Dead or Alive 2 | Promo, Preview | Sega Dreamcast

MNPGameVideos 2013-10-27

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Bouncy Boobs Fighting Action
Dead or Alive 2 Promo Preview

Dead or Alive 2 (Japanese: デッドオアアライブ2 Hepburn: Deddo oa Araibu 2, abbreviated as DOA 2) is a fighting game in the Dead or Alive series. It debuted in arcades in October 1999 and was released on February 29, 2000 for the Dreamcast, and later for the PlayStation 2. It had also several enhanced editions and was remade for the Xbox as part of Dead or Alive Ultimate.

The gameplay of DOA2, and all subsequent Dead or Alive games, borrows heavily from the Virtua Fighter series, but makes some key changes that drastically changes the way Dead or Alive is played in comparison to Virtua Fighter.

In DOA2, the basis of the entire fighting system is the circular relationship between three types of moves: holds, throws, and blows.The other defining feature of DOA2, aside from holds/throws/blows, is its stun system. In DOA2 many attacks upon hitting will inflict a stun on the opponent. While stunned, the opponent cannot attack, and cannot guard, but they can hold. If the attacker lands a non-knockdown, non-launching attack while the opponent is stunned, the opponent will be re-stunned in a new way, depending on what attack was landed. A major difference between DOA2 and other fighters is in the safety and non-punishability of attacks, both upon hitting and upon being blocked. Most blows in DOA2 can be punished on hit and block by each character's faster throws, making blow-based offense very risky. In addition to the normal rules of juggling, each character also fits into a specific weight category, which affects how the character responds to being launched and being juggled.

In DOA2, sometimes battles will occur on either water or ice; when a character is on such a surface, all non-knockdown, non-launching attacks will induce a stun on any successful hit. Walls and falls in the middle of stages are everywhere in DOA2. Many stages are also multi-tiered: to get to other areas of the stage, one character must be knocked off a ledge and fall into the next area; these falls deal usually fairly high damage, but cannot knock the opponent out.

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