Environment Analysis

virtuaPAI

I am the reason why you are here!!!
Staff member
Administrator
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:
  • 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:
    • :2:F - Tech to the foreground
    • :8:F - Tech to the background
    • :8:K - high get up Kick
    • :k - Mid get up Kick
    • :2 - Low Get up Kick
    • :2:f:~:8:k - Tech to the foreground + high get up Kick
    • :8:f:~:8:K - Tech to the background + high get up Kick
    • :2:f:~:k - Tech to the foreground + Mid get up Kick
    • :8:f:~:K - Tech to the background + Mid get up Kick
    • :2:f:~:2:k - Tech to the foreground + Low Get up Kick
    • :8:f:~:2: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 :p 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.
 

virtuaPAI

I am the reason why you are here!!!
Staff member
Administrator
Breakable Environments:

New to the doa series are breakable objects. These are objects that shatter upon impact. 10~20pts when hit(5 ~15 on angle hit), Certain Breakable objects must be broken at a particular section, or it will remain in tact. Breakable walls in Ninja Hide out is an example of this. When hit on the side of the wall(with the least surface space), a wall crumple and wall slump stun will occur.


Slippery surfaces

Slippery surfaces are all of the water areas within the game. When on a slippery surface, many normal blows gain critical hit properties, and staggers from counter attacks gain an additional 20 frames. The additional 20 frames make it realy hard to Slow escape, while making it easier to do offensive stepping(stepping used to get to your opponents back + Combo/juggle).

Ceilings

first apperaing in doa2u, when certain attacks, throws and holds are used, your opponent will hit the ceiling. Ceiling impacts do damage( 5 pts, +5 with fall), and places your opponent in a stagger once they hit the floor(if they do not tech). Ceiling attacks can be followed up with a combo/juggle when the opponent is falling to the ground.
  • Techrolling is possible
  • Slow escaping is possible when in ground stagger

Moving Danger Zones

New to the doa series are moving danger zones. Moving danger zones are independent of your stationary danger zones. They have their own pattern of opperation as well as their own damage potential.
  • When hit head on-Your opponent will be super launched into the air. A juggle follow up is possible. Relaunches are possible when juggling your opponent.
  • When hit on the side- A drunken stagger will occur
  • when hit while grounded- Your opponent will be forced tech.

To avoid getting hit with a moving dangerzone, you will need to use one of the four defensive holds. The one you use make no difference due to the same exact animation occuring. When throwing and holding, the person who is being held/thrown will be launched into the air, while the player executing the hold/throw will avoid the moving danger zone. It should be noted that when avoiding a moving dangerzone, you are left in a few frames of disadvantage. Your opponent can take advantage of this advantage and force a mixup on you.


Electric Floors

When slammed into a electrified floor, extra damage is dealt. The electrical explosins are activated with certain attacks, throws and holds that slam your opponent into the floor.
  • Cannot tech away the damage

Revolving Door/wall

New to the doa series is the ability to go back and forth through an environment after knocking an opponent into the new area. 10pts when hit(5 on angle hit).

Stage Analysis- Reprise.


Savannah Safari
Upper Level-
  • Walls - 10pts of damage
  • Stage break(fall) - 20pts
  • Stage break(Slope drop) - 30+20pts
  • Cheetah(moving danger zone) 30pts
Lower Level -
  • Walls - 10pts
  • Hippo(high partition) - 10pts
  • Stampede - 10pts
  • Water pool - Criticals added to normal blows + 20 additional frames to critical staggers

The Crash Club
  • Walls - 20pts
  • Electric floor - 10pts

Waterfall valley
Upper Level-
  • Stage break(fall) - 40pts
  • stage break(ropes+fall) - 10+40pts
Lower Level-
  • Trees, rocks and wall- 10pts
  • Fallen tree(high partition)- 10pts
  • River/stream - Criticals added to normal blows + 20 additional frames to critical staggers

Doatec Great Hall
  • Walls - 10pts
  • Vase(breakable)- 10pts
  • Table(high partition) - 10pts
  • Stage break(stairs)- 43pts
  • Stage break(stairs +wall) 10+ 43pts
  • Stage break(window + fall) 10+20pts
 

virtuaPAI

I am the reason why you are here!!!
Staff member
Administrator
Stage Analysis- Reprise.


Savannah Safari
Upper Level-
  • Walls - 10pts of damage
  • Stage break(fall) - 20pts
  • Stage break(Slope drop) - 30+20pts
  • Cheetah(moving danger zone) 30pts
Lower Level -
  • Walls - 10pts
  • Hippo(high partition) - 10pts
  • Stampede - 10pts
  • Water pool - Criticals added to normal blows + 20 additional frames to critical staggers

The Crash Club
  • Walls - 20pts
  • Electric floor - 10pts

Waterfall valley
Upper Level-
  • Stage break(fall) - 40pts
  • stage break(ropes+fall) - 10+40pts
Lower Level-
  • Trees, rocks and wall- 10pts
  • Fallen tree(high partition)- 10pts
  • River/stream - Criticals added to normal blows + 20 additional frames to critical staggers

Doatec Great Hall
  • Walls - 10pts
  • Vase(breakable)- 10pts
  • Table(high partition) - 10pts
  • Stage break(stairs)- 43pts
  • Stage break(stairs +wall) 10+ 43pts
  • Stage break(window + fall) 10+20pts

Kyoto in bloom
Upper Level -
  • Walls- 10pts
  • lights -10pts
  • Lanterns - 20pts
  • Small table(small partition) - 10pts
  • Fence(high partition)- 20pts
  • Stage break(fall) - 20pts
  • Stage break(Railing + fall) - 10+20
  • Rope barricade - 20pts
  • Cart -20pts
Lower Level-
  • Wall - 10 pts
  • Fence(high partition)- 20pts
  • Water stream - Criticals added to normal blows + 20 additional frames to critical staggers

Experimental Playground
  • Triceratops(wall)- 10pts
  • Trees(wall) - 10pts
  • Logs(high partition) - 10pts
  • Raptor (high partition) - 10pts
  • Pterodactyl (moving danger zone) - 30pts
  • Lake - Criticals added to normal blows + 20 additional frames to critical staggers

Ninja Hideout
Upper Level-
  • Walls - 10pts
  • Ceilings- 5 pts(+5 with fall)
  • Revolving doors - 10pts
  • Breakable walls - 20pts
  • Stage break(fall) - 20+20pts
  • Stage break(railing+bounce+fall) - 10+20+20pts
Lower Level-
  • Wall - 10 pts
  • Light posts - 10pts

The DWA Coliseum
  • Ropes - 10pts
  • Rope Bounce - 20pts
  • Corners - 10pts

Nassau Station
Upper Level-
  • Walls - 10pts
  • Stage break(fall) - 20pts
  • Stage break(wall +fall) - 10+20pts
  • Stage break (wall+ Jeep) - 10+20+20
  • Ceilings- 5 pts(+5 with fall)
  • Canitster(high partition)- 20pts
Lower Level-
  • Jeeps - 10pts
  • Boxes(high partition) - 10pts
  • Canister(high partition)- 20pts
  • Broken banshee - 10pts
  • Ceilings- 5 pts(+5 with fall)
  • Walls - 10pts
  • Plasma sheilds - 10pts

Tri-Tower Heliport
  • Ropes - 10pts
  • Rope Bounce - 20pts
  • Corners - 10pts

Tatami
  • No danger zones- Tekken Like stage with endless room to move around.

Temple on the mountain
1st Level-
  • Walls- 10pts
  • Trees(walls) - 10pts
  • Rope barricade(wall) - 10pts
  • Stage Break (stairs)- 32pts
  • Ancient vases(breakable) - 10pts
2nd Level-
  • Walls - 10pts
  • Stage Break(stairs)- 34pts
3rd Level -
  • Walls - 10pts
  • Stage break(stairs) - 36pts
  • Stage break(roof top) - 10+20+20pts
4th Level-
  • Walls - 10pts
  • Steep incline- Effect juggles
  • Stage Break(wall)- 10+30pts
5th Level-
  • Wall - 10pts
  • Gong - 10pts

Seaside Market
Upper level-
  • Walls- 10pts
  • Ceilings- 5 pts(+5 with fall)
  • Stage break(Stairs)- 58pts
  • Stage break(Wall +fall)- 10+20+20pts
  • Iron barrier(high partition)-10pts
  • Table (partition)- 10pts
  • Fruit Crate(breakable)- 20pts
  • Crates-10pts
  • Fruit stands(and other stands)- 10pts
Lower Level-
  • Tree(wall) - 10pts
  • Beach chairs(low partition)- 10pts
  • Walls - 10pts
  • Ocean - Criticals added to normal blows + 20 additional frames to critical staggers

Bio lab Core
  • Walls - 20pts
  • Electric floors - 10pts

Gameblers Paradise
  • Walls - 10pts
  • Car(moving danger zone)- 30pts
  • Marquee(high partition) - 10pts
  • Iron fence(high partition) - 10pts
  • Middle Partition(high partition) - 10pts
  • Puddles - Criticals added to normal blows + 20 additional frames to critical staggers
 

virtuaPAI

I am the reason why you are here!!!
Staff member
Administrator
Other stage attributes
  • Invisible Walls- These are parts of the stage that you cannot cross and act as a barrier/wall. During these areas, you can do juggles/combos that are not possible during a regular wall due to many attacks in juggles having wall properties. Defensive and offensive stepping are made easier as well.
  • Walls- Defensive and offensive stepping are made easier as well as some attacks whiffing due to the positioning of the wall.
 
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
Top