Out of all of the major 3d fighters, Doa have the most indepth environments. Knowing your environment is as important as knowing the character you use. Environments are a huge contributing factor in how you play.
Walls/Ropes:
Different types of walls:
In doa4, there are two different layers to the wall game, Wall crumple and Slump Stun.
Edges, Slopes and Stage breaks
Any of the various upright constructions used as a barrier or obstruction, Which are above the characters heads, or below, slightly above or at the waist level of the characters. These walls are breakable, And allow players to knock their opponent through the wall(or over the edge for a special damage modifier). Once the player is knocked over, a special character animation occur. One is of the character falling to the level below, and the other is the offender jumping down after him/her. When a character is down a slope, you will see one player rolling down, while the other Jumps down after him/her or, A special throw can be used to take adavantage of the slope(animation/damage dependent on the character).
When you or your opponent's back is against an edge(one without walls), normal attacks gain critical hit properties, very similar to that of slippery surfaces.
Inclines and stage Undulation:
The slightest change in elevation can change the combo/juggle that you can use. Knowing where each and every incline and stage undulation is located can help you determine which combo/juggle you will use to do max damage.
Going up Hill:
Going Down Hill:
Partitions:
Partitions are any of the various permanent upright constructions used as a barrier or obstruction, which are below, slightly above or at the waist level of the characters. Instead of a wall crumple accuring, the opponent will be knocked over. There are 3 different types of partitions:
Walls/Ropes:
Different types of walls:
- Regular Walls- Walls in doa are any of the various permanent upright constructions used as a barrier or obstruction, which are obove the characters heads. 10pts when hit(5 on angle hit), Have both stomach crumple and wall slump stuns.
- Electric Walls- Any of the various permanent upright constructions used as a barrier or obstruction, Which are obove the characters heads, and generate explosives/electricity on impact. 20pts when hit(15 on angle hit), Have both stomach crumple and wall slump stuns.
- Regular Half Walls-Any of the various permanent upright constructions used as a barrier or obstruction, which are below, slightly above or at the waist level of the characters. 10pts when hit(5 on angle hit), Stomach crumple and no wall slump stuns, 2nd wall attack results in a knockdown.
- Electric Half Walls- Any of the various permanent upright constructions used as a barrier or obstruction, which are below, slightly above or at the waist level of the characters, and generate explosives/electricity on impact.. 20pts when hit(15 on angle hit), Stomach crumple and no wall slump stuns, 2nd wall attack results in a knockdown.
- Ropes- 20pts when hit(15 on angle hit), Have both stomach crumple wall slump stuns + wall Ricochet.
In doa4, there are two different layers to the wall game, Wall crumple and Slump Stun.
- Wall Crumple:- When you are placed into a wall crumple, you have two different defense options: Critical Hold(DH) or Slow Escape (SE).*when hitting the ropes, (depending on how you hit the wall, and the distnace you are away from it) A Rope rebound will occur. You have two different defense options: Critical Hold(DH) or Slow Escape (SE).
- Wall Slump Stun:- When you are placed into a wall slump stun, you have almost the same exact options you have if you were knocked down.
Defensive options:- F - Tech to the foreground
- F - Tech to the background
- K - high get up Kick
- :k - Mid get up Kick
- :2 - Low Get up Kick
- f8:k - Tech to the foreground + high get up Kick
- f8:K - Tech to the background + high get up Kick
- fk - Tech to the foreground + Mid get up Kick
- fK - Tech to the background + Mid get up Kick
- f2:k - Tech to the foreground + Low Get up Kick
- f2:K - Tech to the background + Low Get up Kick
Edges, Slopes and Stage breaks
Any of the various upright constructions used as a barrier or obstruction, Which are above the characters heads, or below, slightly above or at the waist level of the characters. These walls are breakable, And allow players to knock their opponent through the wall(or over the edge for a special damage modifier). Once the player is knocked over, a special character animation occur. One is of the character falling to the level below, and the other is the offender jumping down after him/her. When a character is down a slope, you will see one player rolling down, while the other Jumps down after him/her or, A special throw can be used to take adavantage of the slope(animation/damage dependent on the character).
- No tech roll ability
- No wall stuns
When you or your opponent's back is against an edge(one without walls), normal attacks gain critical hit properties, very similar to that of slippery surfaces.
Inclines and stage Undulation:
The slightest change in elevation can change the combo/juggle that you can use. Knowing where each and every incline and stage undulation is located can help you determine which combo/juggle you will use to do max damage.
Going up Hill:
- Normal blow launches become low launches
- Counter blow launches become normal launches
- High Counter blow launches become Counter blow launches
- Launches done on an airborn opponent become counter blow launches
- Sky high launches become super launches
Going Down Hill:
- Normal blow launches become counter blow launches
- Counter blow launches become high counter blow launches
- High Counter blow launches become super high launches
- Launches done on an airborn opponent become sky high launchers.
- Sky high launches remain the same with a few more hits possible.
Partitions:
Partitions are any of the various permanent upright constructions used as a barrier or obstruction, which are below, slightly above or at the waist level of the characters. Instead of a wall crumple accuring, the opponent will be knocked over. There are 3 different types of partitions:
- Regular Big Partition - When knocked over you will lose 20pts of damage, and will stumble.
- Electric Big Partition - When knocked over you will lose 20pts of damage, and will stumble. Your opponent will be able to follow up with either a or :K attack.
- Small Partition - When knocked over, you will lose 10pts of damage and will be grounded(unless teched). Cannot follow up with a Partition attack.