DOA - A technique overview: Back to Basics
Dead or Alive is a great game to pick up and play, providing heaps of fun for casual or hardcore players, particularly if you've got a friend to pick up the control and play with. But what if you want to improve your game?
There's often a huge gap between casual and intermediate players, but becoming aware of some universal techniques will make that next step all the more accessible and the next level of depth in the game will open up!
The key to improving your game is not just in being able to execute your character's moves, but in knowing the gameplay systems and rules that govern them. Then you can understand why and how things happen in a match situation, and the tools to do something about it.
Before we get into some of these intermediate techniques, it's important to remember the very basics. Now this is discussed in the instruction manual, but I'll try to add some commentary to see why this stuff is still effective at the top level.
The basics: The triangle system
Players immediately understand punch (P), kick (K), block (F or Free in DOA). Then very soon, as opponents begin blocking your punches and kicks, you'll want to throw them or counter their attack.
When do you choose which to use? Of course, always watch your opponent and put them under pressure - and how? By remembering the basics - you have attacks (punch and kick), throws, and counters.
This forms a balanced triangle that is like Rock, Paper, Scissors:
ATTACKS beat THROWS. COUNTERS beat ATTACKS. THROWS beat COUNTERS.
A lot of the situations in the game even at a high level come down to remembering these basic choices. Then, by making the opponent expect one, you can do the other. So keep them in mind as it drives much of the way the game works. Then get ready to adapt, as there are variations and exceptions!
More Basics: Attack height and speed
Another important triangle within the system is the height of attacks. If two players attack each other (without blocking or countering) at the same time, which attack wins? Well, if it's of the same height, the fastest wins. That's what people study frame data for - but here's something easier to remember for now and will make a difference when you notice your opponents habits:
HIGH attacks beat MID attacks. LOW attacks beat HIGH attacks. MID attacks beat LOW attacks.
Again, there are exceptions but as you build your game, this is another important thing to remember as to why an attack connected or missed.
More Basics: Countering
The most noticable feature of DOA's basic fighting system are the universal counters, also known as Defensive Hold. Every character is able to counter an opponent's attack if they anticipate it well enough, and know which direction it's coming from.
In DOA4, there is a 4-way counter system. You have a simple command of a direction+FREE (block) according to the height of the attack.
High punches or kicks, UP/BACK + FREE
Low punches or kicks, DOWN/BACK + FREE
Mid punches, BACK + FREE
Mid kicks, FORWARD + FREE
To the uninitiated, countering makes DOA too "random" or "easy". Not true! First remember, if you're being countered a lot - you're being too predictable! There are four choices each time which isn't easy to just guess. A smart player will train their opponent to expect to counter on one direction, then attack in another, causing more damage and/or a stun.
Secondly, you have a powerful tool to stop someone who counters - you can throw them. In fact, if you throw someone who is doing a counter, you'll cause more damage than if they were just trying to block.
Reg Torr - Forum & IRC Moderator
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