Dead or Alive 3 Starting Guide

This is a transitional guide for those who play Tekken 4.

 

Written and arranged by  Christopher Keith aka VirtuaPAI

(dead_or_alive3x@yahoo.com)

 

***This guide contains excerpts from:

The Virtua Fighter 4 Starting Guide
FOR PLAYERS WITH TEKKEN EXPERIENCE

Which was Written by Hyun Supul***

AND contains info provided by and Written by DAHLSIM***

Dead or Alive 3 Starting Guide. 1

The Virtua Fighter 4 Starting Guide  FOR PLAYERS WITH TEKKEN EXPERIENCE. 1

Which was Written by Hyun Supul***. 1

Contents: 2

INTRODUCTION.. 3

Do we really need this FAQ?. 3

HCT  =High counter throw. Throwing an opponent when. 4

What are the similarities between DOA3 and TK4. 4

Basic Mechanism of poking. 6

Should you use the low punch (poke)?. 7

Going Beyond The Low punch. 8

Art of Jab. 8

Some Tactics for Anti-Low Punching. 9

BUFFERING.. 10

Canned combos and Juggles in DOA3. 11

WEIGHT CLASS. 12

Stuns & Staggers. 13

The importance of throwing in DOA3. 14

Throw Escapes. 14

Throw connection. 15

Reversal information. 17

“Parries & Advanced holds”. 19

Button Placement 19

Relative stance issues. 21

The intricacies of dodging. 22

Wake up games. 26

Multi-tiered environments. 28

Tekken4 vs. DOA3 Gameplay Style -Part1 - Poking vs. Mix ups: 29

Tekken4 vs. DOA3 Gameplay Style -Part2 - Hit Levels: 31

Tekken4 vs. DOA3 Gameplay Style -Part3 - Stuns: 33

Tekken4 vs. DOA3 Gameplay Style Mini-Faq Part4 - Environment Strats: 34

Tekken4 vs. DOA3 Gameplay Style Mini-Faq Part5 – SideStepping: 35

See: www.dfwgames.com/doa3/QfaqDocs/SidesteppingandSideEvasionQfaq.htm.. 36

Tekken4 vs. DOA3 Gameplay Style Mini-FaqPart 6 (or 5b) - FreeStepping: 37

Tekken4 vs. DOA3 Gameplay Style Mini-Faq Part 7: 39

The dreaded REVERSAL / Counter Hold. 39

Next: Reversal Wrapup. 43

Miscellaneous. 43

Running Attacks. 43

Unblockable. 44

Charge attacks. 44

Acknowledgements. 44

LEGALATIES. 45

 

Contents:

·        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.

HCT  =High counter throw. Throwing an opponent when

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.

 

Going Beyond The Low punch

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

Helena = 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

 

Tekken4 vs. DOA3 Gameplay Style -Part1 - Poking vs. Mix ups:

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.

 

Tekken4 vs. DOA3 Gameplay Style -Part2 - Hit Levels:

 

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.

 

Tekken4 vs. DOA3 Gameplay Style -Part3 - Stuns:

 

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 STUN STATE affects every one of these gameplay features.

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.

Next: Environment Technique

 

Tekken4 vs. DOA3 Gameplay Style Mini-Faq Part4 - Environment Strats:

 

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

Tekken4 vs. DOA3 Gameplay Style Mini-Faq Part5 – 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.

See: www.dfwgames.com/doa3/QfaqDocs/SidesteppingandSideEvasionQfaq.htm  

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.

 

Tekken4 vs. DOA3 Gameplay Style Mini-FaqPart 6 (or 5b) - FreeStepping:

 

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

 

Tekken4 vs. DOA3 Gameplay Style Mini-Faq Part 7:

The dreaded REVERSAL / Counter Hold

 

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. )

Next: Reversal Wrapup

 

 

Running Attacks

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.

Unblockable

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.)

Charge attacks

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.)

 

 

Acknowledgements

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.

LEGALATIES

·        All trademarks and copyrights contained in this document, are owned by their respective trademark and copyright 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.