Character guides are kind of like combo guides imo, the game developers I think don't do that since they expect you to learn the character and their kit yourself which I myself enjoy doing, I think as a community people should do more move set break downs over combos since anyone can make a combo vid, character guides take time and dedication and can help people know exactly what a specific move does. Anyone can use Mila's tackle mount but we need people for example to explain and break down how it can be used, what's it's properties and when it should and shouldn't be used, that kind of thing
I respectfully disagree. Now I don't need something in-depth. But similar to how Street Fighter introduced some characters and had a general overview of how characters play, I feel that would be good for DOA 6. Advanced stuffs in the tutorial, yet some people don't even know how to do it, let alone know of it. Tekken has stuff but it's barebones. Sample combos are meh compared to DOA's Combo Challenges and the Tekken app to me's near worthless considering how I have hwoarang who supposedly has all the frame advantage in the world according to Tekken chicken and I still get beat out (But it's online so I'm over it). And for newbies it's still a war zone learning basic stuff like how to get up or sidestep (I played someone who was jumping so much he didn't bother to try to sidestep anymore). Since Tekken has no online dojo, I can't help out people also which is a big pain. And considering how the first installment talked about Tag and the mode in general, I feel that it'd be good to do other stuff.
Street fighter I feel can do those easily since 2D fighters tend to be a lot less complex than 2D, plus most of the new fighters in that game are gimmick characters so they can just whip up a video showing off the move set and their gimmick while 3D fighters have alot more to take into account.
The combo challenges in DOA aren't really practical either and are often times just for show while tekken shows more practical combos that can be used as go tos while DOA favors more flashy stuff for bragging rights which is why it's kind of it's own mode, I did all of Kasumi's and Nao's and never use them since KKKKKKKK for example isn't really practical. And that guy doesn't know how to get up or sidestep? 0_o he probably should learn that first since that's legit a basic thing.
I personally would like to see more videos regarding the lore and stuff of the game too so new players can better understand character backgrounds and maybe like a brief summary of how they play and what their styles emphasize, like for say Kasumi they can go over her story, her relationships and ties to DOATEC and then explain her style like "A fast and versatile ninja, Kasumi is good at keeping the opponent on her toes with her speed, versatility, and combo damage output. She's no glass cannon either as she has a backflip, air jump and parries for those who want to play her more defensive and turtle like her DOA2 iteration. She may not be particularly someone you want to mash with or finish strings on block with and she may not be a heavy hitter but when played carefully, wisely and precisely she can quickly become one of the most deadly warriors of the game, as the face of DOA should be!". That would give the player a good idea of what they're getting themselves into with a character