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Title: DoA 3 and 3.1: Some useful info
Description: The truth behind the insane gameplay


blueboy - January 15, 2005 09:23 AM (GMT)
Okay, i figured i'd place this up. There was a thread a while back pertaining to Tom Brady of DoA Central and his newest combo video. I don't believe that anyone has picked up on this....but there is a method that almost all high-level players use and abuse, and it's a simple process that becomes second nature once you get the hang of it.

This method is:

Wall Juggles/Wall priority combo's

This particular "gameplay" forces your opponent onto a wall, launches him or her with a specified popup and tax on extra guaranteed free hits at your liesure. When my brother and i took the trip to tom's, he used...(abused) this method on both of us, and trust me, it's as dangerous as it looks.

Matches are ended within a matter of seconds if this method comes into play. Did anyone notice the "wall pattern" game that tom demonstrated? This is the full extent of his playability....and not just him, but virtua pai and many others....even i have begun to utilize this insane method.

An example of what i mean:

One portion of the video displayed Bass vs GenFu, with Bass receiving a perfect on Gen. How is that possible? Quite simple. All you need is a knockdown attack. From there, strafe around your opponent until you reach his back. Pick up your opponent from behind (this leaves your opponents back to you). Attacking from behind, especially from a launcher is inexcapable by any means. :diagdownright::diagdownright:P comes in from here. This knocks your opponent up and into the nearest wall. From here you rinse and repeat. Bass has just created an inescapable infinite from a wall, and there is nothing that your opponent can do about it either...

This explains why Bass has an infinite when near a wall or even two walls. Hayate's gameplay forces you onto a wall regardless, and with one mixup....you eat 60 - 70% damage from a simple combo juggle, only it being an inexcapable one.

I don't really confide with this method, yet it's in the game, and is an effective tool...especially when it comes to "anything goes" style of play.

This isn't evident in DoAUltimate......so you need not worry about this abuseable method.

Take care

-blueboy-

l33t_ninja_thug - January 16, 2005 02:51 AM (GMT)
i saw that vid. i was shocked.
now any n00b 2 doa3 can become masters... a lil bad in teh hands of teh public

btw, cause im a very stoopid person, what is doa 3.1?

Dan - January 16, 2005 05:34 AM (GMT)
Free step evasion-
Free Step in Doa3.1 is slightly improved, or should I say, they loosend up the tracking. Now you can get a lil more out of Free stepping this time around, Its easier to cause your opponent yo go off kilter and cause them to fight the air.

Side stepping and Side Stepping attacks-
Side stepping in doa3.1 is like side stepping in say virtua fighter. Once you go into SS, all linear attacks are useless against it, half circular attacks are evaded by SS the opposite direction of the attack and Full cicular attacks are rarely SS'ed, however, Hayate's cartwheel seem to defy this rule. Some SS'attacks are deadly and cannot be beat with any attack. Gen Fu's SS attack for example, has high priority and can only be avoided, hit with an attack with the same priority, or counter held.

Wall pressure-
You cannot pressure your opponent against the wall as you could in Doa3. If your opponent attacks while you are wall teching, your opponent will go off kilter and start fighting the air, depending on how you teched and when your opponent attacked, there is the possibility of attacking your opponent before he recovers.

Techrolling-
Techrolling in Doa3 was just fine, it allowed you to avoid your opponents wake up attacks and leave both you and your opponent neutral, now it seems that techrolling allows you to roll completely around your opponent allowing you to punish him.

Other evasive nuances-
Brad Wong's sway step movement (forgot the name) is more evasive.
Moves that supposed to be evasive like Bayman's roll,Helena's bukuho,etc... are even more evasive in general.


Strikes and Throws

Guard Break and Guard Crush Attacks-
There are ALOT more gaurd breaks, Forcing players to either SS/FSD, Hold and counter attack. You cant just block all day...Guard Crush attacks were also added. a guard crush wont break your guard, what a guard crush does is forces your opponant into a crouching or extended blocking state after the move is blocked giving you a lot of frame adv.

Frame advantage- Frame advantages are more abundant, allowing you to force mixups,frame adv traps, and throw game at will instead of doing mixups when your opponent is disadvantaged because of their own blunders.

More Hit throws-Tina seems to be the character that benifits the most from this. Not only do she gets more, but these moves add more mix up potential.

New Super Lanucher Throws- Hayate and Bass have a new throw that launches you HIGH into the air with RIDICLIOUS damage on the combos that will follow.

Certain Throws/Strikes Recover Faster on Hit- A good axample of this is Gen Fu's SS shoulder and Hayate's non command throw. These moves, along with a few others, recover MUCH faster when they hit allowing for an easy re-launch off a wall hit.


Back turned

When back turned, you can turn around much faster than in previous Doa games. This hurts Kasumi's parries, and Now she has to be even more agressive in trying to get back turned damage.


Backwards Fox stepping

The Fox stepping trick/glitch No longer work. this was a glitch that allowed only Tina, hayabusa and kasumi the ability to turn around (while back turned) press and buffer an attack. what was special about this attack, it was done in the opposite direction(away from your opponent).

Graphics

The graphics are a lil better. There are character reflections on the Ice, in the ice stage and in the lost world, there are more cloud effects and when you hit a pool of water, water vapor rises.

Critical hit

When either you or your opponent is hit with a critical hit, your life bar will flash(or atleast a portion of it).

Animation

Some characters recieved new animations for old moves..and/or the animation was made slightly better over all.


Etc

-Its harder to collect costumes because of the lack of booster disk support and the method inwhich you have to unlck costumes. More costume variants. kasumi gets to change her hair style with all the costumes she accumilate.

-New CG rendered movie introduction

-has a controller layout specifically for the arcade stick

-New sound effects have been added.

l33t_ninja_thug - January 16, 2005 06:23 AM (GMT)
wow...that answered all possible questions....
anyway i can get it?

Dan - January 16, 2005 07:13 PM (GMT)
it is only in japan and in the eorpoe version of doa

the USA did not get it because it came out before the other ones

also you can't import doa from japan or europe to the USA it does not have the same coding

l33t_ninja_thug - January 16, 2005 07:50 PM (GMT)
dang...
myabe my cuz in germany can help me out..

Dan - January 16, 2005 07:52 PM (GMT)
in diifernt countrys there are different codes so a game from eorpe or japan cant work in the stats it is like this and it wont change

XCTU - January 17, 2005 09:35 PM (GMT)
If you get a PAL Xbox, and find a way to change the convert the plugs, you could play it.

Overall, unless you're a tourney player gunning to be awesome and make a name for yourself at DOA3, then i would suggest just sticking with your USA copy of DOA3. Its simply not worth the money to import a foreign system and the game just for the one game.

l33t_ninja_thug - January 17, 2005 09:44 PM (GMT)
yea, true, & i am 2 lazy 2 mess around w/ all that
..i think he does have a european xbox tho...
but, i can just get 4, cause 4 is higher than 3.1

i am a genious!! :dancebaby:


PS :kasumi: rulz!
(widely known fact)




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