TRI Mike
Well-Known Member
I wanted to make a new thread for us Honoka players to post her new combos, strategy and usefulness of the new moves and mechanics in DOA6. After 24 hours with the final game, I can say Honoka feels much better here than in DOA5. As @CookingMama listed in the other thread, she has a bunch of new moves that give her more options when she's in stances like Dragon Stance, Dokuritsu and Ducking. Her Bohuko still sucks ass and is better off used in juggles only but hey, nothing is perfect.
-One of the most important changes to me is the fact that now launches enough to juggle. This didn't happen in DOA5 so it's a nice buff to get another easy, fast launcher. The height is not great so you'll only be able to juggle with or []. In Counter hit, you can land a on lightweights but the damage is not better than the other two.
-Another new tool I love is her Dragon Gunner throw. Unlike Lee, she can only use it from Dragon Stance but it gives her a super nice +25 to work with. The opponent is left a short distance from her so the only guaranteed moves I've found from the throw are: and which are super nice if the opponent has a wall behind them, that works well for explosive floors and (after a super short dash) , which would leave her in Dragon Stance again. I'm currently working on trying to catch the opponent on a loop between her Bear Hug (which is still absurdly good, like in DOA5) and Dragon Gunner and launch when I can.
-Her best launchers seem to be , (this one crushes highs and it feels like it has more range than in DOA5) and . I've found that she now has even more options for devastating juggles because of her new air throw.
-In open space, I'm juggling with ~DS. If the opponent has an explosive wall near their backs then her best juggles are her usual DOA5 ones ~DS[] and BKODKHBT. If her opponent is a lightweight and you launch with max height, you can easily land ~DS[] Though using the air throw actually deals more damage.
- Her bound juggle seems to be ~BKO~DKH.
- DKH causes a fatal stun which guarantees any mid launcher as long as the opponent doesn't have meter.
- She now has, to my knowledge, the only LOW launcher in the entire franchise: HNK . The launch height kinda sucks so your best option from it is the air throw but it cannot be held. If the opponent holds low, they will just avoid it like with Lee's Dragon Kick.
- Her frame data seems basically unchanged from DOA5, which is great as she already had tons of safe moves and even a couple + on guard ones to mantain pressure.
-One of the most important changes to me is the fact that now launches enough to juggle. This didn't happen in DOA5 so it's a nice buff to get another easy, fast launcher. The height is not great so you'll only be able to juggle with or []. In Counter hit, you can land a on lightweights but the damage is not better than the other two.
-Another new tool I love is her Dragon Gunner throw. Unlike Lee, she can only use it from Dragon Stance but it gives her a super nice +25 to work with. The opponent is left a short distance from her so the only guaranteed moves I've found from the throw are: and which are super nice if the opponent has a wall behind them, that works well for explosive floors and (after a super short dash) , which would leave her in Dragon Stance again. I'm currently working on trying to catch the opponent on a loop between her Bear Hug (which is still absurdly good, like in DOA5) and Dragon Gunner and launch when I can.
-Her best launchers seem to be , (this one crushes highs and it feels like it has more range than in DOA5) and . I've found that she now has even more options for devastating juggles because of her new air throw.
-In open space, I'm juggling with ~DS. If the opponent has an explosive wall near their backs then her best juggles are her usual DOA5 ones ~DS[] and BKODKHBT. If her opponent is a lightweight and you launch with max height, you can easily land ~DS[] Though using the air throw actually deals more damage.
- Her bound juggle seems to be ~BKO~DKH.
- DKH causes a fatal stun which guarantees any mid launcher as long as the opponent doesn't have meter.
- She now has, to my knowledge, the only LOW launcher in the entire franchise: HNK . The launch height kinda sucks so your best option from it is the air throw but it cannot be held. If the opponent holds low, they will just avoid it like with Lee's Dragon Kick.
- Her frame data seems basically unchanged from DOA5, which is great as she already had tons of safe moves and even a couple + on guard ones to mantain pressure.