DOA6 - Advanced Guide Tutorial - Session #19 YOMI & Metagame

No comments have been found at this time


Jul 26, 2019 at 11:31 PM
Posted by Force_of_Nature
Dead or Alive 6's nineteenth session of the advanced guide looks at Yomi. Yomi is the implementation of the metagame, and DOA6 is a yomi-heavy game. You need to understand your frames and any given time, your opponent's frames at any given time, any special properties or evasion on your character's moves, any special properties or evasion on your opponent's character's moves, etc. Yomi is all about discerning what is the optimal course of action to take based on the current situation with regards to either what your opponent may try do, how they potentially may react to your chosen action, and with regards to what you're trying to accomplish (such as rushdown pressure, offensive pressure, a knockdown, a knockback, a wall splat, a dangerzone splat, a ceiling splat, etc.)

The metagame starts as early as at Round 1 Fight (R1F/The beginning of a round), where both fighters prepare their gameplan for the start of a round. Pay attention to your fastest high strike (usually your P), your fastest mid strike (6P) and your fastest low (2P). Generally the character with faster high & mid will get to act first at the beginning of a round. The exception to this rule pertains to characters, such as Leifang, whom have potent parries & sabakis to deal with punch & kick happy opponents. Characters such as Helena & Brad Wong can also enter into special stances (Bokuho & Laydown respectively) at the start of a round to limit their opponent's potential round openers for instance. However, with the existence of the Hold system, speed can be kept in check as long as the slower character is able to make the correct reads on their opponent's tendencies. Generally the player that controls the yomi of a match, will win said match.

*Note, you can also space out, and whiff punish wake-up kicks (WUK), and can beat out mid WUK's with a Break Blow.

Join TopTierFighters here:

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"

Check out the TopTierTips Guide Series:

Don't forget to SUBSCRIBE & RATE for more DOA goodness! And also look out for future Top Tier Tips' sessions! ;-)

Top Tier Tips Novice Guide:

0     0     608