• Hey Guest. Check out your NeoGAF Wrapped 2025 results here!

LTTP: DOA4

SoulPlaya

more money than God
I've always been a fan of the DOA franchise, a faster, more accessible version of Virtua Fighter in many ways. So, I'm in a fighting game fix (3D fighters) and I snagged up a copy of DOA4. It was cheap and had a large online community. The game is good (though the graphics SEEM to me to be just a high res version of DOAU), but whatever. I think Itagaki got pissed off when he heard people calling his franchise accessible, because the difficulty has sky rocketed. In fact, the AI feels ridiculously cheap since it can pretty much counter anything you throw and it does it over and over again. For you, though, countering seems to have become a complete guessing game, which is a shame because it felt great in DOAU. Why did they change it? Anyone got any tips on how to get better at it?
 
I basically spent 2 days straight playing this.

Then realised I hated the fucker and it's evil blue bitch boss and sold it. :lol
 
Well to get better I usually spend some time in training mode, against the CPU in the hardest difficulty... it won't make you win against skilled human players, but it will help you get the timing of the different moves, practice reversals etc.
I really enjoyed DOA4, even if it didn't add much to the previous episodes (but that could be said about VF5, which I enjoyed too). Too bad the final boss is so annoying... even when you know his weakness, it's still a chore to beat, and maybe one of the reasons I don't play the game more often. :/ Otherwise I thought the difficulty as a whole was ok.
 
Acid08 said:
I really liked this game.

Too bad the online was broken.

How so? I had nothing but good times with it. I get to sit back and laugh at all the people hoping for lobbies in their fighters when Team Ninja had them on the og XBox.

Re Countering: It's pretty much exactly the same as in DoA2:U. I guess there are more opportunities to counter due to the change in the stun/juggle system, though.
 
I played for a couple days, then I realized I will never be good at this game and sold it on Goozex.
 
You must be referring to the only part of the game I really disliked:
2csjn02.jpg

Beating that boss took a little luck when I was certain characters. Beyond that, getting good at counters takes practice. Learning which opponents moves are high/mid/low, the window of opportunity to initiate a counter, etc. A good arcade stick/fightpad can make a world of difference too. Also keep in mind that unlike DOAU, you press back to counter a mid kick, not forward.

Anyway, whether I'm playing online or offline with friends the game is still the most fun I've had with a 3D fighter this generation.
 
SoulPlaya said:
I've always been a fan of the DOA franchise, a faster, more accessible version of Virtua Fighter in many ways. So, I'm in a fighting game fix (3D fighters) and I snagged up a copy of DOA4. It was cheap and had a large online community. The game is good (though the graphics SEEM to me to be just a high res version of DOAU), but whatever. I think Itagaki got pissed off when he heard people calling his franchise accessible, because the difficulty has sky rocketed. In fact, the AI feels ridiculously cheap since it can pretty much counter anything you throw and it does it over and over again. For you, though, countering seems to have become a complete guessing game, which is a shame because it felt great in DOAU. Why did they change it? Anyone got any tips on how to get better at it?
Contrary to popular (?) belief, defeating AI doesn't really improve your game much. To defeat AI in fighting games, just find a move the AI can't counter and exploit it.

In SCIV, pick Astaroth and do the low swing -> overhead swing all day. The AI doesn't know WTF to do.

In SFIV, Lariat all day. The AI has no clue how to counter.

In DOA4, I dunno lol :lol, I think Hayate has some anti-AI stuff?
 
Skilletor said:
How so? I had nothing but good times with it. I get to sit back and laugh at all the people hoping for lobbies in their fighters when Team Ninja had them on the og XBox.

Re Countering: It's pretty much exactly the same as in DoA2:U. I guess there are more opportunities to counter due to the change in the stun/juggle system, though.
Every single time I played online(probably over 100 matches) about 80% of them were almost unplayable from the lag. And this is connected to people who supposedly had good connections.
 
SoulPlaya said:
I've always been a fan of the DOA franchise, a faster, more accessible version of Virtua Fighter in many ways.
I don't want to start an asinine title shitting war, but I'd like to hear your reasoning for this. I'd agree with it being more accessible, but beside the (admirable) simplicity in the controls I'm not so sure how to two are similar. I played DOA4 for a few months after its release, but to me it had lacking depth and balance (then again no fighting game, 2D or 3D, matches VF for balance) compared to VF4. VF5's release, with its beautifully transparent netcode (never noticed any lag) made the gulf between the two even more apparent to me.
 
Acid08 said:
Every single time I played online(probably over 100 matches) about 80% of them were almost unplayable from the lag. And this is connected to people who supposedly had good connections.

Weird. I had the opposite. Me and Faceless and a few friends played this game a ton for over a year.

I miss those days. :'(
 
The lag was unbearable at first but me and a friend were able to probably figure out why that game lagged so much..

You know how you could sit in those lobbys with your penguin avatars and actually watch people fight on a little T.V screen? Well if you only have 2 people in the actual room then it doesn't lag that much. :3
 
Acid08 said:
Every single time I played online(probably over 100 matches) about 80% of them were almost unplayable from the lag. And this is connected to people who supposedly had good connections.

I never had much of a problem with lag overall.
 
CcrooK said:
Maybe we'll see DOA5 in the future on the PS3 and 360.
For some reason I can see the new Team Ninja making Ninja Gaiden 3, but abandoning the DOA franchise entirely. DOA was Itagaki's baby since the beginning, and essentially the entire staff who created DOA1-4 has left. I would be shocked if a DOA5 is ever made.
 
The game is great, and will always have a place in my collection.. I have doubts we'll see DOA5 anytime soon, so snatch up DOA4 while you can
 
Really an awesome fighting game. Mastering all the reversals and destroying my helpless friends was so much fun. My favorite character was Bayman, who I could pretty much beat anyone with.

Haven't played since it was first released, but this reminded me I should go back and check it out.
 
a Master Ninja said:
For some reason I can see the new Team Ninja making Ninja Gaiden 3, but abandoning the DOA franchise entirely.
But the DOA franchise is still a popular moneymaker for Tecmo. I could see them going through with it even if it doesn't turn out at all the same DOA fighting game we all knew. Maybe they'll even outsource to Dimps or something.

DOAX though, I'm pretty sure died with Itagaki. :lol
 
Lyte Edge said:
I never had much of a problem with lag overall.

Me either. I remember battling you (you're in Japan right?) and m0dus when this first came out.

@ OP you need to mix up your attacks. You can't use the same combo over and over and not expect the AI to counter.
 
Haven't played much of DOA4 (since I don't have it), but I have to say I love DOA's environments. Some of them are just "kick guy off cliff," but the good ones are awesome and make you feel like you're fighting in a kung fu movie as opposed to some walled-off sanctioned arena.
 
You can get past the countering AI by switching up your moves and combos constantly. if you do a bunch of mid attacks in a row, it'll conter you. The end boss tends to eat strong single attacks (like tackles, running punches, hitomi's b,f+p, etc.) Like everyone else, I played the hell out of this game when it came out. That wait for it after the 360 launch was hell! But it quickly became my favorite of the launch titles.
 
I'm not a huge fighting game fan but I enjoyed DOA2 hardcore and DOA 3. When i got a 360, i thought I'd give it a shot. What a broken miserable game. It should be called Air Juggle the Game. Its a shame thats how the series ended.
 
truly101 said:
I'm not a huge fighting game fan but I enjoyed DOA2 hardcore and DOA 3. When i got a 360, i thought I'd give it a shot. What a broken miserable game. It should be called Air Juggle the Game. Its a shame thats how the series ended.

Juggles were more prominent in DoA2 and ESPECIALLY DoA3. :lol They changed the stun system in DoA4 so that the more damage during a stun the higher you were launched. The result being that going for longer strings meant a higher likelihood of being countered.
 
I played the hell out of Doa2 on the DC and after than Doa2 on the PS2.

Since then i never played any Doa again, goddamn exclusivity :(
 
Skilletor said:
Juggles were more prominent in DoA2 and ESPECIALLY DoA3. :lol They changed the stun system in DoA4 so that the more damage during a stun the higher you were launched. The result being that going for longer strings meant a higher likelihood of being countered.

I don't know, I put in time with both DOA2 Hardcore and DOA3 and the juggles seemed a lot more forgiving, maybe they were slower games so it was easier to recover. In DOA4 if you got knock in the air, it was over, next round. Honestly the game just wasn't any fun, it felt cheap in design.
 
DOA4, along with Oblivion, was the game that got me through the 360's early drought up until games like Gears started hitting.

Didn't know it had this much love on GAF. Maybe we should do a get together. I've been meaning to fire it up lately. Anyone who still plays it, add me, GT - AZ Greg
 
Really the only game for the 360 I've gotten that I didn't like at least a LITTLE.

Paid too much for it too. Pissed me off. But this was before Soulcalibur IV and I needed a fighting fix. :(
 
i really like the doa franchise und its world. and i enjoyed the story, not kidding. i love how great the attacks look and feel. i dig the over the top style. i am not really good at it, but i love to play it, its just nice to play.
 
i still remember when i upgraded to a 120gb hdd, this was the one game i had who's saves are locked to the original drive... had to unlock everything again.... oh so many hoiurs wasted AGAIN doing the same shit over and over to the CPU... fighting games should just have an unlock code for people who don't give a shit about worthless single player modes...
 
truly101 said:
I don't know, I put in time with both DOA2 Hardcore and DOA3 and the juggles seemed a lot more forgiving, maybe they were slower games so it was easier to recover. In DOA4 if you got knock in the air, it was over, next round. Honestly the game just wasn't any fun, it felt cheap in design.

http://www.youtube.com/watch?v=FgBrZC58xGo&feature=related

Dunno who you were playing that could juggle you that much in DoA4. If you're getting launched high enough for juggles to own you, you're missing lots of counters. DoA3 had Ayane and Jann with infinite slope juggles. Hayate getting two reps of strings off of his command throw and awesome launchers. 3.1 Had Bass infinite (don't know where you are, but might be your version).

I like 3 more than 4, but complaining about juggles in 4 and liking 2 and 3 more seems silly to me. :)

Btw, none of the combos in that vid are particularly difficult to pull off.

The Faceless Master said:
i still remember when i upgraded to a 120gb hdd, this was the one game i had who's saves are locked to the original drive... had to unlock everything again.... oh so many hoiurs wasted AGAIN doing the same shit over and over to the CPU... fighting games should just have an unlock code for people who don't give a shit about worthless single player modes...

This happened to me when my first 360 RROD'ed. I still haven't unlocked everything again.
 
Really good game, hoping that Tecmo haven't given up on the franchise. I guess We'll see after NGS2 has been released.
 
DOA4 is still my favourite fighter, and possibly the fighter I have put the most time into. :D
 
They've been working on DOA5 for a while, Itagaki let it slip in an interview, forgot which one. And Tecmo has promised to continue with the series, as it is their biggest franchise. They've been working on Metriod Other M and Sigma 2, so I don't expect anything for a while.

Anyways, I still play DOA4 here and there. It's one of the few games where I can get great games with people from Japan and Europe, and it still has tons of players of all skill levels.
 
Suairyu said:
I don't want to start an asinine title shitting war, but I'd like to hear your reasoning for this. I'd agree with it being more accessible, but beside the (admirable) simplicity in the controls I'm not so sure how to two are similar. I played DOA4 for a few months after its release, but to me it had lacking depth and balance (then again no fighting game, 2D or 3D, matches VF for balance) compared to VF4. VF5's release, with its beautifully transparent netcode (never noticed any lag) made the gulf between the two even more apparent to me.
I guess the lack of depth is why I said it was a more accessible version of VF.

I just got online and HOLY CRAP AT THE LAG, totally kills the experience.
 
My favourate DOA game closely followed by 2, then 3 and then 1 which had some real iffy physics :lol

Once you learn how reversals work and the changes they had from doa 2 and 3, online was very fun but extremely tough if you go against someone who really knew their character. Also lots of bitching over live when you reversal / throw someone, a good laugh.

I should play it again but I lent it out to a friend before hitting uni.

The Faceless Master said:
yeah, DOA2 and DOA3 had some pretty damaging stuff

eg -> http://www.youtube.com/watch?v=Q3xBW9XoQdk
Abusing the level design there, that hardly happens in a real online fight tbh.

*edit* 4's boss woman was too predictable, one of the easier series boss fights.
 
a Master Ninja said:
For some reason I can see the new Team Ninja making Ninja Gaiden 3, but abandoning the DOA franchise entirely. DOA was Itagaki's baby since the beginning, and essentially the entire staff who created DOA1-4 has left. I would be shocked if a DOA5 is ever made.

Idk, i remember reading an interview about Ninja Gaiden Sigma 2 where Team Ninja had said that if enough people liked that new girl - i forget her name, the one with the long black hair who came out in dragon sword on the ds - that would be in the next doa installment.



edit: found it
Other changes include co-op play (separate to the main game), online score boards, playable characters Rachel, Momiji (Ninja Gaiden Dragon Sword) and Ayane (Dead or Alive), improved camera and a more forgiving save point system. On a sidenote, it's stated if Momiji proves popular, she could appear in the next Dead or Alive title.

I don't know how reliable the site is but I found it from neoseeker.com


would be nice if true, though.
 
Diablohead said:
My favourate DOA game closely followed by 2, then 3 and then 1 which had some real iffy physics :lol

Once you learn how reversals work and the changes they had from doa 2 and 3, online was very fun but extremely tough if you go against someone who really knew their character. Also lots of bitching over live when you reversal / throw someone, a good laugh.

I should play it again but I lent it out to a friend before hitting uni.


Abusing the level design there, that hardly happens in a real online fight tbh.

*edit* 4's boss woman was too predictable, one of the easier series boss fights.
7 reps is pretty situational, but 4 or 5 reps can be hit easily from most of that area and still does 70%

the snow level is just as bad.

there's some very high damage and even 100% damage and infinite damage stuff in 3, especially the JP/EU versions. there's some wild stuff in 2 as well.
 
Top Bottom