DOA6 Main Menu and Returning Modes


Team NINJA made a surprise appearance at E3 to reveal to the world that DOA6 is here, and it will be playable for the first time to the public at EVO 18. Though it looks like a few lucky people, largely from the press, have been able to play it before that event. Today a few more basic things have been confirmed to the game.

Dead or Alive 6 Game Modes:

Story - Even with the mixed reviews from the community and critics, story will be returning to hopefully clarify a few things between the ninjas and the newer characters added to DOA5: Ultimate and Last Round. Many fans do enjoy DOA's story a great deal and hopefully those awesome cinematics from DOA3 and 4 come back this time around.

Offline Modes - These modes will bring back the traditional difficulty levels found in DOA5.
  • Versus
  • Arcade
  • Time Attack
  • Survival
  • Team Battle
Training - This mode was great in DOA5, but hopefully they bring all of the content from Last Round back with more things to do and more ways to practice our moves.

Online - Please Team NINJA fix the net-code! This has currently been one of the most requested fixes for the game so far outside of gameplay mechanics.

 
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Helena's full FR

s97rt3.gif


She sort of ends it with her BKO_3P+K
 
Would be fun to have an option to use the tag throws inside the team battle mode.

You still choose up to 7 characters. You can do a tag throw with the next characters in your team. It's more like a 7 stock match where you can better manage your order as you wish.

A little nightmare to make but would create epic and situations. Fights would be very intense.
No tag gravity so it can be playable seriously, and all throws (even tag) do the same damage.
They are just here for the visual effects. Tag throws should be buffed comestically, with the same nature of Break Hold/Blow, with slow-motion.

You would actually start and end the match with an all group intro/outro, showing all your crew. Again, a bit hard and maybe a bit fanservicy, but probably "cool" in TN's eyes.

Characters order would be visually displayed near the HUD.

Imagine Team Ninjas (Kasumi, Ryu, Hayate, Ayane, Momiji, Rachel) versus Team DOATEC (Helena, Bayman, Christie, Rig, Lisa, Marie-Rose).

Okay I'm done.
god i know some ppl dont care about tag, but i would be so down for this lol... if TN loves cool visual effects then tag is like the perfect playground to let your imagination run wild.
 
btw has there ever been any 3D fighter (I don't mean 2.5D) that uses GGPO or just any rollback netcode in general?
Some Dragon Ball arcade game a few years back.

That said, there's a misconception that rollback netcode is only for 2D games. The thing is, every single modern netcode system in videogaming uses rollback netcode. First person shooters have used it since QuakeWorld, and every other genre for the most part has followed suit.

The basics of rollback netcode start with what is called "client-side prediction". This is a technique that masks lag by making the players client react before it gets confirmation from the server, and then correcting the game state to the correct one if there's a desync. GGPO and other rollback based systems for fighters simply apply this method onto a peer-to-peer architecture. There's nothing about the method that makes it incompatible with 3D gameplay.
 
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