WAZAAAAA

Well-Known Member
In 2023 @AlexXsWx extracted all the DOA6 input commands, I'll be sharing them here for more visibility.

The dump is extremely detailed, a real goldmine able to uncover any kind of input quirk you can imagine, here are some handpicked examples of its content:
  • Ryu Hayabusa's Izuna throw, the final part. Lists all the 8 valid commands. Shows how clockwise & counterclockwise are both accepted, how diagonals don't matter, and how you're allowed to begin the motion from any of the 4 cardinal directions
    Java:
    // hayabusa i=6 j=16
    CMD_KM_THR_IZS
    ACT_NAME(AC_KM_THR_IZS)
    ACT_CHK(AC_KM_THR_IZN)
    CMD_KEY(LV_L)
    CMD_KEY(LV_U)
    CMD_KEY(LV_R)
    CMD_KEY(LV_D)
    CMD_TIME(255)
    CMD_SYNC(BT_S|BT_P)
    
    // hayabusa i=6 j=17
    CMD_KM_THR_IZS2
    ACT_NAME(AC_KM_THR_IZS)
    ACT_CHK(AC_KM_THR_IZN)
    CMD_KEY(LV_L)
    CMD_KEY(LV_D)
    CMD_KEY(LV_R)
    CMD_KEY(LV_U)
    CMD_TIME(255)
    CMD_SYNC(BT_S|BT_P)
    
    // hayabusa i=6 j=18
    CMD_KM_THR_IZS3
    ACT_NAME(AC_KM_THR_IZS)
    ACT_CHK(AC_KM_THR_IZN)
    CMD_KEY(LV_R)
    CMD_KEY(LV_U)
    CMD_KEY(LV_L)
    CMD_KEY(LV_D)
    CMD_TIME(255)
    CMD_SYNC(BT_S|BT_P)
    
    // hayabusa i=6 j=19
    CMD_KM_THR_IZS4
    ACT_NAME(AC_KM_THR_IZS)
    ACT_CHK(AC_KM_THR_IZN)
    CMD_KEY(LV_R)
    CMD_KEY(LV_D)
    CMD_KEY(LV_L)
    CMD_KEY(LV_U)
    CMD_TIME(255)
    CMD_SYNC(BT_S|BT_P)
    
    // hayabusa i=6 j=20
    CMD_KM_THR_IZS5
    ACT_NAME(AC_KM_THR_IZS)
    ACT_CHK(AC_KM_THR_IZN)
    CMD_KEY(LV_U)
    CMD_KEY(LV_R)
    CMD_KEY(LV_D)
    CMD_KEY(LV_L)
    CMD_TIME(255)
    CMD_SYNC(BT_S|BT_P)
    
    // hayabusa i=6 j=21
    CMD_KM_THR_IZS6
    ACT_NAME(AC_KM_THR_IZS)
    ACT_CHK(AC_KM_THR_IZN)
    CMD_KEY(LV_U)
    CMD_KEY(LV_L)
    CMD_KEY(LV_D)
    CMD_KEY(LV_R)
    CMD_TIME(255)
    CMD_SYNC(BT_S|BT_P)
    
    // hayabusa i=6 j=22
    CMD_KM_THR_IZS7
    ACT_NAME(AC_KM_THR_IZS)
    ACT_CHK(AC_KM_THR_IZN)
    CMD_KEY(LV_D)
    CMD_KEY(LV_R)
    CMD_KEY(LV_U)
    CMD_KEY(LV_L)
    CMD_TIME(255)
    CMD_SYNC(BT_S|BT_P)
    
    // hayabusa i=6 j=23
    CMD_KM_THR_IZS8
    ACT_NAME(AC_KM_THR_IZS)
    ACT_CHK(AC_KM_THR_IZN)
    CMD_KEY(LV_D)
    CMD_KEY(LV_L)
    CMD_KEY(LV_U)
    CMD_KEY(LV_R)
    CMD_TIME(255)
    CMD_SYNC(BT_S|BT_P)

  • Hayate's Raijin throw. The proof that it forces you to do some extra neutral inputs, and a showcase of the leniency given to most chain throws; how they let you mirror the left/right inputs no matter the side you're on
    Java:
    //////// DOA6 RAIJIN PART 1
    // hayate i=23 j=0
    CMD_NI_THR_SPF
    ACT_NAME(AC_NI_THR_SPF)
    CMD_ONLY(LV_L)
    CMD_ONLY(LV_LD)
    CMD_ONLY(LV_D)
    CMD_ONLY(LV_RD)
    CMD_ONLY(LV_R)
    CMD_TIME(32)
    CMD_SYNC(BT_S|BT_P)
    
    // hayate i=23 j=1
    CMD_NI_THR_SPF2
    ACT_NAME(AC_NI_THR_SPF)
    CMD_KEY(LV_L)
    CMD_KEY(LV_D)
    CMD_KEY(LV_R)
    CMD_TIME(20)
    CMD_SYNC(BT_S|BT_P)
    
    
    
    //////// DOA6 RAIJIN PART 2
    // hayate i=6 j=0
    CMD_NI_THR_OLD_FUJ
    ACT_NAME(AC_NI_THR_OLD_FUJ)
    ACT_CHK(AC_NI_THR_SAN)
    CMD_TIME(255)
    CMD_KEY(ELMN|LV_L)
    CMD_KEY(HOLD|LV_NEUT)
    CMD_KEY(ELMN|LV_R)
    CMD_KEY(ELMN|LV_U)
    CMD_KEY(HOLD|LV_NEUT)
    CMD_KEY(ELMN|LV_D)
    CMD_TIME(30)
    CMD_SYNC(BT_S|BT_P)
    
    // hayate i=6 j=1
    CMD_NI_THR_OLD_FUJ2
    ACT_NAME(AC_NI_THR_OLD_FUJ)
    ACT_CHK(AC_NI_THR_SAN)
    CMD_TIME(255)
    CMD_KEY(ELMN|LV_R)
    CMD_KEY(HOLD|LV_NEUT)
    CMD_KEY(ELMN|LV_L)
    CMD_KEY(ELMN|LV_U)
    CMD_KEY(HOLD|LV_NEUT)
    CMD_KEY(ELMN|LV_D)
    CMD_TIME(30)
    CMD_SYNC(BT_S|BT_P)
    
    
    
    //////// DOA6 RAIJIN PART 3
    // hayate i=6 j=2
    CMD_NI_THR_OLD_RAJ
    ACT_NAME(AC_NI_THR_OLD_RAJ)
    ACT_CHK(AC_NI_THR_OLD_FUJ)
    CMD_TIME(255)
    CMD_KEY(LV_LU)
    CMD_KEY(HOLD|LV_NEUT)
    CMD_KEY(LV_RD)
    CMD_KEY(LV_RU)
    CMD_KEY(HOLD|LV_NEUT)
    CMD_KEY(LV_LD)
    CMD_TIME(30)
    CMD_SYNC(BT_S|BT_P)
    
    // hayate i=6 j=3
    CMD_NI_THR_OLD_RAJ2
    ACT_NAME(AC_NI_THR_OLD_RAJ)
    ACT_CHK(AC_NI_THR_OLD_FUJ)
    CMD_TIME(255)
    CMD_KEY(LV_RU)
    CMD_KEY(HOLD|LV_NEUT)
    CMD_KEY(LV_LD)
    CMD_KEY(LV_LU)
    CMD_KEY(HOLD|LV_NEUT)
    CMD_KEY(LV_RD)
    CMD_TIME(30)
    CMD_SYNC(BT_S|BT_P)

  • Jann Lee's Dragon Kick, 4 variants
    Java:
    ////1. some unused way to execute it from the pre-jump frames of old universal forward jumps, as a way to make accidental UP inputs more forgiving on stick, I suppose (e.g. 2369K = 236K)
    // jann lee i=8 j=3
    CMD_LU_DRA_K2
    ACT_NAME(AC_LU_DRA_K)
    CMD_KEY(LV_D)
    CMD_KEY(LV_RD)
    CMD_KEY(LV_R)
    ACTREQ_CHK(AC_LO_JUMP_F)
    CMD_TIME(20)
    CMD_KEY(BT_K)
    ACTREQ_CHK2(AC_LO_JUMP_F)
    NOTURN_CHK
    NOFREE_CHK
    
    ////2. the while running input
    // jann lee i=22 j=0
    CMD_LU_DRA_K3
    ACT_NAME(AC_LU_DRA_K)
    ACT_CHK(AC_RUN)
    CMD_TIME(255)
    CMD_KEY(HOLD|LV_R)
    CMD_KEY(BT_K)
    
    ////3. the standard 236K input
    // jann lee i=22 j=1
    CMD_LU_DRA_K
    ACT_NAME(AC_LU_DRA_K)
    CMD_KEY(LV_D)
    CMD_KEY(LV_RD)
    CMD_KEY(LV_R)
    CMD_TIME(20)
    CMD_KEY(BT_K)
    
    ////4. the 26K shortcut introduced in DOA3, which made many diagonals inside quarter circle motions optional
    // jann lee i=22 j=2
    CMD_LU_DRA_K_PS
    ACT_NAME(AC_LU_DRA_K)
    CMD_KEY(LV_D)
    CMD_KEY(LV_R)
    CMD_TIME(16)
    CMD_KEY(BT_K)


DOWNLOAD:
https://www.mediafire.com/file/nyn9aqe7szf3b01/DOA6allInputCommands.zip/file


You're recommended to view it with some kind of text editor (like Notepad++) or IDE with smart syntax highlighting to increase readability a bit with pretty colors.

Alongside the main dump I have included more files to aid with readability just in case:
- SYMBOLS replaces some cryptic buttons with pretty icons ←↓→↑
- SAMELINE reorganizes each command to stay within 1 line. This helps finding moves through regex searches if you're familiar with it. For example to find Ayane's spiral arrow we could use ayane.*?LV_D.*?LV_R.*?BT_K
- devInfo folder, an even "rawer" dump
- a spreadsheet with a legend



The dump itself is a pretty large 1.66 MB file and a bit intimidating to interpret, but here's some sparse documentation to help, feel free to contribute since it's incomplete.
- FREQUENCY = how often the function gets called across the entire moveset. Small numbers usually signify niche/obscure/leftover mechanics
- ENTRY = name of the function given by the developers internally
- MEANING = my attempt at decoding their purpose
- ? = unsure about what it does
- #### = just a way to represent a separation, a "different category"

FREQUENCY
ENTRY
MEANING
11090​
1st line (starts with //)​
character name (BASE means universal for every character) + some kind of index​
11090​
2nd line (starts with CMD_)​
a unique name given to each possible way to input a move. There are often multiple different ways to input the same move so they have different listings​
####
####
####
615​
LV_LD​
1​
2542​
LV_D​
2​
975​
LV_RD​
3​
2084​
LV_L​
4​
1567​
LV_NEUT​
5​
2741​
LV_R​
6​
159​
LV_LU​
7​
796​
LV_U​
8​
199​
LV_RU​
9​
3206​
BT_S​
H​
6153​
BT_P​
P​
4735​
BT_K​
K​
486​
BT_B​
? seems like a LV_L alternative for moves involving the S macro​
223​
BT_APPEAL​
AP/Appeal (taunt button)​
1551​
ELMN​
?​
4484​
HOLD​
?​
8​
BONLY​
? maybe a redundant LV_NEUT alternative​
####
####
####
2572​
ACT_CHK()​
Generally used for cancelling out of "states." Most commonly used for running attacks.​
11090​
ACT_NAME()​
animation that will play if you perform the command correctly​
704​
ACT_TIME_CHK()​
checks if the current animation is between X and Y frame​
4026​
ACTREQ_CHK()​
Used for cancelling attack strings. Checks if the character has an action/animation "queued" (next move to be performed is this one)​
3978​
ACTREQ_CHK2()​
see ACTREQ_CHK()​
8​
ANTIACT_CHK()​
prevent the move from being triggered if the specified animation is playing. Only used for Mai and Rig, this seems to stop Mai 236P and 236K from happening during a crouch dash​
39​
ANTIACTREQ_CHK()​
? only used in Fatal Rush​
18​
APPEAL_OPTION()​
? used in taunts, always (0)​
6​
CMD_HOLD()​
? may explain why Marie Rose 3PP4 is so clunky to do​
15651​
CMD_KEY()​
button or direction to press​
116​
CMD_LIMIT()​
?​
2177​
CMD_ONLY()​
similar to CMD_KEY() but it only accepts a single direction​
251​
CMD_RELEASE()​
for charge attacks like Hayabusa 4P+K​
117​
CMD_SYNC_FUTURE()​
? mostly used in Side Step Attacks​
3​
CMD_SYNC_ONLY()​
? used in 2 global moves​
3735​
CMD_SYNC()​
press the specified buttons simultaneously, for example (BT_S|BT_K)=H+K​
13058​
CMD_TIME()​
window of X frames​
660​
CMD_WAIT()​
Ignore inputs made before frame XX (An example is DOA2 Zack, who had this on the last hit of his gatling kicks.)​
2​
DEBUG_DRAW_NUMBER()​
? only used in 1 Brad Wong move: CMD_SU_JIKU_K1_5​
2​
DER_ACTION()​
? only used in 2 Zack moves: CMD_KR_RDKK, CMD_KR_7KK​
1​
E_ACT_CHK()​
Checks if opponent's current moveID is a match. Generally used for throw breaks.​
47​
E_STA_CHK()​
similar to HIT_CHK but with an animation specified. For some moves that only work On Hit such as Rachel 8PT/Phase-4 66KP+K​
564​
HIT_CHECK_REQUEST()​
similar to HIT_CHK but with an animation specified. For some moves that only work On Hit such as SSS/6S/Hayate 9KKKK​
4​
HOLD_WAYS_OPTION_NG_CHK()​
? always (3), used 4 times for mid kick holds​
13​
NOWACT_CHK()​
? used 1 time for NiCO teleport and some Bass moves​
2​
PREACT_CHK()​
?​
9​
SIDE_STEP_OPTION()​
? some traces of unused unique Side Steps like Bass 8ST​
254​
SPECIAL_POSE_CHK()​
stance required, like Hayabusa Ongyoin​
15​
SPECIAL_POSE_REQ_CHK()​
? always comes paired with SPECIAL_POSE_REQ_CHK2()​
15​
SPECIAL_POSE_REQ_CHK2()​
? always comes paired with SPECIAL_POSE_REQ_CHK()​
####
####
####
74​
BREAK_BLOW_CHK​
? likely to check 100% meter availability​
71​
BREAK_BLOW_CHK_REQUEST​
? likely to check 100% meter availability​
118​
BREAK_HOLD_CHK​
? likely to check 50% meter availability​
7​
CMD_NO_PB_CHK​
some Power Blow availability check leftover from DOA5​
5​
CMD_PB_CHK​
some Power Blow availability check leftover from DOA5​
171​
DOWN_CHK​
Checks if opponent is in an animation with the "down attacks enabled" flag.​
6​
E_AIR_CHK​
check if the opponent is airborne before allowing followups. Kinda faulty, this is why Christie's 7KH7KK On Hit sequence is possible even though it shouldn't be​
49​
E_AIR_THROW_CHK​
makes air throws possible​
2​
ENE_TURN_CHK​
makes Bass 236PT strike-throw in the opponent's back possible​
3​
GRD_CHK​
used in Mila backstep cancels such as 3P4 that work On Block, On Hit, but not On Whiff​
170​
HIT_CHK​
for some moves that only work On Hit such as 6S/Christie 7KP/Hayabusa 4H+KP​
39​
NO_DERIVE​
?​
5​
NO_TRW_FAILURE​
?​
254​
NOFREE_CHK​
? Not 100% sure, but guessing this is a condition for player not currently free-stepping.​
884​
NOTURN_CHK​
Condition that player cannot be backturned.​
114​
SIDE_ATTACK_GAUGE_CHK​
likely to check 25% meter availability​
25​
SIT_CHK​
Must be crouching, cannot be standing (e.g. Hayabusa while rising 4K)​
11​
STAND_CHK​
Must be standing, cannot be crouching.​
8​
TAG_CHANGE_CHK​
? some Tag switch attack leftovers from DOA5​
10​
TAG_CHK​
Tag throw condition. Partner must be alive. If player has a unique tag throw with partner it will play, otherwise results in generic tag throw.​
1​
TAG_CHK2​
Tag throw condition. Partner must be alive. If player has a second unique tag throw with partner it will play, otherwise input does nothing.​
165​
TURN_CHK​
to check if your back is facing the opponent. This is because in DOA there's a mechanic that prevents you from continuing your string if the opponent gets behind you. This function which is used in many moves that put you BT, is probably a way to prevent conflicts​
 
Last edited:

WAZAAAAA

Well-Known Member
now what the HECK is a DEBUG_DRAW_NUMBER() and why does Brad Wong's AC_SU_JIKU_K move have it

speaking of Brad again there seems to be a small typo in his CMD_BRA_EASY_COMBO_SSS_2 command, an extra "0" that is out of place:
CMD_TIME(60)0
 
Last edited:

Rev_an

Active Member
2ENE_TURN_CHKmakes Bass 236PT strike-throw in the opponent's back possible
weird, there's a different way to do this i think, there's a different thing checking the hit reaction move ID (which is how i did the bt juggle izuna)

also if there's a crit stun chk on the input side i can do something funny
 

Rev_an

Active Member
now what the HECK is a DEBUG_DRAW_NUMBER() and why does Brad Wong's AC_SU_JIKU_K move have it
while crouching k. maybe that's some "show the move ID" shit?

there's debug shit for the static object collisions that idk how to turn on but we see evidence of it in qrdb tool and the stage db stuff
 

Gultigargar

Well-Known Member
Some notes on a few of these:
CMD_WAIT = Ignore inputs made before frame XX (An example is DOA2 Zack, who had this on the last hit of his gatling kicks.)
DOWN_CHK = Checks if opponent is in an animation with the "down attacks enabled" flag.
STAND_CHK = Must be standing, cannot be crouching.
SIT_CHK = Must be crouching, cannot be standing.
NOFREE_CHK = Not 100% sure, but guessing this is a condition for player not currently free-stepping.
NOTURN_CHK = Condition that player cannot be backturned.
TAG_CHK = Tag throw condition. Partner must be alive. If player has a unique tag throw with partner it will play, otherwise results in generic tag throw.
TAG_CHK2 = Tag throw condition. Partner must be alive. If player has a second unique tag throw with partner it will play, otherwise input does nothing.
ACT_CHK = Generally used for cancelling out of "states." Most commonly used for running attacks.
ACTREQ_CHK / ACTREQ_CHK2 = Used for cancelling attack strings. I think what it does specifically is check that the cancel-able animation is currently playing, and that it was also playing when the input was pressed.
E_ACT_CHK = Checks if opponent's current moveID is a match. Generally used for throw breaks.

Another thing of note is that some of the game's opcodes share the same label. An example is CMD_KEY, which has 4 different variations. It has press and held variations, and whether or not diagonals count as multiple directions or not.
 

deathofaninja

Well-Known Member
Premium Donor
News Team
This is so cool! Everything looks great other than the titles you refuse to capitalize!

*runs away*

(EDIT: IT was a joke, but if we can make a few edits I'd like to Front Page some content in the future. Thanks for your contributions to the site btw.)
 
Last edited:

WAZAAAAA

Well-Known Member
edited in Gulti and Mallo's explanations

Journalists And Their Obsession With Camel-Style Capitalization Smh My Head... Edited
 
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
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