Dead or Alive System Changes after Day 1 of E3

I've decided to provide a list of changes to Dead or Alive 5 that have been announced during the first day of E3. Here, I am merely focusing on system changes from not only the Dead or Alive 5 Alpha Demo, but from Dead or Alive 4 as well. There's been a lot of footage shown so far and this would be a good place to see all the changes. These will not include any character changes such as movelist or attack properties as that's a bit difficult to get. Something of note: the danger zones appeared to be locked off from being used through the "Power Blow" so zones such as the car in Scramble appeared to be usable but this could have just been for the E3 demo purposes.



Power Blow System Changes:
  • Power Blows have been changed from :H+P+K: to a command depending on the character, typically :1::P+K:.
  • Power Blows can only be performed once the user has lost 50% of their life, which is noted by the lifebar glowing red.
  • If the user does not have a red flashing bar when performing a Power Blow attack, he/she will perform what was the DOA5 Alpha uncharged hit effect: a knockdown pushback.

Stun System Changes:
  • There's a new attack titled the "Critical Burst." This is where one or more moves of a character performs a special stun if the opponent was at full stun threshold when connecting.
  • The "Critical Burst" puts a character into a deep fall forward standing stun that is not able to be held out, in effect allowing for a free hit of anything from a launcher to a power blow.
  • The "Critical Burst" is just a normal attack from the character and can generally be initiated at max threshold. It is notable when the "Critical Burst" connects as a puff of smoke appears after the hit.
  • Any time the character is in a critical stun that has their feet off the ground (i.e Sit down, lift, trip stuns) the opponent is not able to hold out of the stun until feet have returned to standing.
  • Guard Breaks and Guard Crushes can't be held out of immediately like Dead or Alive 4, this is because of the above listed change where the opponent can't hold until both feet are on the ground. This can allow for some guaranteed followups after a guard break.
  • The stun threshold (Critical State) has been returned to the lifebars. This is probably due to the importance of the "Critical Burst" attack in the game.
  • Characters have options to allow a normal hit launcher and still get decent juggle damage. This is something that was more prevalent in the earlier Dead or Alive games.

General System Changes:
  • The mid kick normal hold is now :6::h: instead of being merged with the mid punch hold (:4::h:) like in the Dead or Alive 5 Alpha build.
  • The high hit level wake-up kick attack has been removed from the game after being introduced into Dead or Alive 4. The mid hit level and low hit level still remain but are generally unsafe on guard.
  • A grappler receives a frame advantage bonus if their combo throw is broken out of, allowing them to still press the advantage.
  • A grappler can get a guaranteed ground throw more often than in comparison to Dead or Alive 4. This is typically best used when there is a ground slam in a juggle or off the wall crumple.
  • The side step has been changed to :2::2: and :8::8:. Rikuto mentioned that hitting :3::3: on the Xbox 360 directional pad will accidentally perform a :2::2: motion.
  • The gym shows the rope bounce from Dead or Alive 4.0 where it appears the opponent can't defensive hold during the bounce back.


So how could all of this change the meta game in playing Dead or Alive 5 in its current build? I obviously can't say much about it being that it's the first day of changes that have been found. So, with that said, this is my personal take on how this changes the game in higher level play:

First, let me clarify something for those who aren't familiar with terminology for the Dead or Alive series: the term "stun" is not typically the same as it is in other fighting games where one automatically assumes your opponent can't do anything in said "stun." Dead or Alive has a meta game inside of its "stun" system called the "Critical State" system. There is a difference between a "hit stun" and a "critical stun." With the exception of Dead or Alive 4, all Dead or Alive games have made it so that you can't hold out of hit stun, but you could defensive hold ("counter") out of critical stun after a certain amount of time is spent in the critical stun animation. Dead or Alive 4 changed this rule (sort of) by removing that forced delay you had while you were in a critical stun, effectively allowing you to defensive hold out of any critical stun at a moment's notice and sometimes putting you at a frame advantage over the offensive player. When you hear Dead or Alive players use the term "stun," they are typically talking about a critical stun. It appears that the critical stun system has been making strides to return back to the Dead or Alive 2 and Dead or Alive 3 system: critical stuns are less frequent than Dead or Alive 4 allowed and the delay for defensive holding out of them has started to be restored.

I can easily say that there are two major factors in this build that completely change the meta game: (1) the "Critical Burst" attack and (2) stuns that do not allow holds while feet are off the ground.


These two things can completely change the meta game. I have a feeling that there is more to the "Critical Burst" than what we have been told so far. However, as I understand it now, a character can potentially put another in a guaranteed combo due to the amount of ways one can put the other into such a situation. Rikuto hinted at this in his commentary where he can do one guess, I'm presuming the initial starting critical stun hit, combo it into a guaranteed critical stun combo that ends with a "Critical Burst." Then the character can do a free launcher or "Power Blow." Either option could allow the character to cause a knock back into a danger zone or fall towards a ground game scenario. Rikuto suggested Bayman could do such a thing and knock off 50% of a character's life with such a setup. I imagine other characters could do the same.

It's with that understanding that I believe the meta game has been changed to lower the amount of recklessness that is tolerated in the game's offense. I do not believe it will change some characters' offensive abilities as some characters will still be able to press the offense with attacks granting frame advantage pressure or causing a guard break/crush. There's a difference between saying that it's allowing less reckless behavior and the game's offense being toned down. In previous iterations, most dominantly Dead or Alive 4, the player could get away with being so reckless that it really would not matter if they were hit. This was due to the critical stun system allowing for numerous chances to escape the critical state via defensive hold. At times, players would feel better being put in such a state over being the offensive player due to the amount of damage they could do after five or six attempts to escape it. The focus of the meta game is now on that initial hit since the critical stun threshold game has been toned down severely. I can honestly say that it's probably the most severe since Dead or Alive 1, if not more. No longer can a player really find refuge in being hit or put into the critical stun state. Now a player must be cautious and decide their game plan thoughtfully, all while not allowing an opponent to set the pace of the match.


The critical state is something to be feared now due primarily to both of the changes I've mentioned. The opponent is now unable to defensive hold out of every situation and the "Critical Burst" is something that rewards a player for knowledge of their character, the critical stun system, and the environment. This will make the game rely more on poke strings than previous titles have; Dead or Alive 3.1/3.2 were probably the closest to matching such a meta game.

I think that, for now, you'll still be seeing many players play the game like Dead or Alive 4 (including mashing the low defensive hold on instinct) but I believe that with time adjusting to the changes we'll be able to see less of a reliance on the defensive holds and more so a reliance of the various new defensive features applied to the title. Something that hasn't been utilized as well as it really should is the side step system, not to be confused with the "Free Step" system. "Free Stepping" is associated with positional spacing with the environment by holding :2_: or :8_:, similar to Soul Calibur's "8 Way Run." The side step can be considered a special movement and was designated by the command :2::H+P+K: in the Dead or Alive 5 Alpha demo but has changed to :2::2: and :8::8: in the E3 demo build. This is certainly an area that the players will have to adjust to as the game gets closer to release.

The last thing to discuss is the buff to throws in the game. Dead or Alive has traditionally been an attack heavy game. Unlike most fighting games like Soul Calibur, Street Fighter, or Tekken, the Dead or Alive throw system is not treated like an attack. What I mean by that is in some other fighting games, like the ones just mentioned, the throw is more like an unblockable attack where it will win against another attack if its active hit frame connects before an opponent's active hit frame connects. In Dead or Alive, the throw loses immediately if an opponent is in the initial or active frames of the attack. Due to this, the throw game has not implemented a throw break system because I feel that the developers are trying to reward a grabbing player for reading correctly that the opponent would not attack. This is also probably why the throw speeds are typically so quick compared to other games, to make it easier to throw punish attacks or guard disadvantage. Even then Dead or Alive's fastest throws (at i4-5 speeds) are breakable throws for that reason and because they don't require a command input. "Offensive Holds" are probably the closest thing to throws in those other games, as their purpose is to grab an attack in its initial, active, or recovery frames and only loses to throws and attacks other than its own hit level. These "Offensive Holds" are offset by having much slower start up times than the standard throws, typically equal to the speed of the launching attacks. Both "Offensive Holds" and normal throws can have "Combo Throw" properties, where a speed game of initiating the multi-part throw is in combat with the opponent breaking the combo throw itself. This typically has resulted in a mix-match of advantage throughout the series.



So it's with those properties established that I think it should be mentioned how the grappling game has been improved in Dead or Alive 5. The grappling class has received buffs in range and damage. In addition, the grapplers who are typically the slowest of the cast in terms of attack speed will be given a frame advantage if their combo throw is broken. This gives more reward to the grappling player for playing the odds of the attack game and reading a guard, hold, or attack successfully while still providing a pressure tool should a combo throw be broken. This pressure allows for a smarter, calmer player to punish a more reckless player. In addition to the combo throw buff, the grapplers have been given a return to guaranteed ground throw traps. The grapplers have ways to hit confirm their ground throws like they did in all previous Dead or Alive games, with the exception of Dead or Alive 4. This has, in turn, changed the ground game. In Dead or Alive 4, a player would typically opt for a lower damaging combo that forced the opponent up as they fell to the ground. Otherwise, a falling player could tech the ground immediately just by mashing buttons or directions. This prevented the grapplers from gaining their necessary added damage to their juggles and generally benefited only striking characters who had more attack options for juggles and untechable force techs. Although the system still exists, it's no where near as dominant in play as it was in Dead or Alive 4. Grapplers can now do just as much damage as the striking characters to a juggling character thanks to guaranteed methods of utilizing their unique ground throws. Now it's up to the player to decide which juggle combo they would prefer to use based on (1) the launch height, (2) the environmental slope, (3) the end juggle positioning, or (4) the damage wanted to guarantee. It should be noted that most ground throws typically leave the grabbing character at a positional disadvantage to the wake-up kick meta game.

So, in my opinion, Dead or Alive 5 is shaping up to be a very good, legitimate fighting game. My cowboy hat is off to Yohei Shimbori and the fine people over at Team NINJA Studios and Koei-Tecmo. I think with the right push, and enough community support, this game can see a greater tournament scene than the series has ever had. I look forward to the release of this game the more I see of it and I look forward to meeting so many new and old players in the tournaments to come after its release. From day one, this website has been here with the goal to push the competitive mindset that this game series has deserved and I think this community has a chance at putting its past behind it and pushing forward with what looks to be the best chance it has ever had. I'm not talking about e-Sports or sponsorships here, as those are rewards to an established community and should not be used as a crutch. The game looks like it will have enough merit on its own with these changes to the system, and it's high time we all acknowledge that we are fighters and come together under similar goals.

wearefighters.png

I'm a fighter. How about you?​
 
This is merely opinion, but I don't think it's much of an issue. It doesn't get in the way of Soul Calibur and with some fine tuning on the buffering system it can be fixed for pad users. Personally, I would have no issue as I use an arcade stick..

I still think its a much safer option to just keep it like the alpha demo ..
but if they tweak it right and it works with double downs or double ups then im fine with that .. but .. i dont want it to get in the way of free stepping either ..

---
as for wakeup kicks ... i know what you mean ..
to be honest it felt weird having the high kick wakeup when it first came out ..
but then it grows on you .. and just gives you that one extra option ...
ofcourse the no kick wakeup is also just as deadly in its own right like you said ..

but I dunno ..
a part of me is glad the high is gone to make you guess less .. another part of me misses it when it was acctually useful ... plus the situations it creates ...
hold mid = stuffed ..
hold low = reset ..
etc..

but in general i really love the direction ...

on a side note .. been playing vf5:fs.. seriously the game is fucking incredible.. i hope we get to see a full crossover one day ... doa x vf .. or soemthing .. every character is so unique ... it would add nothing but more depth to doa .. looking forward to pai and sarah :D
 
Emperor, glad the High Kick off get up is gone because in DOA5, I see them wanting to make sure we can differentiate move heights and the fact of it being gone makes 90% of us happy.

Also, seeing as how I play Soul Calibur, the Double Down Sidestep shouldn't affect the simplest of gamers. I rather than than pressing 3 buttons and a direction, kinda like MK having a Block Button.

To be honest, I have not a single gripe of what's been Announce, after playing DOA4, this is Orchestra to my ears.
 
It makes me happy to see they seemed to have listened to their fans.
The new build seems great. Loving the Guard Crush/Break and Stun system news. I also wasn't a big fan of the :H+P+K: :+::8: /:2: in the alpha. I was just happy at the time for the inclusion of side stepping. :8::8:/:2::2: seems much better.

At the very least these sound like great changes.

Also, thanks for the info compilation.
Kudos to you Mr. Wah, kudos.
 
All this talk makes me very optimistic.

It'd be quite epic, would it not, after many years gone by and a thriving DOA tournament scene going on, to point out the success that was DOA5 to a newcomer and say, "Hey, I had a hand in that." Well, I probably couldn't but I could at least say, "Hey, I was playing DOA since before DOA4's era." Makes me sound older than I really am, lol.
 
All this talk makes me very optimistic.

It'd be quite epic, would it not, after many years gone by and a thriving DOA tournament scene going on, to point out the success that was DOA5 to a newcomer and say, "Hey, I had a hand in that." Well, I probably couldn't but I could at least say, "Hey, I was playing DOA since before DOA4's era." Makes me sound older than I really am, lol.

well ive been playing doa since boobs jiggled in the arcades .. to the point that i know that leifangs new doa5 winpose ..
"YATTAAAA " is not stolen from chunli .. but is a shorter version of her DOA1 win pose ... " YATTAAAAA.. Watashi no katchi ne" .. >__>
so ... yeah ...
lol
 
im kinda worried about the current state of the game now .. after seeing kayane and rikuto and the whole critical burst thing ...

i dont like that it leads to a situation where you will always repeat the same shit .. over and over again ...

I know this is early days .. but its kinda stupid now ..
like the combos have a specific pattern and i dont like that ...

sit down stun move > critical burst move >launcher > garanteed juggle ...
all unpunishable ? i think its a bit too much ...

and in a situation where they did critical burst near the wall ... i was thinking .. instead of the launcher .. they could get a wall slam ... and get a free air juggle off of that ... that means ... the damage is guaranteed from
sitdown>burst>slam>juggle ...

this is not to mention if you were down to 50% ... this can further be expanded to ..

sitdown>burst>powerblow>slam/dangerzone>juggle ...
now we're talking bullshit terms ...
and all this damage just for one incorrect hold ???

I understand they wanted to nerf holds to fix the triangle system ..
but it seems to me that now the bigger arm .. (and it is a very fucking big arm) is for strikes now ...

the only way around this would be damage scaling ... which i am seriously not fucking fond of ...

im not fond of this .. UNLESS ... you can SLOW ESCAPE the sitdown stun fast enough to prevent the burst move from connecting...
if thats the case then ... I can accept this to a more reasonable degree..

im starting to have second thoughts about this direction of the game
 
im kinda worried about the current state of the game now .. after seeing kayane and rikuto and the whole critical burst thing ...

i dont like that it leads to a situation where you will always repeat the same shit .. over and over again ...

I know this is early days .. but its kinda stupid now ..
like the combos have a specific pattern and i dont like that ...

sit down stun move > critical burst move >launcher > garanteed juggle ...
all unpunishable ? i think its a bit too much ...

and in a situation where they did critical burst near the wall ... i was thinking .. instead of the launcher .. they could get a wall slam ... and get a free air juggle off of that ... that means ... the damage is guaranteed from
sitdown>burst>slam>juggle ...

this is not to mention if you were down to 50% ... this can further be expanded to ..

sitdown>burst>powerblow>slam/dangerzone>juggle ...
now we're talking bullshit terms ...
and all this damage just for one incorrect hold ???

I understand they wanted to nerf holds to fix the triangle system ..
but it seems to me that now the bigger arm .. (and it is a very fucking big arm) is for strikes now ...

the only way around this would be damage scaling ... which i am seriously not fucking fond of ...

im not fond of this .. UNLESS ... you can SLOW ESCAPE the sitdown stun fast enough to prevent the burst move from connecting...
if thats the case then ... I can accept this to a more reasonable degree..

im starting to have second thoughts about this direction of the game
You play Leifang, right?

You should be the last one complaining, especially when there's a good possibility your parries can lead to the most guaranteed situations like back in the day. In fact, I predict you'll have the most fun with this new direction if you actually spend time with it.

If anyone, I'm the one who should be the one complaining as a Christie player and stick to playing DOA4... but I'm not. I wanna adapt to this new system and prove my worth here.
 
You play Leifang, right?

You should be the last one complaining, especially when there's a good possibility your parries can lead to the most guaranteed situations like back in the day. In fact, I predict you'll have the most fun with this new direction if you actually spend time with it.

If anyone, I'm the one who should be the one complaining as a Christie player and stick to playing DOA4... but I'm not. I wanna adapt to this new system and prove my worth here.

i dont enjoy repitition .. not even with leifang .. that is not the point of what i explained ... If my character is broken to the point that it will lead to 50%+ damage from a single hit confirm then i immediately lose interest in that character .. if everyone in the game becomes like that then shit .. i dont like the game anymore .. thats why I dont enjoy marvel ... because i dont like to go get a coffee and come back while a combo is still going on ... and it looks exactly the fucking same over and over again ... and then my character is dead ...

now i realize its not to that length ... but the damage is quite extreme now from a single hit confirm .. and I am not fond of this ...

and yes I play leifang ... but I also play other characters ...
 
Yes because me juggling you with 7pk~pp6pk in DoA4 every time I launch is totally not repetitive right? DoA is finally going to be legit and the only thing you care about is something being repetitive? God forbid a game has logical mechanics to actually create a meta game instead of just random guessing around every corner.

You're more than welcome to continue play that trash DoA4, but I among most everyone else here will be enjoying a solid DoA for once.
 
Sorry for getting off Topic but I have a question:

I'm missed a good chunk of the DOA5 Day 2 Stream and now I'm trying to look at it but I don't see the settings at the bottom right of the Stream to change the quality from 720p to 480p...wonder why that option isn't there...any help?????
 
im not fond of this .. UNLESS ... you can SLOW ESCAPE the sitdown stun fast enough to prevent the burst move from connecting...
if thats the case then ... I can accept this to a more reasonable degree..

Erik tells me you can still slow escape out of the sit down stuns.
 
You can still hold before the stun, and the characters only have one. Using it over and over wouldn't be smart. Also the threshold has to be pushed to get one.
 
im kinda worried about the current state of the game now .. after seeing kayane and rikuto and the whole critical burst thing ...

i dont like that it leads to a situation where you will always repeat the same shit .. over and over again ...

I know this is early days .. but its kinda stupid now ..
like the combos have a specific pattern and i dont like that ...

sit down stun move > critical burst move >launcher > garanteed juggle ...
all unpunishable ? i think its a bit too much ...

and in a situation where they did critical burst near the wall ... i was thinking .. instead of the launcher .. they could get a wall slam ... and get a free air juggle off of that ... that means ... the damage is guaranteed from
sitdown>burst>slam>juggle ...

this is not to mention if you were down to 50% ... this can further be expanded to ..

sitdown>burst>powerblow>slam/dangerzone>juggle ...
now we're talking bullshit terms ...
and all this damage just for one incorrect hold ???

I understand they wanted to nerf holds to fix the triangle system ..
but it seems to me that now the bigger arm .. (and it is a very fucking big arm) is for strikes now ...

the only way around this would be damage scaling ... which i am seriously not fucking fond of ...

im not fond of this .. UNLESS ... you can SLOW ESCAPE the sitdown stun fast enough to prevent the burst move from connecting...
if thats the case then ... I can accept this to a more reasonable degree..

im starting to have second thoughts about this direction of the game

It looks like you can slow escape the sit down stun.

http://www.twitch.tv/ipldoa/b/320572398

At 1:20:35 Kayane does a move that causes the sit down stun and then she tries to do the critical burst attack but just gets a critical stun. She does it again at 1:21:07 and gets a critical burst.

Plus, it adds more to the mind games. If you know what move causes a sit down stun, then you know what move the other player is more inclined to use. A good player will try not to be predictable though. Baymen is the only character that can get that much damage from what I'm hearing and it's still the E3 build so things can change.

Edit: Looking at the video again, the critical burst may not have come out because she tripped Hitomi before doing the attacks that cause the sit down stun.
 
Sorry for getting off Topic but I have a question:

I'm missed a good chunk of the DOA5 Day 2 Stream and now I'm trying to look at it but I don't see the settings at the bottom right of the Stream to change the quality from 720p to 480p...wonder why that option isn't there...any help?????

Guess not, can't say I didn't try. Fuck it, I'll find a way eventually.
 
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