"(△) Dangers OFF"DOA6 Stage Beginner Guide(WIP)

KasumiLover

xX_APO_Prince_Xx
Premium Donor
Hello it's KasumiLover again and I wanted to make a sort of guide of a different sort. Everyone knows there is character guides to go to when we need to assess them, but what about stages?? I wanted to make this thread as a sort of easy way for anyone beginning DOA or wanting to know about stages more in depth can have a catalyst to use so they can know of the stage's general size, whom may or may not be especially dangerous on certain maps and of course the many hazards that are in each stage. Without further ado, here's a decent rundown of all stages so far!^.^

(NOTE: this is still a WIP and I'll add more and more of the stages over time. I'll put them in order that's listed on the official stage select)


Forbidden Fortune
°Size:☆☆☆☆

°Vertical Length:☆☆☆(☆☆☆ roughly on bottom)

°Horizontal Length:☆☆☆☆(☆☆☆☆ roughly on bottom. About ☆☆ when closed off due to gold spikes)

°Floor Hazards?: Yes(top level stage transition)

°Walls?: Yes

°Ceilings?: Yes(constant on bottom level)

°Multi Tier?: Yes

°Difficulty:☆☆☆☆☆

°Hazard Types: Stage transition into bottom level(Explosive barrels), stage transition into bottom level(fence deck ship floor), breakable crates, "Reset" wall on top level, explosive barrels on bottom level, wall that closes off stage size temporarily on bottom level(nullifies wall stun on trigger), ceiling on bottom level(constant), Shaking after "reset" wall triggers(can interfere with combos)

Notable characters the map favors: None in particular, although anyone who has holds, throws, and attacks that interact with the walls and hazards will have more of an edge than those who lack it. The bottom level deck however favors anyone who has a ceiling throw or any attack type that interacts with the ceiling.


Description: This map takes places diagonally starting on an old, moss encrusted pirate ship of a somewhat large size that starts out fairly calm, as it's lodged in what appears to be jagged rock keeping it still. In its docile state it's easy enough to fight on: The center slightly back floor area has a fenced wooden grate that lies on the floor, and a hard attack or throw can quickly cause it to give way to the bottom deck if it hit that area. The front of the ship and back act as walls.


The stage can quickly become a nightmare if you hit the crates that litter the side of the ship stabbed by the jagged rock...if you hit them(and the walls of the ship on that side thereafter, it'll result in a sea monster angrily causing chaos that'll deal damage to the victim unlucky to hit the wall or crates and it'll leave them at a -8 disadvantage, so avoid hitting that area whenever possible as it can lead to alot of scary situations. The ship from that point on will also be constantly shaking and moving at separate intervals which can make landing certain combos and set ups even more difficult so be careful when the ship is in this state.


The opposite side of the ship has two hazards to watch for: more crates and explosive keg barrels. If you hit the crates, they'll shatter and leave the opponent at a major disadvantage in stun that can lead to guaranteed set ups. Avoid these whenever possible. The keg barrels when hit will lead to a very high damage stage transition, which involves the opponent being blown up in the air as the sea monster greedily grabs them before strangling their torso with a tight grip and brutally smashing them to the bottom deck. This leads to the bottom level which has even more hazards and situations to watch for…


The most obvious now is the ceiling which means that anyone with launcher throws that are able to hit the ceiling can use that to lead to dangerous set ups if the opponent is being defensive or is holding a bit too frequently, which is a constant danger. Another hazard that can turn any character into a major annoyance is the explosive crates and barrels that litter the sides of the ship's bottom deck: If hit, it'll result in an explosion that makes the victim hit the ceiling which will lead into very dangerous guaranteed combos if your opponent knows the best way of taking advantage of the opportunity. Don't worry about the kegs and crates in the back near the lit lamp as that is just a simple wall hazard. Near the opposite side with the somewhat broken door that houses the Captain's treasure is where things get a bit more enclosed.


Not only does hitting the crates and barrels that block that area off another opportunity for explosive ceiling stun damage, but it'll also dramatically increase the arena size, now allowing you to duke it out in the gold and treasure littered Captain's room. The crates just slightly ahead on the sides of the wall that hold golden swords and vases and such will cause another(non explosive) stun that'll leave the opponent vulnerable as the recover, once again allowing access to guaranteed set ups if you're fast enough. If you're close to the desk that is strewn with lots of gold treasure and a gold seat as well as gold surrounding both of them, take heed of being hit near it as it'll cause a wall bounce that will make attacks that even cause simple wall stuns be wall bounces. This will also result in a temporary enclosing of the arena that limits it to that back area due to the now risen spikes that suggests that there were an unlucky few who got skewered on them… any wall hits on the spikes will result in either a wall stun or bounce depending on the attack. This new hazard will last for about 18-19 seconds so be on your toes until the spikes eventually disappear, but they will be risen once again if you hit the same area again.


Overall, this map is probably one of if not the most obnoxious to fight in, and great care and caution is advised when fighting here, especially on the bottom level where the ceiling and explosive hazards will really come into play.the combo reward and damage potential however can be well worth if it you master this stage!


Lost Paradise
°Size:☆☆☆☆(both levels roughly)

°Vertical Length:☆☆☆☆(both levels roughly)

°Horizontal Length:☆☆☆☆(both levels roughly)

°Floor Hazards?: No on top level. Bottom level can have electric floor hazard when triggered, area of hazard is specific

°Walls?: Yes, Electric on bottom level.

°Ceilings?: No

°Multi Tier?: Yes, infinity

°Difficulty:☆☆☆☆

°Hazard Types: Water stream(Lows on counter hit result in a more dangerous slip stun.), egg wall hazard(causes a pterodactyl lift that guarantees a combo, nullifies wall stun), twisted tree root stage transition, electric walls on bottom level, car hazard that triggers Dinosaur stage altering hazard(bottom level), Electric fallen fence floor hazard(damage up, specific area, bottom level), hidden dinosaur egg behind electric fence that transitions stage back to the top area via pterodactyl(bottom level)

°Characters the stage favors: None in particular as anyone can do well on this stage. Bayman however has a slight edge on the top level as he has certain throws that can interact with the water stream for more damage.


Unforgettable

°Size:☆☆☆☆☆

°Vertical Length: Varies depending on area

°Horizontal Length: Varies depending on area

°Floor Hazards: Yes(in Danger Zone exhibit only)

°Walls?: Yes

°Ceilings?: No

°Multi Tier? Yes

°Difficulty:☆☆☆☆☆

°Hazard Types: Breakable tables and pool tables, barriers that block exhibits(leaves at -30 disadvantage in stun. Is constant), Tank launcher hazard(Hot Zone only), Rocket Launcher launcher hazard(Hot Zone only), barricade that leads to stair slope stage transition hazard(leads to bottom level map), launching red car hazard(Gamblers Paradise only), additional barricade in exhibit(Gamblers Paradise only), explosive flooring that causes a launch on knockdown(Danger Zone only, constant), Breakable bench(bottom level), Sloped terrain(Miyama only, may interfere/enhance combo set ups)

°Notable characters the map favors: None in particular, characters with good combo potential and attack interaction with hazards tend to have an edge over those who lack it.



D.O.A. Colosseum
°Size:☆☆☆

°Vertical Length:☆☆☆

°Horizontal Length:☆☆☆

°Floor Hazards?: No

°Walls?: Yes, Electric with "Rope" stun property

°Ceilings?: No

°Multi Tier?: No

°Difficulty:☆☆

°Hazard Types: Electric walls(Damage up), "Rope" wall stun properties from distant wall hit(certain attacks with knock back, nullifies wall bounce)

°Notable characters the map favors: None in particular. Anyone can do well on this map. Anyone who has attacks, holds, or throws that interact with the walls will have more of an edge than characters who lack such interactions.


Description: Probably the main mascot stage of DOA6, this is a decent size arena located in DOATEC that is built like a colosseum in ancient times, with statues on both sides with beautiful lush green flora and hundreds of spectators watching in their many seats from all angles. This stage is definitely one of the most simple to fight in, as it has little stage hazards. The stage is big enough but not too big to be overwhelm either player and it's circular structure is caged with electric type red beams that inflict a bit more damage when you hit them due to being electric. The stage also has "Rope" wall properties meaning that certain attacks like say Kasumi's H+KK for example that have knock back properties will cause a rope rebound that forcibly sends the opponent reeling back towards you stunned, which means they'll have to deal with another stun situation where they'll either have to guess right to escape additional damage or be on the defensive in anticipation of a hold or guard attempt. Overall this map is relatively easy to fight in and not much is required to master it as it has the bare minimum of what a DOA stage would be expected to have. Bound combo enders are also significantly more easy to utilize on this stage since the wall's close proximity makes it easy to land extra damage from break blows and close hit combo enders for increased damage. It however also hurts break blow cancel combo potential since the wall can prevent more lengthy higher damage combos, forcing you to cut corners although the wall's damage can help aid on damage.



Zero
°Size:☆☆☆☆

°Vertical Length:☆☆☆☆

°Horizontal Length:☆☆☆☆

Floor Hazards?: Yes, Electric shock property on lab lense floor(damage up, constant)

Walls?: Yes, Electric property.

Ceilings?: No

Multi Tier?: No

Difficulty:☆☆☆

Hazard Types: Electric walls(Damage up, constant), Electric flooring(Damage up, constant)

Notable characters the map Favors: None in particular, although characters who have more attacks, holds, or throws that interact with the walls and floor tend to have an edge over characters who lack it.

Description: If you've ever played DOA5 and fought in the Lab stage, this is essentially a remake of it. It's basically a relatively large, spacious circular lab area closed off by a special electronic force field, which forces you and the opponent to fight on an electronic lenses floor that's recording and noting your movements. The stage is pretty simple to fight on if you're familiar with the DOA Colosseum stage and the Gym and Muscle stage as there's nothing really to watch out for. Caution is advised as knockdowns from virtually anything will result in additional damage from the electric floor and wall, making throws and attacks that knock down even more lethal. Also try not to lay on the ground for too long as any grapplers on anyone with a ground throw can deal even more damage using the floor if you remain prone. Overall a pretty simplistic map with an edge in damage making it easy to duke out on if you're familiar with how to maneuver it.








A.P.O.
Size:☆☆☆☆☆

Vertical Length:☆

Horizontal Length:☆☆☆☆☆

Floor Hazards?: No

Walls?: Yes

Ceilings?: Yes(Specific area)

Multi Tier?: Yes(Infinity)

Difficulty:☆☆☆☆☆

Hazard Types: Wall transition, Fall into another area, Ceilings, Electric server wall(Nullify wall stun)

Notable characters the map favors: vertically wise the stage favors closer ranged combatants due to the walls and less breathing room, while the stage horizontally favors anyone who's ranger oriented when a gap is created. The area with the ceiling favors anyone with holds or throws that can interact with it.


Description: The A.P.O.( My personal favorite stage in the game) is a desolate, dark, and somber MIST lab that is definitely one of the more difficult stages in the game to traverse. You start out in a middle center area with two walls not too far away from either fighters' backs, and the horizontally the stage is very long. This stage tends to favor faster characters when fighting facing the vertical direction, while the stage can quickly shift in favor of range oriented fighters when facing in the horizontal direction which is very long and narrow. The stage is very small when vertically facing so one must be very wary of the nearby walls which can be used in throws and by certain characters like Kasumi for attacks.


The stage has a transition where if you hit the glass "window" barrier at the sides with an attack or even certain throws and holds, it'll lead to a long dramatic fall through a chasm like gap downwards before the victim falls hard on the metal floor surrounded by glass. The bottom level is pretty similar layout wise to the top, except this time at the very end of the lab's halls will be a "room" where servers acting as walls will surround you, and if you hit them, the victim rebounds off the wall allowing for a combo follow up, no matter if the attack used causes a simple wall stun or not. Hitting the servers will also result in more wall damage than normal.


Another thing to watch out for is the ceilings: near the middle of the hall down the long narrow horizontal area lies a ceiling near the glass stage transition wall hazard that allows for throws that interact with ceilings to put the opponent in a dangerous long stun that can lead to scary high damage guaranteed set ups, especially dangerous if the opponent manages to toss you through the glass for more unscaled damage. Overall this stage is a very advanced stage that seems to have a bit of everything that makes for dangerous map. Don't let the dark atmosphere distract you as this can quickly lead to danger if you don't mind your opponent.


Throwdown
°Size:☆☆☆☆

°Vertical Length:☆☆☆(☆☆☆☆ roughly when hazards is cleared)

°Horizontal Length:☆☆☆(☆☆☆☆ roughly when hazards are cleared)

°Floor Hazards?: No

°Walls?: Yes, spectators act as a "wall after initial reaction

°Ceilings?: No

°Multi Tier?: No

°Difficulty:☆☆☆☆

°Hazard Types: Run down car with explosion property(Damage up when hit), metal container aflame with explosion property(Damage up when hit), Breakable crates, Breakable junk, bystanders that force you forward when struck initially(leaves you in a disadvantageous stun, nulifies wall stuns and wall bounce)

°Notable characters the map favors: No one in particular, anyone can do well on this map. Any character however that special maneuvers stemming from the wall however has a slight edge.

Description: This is a grittier, more macabre stage that takes place in a dark, fire lit alley like environment with many onlookers cheering and ready for bloodspill. The left side where the first player starts off houses many dangers to watch out for: onlookers to your left and to the right near the junk piles behind you are watching, but they're not there just for show.... If you are sent flying into them, they'll always grab you and force you back into the fray as the victim helplessly tries to recover, leaving them(or even you) at a huge disadvantage as your opponent now has a +35 advantage to continue a stun, making this a terrifying situation to wind up in. Even throws and holds can trigger this so avoid this situation whenever possible since it'll force you in a guessing situation where one missed hold can lead to a hi counter throw.

In the middle of the onlookers lining the left and right behind you is a junk pile near an old sofa that'll cause a disadvantageous stun if you're sent into them, causing them to break. Even worse, there's THREE sections of them, so being near these hazards is basically a death sentence so avoid these whenever possible. To the far left on the player one's side is anotger slightly smaller junk pile that'll do the same thing, and it doesn't help that there's onlookers on both sides making it very scary to be near. Aside from that the stage is pretty much laid out simply. There's three hazards that you may overlook: there's an old metal barrel set aflame which deals slightly more damage when knocked into, and somewhat to its right is a crate that can cause a disadvantageous stun when knocked into. Finally at the far right between the two "walls" of onlookers is a seemingly harmless run down car...hitting it will cause slightly more damage than normal than if you were to hit a wall or metal fence in the stage. There's also duplicates of the hazard located behind the junk pile in the center of the stage at the sides, so watch out for those as well. Also, if you are sent into a breakable, and the opponent does a break blow right after it or after a launch, you'll receive horrific damage which can quickly end the fight, so be careful when your opponent has meter and is trying to edge you near breakables, be the first to do that.

Overall this stage is one that's not necessarily difficult to traverse, but environmental awareness is definitely an important element since there's no safe points here. Fights can quickly turn around if you make one mistake.



Miyabi

Size:☆☆☆☆☆

Vertical Length:☆☆☆☆☆(☆ in cramped pathways)

Horizontal Length:☆☆☆☆☆

Floor Hazards?: No

Walls?: Yes

Ceilings?: No

Multi Tier?: Yes

Difficulty:☆☆☆

Hazard Types: Breakable benches that cause disadvanategous stun, planked assemblages that cause disadvantageous stun(fully break after two wall hits which causes the stun), breakable lamps that act as "walls", wall transition, "Invisible" wall barriers on lower level

Notable characters the map favors: None in particular, generally anyone can do well on this stage, however characters with attacks that interact with walls has a slight edge.

Description: This stage is a beautiful, ambient one that takes place in an autumn set temple like area, with the match starting out with the player one's back to the destructible "wall" that'll quickly transition to the hidden bottom garden area if hit in the center. The stage is relatively docile with not much to watch out for, although the short wooden benches that line the sides can create a situation where you'll be placed into a disadvantage where you'll be put in a stun that grants the opponent a chance for a guaranteed set up.

Another area you'll likely miss is a corridor like area that has a small walled path lead to the dead end which is blocked by a closed temple door. Thus area is relatively cramped vertically wise so be careful when fighting here, especially since a few planned structures are near the floors of the walls. If you hit them twice, it'll fully break which leads to a guaranteed situation for the aggressor no matter if you already had hit it once during a combo, so once they partially break, try your best to avoid them. The area's walls are also a perfect time for characters like Kasumi to use them for wall attacks, and due to the closer proximities, getting close hit bound enders is a cakewalk in this area.

Finally, if you happen to be unlucky enough to break the wall in the main area of combat in the middle area, the victim will tumble down before landing near the hidden garden segment. This area is fairly large, with the left being walled with a small walkway leading into the garden that acts as a sort of "invisible" wall barrier, meaning you won't have to worry about the wall fouling up combos....well, as long as the cramped small vertical sides of the pathway don't interfere first. To the background of where the the fighters are starting from is a temple wall section that can once again be used for wall attacks, and the short fence in the foreground on the other side acts as a wall hazard as well. At the very end you'll come across a large pond that cant be accessed, but here lies an "invisible" wall barrier, that once again can be used to perform otherwise impossible combos that normally can't be performed due to walls interfering, or due to the spaces that combos in open space can create. Use this to your advantage to get the most out of your combo set ups, especially from break blow cancels and even launches and launch throws.

All in all this stage is a pretty easy one to fight in, and anyone can thrive here as long as you know what dangers lie in the midst of it and how to use them.
 
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