DOA Q&A

Allan Paris

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Quick question, how many frames per second does DOA display at. I know some games are 30, some 60, but I can't tell just by looking at the game. Also, are there any guides for Jann-Lee for DOA3.0 or just DOA in general? I want to get in the groove with Jann-Lee before DOA5 releases and DOA3 seems closest to DOA5 in gameplay.

I believe it's 60 fps. Yes, there are guides to those games. The guide that will help you is possibly the DOA5 guide. If you want character specifics, I'd advise waiting for the game to release and then go from there, or getting the guide to DOA5. His moves, properties, hitboxes, etc. are subject to change in a new game.
 

Tenren

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As AP said they are out there. I dont have any DOA3 guides but have a crap ton of 4 lol. Id study both. It seem to be more of a cross up of both games. Moves from both i should say
 

Kronin

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It's more a curiosity than a question, but I always wanted to know a tier-list for DOA1 SS/PSX version (and also DOA++ if the differences of the system contribute to change the list). Someone that knows the game could answer me, please?

And correlated to this I would also like to know if Raidou is really good (like I think to be) in the use of his stolen moves from the others character, or if this could have in some way an opposite effect like in the case of Tekken3's Mokujin, that I know -about his copied moveset- to be inferior to the original characters in a few(?) cases.
 

Matt Ponton

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Tier list for DOA1 SS would be my recommendation of the following:

S class: Bayman, Tina, Raidou, Jann Lee
A class: Kasumi, Hayabusa
B class: Zack, Gen Fu, Lei Fang

The PSX and ++ versions I haven't played enough competitively to say.

Raidou is mainly S class just for his damage and heavy weight potential. Not so much for his stolen moves. He's not god in the game but he has a lot of advantages and can do a lot of damage much like the others in his category.
 

grap3fruitman

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You gave me a potential tier list for ++ before. I think you're the only person here that's played enough to be able to too.
 

grap3fruitman

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Okay, so I pulled up an old conversation between Wah and myself where I did ask him about a tier list for DOA++ and this was off of the top of his head:

S: Bayman, Busa, Kasumi, Ayane
A: Bass, Tina, Raidou, Gen Fu
B: Lei Fang, Zack

Jann Lee is somewhere in-between S and A.
 

Kronin

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Tier list for DOA1 SS would be my recommendation of the following:

S class: Bayman, Tina, Raidou, Jann Lee
A class: Kasumi, Hayabusa
B class: Zack, Gen Fu, Lei Fang

The PSX and ++ versions I haven't played enough competitively to say.

Raidou is mainly S class just for his damage and heavy weight potential. Not so much for his stolen moves. He's not god in the game but he has a lot of advantages and can do a lot of damage much like the others in his category.

Okay, so I pulled up an old conversation between Wah and myself where I did ask him about a tier list for DOA++ and this was off of the top of his head:

S: Bayman, Busa, Kasumi, Ayane
A: Bass, Tina, Raidou, Gen Fu
B: Lei Fang, Zack

Jann Lee is somewhere in-between S and A.

Thanks to both for the answers; It's interesting to see that in the passage between DOA1 SS and DOA++ the S and A classes are almost switched.
 

UncleKitchener

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So I heard in one of the podcasts that sometimes you can force someone into a crouch to perform a crouch throw, like Bass' 8P. Can you actually do that?

Okay, so I pulled up an old conversation between Wah and myself where I did ask him about a tier list for DOA++ and this was off of the top of his head:

S: Bayman, Busa, Kasumi, Ayane
A: Bass, Tina, Raidou, Gen Fu
B: Lei Fang, Zack

Jann Lee is somewhere in-between S and A.

What makes Bass mid tier in this game?
 

Matt Ponton

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Just his speed and mix-up options. In general he can make up a lot of damage with his combo throws though they are breakable.

Honestly, the entire cast is viable, but if you had to break it down, that's the best I would say.
 

UncleKitchener

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Did his P+K always deal 30 damage or was it just in DOA1/++? I think that's one of his best pokes which can also be followed up with the usual 6KP on CH.

And his 46P caused huge bounce in danger zones. I recall you can add a 9K on lights and mediums and finish with 6KP and that could do loads of damage.
 

Matt Ponton

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The bounce in danger zones was the same regardless of the attack that knocked them into it.

You aren't maximizing the damage on danger zone combo. For lights he can do his traditional :4::P::P::6::K::P: for more damage. Otherwise you would use :P+K::6::K::P: or just :6::K::P:.

The loads of damage though off the danger zones was something balanced across all characters, and requires the opponent not to tech the danger zone.
 

UncleKitchener

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Na, I'm sure 46P bounce in danger zone was the highest for Bass, at least in the PS1 version.

I haven't got DOA3 right now, but can you do :4: :P: :P: :6: :F+P: and :P+K: :6: :F+P: as juggle enders?
 

Matt Ponton

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The air throw in DOA3 can be done as long as the opponent is higher than his shins. So given enough height to do the attack part of the juggles you gave, then yes. You'll be able to hit the :T: in situations you won't be able to hit :6::K::P:. However, you'll sacrifice positioning most of the time by using the air throw.

In all versions of DOA1 I've played, the danger zone bounce gives the same height regardless. You might be able to recover faster with certain knock down attacks but the height of the launch is the same. That is, unless you are hitting the danger while dead or as you are dead.
 

UncleKitchener

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I'm guessing Leon has the same requirements. And obviously, you'd want to perform air-throws next to walls and ledges. An air-throw in Doatec HK takes away half life as far as I remember. What's the height requirement for ATs in DOA5a?


Also, Wah, I'm pretty sure that move bounces higher than average. I decided to do some recording just to make sure and there is a noticeable difference. Sorry for lack of de interlacing, it looks pretty shitty.

C27Uk.png

Here's how high :4: :6: :P: bounced. This pretty much guarantees a :9: :K: on all characters and a :6: :K: :P: follow up on lights.

q8J8n.png

And here's how high the drop kick bounced. I didn't manage to get it on the exact frame on this one, but it didn't bounce that high anyway.

Now, this is the PS1 version, so I don't know if bounces changed in ++.
 
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