DOA6 Gameplay Thread

KasumiLover

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Do NOT get my thread locked. Finish the argument, or just ignore each other. This the only DOA6 tech thread right now
I'm not arguing anymore nor was I, I'm actually watching the stream xD and laughing because half of what Helena could do from juggled isn't even connecting in DOA6, she's like a whole new character which I suppose is why she hasn't been picked much
 

crapoZK

Well-Known Member
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Helena looks pretty sick but she's definitely very different from DOA5. Her players need to adjust to the new playstyle or just cut down her combos until they get it right. CrazySteady is literally the only guy that does max damage Helena combos correctly right now.

Also. Zack's 236K is a launcher, and the third hit of his Fatal Rush also launches from what Dr. Dogg and I discovered. It's lit.
 

KasumiLover

xX_APO_Prince_Xx
Premium Donor
Kasumi also apparently has a new expert hold, it looks like her 46T in mid punch hold form so I guess it gives her advantage xD also Kasumi can just do her FR from 236T which I like too which Kwiggles shown, and I think her new P attack from 66KP AND 9PP is like her go to GB. And 6PP I think knocks down on normal hit now but I'm not sure, it could have just been a counter xD
 

Radiance

Well-Known Member
Helena looks pretty sick but she's definitely very different from DOA5. Her players need to adjust to the new playstyle or just cut down her combos until they get it right. CrazySteady is literally the only guy that does max damage Helena combos crrectly right now.

Apparently she has a new stance similar to Christie and bayman where she can sidestep; although it's more similar to Brad Wongs 4p2. It's evasive and she can actually end up behind you.

I've seen a few people saying Helena is weaker because her 33p can only be done from BKO while ducking, but it stuns on NH again so that actually a plus. The only thing I don't like about Helena is her lack of combo enders. Now that 33P is bko only her best combo ender is 9k or maybe 236pkp if you have the launch height. Honestly, I think they should bring back pp2kp from DOA4 since she lacks good combo enders.


Other notable things
- Break blows are vulnerable to low attacks
- Wakeup attacks seem to have less invulnerability??
- Slow escaping is gone or decreased? (Honestly, that's not a bad thing since players won't have to worry about losing frame advantage from sit down stuns, but at the same time you have to worry about guessing from all stuns instead of just lift stuns).
 
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crapoZK

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Apparently she has a new stance similar to Christie and bayman where she can sidestep; although it's more similar to Brad Wongs 4p2. It's evasive and she can actually end up behind you.

I've seen a few people saying Helena is weaker because her 33p can only be done from BKO while ducking, but it stuns on NH again so that actually a plus. The only thing I don't like about Helena is her lack of combo enders. Now that 33P is bko only her best combo ender is 9k or maybe 236pkp if you have the launch height. Honestly, I think they should bring back pp2kp from DOA4 since she lacks good combo enders.


Other notable things
- Break blows are vulnerable to low attacks
- Wakeup attacks seem to have less invulnerability??
- Slow escaping is gone or decreased? (Honestly, that's not a bad thing since players won't have to worry about losing frame advantage from sit down stuns, but at the same time you have to worry about guessing from all stuns instead of just lift stuns).
Slow Escaping is gone bro. You can also fully counter WUKs like they're regular moves. So the removed force-techs isn't actually a bad thing.

Also, about the new stance for Helena. I'm interested what setups you could create with it on oki or in situations where you need to leave an enclosed space. Helena is still gonna be hella strong. Just undiscovered atm.

Kasumi also apparently has a new expert hold, it looks like her 46T in mid punch hold form so I guess it gives her advantage xD also Kasumi can just do her FR from 236T which I like too which Kwiggles shown, and I think her new P attack from 66KP AND 9PP is like her go to GB. And 6PP I think knocks down on normal hit now but I'm not sure, it could have just been a counter xD
Yeah I saw that one hold. I hope she gets guaranteed damage from it. I think the second hit of 6PP does knockdown, but it's not natural combo so it can be read.
 

KasumiLover

xX_APO_Prince_Xx
Premium Donor
Slow Escaping is gone bro. You can also fully counter WUKs like they're regular moves. So the removed force-techs isn't actually a bad thing.

Also, about the new stance for Helena. I'm interested what setups you could create with it on oki or in situations where you need to leave an enclosed space. Helena is still gonna be hella strong. Just undiscovered atm.


Yeah I saw that one hold. I hope she gets guaranteed damage from it. I think the second hit of 6PP does knockdown, but it's not natural combo so it can be read.
I'm not sure if it's guaranteed, a commentator pointed out that one of Diego's punch holds does damage but leaves him at 0 advantage and i think Kasumi's will operate the same or have the same FA that her 46T throw has. And tbh I still feel like 6PP and any other elbow highs should be safe like Phase has since its already avoidable XD if you duck or low hold out of it you can even stop her low from the strings so it's already not that great tbh
 

Raansu

Well-Known Member
If stagger escaping is actually gone I'm actually happy about that, especially if certain stuns actually become inescapable unholdable like how all sitdown stuns should have been in 5.

I don't think force techs are gone either. It seems the ground game is just very incomplete and a little buggy. Diego 2p popping players back to standing immediately is kind of proof of that.
 

Radiance

Well-Known Member
If stagger escaping is actually gone I'm actually happy about that, especially if certain stuns actually become inescapable unholdable like how all sitdown stuns should have been in 5.

I don't think force techs are gone either. It seems the ground game is just very incomplete and a little buggy. Diego 2p popping players back to standing immediately is kind of proof of that.

So that, I laughed so hard lol.

and my thoughts exactly in terms of stagger escaping. I had so many setups with Eliot that were unholdable but SE ruined them.
 

Fantailler

Well-Known Member
If stagger escaping is actually gone I'm actually happy about that, especially if certain stuns actually become inescapable unholdable like how all sitdown stuns should have been in 5.

I don't think force techs are gone either. It seems the ground game is just very incomplete and a little buggy. Diego 2p popping players back to standing immediately is kind of proof of that.

Throws are really fast, without SE you could easily use a quick throw and still have plenty of time to launch/BB your opponent one some stuns.

I don't know how i feel about it.It's a great defensive tool against high counter throw and baits.
 

Raansu

Well-Known Member
Throws are really fast, without SE you could easily use a quick throw and still have plenty of time to launch/BB your opponent one some stuns.

I don't know how i feel about it.It's a great defensive tool against high counter throw and baits.

Ya I don't really see that as a bad thing.
 

Fantailler

Well-Known Member
Limiting even more the stun system is a good idea ? Well i totally disagree.And i hope pro players feel the same.It wasn't game breaking why removing it ?
 

Radiance

Well-Known Member
I think it's backwards. Having SE limited the stun system. We'll see more guaranteed setups since don't have to worry about SDS's losing frame advantage from slow escaping. We'll see; playstyles didn't seem to change much. Maybe we'll see it make a return in future builds.
 

DestructionBomb

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Standard Donor
But the initial goal is to reduce the amount of guesswork. Stagger Escaping was almost a necessity at the time, and the biggest weakness stagger escaping had was using stuns that you can't stagger from. (Crumple, Feint, jab lean stun, Limbo etc.) If someone staggered too much, you use particular stuns to condition them to hold more often. To have stuns that stop stagger escaping was a pretty strong idea on preventing it as a crutch for everything. How can someone be against this? lol

Without stagger escaping, players could get hit with a sitdown into bursts (gone but besides the initial point) or slow launchers that are not guaranteed leading to bigger damage output with minimum effort. I get that manually stagger escaping was an annoyance for some, but that shit was pretty vital for DOA5 (almost entirely). I'd take the sidestep over the stagger system but it's extremely difficult to believe that people didn't like it lol. If the opponent staggered out from a particular hit, majority cases you are still plus due to still being at advantage with reduced outcome. Oh? you staggered from the low? cool, I'm still plus though, but you did plan out for a 50/50 rough situation than a high risk 50/50.
 
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Fantailler

Well-Known Member
I think it's backwards. Having SE limited the stun system. We'll see more guaranteed setups since don't have to worry about SDS's losing frame advantage from slow escaping. We'll see; playstyles didn't seem to change much. Maybe we'll see it make a return in future builds.

From SDS i can understand but some stuns are really long.If your opponent waits for too long you should be able to regain control of your character.

If you mistimed a dragon gunnner you shouldn't have a second chance.

With the addition of fatal rush i swear you'll be happy to block it and punish it thanks to SE,because your opponent made the wrong decision to set it up.

Limbo and SDS are here for a reason.They're rewarding thoughtful decisions.

Removing it means less + frame situations.
 
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crapoZK

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Standard Donor
Limiting even more the stun system is a good idea ? Well i totally disagree.And i hope pro players feel the same.It wasn't game breaking why removing it ?
Pro players like the lack of SE. It means more guaranteeds and to be honest it didn't properly work outside deep stunning attacks. The SE was removed because stuns are shorter. You don't even need to SE anymore bc if you don't spend the same time mashing/wiggling your pad you'll find yourself launched quick-time.
 

Fantailler

Well-Known Member
Man that's crazy... how could you be against a layer implying execution and separating newcomers from veterans ?

DOA is too offensive heavy.Don't remove a defensive tool...
 
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Radiance

Well-Known Member
Indeed the meta of DOA5's stun system was quite simplistic yet deep when you think about it. Forcing players to decide between going for a deep stun to force players into must hold situations, launchers for quick damage, or resets for frame advantage. The lack of slow escaping changes the meta, even if stun animations don't last as long. Idk, it seems like a fair trade. I myself am someone who has heavily relied on slow escaping so can't be honest on how I feel about it until I play for myself. There are both positives and negatives to the change.
 

DestructionBomb

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Standard Donor
Indeed the meta of DOA5's stun system was quite simplistic yet deep when you think about it. Forcing players to decide between going for a deep stun to force players into must hold situations, launchers for quick damage, or resets for frame advantage. The lack of slow escaping changes the meta, even if stun animations don't last as long. Idk, it seems like a fair trade. I myself am someone who has heavily relied on slow escaping so can't be honest on how I feel about it until I play for myself. There are both positives and negatives to the change.

I like the response here, this is pretty genuine lol. Similar to what I wanted to write after, I take it as a bit of both but hopefully they do something for the weight balance for eliminating stagger escaping.
 
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