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Dead or Alive 2

Fighting, Arcade

Release Dates:

Average Rating:


Team NINJA, Tecmo

October 16, 1999, February 29, 2000, July 14, 2000, September 28, 2000, March 30, 2000, October 26, 2000, December 15, 2000

PlayStation 2, Dreamcast, Arcade



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Bugs and Glitches: Some players have reported bugs that can disrupt the Dead or Alive 2 experience.

Content Gaps: Some areas of Dead or Alive 2 feel underdeveloped or lacking in content.

High Difficulty: The steep difficulty curve in Dead or Alive 2 can be daunting for new players.

Why To Avoid

Compelling Storyline: The narrative in Dead or Alive 2 is deeply engaging, making it a must-play for Fighting fans.

Innovative Mechanics: Dead or Alive 2 introduces new and innovative mechanics in the Fighting genre.

Community Driven: The game has a strong community, which enhances the multiplayer experience.

Why To Play

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 gamers to juggle each other into walls, propelling characters from landmarks for more damage.



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