Learning movesets

Kohlrak

Well-Known Member
I have DoA Dimensions, and my girlfriend has 5. I've played fighting games before (Mortal Kombat, Street Fighter, Smash Bros, Tekken), but this one seems to keep me scratching my head. Unlike other fighting games, i can't memorize movesets at all. Right now I main Kokoro, because she's the one i can do the best "educated mashing' with. Right now, I just seem to strike until i get held or offensive held and then i go on a holding spree until i can turn back to my predictable strings again (mostly high punches and down kicks).

Is thee a trick to figuring out what strikes likely string together?

Also, what's the point to throws being marked as high when using with crouched opponent (Like Kokoro's down-forward throw).
 

xhuntressx

Member
Awesome, I main Kokoro as well and originated from DoA: D. @SilverForte still plays.

I know what phase you're going through. Trust me, I did that straight for two years.

But.
What worked for me is forcing myself to calm down against the max level AI in training mode. Practice there just blocking your opponents' strings, and not throwing out counters for the h3ll of it. Instead of memorizing movesets, in DoA you normally memorize different combos which you see others do or make up yourself- each strike that you make counts, especially in DoA: D.

As for figuring out what strikes likely string together, I learned from just experimenting. And still do. I'm pretty sure there's a technical way to figure it out though, but by playing my character more and more, I get a better feel and understanding of how I want to play her :).

And to your last question, I have no idea...
 

StrikerSashi

Well-Known Member
Premium Donor
I go through command training each time before I go into training mode. You gotta get it so that you know followups without even thinking about it. It's a lot easier than it sounds, honestly, 'cause for most characters, it's different starters into the same string.

Kokoro, for example, has 2K, P2K, 4PK, 7PK, and they're all essentially the same thing and they all have the same follow ups. Same thing for her 3K, PK, 1KK, etc.
 

Kohlrak

Well-Known Member
Yeah, i've slowly figured this out with Kokoro. It's not working as easily for other characters, though. I wish command training was in the game I have, but alas it isn't.
 

Brute

Well-Known Member
Standard Donor
I'm going to be using number notations. If you're unfamiliar with what those are, look at the top of this page really quick.

Well, first of all, if you play a character with lead-ins, things can be simpler (like Striker was getting at). For example, Hayabusa (DOA5) has these options after his standard PP:

PPP (same as 6P)
PP6P (same as 6P+K)
PP4P (same as 4P)
PPK (same as H+K)
PP2K (same as 1K)

So really, if you get used to these and their options, it'll all meld together. Look at the standalone versions for each:

6P goes into 6PP, 6PK or 6PK4 (ongyoin stance transition)
6P+K can go into 6P+K4 (ongyoin stance transition)
4P goes into 4PP, 4P6P, 4P2P or 4PK
H+K goes into H+KKK or H+KKP
1K goes into 1KP or 1K4 (ongyoin stance transition)

So really, all those strings are connected. And once you get used to the standalone versions, the way that they connect to his standard jabs will seem more natural.

Note also that characters have recurring motifs. For example, after Hayabusa does a string that can lead into his ongyoin stance, you usually hold the 4 key to make the optional transition. From there, you look into his stance options for any further mix-ups.

Then again, it also helps that Hayabusa is a pretty telegraphed character in that all of his attacks tend to look drastically different and distinct, so they're easy to memorize/notice and catalog. Maybe I'm biased because I main him, but Kokoro, for instance, I find to have a lot of moves that basically look the same, but are in actuality quite different in function.

In general, I would start with learning a few key moves. For example, know (1) your fastest mid, (2) your "best" low, (3) a good stun attack, (4) a basic launcher or two and finally, (5) a punish throw and your heaviest damage throw. Once you feel comfortable with those, start branching out and seeing what other moves might be useful and that you can add into your arsenal.
 
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xhuntressx

Member
Kokoro doesn't have good lows in Dimensions lmao....

7PK doesnt exist there either...

A good stun I liked in Dimensions was 9P, but its a high and can be low countered.

And the 3K /PK mixup isn't very good in Dimensions, both the mid kick and mid punch can be held, the low P has issues catching your opponent and I believe it doesnt stun your opponent on block. I know that I had a lot of issues with 3KP's P not landing when i had landed the 3K.

@Brute thats an awesome way to play. Never thought about using Kokoro like that lol! Great to learn new things everyday.

And as for command mode, just look at the list on the bottom screen and perform the combos :)
 

Kohlrak

Well-Known Member
Yeah, i'm having trouble launching that 9p. I'm not sure if i'm just hitting it wrong or if the computer right now just likes to execute a faster punch. I noticed the ↓KP and ↓KK finishers mess the bot up 25% of the time, which, compared to other things, is a success in my book.
 
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