DOA6 Gameplay Thread

crapoZK

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#1
As the road to the launch of DOA6 is still running, balance and gameplay changes, character reveals etc. are bound to be done and guaranteed to appear, even post launch. Recently, 1 out of the 2 new characters, Diego was announced. His fighting style appears to be street brawling and ruthless grappling. In game, his moves look like a cross between Goh Hinogami from Virtua Fighter and Miguel from Tekken. In essence, he's a hard hitter with decent pokes and always needs to find a way to get in the face of the opponent to excel.

He was available in the EVO build of DOA6 along with Rig for people to play and test his gameplan and explore more of his move list. SonicFox did an amazing job of showing the strength of the new character at the EVO Showdown showcase, along with many other players. The EVO build of DOA6 showed to be VERY different to the first E3 build that we saw, which previously sparked a bit of a divide in the gameplay-oriented side of the community. Team Ninja has made overall system improvements and changes, while adding more to the current roster of the game. I know I'll be playing both Diego and Rig in tandem with Zack in DOA6 as he plays like my favorite characters in other game. Like many others are, I'm extremely intrigued.

As for the EVO build, here are the changes that I have seen, and I will go from system changes to character specific changes.

System Changes:
  • Fatal Gauge/Meter has been split into 2 halves. This means that you will now be able to use Fatal Blows etc. 2 times in a round as opposed to one. Meter growth is also a lot slower than the E3 build, and the attacker gains more meter than the person being hit, which makes sense. When the enemy is blocking attacks, they gain more meter than the attacker as well.
  • Rebounding works in combos. Certain moves in airborne combos seem to smack the enemy back onto the floor and bound the enemy, similar to Jacky's 4H+K, however the animation is the exact same as a regular threshold bound. I'm curious to see what can be done from this, as it wasn't really shown properly in the videos shown.
  • DOWN ATTACKS have made a come back.
  • SIDESTEPS HAVE RETURNED. Attacks that come from them still retain close hit properties. Moves that don't track fully go off-axis. I'm living.
  • Force-Teching seems to not really exist?? The enemy can stay on the ground for as long as they want, but you can still hit them on the floor until the enemy decides to tech. Diego has a throw that guarantees ground damage, but I guess being on the floor you will want to avoid getting clobbered on the ground, so you'll tech anyway. So it's still a sticky Okizeme situation regardless. I like this change personally.
  • Downed Recovery and Tech-Roll speeds crazily increased.
  • Break Blows can be cancelled in combos. You should be able to use them in a similar way to Critical Bursts in DOA5, getting extra semi-guaranteed damage for combos depending on if your enemy has meter or not. This time it uses a full bar of meter, so you might only be able to do this once a round.
  • Break Holds use 1/2 of the meter, and Break Blows use 100%. Meter monitoring has been improved.
  • Launch height has been changed. We're gonna have to start adjusting combos to this change.
  • Stun Threshold is short. Looks like you have room for like 3 other attacks after initial stun. If I had to compare it to previous DOA games, it's like the perfect mix between DOA2 and DOA3's thresholds.
  • (Combo game is looking like STUN > LAUNCH > BOUND > FINISHER)
Character Specific Changes:

Rig:

  • Has a mid bounce attack after H+K to enforce 50/50 with the low string and create a 3-way string.
  • Now has a high punch after Twist Stance (6P+K). They might have gotten rid of the mid? Not sure.
  • Has a brand new string that bounds airborne and standing opponents.
  • Fatal Rush looks fire lmao.
Kasumi:
  • Has a move that looks like her DOA2 66P strings. Unsure if it's a full string or just that one move.
  • Now has a mid punch bounce attack after 66K. Getting free Mid Kick hold combos off of the telegraphed kick isn't going to be as easy these days. Guess wrong and get combo'd.
  • Has a parry that is similar to her 46T. This should give her advantage afterwards.
Hayate:
  • Can teleport forward after 6P44K/44KK/ *NEW* 4P44K. Combo potential overload.
  • Has an air teleport as seen after 6P+KP+K. Combos look similar to Phase-4 with all the teleporting.
Zack:
  • Has a punch that sends the enemy flying. Looks unsafe as shit. Maybe it's the Break Blow move, but without meter that's what you get?
  • KKKK rebounces on launched opponents.
Hayabusa:
  • Has a new 4-hitter combo filler relaunch attack after Ongyoin. Flames everywhere.
  • Has a new Air-Throw. Doesn't seem to be as advantage giving as his old DOA5 one.
  • 3P+K no longer force-techs.
Helena:
  • The last attack on 44PPP now bounds airborne and standing opponents.
  • Has a move similar to Zack's new one.
  • 33P has been changed so that it can only be done from full crouch/while in BKO stance.
Jann Lee:
  • Has a Low-High kick string during Dragon Stance. Pushes enemy away from him for Knockdown on hit, but enforces Oki.

EVO showed us more gameplay changes than what has been spotted, but this is all I have found for now. Please feel free to speak in the thread if you find anything else. I hope this thread becomes the thread where everything new gameplay-wise gets shared. GO FIND TECH BRUV!

 
Last edited:

ryu_highabusa

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#3
Down attacks are back it seems?



I thought whiffing the fatal stun (Ryu's twirly move) would've eaten meter? He whiffs then he does it again. Then Zack counters to escape a stun. barf :(


Has a brand new string that bounds airborne and standing opponents.



Fatal Rush looks fire lmao.


Have some Diego gifs:




I'm liking the new changes though, although Zack's 2K string not FTing has me...concerned.

Even the Zack player was confused and tried again like "wtf??"
 
Last edited:

crapoZK

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#4
Thanks for putting this post together dude.
No problem my guy. It's gotta be done, shit's bout to get hella interesting.

Down attacks are back it seems?
Yeah they're there again. It seems like now you'd use down attacks for killing the enemy or stopping them teching/WUKing and then hitting the enemy on the floor is primarily used for oki situations and eliminating risks. I'm lowkey liking it xD
 
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crapoZK

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#7
Forgot to add this into the initial thread, but when you get hit into the crowd and they push you back into the fight, it registers as a Fatal Stun. Therefore if you have no meter, or not enough to Break Hold, the next attack the enemy throws at you will be guaranteed. This change has me shook.

The lighting on the stage also isn't as dark.
 

KasumiLover

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#8
As the road to the launch of DOA6 is still running, balance and gameplay changes, character reveals etc. are bound to be done and guaranteed to appear, even post launch. Recently, 1 out of the 2 new characters, Diego was announced. His fighting style appears to be street brawling and ruthless grappling. In game, his moves look like a cross between Goh Hinogami from Virtua Fighter and Miguel from Tekken. In essence, he's a hard hitter with decent pokes and always needs to find a way to get in the face of the opponent to excel.

He should be available in the EVO build of DOA6 along with Rig, for people to play and test his gameplan and explore more of his move list. The EVO build of DOA6 is showing to be VERY different to the first E3 build that we saw, which sparked a bit of a divide in the gameplay-oriented side of the community. Team Ninja has made overall system improvements and changes, while adding more to the current roster of the game. I know I'll be playing both Diego and Rig in tandem with Zack in DOA6 as he plays like my favorite characters in other games. I'm intrigued as hell.

As for the EVO build, here are the changes that I have seen, and I will go from system changes to character specific changes.

System Changes:
  • Fatal Gauge/Meter has been split into 2 halves. This means that you will now be able to use Fatal Blows etc. 2 times in a round as opposed to one. Meter growth is also a lot slower than the E3 build, and the attacker gains more meter than the person being hit, which makes sense. When the enemy is blocking attacks, they gain more meter than the attacker as well.
  • Rebounding works in combos. Certain moves in airborne combos seem to smack the enemy back onto the floor and bound the enemy, similar to Jacky's 4H+K, however the animation is the exact same as a regular threshold bound. I'm curious to see what can be done from this, as it wasn't really shown properly in the videos shown.
  • SIDESTEPS HAVE RETURNED. Attacks that come from them still retain close hit properties. Moves that don't track fully go off-axis. I'm living.
  • Force-Teching seems to not really exist?? The enemy can stay on the ground for as long as they want, but you can still hit them on the floor until the enemy decides to tech. Diego has a throw that guarantees ground damage, but I guess being on the floor you will want to avoid getting clobbered on the ground, so you'll tech anyway. So it's still a sticky Okizeme situation regardless. I like this change personally.
  • Downed Recovery and Tech-Roll speeds crazily increased.
  • Stun Threshold is short. Looks like you have room for like 3 other attacks after initial stun. If I had to compare it to previous DOA games, it's like the perfect mix between DOA2 and DOA3's thresholds.
  • (Combo game is looking like STUN > LAUNCH > BOUND > FINISHER)
Character Specific Changes:

Rig:

  • Has a mid bounce attack after H+K to enforce 50/50 with the low string and create a 3-way string.
  • Now has a high punch after Twist Stance (6P+K). They might have gotten rid of the mid? Not sure.
  • Has a brand new string that bounds airborne and standing opponents.
  • Fatal Rush looks fire lmao.
Kasumi:
  • Has a move that looks like Helenas _3P. I dunno if it's a going to be a string or something that already exists (Kasumi animation knowledge is lacking), but it's there.
  • Now has a mid bounce attack after 66K. Getting free Mid Kick hold combos off of the telegraphed kick isn't going to be as easy these days. Guess wrong and get combo'd.
Hayate:
  • Can teleport forward after 6P44K/44KK/ *NEW* 4P44K. Combo potential overload.
  • Has an air teleport as seen after 6P+KP+K. Combos look similar to Phase-4 with all the teleporting.
Zack:
  • Has a punch that sends the enemy flying. Looks unsafe as shit. Maybe it's the Break Blow move, but without meter that's what you get?
  • KKKK rebounces on launched opponents.
Hayabusa:
  • Has a new 4-hitter combo filler relaunch attack after Ongyoin. Flames everywhere.
Helena:
  • The last attack on 44PPP now bounds airborne and standing opponents.
  • Has a move similar to Zack's new one.
Jann Lee:
  • Has a Low-High kick string during Dragon Stance. Pushes enemy away from him for Knockdown on hit, but enforces Oki.

Hopefully EVO shows us more gameplay changes than what has been spotted, but this is all I have found for now. Please feel free to speak in the thread if you find anything else. I hope this thread becomes the thread where everything new gameplay-wise gets shared. GO FIND TECH BRUV!

Video in question:
I KNOW THAT NEW KASUMI MOVE! That's Alpha 152's 6P, I'm assuming it's like a lift stun. It was also Kasumi's old 66P in DOA2 to DOA2, it had a lift stun during stun and counter and it also has a low follow up as well but I'm not sure if its just a standalone move or a combo string they didn't finish xD
 

Fantailler

Well-Known Member
#9
Forgot to add this into the initial thread, but when you get hit into the crowd and they push you back into the fight, it registers as a Fatal Stun. Therefore if you have no meter, or not enough to Break Hold, the next attack the enemy throws at you will be guaranteed. This change has me shook.

The lighting on the stage also isn't as dark.
Fatalrush>"crowdsplat">FR>launcher>relaunch>rebounce>BB >you win

Ho and i forgot, BB on Wuk
 
Last edited:

crapoZK

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#10
I KNOW THAT NEW KASUMI MOVE! That's Alpha 152's 6P, I'm assuming it's like a lift stun. It was also Kasumi's old 66P in DOA2 to DOA2, it had a lift stun during stun and counter and it also has a low follow up as well but I'm not sure if its just a standalone move or a combo string they didn't finish xD
THAT'S where I've seen it. It all makes sense lmaooo.
 

GarryJaune

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nip
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#12
yo zack really fucked up for now,do you guys notice that zack 2kkkkk strings won't force-tech anymore and could be WUKed in the ass

PS:that rig's FR combo looks like stupid as shit,c'mon team ninja,remake it pleeeeeeeeese
 

KasumiLover

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Kasumi
#14
From the gameplay trailer shown, Break Blow takes the ENTIRE meter to use, while Break Hold only takes half.

I'm liking the new changes though, although Zack's 2K string not FTing has me...concerned.
I think that's fair, his 2K string is crazy fast already and rapidly hits while you're on the ground which I always thought was a bit ridiculous although I can see how that'll hurt him pressure wise
 

just_me

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#17
Forgot to add this into the initial thread, but when you get hit into the crowd and they push you back into the fight, it registers as a Fatal Stun.
I think it only triggers a Fatal Stun if you use a Break Blow to knock them into the crowd (Rig Launchthrow into BB @1:30 had the Fatal Stun prompt). In all the other instances (including FR), it just seems to be a normal Critical Stun.

I was hoping they'd implement proper DoA3 style Freestep instead of DoA5's sidestep, but oh well… good enough I suppose.
Seems like they implemented quite a lot of the more common demands… even looks like they turned down the visual effect on FRs somewhat.

I think they should make FR launch on the second hit. This retains the utility for beginners (cool, flashy and easy Combo) and some for advanced players (generic access to a stun with guaranteed follow up) but reduces Dmg potential across the board. But I guess we'll see in a few days if this will be an issue at all…
 

Fantailler

Well-Known Member
#19
This fatal stun stuff is going to ruin this game if its left anywhere close to this in the final build. we didn't need auto-combos in DOA

im a bit disappointed how they re-skinned a bunch of Zack's stuff for Diego.
The first match is exactly what i envisionned and feared...Look how that diego is gimmicky as fuck and gets away with it, a lot of BS condensed in three rounds.


First round:
-middle>FR>wallsplat>FR(half meter)
-backturned P evasive attack 2/3 of life
-stunned>break hold

Second round:
-66p ? >WS>PK ?(minor combo)
-4PP?>WS
-Throw punish>ground setup ?
-blocks a little...
-Safe string>why block ? >gambles(evasive attack)
Okay-ish round :rolleyes:

Third round:
-yolo Break blow cause why not>WS
-6PPK?>46P>WS
-makes Coffee cause why not :D
-Shouuuuuuldeeeeer Taaaaaackleeee

G.R.E.A.T !!!

Okay i'm overreacting, but those "yolo situations" will happen a lot.Too many automatic tools allowing to gamble instead of read :confused:
 

crapoZK

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#20
You can't really say "Gets away with it" when the extent of knowledge the guys playing have is a 6 hit combo xD
Videos like these are more reasons why we need the EVO gameplay, so that we can see how the game plays a bit better without us having to guess how strong shit is gonna be. Diego isn't really looking gimmicky but he looks like he's not gonna let you breathe at close range at any point.

I need to see some more Diego gameplay because whoever is playing him is delaying his shit unintentionally and is making him look clunky.
Fatal Rush is looking busted at this level but I doubt it's strong at all.
 
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