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:
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
- 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"
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 |
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