DOA5: Alpha Demo Default Control Scheme Revealed

It looks like a photo of the controller configuration for the Dead or Alive 5 demo has been released. Some interesting things to observe:

AlOh36PCAAErsjUlarge.jpg

  • The "Power Blow" button does not give a macro'd button notation. It is still unconfirmed whether it is a button by itself or some macro command like :F+P+K:.
  • The advanced holds are confirmed to be mid punch and mid kick only. So could this mean that the Izuna Otoshi defensive hold has been nerfed to only occur in one of the five different holds instead of three of the four?
  • The free step dodge (sidestep) has been confirmed to be using similar notation to the recently released Soul Calibur V - :8::8: / :2::2:
More info to come I'm sure as news from the upcoming two weeks of press tours continues.

Text added for News Article by Mr. Wah
 
I'll be changing the buttons around like usual. But what's with the double direction on the sidesteps... oh wait, is up now just jump?! o_O
 
The Strong Punch and Strong Kick buttons have me concerned.

If Strong Punch is P+K, does that mean every character's movelist has been reduced? I think just about every character has multiple P+K attacks that aren't punches. After playing SC5, I'm not a fan of reduced movelists at all.

Also, if Strong Kick is just "hold K", do you release to execute the kick? Does it kick automatically after a certain time? Can you block while charging?

Do you get frame advantage from either of these attacks?
 
I too hope that the powerblow is just :F+P+K:

But what's with the double direction on the sidesteps.

It was stated in the press showing at California that it had a "Soul Calibur 5-like sidestep" which involves you inputting :8::8:/:2::2: to do a quick dash.
The Strong Punch and Strong Kick buttons have me concerned.

If Strong Punch is P+K, does that mean every character's movelist has been reduced? I think just about every character has multiple P+K attacks that aren't punches. After playing SC5, I'm not a fan of reduced movelists at all.

Also, if Strong Kick is just "hold K", do you release to execute the kick? Does it kick automatically after a certain time? Can you block while charging?

Do you get frame advantage from either of these attacks?

I'm sure it was just a general terminology thing for information. The game has generally had a consistent "Strong Punch" / "Strong Kick" mentality for many similar moves. I feel that if they honestly changed up the properties, they would have made the throw button it's own actual button instead of a macro'd :F+P:, and for consistency :F+P: would be the new "Strong Punch" as :F+K: is "Strong Kick".

Anyone else notice the confirmation that advanced holds are mid only, does this mean that the Izuna Otoshi defensive hold can ONLY be done on a mid punch!? If so, I'm giddy.
 
Virtua Fighter has the same method of sidestepping direct attacks.

In VF5 you have to press Up and then a certain button to get that dashing sidestep.

The Strong Punch and Strong Kick buttons have me concerned.

Think about Nicole from DOA4. If you :4: :P+K: , she'd charge and do a straight punch. If you :4: :F+K: , then she'd charge up a powerful kick. That's what I'm assuming these Strong Punches and Kicks are. However I still feel that we'll be able to do other attacks with these buttons like previous games.
 
Thanks for adding a bit more depth to the post Mr. Wah. I've gone ahead and replaced the image with a higher res one and provided a credit to the source. It's hard to make proper posts on here on an iPhone when I'm supposed to be working. For the record, all those translations I've been doing? On an iPhone. Give me some props, people. =P

Anyone else notice the confirmation that advanced holds are mid only, does this mean that the Izuna Otoshi defensive hold can ONLY be done on a mid punch!? If so, I'm giddy.
I did notice that but... the regular holds are still highly damaging holds and not parries. So that's a bit disappointing.

I'm also very concerned about being forced to map all of those buttons ala DOA Dimensions again. I want to be able to play with the minimum of three buttons and not have to worry about mapping all of those things.
 
Actually VF sidestep is more subtle, it's just :8: or :2: and if it's done in the right timing as an attack is coming at you, they will sidestep.
There is a "Offensive" and "Defensive" move version, where if you press :F+P+K: during the early part of the basic sidestep animation, the character will take a larger dash sidestep.
In VF5 basic you can tag a :P: or :K: at the end of this dash, but they took it out of VF5:FS as it wasn't so useful and they streamlined the movesets.

Which brings us back to the comment on SC5 and lower movesets; I do and I don't agree that this is a bad thing - I think streamlining and accessibility is extremely important. That doesn't mean you necessarily have to reduce the number of moves, so long as your most accessible, intuitive moves are useful.
I think that's what SC5 has done very well. There were a number of moves that were staple, useful moves that required either a stance or a couple extra button presses to get to in SC4. Awkward to play. The problem may be that there's not enough "extra" to go to now, but I haven't found it to be a big issue yet where people feel their characters don't have enough tools.

Likewise in VF5FS, a lot of moves were taken out, but as far as I can see, they also added a number of new, basic, good tools across the board to freshen the characters up. They still have a lot of subtle stances and while rising and other such moves, but they are specialised and the immediate (from neutral) command moves are clearly more important

I am actually hoping DOA takes the middle ground between the two and I like very much what this layout indicates. The :2: :2: or :8: :8: sidestep is a clear and deliberate command (VF5's version is wonderfully elegant but may be too subtle for new players). I am hoping that while sidestepping, you can then move the stick in any direction and free-walk in a free step dodge mode.

That will free the stick movement up from neutral to allow more accurate, less fudgy input.

As for the "Strong Punch" and "Strong Kick" That's one great, simple way to explain the types of attacks which typically come out from those commands, and will encourage new players to experiment with the range of possible input options, making it easier to discover the moves for themselves intuitively.

I'd hope it doesn't mean the loss of moves such as knee attacks and the like we've seen from these moves before, but I expect it shouldn't.
 
Which brings us back to the comment on SC5 and lower movesets; I do and I don't agree that this is a bad thing - I think streamlining and accessibility is extremely important. That doesn't mean you necessarily have to reduce the number of moves, so long as your most accessible, intuitive moves are useful.

I think that's what SC5 has done very well. There were a number of moves that were staple, useful moves that required either a stance or a couple extra button presses to get to in SC4. Awkward to play. The problem may be that there's not enough "extra" to go to now, but I haven't found it to be a big issue yet where people feel their characters don't have enough tools.

I mained Yoshi in SC4 and I currently main him in SC5. They removed two of his stances, toned down his best attack and made his Tekken moves useless. Notations of existing moves were needlessly changed and he lost his best whiff punisher.

Not a fan of the downsizing of his movelist at all. And I know many Ivy, Asta and Voldo players who are in line with that same thinking.

Yoshi feels very limited now in comparison to SC4 Yoshi.
 
Not a fan of the downsizing of his movelist at all. And I know many Ivy, Asta and Voldo players who are in line with that same thinking.

Ivy needed that nerf, voldo still has a ton of confusing bullshit (which is the type of character he's supposed to be), and asta (my main) is better than he's ever been.

Yoshi got nerfed for no good reason, siegfried got nerfed for no good reason. Hilde lost her doom combo but she's still got the best whiff punishment in the game, and Ezio is garbage in general.

Everyone else is whining because thats what the soul calibur community does best.
 
I still don't see the point of having a regular mid hold and having advanced hold only being mid... No one will use the advanced holds and just like DoAD people are just going to annoy the shit out of everyone by spamming mid hold because 90% of attacks are friggan mid.
 
I still don't see the point of having a regular mid hold and having advanced hold only being mid... No one will use the advanced holds and just like DoAD people are just going to annoy the shit out of everyone by spamming mid hold because 90% of attacks are friggan mid.

Yup. That is exactly what will happen.

Why do you think I always parry so much?
 
If Power Blow's aren't a macros, I wonder how the proper layout for will be for stick?
 
I mained Yoshi in SC4 and I currently main him in SC5. They removed two of his stances, toned down his best attack and made his Tekken moves useless. Notations of existing moves were needlessly changed and he lost his best whiff punisher.

Not a fan of the downsizing of his movelist at all. And I know many Ivy, Asta and Voldo players who are in line with that same thinking.

Yoshi feels very limited now in comparison to SC4 Yoshi.

Yeah, it sounds like there are some traps SC5 fell into that DOA5 can avoid in the "streamlining" stakes. It can also do a lot better on single player modes and presentation to better impress the casual/reviewer base.
 
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
Top