*This is a transitional guide for those who play Tekken 6(Major comparisons) and Virtua Fighter 5(Minor comparisons).
INTRODUCTION.
Do we really need this Guide?
I am coming to find out that there are many people who are very misinformed, or don't have a clue at all on how to play Doa5. This Guide Will dispel all the misinformed biasness towards Doa5,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 Doa5's game play so it can be understandable to the likes of those who play Tk6.
Game terminology (legends)
Stick directions:
:
(DOA) Punch button
(DOA) Kick button
(DOA) Hold 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
What are the similarities between DOA5 and TK6?
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 this 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. Doa5 and Tk6 share many of these properties mentioned above. Doa5 and Tk6 characters have sets of moves that include varying level of strikes, ground attacks, holds 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.
Basic Mechanism of poking.
Being a Tk6 player, you should know that in Tk6 poking has become much more important in game play. Poking is important for survival. The importance (and the need) for Poking in Doa5, is less significant than its use in TK6 For a better understanding, I am going to go into specifics, breaking down the uses for poking. In Doa5 just like in VF45 poking basics involves punch, low punch, mid level 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:
When fighting against an opponent attacking you with series of 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 Tk6. 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(light stun), and the flow of the battle can be changed. You can start attacking (or throwing) your opponent. Low punches can be both a great defensive and offensive tool, 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 Tk6 and Vf5, such maneuvers can easily be held. With this in mind, This is where the importance of mix-ups comes in (this will be explained later on within this Guide). 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.
INTRODUCTION.
Do we really need this Guide?
I am coming to find out that there are many people who are very misinformed, or don't have a clue at all on how to play Doa5. This Guide Will dispel all the misinformed biasness towards Doa5,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 Doa5's game play so it can be understandable to the likes of those who play Tk6.
Game terminology (legends)
Stick directions:
:
(DOA) Punch button
(DOA) Kick button
(DOA) Hold 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
What are the similarities between DOA5 and TK6?
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 this 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. Doa5 and Tk6 share many of these properties mentioned above. Doa5 and Tk6 characters have sets of moves that include varying level of strikes, ground attacks, holds 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.
Basic Mechanism of poking.
Being a Tk6 player, you should know that in Tk6 poking has become much more important in game play. Poking is important for survival. The importance (and the need) for Poking in Doa5, is less significant than its use in TK6 For a better understanding, I am going to go into specifics, breaking down the uses for poking. In Doa5 just like in VF45 poking basics involves punch, low punch, mid level 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 6. 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 6 as well as VF5(to some degree). ***NOTE***(I will continue this in the next section).
When fighting against an opponent attacking you with series of 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 Tk6. 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(light stun), and the flow of the battle can be changed. You can start attacking (or throwing) your opponent. Low punches can be both a great defensive and offensive tool, 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 Tk6 and Vf5, such maneuvers can easily be held. With this in mind, This is where the importance of mix-ups comes in (this will be explained later on within this Guide). 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.