The Art of Combos:
The term combo, is a universal term among all fighting game franchises. A string of attacks that is inescapable after the 1st hit. However true, how a combo come about is different in each fighting game series. In Dead or Alive 4, there are somethings you need to know before you start to implement combos into your game plan.
True Combos:
A combo is not a combo unless the string of attacks are inescapable after the 1st hit. New comers confuse the combo meter in-game as what a combo is represented in Doa and it's community. The in-game combo meter do not make any distinctions between a true combo and a string. Doa's combo meter will make a distinction between a grouping of attacks done on a staggered opponent(Combo), and on a non staggered opponent (String). This usage of the word combo is not used in the community, and do not represent the already established meaning.
More Hits do not equal more damage:
Unlike the majority of other fighters, doing a lot of hits do not necessarily mean you will do more damage. In a juggle, attack damage will drop down to 40%. Lets say you use an attack that is 50pts, after the juggle revision, that attack will do 20pts of damage. A 100pt attack in comparison will do 40pts of damage in comparison(after juggle revision). with this in mind, you should create combos for the amount of damage that it deals, as opposed to the amount of hits the combo produce.
Weight Class:
A character's weight is the most important factor in what combo will be used. The heavier the character, the faster they will fall, resulting in less attacks hitting your opponent. Here are the characters grouped by their weight:
super light:
:ayane :kasumi :kokoro :hitomi :eliot
light
:lei :lisa :brad :jann :zack
Mid
:helena :christie :tina :ein :hayabusa :hayate
Heavy Mid
:genfu
Heavy
:bayman :bass :leon
Super Heavy
:spartan
Devil Weight!
:tengu
Launch height:
Another important factor in determining what attack follow up should be used, is launch height. The higher the character is launched, the more attacks you can use to juggle your opponent.
Normal Blow Launch:
Normal blow launchers produce the lowest launches possible for that particular launching attack.
Counter Blow Launch:
Counter blow launchers produce medium launches possible for that particular launching attack. Counter blow launches are a result of hitting an opponent who is either: Attacking, Back turned, On a slippery surface, or Crouched.
High Counter Blow Launch:
High counter blow launchers produce High launches possible for that particular launching attack. High counter blow launches are a result of hitting an opponent who is either: Throwing or back dashing. Launch Height (Staggers)
Stun launchers have been revamped in doa4, and require more skill to produce a high launch compared to past doa games. In past doa games, launchers done on a:
The term combo, is a universal term among all fighting game franchises. A string of attacks that is inescapable after the 1st hit. However true, how a combo come about is different in each fighting game series. In Dead or Alive 4, there are somethings you need to know before you start to implement combos into your game plan.
True Combos:
A combo is not a combo unless the string of attacks are inescapable after the 1st hit. New comers confuse the combo meter in-game as what a combo is represented in Doa and it's community. The in-game combo meter do not make any distinctions between a true combo and a string. Doa's combo meter will make a distinction between a grouping of attacks done on a staggered opponent(Combo), and on a non staggered opponent (String). This usage of the word combo is not used in the community, and do not represent the already established meaning.
More Hits do not equal more damage:
Unlike the majority of other fighters, doing a lot of hits do not necessarily mean you will do more damage. In a juggle, attack damage will drop down to 40%. Lets say you use an attack that is 50pts, after the juggle revision, that attack will do 20pts of damage. A 100pt attack in comparison will do 40pts of damage in comparison(after juggle revision). with this in mind, you should create combos for the amount of damage that it deals, as opposed to the amount of hits the combo produce.
Weight Class:
A character's weight is the most important factor in what combo will be used. The heavier the character, the faster they will fall, resulting in less attacks hitting your opponent. Here are the characters grouped by their weight:
super light:
:ayane :kasumi :kokoro :hitomi :eliot
light
:lei :lisa :brad :jann :zack
Mid
:helena :christie :tina :ein :hayabusa :hayate
Heavy Mid
:genfu
Heavy
:bayman :bass :leon
Super Heavy
:spartan
Devil Weight!
:tengu
Launch height:
Another important factor in determining what attack follow up should be used, is launch height. The higher the character is launched, the more attacks you can use to juggle your opponent.
Normal Blow Launch:
Normal blow launchers produce the lowest launches possible for that particular launching attack.
Counter Blow Launch:
Counter blow launchers produce medium launches possible for that particular launching attack. Counter blow launches are a result of hitting an opponent who is either: Attacking, Back turned, On a slippery surface, or Crouched.
High Counter Blow Launch:
High counter blow launchers produce High launches possible for that particular launching attack. High counter blow launches are a result of hitting an opponent who is either: Throwing or back dashing. Launch Height (Staggers)
Stun launchers have been revamped in doa4, and require more skill to produce a high launch compared to past doa games. In past doa games, launchers done on a:
- Stagger produced from a normal blow, will result in a normal launch
- Stagger produced from a counter blow, will result in a counter blow Launch
- Stagger produced from a high counter blow, will result in a High counter blow launch.