Search titles only
By:
Menu
Forums
New posts
Search forums
Streams
Multi-Viewer
Games
Rankings
Leagues
Dead or Alive 6
Dead or Alive 5 Last Round
Wiki
Pages
Latest activity
Media
Random
Playlists
Donate
What's new
New posts
New profile posts
Latest activity
Log in
Register
What's new
Search
Search titles only
By:
Pages
Latest activity
Wiki
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Edit history
[template=text-box-h2]title=Walls | align=left[/template] Many strikes, throws and holds can knock an opponent into a stage's walls for extra damage and other effects. The exact results depend on the type of wall, and how you connect with it. [LIST] [*]Hitting a regular wall inflicts 10 extra damage, or 5 damage if you only graze it from an angle. [*]Hitting an explosive or electrified wall inflicts 20 extra damage, or 10 damage if you only graze it from an angle. [/LIST] There are three types of walls you can get knocked into: Full walls, half walls and breakable walls. [LIST] [*]Getting knocked into a full wall leaves you in a sitting downed 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 regular downed state where you have access to your usual wakeup options. [*]Getting knocked through a breakable wall takes you to another part of the stage and typically has you ending in a downed state. [/LIST] There are three possible properties for strikes to have regarding 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 opponent's. Throws and holds have two types of ways they can interact with walls: [LIST] [*]Some have a wall-hit added when a wall is within range. [*]Others change to new animations when you or your opponent is next to a wall. [/LIST] It is possible for throws and holds to trigger wall-interactions both in front and behind, depending on the move being used. Note that some wall throws can only be used next to a full wall. 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=left[/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=Cliff Edges | align=left[/template] Falling off a cliff inflicts extra damage. The exact amount 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. Some jumping attacks can fall off the edge of a cliff if a defender performs a divert hold while their back is to a cliff. [template=text-box-h2]title=Slopes | align=left[/template] Some stages have uneven terrain, which can affect your juggles. [LIST] [*]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. [/LIST] [template=text-box-h2]title=Destructible Objects | align=left[/template] Some stages will have objects that can be slammed into, which can cause them to break. [LIST] [*]Getting knocked into a destructible object does 10 damage, or 5 damage if you only graze it from an angle. [*]Getting knocked into a destructible object from close range will break the object and put the player in a downed state. [*]Getting knocked into a destructible object from far away will not break the object*, but will put the player in a wall sitting downed state. [/LIST] [template=text-box-h2]title=Stairs and Hills | align=left[/template] In DOA2U, some areas of a stage will have stairs or hills (referred to as stairs from now on for simplicity) that connect to a different part of the stage. Getting knocked onto stairs will cause you to tumble down while taking damage. The exact amount changes depending on the stage. Every character in DOA2U also have access to stair throws while standing next to stairs. A stair throw is performed with :F+P:, and will take the place of your regular throw. [template=text-box-h2]title=Ceilings | align=left[/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. [LIST] [*]Hitting a ceiling inflicts 10 extra damage. [*]Hitting an electrified ceiling inflicts 20 extra damage. [/LIST] 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. [template=text-box-h2]title=Electrified Floors | align=left[/template] Some areas of a stage can have electrified floors. [LIST] [*]Strikes that slam the opponent into the ground will inflicts an additional 20 damage. [*]Throws and holds that slam the opponent into the ground will inflict roughly 150% damage. [/LIST] [template=text-box-h2]title= | align=left[/template] * In DOA3, knocking someone into a destructible object from far away does not break the object. In DOA2U, destructible objects always break no matter the range.
Revert
Wiki
Menu
Log in
Register
Install the app
Install
Forums
What's new
Log in
Register
Search
ALL
DOA6
DOA5
DOA4
DOA3
DOA2U
DOAD
Top