Gameplay, Tips & Strategies
There are certain things you need to get to know before you go in and play the game. Here are some tips and strategies on DOA.Part 1: Gameplay and StrategiesChapter 1: Triangle System
First things first, let's talk about the Triangle System. What is the Triangle System you might ask? This picture below will explain it (Taken from the DOA5 website):
This game defines rock-paper-scissors. Keep this in mind for beginners:
Rock = Strikes
Paper = Holds
Scissors = Throw
Throw > Hold
Hold > Strike
If you remember these during battle, you should be fine whatsoever.Chapter 2: Holds
Ah yes, holds. Another main factor in DOA. Holds are your counter tool against striking moves. Use holds to deflect your opponent's attack, sometimes parry for some characters. Here are some commands that will help you:Standard Holds
These are your standard holds. They use a 4-Point Hold system and are considered to be weak in damaging.
- Counters high attacks
- Counters mid punches (in a 3-Point Hold game, it covers all mid attacks)
- Counters low attacks
- Counters mid kicksExpert Holds
These holds are new in DOA5. Every character will have a expert hold. These are harder to land than the standard 4-Point Hold system, but they are more damaging.
- Counters mid punches
- Counters mid kicksAdvance Holds
These holds are for Lei-Fang, Bayman, and Marie Rose only. Pretty much the most damaging ones here.
- Counters high punches
- Counters high kicks
- Counters low punches
- Counters low kicksParries
Although they do little or no damage, this can throw your opponent off-guard, opening up to some combos. Only Kasumi, Hayabusa, Eliot, Gen Fu, Lei-Fang, Bayman, and Hitomi will have parry moves.
- Parries high attacks
- Parries mid attacks
(A quick note: The characters with parry moves will have different properties. Hitomi's 9H works for both high and mid attacks, while Hayabusa has an auto mid punch/mid kick parry during his ninpo stance. Be mindful on the characters properties.)Offensive Holds
In DOA 4, all characters had at least 2 Offensive Holds. But now in DOA5, only grapple characters have Offensive Holds. They are like throws, but they do beat out regular attacks if you time it correctly. They are also comparable to catch throws, but the only difference is that OHs can be beaten out by regular throws.Chapter 3: Stuns
There are various stuns in the game. These stuns are:Sit-Down Stuns
- A stun that puts you in a sit-down state. Although it cannot be held out of a stun, you can Stagger Escape it.Limbo Stun
- A stun that can puts you in a position as if you were doing limbo. Cannot hold out of that stun.Faint Stun Stagger Stun Critical Threshold
- The maximum amount of stun possible before the opponent is knocked down, reset, or launched.Critical Bursts
- NEW to DOA5. If you land a combo that is within the limit of the critical threshold, you can use a critical burst. Critical Bursts leaves your opponent in a defenseless state, which means it can give you an opportunity to land a juggling combo, Power Blow, and other moves. In DOA5 Ultimate, during a tag battle you can use a Tag Burst, in which you land a combo within the critical threshold you can tag in your partner for a Critical Burst.Force Out
- NEW to DOA5 ULTIMATE. Force outs are similar to snapbacks from the Marvel vs. Capcom series. This mechanic will force your opponent's primary character out and send out the secondary character. Once the primary character is forced out, he/she is temporary disabled for a brief moment. This is only found in tag only.Slip Stuns
- This is gonna be your nightmare if you are fighting on water or ice. Mid and low attacks that don't usually stun you on dry land will pretty much trip you up on water surface. The key is to take advantage while fighting on water surfaces.
(P.S.: According to one of the members of DOAWorld, Ends of the Earth is 100% ice, since it's in Antarctica. Be careful.)Slow Escapes
- This is used to get out of a stun and getting back into neutral state. To perform a Slow Escape, hold the
button and toggle the left thumbstick. The faster you do it, the quicker you recover from a stun. In DOA5 Ultimate, you can do it in any speed.
There are some drawbacks on slow escapes. Unavoidable start-ups is one of the drawbacks. Also if you got hit by a Critical Burst, you are not gonna be able to slow escape. You are gonna be left open to the next follow-up. Also called a "Stagger Escape".Chapter 4: Virtua Fighter 5 Fighter Showdown Elements in DOA5 Ultimate
With the release of Dead or Alive 5 Ultimate, there are gameplay elements that can be found in Virtua Fighter 5 Final Showdown.Flop
- A flop occurs when your opponent is launched into the air first before they drop hard to the ground which produces the same leg flopping animation as a slam. However, you are unable to perform a Fall Recovery.Blast Back
- This type of knockdown knocks the opponent far away skidding on their backs as their legs flop over their head. Fall Recovery is possible, however within range some attacks can be a guaranteed follow-up.Heavy Bound
- One of my favorite knockdowns in VF5 Final Showdown. Heavy Bounds have an airborne or crumpled opponent hit hard and then momentarily stand up on their feet before they fall into a Face Up, Feet Towards position. With Heavy Bounds, you have a higher opportunity to extend your combos compared to light bounds. Fall Recovery is possible at the end of the animation.Spinning Knockdown
- This type of knockdown sends your opponent spinning into the air, landing in a Face Down, Head Away position. Fall Recovery is possible.Head-Over-Heels Knockdown
- This special knockdown sends your opponent rolling back head over heels. Only certain attacks does this effect. Fall Recovery is possible.Chapter 5: Danger Zones & Others
Danger Zones - One of the main parts in DOA history. These danger zones can cause major damage if you knock your opponent into one. Danger Zones include electric floors, power generators, walls, electric walls, animals, etc. Power Blows
- NEW to DOA5. Once the power blow is hit, your character goes into a short animation in which you decide where to send your opponent, whether it's a danger zone or not. To use power blows, your health bar must be at 50%, and you can only use it once per round. Power blows can be avoided by sidestepping or holds. Very easy to react to them. To cancel a power blow, press
EDIT: With the addition of Power Launchers in DOA5 Ultimate, Power Blows are now only for beginners who want to deliver damage.Cliffhangers
- NEW to DOA5. If your get knocked out over the edge, and grab the ledge at the last second, it'll go into a playable action sequence between you and your opponent. If your opponent tries to attack you, respond by either guarding or punching to block it. If your opponent tries to grab you, respond by grabbing in which it will throw your opponent off the cliff, taking a small amount of damage. But if your opponent wins the cliffhanger by attacking or grabbing while you are on the ledge, prepare to take some serious damage...Power Launcher
- NEW to DOA5 ULTIMATE. Power Launchers can launch your opponent really high in the air, giving you various juggle opportunities. Just like power blows, you can only do it once per round, and your life bar must be under 50%. Power Launchers are suitable for advance DOA players that want to extend on their combos and deliver high damage.Guard Cancelling
- Guard cancelling is when you press the
while you are doing a command input. This cancels the string so that you can start up a new command. I mentioned this on the Virtua Fighters Beginners Page.Part 2: Tips
These tips here will help you become more of a better and smarter fighter. Let's begin, shall we?
*Button Mashing is a BIG NO-NO! Trust me, I've done it myself and I can't lie, I got bodied. The biggest downside of button mashing is that you don't know what you are doing. You need to break that habit. Sparring mode will help you out in this situation, don't be afraid to use it. I understand that it gets hard for you when you panic or things are looking bad for your character. Been there, done that. If you keep calm while you are under pressure, then you will be fine. Thanks to a DOA guide I found on GameFAQs here are some reasons why you should never button mash:
1) You will accidentally hit more than one button at the same time, thus doing
things you probably don't want to do like taunt or throw.
2) You may accidentally hit your taunt button which is guaranteed pain for you
unless you planned your taunt.
3) If it's a tag match you may accidentally sub your characters in and out
making them take unnecessary damage.
4) The computer will probably have you for breakfast.
Once again, break the habit of button mashing.
*Other than practicing combos, spend some time practicing on your counter holds on sparring mode. As I previously stated, counter holds are your most important defensive tool. Learn how to use them well and read your opponent's attacks.
*Don't try to go for every hold for every attack that your opponent throws at you unless if you are really good on your timing. I've done it before and I've seen many other beginners do it as well and it always leaves them open.
*When knocked down, don't try to use a wake up attack. You will get a counter hold from your opponent. Just get up without doing any attack OR use a special wake-up attack.
*Practice your throw combos if you want to gain extra damage.
*Danger Zones can help you out. Don't be afraid to use them.
*Sidestep, sidestep, SIDESTEP!
*Lastly, if you are serious about DOA, get involved in their community! There are websites, locals, events, etc. that are really into DOA. Get involved!