Dead or Alive 2 (1999)

14 July 2000PAL
ArcadeFighting
In stock at 3 shops4 shops hold a copy From $17.95 to $30.90 at 3 shops · New and pre-owned, as each shop lists itWhere to buy
Shipping is each shop's own published rate, read 1 November 2026; the shop's checkout has the final figure. Level Up Gaming NZ
Also listed as“Dead or Alive 2 (PS2)” · “Dead or Alive 2 (Platinum) • CIB” · “Dead or Alive 2 (Platinum) • No Manual” · “Dead or Alive 2 - 8.7/10! PS2 Game” · “Dead or Alive 2 - PS2 Game” · “Dead or Alive 2 • CIB” (the names New Zealand shops actually use for this release).
About this game
Dead or Alive 2 is a fighting game in the Dead or Alive series. 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: blows, throws, and holds.The other defining feature of DOA2, aside from blows/throws/holds, 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 was 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, fights can 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 the game. 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. Other notable features included introducing CG cutscenes in line with the plot, replacing the original "Danger Zone" areas in stages with fully interactive ones, allowing players to juggle each other into walls, propelling characters from landmarks for more damage.
Where this came from
Title and release dates from Wikidata (CC0), enriched from IGDB. Availability and price read from each shop’s own public catalogue, nightly. The price shown is the shop’s own, stated by the shop.