New to FSD? Introduce yourself here.

KasumiLover

SovereignKnight_
Premium Donor
Hello.

I'm not new. I created this new account to (eventually) post a thread about Dead or Alive Paradise (DOAP). Reason being that I did a Google search for: "Dead or Alive Paradise FreeStepDodge" and then "DOAP FreeStepDodge" but nothing really relevant to the game in particular came up. Of course there's not much to say about it since it's basically a watered-down DOAX2 for the PSP, but still, I just think it would be neat if there was something here on FSD that Google could index, you know, for posterity. Lol

Anyway, I'm probably gonna lurk for like a week or so before I do that. So yeah guys, see you around I guess.
Welcome to FSD!
 

KasumiLover

SovereignKnight_
Premium Donor
Howdy everyone; brand new.

I love DOA 5 and other Fughters like tekken sc and street fighter. also like ninja turtles; star trek power rangers and many more.

Favorite DOA character is Bass

also love marvel and dc stuff and star wars stuff too

Can't wait to meet y'all.
Welcome to FSD!^.^
 

MissLilium

New Member
Newbie here

Hey, I promised my friend that I'll learn DOA6 so I'm learning DOA. My main games are Street Fighter and Virtua Fighter. I do have experience with 3D fighters with Tekken as well and some Soul Calibur. I've been finding this game very overwhelming. I think what I want are a few pointers?

With a lot of combo videos online, I'm noticing they're not natural combos and your opponent has a chance to do critical holds. Reminds me of mechanics which makes your opponent have to change up their combo approach such as combo breakers Killer Instinct (I barely played that game) and to an extent DI with Smash Bros (Not a Smash player so my understanding of DI maybe bad). With SF and VF I'm more used to natural combos so you get combo, you can't do anything. I'm not used to that so what I've been learning are landing a launcher that pops my opponent in the air then combo off to avoid the risk of getting holds.

I like how the game has two ways to block. Is it sub optimal to bother doing hold back to block in this game? or are there some applications? Only thing I can think of is that you can move backwards, until your opponent presses something. Also I noticed my character tracks the opponent's as they're side walking when I hold back to block, so it's harder to go behind me.

This game is very interesting for me, seems very set up based with all these mechanic. It's not like fighting games I'm used to.

I'm playing Nyotengu, I want to cosplay her for EVO France so I've been learning the character.

At the moment, I'm keeping my gameplan sub optimal but simple for me to get used to the system and neutral. So relying a lot on 8K and 41236 P+H to get some combo damage in. As well as basic fighting game fundamentals and experimenting with my opponent being on critical stun and holds.

I'm based in the UK. My scene is mostly Street Fighter and Virtua Fighter. We dabble on DOA but rarely.
 

deathofaninja

Well-Known Member
Premium Donor
News Team
Newbie here

Hey, I promised my friend that I'll learn DOA6 so I'm learning DOA. My main games are Street Fighter and Virtua Fighter. I do have experience with 3D fighters with Tekken as well and some Soul Calibur. I've been finding this game very overwhelming. I think what I want are a few pointers?

With a lot of combo videos online, I'm noticing they're not natural combos and your opponent has a chance to do critical holds. Reminds me of mechanics which makes your opponent have to change up their combo approach such as combo breakers Killer Instinct (I barely played that game) and to an extent DI with Smash Bros (Not a Smash player so my understanding of DI maybe bad). With SF and VF I'm more used to natural combos so you get combo, you can't do anything. I'm not used to that so what I've been learning are landing a launcher that pops my opponent in the air then combo off to avoid the risk of getting holds.

I like how the game has two ways to block. Is it sub optimal to bother doing hold back to block in this game? or are there some applications? Only thing I can think of is that you can move backwards, until your opponent presses something. Also I noticed my character tracks the opponent's as they're side walking when I hold back to block, so it's harder to go behind me.

This game is very interesting for me, seems very set up based with all these mechanic. It's not like fighting games I'm used to.

I'm playing Nyotengu, I want to cosplay her for EVO France so I've been learning the character.

At the moment, I'm keeping my gameplan sub optimal but simple for me to get used to the system and neutral. So relying a lot on 8K and 41236 P+H to get some combo damage in. As well as basic fighting game fundamentals and experimenting with my opponent being on critical stun and holds.

I'm based in the UK. My scene is mostly Street Fighter and Virtua Fighter. We dabble on DOA but rarely.

Welcome to FSD! Glad you decided to make an account and join us. Feel free to invite your friend as well.

In terms of gameplay tips. Nyo-Tengu is a character that I believe relies on her mind games. She took over Bankotsubo’s role from DOA2 and DOA4.

With DOA2 the Tengu style was overpowering and with DOA4 he was absurdly terrible and losing games came with the territory of picking up the character in the first place.

DOA5 and DOA6 they found even ground with the character IMO. She’s not particularly fast, but she retains important tools like P+K and the hiten stance which can easily manipulate your opponent.

Also, be sure to check out her specific character board.

 
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
Top