RIG - DOA5/DOA6 surprising combo damage comparison

ADR JaiDe N

Member
Thought I'd share my findings, as they are interesting. It's not a complete comparison of every known move and combo, but it's enough to see what has happened to our RIG.
It's not neat either, but just a rough copy I took down, it's easy enough to follow. Maybe someone can edit/clean it up? All the values are accurate as well, if you are in disbelief, test and compare yourself - I only tested a few things , not everything , so if you test new things , please add them.

NOTE. ALL TESTED ON NORMAL HIT

+ denotes positive frame advantage

* denotes combo damage

DOA5 left --------------------- DOA6 right

6KK=33* [] 6KK=33*
6KK4KK=53* [] 6KK4KK=20*
6KK4KKK=63* [] 6KK4KKK= 35*

7P.33K >KK4KK.PP2KK=76* [] 7P.33K >KK4KK.PP2KK = 60*

6KK4P +10 [] 6KK4P +10
BSKK6K *27 +27 [] BSKK6K 27* +22 ?

7P.33K > K.4KK.6H+K.K 82* [] 7P.33K > K.4KK.6H+K.K 74*

7P.3KK > K2KK. 6H+K.K 79* [] 7P.3KK > K2KK. 6H+K.K 71*

7P 8K >6KK4KKK * 62 [] 7P 8K >6KK4KKK 55*

7P 8K > PP4KKK *57 [] 7P 8K > PP4KKK = 50*

7P 8K PP2KK *52 [] 7P 8K PP2KK = 49*

K +5 [] K +5

K2H+K +12 [] K2H+K = +9

4KK +16 [] 4KK+16

K. 3K +30 [] K.3K+25

3K.6K +28 [] 3K.6K +23
 

GarryJaune

Well-Known Member
PP4KKK does no damage at all
but I know,it's not easy for us to forget the combo lol

when get a low juggle,use 6KK4KKK or 3PKK bounce 6HK in DOA6

HE NEEDS BUFF especially strike&throw damage
 

ADR JaiDe N

Member
PP4KKK does no damage at all
but I know,it's not easy for us to forget the combo lol

when get a low juggle,use 6KK4KKK or 3PKK bounce 6HK in DOA6

HE NEEDS BUFF especially strike&throw damage

Yup. PP4KKK (ONLY 21 DAMAGE IN 5 HITS. WTF!!!!!!) I didn't test because the damage drop was already shown in the 6KK4KKK string lol

3PKK doesn't always connect on low juggles or weight classes * could just be online strict timing or hit levels as I play 1 bar ranked . FML lol* especially on the final Kick .

3PKK is not a bad combo , damage is OK , leaves you with limited options > either 4K axekick OR 66K front kick (THEY BOTH DO THE SAME DAMAGE mind you)

from back-turned >** P+K.Turning Leg Cut KKK is unreliable especially online in open space. 4K+66K are much better

Of course the REAL reason they gave us 3PKK string was to be used with BREAK BLOW finisher I believe , BECAUSE Rig can not do a break blow while in his Bend Stance.

H+K.6K > 3PKK is quite nice when you consider the volume of HITS compared to his more frequent attack strings yielding less damage . 58 plain DAMAGE in 7 hits + 66 with 4K finisher .

in contrast > a 10- hit combo : 7P.33K.KK4KK.PP2KK does only 60 damage hahah..... mathematically the damage is reduced TOO much per hit now on average with him.

66 seems to be a common theme with him check this out!

K6K.K6K(37*) > K2KK.BS.KK6K 66* <<< K6K.K6K , I've never actually seen anyone use before , it's quiet stylish , you're welcome * low damage @ 37 launch on NH

H+K.6K(37*) > 3PKK. 4K 66*

K6K.K6K(37*) > 3PKK. 4K 66*



discovery : after 7P.33K launcher > KK4.8P and KK4.6K do the same damage , while it appears TLC.8P retains more height


And on the new TLC 8P ??

on NH .classic 6KK4P is +10 (-5 blocked) @19 recovery frame.....BUT 6KK4.8P is + 36! (-9 blocked) @ 23 recovery frames .
in contrast : classic 6KK4KKK is ALSO -9 blocked @29 recovery . lol


hmmmm WTF ... BS . 7K ( charged ) is only +22 ... surprising for such a high frame move... BUT basic BS.7K has the SAME +22 without being charged !?!? only difference is the damage and guard break potential when blocked .

8P is +40
BS or K.4H+K +48
7P is + 68 ( fatal stun lolololol)







I'm surprised more people are not here talking about RIG and potential details and combo/strategies ect, bet I'm one of the few who use him on XBOX ONE lol. sadly I've yet to face someone in ranked who has used RIG better than I.

I'm never putting him down for someone else, I just love the kicks too much .
 

GarryJaune

Well-Known Member
:cool:in BS no bounce,true story


but why honoka's BS 8K could bounce?I still believe they mean to cut it due to nerf rig(as well as lee's DS OH)
 

ADR JaiDe N

Member
:cool:in BS no bounce,true story


but why honoka's BS 8K could bounce?I still believe they mean to cut it due to nerf rig(as well as lee's DS OH)


BS 8K is a very good move on people who like to always do low-wake up kicks = it's a free K2KK> K6KK or 6H+K.K , still works just like in DOA5

BS 8K punishing low-wake up kicks can also be followed up with a variety of combos , but 3PKK into Breakblow is very nice to make them respect RIG.

BS 8K by itself is weak on NH . combos ending in BS i.e 4KK , PPKK or my fave PPPK (+1 on block/last kick does not PUSHBACK like 4KK does making it better for BS 8K to connect!) or even 4K or just K at then end of a few attacks that build up stun BS 8K will bounce and you can at least get a free 3PKK or K2KK > KK6K / 6H+K.K out of it .

I only use it as a punish on people who use low-wake ups its very useful in that regard . nice mid too so U can bounce people who guess low holds.

I much prefer the old 6P+K.4H+K bounce big more damage . not bad , but I'm using BS 8K here more to punish low wake ups.
 

Stew

New Member
NOTE. ALL TESTED ON NORMAL HIT

DOA5 left --------------------- DOA6 right

6KK=33* [] 6KK=33*
6KK4KK=53* [] 6KK4KK=20*
In DOA5 Rig's 6kk4*kk on normal hit was one 4 hit combo. In DOA6 it is two 2 hit combos: first does 33 dmg, second one does 20 dmg, whole string does 33+20=53 dmg - same as in DOA5.
In DOA6 6kk4 on normal hit no longer comboes into 6kk4*k . Why? Ever heard of removal of Stagger Escape in DOA6? Guess what, it was balanced by a nerf of all advantages. 6kk4 now is not plus enough to combo into 6kk4*k.
 

ADR JaiDe N

Member
In DOA5 Rig's 6kk4*kk on normal hit was one 4 hit combo. In DOA6 it is two 2 hit combos: first does 33 dmg, second one does 20 dmg, whole string does 33+20=53 dmg - same as in DOA5.
In DOA6 6kk4 on normal hit no longer comboes into 6kk4*k . Why? Ever heard of removal of Stagger Escape in DOA6? Guess what, it was balanced by a nerf of all advantages. 6kk4 now is not plus enough to combo into 6kk4*k.

Yes thanks for pointing that out, upon a second glance I see the mistake here. The problem is simple - I tested in training mode and the health bar regenerates the moment a combo is finished. Hence 6KK/4KK does not combo; therefore I simply misread the data; the moment 6KK(33*) is over the bar regens as 4KK (20*) is input, giving the illusion it's losing damage, when as you said it's 53 still

want a cookie? L0L
 

GarryJaune

Well-Known Member
In DOA5 Rig's 6kk4*kk on normal hit was one 4 hit combo. In DOA6 it is two 2 hit combos: first does 33 dmg, second one does 20 dmg, whole string does 33+20=53 dmg - same as in DOA5.
In DOA6 6kk4 on normal hit no longer comboes into 6kk4*k . Why? Ever heard of removal of Stagger Escape in DOA6? Guess what, it was balanced by a nerf of all advantages. 6kk4 now is not plus enough to combo into 6kk4*k.
dude,you lost the point,yeah the damage is same but it is not a neutral combo now,that gonna hurt rig badly

without SE does no effet rig's opponents casue they are auto fastest SE now for rig

Rig's common tools like BS 6HK,BS 3K,PPK,6P etc are all in lower stun now,so without neutral combo 6KK4KKK,he has less efficient stun tools in DOA6。
And all this mindless nerfs are in a premise that rig's damage is much lower than the average(no matter strike or throw),what is more,all rig's pseudo force-techs are gone too.

I was so wrong,I thought rig's better than helena&zack lol,he fucked up:p Let's go diego&bass
 

ADR JaiDe N

Member
dude,you lost the point,yeah the damage is same but it is not a neutral combo now,that gonna hurt rig badly

without SE does no effet rig's opponents casue they are auto fastest SE now for rig

Rig's common tools like BS 6HK,BS 3K,PPK,6P etc are all in lower stun now,so without neutral combo 6KK4KKK,he has less efficient stun tools in DOA6。
And all this mindless nerfs are in a premise that rig's damage is much lower than the average(no matter strike or throw),what is more,all rig's pseudo force-techs are gone too.

I was so wrong,I thought rig's better than helena&zack lol,he fucked up:p Let's go diego&bass


L0L yeah , pretty much - sometimes 7K still works as forcetech . 2 P also , i really missed the good old 1H+K and 1P

I'm using 6PP.4P now decent stun and 8P is still nice i think .

Diego is really fun and easy to use cus he's fast AND strong . I consider him a faster smaller Leon/Rachel hybrid type of fighter
 

ADR JaiDe N

Member
:ppro my ass

rig is trash character for now


Definitely - all one simply needs to DO is pay attention to the damage their opponent deals, WITH EASE in FEWER hits.
When you make that connection, then you realise how much he was nerfed. Just compare the damage in his combos to others.
Absolutely absurd, EVEN with smart high hit-combos, his damage is still low to average at best.

For me , even in his current state - I will continue to use him. If he gets a BUFF, that would be very good, and NO DOUBT people will make excuses and complain about him only because they lack knowledge haha....to them I say , wake up and look at the already OVERPOWERED characters/moves in this games current state
 

GarryJaune

Well-Known Member
man you really like him
:cool:
butta I'm not gonna waste too much time on a low tier character

try diego and bass dude,or nico,easy characters for easy winnings lol
 

ADR JaiDe N

Member
I admire his kicks and Tae Kwon Do as a whole, guess what, I also mained Hwoarang on Tekken lol

Like I said bro, I've been using RIG Since day 2012 L0L I dropped Hitomi+Christie+Jan Lee+Leon+Bayman+Zack ect. for him coming from off from DOA4...

I already figured out Diego on the Demo dude (MAX damage combos/setups and such) he's really fun and I raped A,S rank ninjas with him so easily L0L, I could use bass good on DOA5 as well, i'm guessing he got buffed here too or something? haven't used him yet or seen anyone use him.

I like Nico's moveset and the art of Silat too . She has nice kicks too and I love her losing pose on her knees in the deluxe outfit hahah
 
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