Positioning in DOA(5)

TakedaZX

Well-Known Member
Positioning is definitely an important part of DOA, whether it be that you're positioning your character a certain distance away from the opponent, or in a certain stance while face to face with them and etc. I've always wondered about something else though.

In DOA, you're not locked to what side of your body leads.

If you don't understand what I mean by that, here's an example. In Tekken, with a few exceptions, all characters will stand the same way at all times. Lars Alexanderson will always stand with his left foot forward and his right foot back, no matter what side of the screen you're on. Same for Patroklos in Soul Calibur 5.

In DOA, you consistently change what hand is lead. That being said I was wondering if anyone else has found any specific advantages and disadvantages from this? I have... and while it's not the biggest deal in the world it is the difference between getting an unholdable stun versus a deep stun that can be held out of.

If I'm just late on this then that's what I want to know, but if not I want to see what everyone's inputs are.
 

XV MR ARMANI

Active Member
In the Kasumi Combo thread, there were a few instances where you HAD to have a certain foot position so that you can get a certain combo to work. I'm sure there is more situations like that with other characters but I don't know about them.
 

TakedaZX

Well-Known Member
Which is my point exactly DR2K. Like Armani just said there's situations that call for a certain foot to be forward. Lets take Hayabusa for example.

:3::3::P::4:: :~: :P::P: :~: (Hold guard to turn around) :4::K: :~: :K: :8::P: :426::F:

Now lets just talk about 33p4 pp. In this case his foot position doesn't change from 33p4. If his foot forward is the opposite of the opponents (his being left and their's being right or vice versa, their feet will most likely be touching) he will get a limbo stun from 33p4 pp.

Ongyoin PP gives a limbo stun which in turn guarantees him a BT 4k sit down stun OR a 4k launcher granted you time your 4k right from turning around.

That being said, wouldn't this kind of add to the random factor of DOA?

But regardless I just wanted to know if other people knew about this.
 

Batcommander

Well-Known Member
Are we talking about closed/open stance? Lisa's 66PP will get a limbo stun on an opponent if she is in one of those stances.

Personally, i never liked the idea of closed/open stance, even in VF(edit: for combos). I think they implemented closed/open stance shenanigans into DOA5 to create an artificial level of depth; i'd rather they added a sideturned game instead tbh.
 

TakedaZX

Well-Known Member
Yea, I was talking about open and closed stance. Seems like I just haven't heard anyone talk about it but everyone knows. New things learned though, oh well. Fail topic. :(
 

FakeSypha

Well-Known Member
Yep, you should name the thread open/close stance or something related. And as far as I know, it's not that important in DOA5. Well, let's be fair, at least not in the level VF uses this mechanic.

I'll add something to the list: a couple of Christie's juggles are affected by your stance (i.e. if you're not in that stance you'll whiff it).
 

TakedaZX

Well-Known Member
Lol. Yea, if you Guard Break with your PB for Mila while in closed stance, pppp will whiff but one open stance pppp will land. Just an example of a setup. I understand it now...
 

shunwong

Active Member
I never really paid attention to open/closed stance until I learnt about Gen Fu's senpu reset.

It just adds another level of depth for better players to beat worse players (I'm one of the latter...), which is good
 

synce

Well-Known Member
I like that some of the best combos can only be done in certain stances. As shun said it separates the good players from the great players. And it's really not even that hard to notice, you can look at the characters' torsos instead of feet.
 

NightAntilli

Well-Known Member
In DOA4, Kokoro's 22/88P evaded easier and was more useful if you were in open stance and use it towards the opponent's back. It's little things like that, that could potentially add depth to the game. In DOA5, the stance usually means the difference between a crumple and a limbo stun after hitting the opponent with a certain attack.

It's a nice thing to know, but it doesn't come into play as often in DOA as in VF. Because in VF you have half circulars, you have to automatically keep checking the stance of the opponent, which is an easy stepping stone to notice if you're in open or closed stance, since the only other info you're missing is your own stance. In DOA people are too worried about being held to even think about stances.
 
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