DOA6 - Advanced Guide Tutorial - Session #17 RISK/REWARD

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Jul 1, 2019 at 5:02 AM
Posted by Force_of_Nature
Dead or Alive 6's seventeenth session of the advanced guide looks at Risk vs. Reward. Essentially every move taken in a DOA6 match has a certain degree of risk attached to it (i.e. potential punishment or loss of space control for instance), and a reward attached to its successful use (i.e. damage, frame advantage, pressure or space control to name a few). The essence of managing risk/reward is by attempting to achieve the most damage, and match control while relatively employing the least amount of risk.

Quick pokes with fast recovery (5P, 6P, 2P or 6K/3K's to name a few) serve as great poking tools; think of how a jab is used in boxing. They're used to establish your offense (and checking spacing) before you can start applying "bigger" moves for potentially higher damage payouts (i.e. launchers & combo starters or moves that induce strong stuns). High & Low Crush launchers are in place to discourage the opponent from trying to attack, pressure or retaliate against you with predictable high or low attacks such as jabs or low jabs. And of course, you can use side step attacks from disadvantage to blow up linear strike retaliations.

Lastly, keep in mind the match-up that you're engaging in. The interplay between your chosen character and your opponent's character will have influence on how you choose to employ your moves. You generally want to either keep characters such as Bass or Nyotengu, for instance, on the defensive, so that they don't get they're dangerous offenses started. Against characters with weaker throws such as Christie or Helena you can use counter holds more frequently than against grappler-class characters on average (whom can punish unsafe moves harder).

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For Directional Notation:

7 8 9

4 5 6

1 2 3

Each number represents the corresponding direction. 1 for "Down-Back", 9 for "Up-Forward", 5 for "Neutral" or no input, etc. Quarter-Circle Back = 214, Quarter-Circle Forward = 236, Half-Circle Back = 63214, Half-Circle Forward = 41236, etc.

For Input commands:

P = Punch
K = Kick
H = Hold/Guard Button
T = Throw Button
S = Special Button
P+K = Strong punch
H+K = Strong Kick
H+P = Alternate Way to Input "Throw"
H+P+K = Alternate Way to Input "S"

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