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[template=text-box-h2]title=Walls | align=center[/template] Many strikes, throws and holds can knock an opponent into a stage's walls for extra damage and other effects. What happens exactly depends on the type of wall, and how you connect with them. [LIST] [*]Hitting a regular wall does 10 extra damage, or 5 damage if you only graze it from an angle. [*]Hitting an explosive or electrified wall does 20 extra damage, or 10 damage if you only graze it from an angle. [/LIST] Walls you can get knocked into comes in two types: Full walls and half walls. [LIST] [*]Getting knocked into a full wall leaves you in a sitting state from which you cannot perform wakeup-kicks. You can still get up in place or sideways, but you cannot choose to delay when to get up. [*]Getting knocked into a half wall leaves you in a downed state where you have access to your regular wakeup options. [/LIST] There are three possible properties for strikes to have in regards to walls: [LIST=1] [*]Always wall-splat [*]Only wall-splat on a counter hit [*]Never wall-splat [/LIST] Strikes causing wall-splats also have different ranges at which they trigger. The required distance from the wall is calculated using the attacker's position, not the target's. Throws and holds have two types of ways they can interact with walls. Some simply have a wall-hit added when a wall is within range, while others change to new animations when next to a wall. It is possible for throws and holds to trigger wall-interactions both in front and behind, depending on the move being used. Some characters have moves that can only be used when their back is to a full wall, such as Hayabusa's wall :4::P+K: in DOA3. [template=text-box-h2]title=Slippery Surfaces | align=center[/template] While standing on a slippery surface - such as water or ice - attacks against you will trigger their counter hit effect. Additionally, the first hit of any critical stun will cause a slippery version of that stun to play. Slip-Stuns last longer than regular stuns. In DOA2U, some characters have stronger versions of their throws that activate if the opponent is standing in water. One example of such a Water Throw is Leon's :6::F+P:. [template=text-box-h2]title=Cliffs | align=center[/template] Falling off a cliff causes extra damage which changes depending on the stage. Standing at the edge of a cliff causes attacks against you to trigger their counter hit effect. For example, an attack that normally would only stun on counter hit will cause said stun even on a normal hit. With some jumping attacks, performing a divert hold next to a cliff will cause them to fall off the edge. [template=text-box-h2]title=Slopes | align=center[/template] Some stages have uneven terrain, which can affect your juggles. Slopes going down effectively increase your juggle height, meaning longer juggles become possible. Slopes going up effectively decrease your juggle height, meaning your regular juggles may no longer be possible. [template=text-box-h2]title=Ceilings | align=center[/template] In DOA2U, some areas of a stage will have ceilings above the characters. Some throws and holds change when a ceiling is present, causing them to hit the ceiling. Hitting a ceiling causes 10 extra damage. An electrified ceiling causes 20 extra damage. After hitting a ceiling, the player is able to tech up when they hit the ground. If they do not tech up, they are put into a stun state from which they can still hold.
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