DOA6 1.02 Patch Notes and Core Fighters Released

Team NINJA has released Dead or Alive 6: Core Fighters alongside the 1.02 update patch notes that fixes various bugs and makes adjustments to characters. Even though the full list of changes have been released by Team NINJA, fighters are strongly encouraged to share and compile any possible hidden tech here at FSD. New players can get involved with DOA by installing Core Fighters for free on any platform and will have plenty of options to learn the game and characters at their own pace.

For simply checking out DOA6 you get Diego, a new character, for free. Also included for free: Kasumi, Bass and Hitomi! Team NINJA picked a strong assortment of characters to start off your DOA6 experience that will properly teach you different weights/classes. Additional characters are 3.99 and can also be purchased in bundles with the story being sold separately for 20.00 as a fun optional add-on.

Team NINJA's generosity continues with the inclusion of DOA Quest (with 20+ brand new quests added in the update), all of the game and training modes plus levels are at your disposal for free! You can access DOA Central and buy costumes, explore the encyclopedia and even make music changes. Pretty incredible deal when Team NINJA and the community are just beginning with DOA6s lifespan and the official game only came out two weeks ago.

The new update adds Nyo-Tengu to the game stores, fixes issues with online modes, and also adds additional wedding costumes for purchase and game/character adjustments. Some examples are Leifang's Unshu guaranteeing attacks again, and it seems Mila can no longer juggle into machine gun from 4P anymore. What have you found from 1.02? Sound off in the forum!
 
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You didn't make a point. You mocked, so I mocked back. If only I could put you on ignore.
Yes, but the message behind my post was: 'You should probably explain why you feel Leifang shouldn't need those tools, otherwise people are simply going to think you're just salty and that all characters are OP except the one(s) you play."

The message behind your post was: "I don't like being criticized for any of the things I've said because I can't separate critique form insult."
 
Yes, but the message behind my post was: 'You should probably explain why you feel Leifang shouldn't need those tools, otherwise people are simply going to think you're just salty and that all characters are OP except the one(s) you play."

The message behind your post was: "I don't like being criticized for any of the things I've said because I can't separate critique form insult."

There was no message behind your post. You were just being a dick as usual.

Lei Fang has strong crushes, she's extremely evasive, multiple string tracking moves, parries out the ass and a punch parry that guarantees folloups and a parry that can be used mid string and she has several unholdable setups. In what world is it ok for a striker with that amount of tools is it ok for her to also have OH frame traps? Especially considering OH's should be exclusive to slow grappler characters.
 
There was no message behind your post. You were just being a dick as usual.
As the foremost authority on the intent of my own messages, I'll have to disagree. But if you're too dense to comprehend blatant allusion, I'll make sure to be brazenly literal and boring in my future communication with you.

Lei Fang has strong crushes, she's extremely evasive, multiple string tracking moves, parries out the ass and a punch parry that guarantees folloups and a parry that can be used mid string and she has several unholdable setups. In what world is it ok for a striker with that amount of tools is it ok for her to also have OH frame traps? Especially considering OH's should be exclusive to slow grappler characters.
I've always seen her as a midpoint between a grappler and a striker, from a design standpoint. Her kit definitely seems focused on "denial" gameplay, mixing defensive options with offensive pressure. That said, the skew has seemed odd in recent installments, with range/telekenetic hitboxes definitely being my primary concern (I think her zoning should be weak given her strong, close-range pressure). But removing the OHs altogether? Not really sure I see the justification. If anything, I'd be examining her strikes more than her holds, from a conceptual standpoint, since there are plenty enough characters that fill the "press lots of safe buttons" role already.
 
As the foremost authority on the intent of my own messages, I'll have to disagree. But if you're too dense to comprehend blatant allusion, I'll make sure to be brazenly literal and boring in my future communication with you.

And this is why I want to put you on ignore. For as long as I can remember your posts are straight up you just being an asshole. How you're a moderator blows my mind.
 
And this is why I want to put you on ignore. For as long as I can remember your posts are straight up you just being an asshole. How you're a moderator blows my mind.
It's quite simple, really. I'm not "just being an asshole." You just ignore the actual function of my posts, even after I explain them to you.

Back on topic, has anyone noticed any difference in queue times? I was hoping with Core Fighters released there would be more players and finding matches would be faster, but at least on PC, it almost seems like the opposite.
 
Leifang actually lost most of her Strike related pressure tools.

her 3P4P is practically useless now except for far away combo enders (6H+K bound) which in most cases 9KKK is better anyway. and the new K variant to the move hardly adds any value since by the time you reach it the opponent is already too far deep in stun.

her 1P+K ... is now unsafe. unless at max charge (-11)
her 6P+K doesn't beat crouch stun anymore
her BT P+K fatal stun is useless as it only works on counter hit vs crouching opponents... in what universe is that scenario even applicable? also, for some reason no Fatal stun on full charge.

so when she does a move into a slow ass parry into another slow ass OH ... yeah i think its justified that she gets a guaranteed follow up. lol

as for the 7K ... the hitbox is all wonky now, hits mid now although it still looks like a high i swear, and it only hits from point blank almost. no GB and -9 on block. it lost all functionality ... I personally treat it like its not there.

The new system also diminished her damage output greatly.

despite all this she is still very viable IMO but needs to be played with a totally different mindset now .. (more defensively).. which was what was intended in the first place.

the new tools she got are very practical
1PK lift stun (varies from the predictable 1PP)
214P high crush low parry crouching mid
her 3P2K tracks although its slow as hell and loses most of the time but still works .. and its standing now.
4PP+K2K .... I dunno .. the move is too weird .. need to study it more, but its a variant from 4PPP with a tracking property so I guess ... OK ...
 
Hitomi's 6P is now -12 on hit and -12 on block?!......she's already unsafe and her 7K launching kick is garbage now.

Sometimes Shimbori's character balance decisions dont make any sense. -___-
 
Hitomi's 6P is now -12 on hit and -12 on block?!......she's already unsafe and her 7K launching kick is garbage now.

Sometimes Shimbori's character balance decisions dont make any sense. -___-

9pk is basically her high launcher now since its a natural string. 4kk and 7k are just straight up ass now, which severely limits her high launcher options.


Leifang actually lost most of her Strike related pressure tools.

her 3P4P is practically useless now except for far away combo enders (6H+K bound) which in most cases 9KKK is better anyway. and the new K variant to the move hardly adds any value since by the time you reach it the opponent is already too far deep in stun.

her 1P+K ... is now unsafe. unless at max charge (-11)
her 6P+K doesn't beat crouch stun anymore
her BT P+K fatal stun is useless as it only works on counter hit vs crouching opponents... in what universe is that scenario even applicable? also, for some reason no Fatal stun on full charge.

so when she does a move into a slow ass parry into another slow ass OH ... yeah i think its justified that she gets a guaranteed follow up. lol

as for the 7K ... the hitbox is all wonky now, hits mid now although it still looks like a high i swear, and it only hits from point blank almost. no GB and -9 on block. it lost all functionality ... I personally treat it like its not there.

The new system also diminished her damage output greatly.

despite all this she is still very viable IMO but needs to be played with a totally different mindset now .. (more defensively).. which was what was intended in the first place.

the new tools she got are very practical
1PK lift stun (varies from the predictable 1PP)
214P high crush low parry crouching mid
her 3P2K tracks although its slow as hell and loses most of the time but still works .. and its standing now.
4PP+K2K .... I dunno .. the move is too weird .. need to study it more, but its a variant from 4PPP with a tracking property so I guess ... OK ...

3p4p so useless that its string goes into a punch parry that's active for 35 frames and if the parry catches nothing can follow with an OH that GUARANTEES a launcher or fatal rush or parry follow up into a punch/kick mixup of which both are safe on block....lol Ya this is so useless.

1p+k yes heaven forbid a highly evasive whiff punisher is unsafe when not charged.

6p+k sabaki's mids with an unblockable followup. Still pretty fantastic and while unsafe its still only -6 on block. That's pretty insane given the reward for throwing out a move that moves actually has good range and is fast for a mid.

Her mid parry is all mids and +16 free follow up

Her high parry is all high's and again +16.

Her punch parry is active for 35 frames lmao what. And the parry is part of some strings and the followups are safe on block and unblockable when the parry connects which forces a hold.....on top of that she has a OH mixup that again guarantees a friggan launcher or fatal rush.

Both her regular and advanced mid kick hold give free BT stuns.

pkk is -12, but it pushes back so far on block you'll never throw punish it and both kicks track lmao.

8p tracks and is safe on block and it gives a deep stun.

2p+k sit down that can mix up into her punch parry on block.....lmao.

I'm sorry, but what is this character. What does she NOT have, because I've spent only 5 minutes in training and she literally has an option for everything and her tools gives her all kinds of free shit.
This is fucking depressing being a Hitomi player who gets nothing off her tools in comparison (like why does her low kick hold to a BT if I get zero follow up!?). After seeing this shit I have no reservations in asking for Hitomi to get her stuff back from DoA4 that allowed her to get unblockable setups and frame traps off a parry.

No way this character is under A+ tier. Hell she's probably going to be S tier easily.
 
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3p4p so useless that its string goes into a punch parry that's active for 35 frames and if the parry catches nothing can follow with an OH that GUARANTEES a launcher or fatal rush or parry follow up into a punch/kick mixup of which both are safe on block....lol Ya this is so useless.

2p+k sit down that can mix up into her punch parry on block.....lmao.

both of these statements are absolutely false.

both 3P4P and 2P+K do not follow up into Unshu stance.
 
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They both have continued strings that go into Unshu...
You mean 3P4PP4 and 2P+KP4 ?
I'm sorry but those 2 strings are absolutely useless on block since she's minus infinity and can easily be stuffed with a mid K launcher to beat all options. Hell you can react with a 6T like its nothing. neutral T would beat it even if she doesn't cancel into Unshu as last P is -7 on block, Hi counter if she does.

and on hit it the last P causes knockdown making the Unshu redundant.
 
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