B]:These are throws that are done while on a slope or stair edge. 
504 504 
... ... 
516 516 
517[B]Special Stance[/B]: A different fighting stance from the normal position. Most of the special stances don't allow you to guard, but do allow you to perform attacks that can only be done from these stances. 517[B]Special Stance[/B]: A different fighting stance from the normal position. Most of the special stances don't allow you to guard, but do allow you to perform attacks that can only be done from these stances. 
518 518 
519[B]Stagger[/B]: A type of hit effect, along with knockdown. When your character staggers, You can slow escape from the stagger to shorten the duration of the effect, or critical hold. 519[B]Stagger[/B]: A type of hit effect, along with knock down. When your character staggers, You can slow escape from the stagger to shorten the duration of the effect, or critical hold.
520 520 
521[B]Stagger hold[/B]: A type of hold that staggers the opponent, instead of knocking them to the ground. 521[B]Stagger hold[/B]: A type of hold that staggers the opponent, instead of knocking them to the ground. 
522 522 
... ... 
524 524 
525[B]Stagger throw[/B]: A type of throw that staggers the opponent, instead of throwing them to the ground. 525[B]Stagger throw[/B]: A type of throw that staggers the opponent, instead of throwing them to the ground. 
526 526 
527[B]Stair Stepping[/B] :4:4, :2/:8 Movement used for when you want to space out, and move about around environmental hazards or direct your opponent into a environmental trap, and also good for buffering into a SS move or, SSing an oncoming attack. Also known as BackstepSS 527[B]Stair Stepping[/B] :4::4:, :2:/:8: Movement used for when you want to space out, and move about around environmental hazards or direct your opponent into a environmental trap, and also good for buffering into a SS move or, SSing an oncoming attack. Also known as Back step SS
528 528 
529[B]Standard Stance[/B]: The beginning fighting stance, with no special stances active. 529[B]Standard Stance[/B]: The beginning fighting stance, with no special stances active. 
530 530 
... ... 
544 544 
545[B]Sway Back[/B]: A special swaying motion that allow you to sway back. 545[B]Sway Back[/B]: A special swaying motion that allow you to sway back. 
546 546 
547[B]Sway Duck[/B]: Special ducking maneuver from sway back. 547[B]Sway Duck[/B]: Special ducking manuever from sway back.
548 548 
549[B]Sway Step[/B]: Special step from sway back. This is similar to a SS. 549[B]Sway Step[/B]: Special step from sway back. This is similar to a SS. 
550 550 
... ... 
558 558 
559[B]Throw[/B]: A type of attack effective against guarding or evading opponents, but not against opponents beginning a striking attack. If the initial grabbing motion hits your opponent, the throw will begin. 559[B]Throw[/B]: A type of attack effective against guarding or evading opponents, but not against opponents beginning a striking attack. If the initial grabbing motion hits your opponent, the throw will begin. 
560 560 
561[B]Throw Escape[/B]: By quickly entering the :F:+:P after your opponent begins a normal or combo throw, you can escape the throw and avoid taking damage. 561[B]Throw Escape[/B]: By quickly entering the :F:+:P: after your opponent begins a normal or combo throw, you can escape the throw and avoid taking damage.
562 562 
563[B]Turning Around[/B]: When you are standing with your back to your opponent, you can turn around by pressing Free Button, pressing the directional buttons toward your opponent, or performing an evade, dash, or crouching dash. 563[B]Turning Around[/B]: When you are standing with your back to your opponent, you can turn around by pressing Free Button, pressing the directional buttons toward your opponent, or performing an evade, dash, or crouching dash. 
564 564