What should a person coming from other competitive 3d fighters expect that's different in DOA?

alstein

New Member
Hi there. I'm asking this because I'm interested in the game some , though haven't paid much attention to it with all the Tekken hype and VF coming out. I wasn't thinking about hitting this seriously until a bunch of friends were also getting this.

My question is this, might be too general and is a flat-out noob question, but here it goes:

What are the big fundamental gameplay differences between high-level VF and high-level DOA?

What sort of things will I have to get out of my head in terms of VF fundamentals, and what fundamentalists will translate well?

Is the execution easier or harder?
 

UnD34D

Active Member
DOA has the easiest execution of any fighting game I've ever played. Shit can just be mashed out and series creator Itagaki even once told the community "You aren't pressing the buttons fast enough." Fundamental differences are that in DOA every character has a counter, and the counter is a huge part of gameplay. DOA also rewards you for making mistakes whereas in VF if you make a mistake you are severely punished. VF has a wide array of pokes and a very good footsy game, DOA almost virtually has none, especially in 2 and 4 where there is no sidestep.
 

Rikuto

P-P-P-P-P-P-POWER!
Damn Undead you sound almost as salty as Grap3 has been lately.

Anyway just to clarify, Undead is speaking from basically zero personal experience with DOA 5 whereas I've actually played the game and all of its predecessors.

If you want ease of execution, a lot of the DOA characters are pretty simple. Some are a little trickier, and if you want heavy execution there's always Akira.

A lot more attacks cause stun in DOA than in VF. To balance this out, everyone has counters and they can be used inside of lighter stuns. Deeper stuns which "trip" you or otherwise take you off of your feet cannot be countered out of, and taking advantage of this is how you string true combos together.

Unlike what salty bitches just said, you don't really get rewarded for getting stunned. That was partially true in DOA 2/4, but if you screwed up in 1 or 3 you were pretty much done. You can ask either of these two if they felt rewarded when I was messing them up in DOA 5.



Movement speed and sidestep evasion is for the most part just fine right now with DOA 5, so thats another misleading comment from salty. It's been tweaked constantly and it's only gotten better as development has gone on.

Now honestly, the game right now is at a branching point where it's trying to figure out what it wants to be. DOA 5, whatever it ends up being, is not going to be DOA 4 (aka worst game in the series BY FAR and the reason salty is so salty). I can't tell you exactly what high level play will look like because honestly, no one knows for sure yet. Those vids were me playing after several years of retirement from 4.


What I can tell you is that the game has only been getting better as development has gone on and it's starting to loosely resemble VF/Tekken with the way some characters can deal damage. Other characters, frankly, have to work much harder for the same result. We'll see how that turns out by the end of the balance cycle.
 

UnD34D

Active Member
Damn Undead you sound almost as salty as Grap3 has been lately.

Nothing I said was untrue though. I specifically denoted DOA 2/4 in what I said, and so far, every DOA, even 3.1, lets you try to guess out of your mistakes. I have as much experience in DOA as you do, with the exception of 5.

as for Blazeincarnated, you're a moron who shouldn't be able to post anywhere but the fanfic section.

edit: what was mystic doing there?! lol she was garbage in 4, how'd she get an invite?
 

Rikuto

P-P-P-P-P-P-POWER!
Nothing I said was untrue though. I specifically denoted DOA 2/4 in what I said, and so far, every DOA, even 3.1, lets you try to guess out of your mistakes. I have as much experience in DOA as you do, with the exception of 5.

He was purposely asking about 5. Not much reason anyone else would come here.

So why you gota go out of your way to paint a horrible picture that doesn't even apply to the game? You're clearly trying to be negative just for the sake of it and I don't feel like dealing with that crap.

Besides that, you're wrong. Being able to guess out of your mistake and being rewarded for making a mistake are two different things. If a counter does 10-15% lifebar, but getting high-counter thrown or guessing on the wrong hit level results in 50% lifebar lost, how is that situation rewarding exactly?

In 3.1 Bass could kill you in one whiffed counter. One. At full life. That's all it took.

So don't act like it's an ass backwards situation and try to drive people off. I'm sick of hearing that overly negative crap from people who don't even play the game correctly (or havent played it ever).
 

MasterHavik

Well-Known Member
I started with DOA as my first Fg I took serious. But I think what they should expect is DOA is somewhat similar, but overall different from Vf and Tekken.
 

Tones

Well-Known Member
Premium Donor
DOA has a noob friendly buffer system. Pressing free will finalize your combo input, which stops you from continuing a combo by mistake. This also means you can delay strings quite a bit (allows you to play with rhythm), which is something pretty unique to DOA.

Also: punch, punch, grab or low jab, grab.
 

Doug Nguyen

Well-Known Member
He was purposely asking about 5. Not much reason anyone else would come here.

So why you gota go out of your way to paint a horrible picture that doesn't even apply to the game? You're clearly trying to be negative just for the sake of it and I don't feel like dealing with that crap.

Besides that, you're wrong. Being able to guess out of your mistake and being rewarded for making a mistake are two different things. If a counter does 10-15% lifebar, but getting high-counter thrown or guessing on the wrong hit level results in 50% lifebar lost, how is that situation rewarding exactly?

In 3.1 Bass could kill you in one whiffed counter. One. At full life. That's all it took.

So don't act like it's an ass backwards situation and try to drive people off. I'm sick of hearing that overly negative crap from people who don't even play the game correctly (or havent played it ever).
If you keep spamming counters while being hit how much extra damage do you take, if the attacker continues hitting you. I know grabs take more but do strikes? Oh yeah and whats the termanology called (counter blow, high counter blow etc). I asked this before but i didnt really understand.
 

Matt Ponton

Founder
Staff member
Administrator
Standard Donor
Counter blow if you're caught getting hit while performing a hold. It's 125% damage.
 

Doug Nguyen

Well-Known Member
Counter blow if you're caught getting hit while performing a hold. It's 125% damage.
Thanks. And on the FSP it says this though. Am i reading it wrong?

Counter Blow (CH): Counter Blow(cb) - counter Blow means that a character was hit while doing a strike. Damage is increased by 25%
 

Doug Nguyen

Well-Known Member
That's the more typical form, attack beating attack.
Oh ok so it applies to both? Does the word counter blow appear on the screen when your being hit while countering? I know it appears on the screen when a strike beats another strike.
 
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