(#1.) WHICH CHARACTER DO YOU FANCY? Do you like Fundamentally Sound characters, or Swag? ;-) AYANE: - i10/i13/i12 - Poke with 5P's & 2P's in close range primarily to stifle the opponent and set up your next move - Once the opponent is locked up, or freezes up, sneak in 64T throw loops - Use 6K~ as your normal hit stun - Use 6P3 in close range (or further out) to bait a response from your opponent. You can free cancel into a guard to make the move safe on block. If the opponent doesn't respect it, you can set up good damage - Poke with 5K~, 3P~, 3K~, 33P~ or P4P from mid range (BT6K & BT4H+K from BackTurned) - Poke with 3H+K from long range (and to a lesser extent 4H+K), but try to hit at tip range in case the move gets blocked BASS ARMSTRONG: - i12/i14/i17 - Poke with P+K, K, 6K, or 1P in close range (6P, 3K & PP~ are ok too) - 33P has some hi-crush properties early on, and has a +Guard Break (GB) in the form of 33PP - 3K/3KP is great in neutral - 66K is good in neutral and can set up the BT~OH (whether it's blocked, or whiffs!) - WS~64T is an incredibly dangerous throw whenever Bass is in crouch (1P is a good move to set it up if the opponent likes to hold) - When in doubt, 1P (or P+K) - If the opponent likes to disrespect frames, smack them with 6KP for easy Pick-ups - After 66P+K, Bass will be at advantage if spaced right, so poke with P+K afterwards to CH any button-pressing - 6T is a really good punish throw for advantage BAYMAN: - i11/i13/i16 - Poke with PP/PPP/PP2P, 3PP/3P, 6P+K or 2KK/1K~ in close range - Poke with 4P+K in mid range neutral, strive to connect it at tip range - 3K is a decent poke that can lead into a forward tank roll with 3K3P+K - 3K on an airborne opponent generally sets up a ground throw attempt, if the opponent techs up, buffer in FC3P - Bayman's OH's are very dangerous when the opponent has a back to the wall (6T leads into a reset OH at a wall!) - Getting the timing down on the 214T~4T~2T OH can net you a lot of juicy damage - In general, you're going to be focusing on setting up potential ground throws (or throws in general) on your opponents instead of lengthy juggles - When in doubt, tank wheel: 8P+K/2P+K (until the opponent starts low throwing...) BRAD WONG: - i11/i14/i14 - Poke with PP~, 3K~/3KP~, or 1K~/1K2K~ in close range - You can enter Laydown stance at the beginning of a round (R1F) - Use Laydown to limit your opponent's options and potential frustrate impatient opponents - Laydown can be entered while grounded also - 44K is a great poke from mid range that leads into Laydown Feet Forward (LFT) - To complement Running~P as a get-in move, use 66K, a great mid range low poke - From Forward Handstand, Prioritize HS~K, HS~T then HS~P (a sneaky low) - Brad's throw from Dokuritsu-Ho (Crane stance) is great - 4P is a great hi-crushing evasive tool with a built-in sidestep in the form of 4P2/4P8. 4PP is also a great hi-crush launcher - Don't challenge opponents on speed, use evasiveness & crushes instead (1K...) - 6H+K is a great jumping low crush - BT2P~ is really good - A decent strategy is to try and connect Brad's BT~T (such as poking with BT2P (can enter BT stance with 44P) then input BT~T while BT'ed) then setting up annoying reset pressure CHRISTIE: - i9/i11/i14 - Poke with PP2K~, PP4P~, PPPP~JAK, PKK~JAK, 6PP~/6PPP~/6PP~JAK or H+K~ in close range - Poke with H+K, 6PP~, 3K~, or 2H+K~ in mid range - Hi-crush with 1P~/1PK, FC3P, 3P~, 2P~/2PP~ or 2H+K~/2H+KP - When you have the opponent on the defensive or on the opponent's wake-up for example, apply pressure with 4P+K (which can be charged for a guaranteed follow-up) - It's ok to approach with "empty rolls" with 3P+K to try to fish for 3P+K~PP's gut stun, to hi-crush launch something with 3P+K~K or to apply pressure on block with 3P+K~P+K (be careful of getting blown up by mids if you roll in an opponent's face while not at significant advantage) - Use "JAK~cancels" (3PP(P)2/8, 66PP(P)2/8, 4PP(P)2/8, BT2PPP(P)2/8, etc.) to keep the opponent guessing, when mixed with the chargeable guard breaks (GB) - Most execution practise will be for the JAK~cancels/transitions DIEGO: - i10/i12/i13 - Poke with PP~/PPPP/PPP(P), 2P, 6PP~, or 1K (good frame advantage low) in close range - Diego's GB's are ridiculous. Abuse: 4PP, PPPP, KK, or 236P (1PP & 66P are - GB's) - Anytime you have the opponent on the defensive, sneak in Diego's throws. They all can deal devastating wall damage - Needless to say, Diego is very dangerous when he has his opponent with their back to a wall - 1PP is your go to tracking, hi-crushing, low poke
Excellent video! Im happy whenever ppl speak well of the DOA series. When the game was on sale I reccomended the game to a handful of ppl and they loved it!
(#5.) RACHEL: - i11/i13/i14 - Rachel's generic movement and KBD is amazing (especially for a Heavyweight!) - The 3T offensive hold (OH) is great against crouching stances such as Helena's bokuho, Brad Wong's laydown or Ayane's twirls for instance - PPK & PPT can be used to catch people that try to sidestep the P-strings such as PPP, PP2K, etc. - After a 66T OH on NH, you can be devious and go for a 41236T launcher throw afterwards - Rollthrough can be entered off of PP2P+K/PP8P+K - The 63214[T] OH can be useful at range as a whiff punisher if the opponent is likely to whiff right in front of you - Rachel doesn't have a go-to jumping low crush (Rachel's crushing ability in general isn't really good) - If the Yurlungur stomps (Downed 2K) whiff, Rachel can get punished - Rachel's counter hold against a jumping kick is similar to her Mid K Hold - 1P~ is your go-to hi-crush RAIDOU: - i11/i13/i13 - Poke with PP~/PPK/PPPP, 6PP, 6PK, 2P, 1P~/1PP/1P2P or 6K in close range - Poke with 3K, 66P or 236K in neutral - 33KP is a really good bound move that can bound even on NH outside of juggles - The 3rd hit of the Fatal Rush (SSS), can bound in juggles including after a wall splat - Getting down the Underworld Drop can net you a lot of damage on whiffed holds - If you don't feel confident with the 623:P EWGF, you're going to have to get a bit creative for damage (on the bright side, the 61234T Air Throw does great damage!) - The 61234T OH is good against opponents that easily whiff in front of you during neutral - Raidou has an i12 7K, the only heavyweight to have such a move - Raidou's movement is abysmal RIG: - i10/i12/i13 - Poke with PPKK, KK, 4KK, 1KK, 6PP, 6KK~/66KK~2K, 2P, 1PP or 2H+K in close range - Poke with 6KK~, 66P, PPKK, 3K2K~ or 2H+K (watch your distance) from mid range - If you're feeling frisky and have the advantage over the opponent, launch the 236K "Dragon Kick" at them! It's +9 on block and leads into Bending Stance (BS) - Once in BS, preferably at advantage, check the opponent with BS~KK - Open up the opponent in BS with BS~T, BS~2K~/2KK or BS~7(K) - If the opponent tries to hi-crush BS, hit them with BS~8K - If the opponent tries to sidestep BS, hit them with BS~T - You can try to catch the opponent backstepping with 66K along with 66P RYU HAYABUSA: - i10/i13/i14 - Poke with PP~/PP2K/PP6P, 6P~, 2P or 1P in close range (3K~ & 6K are ok if you have any advantage) - In close range, you're generally going to try and connect a hi-crush on CH for a stun using either, 3PP~/3PPP, WS~4K~, or 4K - 33P is amazing in neutral - 3P+KK is a great bound move that can also serve as a whiff punisher in neutral - 66K is a good "get-in" move - You can poke with 666P also - Learning the counter hold Izuna Drops makes Hayabusa's hold game very dangerous - 8T is a sneaky jumping offensive hold (OH), along with WS~4T - 66T is a great hit-&-run throw to sneak in during the neutral game ala "Run-Up-And-Throw" - 6K/6KP is an awesome low crush TAMAKI: - i10/i12/i13 - Tamaki's generic movement and KBD is bad - Sometimes it's safe to just use a high hold or low hold over an expert high punch or low punch hold if you're uncertain if a kick or punch will be incoming - Despite being an Aikido fighter, Tamaki has no parries (but has sabakis) - 8PP could be used as a hi-crush/low crush (though in general use 1P for hi-crush, and 9K for low crush) - Only 236T is a wall slam throw - 66P can be used as a safe poke if spaced right - PPP & 3P work similar to Kasumi's PPP & 3P in the sense of being able to induce a lift stun on CH (though if you whiff 3P6T OH on the lift stun, you can actually leave yourself at +1 if the opponent does nothing, making it an interesting Option Select (OS)) - Use 4K to poke into BT stance, and 3K if you want to remain front facing - Both 6PK & 6P6T can catch sidesteps (throws and offensive holds have tracking) - 8PP is Tamaki's only guard break (GB) attack, it leaves her at +1 TINA ARMSTRONG: - i11/i13/i14 - Poke with PPK, 6PP/6PP2P/6PP6K, 2P, 3K, 4K or 3PP in close range - Poke with 4K at mid range, or get-in with 46P - At long range, you can occasionally get in with 66P+K - Hi-crush with 1P, 2KK~ or 1K - Tina has good jumping offensive holds (OH's) such as 8T or BT~8T - Shining Wizard (While Running~T) is amazing - M.D.T. (While Standing~64T) is amazing - If the opponent is backed into a corner, hit them with the 66T OH for a free 2T ground throw - KK, followed by 6H+K can set up a free ground throw with 2T - 7K:T is a ridiculous move in close range - PK:T is also a good hit-throw ZACK: - i10/i11/i13 - Poke with PP6K~/PP6PKK~/PP2KK~, 6PKK~, 6K~, 1KP~ or 2H+K in close range - Poke with 4K2~ at mid range (9PP is decent) - Your goal with Zack is to try and hit the 6T reset throw or the Ducking Stance (DS)~T reset throw - 9K is a good high kick - 3P+K is a crazy "shoryuken-like" upper cut move that is awkward to punish - Try to fight in close range with Zack
WHICH CHARACTER DO YOU FANCY? Do you like Fundamentally Sound, or SWAG? ;-) If you're having a little difficulty with the FGC notation terminology, check out here: th-cam.com/video/TlCcAiNLzps/w-d-xo.html Check out the TopTierTips Guide Series: th-cam.com/video/oFIZOxrRW44/w-d-xo.html Here are the DOA6 character guides: th-cam.com/play/PLV4Z7LoRwodCADdouGiwSnK9XNUS1LleT.html Join TopTierFighters here: www.patreon.com/toptiertips/overview Follow Force of Nature on Twitter: twitter.com/ForceofNature99 Follow Force of Nature on Twitch: www.twitch.tv/force_of_nature #DeadorAlive6 #HowToPlayDeadorAlive #DOA6Guide (#1.) AYANE: - i10/i13/i12 - Poke with 5P's & 2P's in close range primarily to stifle the opponent and set up your next move - Once the opponent is locked up, or freezes up, sneak in 64T throw loops - Use 6K~ as your normal hit stun - Use 6P3 in close range (or further out) to bait a response from your opponent. You can free cancel into a guard to make the move safe on block. If the opponent doesn't respect it, you can set up good damage - Poke with 5K~, 3P~, 3K~, 33P~ or P4P from mid range (BT6K & BT4H+K from BackTurned) - Poke with 3H+K from long range (and to a lesser extent 4H+K), but try to hit at tip range in case the move gets blocked BASS ARMSTRONG: - i12/i14/i17 - Poke with P+K, K, 6K, or 1P in close range (6P, 3K & PP~ are ok too) - 33P has some hi-crush properties early on, and has a +Guard Break (GB) in the form of 33PP - 3K/3KP is great in neutral - 66K is good in neutral and can set up the BT~OH (whether it's blocked, or whiffs!) - WS~64T is an incredibly dangerous throw whenever Bass is in crouch (1P is a good move to set it up if the opponent likes to hold) - When in doubt, 1P (or P+K) - If the opponent likes to disrespect frames, smack them with 6KP for easy Pick-ups - After 66P+K, Bass will be at advantage if spaced right, so poke with P+K afterwards to CH any button-pressing - 6T is a really good punish throw for advantage BAYMAN: - i11/i13/i16 - Poke with PP/PPP/PP2P, 3PP/3P, 6P+K or 2KK/1K~ in close range - Poke with 4P+K in mid range neutral, strive to connect it at tip range - 3K is a decent poke that can lead into a forward tank roll with 3K3P+K - 3K on an airborne opponent generally sets up a ground throw attempt, if the opponent techs up, buffer in FC3P - Bayman's OH's are very dangerous when the opponent has a back to the wall (6T leads into a reset OH at a wall!) - Getting the timing down on the 214T~4T~2T OH can net you a lot of juicy damage - In general, you're going to be focusing on setting up potential ground throws (or throws in general) on your opponents instead of lengthy juggles - When in doubt, tank wheel: 8P+K/2P+K (until the opponent starts low throwing...) BRAD WONG: - i11/i14/i14 - Poke with PP~, 3K~/3KP~, or 1K~/1K2K~ in close range - You can enter Laydown stance at the beginning of a round (R1F) - Use Laydown to limit your opponent's options and potential frustrate impatient opponents - Laydown can be entered while grounded also - 44K is a great poke from mid range that leads into Laydown Feet Forward (LFT) - To complement Running~P as a get-in move, use 66K, a great mid range low poke - From Forward Handstand, Prioritize HS~K, HS~T then HS~P (a sneaky low) - Brad's throw from Dokuritsu-Ho (Crane stance) is great - 4P is a great hi-crushing evasive tool with a built-in sidestep in the form of 4P2/4P8. 4PP is also a great hi-crush launcher - Don't challenge opponents on speed, use evasiveness & crushes instead (1K...) - 6H+K is a great jumping low crush - BT2P~ is really good - A decent strategy is to try and connect Brad's BT~T (such as poking with BT2P (can enter BT stance with 44P) then input BT~T while BT'ed) then setting up annoying reset pressure CHRISTIE: - i9/i11/i14 - Poke with PP2K~, PP4P~, PPPP~JAK, PKK~JAK, 6PP~/6PPP~/6PP~JAK or H+K~ in close range - Poke with H+K, 6PP~, 3K~, or 2H+K~ in mid range - Hi-crush with 1P~/1PK, FC3P, 3P~, 2P~/2PP~ or 2H+K~/2H+KP - When you have the opponent on the defensive or on the opponent's wake-up for example, apply pressure with 4P+K (which can be charged for a guaranteed follow-up) - It's ok to approach with "empty rolls" with 3P+K to try to fish for 3P+K~PP's gut stun, to hi-crush launch something with 3P+K~K or to apply pressure on block with 3P+K~P+K (be careful of getting blown up by mids if you roll in an opponent's face while not at significant advantage) - Use "JAK~cancels" (3PP(P)2/8, 66PP(P)2/8, 4PP(P)2/8, BT2PPP(P)2/8, etc.) to keep the opponent guessing, when mixed with the chargeable guard breaks (GB) - Most execution practise will be for the JAK~cancels/transitions DIEGO: - i10/i12/i13 - Poke with PP~/PPPP/PPP(P), 2P, 6PP~, or 1K (good frame advantage low) in close range - Diego's GB's are ridiculous. Abuse: 4PP, PPPP, KK, or 236P (1PP & 66P are - GB's) - Anytime you have the opponent on the defensive, sneak in Diego's throws. They all can deal devastating wall damage - Needless to say, Diego is very dangerous when he has his opponent with their back to a wall - 1PP is your go to tracking, hi-crushing, low poke
(#4.) MARIE ROSE: - i10/i12/i14 - Poke with PPP~/PP6P~, or 6P4 in close range - Sneak in 66T (a silent Offensive Hold!) whenever you can - You can do "empty" rolls with 3P+K to bait the opponent to occasionally get hit by 3P+K~K (The opponent will also duck in anticipation of 3P+K~T also if conditioned) - You can perform a move that leaves you BT'ed such 2P+K, or 6K4, etc., do Marie Rose's non-chalant walking then try to snag them with the BT'ed OH if they run at you! (Note this is a gimmick haha) - If you fancy the Expert Holds, all six of them require their own combos that can generally lead into a bound setup - BT~OH into the 6PP, 4P limbo stun is very good MILA: - i10/i12/i14 - Poke in close range with PP~, P6P~, P6PK, PP6K/PP6K~Tackle Feint, PP2K 6P, 6PK, or 2P - Poke at mid range with 4H+K, 4K or 3K (4K & 3K have tackle feint cancels) - Get-in with 66K or 66P - Whiff punish with 66K, 66P, 3H+K or 6P+K - If you can get down the timing of the mount strikes to a "Just Frame", you can guarantee their follow-ups (it's ok to use the mount throw as an alternative since there's less opportunity for it to get broken) - 7PPH is a decent tracking move to set up tackle feint mix-ups - 1H+K~H can be use to create space and set up tackle feint shenanigans MOMIJI: - i10/i12/i12 - Poke with PP~/PP6K/PP4PP, PK 6P/6PK, 2P, or 6K~/6KP~ in close range - Poke with 66P, 44K, H+K, 1P~, 2H+K (tip range safe) or 3KP from mid range - Whiff punish with 66PP - Try to avoid relying on the Amakake "Double Jump" stance, it can be a crutch easily against opponents with good defense - If you're feeling gutsy, you can try to hit the Amakake~[P+K] super hit throw from long range if the opponent like to whiff alot (otherwise, it's guaranteed after 1T or the Low Kick Hold). On a full charge, you'll be at a fair amount of advantage on block too - Momiji's movement is outstanding so make sure to abuse it NiCO: - i9/i11/i13 - Poke with PP~/PPP~/PPP[P]/PPP[P+K], PP2K, PP6P, 6PP~/6PPP~/6PPK/6PPP[P] or PPKK/PPK2K in close range - Hi crush with 1P, 4H+K2K, 2H+K, 1K or 3H+KK - Get-in with 66P, 6KK~ or 236P/236[P] - Can poke from mid range 3KK/3K2K, 4K/4PK - 66H+K is a sneaky jumping low - Try to sneak in the 236T throw when you can: perform 236T~T, 6PPP, 6PPPP for decent damage + knockback or use 236T~2T if the throw connects on hi-counter NYOTENGU: - i10/i15/i15 - Poke with P+K, 6PP~/6PPP, 2PP or PP~ in close range - Hi-crush with 2PP, 2H+K~, 3P or 8K - Low-crush with 7K - From mid range poke with 3K~/3KK, 3P+K~, 66K, or PP~ - Use P+K & 7K as interrupts (particularly good against opponents that abare from disadvantage) - Use 7K along with 7P to control space - Any time you have the advantage and the opponent is defensive during neutral, sneak in the 9P~T flying throw (use 9P~K instead if they expect the throw or 9P~2T if they crouch) - 41236T is a really good launcher throw that can hit ceilings - Nyotengu has a ground throw with 2T (along with Air Throws) PHASE 4: - i9/i11/i12 - Poke with PP~/PP2K, 6P, 2P or 1K in close range - If you score a CH stun, follow-up with 4K/4K~P+K for a decent launcher combo or follow-up with 3P~P+K for a chifu teleport mix-up - Use 66K~P+K, 66P/66PP~P+K to get-in from mid range, and use 3P+K~P or 9P~P+K from a little further out - Poke with 3K, H+K or 6P from mid range - 1PP~P+K is a great tracking low poke - Take note that only 66K & 66PP can teleport on block - 236T is great (you can perform 236T, 4P, 4K~P+K, Chifu~K~P+K, Air~T for simple damage)
(#2.) ELIOT: - i9/i14/i15 - Poke with 7P, P4P, PP4:6P in close range to stifle the opponent - For mid options, 6PP4:6P and 3K are good go-to's - For tracking use 4K - From mid range poke with 2H+K~, and get-in with 66PP~ (or 236K if you're feeling frisky...) - Using 4:6P +2 guard break (GB) enders are a good way to gain frame advantage to try to sneak in 236T launcher throws - For execution you'll mainly have to practise the 4:6P enders and iFC3P re-floats - After parries, 9K/9KK should be able to follow-up HAYATE: - i10/i12/i14 - Poke with 6P~, PP~/PP2K/PP6PK, 2P or 3K in close range - Poke with 3K or 66P~ in mid range - At long range either advance with 66P, or 214P~ or play keepout with 1P+K Wind Dash (WD) shenanigans - You can low crush launch with 8K and 9K/9KKK - 4P and 33P are good high crushes along with P+K - Hayate has a "death fist" with 236P - Get-in with mid range with 236K for frame advantage - Your goal in close range is either to stun-launch the opponent, blast the opponent into the environment or to hit the 41236T launcher throw - When in doubt, 7K... (There's one from BackTurned too...) HELENA DOUGLAS: - i11/i12/i14 - Poke with PKKK/PP2K, 6PP~, KKK, or 3KKK in close range - Poke with Bokuho (BKO)~6P~/6PP, BKO~PP2K, BKO~6K~, or BKO~2K2 from Bokuho stance in close range - From mid range poke with 3KK, 4PPK~, or 66KP~ - You can enter BKO with BKO~22P4P, which can intercept the opponent pretty well dependent on usage - 1PP~/1PPK is your go-to hi crushing low poke - While in BT'ed stance, BT~T is a good reset throw along with 214T (follow-up with the i12 elbows: either 6PP~ or BKO~6PP~) - Anytime you have the opponent on the defensive while Helena is in BKO sneak in the BKO~T (or BKO~2K2) HITOMI: - i10/i12/i14 - Poke with PP~ strings in close range (PP2K~, PP6KK~, PP6P~ for L/M/H mix-up options) - Of course PP~, 6T is an option for pressure and opening up defensive opponents - Low poke with 2H+K, 2P, or 1K~ - Mid poke with 3K~ from mid range along with 6H+K - 4PP~ is a good tracking mid poke (4PP(P) & 4PPK are good enders) - Whiff punish with 236P or 46P "Death Fists" - 4P+K is powerful back-step +GB and potential whiff punisher on high recovery whiffs - 236K can be used as a get-in move along with 66K~/66K2K HONOKA: - i9/i11/i13 - Poke with PPPK, PP~, or PP2K in close range - As always, PP~, 6T is an option (The more hugs the better!) - 3H+K is a good low crush attack - Counter-hitting with Honoka is very good and gets her complex stun game going - Most stance moves can't be transitioned into on block and leave you unsafe - Well, except, 4K~ of course, that move is amazing - You can low poke with 1P (which doubles as a low tracking move) or 1K~ occasionally - For execution you'll mainly be practising 2P+K4:6P along with getting used to how Honoka's stance transitions flow including entering Hissatsu-No-Kamae (HnK) "fire hand" stance JANN LEE: - i10/i11/i13 - Poke with PP4P~, PP6P~Dragon Stance (DS), PP2K~, PPP2K or 6P~ in close range - While in mid range poke with 3K4K~/K4K~ or pressure the opponent in the neutral game with 66K - Once you have the opponent respecting Jann's mids, you can sneak in the 236K unblockable Dragon Kick (good on the opponent's wake-up too) - When you're ready to get your offense started, sneak in 66T against a defensive opponent (dash-up 6H+K~DS is a solid follow-up) - 3P+K is a decent hi-crushing knockback strike - 33(P) is a powerful, chargeable launcher that leaves Jann backturned - 6T is nasty at a wall. Input P+K during the "COMBO THROW" and follow-up with the Dragon Stance follow-up of your choice: DS~K, DS~P, DS~P+K, or DS~2KK is great at a wall!
Honestly, My Top 3 characters are Hayabusa, Hayate, and Hitomi; all of these characters have really good mobility, they feel loose, but still have good damage and range, especially Hayate and Hayabusa. Honorable mentions; Rachel, Jann Lee, and Tina having a combat style I'm comfortable with, allowing me to stun enemies so I can get those combos in.
I'm a NiCO player turned back into Momiji once she was released. I'm focused a lot more on Momiji nowadays (haven't touched NiCO in a very long time). This guide can help me out in many different ways, it's helpful and very informative
(#3.) KASUMI: - i9/i11/i12 - Poke with PP6PK, PP2K, 6PK, 6P2K, PPPK~ (or other variations...) in close range - Use 1K as your frame advantage low in close range - Free cancel your strings to try and sneak in 236T launcher throws - Poke with 3K & 4P in mid range - Fish for stuns with PKK~, 6P, 3P or 4P - Get-in with 66P~, 66K~ or 3P+K~P - Use 33K as a go-to launcher - Crush lows with 9K~ KOKORO: - i10/i12/i13 - Poke with 6PP~/6P6P, PPT, 2KT or 9P in close range - Try to sneak in the 236T heichu reset throw to continue pressure - Prioritize HEI~P+K & HEI~2P (though HEI~P & HEI~K are still good) - 6KP is a decent move to toss out around close range to start a stun or during stun - If the you catch the opponent counter-holding, hit them with 214T~4T~214T for a dangerous reset or 214T~4T~64T for the hi counter damage - To help out with defense, Kokoro has a couple sabakis of her own including 9P~ (which can lead into a string) and 44P. - You can "induce" some whiffs with 1P+K, along with being a dangerous guard break (GB) when blocked KULA DIAMOND: - i9/i11/i13 - Poke with PP~ strings including PPPKK & PPPK2K in close - Poke with 6P, 6P2K, 6PP/6PP214KK/6PP214K2K, and 6PK also around close range - At mid to long range, try to bait the opponent to get hit by the 236P Diamond Breath move by spacing it to hit around tip range or mixing it with special cancels off of 6PP~, 9K6P~, or PP6P~ - From around mid range, use 9P~P jump-ins for +1 frame advantage (if the opponent likes to sidestep, use 9P~K) - Use 6H+K as a meaty attack on the opponents wake-up or similar situations when you have advantage - If the opponent locks up on defense, sneak in the Running~T throw LA MARIPOSA: - i11/i13/i16 - Poke with PP4, PK, 6PK4, 2KK4, or 6K in close range - 3K4 is a great poke in general along with 7K6~ (which has a few follow-ups) - Carrera (CAR)~K or 66K is your go to pressure move into Carrera on hit or on an opponent's block - Any time you think the opponent will do a slow move or will attack from disadvantage (abare), smack them with 4H+K - 1PK and 1K~ are good hi-crushing, tracking pokes - Lisa's jumping offensive holds (OH) are great such as 8T, BT~8T CAR~T, (or the sneaky BT~6T booty splat!) - BT~4P+K (The Booty!) is your go-to poke from BT (it's unholdable but counts as both a Mid P & Mid K) - BT~4P (used in the final sample combo), is a great, fast, hi-crushing Mid P launcher from BT. It's your go-to launcher from BT - Like most grapplers, 66T is a great standard OH to sneak in on the opponent LEIFANG: - i10/i12/i15 - Poke with PP6P~Unshu/PP6PP, PP2K, 6P~Unshu/6PP - Sneak in 66T whenever you can, along with mixing it with 66P - Any time you suspect that the opponent will retaliate with a high attack, make them think twice with your 46P, 3P+K or 1P+K "Shoulders" - Poke with 7PP~strings (including 7PP2K) around mid range - 2H+K is a very good low sweep - After a neutral T reset throw, 3K becomes a frame trap - Make opponents despise the Expert Mid Kick hold (follow-up with a 3P, 66K launch) MAI SHIRANUI: - i9/i11/i13 - Poke with PPP~/PPP2K and PP2K - Poke with 6PK~/6PP~ also in close range - Poke with 3K & 6K from mid range - 66PK can be a bit awkward to punish - Try to hit 66K around tip range to reduce the recovery frames - If you want to slam the opponent into a wall with a throw, launch with 66T (then do something like 4P, 6PP236K), otherwise throw the opponent with 236T for solid damage - Create space with 7P if you need a breather - P+K is a solid whiff punisher for a stun (as is 4P if you're in range)
Hitomi is middle character in everything: speed, power, throws... All. It s create a very interesting situation, when she give you feel that she so powerful and fast, and... Perfect character, imbalance.... But it s HUGE mistake, cause she so depend on your technical skill. But you start feel it just against strong opponents. Against beginners - perfect character, who give you feel of amazing defense, and amazing opportunities. But this thin line makes her amazing character, if you love Hardcore Mind Game, cause she don t have some so strong sides before other characters: leifang - painful throws; Kasumi - Amazing Speed; Bass - crazy power. Brad Wong - Tricky techniques For opponents... Hitomi...Yeah She has Good technique and good power, and speed, but others has something perfect ) if you want Skilled Hitomi - you will be SUFFER and Study again and again and that process never ends. Hitomi means pupil from japanese. And her name describes Her Perfectly. But if you love her, and learn her techniques so good... She Give You REAL POWER over your opponents. I Love DOA because of this Amazing Balance in characters ( besides everything else). Hitomi Mainer and Fan. My favourite character from all fighting games. Thanks for DOA content.
I'm a Momiji main who dabbled in Helena until Momiji made her return to doa6. But I've been messing around with Hitomi a bit and recently decided to try my hand at Rachel. But lemme tell you why I love Momiji so much, firstly she's beautiful 😍 secondly Her 1P is my favorite out of every character, thirdly her tracking moves are plentiful- its so awesome catching ppl who try to SSA after her 3K, fourthly her keep out and whiff punishes are pretty damn good- I like keeping ppl in check with her 5H+K and speaking of H+K her 6H+K guard breaks(but its not that great against mashy fast characters) lastly I love her air stuff(bad against high level players though) the only things I dont like about her is her damage isn't that great and she doesn't have very good throws. Which you also listed as negatives. The watered down hayabusa moves aren't too bad either.. I could go on but this is a bit long for a comment. Sorry for that. Great list though 👌 very accurate and informative
No problem. Momiji is very fun and easy on the eyes haha. Momiji rewards patience in the neutral and picking your spots to go on the offensive. Good luck, and thanks for watching!
I started with DOA2 way back and was always a Helena player. I played only her so much that DOA3 bored me quickly and I gave up the series. Well I just came back recently and I am still a Helena fan...but seemed to have added 6 more to my list. Mai and Kula were definites for me being a huge 2d fighter and KOF fan. Heck, I have been using Mai since Fatal Fury 2 came out. But the other 4 came out of nowhere for me. First came Kokoro. I just saw how mobile she could be and how fluid she was while fighting. Plus she has the most memorable pre-fight line: Behold my Ba Ji Dance. I feel her weaknesses pretty hard, but I love playing her. Then next was Tamaki. I don't know why I tried her other than I paid for her. She is probably my weakest character because of her throw gives little distance and she isn't as mobile as someone like Kokoro. So I struggle getting distance with her. Next was the big one for me. See.....I love Rose from Street Fighter. Rose is my favorite character of all time....but this next one is getting dangerously close to the level Rose has hit with me. I absolutely love in every way: Momiji. Every bit of her style and combos just click with me. I feel more comfortable using her than even Helena that I have been using for years. Finally, just cause I wanted to try...the last one of my list is Nico. She feels like she is in the middle of Momiji and and Kokoro...so there is a balance of what is good of both. But she doesn't specialize on one thing compared to those two, so I am weaker with her. I would love to try Brad Wong for fun, because he frustrates me when fighting against him...but I just can't. If this was a 2d Street Fighter style look to it...I wouldn't mind. But games like this or Tekken where it looks and feels a little more real...I just can't be the guy beating on a woman.
Well, I like Honoka. I started playing DOA in the 6th series, and I just try various character. First, I try Kasumi, and then Jann Lee, after that, Kokoro and Ayane. Lastly, I try Honoka. At first I thought her move is really complex, but her complexity makes it simple. I have variety of combos in many position, whether the enemy is far, or near or mid-to-close range, she has all the combo. 😊
Ah, not likely unfortunately. There hasn't been new VF5FS content in ages (though there was a VF teaser last September). I'm not as familiar with VF as I am with DOA & SC, though VF only has about 19 characters haha. You know what, it's a possibility actually.
@@ForceofNature99 I remember reading an article saying we're getting VF news in April or May I believe. Not a bad idea to grow a VF audience for yourself just in case.
Rachel or Mai Shiranui, no matter their moves or skill set. I just think these two are the hottest. That said I do genuinely like DOA as a fighter too. I just mainly use these two for the other reason.
Rachel is very dangerous, though she forces you to be very patient on defense like most heavyweights. Once she gets her offense started, she can control the pace for the rest of the match.
I have only tried DOA5 Ultimate and Last Round and DOA6 thus far, so can't really tell anything about the other games of the series. In the two "fives", I find Rachel to be the best. I have tested all 36 characters in championships (a round-robin group of 12 fighters for 1st division, two round-robin groups of 12 fighters each for 2nd division) and cups (20 fighters from the 2nd division in the 1st round, the winners qualified for the 2nd round where the other 4 fighters of 2nd division and 6 from the 1st waited and then the 2nd round winners qualified for the round of 16 where the other 6 fighters of 1st division waited) and saw Rachel alone win more 1st division titles than all the rest together, while being approximately on par with Tina at cups won. A fighter that has pulled lots of upsets in the cups but so far never won the title is Hitomi. In DOA6, the competition format has to be somewhat unbalanced because of the odd total number of fighters (31), however this is not the reason why Rachel does not win as much and Tina takes the lead both in championships and cups. The reason is they apparently nerfed Rachel. The format I use for DOA6 is one round-robin group of 10 fighters for 1st division and three round-robin groups of 7 fighters each for 2nd division. In the cup, 18 fighters of 2nd division compete in the 1st round. The winners qualify for round 2 where they meet the other 3 fighters of 2nd division, so the entire 1st division enters the fray in the phase of 16. If DOA7 is ever released, I hope it will have a convenient number of fighters, although there is another thing to be resolved as well: com vs com fights should produce results, instead of indefinitely going on. Or at least provide both these options to choose from.
@@ForceofNature99 I cant do 66k, 3k, P+K, 66P, My choice of (8k or H+K), 8K to 8PPP or H+K Hiten No Mai PP, PPP as one of my favorite combos from 5lr but didnt translate well in doa 6. Thanks to Mk3 Liu Kang as an inspiration. Now I m trying to implement Ralf Jones type combos in doa 6. Galactica Phantom= 4P+K.
I prefer DOA3 Hayabusa. DOA4 Hayabusa pissed me off 🤬 DOA5 LR I think I just got used to him again. But coming from DOA2, DOA3, DOA2U/UE my muscle memory got all jacked up from DOA4 and DOA5. He was far more fluid in DOA3. I personally don't like the teleport gimmick b/c they stopped his movements from certain combo strings basically forcing you to teleport. The flip throw from DOA2/3 was better imo. The Izuna dropped took me 3hrs to learn back in middle school b/c on Dreamcast I only had the Demo Disc. I never looked at Hayabusa as an advanced character. I'd say he's intermediate except for that 1 throw which once you figure out how to do it, you'll be kicking yourself at how not precise it really is. I have yet to play DOA6 but I can tell that you still can't dance with him the way he was able to on DOA2/3 DOA2/3: fluid DOA4/5/6: stiff
Ah, that would be a huge undertaking considering that DOA5LR has 36 characters in it. I unfortunately am not sure if that type of project would be worth it at this stage in time. However, if there's enough interest, I may consider some DOA5LR content in the future (checked out my DOA5LR character guides?).
@@ForceofNature99 yes sir I’ve seen your phase4, Christie and ein. I feel like D.O.A last round needs one cause it’s way better than 6 in my opinion. Also I think it would be awesome for a break down of all characters.
Well, you could always look me up on Steam or Xbox (with this same username) and I'd be happy to play DOA with you sometimes. Also anyone else who'd like to look me up is more than welcome to.
I love so many of these characters I will say Ayane has the more beautiful fighting style, then Helena, I also like Hitomi for how cool and effective she is, also she hits hard, Brad is awesome, and Phase 4 along with Kasumi have those teleports that made them so powerful, Momiji is just top waifu but damn her style is awesome, she has the faster launcher on the game as far as I remember and it is safe, Marie Rose for some reason is soo cool when you can anticipate others moves. Tina is awesome as well a really interesting grappler I am kind of good with the ninjas I like Brad the most along with Mila which is so cool to play with, Nyotengu is so strong as well and fun to play, I love this game really I enjoy also Hitomi for how cool her Karate is so well executed along with Nico I would say that Brad and Ayane are my fav, but I really like to play Hitomi, Helena and Phase 4.
To Learn the game with?: Hitomi, Jann Lee, Tina, Hayate, Momiji, Mila, Kokoro, Rachel, NiCO or Diego To Play?: Ayane, Kasumi, Christie, Hayabusa, Eliot, Rig, Helena, or Phase 4 To Win with?: Tina, Kasumi, NiCO, Christie, Rig
Wow well i guess i understand Marie Rose watching this ur videos are really helpful i mean My Eliot and Kokoro really nenifited from this now i can Have another pair Like Eliot and Kokoro but It"s Honoka and Marie besides they both look great together. Yeah always gotta count on u for these helpful videos 😊😊👍👍👍
To play? Yes, though you don't have to because you can play for free through the Free-2-Play DOA6 Core Fighters version. A nice little advantage over other fully priced Fighting Games!
Such disrespectful to M. Rose. Yes she's not as good as she was in 5U/5LR. But still should mention her roll options for closing the gap....the side-step options(when timed right).
DOA is actually based off of VF. Nothing from DOA is "copied" from Tekken. Could argue that Tekken copied "walled stages" from DOA2 (or VF3) if we want to get silly. DOA's bound system is influenced by VF5 also.
@@ForceofNature99 dude i literally see lei, bruce, leo, law, xiaoyu, asuka, marduk and hwoarang in this video. i don't even know how to play doa, this just happened to be on my recommendation, maybe it's the best game ever, i don't know, but it's quite easy to see they copied, you really can't say the contrary.
@@Repetz94 Lei is Jackie Chan, Law is Bruce Lee, Xiaoyu doesn't own the Pi Gua Quan fighting style, Tamaki is based off of Aikido which is similar to Aoi Umenokoji from VF, not Tekken (Asuka was added in Tekken 5, way after Aoi). There's no one like Marduk, Hwoarang doesn't own Taekwondo. DOA hasn't copied anyone from Tekken. I could say that Tekken copied Eliot with Leo, or copied Zack with Bruce (who's been in since DOA1) for instance but I won't go there. DOA & Tekken are both martial arts based fighting games, they will both have similar fighting style cross over. Is Tekken the only fighting game you know?
(#.3) KASUMI: - i9/i11/i12 - Poke with PP6PK, PP2K, 6PK, 6P2K, PPPK~ (or other variations...) in close range - Use 1K as your frame advantage low in close range - Free cancel your strings to try and sneak in 236T launcher throws - Poke with 3K & 4P in mid range - Fish for stuns with PKK~, 6P, 3P or 4P - Get-in with 66P~, 66K~ or 3P+K~P - Use 33K as a go-to launcher - Crush lows with 9K~ KOKORO: - i10/i12/i13 - Poke with 6PP~/6P6P, PPT, 2KT or 9P in close range - Try to sneak in the 236T heichu reset throw to continue pressure - Prioritize HEI~P+K & HEI~2P (though HEI~P & HEI~K are still good) - 6KP is a decent move to toss out around close range to start a stun or during stun - If the you catch the opponent counter-holding, hit them with 214T~4T~214T for a dangerous reset or 214T~4T~64T for the hi counter damage - To help out with defense, Kokoro has a couple sabakis of her own including 9P~ (which can lead into a string) and 44P. - You can "induce" some whiffs with 1P+K, along with being a dangerous guard break (GB) when blocked KULA DIAMOND: - i9/i11/i13 - Poke with PP~ strings including PPPKK & PPPK2K in close - Poke with 6P, 6P2K, 6PP/6PP214KK/6PP214K2K, and 6PK also around close range - At mid to long range, try to bait the opponent to get hit by the 236P Diamond Breath move by spacing it to hit around tip range or mixing it with special cancels off of 6PP~, 9K6P~, or PP6P~ - From around mid range, use 9P~P jump-ins for +1 frame advantage (if the opponent likes to sidestep, use 9P~K) - Use 6H+K as a meaty attack on the opponents wake-up or similar situations when you have advantage - If the opponent locks up on defense, sneak in the Running~T throw LA MARIPOSA: - i11/i13/i16 - Poke with PP4, PK, 6PK4, 2KK4, or 6K in close range - 3K4 is a great poke in general along with 7K6~ (which has a few follow-ups) - Carrera (CAR)~K or 66K is your go to pressure move into Carrera on hit or on an opponent's block - Any time you think the opponent will do a slow move or will attack from disadvantage (abare), smack them with 4H+K - 1PK and 1K~ are good hi-crushing, tracking pokes - Lisa's jumping offensive holds (OH) are great such as 8T, BT~8T CAR~T, (or the sneaky BT~6T booty splat!) - BT~4P+K (The Booty!) is your go-to poke from BT (it's unholdable but counts as both a Mid P & Mid K) - BT~4P (used in the final sample combo), is a great, fast, hi-crushing Mid P launcher from BT. It's your go-to launcher from BT - Like most grapplers, 66T is a great standard OH to sneak in on the opponent LEIFANG: - i10/i12/i15 - Poke with PP6P~Unshu/PP6PP, PP2K, 6P~Unshu/6PP - Sneak in 66T whenever you can, along with mixing it with 66P - Any time you suspect that the opponent will retaliate with a high attack, make them think twice with your 46P, 3P+K or 1P+K "Shoulders" - Poke with 7PP~strings (including 7PP2K) around mid range - 2H+K is a very good low sweep - After a neutral T reset throw, 3K becomes a frame trap - Make opponents despise the Expert Mid Kick hold (follow-up with a 3P, 66K launch) MAI SHIRANUI: - i9/i11/i13 - Poke with PPP~/PPP2K and PP2K - Poke with 6PK~/6PP~ also in close range - Poke with 3K & 6K from mid range - 66PK can be a bit awkward to punish - Try to hit 66K around tip range to reduce the recovery frames - If you want to slam the opponent into a wall with a throw, launch with 66T (then do something like 4P, 6PP236K), otherwise throw the opponent with 236T for solid damage - Create space with 7P if you need a breather - P+K is a solid whiff punisher for a stun (as is 4P if you're in range)
(#1.) WHICH CHARACTER DO YOU FANCY? Do you like Fundamentally Sound characters, or Swag? ;-)
AYANE:
- i10/i13/i12
- Poke with 5P's & 2P's in close range primarily to stifle the opponent and set up your next move
- Once the opponent is locked up, or freezes up, sneak in 64T throw loops
- Use 6K~ as your normal hit stun
- Use 6P3 in close range (or further out) to bait a response from your opponent. You can free cancel into a guard to make the move safe on block. If the opponent doesn't respect it, you can set up good damage
- Poke with 5K~, 3P~, 3K~, 33P~ or P4P from mid range (BT6K & BT4H+K from BackTurned)
- Poke with 3H+K from long range (and to a lesser extent 4H+K), but try to hit at tip range in case the move gets blocked
BASS ARMSTRONG:
- i12/i14/i17
- Poke with P+K, K, 6K, or 1P in close range (6P, 3K & PP~ are ok too)
- 33P has some hi-crush properties early on, and has a +Guard Break (GB) in the form of 33PP
- 3K/3KP is great in neutral
- 66K is good in neutral and can set up the BT~OH (whether it's blocked, or whiffs!)
- WS~64T is an incredibly dangerous throw whenever Bass is in crouch (1P is a good move to set it up if the opponent likes to hold)
- When in doubt, 1P (or P+K)
- If the opponent likes to disrespect frames, smack them with 6KP for easy Pick-ups
- After 66P+K, Bass will be at advantage if spaced right, so poke with P+K afterwards to CH any button-pressing
- 6T is a really good punish throw for advantage
BAYMAN:
- i11/i13/i16
- Poke with PP/PPP/PP2P, 3PP/3P, 6P+K or 2KK/1K~ in close range
- Poke with 4P+K in mid range neutral, strive to connect it at tip range
- 3K is a decent poke that can lead into a forward tank roll with 3K3P+K
- 3K on an airborne opponent generally sets up a ground throw attempt, if the opponent techs up, buffer in FC3P
- Bayman's OH's are very dangerous when the opponent has a back to the wall (6T leads into a reset OH at a wall!)
- Getting the timing down on the 214T~4T~2T OH can net you a lot of juicy damage
- In general, you're going to be focusing on setting up potential ground throws (or throws in general) on your opponents instead of lengthy juggles
- When in doubt, tank wheel: 8P+K/2P+K (until the opponent starts low throwing...)
BRAD WONG:
- i11/i14/i14
- Poke with PP~, 3K~/3KP~, or 1K~/1K2K~ in close range
- You can enter Laydown stance at the beginning of a round (R1F)
- Use Laydown to limit your opponent's options and potential frustrate impatient opponents
- Laydown can be entered while grounded also
- 44K is a great poke from mid range that leads into Laydown Feet Forward (LFT)
- To complement Running~P as a get-in move, use 66K, a great mid range low poke
- From Forward Handstand, Prioritize HS~K, HS~T then HS~P (a sneaky low)
- Brad's throw from Dokuritsu-Ho (Crane stance) is great
- 4P is a great hi-crushing evasive tool with a built-in sidestep in the form of 4P2/4P8. 4PP is also a great hi-crush launcher
- Don't challenge opponents on speed, use evasiveness & crushes instead (1K...)
- 6H+K is a great jumping low crush
- BT2P~ is really good
- A decent strategy is to try and connect Brad's BT~T (such as poking with BT2P (can enter BT stance with 44P) then input BT~T while BT'ed) then setting up annoying reset pressure
CHRISTIE:
- i9/i11/i14
- Poke with PP2K~, PP4P~, PPPP~JAK, PKK~JAK, 6PP~/6PPP~/6PP~JAK or H+K~ in close range
- Poke with H+K, 6PP~, 3K~, or 2H+K~ in mid range
- Hi-crush with 1P~/1PK, FC3P, 3P~, 2P~/2PP~ or 2H+K~/2H+KP
- When you have the opponent on the defensive or on the opponent's wake-up for example, apply pressure with 4P+K (which can be charged for a guaranteed follow-up)
- It's ok to approach with "empty rolls" with 3P+K to try to fish for 3P+K~PP's gut stun, to hi-crush launch something with 3P+K~K or to apply pressure on block with 3P+K~P+K (be careful of getting blown up by mids if you roll in an opponent's face while not at significant advantage)
- Use "JAK~cancels" (3PP(P)2/8, 66PP(P)2/8, 4PP(P)2/8, BT2PPP(P)2/8, etc.) to keep the opponent guessing, when mixed with the chargeable guard breaks (GB)
- Most execution practise will be for the JAK~cancels/transitions
DIEGO:
- i10/i12/i13
- Poke with PP~/PPPP/PPP(P), 2P, 6PP~, or 1K (good frame advantage low) in close range
- Diego's GB's are ridiculous. Abuse: 4PP, PPPP, KK, or 236P (1PP & 66P are - GB's)
- Anytime you have the opponent on the defensive, sneak in Diego's throws. They all can deal devastating wall damage
- Needless to say, Diego is very dangerous when he has his opponent with their back to a wall
- 1PP is your go to tracking, hi-crushing, low poke
Kasumi is my main
As someone who just got DoA6 on a huge sale, thanks for this as someone who's only lightly played other 3D games like Tekken and Soul calibur
You're very welcome! Thanks for watching! Enjoy DOA6! 🙂
Excellent video!
Im happy whenever ppl speak well of the DOA series. When the game was on sale I reccomended the game to a handful of ppl and they loved it!
Oh, DOA is a lot of fun! Good stuff recommending it!
"Rachel has strong throws such as basketball". lmao that had me dying.
Real talk though, that's one of the scariest throws in the game haha. One of the main reasons to play the character.
Force With Another Banger! Well informed guide!
Thank you good sir!
(#5.)
RACHEL:
- i11/i13/i14
- Rachel's generic movement and KBD is amazing (especially for a Heavyweight!)
- The 3T offensive hold (OH) is great against crouching stances such as Helena's bokuho, Brad Wong's laydown or Ayane's twirls for instance
- PPK & PPT can be used to catch people that try to sidestep the P-strings such as PPP, PP2K, etc.
- After a 66T OH on NH, you can be devious and go for a 41236T launcher throw afterwards
- Rollthrough can be entered off of PP2P+K/PP8P+K
- The 63214[T] OH can be useful at range as a whiff punisher if the opponent is likely to whiff right in front of you
- Rachel doesn't have a go-to jumping low crush (Rachel's crushing ability in general isn't really good)
- If the Yurlungur stomps (Downed 2K) whiff, Rachel can get punished
- Rachel's counter hold against a jumping kick is similar to her Mid K Hold
- 1P~ is your go-to hi-crush
RAIDOU:
- i11/i13/i13
- Poke with PP~/PPK/PPPP, 6PP, 6PK, 2P, 1P~/1PP/1P2P or 6K in close range
- Poke with 3K, 66P or 236K in neutral
- 33KP is a really good bound move that can bound even on NH outside of juggles
- The 3rd hit of the Fatal Rush (SSS), can bound in juggles including after a wall splat
- Getting down the Underworld Drop can net you a lot of damage on whiffed holds
- If you don't feel confident with the 623:P EWGF, you're going to have to get a bit creative for damage (on the bright side, the 61234T Air Throw does great damage!)
- The 61234T OH is good against opponents that easily whiff in front of you during neutral
- Raidou has an i12 7K, the only heavyweight to have such a move
- Raidou's movement is abysmal
RIG:
- i10/i12/i13
- Poke with PPKK, KK, 4KK, 1KK, 6PP, 6KK~/66KK~2K, 2P, 1PP or 2H+K in close range
- Poke with 6KK~, 66P, PPKK, 3K2K~ or 2H+K (watch your distance) from mid range
- If you're feeling frisky and have the advantage over the opponent, launch the 236K "Dragon Kick" at them! It's +9 on block and leads into Bending Stance (BS)
- Once in BS, preferably at advantage, check the opponent with BS~KK
- Open up the opponent in BS with BS~T, BS~2K~/2KK or BS~7(K)
- If the opponent tries to hi-crush BS, hit them with BS~8K
- If the opponent tries to sidestep BS, hit them with BS~T
- You can try to catch the opponent backstepping with 66K along with 66P
RYU HAYABUSA:
- i10/i13/i14
- Poke with PP~/PP2K/PP6P, 6P~, 2P or 1P in close range (3K~ & 6K are ok if you have any advantage)
- In close range, you're generally going to try and connect a hi-crush on CH for a stun using either, 3PP~/3PPP, WS~4K~, or 4K
- 33P is amazing in neutral
- 3P+KK is a great bound move that can also serve as a whiff punisher in neutral
- 66K is a good "get-in" move
- You can poke with 666P also
- Learning the counter hold Izuna Drops makes Hayabusa's hold game very dangerous
- 8T is a sneaky jumping offensive hold (OH), along with WS~4T
- 66T is a great hit-&-run throw to sneak in during the neutral game ala "Run-Up-And-Throw"
- 6K/6KP is an awesome low crush
TAMAKI:
- i10/i12/i13
- Tamaki's generic movement and KBD is bad
- Sometimes it's safe to just use a high hold or low hold over an expert high punch or low punch hold if you're uncertain if a kick or punch will be incoming
- Despite being an Aikido fighter, Tamaki has no parries (but has sabakis)
- 8PP could be used as a hi-crush/low crush (though in general use 1P for hi-crush, and 9K for low crush)
- Only 236T is a wall slam throw
- 66P can be used as a safe poke if spaced right
- PPP & 3P work similar to Kasumi's PPP & 3P in the sense of being able to induce a lift stun on CH (though if you whiff 3P6T OH on the lift stun, you can actually leave yourself at +1 if the opponent does nothing, making it an interesting Option Select (OS))
- Use 4K to poke into BT stance, and 3K if you want to remain front facing
- Both 6PK & 6P6T can catch sidesteps (throws and offensive holds have tracking)
- 8PP is Tamaki's only guard break (GB) attack, it leaves her at +1
TINA ARMSTRONG:
- i11/i13/i14
- Poke with PPK, 6PP/6PP2P/6PP6K, 2P, 3K, 4K or 3PP in close range
- Poke with 4K at mid range, or get-in with 46P
- At long range, you can occasionally get in with 66P+K
- Hi-crush with 1P, 2KK~ or 1K
- Tina has good jumping offensive holds (OH's) such as 8T or BT~8T
- Shining Wizard (While Running~T) is amazing
- M.D.T. (While Standing~64T) is amazing
- If the opponent is backed into a corner, hit them with the 66T OH for a free 2T ground throw
- KK, followed by 6H+K can set up a free ground throw with 2T
- 7K:T is a ridiculous move in close range
- PK:T is also a good hit-throw
ZACK:
- i10/i11/i13
- Poke with PP6K~/PP6PKK~/PP2KK~, 6PKK~, 6K~, 1KP~ or 2H+K in close range
- Poke with 4K2~ at mid range (9PP is decent)
- Your goal with Zack is to try and hit the 6T reset throw or the Ducking Stance (DS)~T reset throw
- 9K is a good high kick
- 3P+K is a crazy "shoryuken-like" upper cut move that is awkward to punish
- Try to fight in close range with Zack
Wow lots of useful DOA info packed in a short vídeo. Great!
Glad it was helpful!
Nice video. Played a lot of it back in the day. Can't wait to DOA 7 if it will ever happen. I'm really bad at DOA, but I've always loved it.
Thank you! Just have to keep our fingers crossed for a DOA7! Did you hear about Team Ninja wanting to reboot DOA?
Good video, definitely enough information to start off and give the general idea of each character's game plan
WHICH CHARACTER DO YOU FANCY? Do you like Fundamentally Sound, or SWAG? ;-)
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(#1.)
AYANE:
- i10/i13/i12
- Poke with 5P's & 2P's in close range primarily to stifle the opponent and set up your next move
- Once the opponent is locked up, or freezes up, sneak in 64T throw loops
- Use 6K~ as your normal hit stun
- Use 6P3 in close range (or further out) to bait a response from your opponent. You can free cancel into a guard to make the move safe on block. If the opponent doesn't respect it, you can set up good damage
- Poke with 5K~, 3P~, 3K~, 33P~ or P4P from mid range (BT6K & BT4H+K from BackTurned)
- Poke with 3H+K from long range (and to a lesser extent 4H+K), but try to hit at tip range in case the move gets blocked
BASS ARMSTRONG:
- i12/i14/i17
- Poke with P+K, K, 6K, or 1P in close range (6P, 3K & PP~ are ok too)
- 33P has some hi-crush properties early on, and has a +Guard Break (GB) in the form of 33PP
- 3K/3KP is great in neutral
- 66K is good in neutral and can set up the BT~OH (whether it's blocked, or whiffs!)
- WS~64T is an incredibly dangerous throw whenever Bass is in crouch (1P is a good move to set it up if the opponent likes to hold)
- When in doubt, 1P (or P+K)
- If the opponent likes to disrespect frames, smack them with 6KP for easy Pick-ups
- After 66P+K, Bass will be at advantage if spaced right, so poke with P+K afterwards to CH any button-pressing
- 6T is a really good punish throw for advantage
BAYMAN:
- i11/i13/i16
- Poke with PP/PPP/PP2P, 3PP/3P, 6P+K or 2KK/1K~ in close range
- Poke with 4P+K in mid range neutral, strive to connect it at tip range
- 3K is a decent poke that can lead into a forward tank roll with 3K3P+K
- 3K on an airborne opponent generally sets up a ground throw attempt, if the opponent techs up, buffer in FC3P
- Bayman's OH's are very dangerous when the opponent has a back to the wall (6T leads into a reset OH at a wall!)
- Getting the timing down on the 214T~4T~2T OH can net you a lot of juicy damage
- In general, you're going to be focusing on setting up potential ground throws (or throws in general) on your opponents instead of lengthy juggles
- When in doubt, tank wheel: 8P+K/2P+K (until the opponent starts low throwing...)
BRAD WONG:
- i11/i14/i14
- Poke with PP~, 3K~/3KP~, or 1K~/1K2K~ in close range
- You can enter Laydown stance at the beginning of a round (R1F)
- Use Laydown to limit your opponent's options and potential frustrate impatient opponents
- Laydown can be entered while grounded also
- 44K is a great poke from mid range that leads into Laydown Feet Forward (LFT)
- To complement Running~P as a get-in move, use 66K, a great mid range low poke
- From Forward Handstand, Prioritize HS~K, HS~T then HS~P (a sneaky low)
- Brad's throw from Dokuritsu-Ho (Crane stance) is great
- 4P is a great hi-crushing evasive tool with a built-in sidestep in the form of 4P2/4P8. 4PP is also a great hi-crush launcher
- Don't challenge opponents on speed, use evasiveness & crushes instead (1K...)
- 6H+K is a great jumping low crush
- BT2P~ is really good
- A decent strategy is to try and connect Brad's BT~T (such as poking with BT2P (can enter BT stance with 44P) then input BT~T while BT'ed) then setting up annoying reset pressure
CHRISTIE:
- i9/i11/i14
- Poke with PP2K~, PP4P~, PPPP~JAK, PKK~JAK, 6PP~/6PPP~/6PP~JAK or H+K~ in close range
- Poke with H+K, 6PP~, 3K~, or 2H+K~ in mid range
- Hi-crush with 1P~/1PK, FC3P, 3P~, 2P~/2PP~ or 2H+K~/2H+KP
- When you have the opponent on the defensive or on the opponent's wake-up for example, apply pressure with 4P+K (which can be charged for a guaranteed follow-up)
- It's ok to approach with "empty rolls" with 3P+K to try to fish for 3P+K~PP's gut stun, to hi-crush launch something with 3P+K~K or to apply pressure on block with 3P+K~P+K (be careful of getting blown up by mids if you roll in an opponent's face while not at significant advantage)
- Use "JAK~cancels" (3PP(P)2/8, 66PP(P)2/8, 4PP(P)2/8, BT2PPP(P)2/8, etc.) to keep the opponent guessing, when mixed with the chargeable guard breaks (GB)
- Most execution practise will be for the JAK~cancels/transitions
DIEGO:
- i10/i12/i13
- Poke with PP~/PPPP/PPP(P), 2P, 6PP~, or 1K (good frame advantage low) in close range
- Diego's GB's are ridiculous. Abuse: 4PP, PPPP, KK, or 236P (1PP & 66P are - GB's)
- Anytime you have the opponent on the defensive, sneak in Diego's throws. They all can deal devastating wall damage
- Needless to say, Diego is very dangerous when he has his opponent with their back to a wall
- 1PP is your go to tracking, hi-crushing, low poke
Wow, this sounds really useful. Thanks a lot, bro.
You're welcome! Thanks for watching!
Thanks this makes me wanna checkout Bayman and Helena
You're welcome! Check out the quick tips guide series for a small overview :-)! th-cam.com/video/rGjdQsWjkls/w-d-xo.html Good luck!
(#4.)
MARIE ROSE:
- i10/i12/i14
- Poke with PPP~/PP6P~, or 6P4 in close range
- Sneak in 66T (a silent Offensive Hold!) whenever you can
- You can do "empty" rolls with 3P+K to bait the opponent to occasionally get hit by 3P+K~K (The opponent will also duck in anticipation of 3P+K~T also if conditioned)
- You can perform a move that leaves you BT'ed such 2P+K, or 6K4, etc., do Marie Rose's non-chalant walking then try to snag them with the BT'ed OH if they run at you! (Note this is a gimmick haha)
- If you fancy the Expert Holds, all six of them require their own combos that can generally lead into a bound setup
- BT~OH into the 6PP, 4P limbo stun is very good
MILA:
- i10/i12/i14
- Poke in close range with PP~, P6P~, P6PK, PP6K/PP6K~Tackle Feint, PP2K 6P, 6PK, or 2P
- Poke at mid range with 4H+K, 4K or 3K (4K & 3K have tackle feint cancels)
- Get-in with 66K or 66P
- Whiff punish with 66K, 66P, 3H+K or 6P+K
- If you can get down the timing of the mount strikes to a "Just Frame", you can guarantee their follow-ups (it's ok to use the mount throw as an alternative since there's less opportunity for it to get broken)
- 7PPH is a decent tracking move to set up tackle feint mix-ups
- 1H+K~H can be use to create space and set up tackle feint shenanigans
MOMIJI:
- i10/i12/i12
- Poke with PP~/PP6K/PP4PP, PK 6P/6PK, 2P, or 6K~/6KP~ in close range
- Poke with 66P, 44K, H+K, 1P~, 2H+K (tip range safe) or 3KP from mid range
- Whiff punish with 66PP
- Try to avoid relying on the Amakake "Double Jump" stance, it can be a crutch easily against opponents with good defense
- If you're feeling gutsy, you can try to hit the Amakake~[P+K] super hit throw from long range if the opponent like to whiff alot (otherwise, it's guaranteed after 1T or the Low Kick Hold). On a full charge, you'll be at a fair amount of advantage on block too
- Momiji's movement is outstanding so make sure to abuse it
NiCO:
- i9/i11/i13
- Poke with PP~/PPP~/PPP[P]/PPP[P+K], PP2K, PP6P, 6PP~/6PPP~/6PPK/6PPP[P] or PPKK/PPK2K in close range
- Hi crush with 1P, 4H+K2K, 2H+K, 1K or 3H+KK
- Get-in with 66P, 6KK~ or 236P/236[P]
- Can poke from mid range 3KK/3K2K, 4K/4PK
- 66H+K is a sneaky jumping low
- Try to sneak in the 236T throw when you can: perform 236T~T, 6PPP, 6PPPP for decent damage + knockback or use 236T~2T if the throw connects on hi-counter
NYOTENGU:
- i10/i15/i15
- Poke with P+K, 6PP~/6PPP, 2PP or PP~ in close range
- Hi-crush with 2PP, 2H+K~, 3P or 8K
- Low-crush with 7K
- From mid range poke with 3K~/3KK, 3P+K~, 66K, or PP~
- Use P+K & 7K as interrupts (particularly good against opponents that abare from disadvantage)
- Use 7K along with 7P to control space
- Any time you have the advantage and the opponent is defensive during neutral, sneak in the 9P~T flying throw (use 9P~K instead if they expect the throw or 9P~2T if they crouch)
- 41236T is a really good launcher throw that can hit ceilings
- Nyotengu has a ground throw with 2T (along with Air Throws)
PHASE 4:
- i9/i11/i12
- Poke with PP~/PP2K, 6P, 2P or 1K in close range
- If you score a CH stun, follow-up with 4K/4K~P+K for a decent launcher combo or follow-up with 3P~P+K for a chifu teleport mix-up
- Use 66K~P+K, 66P/66PP~P+K to get-in from mid range, and use 3P+K~P or 9P~P+K from a little further out
- Poke with 3K, H+K or 6P from mid range
- 1PP~P+K is a great tracking low poke
- Take note that only 66K & 66PP can teleport on block
- 236T is great (you can perform 236T, 4P, 4K~P+K, Chifu~K~P+K, Air~T for simple damage)
Thx for the slide show, now I will know who to play with when I start playing 👍👍
You're welcome! (Who do you like? 😉)
@@ForceofNature99 rig
ah hyabusa, I remember playing DoA2 and spending HOURS to perfect that inconic throw dive thing.
The Izuna drop is great.
(#2.)
ELIOT:
- i9/i14/i15
- Poke with 7P, P4P, PP4:6P in close range to stifle the opponent
- For mid options, 6PP4:6P and 3K are good go-to's
- For tracking use 4K
- From mid range poke with 2H+K~, and get-in with 66PP~ (or 236K if you're feeling frisky...)
- Using 4:6P +2 guard break (GB) enders are a good way to gain frame advantage to try to sneak in 236T launcher throws
- For execution you'll mainly have to practise the 4:6P enders and iFC3P re-floats
- After parries, 9K/9KK should be able to follow-up
HAYATE:
- i10/i12/i14
- Poke with 6P~, PP~/PP2K/PP6PK, 2P or 3K in close range
- Poke with 3K or 66P~ in mid range
- At long range either advance with 66P, or 214P~ or play keepout with 1P+K Wind Dash (WD) shenanigans
- You can low crush launch with 8K and 9K/9KKK
- 4P and 33P are good high crushes along with P+K
- Hayate has a "death fist" with 236P
- Get-in with mid range with 236K for frame advantage
- Your goal in close range is either to stun-launch the opponent, blast the opponent into the environment or to hit the 41236T launcher throw
- When in doubt, 7K... (There's one from BackTurned too...)
HELENA DOUGLAS:
- i11/i12/i14
- Poke with PKKK/PP2K, 6PP~, KKK, or 3KKK in close range
- Poke with Bokuho (BKO)~6P~/6PP, BKO~PP2K, BKO~6K~, or BKO~2K2 from Bokuho stance in close range
- From mid range poke with 3KK, 4PPK~, or 66KP~
- You can enter BKO with BKO~22P4P, which can intercept the opponent pretty well dependent on usage
- 1PP~/1PPK is your go-to hi crushing low poke
- While in BT'ed stance, BT~T is a good reset throw along with 214T (follow-up with the i12 elbows: either 6PP~ or BKO~6PP~)
- Anytime you have the opponent on the defensive while Helena is in BKO sneak in the BKO~T (or BKO~2K2)
HITOMI:
- i10/i12/i14
- Poke with PP~ strings in close range (PP2K~, PP6KK~, PP6P~ for L/M/H mix-up options)
- Of course PP~, 6T is an option for pressure and opening up defensive opponents
- Low poke with 2H+K, 2P, or 1K~
- Mid poke with 3K~ from mid range along with 6H+K
- 4PP~ is a good tracking mid poke (4PP(P) & 4PPK are good enders)
- Whiff punish with 236P or 46P "Death Fists"
- 4P+K is powerful back-step +GB and potential whiff punisher on high recovery whiffs
- 236K can be used as a get-in move along with 66K~/66K2K
HONOKA:
- i9/i11/i13
- Poke with PPPK, PP~, or PP2K in close range
- As always, PP~, 6T is an option (The more hugs the better!)
- 3H+K is a good low crush attack
- Counter-hitting with Honoka is very good and gets her complex stun game going
- Most stance moves can't be transitioned into on block and leave you unsafe
- Well, except, 4K~ of course, that move is amazing
- You can low poke with 1P (which doubles as a low tracking move) or 1K~ occasionally
- For execution you'll mainly be practising 2P+K4:6P along with getting used to how Honoka's stance transitions flow including entering Hissatsu-No-Kamae (HnK) "fire hand" stance
JANN LEE:
- i10/i11/i13
- Poke with PP4P~, PP6P~Dragon Stance (DS), PP2K~, PPP2K or 6P~ in close range
- While in mid range poke with 3K4K~/K4K~ or pressure the opponent in the neutral game with 66K
- Once you have the opponent respecting Jann's mids, you can sneak in the 236K unblockable Dragon Kick (good on the opponent's wake-up too)
- When you're ready to get your offense started, sneak in 66T against a defensive opponent (dash-up 6H+K~DS is a solid follow-up)
- 3P+K is a decent hi-crushing knockback strike
- 33(P) is a powerful, chargeable launcher that leaves Jann backturned
- 6T is nasty at a wall. Input P+K during the "COMBO THROW" and follow-up with the Dragon Stance follow-up of your choice: DS~K, DS~P, DS~P+K, or DS~2KK is great at a wall!
Honestly, My Top 3 characters are Hayabusa, Hayate, and Hitomi; all of these characters have really good mobility, they feel loose, but still have good damage and range, especially Hayate and Hayabusa. Honorable mentions; Rachel, Jann Lee, and Tina having a combat style I'm comfortable with, allowing me to stun enemies so I can get those combos in.
For me it's always been Helena and Leifang - whenever I've played, they've been my go to.
Really cool characters! 👍
I always pick Ayane as my main fighter. She was my first character I pick since I got to play Dead or alive 3 for the first time
Ayane is lovely. 👍
@@ForceofNature99 I wonder if Ayane is formerly a ballerina lol😂
I'm a NiCO player turned back into Momiji once she was released. I'm focused a lot more on Momiji nowadays (haven't touched NiCO in a very long time). This guide can help me out in many different ways, it's helpful and very informative
Ah, I see! Momiji is a lot of fun. You're welcome! Thanks for watching!
(#3.)
KASUMI:
- i9/i11/i12
- Poke with PP6PK, PP2K, 6PK, 6P2K, PPPK~ (or other variations...) in close range
- Use 1K as your frame advantage low in close range
- Free cancel your strings to try and sneak in 236T launcher throws
- Poke with 3K & 4P in mid range
- Fish for stuns with PKK~, 6P, 3P or 4P
- Get-in with 66P~, 66K~ or 3P+K~P
- Use 33K as a go-to launcher
- Crush lows with 9K~
KOKORO:
- i10/i12/i13
- Poke with 6PP~/6P6P, PPT, 2KT or 9P in close range
- Try to sneak in the 236T heichu reset throw to continue pressure
- Prioritize HEI~P+K & HEI~2P (though HEI~P & HEI~K are still good)
- 6KP is a decent move to toss out around close range to start a stun or during stun
- If the you catch the opponent counter-holding, hit them with 214T~4T~214T for a dangerous reset or 214T~4T~64T for the hi counter damage
- To help out with defense, Kokoro has a couple sabakis of her own including 9P~ (which can lead into a string) and 44P.
- You can "induce" some whiffs with 1P+K, along with being a dangerous guard break (GB) when blocked
KULA DIAMOND:
- i9/i11/i13
- Poke with PP~ strings including PPPKK & PPPK2K in close
- Poke with 6P, 6P2K, 6PP/6PP214KK/6PP214K2K, and 6PK also around close range
- At mid to long range, try to bait the opponent to get hit by the 236P Diamond Breath move by spacing it to hit around tip range or mixing it with special cancels off of 6PP~, 9K6P~, or PP6P~
- From around mid range, use 9P~P jump-ins for +1 frame advantage (if the opponent likes to sidestep, use 9P~K)
- Use 6H+K as a meaty attack on the opponents wake-up or similar situations when you have advantage
- If the opponent locks up on defense, sneak in the Running~T throw
LA MARIPOSA:
- i11/i13/i16
- Poke with PP4, PK, 6PK4, 2KK4, or 6K in close range
- 3K4 is a great poke in general along with 7K6~ (which has a few follow-ups)
- Carrera (CAR)~K or 66K is your go to pressure move into Carrera on hit or on an opponent's block
- Any time you think the opponent will do a slow move or will attack from disadvantage (abare), smack them with 4H+K
- 1PK and 1K~ are good hi-crushing, tracking pokes
- Lisa's jumping offensive holds (OH) are great such as 8T, BT~8T CAR~T, (or the sneaky BT~6T booty splat!)
- BT~4P+K (The Booty!) is your go-to poke from BT (it's unholdable but counts as both a Mid P & Mid K)
- BT~4P (used in the final sample combo), is a great, fast, hi-crushing Mid P launcher from BT. It's your go-to launcher from BT
- Like most grapplers, 66T is a great standard OH to sneak in on the opponent
LEIFANG:
- i10/i12/i15
- Poke with PP6P~Unshu/PP6PP, PP2K, 6P~Unshu/6PP
- Sneak in 66T whenever you can, along with mixing it with 66P
- Any time you suspect that the opponent will retaliate with a high attack, make them think twice with your 46P, 3P+K or 1P+K "Shoulders"
- Poke with 7PP~strings (including 7PP2K) around mid range
- 2H+K is a very good low sweep
- After a neutral T reset throw, 3K becomes a frame trap
- Make opponents despise the Expert Mid Kick hold (follow-up with a 3P, 66K launch)
MAI SHIRANUI:
- i9/i11/i13
- Poke with PPP~/PPP2K and PP2K
- Poke with 6PK~/6PP~ also in close range
- Poke with 3K & 6K from mid range
- 66PK can be a bit awkward to punish
- Try to hit 66K around tip range to reduce the recovery frames
- If you want to slam the opponent into a wall with a throw, launch with 66T (then do something like 4P, 6PP236K), otherwise throw the opponent with 236T for solid damage
- Create space with 7P if you need a breather
- P+K is a solid whiff punisher for a stun (as is 4P if you're in range)
Hitomi is middle character in everything: speed, power, throws... All. It s create a very interesting situation, when she give you feel that she so powerful and fast, and... Perfect character, imbalance.... But it s HUGE mistake, cause she so depend on your technical skill. But you start feel it just against strong opponents. Against beginners - perfect character, who give you feel of amazing defense, and amazing opportunities. But this thin line makes her amazing character, if you love Hardcore Mind Game, cause she don t have some so strong sides before other characters: leifang - painful throws; Kasumi - Amazing Speed; Bass - crazy power. Brad Wong - Tricky techniques For opponents...
Hitomi...Yeah She has Good technique and good power, and speed, but others has something perfect ) if you want Skilled Hitomi - you will be SUFFER and Study again and again and that process never ends. Hitomi means pupil from japanese. And her name describes Her Perfectly. But if you love her, and learn her techniques so good... She Give You REAL POWER over your opponents.
I Love DOA because of this Amazing Balance in characters ( besides everything else).
Hitomi Mainer and Fan. My favourite character from all fighting games. Thanks for DOA content.
👍
I'm a Momiji main who dabbled in Helena until Momiji made her return to doa6. But I've been messing around with Hitomi a bit and recently decided to try my hand at Rachel. But lemme tell you why I love Momiji so much, firstly she's beautiful 😍 secondly Her 1P is my favorite out of every character, thirdly her tracking moves are plentiful- its so awesome catching ppl who try to SSA after her 3K, fourthly her keep out and whiff punishes are pretty damn good- I like keeping ppl in check with her 5H+K and speaking of H+K her 6H+K guard breaks(but its not that great against mashy fast characters) lastly I love her air stuff(bad against high level players though) the only things I dont like about her is her damage isn't that great and she doesn't have very good throws. Which you also listed as negatives. The watered down hayabusa moves aren't too bad either.. I could go on but this is a bit long for a comment. Sorry for that. Great list though 👌 very accurate and informative
No problem. Momiji is very fun and easy on the eyes haha. Momiji rewards patience in the neutral and picking your spots to go on the offensive. Good luck, and thanks for watching!
I'm sticking with Kasumi.
Best girl
Im a simple person, I see something unorthodox im picking it, as such I choose ryu hyabusa to main
Haha, nice choice!
I play Ayane.
I struggle because i want to be hype and swag, but playing lame and safe is my natural way.
To be fair, everything Ayane does is swag. Ayane making "playing lame" look swag. So, much, spinning haha.
I love what I heard about Momiji. If I ever get around to playing this game, I’d be trying her and Diego
I think Kasumi and hitomi are a ton of fun same with Mai. Hitomi is probably my best other than Kasumi though.
I started with DOA2 way back and was always a Helena player. I played only her so much that DOA3 bored me quickly and I gave up the series.
Well I just came back recently and I am still a Helena fan...but seemed to have added 6 more to my list.
Mai and Kula were definites for me being a huge 2d fighter and KOF fan. Heck, I have been using Mai since Fatal Fury 2 came out.
But the other 4 came out of nowhere for me.
First came Kokoro. I just saw how mobile she could be and how fluid she was while fighting. Plus she has the most memorable pre-fight line: Behold my Ba Ji Dance. I feel her weaknesses pretty hard, but I love playing her.
Then next was Tamaki. I don't know why I tried her other than I paid for her. She is probably my weakest character because of her throw gives little distance and she isn't as mobile as someone like Kokoro. So I struggle getting distance with her.
Next was the big one for me. See.....I love Rose from Street Fighter. Rose is my favorite character of all time....but this next one is getting dangerously close to the level Rose has hit with me. I absolutely love in every way: Momiji. Every bit of her style and combos just click with me. I feel more comfortable using her than even Helena that I have been using for years.
Finally, just cause I wanted to try...the last one of my list is Nico. She feels like she is in the middle of Momiji and and Kokoro...so there is a balance of what is good of both. But she doesn't specialize on one thing compared to those two, so I am weaker with her.
I would love to try Brad Wong for fun, because he frustrates me when fighting against him...but I just can't. If this was a 2d Street Fighter style look to it...I wouldn't mind. But games like this or Tekken where it looks and feels a little more real...I just can't be the guy beating on a woman.
Well, I like Honoka. I started playing DOA in the 6th series, and I just try various character. First, I try Kasumi, and then Jann Lee, after that, Kokoro and Ayane. Lastly, I try Honoka. At first I thought her move is really complex, but her complexity makes it simple. I have variety of combos in many position, whether the enemy is far, or near or mid-to-close range, she has all the combo. 😊
🙂
Will you be doing Virtua Fighter 5 video anytime soon? I'm digging the channel and the love you're showing the 3d fighter genre!
Ah, not likely unfortunately. There hasn't been new VF5FS content in ages (though there was a VF teaser last September). I'm not as familiar with VF as I am with DOA & SC, though VF only has about 19 characters haha. You know what, it's a possibility actually.
@@ForceofNature99 I remember reading an article saying we're getting VF news in April or May I believe. Not a bad idea to grow a VF audience for yourself just in case.
Rachel or Mai Shiranui, no matter their moves or skill set. I just think these two are the hottest. That said I do genuinely like DOA as a fighter too. I just mainly use these two for the other reason.
👍
Great videi
Thank you.
When you explain Honoka hou said "salad", what does that mean?
"Salad" means that they possess a mish-mash of moves from other characters. I.e. Salad = Move Thief. Raidou is also a Move Thief "Salad".
4:06 Finally someone says it. That Paul's distant cousin right there.
Haha, a fan of deathfists? 👍
Lol yup
Great video.
Thanks.
I decided to stay with Momiji
I play rachel and when i tell u she is a STRUGGLE only with her slowness other than that she is solid and could possibly be in top 10
Rachel is very dangerous, though she forces you to be very patient on defense like most heavyweights. Once she gets her offense started, she can control the pace for the rest of the match.
I have only tried DOA5 Ultimate and Last Round and DOA6 thus far, so can't really tell anything about the other games of the series. In the two "fives", I find Rachel to be the best. I have tested all 36 characters in championships (a round-robin group of 12 fighters for 1st division, two round-robin groups of 12 fighters each for 2nd division) and cups (20 fighters from the 2nd division in the 1st round, the winners qualified for the 2nd round where the other 4 fighters of 2nd division and 6 from the 1st waited and then the 2nd round winners qualified for the round of 16 where the other 6 fighters of 1st division waited) and saw Rachel alone win more 1st division titles than all the rest together, while being approximately on par with Tina at cups won. A fighter that has pulled lots of upsets in the cups but so far never won the title is Hitomi. In DOA6, the competition format has to be somewhat unbalanced because of the odd total number of fighters (31), however this is not the reason why Rachel does not win as much and Tina takes the lead both in championships and cups. The reason is they apparently nerfed Rachel. The format I use for DOA6 is one round-robin group of 10 fighters for 1st division and three round-robin groups of 7 fighters each for 2nd division. In the cup, 18 fighters of 2nd division compete in the 1st round. The winners qualify for round 2 where they meet the other 3 fighters of 2nd division, so the entire 1st division enters the fray in the phase of 16. If DOA7 is ever released, I hope it will have a convenient number of fighters, although there is another thing to be resolved as well: com vs com fights should produce results, instead of indefinitely going on. Or at least provide both these options to choose from.
Hmmm...I ve been trying other chars but I couldnt stay away from Nyotengu. Tina was growing shrooms since 10/2014. X.x
Haha, Tina is like crack in DOA6. Real talk though, Nyotengu is really good in DOA6. Such a huge boon from how she was in DOA5LR.
@@ForceofNature99 I cant do 66k, 3k, P+K, 66P, My choice of (8k or H+K), 8K to 8PPP or H+K Hiten No Mai PP, PPP as one of my favorite combos from 5lr but didnt translate well in doa 6. Thanks to Mk3 Liu Kang as an inspiration. Now I m trying to implement Ralf Jones type combos in doa 6. Galactica Phantom= 4P+K.
Raidou all day. Though Honoka is also a lot of fun.
I see that we have a fan of Salad! ;-)
I prefer DOA3 Hayabusa. DOA4 Hayabusa pissed me off 🤬 DOA5 LR I think I just got used to him again. But coming from DOA2, DOA3, DOA2U/UE my muscle memory got all jacked up from DOA4 and DOA5. He was far more fluid in DOA3. I personally don't like the teleport gimmick b/c they stopped his movements from certain combo strings basically forcing you to teleport. The flip throw from DOA2/3 was better imo. The Izuna dropped took me 3hrs to learn back in middle school b/c on Dreamcast I only had the Demo Disc. I never looked at Hayabusa as an advanced character. I'd say he's intermediate except for that 1 throw which once you figure out how to do it, you'll be kicking yourself at how not precise it really is. I have yet to play DOA6 but I can tell that you still can't dance with him the way he was able to on DOA2/3
DOA2/3: fluid
DOA4/5/6: stiff
I’m a Hitomi main, but I’m wondering if I should use different characters to improve my skills as Hitomi?
Nope. Hitomi's the character that is used to improve your fundamentals with other characters actually!
@@ForceofNature99 so I should just play as Hitomi to improve my skills as her? Thank you for responding to my question, it is very much appreciated.
@@jakethehyena.anotheraccoun442 You're welcome. Yes.
1:18 it's a command grab?
Those are parries.
Nyotengu and Momiji Enough said
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i am brad wong main❤
Shrine maiden for me
Good choice!
Mine's Christie
Great choice! 👍
@@ForceofNature99 ye, pretty much she's my type of girl🧐👌🏼
I'm very comfortable with Honoka and marie Rose
Which would be your main? ;-)
Honoka lol
Could you do this for doa 5 last round would be extremely useful
Ah, that would be a huge undertaking considering that DOA5LR has 36 characters in it. I unfortunately am not sure if that type of project would be worth it at this stage in time. However, if there's enough interest, I may consider some DOA5LR content in the future (checked out my DOA5LR character guides?).
@@ForceofNature99 yes sir I’ve seen your phase4, Christie and ein. I feel like D.O.A last round needs one cause it’s way better than 6 in my opinion. Also I think it would be awesome for a break down of all characters.
I really wanna get into doa but I don't have any sparring partners I wanna play Mila and Rachel.
Well, you could always look me up on Steam or Xbox (with this same username) and I'd be happy to play DOA with you sometimes.
Also anyone else who'd like to look me up is more than welcome to.
@@niteguardian7 I'm down what days do u play?
Does Helena still have her force tech blender in this like in DOA5 Vanilla?
Not quite, but her reset game is still strong.
@@ForceofNature99 Has the force tech been completely removed then?
nyotengu has the exact same move set as tengu from doa 3?
It's similar. Same fighting style.
Great video. I didn't know Zack had such a fun projectile lmao
Also, would you mind sharing the music used in the video? Thanks!
Oh, the songs used in the video are: Heteromorphy, Constraint, Einhell Small Fortress, and Betting The Fate of World by Falcom Team JDK.
Which is best beginning waifu?
Hitomi 😉 OSU!
I love so many of these characters I will say Ayane has the more beautiful fighting style, then Helena, I also like Hitomi for how cool and effective she is, also she hits hard, Brad is awesome, and Phase 4 along with Kasumi have those teleports that made them so powerful, Momiji is just top waifu but damn her style is awesome, she has the faster launcher on the game as far as I remember and it is safe, Marie Rose for some reason is soo cool when you can anticipate others moves.
Tina is awesome as well a really interesting grappler I am kind of good with the ninjas I like Brad the most along with Mila which is so cool to play with, Nyotengu is so strong as well and fun to play, I love this game really I enjoy also Hitomi for how cool her Karate is so well executed along with Nico I would say that Brad and Ayane are my fav, but I really like to play Hitomi, Helena and Phase 4.
Nice choices! But you can't go wrong with Ayane! 😏
So who are the best characters?
To Learn the game with?: Hitomi, Jann Lee, Tina, Hayate, Momiji, Mila, Kokoro, Rachel, NiCO or Diego
To Play?: Ayane, Kasumi, Christie, Hayabusa, Eliot, Rig, Helena, or Phase 4
To Win with?: Tina, Kasumi, NiCO, Christie, Rig
🤣🤣🤣 I hate you I hate you 🤣🤣🤣🤣 I miss that in a way 🤣🤣🤣 I should see if my cousin would like to play again now
Marie, Honoka, Ayane & Zack have the best taunts haha. Also, use Marie's "You're Enormous!" taunt against Bass! ;-)
@@ForceofNature99 yeah my main one is ayane 💘
Honoka /Ayane
Marie 4ever💓
😏
is kasumi easy or medium or expert
Kasumi is easy.
Where Nico?
Err... She's @ 9:28. Timestamps in the Info. section.
15:00 wtf
Yes, it's a thing!
Wow well i guess i understand Marie Rose watching this ur videos are really helpful i mean My Eliot and Kokoro really nenifited from this now i can Have another pair Like Eliot and Kokoro but It"s Honoka and Marie besides they both look great together. Yeah always gotta count on u for these helpful videos 😊😊👍👍👍
No problem, thanks for watching!
Helena
Hitomi
All day...
Great choices! Both are fun characters.
@@ForceofNature99 I just wish Ein was back oh yeah Jann Lee is fun too.
@@kejaris949 Ein :'(.
Do I have to pay
To play? Yes, though you don't have to because you can play for free through the Free-2-Play DOA6 Core Fighters version. A nice little advantage over other fully priced Fighting Games!
@@ForceofNature99 no I mean the characters
For me only Kula^^
A fan of loli-pop lolis? ;-)
@@ForceofNature99 No, just like her) I'm neutral to Marie e t. c.
Lisa! Lissa!😂 For me!
😉
🌷TINA🌷
TINA!
#JannLeeSquad
WATAHH!
Dead or Alive 3 Jann Lee - HOOOAHHHH!!!! WOOOOOO!!!!
Mai 😍 😍
bruh
last time ima tell
her name ain't momoji
301 views!?
306 now haha.
@@ForceofNature99 Lol. Remember when TH-cam would get stuck at 301 now? Those were the days duuude
@@elite943able Haha, I know what you mean. Some videos would have 301 views and like, 400 likes haha.
Where is Marie Rose and kasumi
Around the middle of the video?
I can use all characters but have a main8 Tina Lisa Christie Big Bird Rachel Nico Diego Halina
I honestly don’t think honoka is very hard i mean shes the second Character i learned
Such disrespectful to M. Rose. Yes she's not as good as she was in 5U/5LR. But still should mention her roll options for closing the gap....the side-step options(when timed right).
i will be that guy but dude this game is totally a copy of tekken seeing those characters lol
Negative, they might have stole a tiny bit of the bound mechanics but thats where the similarities end
@@MrAnnoyingYouBadly lol
DOA is actually based off of VF. Nothing from DOA is "copied" from Tekken. Could argue that Tekken copied "walled stages" from DOA2 (or VF3) if we want to get silly. DOA's bound system is influenced by VF5 also.
@@ForceofNature99 dude i literally see lei, bruce, leo, law, xiaoyu, asuka, marduk and hwoarang in this video.
i don't even know how to play doa, this just happened to be on my recommendation, maybe it's the best game ever, i don't know, but it's quite easy to see they copied, you really can't say the contrary.
@@Repetz94 Lei is Jackie Chan, Law is Bruce Lee, Xiaoyu doesn't own the Pi Gua Quan fighting style, Tamaki is based off of Aikido which is similar to Aoi Umenokoji from VF, not Tekken (Asuka was added in Tekken 5, way after Aoi). There's no one like Marduk, Hwoarang doesn't own Taekwondo. DOA hasn't copied anyone from Tekken. I could say that Tekken copied Eliot with Leo, or copied Zack with Bruce (who's been in since DOA1) for instance but I won't go there. DOA & Tekken are both martial arts based fighting games, they will both have similar fighting style cross over. Is Tekken the only fighting game you know?
(#.3)
KASUMI:
- i9/i11/i12
- Poke with PP6PK, PP2K, 6PK, 6P2K, PPPK~ (or other variations...) in close range
- Use 1K as your frame advantage low in close range
- Free cancel your strings to try and sneak in 236T launcher throws
- Poke with 3K & 4P in mid range
- Fish for stuns with PKK~, 6P, 3P or 4P
- Get-in with 66P~, 66K~ or 3P+K~P
- Use 33K as a go-to launcher
- Crush lows with 9K~
KOKORO:
- i10/i12/i13
- Poke with 6PP~/6P6P, PPT, 2KT or 9P in close range
- Try to sneak in the 236T heichu reset throw to continue pressure
- Prioritize HEI~P+K & HEI~2P (though HEI~P & HEI~K are still good)
- 6KP is a decent move to toss out around close range to start a stun or during stun
- If the you catch the opponent counter-holding, hit them with 214T~4T~214T for a dangerous reset or 214T~4T~64T for the hi counter damage
- To help out with defense, Kokoro has a couple sabakis of her own including 9P~ (which can lead into a string) and 44P.
- You can "induce" some whiffs with 1P+K, along with being a dangerous guard break (GB) when blocked
KULA DIAMOND:
- i9/i11/i13
- Poke with PP~ strings including PPPKK & PPPK2K in close
- Poke with 6P, 6P2K, 6PP/6PP214KK/6PP214K2K, and 6PK also around close range
- At mid to long range, try to bait the opponent to get hit by the 236P Diamond Breath move by spacing it to hit around tip range or mixing it with special cancels off of 6PP~, 9K6P~, or PP6P~
- From around mid range, use 9P~P jump-ins for +1 frame advantage (if the opponent likes to sidestep, use 9P~K)
- Use 6H+K as a meaty attack on the opponents wake-up or similar situations when you have advantage
- If the opponent locks up on defense, sneak in the Running~T throw
LA MARIPOSA:
- i11/i13/i16
- Poke with PP4, PK, 6PK4, 2KK4, or 6K in close range
- 3K4 is a great poke in general along with 7K6~ (which has a few follow-ups)
- Carrera (CAR)~K or 66K is your go to pressure move into Carrera on hit or on an opponent's block
- Any time you think the opponent will do a slow move or will attack from disadvantage (abare), smack them with 4H+K
- 1PK and 1K~ are good hi-crushing, tracking pokes
- Lisa's jumping offensive holds (OH) are great such as 8T, BT~8T CAR~T, (or the sneaky BT~6T booty splat!)
- BT~4P+K (The Booty!) is your go-to poke from BT (it's unholdable but counts as both a Mid P & Mid K)
- BT~4P (used in the final sample combo), is a great, fast, hi-crushing Mid P launcher from BT. It's your go-to launcher from BT
- Like most grapplers, 66T is a great standard OH to sneak in on the opponent
LEIFANG:
- i10/i12/i15
- Poke with PP6P~Unshu/PP6PP, PP2K, 6P~Unshu/6PP
- Sneak in 66T whenever you can, along with mixing it with 66P
- Any time you suspect that the opponent will retaliate with a high attack, make them think twice with your 46P, 3P+K or 1P+K "Shoulders"
- Poke with 7PP~strings (including 7PP2K) around mid range
- 2H+K is a very good low sweep
- After a neutral T reset throw, 3K becomes a frame trap
- Make opponents despise the Expert Mid Kick hold (follow-up with a 3P, 66K launch)
MAI SHIRANUI:
- i9/i11/i13
- Poke with PPP~/PPP2K and PP2K
- Poke with 6PK~/6PP~ also in close range
- Poke with 3K & 6K from mid range
- 66PK can be a bit awkward to punish
- Try to hit 66K around tip range to reduce the recovery frames
- If you want to slam the opponent into a wall with a throw, launch with 66T (then do something like 4P, 6PP236K), otherwise throw the opponent with 236T for solid damage
- Create space with 7P if you need a breather
- P+K is a solid whiff punisher for a stun (as is 4P if you're in range)