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:
Rig:
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!
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)
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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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!
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