Dead or Alive 5 Alpha Demo System and Character Discussions

Matt Ponton

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This thread will be for discussions on system and character changes in the Dead or Alive 5 Alpha Demo. This is meant as a sort of categorization for quick info about character attributes and system breakdowns. Post any findings you have here to keep it within the confines of the Alpha demo.

Remember, until April 30th 2012, Team NINJA is accepting feedback on the Alpha Demo, so be sure to voice your opinion - good or bad: Dead or Alive 5 Official Site

Notation
  • Buttons
    • :h: - Hold
      • Replaced the :F: Free button, but same functionality
    • :P: - Punch
    • :K: - Kick
  • Macros
    • :H+P: - Throw
    • :P+K: - Strong Punch
    • :H+K: - Strong Kick
    • :H+P+K: - Power Blow attack
    • :4::4::4::H+P+K: / :2::2::2::H+P+K: / :6::6::6::H+P+K: - Taunt
    • :2::H+P+K: / :8::H+P+K: - Side Step
    • :2::2_: / :8::8_: - Free Step

System Changes
Critical State

Critical Threshold

Defensive Holds
  • Unconfirmed: Any hold performed out of critical state is 0(18)17.
  • Unconfirmed: Any normal hold performed out of critical state 0(18)17.
  • Unconfirmed: Any advanced hold performed out of critical state is 0(22)8.
  • All characters have Normal Holds:
    • :7::h: - High Attacks
    • :4::h: - Middle Attacks
    • :1::h: - Low Attacks
  • All characters have Advanced holds:
    • :6::4::h: - Middle Punch Attacks
    • :4::6::h: - Middle Kick Attacks

Free Step

Power Blows
  • Power Blow cinematic attack can be performed once wind effect appears (~20 frames after holding down :H+P+K:) - For now, calling "Charged Power Blow" the power blow that performs the cinematic and allows for directional knockback. "Non-charged Power Blow" is the normal attack version with no knock back or charge required.
  • Non-charged Power Blow will be heavily unsafe (-16 to -19 frames disadvantage) on guard, and perform a KND if connecting
  • Charged Power Blow can not hit an opponent in an air state
  • Charged Power Blow will Guard Crush.
  • Any hold that holds middle punch levels can hold a Power Blow.
  • Power Blows can be sidestepped
  • Free Stepping while charging a Power blow will cancel the Power Blow animation into the side step animation.

Revision

Throws
  • Neutral :H+P: throws are the only breakable throws.
  • Grappler class has 1 frame advantage on neutral :H+P: throws (4i instead of 5i).

Wake-up

Wall
  • Wall damage is now 5 points of damage, both on first hit and after wall crumple.
  • Wall crumple is now considered an air state - allowing for damage revision but also allowing for air throws to connect depending on recovery of attack that knocks opponent into wall crumple.

Other
  • All life values have been increased by 30 points. (e.g. Normal life is now 270 points instead of 240 points)
  • Turning around in guard has been returned to the DOA2 and DOA3 speeds or slower.

Character Changes
Ayane
Attacks
  • :3::H+K: causes sit down stun, and is 0 on guard; previously -7 on guard
  • :2::P: is -5 on block, changed from -4. Still 0 on hit.
  • :8::K: is old :9::K: - launches on NH
  • :P::P::P::K: - new string
  • :P::P::P::4: - new string and puts Ayane in back-turned state
  • :P::P::6::P::3: - new string goes into spin (or :6::P::3: )
  • :P::P::6::P::9: - new string causing evasive flip similar to BT :9:
  • :6::6::K::K::4: - new string and puts Ayane in back-turned state
  • BT :P::P::6::K::K::4: - new string and puts Ayane in back-turned state
  • :6::4::H+P: is old :4::F+P: and it gives you free combo now on normal throw unless opponent dashes away.
  • BT :P::P::P::P: new string
  • :P::P::6::P::P: last hit still stuns.
  • :P::P::6::P::K: last hit knocks down/tracks.
  • :P::P::6::K::2::K: short stun on last hit.
  • :6: :P::3_::P: second hit launches(low launch).
  • :6::P::P: last hit stuns/tracks.
  • :9::P::3_::P:last hit launches(low launch)/.*looks like :6::P::3_::P:*
  • :9::P::P: last hit stuns/tracks. *looks like :6::P::P:*
  • :6::K::2::K: last hit still stuns.
  • :6::6::K::K::K: animation looks like DOAD version, combo's well after Generator Danger Zone.
  • :4::P+K: launches on hit, hits twice(low launch).
  • :4::H+K: Limbo stuns on normal hit(not as long as before).
  • BT :6::P: Stuns(returns to neutral).
  • BT :4::K: Launches on normal hit(high Launch).
  • BT :3_::P: launches on normal hit(low Launch).

Holds
  • :4::h:(VS middle punch) like :6::4::H+P: you can combo after this.
  • :6::4::h:(VS middle punches) looks like :6::4::H+P: you can combo after it.
  • :4::6::h:(VS middle kick) Launches very high, old :4::h:(:6::h:) in past games.

Hayabusa

Hayate

Hitomi
Attacks
  • (COMMAND), (GUARD DISADVANTAGE), (HIT DISADVANTAGE), (TRACKING), (WINDOW OF DELAY TOWARD NEXT ATTACK IN STRING IN FRAMES)
  • :P: - 10i, -2, 0, NT, 3d
  • :P::P: - 9-12i, -7, ,NT, 11d
  • :P::P::P: - 16i|28i, -8|GB(+8), KND, NT
    • 16-27i is charged punch with no guard break, giving -8 on guard
    • 28i is full charged punch giving guard break of +8
  • :P::P::K: - 15i, -6, ,T
  • :P::K: - 14i, -12, , NT, 20d
  • :P::K::K: - 20i, -5, , T
  • :P::P::6::P: - 14-25i, -5, , NT, 17d
  • :P::P::6::P::P: - 24i, -11, , NT, 17d
  • :P::P::6::P::P::P: - 21i, -11, , NT
  • :P::P::6::P::K: - 18i, -1, , NT
    • new animation the ending kick is now a high attack changed from a mid kick.
  • :P::P::4::P: - 20i, -11, , NT, 21d
  • :P::P::4::P::P: - 15i, -11, , NT, 22d
  • :P::P::4::P::P::P: - 17i|27i, -8|GC, , NT
  • :P::P::4::P::P::K: - 18i, -5, , T
  • :P::P::6::K: - 16i, -7, , NT, 19d
  • :P::P::6::K::K: - 13i, -13, , NT, 21d
  • :P::P::6::K::K::K: - 21i, -12, , T
  • :P::P::2::K: - 16-27i, -6, , NT, 0d
  • :P::P::2::K::K: - 28i, -7, , T
  • :P::P::2_::K::K: - 19i, -19, , T
  • :P::6::P: - 12i, -6, , NT, 20d
  • :P::6::P::P: - 15i, -6, , NT
    • Was :P::6::P::6::P: (DOAD)
  • :K: - 14i, -12, , NT, 20d
  • :K::K: - 20i, -5, , T
  • :K::2::K: - 20i, -8, , NT, lost punch followup
  • :6::P: - 13i, -9, , NT, 18d
  • :6::P::P: - 20i, -8, , T, 22d
  • :6::P::P::P: - 20i, -10, , NT
  • :6::P::K: - 14-31i, -9, , NT, 18d
  • :6::P::K::K: - 16i, -12, , NT, 20d
  • :6::P::K::K::K: - 14i, -11, , NT
  • :6::P::K::2::K: - 20i, , T
  • :3::P: - 16i, -11, , NT, 22d
  • :3::P::P: - 22, -5, , NT
  • :2::P: - 14i, -5, +1, NT
    • hit was -1
  • :1::P: - 15i, -11, , T
  • :4::P: - 19i, -11, , NT, 21d
  • :4::P::P: - 15i, -11, , NT, 22d
  • :4::P::P::P: - 17i|27i, -8|GC(+22), , NT
    • fully charged on block still allows for an unblockable attack. Unsure if it can be held or not.
  • :4::P::P::K: - 18i, -5, , T
  • :7::P: - 11i, -6, , NT, 16d
  • :7::P::P: - 16i, -6, , NT
  • :7::P::K: - 14i, -9, , NT, 18d
  • :7::P::K::K: - 16i, -12, , NT, 20d
  • :7::P::K::K::K: - 14i, -11, , NT
  • :8::P: - 13i, -5, , NT, 8d
    • was :4::4::P:
  • :8::P::P: - 13i, -9, , NT, 8d
  • :8::P::P::P: - 22i, -10, , NT
  • :8::P::P::K: - 24i, -10, , NT
  • :8::P::K: - 17i, -10, , NT, 13d
  • :8::P::K::P: - 23i, -10 , , NT
  • :8::P::K::K: - 23i, -10, , NT
  • :9::P: - 15i, -10, , NT, 20d
  • :9::P::K: - 14i, -15, , NT
  • :9::P::K::K: - 16i, -8, , NT
  • :P+K: - 14i, -6
    • Two Hit Natural Combo (2NC)
  • :P+K::P: - 23i, -10
    • Now the starting animation of the punches from her :4::K::P::P::P::P: string. The old :P+K: :P: string has been moved to :1::P+K: :P:
  • :3::H+K: is now +1 frame advantage, changed from -10. Due to the 3 hit frames of the move, it can be +3 at a range if the firs two hit frames whiff.
  • Her low sweeps no longer trip the opponent, just makes them lose balance. on critical hit it makes them fall completely to the ground.
  • :6::P+K: is now +1 frame advantage changed from -5.
  • :2::K::K::P: is gone. It has returned to her original :2::K::K: from doa3 and 2u
  • :K::2::K::P: has been changed. The punch has been removed from the string.
  • :6::H+K: is now -3 changed from -12.
  • :8::P: is gone, it has been replaced by her :4::4::P: string variations.
  • :3::3::P: is no longer a charged attack. It is still unsafe on block.
  • :6::6::K::K::K: is -1 on block, changed from -8.
  • :6::6::K: is -11 changed from -6 on guard
  • :8::H+K: is -5 changed from -10 on guard
  • :2::H+K: and all its variants are -18 on guard and +6 on hit
  • :8::8:/:2::2: :P::P: sidestepping attack has been removed due to the new side step system
  • :2: / :8::H+P+K::P: is -11 on guard
  • :2: / :8::H+P+K::K: is -9 on guard

Holds
  • :9::h: now has 2 attack follow ups if the parry does not connect: (1) :9::h::P: the punch follow up is a mid and is -9, (2) :9::h::K: the kick is a high and -15. The high kick can launch the opponent or create a back facing stumble stun much like Spartan's :F+P: from DOA4.
  • :4::6::h: is her old :4::F: Mid kick hold launcher

Throws
 

Raansu

Well-Known Member
These are the changes that I have found so far with Hitomi.


:P::P: :6::P::K: new animation the ending kick is now a high attack changed from a mid kick. Originally -10 on block, is now -1

:P::6::P::P::P: has been removed. It has been replaced with :P::6: :P::6: :P: from DoAD. The input is :P::6::P::P: now.

:P+K: :P: has been changed. It is now the starting animation of the punches from her :4::K::P::P::P::P: string. The old :P+K: :P: string has been moved to :1::P+K: :P:

:3::F+K: is now +1 frame advantage, changed from -10.

Her low sweeps no longer trip the opponent, just makes them lose balance. on critical hit it makes them fall completely to the ground. On hit the low sweeps leave her at +6 on hit and -18 on block

:6::P+K: is now +1 frame advantage changed from -5.

:2::K::K::P: is gone. It has returned to her original :2::K::K: from doa3 and 2u

:K::2::K::P: has been changed. The punch has been removed from the string.

Her punch parry now has 2 attack follow ups. the punch follow up is a mid and is -9, the kick is a high and -15. The high kick can launch the opponent.

:6::F+K: is now -3 changed from -12.

:8::P: is gone, it has been replaced by her :4::4::P: string variations.

:3::3::P: is no lnger a charged attack. It is still unsafe on block.

:4::P::P::P: fully charged on block still allows for an unblockable attack. Unsure if it can be held or not, need a second player to really test it.

:6::6::K::K::K: is -1 on block, changed from -8. shame it didn't keep its doad properties that made it a guard break and was +3

:2::P: +1 on hit, changed from -1. -5 on block unchanged from doa4.

Mid kick hold launcher has been changed to the advanced mid kick hold.

:8::8:/:2::2: :P::P: sidestepping attack has been removed due to the new side step system

:P: off the new side step system is -11 the :K: is -9

:6::6::K: is -11 changed from -6

:8::F+K: is -5 changed from -10

Due to the kick on :P::P::6::P::K: being a high kick now, her old juggle :7::P::K: :P::P::6::P::K: doesn't seem to land anymore. Outside of her advanced mid kick hold I've yet to get a high enough launch for it to land. However just doing :P::P::6::P::K: so far seems to do more damage than the other combinations I have tried thus far.

I'll add more as I continue to mess around with the game. Hopefully I can get Jonosono over here one of these days to help me test some actual setups since I can't really get the AI to always cooperate lol.

Edit:

Her :3::3::P: still wall slams. Was hoping they would change it back to doa3 where you could use it as a launcher near the wall. I suppose with the new wall game though its not to big of an issue as getting the wall bounce would be more preferable than a launcher.

Also she seems to no longer have her wall run attack which I am very thankful for. Never evaded anything and it shared the same input as :7::P:... was really annoying when I would get the wall run instead of just her standard :7::P:.
 

UncleKitchener

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I'm hoping to get my hands on the demo next week to test out a few things. If Hayabusa is a grappler now, then I think the rest of the grapplers may be kind of screwed now unless they have access to more OHs. They all better have 4-frame standard grabs.

Anyone got a list for what's changed with Ayane? I would be nice to keep the changed in this thread. Wah, could you quote the movelists and put them in the OP?
 

Matt Ponton

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Her low sweeps no longer trip the opponent, just makes them lose balance. on critical hit it makes them fall completely to the ground. On hit the low sweeps leave her at +6 - 18 on block

I'm confused on the second sentence it's +6 to +18 on block? And which moves are "her sweeps"?

Also, what changes, if any, to her throws? I know that she lost the combo throw from one of hers.
 

Raansu

Well-Known Member
I'm confused on the second sentence it's +6 to +18 on block? And which moves are "her sweeps"?

Also, what changes, if any, to her throws? I know that she lost the combo throw from one of hers.

It's - 18 on block and +6 on hit, I mistyped I'll change it. And pretty much all low round house type kicks were sweeps like 2f+k 6k2k 6f+k2k etc... all those variations of sweeps.

Her throws pretty much remained unchanged. Her old OH is now just a standard throw and the second part of the throw has been removed.
 

Matt Ponton

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Hitomi and Hayabusa I believe are the two best out of the four. I'm not sure about where Ayane would fall but I think Hayate has the least tools. The best thing he has going for him is his unbreakable combo throw that does a wall hit and his high evasion off his new wind dash (:6::P+K:) and charged :4::P+K:. However, in terms of side step attacks he's given basically nothing. You are to use his 8P+K more than the 8H+P+K. It practically does the same thing: ducking highs while stepping.

His 8H+P+KP is an attack that's unsafe on guard and causes knockdown on hit - granting him nothing. His 8H+P+KK is a high attack that is unsafe on guard and causes launch but no juggle can be done off it due to its recovery and no strings - granting him nothing. His 8P+KP creates an average stun at best but at least is better than the prior two options.

Comparably, Hayabusa has a nice stun off of 8H+P+KP and a ground bounce mid launching attack off of 8H+P+KK. Same for Ayane.

Hitomi's 8H+P+KP is a good gut punch, and her 8H+P+KK is a good stun if it hits: causing a back-turned stumble which guarantees a back-turned juggle if the opponent is back to the wall on connection. The only downside to her 8H+P+K is that it hits high.

Hitomi I can see the damage and options capability, and we all know Busa is well over rounded. Ayane just takes a certain mindset to really get into her high crushing evasion game, but Hayate I just don't see much with at this time.
 

Matt Ponton

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As before - except DOAD. Only standard grabs can be broken. In terms of this demo, no combo throws can be broken.
 

Raansu

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I was about to mention Hitomi's side step kick but I see you already posted it. The AI never reacts to the stun so I'm not entirely sure if its guaranteed or not, really need a second player for that. Her low kick defensive hold still has the same useless animation since doa3 though. It turns the opponent around but you get absolutely nothing out of it unlike setups like Lei Fangs back turns and Jann Lee's unholdable 46p after the mid p hold etc...
 

Matt Ponton

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That just reminded me that pressing guard when backturned is no longer 2 frames.
 

Raansu

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Man this is driving me nuts. I'm assuming this stun from the side step kick is guaranteed because the AI never reacts but that's because its the AI. If it is guaranteed its going to be a deadly setup. Use the side step kick when the opponent is stunned to flip them around and get a free launcher...I hope this is a guaranteed setup lol.
 

Matt Ponton

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Well they can always Slow Escape (Struggle) but that's much more difficult to do. I believe it was unanimous feedback from all of the hardcore players and sites to slow down the Slow Escape system so I'm not surprised.

The AI is tough to guage, which is why watching trailers frame by frame tell us nearly nothing. For example I sat there entire rounds doing :7::P::K::K::K: as Hitomi against the AI and it never held any of it. But I was able to hold the final kick at least, so if any part of it is a natural combo it certainly isn't the final kick - regardless of the AI actually holding it.
 

Raansu

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Ya until I can get Jonosono to come over I'm not really going to look for natural combo's. Just too difficult to figure them out fighting the AI.
 

Matt Ponton

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I'll be taking it to Xanadu tomorrow to try it out with some offline players. Hopefully we'll find some NCs.
 

ScattereDreams

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I'm not sure what's new or, old between DOA4 ~ DOAD, so i'll do changes between DOA4 ~ DOA5 demo

Untechables are still in the game

Ayane
:3::F+K: no longer knocks down but, causes sit down stun like Tina's 66k - also went from -7 to +0​
:2::P: went from -4 to -5 on block. Still 0 on hit.​
:9::K: is now :8::K: and, launches on NH​
New moves/animation​
:P::P::P::K:
:P::P::P::4: (puts you backturned)​
:P::P::6::P::3: goes into spin (or :6::P::3: )​
:P::P::6::P::9: (Ayane flips over her opponent. Similar animation to BT :9: )​
:6::6::K::K::4: (goes BT ~ same for BT pp6kk4)​
:4::F+P: is now :6::4::F+P: and it gives you free combo now on normal throw.​
BT :P::P::P::P: new string​
I'll update when I come across more.​
 

UncleKitchener

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Did Ayane and Kasumi share the same :8: :P: :P: :P: :P: (Or maybe it was :9: :P:) string or was that Kasumi specific? It's the one where Kasumi hops and does a few punches and end in a mid.
 

x Sypher x

Active Member
Did Ayane and Kasumi share the same :8: :P: :P: :P: :P: (Or maybe it was :9: :P:) string or was that Kasumi specific? It's the one where Kasumi hops and does a few punches and end in a mid.

That :8::P::P::P: was Kasumi specific. It was akin to her :3::P::P::P: in DOA4 except, as you said, begins with a hop. Ayane's is different. Her :9::P::P: was the hopping version of her :6::P::P:.
 

Raansu

Well-Known Member
I really like being able to cancel the power blow. Makes for a really good baiting tool for the holds. Personally I don't see power blows being too significant in a fight outside of whiff punishment, but the canceling of it is going to be used a lot I think.
 

grap3fruitman

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Levels listed in the demo are:
  • Sibuya
  • Battlefield
  • Dorou
It also appears that they only each have two sections.
 
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