WAZAAAAA

Well-Known Member
(for DOA2LE - Dead or Alive 2 Limited Edition on the Dreamcast)


The olden DOA's had universal jumps, and in order to make normal moves involving 7/8/9 inputs easier to execute, the developers made the first few frames of a jump cancellable by buttons, including the Hold (aka Free) button.

But this pre-jump period comes with a short Low-Strike and High-Throw crush status like a real jump!

A valid input can be:
Code:
1. hold 8 for a max of 13 frames
2. press H

DEMONSTRATION:

NOTES:
- all three jumps (7/8/9) share the same 13F max cancel window
- in DREAMCAST input mode, attempting to cancel a 7-jump with H will perform a High Hold. In ARCADE input mode no Hold will occur
- a BT-8-jump has a max cancel window of 7F, not enough to gain any crush property, so it doesn't work while BT
- despite having unique jumps, the same cancel windows apply to Tengu/Bankotsubo
- the D-Pad and the Analog Stick behave differently in this game, and this only works with the D-Pad

This is pretty hard and very niche tech, it would be more interesting to use in a TAS rather than a real match.
 
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WAZAAAAA

Well-Known Member
nah DOA2U behaves differently, they have less jumps and are less cancellable
front-turned 7/8-jumps no longer exist
back-turned 8-jump works the same way, aka it remains useless
front-turned 9-jump is no longer cancellable by H (or even H+K/P+K)
 
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