This is a transitional guide
for those who play Tekken 4.
Written and arranged by Christopher Keith aka VirtuaPAI
***This guide contains excerpts from:
AND contains info provided by and Written by DAHLSIM***
Dead
or Alive 3 Starting Guide
The
Virtua Fighter 4 Starting Guide FOR
PLAYERS WITH TEKKEN EXPERIENCE
Which
was Written by Hyun Supul***
HCT =High counter throw. Throwing an opponent when
What
are the similarities between DOA3 and TK4
Should
you use the low punch (poke)?
Some
Tactics for Anti-Low Punching
Canned
combos and Juggles in DOA3
The
importance of throwing in DOA3
Tekken4
vs. DOA3 Gameplay Style -Part1 - Poking vs. Mix ups:
Tekken4
vs. DOA3 Gameplay Style -Part2 - Hit Levels:
Tekken4
vs. DOA3 Gameplay Style -Part3 - Stuns:
Tekken4
vs. DOA3 Gameplay Style Mini-Faq Part4 - Environment Strats:
Tekken4
vs. DOA3 Gameplay Style Mini-Faq Part5 – SideStepping:
See: www.dfwgames.com/doa3/QfaqDocs/SidesteppingandSideEvasionQfaq.htm
Tekken4
vs. DOA3 Gameplay Style Mini-FaqPart 6 (or 5b) - FreeStepping:
Tekken4
vs. DOA3 Gameplay Style Mini-Faq Part 7:
The
dreaded REVERSAL / Counter Hold
·
Do we really need this FAQ?
·
Game terminology (legends)
· What are the similarities between DOA3 and TK4
·
Basic Mechanism of poking etc
·
Canned combos and Juggles in DOA3
·
Stuns and Staggers
·
The importance of throwing in DOA3
·
Reversal information
·
Button placement
·
The intricacies of dodging
·
Crouch dashing and other special movements in
DOA3
·
Wake up games
·
The importance of wall play
(environmental strategies).
·
Advanced Techniques
·
Miscellaneous
=
=
I am coming to fine out that
there are many people who
are
very misinformed, or don_t have a clue at all on
how
to play Doa3. This FAQ
Will dispel all the
misinformed biasness towards Doa3,
and
will Help people gain a better understanding of
the
game.
Both games happen to be good
in their own right and
nothing
but a decent comparison will be made between
the
fighters. I will try my best to break down Doa3_s
game
play so it can be understandable to the likes of
those
who play Tk4.
Game terminology (legends)
Stick directions:
b/u u f/u
b n f
b/d d f/d
P
(DOA) Punch button
K
(DOA) Kick button
FR (DOA) Free button (=the
guard/hold)
LP or 1 (TK) left punch
RP or 2 (TK) right punch
LK or 3 (TK) left kick
RK or 4 (TK) right kick
FC = from crouch
CD = crouch dash
CB = counter blow.
Interrupting your opponent’s attack
during
its execution.
HCB = high counter blow.
Interrupting your opponent_s
air
attack, back dashing and throws during its
execution.
CT = Counter throw.
Interrupting your opponents throw
with
another throw during its execution.
he/she
does a counter hold.
RFF = right foot forward
LFF = left foot forward
Both games at their basic levels
are fighters. The
goal of
both of
these
games is to deplete your opponents life bar,
using
punches,
kicks,
and throws in any order. As you may already
know
these since most fighters today share a similar
structure.
Lets get a little deeper into this shall
we. In
most fighters, Blocking defeats Strike, Throw
defeats
Blocking, and Strike defeats Throw. At a
primitive
level, most fighters employ the
rock/paper/scissors
game play mechanism. But the
complexity
becomes much more apparent when you add the high/mid/low/ground level strikes,
priorities, high/low throws, reversals, parries, Side steps and so on. To be
able to compete on higher levels successfully, you must have a decent
understanding of the properties within the game as well as the individual
character you use or either facing.
Doa3 and Tekken4 share many of
these properties mentioned above.
Doa3 and Tekken4 characters
have sets of moves that
include
varying level of strikes, ground attacks,
reversals
and much more. There are juggles, stun
combos
(limbo stun), wall combos and tech rolls and
etc.
Capitalizing on your opponent mistakes, dealing
the
most damage in any given situation using and
combining
all these factors is the goal in both of
these
games.
Lets
go into the little differences between these
fighters.
Being a Tekken4 player, you
should know that in Tekken
4 poking has
become much more important in game play.
Poking is important for
survival.
The
importance (and the need) for Poking in Doa3, is less significant than its use
in TK4.
For a better understanding, I
am going to go into
specifics,
breaking down the uses for poking.
In Doa3 just like in VF4,
poking basics involves
punch,
low punch, midlevel attacks, staggered
timing(delaying
different segments within a string) of
some
fashion, and or 2 or 3 punch string variants.
The poking game is used for:
1. Controlling
the flow of the match. Is your opponent attacking you too much? (Do a defensive
poke) Do you want to put pressure on your opponent? (Do an offensive poke.) 2.
This may progress into bigger damage sequences by leading your opponent into a
trap, using mind games so they can make mistakes. You may see, that the
fundamental ideas behind poking, is not that much different from the poking that
is in Tekken 4. Now let’s see examine the details. (Before I go any further, I
am going to mention the differences in the effectiveness of HOLDS (reversals)
make in the poking game. Making it somewhat different from Tekken 4 as well as
VF4. ***NOTE***(I will continue this in the next
section).
When fighting against an
opponent attacking you with
series
of PPP strings, an easy way to stop this is
utilizing
a low punch.
When defensively used, the low
punch is definitely a
great
way to stop high attacks and can often interrupt
mid
attacks when timed at the right moment. In that perspective, low punches are
definitely more effective than those in Tekken. This difference is very important
to remember.
When the low punch is used as
a counter blow, you gain substantial offensive initiative in terms of frame
data, and the flow of the battle can be changed. You can start attacking (or
throwing) your opponent. Low punches can be both great defensive and offensive
tools, as it also allows you to execute FC moves. (Think of Julia’s use of low
punch to set up mid/low guessing game.)
*****Low punch is most
definitely not a solution for everything. For example if you become to cocky
with Low punches, the tide can be swiftly changed with a counter hold, also
known as the reversal. Unlike Tk4 and Vf4, such maneuvers can easily be
reversed. With this in mind, This is where the
importance of mix-ups comes in (this will be explained later on within this
FAQ).
Also, the range of low punches
is very limited. There may not be a possible way to win with just low punches (highly
unlikely in high level play), but low punches are basically used for setting up
and counter attacking your opponent.
The ideas used for PP or PPP
plus mid level pokes
variants
is not that different from Tekken4. The
characters
within the game have different variations/effectiveness in poking. In doa3,
just like in VF4, you have universal jab/low punch poke to get out of tight
spots and or to keep pressure.
The term “custom string” is
used within doa3_s game play terminology, as well as TK4.Unlike Doa3 and Tk4, Vf4 uses the term flow chart. The terms custom string and
flow chart are synonymous with each other.
It is important in higher
playing levels to know the
“right”
way to jab in Doa3. The proper way to execute
a
singular punch in Doa3 is not just to tap P, but tap
P then tap FREE. The reason
for this style of
execution,
explained using a Tekken example: With Law
let’s
say you do b+Lp.
You know this starts dragon
storm (b+LP,RP,LP) string,
and
you can delay the rest of the string. But what if
you
don’t want the rest of the string, and you
immediately
want to get into some other move involving
RP?
Since everyone in Doa3 has PP or PK string of some
sort
in which they can be delayed slightly, you need
to
tap FREE to cancel the string in the buffer if you
want
to just single jab and get into other moves as
fast
as possible. This technique is called Free
canceling.
This technique can be used for most of the
strings
and moves within Doa3(Doa3 happens to be a
game
that has a greater variety and is used the most).
You can stop low punching with
either a counter blow,
or
counter hold (reversal). But this
happens only if
you
have the basic understandings of you and your
opponents
frame data(or through trial and error), you
can
do a nice counter attack through
interruption(using
an attack to stop your opponents
attack).
The low punch game boils down
to predicting your
opponent
and understanding frame advantage, and the
countering
system. (Unfortunately, as of now frame
stat
for Doa3 is not
Available, but Raigaa do have a copy and should not be
too
much of a hassle to ask him some questions (But
most
of the time using intuition to guess on frame
advantage
would be useful).Like any move in Doa3 an
expert
WILL make you pay if you abuse low punch too
much
in a predictable manner.
In Doa3, there is a great
importance in taking
advantage
in buffering moves while you are in recovery
from
doing a move, while from a back dash, crouch
dash,
forward dash, running and free stepping
consecutively.
This can make things work better for
you
after you block a move, going into your poke,
doing a
juggle, and during the many other situations,
as it
lets you execute moves as fast as possible
without
worrying too much about timing of command
input._
Eventually, you would want to
use poking techniques to
lead
into some more damaging moves. We will examine
the
ways to inflict some real damage. First, canned
combos
and juggles: This would be a part where the two
games
are quite similar and different. Both have share
of
short canned strings but in Doa3, if the first hit
connects,
it does not mean the rest is guaranteed.
This has always seemed to be
the factor that other
gamers
of different fighters complain about. Tk4 and
Vf4 allow you to gain free
hits after the first hit
connects.
Unlike those two games, in doa3 you can do a
CRITICAL
HOLD. A CRITICAL HOLD is a hold that is done
when
your character is stunned. But not all stuns can
be
broken out of. The LIMBO STUN, is a stun that turns
your
opponent around, and guarantee_s you a free
COMBO,
OR JUGGLE. Once a LAUNCHER ATTACK is
successfully
completed, the JUGGLE BECOMES GUARANTEED.
In Doa3 the heavier characters
are (generally) harder
to
juggle, and the juggle height often varies
depending
on whether it was a counter attack and what
kind of
move it countered and so on. This happens
gradually
across the characters. So compared too most
juggles
in Tekken4, the juggles in Doa3 tend to be
more or
less the same. They both have situation
specific
juggles, such as undulated terrain, and the
use of
obstacles (such as walls, tree, ice pillars,
phone
post, and etc
The lightest to heaviest
characters in Doa3 are in this order:
Kasumi = Light
Ayane =
Light
Leifang
= Light
Hitomi =
Light
Christie = Medium
Tina = Medium
The guys are all mid except Leon, Bayman.
Bass is the heaviest in the game.
Staggers are usually
considered a different stun.
Staggers are stuns where the
opponent takes a little
stumble
backwards, like most stuns in Doa3 (unlike VF4
and
TK4); you can do a critical hold to escape their
effects
(only after the initial stun animation begins.
Each stun and stagger has
different initiating stun
animations.
Knowing these times can give you a better
chance
at continuing your attack on your stunned
opponent).
In games like VF4 and Tk4, you are
vulnerable
and unable to block and attack when you are staggered and stunned. The aspect
of these stuns, seem to confuse the players of these fighters. If your opponent
suspects this critical hold, they will likely choose to throw instead. A bonus
damage increase is available when throwing a missed reversal attempt (will be
explained further in the reversal section). The critical holds allow a
different mind game set up, that is not available in other fighters. Such as
tricking your opponent into doing a critical hold, or tricking your opponent
into thinking you are going to do a critical hold, if quick enough, you can do a
critical hold and be able to do an attack afterwards.
Just like in VF4, to win you
have to throw. Taking a
look at
the command lists will make it obvious why
this is
true: In Tekken most throws do around 30
points
damage and maybe a ground attack. But in Doa3
(also
in Vf4) even basic throws tend to do 40-50
points
and there are also even more powerful throws
for
just about every Character. In Doa3 it cannot be overemphasized that throws are
very important and integral part of the game play. Far more
so than in Tekken4.
The throws in TK4 on average,
do little amounts of damage and relatively easy to defend against. Throws are
still an integral part of the game play. The importance of throws in Doa3 is
more prominent because they are much more dangerous and harder to defend against
(if possible).
Throws in Doa3 are much more
dangerous than it is in
other
fighters. You can only throw escape chain throws
(also
known as link throws), and Basic P+FR throws.
Command throws are inescapable
in Doa3.
This measure was taken, because
of the 4th factor,
Reversals.
Since doa3 breaks away from the basic
Attack>Throw>Block (rock
paper scissor) factors, and
employs
an Attack>Throw>Reversal/block factor, the
developers
of Doa3 made inescapable throws to battle
up
against reversals. Making sure reversal happy
opponents
cannot throw escape all the throws.
This section will examine the
different properties of
the
throws from these fighters.
Throws in both Tekken4 and
Doa3, have execution times.
In Doa3, Most throws have
longer reach and a faster
execution.
Being a Tk4 player playing Doa3, you may
find
that you are being thrown from an unexpected
distance
in unexpected situations.
In general, if you have to
dash in order to do a
throw,
that means the throw is not guaranteed. There
are
also many situations in which you can guess that
your
opponent will block thus allowing you to dash in
and
execute a throw.
It_s
very important to learn to take advantage of
Doa3_s longer throw ranges and
speed, especially
against
a REVERSAL HAPPY OPPONENT. As a matter of
fact,
throws are one of the FASTEST HIGH COUNTER
BLOWS/throws
in the game.
Even many moves (though not
all) that have less than
6-8 frame disadvantages can be
counter attacked/thrown
if
blocked. (A good example to think about is Julia’s
Mad Axe throw.)
To use Throws as a counter,
you just have to buffer in
throw
commands quickly after blocking. (Refer back to
buffering
under the “BUFFERING” subsection).
It is not only important but
also very useful in knowing what are throw counter able and what are not.
This is a summation of the
general implications of the
throw
mechanism in Doa3.
In Doa3, unlike Tk4, throws
are an integral part of
the
game play at all competitive levels. Just imagine
Tekken where everyone has easy
access for Julia and
King’s throws . . . that
should start to give you an
idea.
If the opponent defends
standing and just blocks low
attacks
on reflex, you can always fall back on the
throw
game. This contributes to the overall game
balance
since not everyone needs strong and fast low
attacks
(Think of Mishimas and Julia in TTT) to
survive.
May the best player, not the strongest
character,
win.
In Doa3, the reversals are
done in this manner:
·
All the high reversals are done by u/b+Fr
·
All the mid-reversals done by b+Fr
·
All the low reversals done by d/b+Fr
***Exceptions to this rule, are the Advanced
holds(character
specific)
·
When the attack is reversed before it actually
hits, this is a HIGH COUNTER HOLD (gives off the most damage)
·
When the attack is reversed exactly when the
move executes is a COUNTER HOLD (gives mid damage)
·
When the attack is reversed before the move
actually executes is a regular HOLD (gives off the least amount of damage)
Unlike VF4 and TK4, Every
character has a counter hold
on
every height level. But not all moves can be reversed/counter hold. These moves
that cannot be reversed are called HR-moves, meaning HOLD RESISTENT. These
moves usually consist of running attacks & air attacks. Because of this
inability to reverse such moves (character dependent), you will receive a back
turned advantage. The back turned advantage is determined by what kind of
running or air attack it is. Such as the strength of the
attack and or it_s momentum.
There is a lot of speculation
that doa3 reversals take out the same amount of damage for each character, and the
reversals themselves are just used to take out damage without any type of
thought. This perception is totally false. The reversals with in doa3 are optimized
for the particular character you decide to use. The grappler characters have
grappling reversals, the ninja characters have launching reversals and such that
have NINJISTIC qualities, there are also counters
that have environmental properties, allowing you to get environmental damage.
Reversals that guarantee_s ground hits
..etc. The reversal system in Doa3 is the most deepest
reversal system out of the most popular fighters.
By the way, unlike Tk4, in
doa3, reversals cannot be chickened Also there is no universal low parry
like Tekken, but ever character in Doa3 do get a universal counter hold system
(reversals).
Like Vf4, there are characters
with special reversals
and
parries. Unlike the basic reversal, the advanced
reversal
adds another direction to the already present reversals, making its execution
more difficult to pull off. These characters with Advanced
reversals and/or Parries are: Lei Fang, Gen Fu, Bayman,
and Kasumi.
**NOTE** Hayabusa_s
puch inzuna otoshi reversals are
also
considered to be advanced holds because of their
advanced control execution.
The Button set up for Doa3
is:
One punch button
One kick button
Free button that operates as
a Block, reversal button
This unique setup in
comparison to Tekken4 and VF4,
lets
you block low without worrying about finding the
d/b
diagonal (just like in Vf4). Hold the block button
and
hold down or either d/b, you will be able to block
low
also (having the ability to block as in VF4 or as
in
Tk4).
The punch and kick buttons,
Unlike Tekken, Doa3 (also in VF4) always had one button for punch and one
button for kick. This has always been a very subtle, but important implication
in Doa3.
Let’s back track a little and
consider the fact that Hwoarang is the only Tekken
character who fights with either left foot or right foot forward stance. And just
to throw a single jab with Hwoarang, you need to watch
out the stance he is in so you know if you have to push LP or RP button.
Thankfully, again Hwoarang is the only character who
requires you to do this. Now back to the Doa3 world, where EVERY character can fight
with either RFF or LFF(just like in Vf4). In most cases it doesn’t matter since there
are no LP/RP LK/RK kick situations.
Hitting f,f+P,d+K with Kasumi will give you the
Muei-chishu
with what ever leg you have up front.
At the intermediate/advanced
level this has a couple
of
important implications. The first is in order to
dodge
successfully, you have to watch out for which
foot
of your opponent is forward. For example, if you
expect
your opponent to throw out an elbow (f+P) and
you
want to dodge it with a Freestep. Since most
attacks
such as the elbow uses whatever hand that is
put
forward, you need to
watch
his/her stance and dodge accordingly. (if your
opponent
has his/her left foot forward, you dodge to
his
right. If you opponent has right foot forward, you
dodge
to his left.) The fundamental idea behind
Freestep
Dodging is not different from Tekken. Doa3
characters
often change their stance, this is
something
that you need to be aware
of,
unlike in Tekken. It’s not too difficult once you
get
the basic understanding of it (we will go deeper
into
this in the next section.
Other terms you may run into
are: “Closed stance” and
“Open stance.” What
this
means is as follows:
the
feet position of the two fighters
X X Here we have “closed stance” (1P
has RFF, 2p has
. RFF)
X X
X X Here we have “open stance” (they
have
different
. feet
forward.
X X
The stance issue for the
majority of situations, is
not
needed too much. But when FREESTEP DODGING, the
stance
issue is very important.
Most people believe that
dodging in Doa3 is not
possible.
And usually complain about it. This happens
to be
another misconception. Dodging is very much
possible
in Doa3. Single strikes, air attacks and
delayed
combos strings are the easiest to FREESTEP
DODGE. The ability to dodge is
different from Vf4 and
Tk4. To successfully dodge an
attack, you have to
anticipate
an oncoming attack, and time the exact
moment
of execution. On average, FREESTEP DODGING is
much
more difficult to do compared to the other
fighters.
This is why FSD (FREESTEP DODGING) in DOA3
is an
ADVANCED TECHNIQUE.
There are in fact THREE
different kinds of FREE
STEPPING in
DOA3. One is when You just FREESTEP when
the
opponent is not attacking you. This Type Of free
step is
used for character positioning and
environmental
positioning. Another useful FREESTEP
happens
when you time your dodge correctly, just as
your
opponent attacks you. This is the Actual FREESTEP
DODGE. The timing For FSD is
very strict, even more
strict
than any other fighters SS movements. Like In
VF4, you can be high-thrown
anytime while you are FREESTEPPING/DODGING. So forget
about using sidestep to avoid throw attempts. The last type of Free stepping is the FREESTEP BLOCKING, (ALSO KNOWN AS
MOVING BLOCKS). Pressing (HOLDING) u/b will give you a FREESTEP BLOCK going up,
and pressing
(holding)
d/b will give you a FREESTEP BLOCK going
down.
The moving block feature changes the way Doa3
movement
system is compared to the other fighters.
When unsure about a particular
move you will like to
dodge,
or you are trying to position your self around
a
grounded/wall stunned opponents or the environment
(much
more so than the other fighters) with out them
springing
up to attack you, FREESTEP BLOCKING allows
you
to successfully move around with out being
attacked
surprisingly.
**NOTE** HALF THE CAST IN DOA3
have REAL SS
(SIDESTEPPING) ATTACKS. The following are:
Bayman,
Brad, Christie, Gen Fu, Hayate, Hitomi,
Jann
Lee,
and Zack.
To dodge/evade/sidestep/FREESTEP DODGE etc, hold u or d, return the stick to neutral. Try to time your dodge, than attack so it “counters blows” the opponent’s move, giving you a critical hit/counter blow.
Crouch dashing and other special movements in DOA3
============================================================================
You should know how to crouch
dash in Tekken, but only
for
certain
characters.
In Doa3 series, EVERY character can crouch
dash.
The official way to use crouch
dash is to f/d, F/D to crouch dash forward.
Every move that requires FC
position can be done from
crouch
dash without any canceling technique. Most
characters
have useful FC move in some shape or form,
having
the ability to quickly buffer crouch dash can
be
very useful.
Crouch dash can be canceled
with the FREE button. There are also
other movements such as dashing which is done by tapping f,f
or back dashing by tapping b,b. There is also running which is done by
tapping f, than holding f.
I have came
up with a new movement system for Doa3, which is titled Ninjitsu
steps. These steps combine free stepping and walking forward to make a
different movement system.
NS is done by quickly tapping(not holding) u,f or d,f for forward NS, and The backwards NS is done by quickly
tapping(not holding) u,b or d,b.
These steps are significantly
slower, and it allows
you
to easily buffer other types of movement with in
it.
Another unique aspect of the Ninjitsu steps, it
can
be canceled. Once canceled, A unique canceling
animation
will occur, having your character lean
forward,
than back to his/her position. The Ninjistu
fake(the
cancellation of the steps), can only be done
through
the forward NS. The NF is done by the use of
free
canceling, Ex. u,f,FR or d,f,FR.
Comparatively to Tekken3/4 or
Doa3 doesn’t have as much Of a need for sidestep
maneuvers, but if used, more rewards can be bestowed upon you. Back dashing in
Doa3 provides the option to avoid on coming attacks, and can be buffered into a
SS (sidestep) move, the FREESTEP DODGE or the FREESTEP BLOCK. Getting hit during
a back dash is very punishable in Doa3. Getting hit during its execution stage
can cause you to be hit with a HIGH COUNTER BLOW. Throws in Doa3 definitely makes
it hard to turtle in doa3.
Just like in Soul caliber,
MOVEMENT in DOA3 extends to 8 directional angles,
where as the environmental movement found in Tekken 4 allows only 4 angles of directional
movement. Doa3 is the only 3d fighter in which has an 8way run that is very
comparable to Soul caliber.
In all the major 3d fighters,
there is some level of
wake
up games. What separates Doa3 from tK4, is the
amount
of moves used with in this system.
Tech rolls are done in Doa3 by
hitting the Free, P or K button as you hit the ground.
Pressing u+FR
will role towards the background,
pressing
d+FR will make you roll towards the
foreground.
Pressing K will let you mid
kick, pressing d+K will
let
you kick low. Pressing P when on the ground to
allow
you to get up at the same place.
Tech rolling in Doa3 is usually
safer than the ones in
Tekken.
When the tech rolling is over,
This is where the fight begins again.
The attacker CAN force brutal
guessing games after
tech
roll.
Being the victim, you must
predict which way the
attacker
will attack. Mid? Low? Throw?
If the victim
guesses
right, of course, s/he can turn the table
around.
Since you DODGE after tech
rolling either to the background or foreground, you can dodge the oncoming attacks
(if timed correctly).
For some throws you can tech
roll just as you hit the
ground
to reduce
Damage.
***The rising attacks are
basically mid-low guessing game like Tekken.
The importance of wall play in
Doa3(environmental
strategies).
The wall dynamics in Doa3 is
quite different from both
Tekken 4 and
VF4.
Causing wall combos in both
games are very damaging,
but
there are differences between the two.
There are particular forms of
wall stun in Doa3 and in
Tk4. Instead of sticking up
against the wall, In Doa3,
the
wall stun causes the character to collapse down,
allowing
you to get a free hit, or juggle (or wall
combo)
that allow you to dish out more damage. As soon
as you
opponent hits the wall again, you cannot hit
him/her
again. Your opponent will either slump down
against
the wall, or collapse to the ground. When your character is slumped against the
floor, you can reposition your self to dish out more damage once they get up.
But be aware of your opponent_s ability to tech roll
off of the wall. If you attack while your opponent tech rolls, your attack will
whiff, giving your opponent the initiative to take advantage of YOU. Because of
this, its up to you to find out the best possible wall
combo strings. Putting your opponent into a stun while attacking him/her, will
reset the 2 limit wall hits, and allow you to dish even more damage. This is
very tricky compared to the wall combo systems in both VF4 and TK4.
There are numerous amounts of
moves that will cause
your
opponent to fly (hit) into the wall.
These strategies for
multi-tiered environments are
very
similar to the ring out strategies within Vf4.
But unlike the ring outs in
Vf4, or the single tiered environments in TK4, you can knock your opponent into
another level, and continue the fight on that level. Not only is this
interesting to look at, But it_s
a segment in doa3 where a lot of the depth comes in. Like Tk4, none of the
stages are just alike. Some stages have undulated terrain (like vf3), walls,
breakable walls, electrical fences and many other obstacles, etc. An
environmental property that Doa3 has over the other fighters is the slippery
surfaces. Slippery surfaces change the properties of attacks, and stuns. The
slippery property causes your opponent to slip when stunned, or turn some stuns
into a sit down stun, or even making moves that do not launch with out being
stunned launching moves_and etc. The other feature
that Doa3 has over Tk4 and The other fighters, are the multitude of obstacles.
This abundance of obstacles and the other environmental features,
makes Doa3 the deepest ENVIRONMENTAL STRATEGIC FIGHTER.
The Main overview of both
fighters: Written & arranged
by DAHLSIM
Tekken and DOA3 have common
elements to all 3D
fighters,
but they emphasize very different techniques
and gameplay areas.
As a Tekken player (esp.
Tekken 4) you should know that moves with superior frame properties, “poking” moves
that interrupt other moves, safe moves (low recovery time) and high priority
moves dominate the gameplay. Not that
other moves aren’t important, but they all must work around the few
moves with best properties.
DOA on the other hand doesn’t
play with that emphasis.
Really the emphasis is on
rewarding mixup in DOA.
First off while a little
poking works in DOA3, it’s
nowhere
near as effective as in Tekken.
The Reversal System in DOA3
means that ANY MOVE is vulnerable and your opponent doesn’t have to have any special
knowledge of the game to counter your attacks.
They just need the hit-level
and they can counter-hold any move or string if they expect it.
Even an HR move (hold resistant)
will at least give
them some
frame advantage. This means that in DOA3
(assuming
high-level play here) mixup of your moves is
greatly
rewarded. The game is specifically designed to encourage mixup
of:
1)Hit Levels
2)Attack Timings
3)Attack Category Types: Throws,
Holds and Attacks
Compared with Tekken, (and
most fighters) Attacks
dominate
the game, throws are a little less important
and
reversals basically play a minor role in the
gameplay. DOA attempts to give counter holds a.k.a.
reversals
an almost equal importance to attacks AND to
throws.
I know some Tekken players
will say “dude, throws are important in Tekken”. I agree but the point is
overall they are LESS used than attacks, and reversals are even less used than
that.
Yes, mixup
is needed in T4, but really, not nearly as much as in DOA3. For one thing good
poking / interrupting is so effective that it will effective cut out the
majority of the other characters moves. You
can effectively eliminate much of the movelist in
high-level play, as the matches tend to boil down to the best moves and strings
being used 80-90% of the time.
So first thing you should
realize in DOA3 as a Tekken player, NOTHING is really SAFE. This frustrates
many Tekken players because they are looking for that attack they can live on,
but here comes that #* reversal again!
Sure some moves and strings in
DOA3 are going to be used more, but they are just as vulnerable to the power of
the counter-hold as any other move, so ultimately you will need to mix it up
against good players, more and more.
Hit Levels play an important
part in all fighters,
esp. 3D
fighters. In T4 Hit levels mostly affect
blocking
high or low and ducking. For a few characters
it
will affect reversals which again, occur
occasionally.
The hit levels of the vast majority of
moves
in Tekken are also obvious very quickly.
In DOA3 Hit Levels have all
the importance of other fighters but now double the importance. Due the elevated
role of reversals you need to know the exact hit level of the moves and strings
you are doing.
If you’re attacking you need
to know the hit-levels of your attacks so you can specifically mix up the attacks
to avoid your opponents counter-holds. If you’re
defending you need to know the hit-level of your opponents moves so you can
counter-hold effectively.
In DOA3 if you don’t learn the
hit-levels of your opponents moves as well as your own, you will be limited to
either blocking much more than you should or throwing out more guess / luck
reversals. This because it quite often is not obvious at all what the hit-level
of a move / string is just by looking at it.
On offense again if you are sure of the hit levels of the strings and
moves you are using then you aren’t really playing the strategic game that is
at the core of the DOA3 engine. How can when you are not sure what levels you
are using?
A few lows aren’t apparent but
many Mids and Highs are
very
hard to pickup by eyeballing. This leaves players
used to
other games feeling with the perception they
are
playing more by luck when they throw out their counter-holds. No wonder they
think the game is about mashing.
Bottom line: Knowing the
specific Hit-Levels of all your moves and strings is even more critical in DOA3
than in T4.
Once again we have a gameplay technique that is common
to
both fighters, but emphasized much more in one
fighter
than the other.
While T4 certainly offers
stuns as a very nice feature, they occur much less frequently than in DOA3.
In DOA3 there are not only
many types of stuns (see dfwgames.com/doa3 GameTopics
section “Critical Hits and Stuns” for discussion of many stun types) but in
DOA3 stuns literally occur constantly in the gameplay
and play a huge role in every match.
In Tekken it certainly helps
to know how to follow-up on any stuns your character may have, but in DOA3 the various
stuns / critical hits should factor into every match and affect the whole gameplay balance. Since the game is balanced between
Throwing / Reversing (holding) and Attacking, the
For instance you need to
understand that you can’t throw an opponent in a stun and factor that into your
technique.
You also need to know how each
particular stun can be followed up and how the stun affects the juggle properties
and other properties of your attack moves.
Also you need to understand
that basically reversals or blocking are designed to be your only methods of defense
in a stun. Again this is why skills in counter-holding are a very important
part of DOA3 while being a more minor part of other fighters like T4.
So again you have something
that in Tekken you probably used much less (although someone like Kazuya will
use it more) but in DOA3 it becomes huge. If you don’t focus on using the stuns
in DOA3 and instead focus on something less important in DOA3 (like Sidestepping)
you miss the whole point and depth of the DOA gameplay.
Both of these games have
significant Enviro Strats
but
there
are some differences to consider for a Tekken
player
when playing DOA. Although Enviro is very
important
in T4 it is an even bigger part of DOA3 and
always
a constant factor in EVERY fight.
T4 added quite a bit of Enviro strats to the Tekken series
and some of it is similar in style to DOA3.
T4 has some vicious wall
combos if you get trapped against one and the uneven surfaces really affect Okizeme. In addition you have some jumping off of walls,
position switching and obstruction strats in T4.
Similarly DOA characters can
do a major damage against walls but DOA also adds ledges / wall breaks to the mix.
DOA also has uneven surfaces but they affect juggles majorly
rather than Okizeme (not emphasized on DOA). DOA also
factors in slippery surfaces which affect both stun properties and juggles.
DOA3 also has position
switches but ups the ante because both HR moves (Hold resistant) moves, special
moves (e.g. wall moves) and specific reversals factor into the environment
positioning.
Also since Movement is
significantly faster in DOA3 the positioning in relation to the environment
should be constant and very intense. Remember DOA3 also has moving blocks which
add to the positioning strats.
Another factor that adds more
to the enviro strats in is KnockBacks. Big knockbacks are so
much more frequent (along with stuns) that the walls, cliffs and stage breaks
are almost never too far away on to factor in on every stage.
Distance juggles also bring
the environment into play for both games but DOA3 ups the ante on that as well when
you factor in the longer Tag Team Juggles.
Bottom Line: Both games have
important Enviro strats but
in DOA3 it’s critical to the depth of the game because it has effect on every
stage and at almost all times. Specific reversals, knockbacks,
juggles, stun properties and more are needed to master the depth of the Enviro strats in DOA3.
Next: SideStepping
In Tekken4 SideStepping
is a huge component of the
gameplay. A well timed tap
down or up will evade most
attacks
including strings.
This is used primarily to SideStep incoming attacks and
launch counter-attacks. The SideStep can be used for
some enviro-strats in Tekken but is not nearly as useful
for enviro as it is for Evade and Attack strategies.
This is due largely to the slow speed of the SideMovement.
T4 offers the position switch push for all characters to allow for more
effective enviromental position strategy.
In T4 holding D or U allows
for a slow freestep along with the SideStep. So the freestep and
sidestep moves are connected.
This leads to one of the 1st
differences in DOA3 that
throws
off Tekken players. In DOA3 the SideStep into a
counter-attack and the FreeStep/FreeStep dodge are 2
distinctly different techniques.
Instead of universal SideStep/Counter moves for all characters which Tekken has
/ DOA gives ½ the characters specific SideStep / CounterAttack moves.
Characters with Special SideStep Moves:
Bayman -
u or d+w SideStep Roll in
and out
Brad -
uu and dd + p AND U,U and D,D SS from the LIE position
Christie - d+w
or u+w
Gen Fu - d,d
+p and u,u+ p Sidestep AND QCF + p,p
Hayate -
D,D or U,U + K AND d+W or u+W Cartwheel Sidestep
Hitomi -
d,d or u,u + p or +k
Jann Lee
- u,u or d,d + p or k
Zack - u,u
or d,d + p or k
If you are a Tekken player (or
a VF4 “evade” player)
looking
for a Tekken like SideStep and CounterAttack
then
try the character’s with those specific moves. Of
course
remember that some moves will track even then
but
of course the same thing is true in Tekken.
Think of it as different gameplay emphasis, in Tekken for instance Reversals are
only given to certain characters but DOA it’s Universal to all characters. For SideStep/Counter
Attack moves the reverse is true so the games share gameplay
elements but the EMPHASIS is very different.
Next: Part 5B FreeStepping and FreeStep
Dodging.
As demonstrated in the
previous section, in DOA3
SideStepping
to dodge attacks and freestepping are 2
distinct
techniques. In Tekken4 on the other hand they
are
the same connectecd technique with a slow freestep
being
an extension of the normal Tekken SideStep done
by
just continuing to hold the direction.
In Tekken4 the SideStep itself is one of the most dominant techniques of
the gameplay being crucial for every character. In
DOA3 the importance of SideStep moves is character
dependant with some characters like Christie and Gen Fu having much more
emphasis on it then others.
(Note that other characters in
DOA3 have moves that
allow
a weave or roll etc. even when they don’t have a
SideStep
move).
The Freestep
in DOA3 is the universal technique and is greatly emphasized, much more so than
in T4. Freestepping
in and out in DOA3 is much faster than in Tekken4.
This fits with the increased
emphasis on environment play in DOA3 which features various walls, surface properties
stage falls and breaks along with various knockback
distances attached to attacks for all characters.
This results in the
environment playing a constant
role
in the strategy in DOA3 as opposed to Tekken
where
it’s primarily when near walls or inclined
floors
for Okizeme.
DOA3 freestepping
is much fuller than T4 allowing for freestep movement
in 8 directions rather than 4 (props to Temjin) and
adding in the feature of freestep blocking in the
backward diagnol directions. This greatly increases
the strategic implications of the DOA3 freestep.
Notice with all that’s been
said I haven’t yet even mentioned the fact that the FreeStep
CAN be effectively used to dodge incoming strikes. Even with the SideStep provided as separate moves, the freestep can be used to dodge many attacks in DOA3 esp. Longrange and or airborne moves and most Single hit moves.
This allows for advanced player techniques with good timing, dodging and
positioning at the same time and setting up back and side position advantage
for stuns, damage modifiers, juggles, enviro strats etc.
DOA3 freestep
dodge will usually dodge the 1st hit of combo strings but is NOT
primarily for that purpose, this is where players from other games stumble. In Tekken4
SideStepping can throw an opponent so far off that
they will often flail away striking into the air for many blows without
realizing that no one is in front of them! Often characters take quite some
time to get their axis repositioned.
DOA3 fighters evidently have
better peripheral vision or reorientation skills! ;-)
Keep in mind that in DOA3,
with such an extensive reversal game and so many SideStep
moves, rolls, weaves, freestep blocking, and
universal reversals the freestep dodge is really not
needed against combo strings.
Next Part 7: The dreaded REVERSAL
Ahhh, the dreaded reversal.
This will take a few
sections
by itself.
The #1 complaint of Tekken
Players ( and some other fighters ) when they try out
DOA is certainly that the reversal system is either cheap, too easy, too much etc.
etc. etc. The bottom line is some people simply “don’t get it” when a game is
designed with a significantly different approach to the fight game.
As a player of many hours and
opponents on both T4 and DOA3 I can definitely say that the entire issue really
rests on the fact that DOA3 and the DOA series in general chooses (boldly) to
give a higher emphasis to the technique of reversals - more accurately in DOA the
technique of Counter Holds.
In reality the DOA concept of
the counterhold is an extension of the reversal
concept of previous fighters. It is more than a reversal.
Consider just a few of the
differences:
1)In
T4 the Reversal is a characteristic ability of only certain characters. In DOA
the counter hold is a Universal Ability of all charactiers.
The ability is definitely NOT EQUAL among all characters however with some
characters such as Lei Fang, Bayman, Haybusa, Gen Fu etc having extra
emphasis on counter hold abilities, some more a few extras and others quite average.
**Parries conversely are characteristic
are Universal
to all Tekkens in Tekken (the low parry that is,
others
are character specific) Remember also that in
Tekken while all characters
2) T4
realistic offers much more limited opportunities to use reversals, even for the
characters that have it. Certainly they are useful but they are of more limited
usefulness due to factors such as No Low Reversals
3) A
much tighter effective frame window for reversals means in Tekken it generally Often pay to use them when other “safer” options are
available. In DOA3 the longer effective window makes it much more worthwhile and
effective to risk a reversal instead of blocking (despite the possible higher
damage penalty for missing a counter hold).
3) Reversals
won’t execute as many times during blocked strings in Tekken. In DOA the counterhold possibility exists most of the time during
strings creating a constant possibility during attacks which CANNOT be ignored.
4) In
Tekken reversals generally won’t execute out
Stuns whereas in DOA
counter holds are encouraged a
critical
part of playing off of stuns. They are
intergral to strategy.
5) In
Tekken the timing skill of reversals is only to used
to either successfully execute it or not. In DOA the counter hold has 3
distinct timing levels with the more accurate timing being rewarded by
inflicting the all important superior damage. Clearly the idea that more skill
is to be encouraged for players that have the superior skill in identifying
attack strings and knowing their hit levels.
6) In
Tekken reversals are effective for one or 2 attack levels (again if the
character even has one) in DOA 3 distinct levels are always required for
counter holds.
7) In
Tekken knees are elbows are irreversible, basically all other High, Mid attacks can be reversed.
In DOA while no moves are totally immune , but very specific moves for
each characters have the special property of being HR, Hold Resistant resulting
in no guaranteed damage but do yeild position
advantage and various degrees of frame advantage depending on the move.
8) In
Tekken Reversals pretty much end with the reversal for the characters that have
it (a few are part of a throw like Nina or Marduke)
with DOA many counter holds clearly are designed to set up juggles, combos and
frame advantages allowing advanced players to apply more skill.
9) Many
DOA counter holds are designed specifically to be used along with the
Environment Strategy. Players can quickly choose or setup the right reversal depending
on their position relative to their opponent and be rewarded with significant
wall and stage break damage.
The approach of the
designers were clearly different
here, in Tekken Tag
Reversal attempts were even
implied to be “Chicken”
when the opponent escaped a
reversals.
DOA3 reversals cannot be “chickened”
but in fact are designed to be a strong and skillful counter balance to the
hundreds of attacks and attack strings found in fighting games.
Bottom Line: In DOA3 Counter Holds are designed to be a skillful and major part of the strategy and gameplay.
Precise timing, followup combos and juggles, environmental play
and specific attack-level knowledge are all part of skills for
advanced counter hold play. Counter Holds can be considered somewhere
close to being equally as important in emphasis as Attacks ( and throws ) among DOA techniques.
(There are of couse other techniques like freestepping
and SideStepping, Wakeup Strats and
other Enviro Strategy etc. etc.)
Tekken on the other hand
emphasizes attacking with
blocking
and Sidestepping as the primary responses and reversals intended for a minor gameplay role only with certain characters. (There are of
course other techniques emphasized in Tekken as well like Okizeme,
Wall Strats etc. etc. )
Unlike Tekken, there is no
standard “running attacks”
Some characters have character
specific running
attacks
such as Christies running slide.
This definitely does not mean
running (attacks) does
not
have significance in DOA3. BUT if TK4 did not have
running
attacks, running attacks still would have it
uses.
There are no mega damage unblockable moves in Doa3
like
there is in Tk4. Bass has an unbrekable running
clothesline however. Also some characters have “guard crushing” move that cause
a stagger even if you block. (Those work a little like Jin’s (TK4) unblockable uppercut at the end of his laser string. The
move is slow but you have to be able to react.)
There are quite a few attacks
that change the property
if
you hold down the buttons. (Most of them become
guard
crushing version of the normal move.)
I give thanks to those who
effected my decision on making this guide. I also give thanks to the person who have made a similar guide, who I have been truly inspired
by. I also give Thanks to all the Doa3 members on Game FAQS and in other places
who were able to teach me some of the more advanced techniques within Doa3.
Dhalsim
Raigaa
Kitsune
DevilJin
numba1
Hyun Supul
SolitayreX
Countbrass
Ninjix
Temjin
If your name has not been
mentioned (and you have
effected
me in any way), blame my mind not my heart.
Your knowledge was definitely
apart of me when making
this
guide.
·
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holders.
·
This GUIDE may not be reproduced under any circumstances
except for personal, private use. It may not be placed on any web site or
otherwise distributed publicly without advance written permission. Use of this
guide on any other web site or as a part of any public display is strictly
prohibited, and a violation of copyright.
·
Copyright 2003 Christopher Keith.