Offense (DOA2/DOA3)

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  • Strikes come in the form of either punches or kicks, and they have 3 possible hit levels.
    • High strikes will hit standing opponents, but whiff against crouching opponents.
    • Mid strikes will hit standing and crouching opponents.
    • Low strikes will hit standing and crouching opponents, but generally whiff against jumping opponents.
    Some strikes - such as Gen Fu's :2::P+K: - hit two separate hit levels at once. It is possible for a defending player to hold either of the two hit levels.

    Throws have 4 possible hit levels.
    • High throws will hit standing opponents, but whiff against crouching opponents.
    • Low throws will hit crouching opponents, but whiff against standing opponents.
    • Ground throws will hit downed opponents.
    • Air throws will hit launched opponents.
    Throws in DOA are very fast, and are generally your primary tool for punishing unsafe moves.

    If your strike hits an opponent during the startup and/or active frames of their own strike, it will cause a counter hit state. Some strikes change reaction on a counter hit. Additionally, counter hits increase damage to 125%.

    Launch heights increase on counter hits. A strike that launches on normal hit will launch even higher on a counter hit.

    If your throw hits an opponent during the startup frames of their own throw, it will cause a counter hit state. Some throws change reaction on a counter hit. Additionally, counter hits increase damage to 125%.

    When you hit a crouching opponent with a mid strike, the initial hit causes a counter hit reaction and counter hit damage, but is otherwise considered a normal hit state unless a counter hit occurred.

    Launch heights increase on crouching opponents. A strike will reach its maximum possible launch height on a crouching counter hit.

    When you strike a backturned opponent, the initial hit causes a counter hit reaction and damage, but is otherwise considered a normal hit state, unless a counter hit state had already occurred.

    You are unable to perform holds while in a backturned stun state.

    Some strikes do increased damage when within close hit range of an opponent.

    StateDamage revision
    Normal hit150%
    Counter hit160%
    High counter hit160%

    Close Hits cannot occur while the opponent is in critical stun or in the air.

    Some low strikes do less damage and have weaker hit reactions when used from far away.

    StateDamage revision
    Normal hit50%
    Counter hit80%
    High counter hit80%

    Some strikes are considered by the game to be jumping attacks. While in a jumping state you no longer automatically turn to face your opponent. This means that jumping attacks can be avoided by free stepping to the side.

    Holding a jumping attack will result in a special jump hold. Note that only some characters have animations for jumping kick holds. Anyone who doesn't will instead get a divert hold.

    When an opponent has been knocked down they become invulnerable to regular attacks. You will instead have to hit them with down attacks.
    • :8::P+K: is a jumping down attack available to all characters. It is also very slow, which means you will rarely - if ever - be in a situation where you can land it guaranteed.
    • :2::P: and :2::K: are your regular down attacks. Which input you use depends on the character you're playing.
    • :2::F+P: down throws are available to some characters.
    • Some characters also have unique down attacks with their own inputs. Tina's :4::P+K: can be used to hit a downed opponent, for example.
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