Dead or Alive 2 - Historical
Applied By virtuaPAI: Oct 12, 2011 at 10:29 PM
(History)
Dead or Alive 2
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| 4 | [I][SIZE="5"][B]Versions[/B]:[/SIZE][/I] | 1 | [I][SIZE="5"][B]Versions[/B]:[/SIZE][/I] |
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| 6 | Tomonobu Itagaki and Team Ninja were still dissatisfied with the release versions of DOA2, and continued enhancing it on both Dreamcast and PlayStation 2 on each market as they worked towards their vision of the ultimate fighting game. On October 25, 2000, Tecmo released a last major update called DOA2: Hardcore for the PlayStation 2 which was based on the Japanese and second update of Dead or Alive 2 for Dreamcast, this "Limited Edition" was featuring new playable characters, new stages, extra costumes and introduced the "Gallery" option. The Hardcore release was finally the complete game Itagaki had envisioned at the time, featuring many changes compared to its predecessor:[list] | 3 | Tomonobu Itagaki and Team Ninja were still dissatisfied with the release versions of DOA2, and continued enhancing it on both Dreamcast and PlayStation 2 on each market as they worked towards their vision of the ultimate fighting game. On October 25, 2000, Tecmo released a last major update called DOA2: Hardcore for the PlayStation 2 which was based on the Japanese and second update of Dead or Alive 2 for Dreamcast, this "Limited Edition" was featuring new playable characters, new stages, extra costumes and introduced the "Gallery" option. The Hardcore release was finally the complete game Itagaki had envisioned at the time, featuring many changes compared to its predecessor:[list] | ... | ... |
| 35 | [*]:2::H: defensive holding low blows | 32 | [*]:2::H: defensive holding low blows |
| 36 | [*]:qcf::H: Advanced hold[/list] into: [list] | 33 | [*]:qcf::H: Advanced hold[/list] into: [list] |
| 37 | [*]:6::7::F: holding high blows (:7::f: in doa2U) | 34 | [*]:6::7::F: holding high blows (:7::f: in doa2U) |
| 38 | [*]:6::4::F: holding Mid :P | 38 | [*]:6::4::F: holding Mid :P: blows (:4::f: in doa2U) |
| 39 | [*]:4::6::F: holding Mid :K | 39 | [*]:4::6::F: holding Mid :K: blows (:6::F: in doa2U) |
| 40 | [*]:6::1::F: holding low blows (:1::F: in doa2U) | 37 | [*]:6::1::F: holding low blows (:1::F: in doa2U) |
| 41 | [*]:4::9::f: parrying high/mid blows (character specific) | 38 | [*]:4::9::f: parrying high/mid blows (character specific) |
| 42 | [*]:4::3::f: parrying low blows (character specific)[/list] The console option simplified the commands:[list] | 39 | [*]:4::3::f: parrying low blows (character specific)[/list] The console option simplified the commands:[list] | ... | ... |
| 59 | 56 | ||
| 60 | [B]Stuns and Stun Linking[/B] | 57 | [B]Stuns and Stun Linking[/B] |
| 61 | 58 | ||
| 62 | The other defining feature of DOA2, aside from holds/throws/blows, is its stun system. In DOA2 many attacks upon hitting will inflict a stun on the opponent. While stunned, the opponent cannot attack, and cannot guard, but they can hold and slow-escape. Slow-escape is the wiggling of the joystick while holding down the :f: button(tapping :P | 62 | The other defining feature of DOA2, aside from holds/throws/blows, is its stun system. In DOA2 many attacks upon hitting will inflict a stun on the opponent. While stunned, the opponent cannot attack, and cannot guard, but they can hold and slow-escape. Slow-escape is the wiggling of the joystick while holding down the :f: button(tapping :P: and :K: alternatively will allow you to escape faster). If the attacker lands a non-knockdown, non-launching attack while the opponent is stunned, the opponent will be re-stunned in a new way, depending on what attack was landed. |
| 63 | 60 | ||
| 64 | [B]Walls[/B] | 61 | [B]Walls[/B] |
| 65 | 62 | ... | ... |
| 69 | 66 | ||
| 70 | [B]Launchers, Juggling, and Character Weight Classes[/B] | 67 | [B]Launchers, Juggling, and Character Weight Classes[/B] |
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| 72 | Some attacks, such as Bayman's :4::P::+: | 72 | Some attacks, such as Bayman's :4::P::+::K:, launch on certain successful hit types (in this case, counter and hi-counter hits). Once the opponent is in the air, it is possible to juggle the opponent by continuing to hit them until they fall to the ground. In addition to the rules of juggling, each character also fits into a specific weight category, which affects how the character responds to being launched and being juggled. The heavier a character is, the lower the character is launched, the less the character bounces up when juggled, the faster the character falls.[list] |
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| 74 | [*] Light Weight Class: Ayane and Kasumi | 71 | [*] Light Weight Class: Ayane and Kasumi |
| 75 | [*] Medium Weight Class: Ein, Helena, Hitomi, Jann Lee, Lei Fang, Hayabusa, Tina , Zack | 72 | [*] Medium Weight Class: Ein, Helena, Hitomi, Jann Lee, Lei Fang, Hayabusa, Tina , Zack |
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