DOA6 has implemented a load of new terms to the game that seemingly still manages to be confusing to a lot of players, especially newer ones. Here is the abbreviated terminology, with the full name, both old and new for DOA6.
P - Punch ()
K - Kick ()
H - Hold ()
T - Throw ()
S - Special ()
AP - Appeal
FR - Fatal Rush
FS - Fatal Stun
BB - Break Blow
BH - Break Hold
SDS - Sit Down Stun
FSDS - Fatal Sit Down Stun
BBC (BrBC)- Break Blow Cancel
OH - Offensive Hold
BT - Back-Turned
WC - When Crouching
WD - While Downed
SS - Sidestep
SSA - Sidestep Attack
KD - Knockdown
CH - Counter Hit
NH - Normal Hit
HiC - Hi-Counter
NC - Natural Combo
LMB - Limbo Stun
+ - Buttons pressed simultaneously ()
_ (Underscore) - Hold / Charge button (:[H]::[P]::[K]:)
[]
: (Colon) - Delay String ()
Directional Terminology:
(Best way for this is to look at a keyboard’s numpad)
1 - Down-Back ()
2 - Down ()
3 - Down-Forward ()
4 - Back ()
5 - Neutral
6 - Forward ()
7 - Up-Back ()
8 - Up ()
9 - Up-Forward ()
QCF - Quarter Circle Forward ()
QCB - Quarter Circle Backward ()
HCF - Half Circle Forward ()
HCB - Half Circle Backward ()
66 - Forward Dash ()
44 - Back Dash ()
33 - Crouch Dash/CD ()
Each number represents a direction of movement, and notations for attacks.
Here is a chart for common Fighting Game annotations. This theory can be applied to DOA.
I wanted to make this before the game comes out to ensure that nobody gets confused when it does. Hopefully everyone will be in the know sooner rather than later.
P - Punch ()
K - Kick ()
H - Hold ()
T - Throw ()
S - Special ()
AP - Appeal
FR - Fatal Rush
FS - Fatal Stun
BB - Break Blow
BH - Break Hold
SDS - Sit Down Stun
FSDS - Fatal Sit Down Stun
BBC (BrBC)- Break Blow Cancel
OH - Offensive Hold
BT - Back-Turned
WC - When Crouching
WD - While Downed
SS - Sidestep
SSA - Sidestep Attack
KD - Knockdown
CH - Counter Hit
NH - Normal Hit
HiC - Hi-Counter
NC - Natural Combo
LMB - Limbo Stun
+ - Buttons pressed simultaneously ()
_ (Underscore) - Hold / Charge button (:[H]::[P]::[K]:)
[]
: (Colon) - Delay String ()
Directional Terminology:
(Best way for this is to look at a keyboard’s numpad)
1 - Down-Back ()
2 - Down ()
3 - Down-Forward ()
4 - Back ()
5 - Neutral
6 - Forward ()
7 - Up-Back ()
8 - Up ()
9 - Up-Forward ()
QCF - Quarter Circle Forward ()
QCB - Quarter Circle Backward ()
HCF - Half Circle Forward ()
HCB - Half Circle Backward ()
66 - Forward Dash ()
44 - Back Dash ()
33 - Crouch Dash/CD ()
Each number represents a direction of movement, and notations for attacks.
Here is a chart for common Fighting Game annotations. This theory can be applied to DOA.
I wanted to make this before the game comes out to ensure that nobody gets confused when it does. Hopefully everyone will be in the know sooner rather than later.
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