System a minor macro-only DOA input exploit

WAZAAAAA

Well-Known Member
Normally, DOA would be a 3-button fighter:
- H=Hold (aka F=Free in the older games)
- P=Punch
- K=Kick

4-button if we want to be pedantic and include the optional ones:
- FS=FreeStep (in some DOA2 editions such as DOA2LE)
- AP=Appeal (extra button for taunts from DOA4 onwards)

When you mix those buttons together, you get more actions. The games let you map these to separate buttons on your controller, commonly known as "macros":
- H+P (aka T) = Throw
- H+K = Strong Kick
- P+K = Strong Punch
- H+P+K (aka S) = Tag/Special



Everything's normal so far. But there's a certain interaction between macros and regular buttons that's unique and unexpected.

Depending on the DOA, for example if you hold the H button down, and without letting go you tap the H+P macro for exactly 1 frame, a throw will actually come out!
We are performing a throw without ever letting go of blocking, and normally this shouldn't be possible since normally H and P should be pressed at the same time (or 1 frame apart at most, there's some leniency), and we were holding H far earlier than that.

If you press the macro for 2F or more no move comes out, but the input history will still show every input.
Other combinations can be used too (hold P -> tap P+K macro = also works).
The reverse isn't possible (hold the P+K macro -> tap the P button = does nothing)

This trick works on DOA2O, DOA2U, DOA4, DOAD, DOA5LR.
It doesn't work on DOA1++ (macros didn't exist yet), DOA2LE, DOA3, DOA6, which have a sane and consistent behavior.

One possible competitively useful way to use this tech is the ability to transition from Block to Side Step without leaving any gap:
1. hold :8::h:
2. tap :s: (for 1F)


TL;DR
in DOA5 if you're a macro person you can Side Step without letting go of block with [8H]+S (tap S for 1F). Same bug exists in some other DOA's
 
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ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
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