System "Infinite" backturned loop exploit

WAZAAAAA

Well-Known Member
VIDEOS
DOAO:
https://giant.gfycat.com/InfamousEvilBluefish.webm Helena: limbo 6P, PP 9P PP 9P... (usagiZ clip)
https://giant.gfycat.com/HonorableGrimyIrishwaterspaniel.webm Helena: limbo 6P, 9P 9P...
https://giant.gfycat.com/FaintDefenselessCougar.webm Ein: 3P 3P... (TAS timing)
DOA4:
https://giant.gfycat.com/VibrantLazyJackal.webm SPARTAN-458: 6K 6K... (Forlorn Penguin clip)
https://giant.gfycat.com/HarmoniousLoathsomeGlassfrog.webm Tengu: 66P 66P... (Forlorn Penguin clip)
DOA5U:
youtu.be/6CdJPFJ36dY Gen Fu: PPP 9P PPP 9P... (inescapable, DestructionBomb clip)
DOA5LR:
youtu.be/TDVOwR-8-0U Jann Lee: 8K 66 P2P 8K 66 P2P... (holdable)
https://streamable.com/tfu2v Momiji: 9K P+K 2K 4K 9K P+K 2K 4K... (holdable)
The dummy is set to respond with Standing Guard in each video.




EXPLANATION
Since in the DOA series transitioning from Back to Front position requires some frames... you can attack the opponent by keeping him backturned outside of the combo system, technically forever.

Given that the opponent won't stagger escape, any attack with the following properties would work:
1. mid or low strike. High wouldn't work because it's crouchable
2. doesn't knockdown/juggle/wallhit
3. doesn't push the enemy too far away (not 100% required since you can corner the enemy anyway)
4. fast enough to combo into itself (must NOT be combo'd though)

Technically speaking, even if the opponent Stagger Escapes, the attacker could anticipate the followup by some frames and have a minuscule chance of continuing what he's doing.

Confirmed working in DOAO (DOA2U), DOA3, and DOA4. The developers have noticed this in DOA5U at some point and changed Back stuns to make the enemy switch to Front.

The easiest ways to try this yourself are:
-if you have DOA3 (tested on 3.2 aka EU version, may work for the rest too) or DOA4, Pick Leon and mash 6KKKKK.
-if you have DOAO, pick Tengu and do 6P (shouldn't work in DOA2U), or use the same exact AutoHotkey script I've used in the video with Ein (the timing very strict to do by hand). How to use: download&install AutoHotkey, save spoiler content as anything.ahk, press G to start attacking
Code:
#NoEnv
#MaxHotkeysPerInterval 99000000
#HotkeyInterval 99000000
#KeyHistory 0
ListLines Off
Process, Priority, , H
SetBatchLines, -1
SetKeyDelay, -1, -1
SetMouseDelay, -1
SetDefaultMouseSpeed, 0
SetWinDelay, -1
SetControlDelay, -1
SendMode Input

g::
send {right down}
send {down down}
DllCall("Sleep",UInt,100)
loop 10
{
Send,{x Down}
DllCall("Sleep",UInt,20)
Send,{x Up}
DllCall("Sleep",UInt,680)
}
send {right up}
send {down up}
DllCall("Sleep",UInt,100)
return

Here's another BT-related exploit in DOA5LR with Jann Lee (thanks to Gurimmjaw):

TL;DR
keep hitting the back of the opponent 1 frame after he recovers from a stun = infinite combo in every DOA
 
Last edited:

Matt Ponton

Founder
Staff member
Administrator
Standard Donor
You guys might want to test this out with a second controller in a versus match.

I say that because the old training mode was hardly a training mode. For example in DOAD it would take the AI 7 frames to do a "2nd move guard" even though the game was 2 frames to turn around in guard.
 

Forlorn Penguin

Well-Known Member
Premium Donor
Did you need to time each strike precisely or you actually found a mashable 0 timing attack?

I needed to time it. The timing was a bit precise, but not too hard. I did mess it up a few times, getting a combo and knocking Hitomi over.

That's with Spartan's 6K though. I also tried with Tengu's 66P. The timing was a bit easier with that, but unfortunately it wall splats. https://u.pomf.is/ukzcrw.mp4

But like Mr. Wah said, I don't know how accurate this even is with the oddity of the AI potentially reacting slower than it should.
 

WAZAAAAA

Well-Known Member
You guys might want to test this out with a second controller in a versus match.
But like Mr. Wah said, I don't know how accurate this even is with the oddity of the AI potentially reacting slower than it should.
I just tried with a second controller in DOA3 EU: infinite still works while holding H. Tried with Bayman's 6K (needs 0 timing) VS backturned Hitomi. Mashing H escapes it because of the slight Stagger Escape caused by it.
I needed to time it. The timing was a bit precise, but not too hard. I did mess it up a few times, getting a combo and knocking Hitomi over.
Yo that's supposed to be like a 1-2 frame link every time. I can barely do it twice in a row and you did 12 times by hand? Get out of here, 2 gdlk.
That's with Spartan's 6K though. I also tried with Tengu's 66P. The timing was a bit easier with that, but unfortunately it wall splats. https://u.pomf.is/ukzcrw.mp4
Thanks for this, Tengu's 6P works in DOAO, now I can wreck backturned scrubs with it.
Also thanks for 6K with Bayman. It seems to work in DOA3.2 with no timing, and it doesn't even wall splat.
 

Forlorn Penguin

Well-Known Member
Premium Donor
I just tried with a second controller in DOA3 EU: infinite still works while holding H. Tried with Bayman's 6K (needs 0 timing) VS backturned Hitomi. Mashing H escapes it because of the slight Stagger Escape caused by it.

Very neat.

Yo that's supposed to be like a 1-2 frame link every time. I can barely do it twice in a row and you did 12 times by hand? Get out of here, 2 gdlk.

Well I don't know what to say, lol.

Thanks for this, Tengu's 6P works in DOAO, now I can wreck backturned scrubs with it.

Nice. I'm not sure if that would even be possible in DOA2U, since that move is a whopping 29 frames in that game. I'm pretty sure it's 18 frames in DOAO.

Also thanks for 6K with Bayman. It seems to work in DOA3.2 with no timing, and it doesn't even wall splat.

Leon's 6K should work too then, since it's the same move. I had also tried in DOA4 with Leon's 6K, but didn't record it because the results were exactly the same as Spartan's.
 

Matt Ponton

Founder
Staff member
Administrator
Standard Donor
I remember similarly an infinite with Helena on back-turned opponent using 6P and another attack.
 
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
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