Free Step Dodge

Rikuto
Rikuto
Most ToD's in DOA 3 required a slope, which was also a thing in DOA 2. The math formula does work out, eventually you -will- hit the ground due to recovery. Unless distance from the ground keeps generating, which is what the slope essentially is.

The only thing that was ever really an exception to this was the Bass corner infinite. I don't think they even thought about that stage at the time.
WAZAAAAA
WAZAAAAA
DOA3/DOA2U slope combos are super satisfying. You could feel that positioning actually MATTERS. And they're not even actually "infinite" with the exception of that one Bass combo lol

The heavy gravity scaling for juggles you get in DOA5 and DOA6 is the most boring shit ever, a weak cop-out to prevent overly long juggles. And still, what do you get in 6? ResidentSleeper death combos that last 20+ seconds smh
Project Bokuho
Project Bokuho
DOA3's TOD's are better than sex. Change my mind.
Camel with 2 thumbs
Camel with 2 thumbs
@Rikuto One has to wonder about Bass and how much of his strength was intentional in DOA3; him having a restand, that's fair, him having a restand post wall splat that leads into guaranteed launcher, intentional design? and of course those 6pk and 8k relaunches, da fuc???

but honestly if there's any character who should be melting lifebars with their sheer POWAH! it's Bass, I approve *thumbs up*
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
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