Dead or Alive 2 (jap. DEAD OR ALIVE 2 逃亡者, Dead or Alive 2: Tōbōsha, dt. „Tot oder lebendig: Flüchtiger“; alternativ: Dead or Alive 2: Birds) ist ein. Dead or Alive 2. Jetzt kostenlos registrieren. Dead or Alive 2. Spielen Testen. Weitere Spiele · Kundenservice; So.–Do. –, Fr./Sa. – Dead or Alive 2 (デッド・オア・アライブ・ツー, Deddo oa Araibu Tsū), abekürzt meist DOA2 ist der zweite Teil der.
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Similar to "rock-scissors-paper", the moves have different actions, and can be stopped by other moves: blows are striking attacks that can be countered by holds; holds are defensive attacks that catch blows and either deals counter damage or parries the attack; and throws are grappling attacks that deal damage to guarding and holding opponents which loses to blows, but catches throws, which don't obey the normal rules.
The other defining feature is a "stun system". In Dead or Alive 2 , 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 Dead or Alive 2 and other similar games is in the safety and non-punishability of attacks, both upon hitting and upon being blocked.
Most blows in Dead or Alive 2 can be punished on hit and block by each character's faster throws, making blow-based offense very risky. In Dead or Alive 2 , sometimes battles will occur in areas with environmental hazards ; walls and falls in the middle of stages are everywhere in Dead or Alive 2.
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. There are also some walls that are either electrified, or booby-trapped, causing more damage when a character is slammed into a wall by either a knockdown blow, a throw, or a hold.
In addition to the rules of juggling, each character also fits into a specific weight category, which affects how the character responds to being launched and being juggled.
The heavier a character is, the lower the character is launched, the less the character bounces up when juggled, the faster the character falls:.
They are playable in every gameplay mode except Story Mode. Tengu can only be unlocked after Bayman.
It also included Survival Mode and Tag Battle , but these had to be unlocked with a code in the service menu. An update titled Dead or Alive 2 Millennium was released in January This made Survival and Tag Battle available from the start and added school uniforms for Kasumi and Ayane.
The arcade version was also released in the western regions during an unknown time. Kasumi's brother Hayate , previously injured by Raidou , was also captured and returns from being an unwilling subject of DOATEC's bio-weapon experiment Epsilon left to die in the esoteric Black forest of Germany as "Ein" after the experiment was a failure.
Ryu Hayabusa from Ninja Gaiden enters the tournament vowing to seek and destroy the evil tengu. Though a dangerous, suicidal task for any ordinary man, Hayabusa owes it to himself and to mankind to confront his fate.
Hayabusa tries to warn other competitors like Jann Lee about the dangers of the tournament but finds them unwilling to backdown so he proceeds to knock them out of the tournament.
He meets Ein, who is actually the missing Hayate suffering from amnesia. During their fight, Hayabusa defeats him and restores some semblance of his memory.
Eventually, Hayabusa comes face to face with the evil Tengu. He defeats Tengu, winning the tournament. The graphics and gameplay were enhanced and based on a better game engine than the one used in the first game, which allowed the characters and stages to appear less angular and more detailed.
A popular and commonly discussed feature, one credited to Tomonobu Itagaki , was the level of graphical detail Tecmo put into the animated breasts of the female characters, as Tecmo went so far as to create a physics engine dedicated entirely to the animation of the female characters' breasts.
Dead or Alive 2 used the song "Exciter" by Bomb Factory in its opening sequence. Both tracks can be found on the self-titled mini-album Bomb Factory and on the Dead or Alive 2 Soundtrack.
Tomonobu Itagaki and Team Ninja were constantly enhancing the game for both the Dreamcast and PlayStation 2 as they worked towards their vision of the "ultimate fighting game".
The Dreamcast port was first released in North America on February 29, It was identical to the arcade Millennium update release, but added the usual Versus and Sparring modes, as well as Team Battle Mode.
This version also featured a simplified hold system, which would become standard for the rest of the series. Unlike home ports of the first Dead or Alive game, there were no unlockables in this release.
Dead or Alive 2 was the only game that Tecmo published on the Dreamcast. This version added new stages Crimson, Koku An and Prairie and new unlockable costumes.
The game engine ran using Field Rendering instead of Frame Rendering, thus it appeared much more aliased than the Dreamcast ports. This version was buggy and prone to lock up in Versus mode.
Itagaki and his team were only given two months initially to produce the first PlayStation 2 port. At the end of this, one of his managers asked to borrow a copy to play, but instead sent in to a production factory.
Itagaki was upset by not being able to finish the game on his own terms and fell into a depression during which he briefly considered quitting the industry.
The European Dreamcast version was released on May 26, Cover art featured Kasumi and Ayane, along with a standard cover art version with Kasumi, Ayane and Leifang.
The most notable addition was that Bankotsubo and Bayman were now unlockable, playable in all but Story Mode.
The new stages from the PlayStation 2 version were not included, in favor of new versions of Burai Zenin and L's Castle stages from the first game.
This version was featuring new playable characters, new stages, extra costumes and introduced the "Gallery" option.
Some fighting animations were elaborated upon, while others were cut. Timing is also crucial to the successful reversal of an incoming attack, as attempting to use the free button too early or too late will simply leave you open to attack.
Luckily, proper use of the free button lets you launch a heavily damaging counterattack on your opponent.
In fact, many battles are decided this way, as some characters are a little too good at reversing your attacks on you, forcing you to rethink your full-frontal assault.
DOA2 has caught up with the Joneses and has integrated full 3D movement into the game. DOA2 allows movement into and out of the foreground by way of the analog pad, although the digital pad and a press of a trigger will achieve the same results for those who like the precise feeling only a D-pad can give you.
The 3D movement doesn't factor into your success nearly as much as it does in Soul Calibur, but it most certainly helps.
The environments in DOA2 also affect your strategies depending on whom you're playing against. Multitiered environments are certainly a big part of it, as your proximity to a ledge or stained-glass window can be the difference in about a sixth of your life bar should you take a hit that sends you flying over a ledge, five stories to the ground below.
While some arenas can send you or your opponent plummeting three or four times, some levels offer uneven surfaces on which to fight. The final boss, Tengu, has a stage similar to Aoi's snow-stream stage in VF3.
While there's no water running on Tengu's stage, it supplies dips and mounds that affect where your blows will land. It also affects when you need to use the free button, since an opponent standing slightly higher than you will require careful consideration as to where you'll want to parry.
The danger zones are less prominent in the game, appearing only on certain stages and in less obvious ways.
The stage with churning pistons, for example, has fuel canisters lining the walls, and if one character lands a particularly forceful blow on another, close enough to the wall, it will cause the canister to explode, multiplying the damage factor of the attack.
These factors, combined with the quickened pace of the gameplay, result in a far superior game than the one that first appeared in ' However, despite the excellence of the regular single-character game, it pales in comparison with the mighty tag-battle mode.
With a snap of the tag button, you can rifle back and forth between characters almost as fast as you can push the button.
The only thing that will interrupt a tag is if the character trying to leave is getting hit. The character not currently fighting will recover health, similar to the characters in Marvel vs.
When one character is knocked out, his life bar will crumble, forcing the other team member back into action, making it a fight to the finish.
Certain characters, such as Bass Armstrong and his daughter, Tina, can combine for special tag attacks that are nothing short of devastating.
Finding a good balance between tag partners adds a lot of replay value as you try out different teams of slow and fast characters and brawlers and grapplers and even pairs as simple as girls and boys.
As you become more comfortable with your team, you'll begin to discover the wide range of combo possibilities. For example, let's say you pick Ayane and Jann Lee, two fast and hard-hitting characters.
If you were to start a combo with Ayane, you could switch mid-hit to Jann Lee, who could rocket in and finish the combo with three more punches and a kick.
Before your opponent even hits the ground, you could switch back again to Ayane to add a slap and a sweep or two. It all depends on how well you know your characters and their moves.
In case it seems as if fights are over a little too quickly, you can always adjust the damage levels for longer, more satisfying battles.
The real fun starts when you have four people playing at once.