Launched and Downed states (DOA2/DOA3)

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  • You take reduced damage while launched, though the damage is always equal to or higher than what you would take while stunned.

    StateDamage revision
    Normal hit50%
    Counter hit62%
    High counter hit75%

    If an opponent is launched high enough, it is possible to pass underneath them to their other side.

    In DOA3, some characters have Air Throws that they can only perform when an opponent is launched. If the opponent is too low to the ground the throw will whiff.

    A character's weight determines how high up they go when hit by launchers and juggles. Lighter weights go higher, while heavier weights go lower.

    There are four weight classes in total:
    Weight classCharacters
    LightKasumi, Leifang, Ayane, Hitomi
    MediumZack, Tina, Jann Lee, Ein, Hayabusa, Gen Fu, Helena, Hayate, Brad Wong, Christie
    HeavyLeon, Bass, Bayman
    Super HeavyTengu, Omega

    Getting hit at a specific time during some moves, such as somersaults, will put you in an upside down air state.

    Upside down hits have set juggle heights that overwrite the juggle height your attacks would normally cause. Many juggles that would ordinarily work are not possible while the opponent is upside down.

    In certain situations you can tech up by pressing any button as you're about to hit the ground. Teching means that you immediately stand back up again instead of falling to the ground and entering a downed state.

    There are a few different situations where you are allowed to tech:
    • When hitting the ground during a launched state.
    • When hitting the ground after getting knocked back from certain knockback types.
    • When hitting the ground during an opponent's throw or hold.
    Note that in some cases - such as after being hit by certain knockdown moves - teching is not possible.

    While lying on the ground you are invulnerable to regular attacks, but become vulnerable to down attacks and ground throws.

    It is possible to get up from a downed state in multiple ways.
    :F: Makes you get up in place.​
    :6_::F: makes you get up forward.​
    :4_::F: makes you get up backwards.​
    :8_::F:/:2_::F: makes you get up sideways, into the background or foreground.​

    While getting up you are still vulnerable to down attacks, except when getting up backwards.

    You can also choose not to press anything to keep lying on the ground. Once a set amount of time has passed, you are forced to automatically get up.

    While getting up, you can perform two types of wakeup kicks.
    :K: performs a mid wakeup kick.​
    :2_::K: performs a low wakeup kick.​

    Wakeup kicks are invincible, except against down attacks.

    You can perform wakeup kicks after getting up in any direction except backwards.

    Some characters also have special wakeup attacks requiring them to be lying in certain positions. There are four total possible lying positions:
    • Face Up, Feet Towards.
    • Face Up, Head Towards.
    • Face Down, Feet Towards.
    • Face Down, Head Towards.
    A character's lying position will also affect which ground throw animation plays when a ground throw connects.

    Some jumping moves - such as Kasumi's :9::P: - are able to jump over downed opponents.
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