System Is there a list of need to know system mechanics somewhere?

Psylence

New Member
I was looking for a list of important things to know about the system mechanics like:
  • Getting hit while moving causes counter hit status
  • Getting hit while your back is to a ledge causes critical stun even on hits that don't normally stun (citation needed)
  • Being on ice or water affects how things work (I've read that it does, but I don't know how it does)
  • whether or not there's a priority system for strikes - for example, it seems to be impossible to counter hit someone's wakeup kick unless you crush it
  • Hitting guard during a strings window for the next input cancels the string and allows you to input other moves.
  • You can shake out of stun faster by holding guard and mashing directionals. Doesn't guarantee getting out of a stun combo, but significantly reduces the opponents options for continuing the stun combo.
  • Some strings can be held out of, but others can't. It seems to be string dependent and you just have to know them.
If there isn't a list already (checked various threads and the wiki and I didn't see any) could one be made and stickied?
 

tokiopewpew

Well-Known Member
Standard Donor
Hey, I'm not sure by myself is there is a list about things like those you mention anywhere, but some are listed and described in the wiki terminology (http://www.freestepdodge.com/wiki/dead-or-alive-terminology/) and some are things you simply learn by playing the game or doing the training mode from DOA5U.

Just to give you the idea about some points in case you don't know:

  • whether or not there's a priority system for strikes - for example, it seems to be impossible to counter hit someone's wakeup kick unless you crush it
Not really sure what you mean with that, if you use an attacks that crushes, you usually will always land a counter hit. Which moves crush and can be crushed depends on the their hitbox, damage and crush-ability. Every character has different moves with different characteristics, so it's hard to create a list which one does crush what and in which situation.

  • Hitting guard during a strings window for the next input cancels the string and allows you to input other moves.
This is called free-canceling. I'm not sure if this is also part of the tutorial, however, it's described in the wiki under this term.

  • You can shake out of stun faster by holding guard and mashing directionals. Doesn't guarantee getting out of a stun combo, but significantly reduces the opponents options for continuing the stun combo.

This is covered by the ingame tutorial, called stagger/slow escape.

  • Some strings can be held out of, but others can't. It seems to be string dependent and you just have to know them
This is also described in the wiki under the term natural combo.

Imo, it's hard to tell what can be considered to be important or non-relevant to know, so I guess that's why there hasn't been created a list like the one you are looking for yet. However, if you think there really should be something like this, you can just create one by yourself, I'm sure, people will help you to fill it with information real quickly.
 

jjinkou2

Well-Known Member
Well some of your questions are learnt by play experience. (in parallel a great movie is "edge of tomorrow")

Other more general questions can be found at this site but the information is disseminate.

When i started this game, i was like you, lost in the fog when two things gave me the "ah ah moment".

first are the emperor cow 's tutorials
http://www.freestepdodge.com/media/the-dead-or-alive-5-tutorial.702/
very complete and a must see.

2nd were the very well done tutorials but written in french (sorry for you but maybe the google translation could help ).
http://www.critical-stun.com/index.php?forums/Bases/
http://www.critical-stun.com/index.php?forums/Strategieettechniquesavancees/

I concur with tokyo, just start a small document, information will flock.
 

Matt Ponton

Founder
Staff member
Administrator
Standard Donor
Getting hit while moving causes counter hit status

If you're walking backwards (:4_:, :1_:, :7_:) and are hit it's Counter Blow status. Before DOA5 it would award Hi-counter to your opponent.

Getting hit while your back is to a ledge causes critical stun even on hits that don't normally stun
Yes, having your back to a ledge will cause all hits to be the counter hit stun, even if landing on as a normal hit.

Being on ice or water affects how things work
Yes, on counter blow or higher some stuns will cause a deeper stun than normal, and some of those stuns can guarantee other attacks based off the stun.
 
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Psylence

New Member
Thanks for the replies guys!

The Emperor Cow's tutorial videos were really useful. Those should be stickied somewhere (if they're not already)

The terminology page is somewhat useful too, but really only if you know you need to look something up... just browsing it there's a lot of information and its hard to glean the important aspects from it... additionally it doesn't really go into how the mechanics work...

My question about hit priority hasn't really been answered anywhere though...

I know that there seems to be some mechanic for get up kicks at least... there's no way to hit someone during a getup kick unless you low crush their low getup kick... I don't think I've ever seen a successful counterhit attempt on mid getup kicks...

but also it seems like when I try to interrupt someone strings when they're whiffing just out of range, I'll often get counter hit while attempting to hit them... it could be that moves can have their hit boxes extended beyond their hurtbox (IE, their foot can hit you, but you can't hit their foot) or there possible could frames of invincibility like in Street Fighter's dragon punches.

So for some specific (ish) examples - Gen's flying Headbutt... I can't seem to hit him out of it... I get counterhit every time... am I just not timing the attack right?
 

StrikerSashi

Well-Known Member
Premium Donor
There's no invincibility as far as I know outside of the startup of rolls (entirety of backroll) and the startup of wakeup kick. You can beat wakeup kick with a trade. When active frames clash, the higher damage attack wins. If they're the same damage, you both get hit.

Some moves win 'cause of funny crush frames. Like Leifang 3P+K. Beats like every mid in the game but doesn't look like it at all. You can only get CH from hitting the startup of a move, so if someone got CH on you when you're trying to whiff punish, you probably missed the timing. Chances are, you either were too early and got hit when you extended your hitbox or you were too late and the second hit of their string was already active.
 

Psylence

New Member
Ah ha! The more damage move wining on trades explains not being able to interrupt those moves...

so in practice a big damage move with lots of active frames are nearly un-interruptable once the active frames start...
 

tokiopewpew

Well-Known Member
Standard Donor
Hm ... be careful with that. Striker was referring to a situation were both players use a move with the same speed at the same moment. In that case, the one with the higher damage would win.

You can still throw out a high damage move, there will be surely another move that will crush it, disregarding how many damage it does.
 

StrikerSashi

Well-Known Member
Premium Donor
Yeah, it's mainly relevant for frame traps. Most moves with hella active frames are slow, linear, running type attacks, so you can usually sidestep, backdash, etc.
 
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