Question to old school DOA 2 players

Camel with 2 thumbs

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Since DOA5LR seems to have officially died on 360 (at least during the hours i'm active), I've been going back to the older games a lot, and there were 2 big things noticed during my revisit to the past

-no moves had frame advantage on block
-no forces tech

I'm curious to know what fans of the older games think about these two additions to the newer games, cause playing DOA without them put a few things in perspective for me. Personally, i really liked the lack of force techs, cause it made the game a much more back and forth affair as opposed to the force techin' frenzy that was DOA 4 and arguably 5, as for the frame advantage on block moves, while i enjoy having moves I can just throw out there and have them be safe regardless of hit or block, making EVERYTHING minus on block kinda requires you to be a little smarter with your offence, and I am totally down with that.

Your thoughts?
 
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Forlorn Penguin

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Actually, Tengu's :8::K: is +3 on block in DOA2. I don't know if there are any other moves in the game that give advantage on block though, or if that's the only one.
 

Camel with 2 thumbs

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Actually, Tengu's :8::K: is +3 on block in DOA2. I don't know if there are any other moves in the game that give advantage on block though, or if that's the only one.

really???I'll have to try that out. I remember ppl saying that tengu was the only character that had advantage on block in DOA2 hence why he's banned in tournament.
 

Forlorn Penguin

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I don't think he was always banned in tournaments, as there are several videos out there of DOA2U tournament matches that feature Tengu. I'm guessing it depended on the tournament organizer.

He was definitely very good in that game though.
 

Matt Ponton

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I believe Bass' 4PP was also +1 on guard. But I forget.

I didn't like DOA4's force tech system, specifically I'm not a fan of having untechables and unholdables.

I'm fine with DOA5's current system where you don't get untechables but you get unholdables. Unholdables are reward for reading the opponent is going to tech.
 

Forlorn Penguin

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I'm looking through my book with DOA2's frame data in it to check some things. Some things are hard to read due to it being in Japanese, though. And I'm not sure, but I believe the advantages on block that are listed with a - in front of the number are the ones that are positive on block.

If I'm reading that right, it looks like these are all of the moves that are + on block.

:bass:: :4::P::P::5::P+K: is +1.

:hitomi:: :4::6::K: is +1. :8::F+K: is +2.

:bayman:: :P: is +1. :P::P: is +1.

:leon:: :P: is +1. :P::P: is +1.

:tina:: :P: is +1.

:tengu:: :K: is +3. :8::K: is +3. :6::P: is +7.

:hayabusa:: has something that's +1, but I can't tell what it is. Maybe Ongyoin :P:.

There are also a few moves that are 0 on block.
 
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Matt Ponton

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Yes Hitomi was a straight port of her 3.2 self so she had advantage on guard.

The data has the column as "Amount of disadvantage" which is why -1 is actually advantage of 1 frame.
 

Forlorn Penguin

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Double posting, due to the database corruption.

Mr. Wah, I saw that you originally replied here asking for a picture of the Hayabusa stuff I couldn't translate. I wasn't logged in or even home when I saw it, so sorry for the late replay, but here it is. This is specifically just the part with his +1 attack, but there's more in there I can't read.

CAM00232.jpg
 

Matt Ponton

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Those look like his handstand attacks but I can't be sure without seeing the full sheet.

I have the same guide but don't know where it's stored atm.
 

Forlorn Penguin

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Here's the rest of his main movelist, if that helps. The section in my previous post is the continuation of it.

This still doesn't include basic attacks, back-turned attacks, holds, throws, wake-up attacks, down attacks, or special moves (like flips and taunts). I don't know if you need all of those too.

But anyway, the main moves:

CAM00233.jpg


By the way, I also don't know what it's trying to tell me with the four attacks here that have Japanese text before the button input. There's one with P, one with K, one with 4K, and another with K.
 

Matt Ponton

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Yeah so those moves are "From Handstand"

I can't be sure about the second listed one, but the first character in the command notation for all of the others is the character for his "handstand" and then it says "from middle of" or "while performing". Not 100% sure about the Kick in second line though.
 

Forlorn Penguin

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I can't be sure about the second listed one, but the first character in the command notation for all of the others is the character for his "handstand" and then it says "from middle of" or "while performing".

So, does that just mean the move is basically "P from Handstand", or does the "from middle of/while performing" indicate that it has to be done at a certain point of an animation?
 

Matt Ponton

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generally just P from Handstand (which is a roll then a jab, which is why it's +1).
 

synce

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Are you guys talking about 立ち中に? That means "While standing"

Also 敵に背を向け = back turned

The last move is his 7PK off a wall

If not just ignore this, sorry to barge in :p
 

Forlorn Penguin

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Are you guys talking about 立ち中に? That means "While standing"

Also 敵に背を向け = back turned

The last move is his 7PK off a wall

If not just ignore this, sorry to barge in :p

Thanks. That helps a lot. I'm trying to write up Hayabusa's data right now and I'll gradually try to get around to all the other characters too. I already have Tengu's data up there, but I'll go over it again now that I know I can have some sections translated. If you guys don't mind, I'll continue bothering you with with more pictures whenever I need to.

Hitomi will be the easiest for sure, since I can just copy and paste her 3.1 data and just make alterations where necessary. I'll probably do her next just to get it out of the way.
 
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