DOA6 Gameplay Thread

crapoZK

Well-Known Member
Standard Donor
So.... There wasn't much to dissect LMAOOOO

Just know:
  • Tina and Bass have new grabs
  • Mila has a new stance after 3P, and maybe even from her PP strings.
Not much to advertise what's new, the trailer was more or less just showing us "Hey! Tina's back. Remember to pre-order."
 

GarryJaune

Well-Known Member
So.... There wasn't much to dissect LMAOOOO

Just know:
  • Tina and Bass have new grabs
  • Mila has a new stance after 3P, and maybe even from her PP strings.
Not much to advertise what's new, the trailer was more or less just showing us "Hey! Tina's back. Remember to pre-order."
lol yeah
and Mila's new move basically copied from tekken's paul's 3LP4 LK,almost same in everything.
 

crapoZK

Well-Known Member
Standard Donor
lol yeah
and Mila's new move basically copied from tekken's paul's 3LP4 LK,almost same in everything.
pretty much, except Paul's df1b,4 will still be better than Mila's because we know hers will not stun on counter hit for guaranteeds xD
 

GarryJaune

Well-Known Member
It's not video footage, but here are DrDogg's impressions of the current build:

https://www.primagames.com/games/de.../dead-or-alive-6-gameplay-tgs-build-breakdown

Kinda reads like he's taking some cheap shots at the community lol

Oh… and here are movelists in English:

https://www.primagames.com/games/dead-or-alive-6/tips/dead-or-alive-6-movelists

I guess all of that stuff is from the press event in SF.
wow my opinion to DOA6 is pretty familiar to this guy ,even examples are same lol
 

Raansu

Well-Known Member

human013

Well-Known Member
I don't know who DrDogg is but if he hates DOA then I'll just wait for the people here to dissect the whatever information we get.

So they added which attacks lead into back turn and which attacks leads into stances. The back turn info is definitely useful since it was a hassle trying to find a move that made you back turn in 5.
 

just_me

Well-Known Member
Standard Donor
I don't know who DrDogg is but if he hates DOA then I'll just wait for the people here to dissect the whatever information we get.

I guess “hates DoA” is a bit strong… from what I can tell he just wants the game to play like a fantasy version of Tekken he has in his head. It's the usual “moar guaranteed Dmg”, “more frame advantage” schtick…

He's still waaay more informed than the average guy writing for a game publication on DoA… so I think his perspective is at the very least interesting (and he's largely in favor of the changes made so far…)

I did find the conclusion amusing that he thinks DoA6 will play fairly different from previous DoA games, even though most of the changes are more or less a return to the pre DoA4 era… but he was told back in the day that DoA3 plays dramatically different from 4, he was like “Nope, don't see a difference”.

Anyway… I did look over Ayane's movelist and it looks like she has her BT spin stuff back and a few new delay string enders (I guess it will usually be the same move with improved properties)
BT 66P+K and 8KH should be new I think… don't know what those could be. I don't think she lost anything either.

I hope they add the height indicators for the movelists back. Was a pretty neat way to present this information in a compact format, though maybe a bit too subtle… but certainly better than nothing at all XD

edit: Leifang's 64P4 is back… did they change the first hit of her FR?

Also… looks like they reduced the BB damage from 80 to 50. This pretty much means that a BB Cancel into some sort of Juggle will be the preferred option against a meterless opponent basically all the time… so no face punching at high level XD
 
Last edited:

deathofaninja

Well-Known Member
Premium Donor
News Team

I didn't read into it like he was taking cheap shots at all. What did you see? Anyway, he's pretty blunt, and he's required to play a lot of different fighting games because he's paid to write guides so it seems like a pretty natural analysis.

I'm surprised he mentioned that you will not be able to Break Hold when in a sit-down stun. A month ago in the Twin Galaxies interview, Shimbori said it wouldn't be a problem. The only way it will not work is if your back is turned. I think the Break Hold is actually going to do a lot of good for fighters.
 

Raansu

Well-Known Member
I didn't read into it like he was taking cheap shots at all. What did you see? Anyway, he's pretty blunt, and he's required to play a lot of different fighting games because he's paid to write guides so it seems like a pretty natural analysis.

I'm surprised he mentioned that you will not be able to Break Hold when in a sit-down stun. A month ago in the Twin Galaxies interview, Shimbori said it wouldn't be a problem. The only way it will not work is if your back is turned. I think the Break Hold is actually going to do a lot of good for fighters.

Honestly I hope it stays that way. I get its supposed to be like this break out of everything type of hold since it uses meter. But I'm cool with very specific stuns stopping it.
 

crapoZK

Well-Known Member
Standard Donor
I damn hope you can't BH in SDS. I hope they make SOMETHING 100% guaranteed in regular crit stun besides danger zone triggers. However. Some characters would be so much stronger because of the reason they have easier ways to get that stun. For example: Bayman has P+K and Kasumi has 66KK, Helena has 214P+K/214P/6PP, Jann Lee has H+K. Ryu has 4H+K. You get the point. Meanwhile, Zack has his 4H+K which is slow as shit, or his 4K that only SDS on crouching counter state opponents, and Brad has 6K which is either too slow to hit or just straight up bounds instead.

The point is... People will get easier guaranteeds and we will just see B&B city. It makes sense to put the escape behind a meter so that there is difference in gameplay. TN really has their heads in-tune with the balance of this game imo. They know what they're doing with the mechanics.
 

Raansu

Well-Known Member
I damn hope you can't BH in SDS. I hope they make SOMETHING 100% guaranteed in regular crit stun besides danger zone triggers. However. Some characters would be so much stronger because of the reason they have easier ways to get that stun. For example: Bayman has P+K and Kasumi has 66KK, Helena has 214P+K/214P/6PP, Jann Lee has H+K. Ryu has 4H+K. You get the point. Meanwhile, Zack has his 4H+K which is slow as shit, or his 4K that only SDS on crouching counter state opponents, and Brad has 6K which is either too slow to hit or just straight up bounds instead.

The point is... People will get easier guaranteeds and we will just see B&B city. It makes sense to put the escape behind a meter so that there is difference in gameplay. TN really has their heads in-tune with the balance of this game imo. They know what they're doing with the mechanics.

They certainly seem to be putting more thought into it this time around.
 

VirtuaKazama

Well-Known Member
Standard Donor
News Team
So.... There wasn't much to dissect LMAOOOO

Just know:
  • Tina and Bass have new grabs
  • Mila has a new stance after 3P, and maybe even from her PP strings.
Not much to advertise what's new, the trailer was more or less just showing us "Hey! Tina's back. Remember to pre-order."
That new throw of hers is reminiscent of Jeffry's Splash Mountain from VF.
 

phoenix1985gr

Active Member
I damn hope you can't BH in SDS. I hope they make SOMETHING 100% guaranteed in regular crit stun besides danger zone triggers. However. Some characters would be so much stronger because of the reason they have easier ways to get that stun. For example: Bayman has P+K and Kasumi has 66KK, Helena has 214P+K/214P/6PP, Jann Lee has H+K. Ryu has 4H+K. You get the point. Meanwhile, Zack has his 4H+K which is slow as shit, or his 4K that only SDS on crouching counter state opponents, and Brad has 6K which is either too slow to hit or just straight up bounds instead.

The point is... People will get easier guaranteeds and we will just see B&B city. It makes sense to put the escape behind a meter so that there is difference in gameplay. TN really has their heads in-tune with the balance of this game imo. They know what they're doing with the mechanics.


I really hope Gen Fu especially will see some changes to his sitdown stuns
 

Truth

Member
After watching gameplay for the more recently build it seems that many of the combos you expect to land, don’t at all, and I’m pretty sure that didn’t happen in DOA5. A lot of combos seem to be unsafe and super punishable despite the opponent being stunned and airborne. So it makes me wonder if the characters are just not weighted properly or if they developers are trying to discourage juggling?
 

deathofaninja

Well-Known Member
Premium Donor
News Team
After watching gameplay for the more recently build it seems that many of the combos you expect to land, don’t at all, and I’m pretty sure that didn’t happen in DOA5. A lot of combos seem to be unsafe and super punishable despite the opponent being stunned and airborne. So it makes me wonder if the characters are just not weighted properly or if they developers are trying to discourage juggling?

I would read the latest Shimbori interview and demo experience by Matt.

http://www.freestepdodge.com/threads/improving-the-neutral-shimbori-talks-system-changes.8060/
 

d3v

Well-Known Member
One thing I've been wondering about since the game was announced - are you still able to attack without having to let go of block?
 
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
Top