Newbie here
Hey, I promised my friend that I'll learn DOA6 so I'm learning DOA. My main games are Street Fighter and Virtua Fighter. I do have experience with 3D fighters with Tekken as well and some Soul Calibur. I've been finding this game very overwhelming. I think what I want are a few pointers?
With a lot of combo videos online, I'm noticing they're not natural combos and your opponent has a chance to do critical holds. Reminds me of mechanics which makes your opponent have to change up their combo approach such as combo breakers Killer Instinct (I barely played that game) and to an extent DI with Smash Bros (Not a Smash player so my understanding of DI maybe bad). With SF and VF I'm more used to natural combos so you get combo, you can't do anything. I'm not used to that so what I've been learning are landing a launcher that pops my opponent in the air then combo off to avoid the risk of getting holds.
I like how the game has two ways to block. Is it sub optimal to bother doing hold back to block in this game? or are there some applications? Only thing I can think of is that you can move backwards, until your opponent presses something. Also I noticed my character tracks the opponent's as they're side walking when I hold back to block, so it's harder to go behind me.
This game is very interesting for me, seems very set up based with all these mechanic. It's not like fighting games I'm used to.
I'm playing Nyotengu, I want to cosplay her for EVO France so I've been learning the character.
At the moment, I'm keeping my gameplan sub optimal but simple for me to get used to the system and neutral. So relying a lot on 8K and 41236 P+H to get some combo damage in. As well as basic fighting game fundamentals and experimenting with my opponent being on critical stun and holds.
I'm based in the UK. My scene is mostly Street Fighter and Virtua Fighter. We dabble on DOA but rarely.