Evasive Changes in Doa3.1 from Doa3.
Free step evasion-
Free Step in Doa3.1 is slightly improved, or should I say, they loosend up the tracking. Now you can get a lil more out of Free stepping this time around, Its easier to cause your opponent yo go off kilter and cause them to fight the air.
Side stepping and Side Stepping attacks-
Once you go into SS, all linear attacks are useless against it, half circular attacks are evaded by SS the opposite direction of the attack and Full cicular attacks are rarely SS'ed, however, Hayate's cartwheel seem to defy this rule. Some SS'attacks are deadly and cannot be beat with any attack. Gen Fu's SS attack for example, has high priority and can only be avoided, hit with an attack with the same priority, or counter held.
Wall pressure-
You cannot pressure your opponent against the wall as you could in Doa3. If your opponent attacks while you are wall teching, your opponent will go off kilter and start fighting the air, depending on how you teched and when your opponent attacked, there is the possibility of attacking your opponent before he recovers.
Techrolling-
Techrolling in Doa3 was just fine, it allowed you to avoid your opponents wake up attacks and leave both you and your opponent neutral, now it seems that techrolling allows you to roll completely around your opponent allowing you to punish him.
Other evasive nuances-
Brad Wong's sway step movement (forgot the name) is more evasive.
Moves that supposed to be evasive like Bayman's roll,Helena's bokuho,etc... are even more evasive in general.
Strikes and Throws
Guard Break and Guard Crush Attacks-
There are ALOT more gaurd breaks, Forcing players to either SS/FSD, Hold and counter attack. You cant just block all day...Guard Crush attacks were also added. a guard crush wont break your guard, what a guard crush does is forces your opponant into a crouching or extended blocking state after the move is blocked giving you a lot of frame adv.
Frame advantage- Frame advantages are more abundant, allowing you to force mixups,frame adv traps, and throw game at will instead of doing mixups when your opponent is disadvantaged because of their own blunders.
More Hit throws-Tina seems to be the character that benifits the most from this. Not only do she gets more, but these moves add more mix up potential.
New Super Lanucher Throws- Hayate and Bass have a new throw that launches you HIGH into the air with RIDICLIOUS damage on the combos that will follow.
Certain Throws/Strikes Recover Faster on Hit- A good axample of this is Gen Fu's SS shoulder and Hayate's non command throw. These moves, along with a few others, recover MUCH faster when they hit allowing for an easy re-launch off a wall hit.
Back turned
When back turned, you can turn around much faster than in previous Doa games. This hurts Kasumi's parries, and Now she has to be even more agressive in trying to get back turned damage.
Backwards Fox stepping
The Fox stepping trick/glitch No longer work. this was a glitch that allowed only Tina, hayabusa and kasumi the ability to turn around (while back turned) press :f and buffer an attack. what was special about this attack, it was done in the opposite direction(away from your opponent).
Graphics
The graphics are a lil better. There are character reflections on the Ice, in the ice stage and in the lost world, there are more cloud effects and when you hit a pool of water, water vapor rises.
Critical hit
When either you or your opponent is hit with a critical hit, your life bar will flash(or atleast a portion of it).
Animation
Some characters recieved new animations for old moves..and/or the animation was made slightly better over all.
Etc
-Its harder to collect costumes because of the lack of booster disk support and the method inwhich you have to unlck costumes. More costume variants. kasumi gets to change her hair style with all the costumes she accumilate.
-New Cg rendered movie introduction
-has a controller layout specifically for the arcade stick
-New sound effects have been added.
Character Changes
Lei fang
: (while back turned) is a guard break.
is a new move which leaves her back turned and is a high attack.
now +1 on block
now +6 on hit, and +4 on block
now +1 on block
now +5 on hit, and +4 on block
+3 on block
now +5 on hit, and +3 on block
is no longer a regular throw, but is now part of a new multi throw series.
p: Her old regular throw was srapped for her new multi throw. she is at +4 when the throw is not completed.
has less priority in doa3.1 than it does in Doa3.0
Kasumi
now +3 on block
Guard breaks
has a new animation and does 48 pts of damage instead of 42 pts.
-She lost her backwards fox step abilities.
-Parry effectiveness has decreased a lil because of the faster recovery of back turned opponents.
(when back is against the wall) Guard breaks now
Free step evasion-
Free Step in Doa3.1 is slightly improved, or should I say, they loosend up the tracking. Now you can get a lil more out of Free stepping this time around, Its easier to cause your opponent yo go off kilter and cause them to fight the air.
Side stepping and Side Stepping attacks-
Once you go into SS, all linear attacks are useless against it, half circular attacks are evaded by SS the opposite direction of the attack and Full cicular attacks are rarely SS'ed, however, Hayate's cartwheel seem to defy this rule. Some SS'attacks are deadly and cannot be beat with any attack. Gen Fu's SS attack for example, has high priority and can only be avoided, hit with an attack with the same priority, or counter held.
Wall pressure-
You cannot pressure your opponent against the wall as you could in Doa3. If your opponent attacks while you are wall teching, your opponent will go off kilter and start fighting the air, depending on how you teched and when your opponent attacked, there is the possibility of attacking your opponent before he recovers.
Techrolling-
Techrolling in Doa3 was just fine, it allowed you to avoid your opponents wake up attacks and leave both you and your opponent neutral, now it seems that techrolling allows you to roll completely around your opponent allowing you to punish him.
Other evasive nuances-
Brad Wong's sway step movement (forgot the name) is more evasive.
Moves that supposed to be evasive like Bayman's roll,Helena's bokuho,etc... are even more evasive in general.
Strikes and Throws
Guard Break and Guard Crush Attacks-
There are ALOT more gaurd breaks, Forcing players to either SS/FSD, Hold and counter attack. You cant just block all day...Guard Crush attacks were also added. a guard crush wont break your guard, what a guard crush does is forces your opponant into a crouching or extended blocking state after the move is blocked giving you a lot of frame adv.
Frame advantage- Frame advantages are more abundant, allowing you to force mixups,frame adv traps, and throw game at will instead of doing mixups when your opponent is disadvantaged because of their own blunders.
More Hit throws-Tina seems to be the character that benifits the most from this. Not only do she gets more, but these moves add more mix up potential.
New Super Lanucher Throws- Hayate and Bass have a new throw that launches you HIGH into the air with RIDICLIOUS damage on the combos that will follow.
Certain Throws/Strikes Recover Faster on Hit- A good axample of this is Gen Fu's SS shoulder and Hayate's non command throw. These moves, along with a few others, recover MUCH faster when they hit allowing for an easy re-launch off a wall hit.
Back turned
When back turned, you can turn around much faster than in previous Doa games. This hurts Kasumi's parries, and Now she has to be even more agressive in trying to get back turned damage.
Backwards Fox stepping
The Fox stepping trick/glitch No longer work. this was a glitch that allowed only Tina, hayabusa and kasumi the ability to turn around (while back turned) press :f and buffer an attack. what was special about this attack, it was done in the opposite direction(away from your opponent).
Graphics
The graphics are a lil better. There are character reflections on the Ice, in the ice stage and in the lost world, there are more cloud effects and when you hit a pool of water, water vapor rises.
Critical hit
When either you or your opponent is hit with a critical hit, your life bar will flash(or atleast a portion of it).
Animation
Some characters recieved new animations for old moves..and/or the animation was made slightly better over all.
Etc
-Its harder to collect costumes because of the lack of booster disk support and the method inwhich you have to unlck costumes. More costume variants. kasumi gets to change her hair style with all the costumes she accumilate.
-New Cg rendered movie introduction
-has a controller layout specifically for the arcade stick
-New sound effects have been added.
Character Changes
Lei fang
: (while back turned) is a guard break.
is a new move which leaves her back turned and is a high attack.
now +1 on block
now +6 on hit, and +4 on block
now +1 on block
now +5 on hit, and +4 on block
+3 on block
now +5 on hit, and +3 on block
is no longer a regular throw, but is now part of a new multi throw series.
p: Her old regular throw was srapped for her new multi throw. she is at +4 when the throw is not completed.
has less priority in doa3.1 than it does in Doa3.0
Kasumi
now +3 on block
Guard breaks
has a new animation and does 48 pts of damage instead of 42 pts.
-She lost her backwards fox step abilities.
-Parry effectiveness has decreased a lil because of the faster recovery of back turned opponents.
(when back is against the wall) Guard breaks now
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