Do you need to learn every character to know how to fight them?

Roroko

Member
I feel like this is the case in DoA5, even at a beginner level. There are certainly character matchups in all fighting games, but those are usually only vital for advanced/tournament level play.

In DoA5, it feels very difficult to tell when an opponent's strings ends, what the hit level of an attack is, which attacks are delayed, which attacks are unblockables, etc. just from looking at the move alone.

I find myself going into training mode or asking on forums how to avoid x character's y attack a lot.

In 2D fighters, you can stick to heuristics/rules of thumbs such as if the opponent jumps in, you need to block high. In Tekken, you can tell an unblockable is coming because of the animation.

It feels like the skill floor is higher in this game than other fighters; instead of learning one character well and knowing how the rest play generally, you need to know the specific properties of a lot of their moves just to be on the same level.
 

HiguraShiki

Active Member
It depends. If you want to get better as a player, yes you should at least learn the basics of all the characters.
 

teekay15

New Member
Higura...why else would they be here? Furthermore their whole POINT is that you seem to need to do that far more in this game compared to others.

Roroko: Yes i agree with you. In my limited experience DOA5 so far has been the least intuitive FG i have ever played, for example in relation to your comment about when a player jumps its often best to block high: according to the guide at least the hold notation against jumping punches seems to be H6 not H9 or H7...how does that make sense? So we all end up in training mode, which is really fantastic in this game, but perhaps not when we have to check a punch that looks high actually IS high (Milas SS uppercut for example: its an uppercut, its not your first instinct to hold mid).
 

Mailifang

Well-Known Member
I would say that DOA's case in the beginning seems like a lot to handle when it comes to character match ups. But once you get used to the game play and use the other characters you realize that DOA as a series front end depth is not as deep as you thought. DOA 5 kinda changes things up a little now that each character plays differently and some don't need to adhere to the "triangle" game play system.
 

Awesmic

Well-Known Member
Standard Donor
As someone who uses a character exclusively, I learn about the character as I go. But most importantly, I learn to play the opponent behind the character.

I'm a beginner though, so that isn't saying much. I'm only sharing advice to the best of my knowledge.
 
I feel like this is the case in DoA5, even at a beginner level. There are certainly character matchups in all fighting games, but those are usually only vital for advanced/tournament level play.In DoA5, it feels very difficult to tell when an opponent's strings ends, what the hit level of an attack is, which attacks are delayed, which attacks are unblockables, etc. just from looking at the move alone.I find myself going into training mode or asking on forums how to avoid x character's y attack a lot.In 2D fighters, you can stick to heuristics/rules of thumbs such as if the opponent jumps in, you need to block high. In Tekken, you can tell an unblockable is coming because of the animation.It feels like the skill floor is higher in this game than other fighters; instead of learning one character well and knowing how the rest play generally, you need to know the specific properties of a lot of their moves just to be on the same level.

I'd have to say, yes.
 

shunwong

Active Member
When I have a problem with a match up I try to, at least, do command training with the character I'm having trouble with in order to at least know what's coming.
 

Brute

Well-Known Member
Standard Donor
Yes. If you want to be any good, anyway. At least that's been my experience.

You don't have to know every character as well as you main or anything like that, but you should be familiar with the basic options and strike levels of each character's primary combos.
 

Roroko

Member
Aargh, speak of the devil. How to beat Lisa's jumping OH? Logic dictates an ... air throw??? Or can you duck it? I play Kokoro.

See, I don't want to have to go through every single character's command list in training mode just to find out each move's properties.
 

DR2K

Well-Known Member
Aargh, speak of the devil. How to beat Lisa's jumping OH? Logic dictates an ... air throw??? Or can you duck it? I play Kokoro.

See, I don't want to have to go through every single character's command list in training mode just to find out each move's properties.

Duck it, use a low. And use a throw, she's in hold state after every jumping throw. She also has a butt ton of recovery.
 

Prince Adon

Best in the World!!!
Premium Donor
The jumping OH is a no brainer. Just duck or low counter if you're not quick enough.

No you don't have to learn every character to beat them. But it would help you learn to fight them faster if you did learn there basics. Other wise most characters you going to have a hard time fighting unless you know what they're capable of.
 
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