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?
Big Fundamental differences?
Wake-ups aren't as intense in DOA compared to other 3-D fighters. Getting KD in DOA isn't nearly as scary as it is in Tekken.
Command throws can't be broken. Multi-throws can be escaped, but not being able to break command throws is a pretty huge difference for most people. I been playing DOA a while, and I still try input non-existent throw escapes. Throws are very, very, very strong in DOA.
Over 90% of the moves in the game are unsafe on block, and can be punished with the unescapable throws I just mentioned. If the VF frame data is consistent as I imagine it will be, then VF characters will probably have more moves that give +frames than DOA characters. However, if you are used to playing VF, be prepared to get throw punished by moves you used to think were safe.
Every character has holds. Which means even the best strikes can't be thrown out predictably. Bottom tier characters in DOA have a better chance of winning against top tiers compared to other 3-D fighting games, except Bloody Roar.
There are no side throws in DOA, and back throws usually do pretty minimal damage. The side stepping will probably take a little time to adjust to.
Crouch dashing in DOA is similar to VF crouch dashing.
Despite the flashiness, DOA isn't as fast paced as VF. But I don't think any 3-D fighting game is.
DOA has this funky little thing called a 180 free step dodge. Not sure if someone mentioned it already.
Strings can be delayed. More so than any other 3-D fighting game.
DOA characters with special movements tend to be a lot more evasive than VF characters. Ayane, Christie, and Helena players who know how to maximize on their movement might take some adjustment to deal with.
Lots of moves can send you flying towards the wall/cliff. VF moves don't really have that kind of knockback.
Execution is a lot easier, and characters are easy to pick-up, especially coming from a VF background.