HOW TO PLAY FIGHTING GAMES SESSION #1. Tell me about your DOA journey in the comments! The good and the bad! If you're having a little difficulty with the FGC notation terminology, check out here: ua-cam.com/video/TlCcAiNLzps/v-deo.html Check out the TopTierTips Guide Series: ua-cam.com/video/oFIZOxrRW44/v-deo.html Here are the DOA6 character guides: ua-cam.com/play/PLV4Z7LoRwodCADdouGiwSnK9XNUS1LleT.html Join TopTierFighters here: www.patreon.com/toptiertips/overview Follow Force of Nature on Twitter: twitter.com/ForceofNature99 Follow Force of Nature on Twitch: www.twitch.tv/force_of_nature #DeadorAlive6 #HowToPlayDeadorAlive #DOA6Guide
@@meemu1612 just explain to them all about your PP, and how it fundamental. You can't actually open anything without it, they will understand for sure.
Every DOA game should contain your guide videos. It would increase playerbase so much. I mean DOA's own tutorial does a good job of explaining key moves. But I don't think it ever covered the concepts of fuzzy guard, korean back dash or - probably the most important - strategy; what to do in neutral, when to look for a launch, mindgames and such. It's good to have videos such as yours that new players interested in the game can be pointed to. Thanks a ton 👍🏼
follow up questions: can you go over the get up / wake up game a bit more? quick wake up / techs, dos and donts? like how do you input the different wake up kicks? which hold fo you use against the standard wake up kick? forward hold? back mid hold? high hold? Is the 21+ damage thing the only thing that stuffs the wake up kicks? are there other 'meaty' moves to try? is there a standardized frame data on wake up kicks? like is every high wake up kick -7 on block or something?
- I go over okizeme related stuff in this session: ua-cam.com/video/MCCpci9Zx-U/v-deo.html - For quick wake-ups or tech rolls, you perform them if the opponent is likely to try and hit you on the ground or set something up based on you lying on the ground. Tech rolls get you back in the fight quicker generally negating the opponent's ground-based okizeme setup. Tech rolls have around 18 frames of invincibility. To counter the tech roll, the opponent will be required to perform a setup that takes into account you performing a tech roll, such as pressuring you/frame trapping you immediately after the tech roll. TL;DR Tech roll when the opponent tries to hit you on the ground, don't tech roll when the opponent uses setups that pressure tech-rolling opponents (such as meaty-attacking your tech roll before you have enough frames to do anything other than block for instance) - A mid wake-up (WUK) is inputted by pressing K when downed. A low WUK is inputted by pressing down+K. A tech roll into a WUK can be performed by inputting a direction+attack/block button then either K or down+K (IIRC, tech rolls into a WUK can feel a little iffy, and I admittedly don't use them often. I either lie on the ground or tech roll) - A mid kick hold is used against a standard WUK. It's inputted with forward+H. A low WUK is held by down-back+H - Wake-up kicks are stuffed by attacks that deal 21+ damage (20 damage will lead to a trade), or attacks that "crush" them. A mid WUK is beaten by a 21+ damage strike on the same frame or a "mid-crush" move like Helena's Bokuho stance. You would have to evaluate your character's moveset and check to see what moves beat mid WUK's (set your opponent's COM Reactions to Mid Kicks). As an FYI, Mid Crush moves are generally really strong because they generally avoid mids and something else such as highs. - There is standardized frame data on WUK's. A WUK after a standard knockdown would be i35 (35 frames, 34 frames for a low WUK) in total, though the animation is masked by the "get-up" animation making WUK's feel like i20 in reaction time (plus you would need to determine low or mid). A mid WUK is -6 on block. Low WUK's are -10 on block allowing them to be punished by i7 low throws. Mid WUK's are safe on block due to pushback. You can use the frames to enforce a mix-up on your opponent after you block a mid WUK. In general, low throw or low crush low WUK's, and Mid kick hold mid WUK's. Expert Mid Kick holds (back-forward+K) are very strong if your character possesses one. They commonly start combos. I showed off Kasumi's in the video.
I’m also hoping that you put out more anti-character guides on the characters in this game as I looked and so far you only have Nico so, I definitely hope you do anti-character guides on the rest of the roster as well.
Ok that’s a bummer, I wish they did but I wish you’d do more of them because I’d love to get more but, if not I understand and I will definitely be using these tips to learn the game as Hitomi.
I know this is super late but wow that is a lot to take in as a fighting game virgin. I hope I'll stick with the game until I become at least casual level in multiplayer. also hoping these video guides will help me get to that goal. thanks for the valuable content
You're welcome! Yeah, there's a lot of stuff to DOA6, it's a very deep, complex game, and this is just scratching the surface. Good luck on your DOA journey! Fancy a character yet?
thanks a bunch! and actually, yeah, heh :> mainly Ayane (even if she feels way too advanced :( ) and Kokoro (glad to hear she's more beginner friendly in comparison), but Hayate and Hitomi look fun too with only 3-4 hours of play time in the game I'm still trying to memorize what button does what, and practice how to even move tho I've heard jumping right into multiplayer is the way but I just can't bring myself to do that at this stage - I hope I'm not handicapping myself too much by fighting CPUs exclusively currently, given my play time... or is the advice "multiplayer since day 1!"?... welp, at least I'm slowly but steadily making my way through your helpful education oozing videos :D
Thanks for the video. Can you go over side stepping at some point? Not SSA, but just side stepping. I know it is used to evade linear attacks and is countered by tracking moves but often times I find myself getting beat out by my opponent even after I successfully side step a linear attack. Struggling to determine if I'm just minus, late to respond, or if there's something I'm not understanding about when to do a side step without doing an SSA. I've seen people in tournaments do two back-to-back side steps but I don't understand the reasoning behind it either though it seems to work for them. Any info would be appreciated. Thanks again. Love your videos.
Sidesteps are weird in DOA because they don't have complete invincibility and have a lot of recovery after use. It's risky to do empty sidesteps, then attack because of this sidestep recovery. Players do consecutive sidesteps to avoid multiple linear attacks. Though of course it's better sometimes to spend the meter for the linear-invincible Sidestep Attacks that out-prioritize linear moves beating them out consistently. You can try performing double sidesteps, if you need to evade multiple moves.
@@ForceofNature99 Thanks for the response. So it is the case that recovery from empty SS is high. Fair enough. I still play at a very basic level so I won't dwell on this for long. I'll just focus on good use of SSA for now. Thanks again.
Also, I have a question. Are resets viable in DoA6 after a standing critical stun? I'm playing Hitomi and I want to land the 15f close hit death punch. The move previous lands a 16f on hit advantage. Would a good setup like a wait into throw or 15f mid death punch viable?
After an i16 advantage, you'll need to follow-up with an i14 move or faster. For Hitomi's i15 Death Fist to connect, you'll need i17 advantage. With +16 follow-up with 6P (Forward+Punch), or 3K (Down-Forward+Kick).
@@ForceofNature99 Right. This is assuming I'm landing it as a combo. My question refers to resetting, using deathfist as the move to reset with assuming they are jabbing.
@@ArkadeGaming789 Hmm, the Deathfist would be a knockback move though so it would reset the game back to neutral. For a reset, the 6T throw would be ideal or 2H+K.
So my GF is a sweaty DOA player who mains Helena. I'm new to the game maining Hayabusa. I think there's some critical information about how the game works compared to other fighters that I'm just not getting. It seems it's never my turn to strike and then there are times when something is clearly minus on block but I still get blown up for pushing buttons. But the REALLY annoying thing is when I do something I THINK is unsafe but somehow beats her button? I'm like, "That's slow af, how did I win there?!" You just mentioned that there is a damage threshold for counterhits with wake-ups. Does that apply to EVERY strike?!
Yes. The move that deals more damage will win in a trade. You also need to take into account high crush & low crush properties (tech crouch moves & tech jump moves). Do you know Hayabusa & Helena's frame data?
@@ForceofNature99 I'm just not used to how fast everything recovers in this game. I'm used to MK where there are VERY unsafe things with full combo punishes. Whereas here you need to be on it or else I get just get fucking mashed out.
Yeah, I'm aware of a lot of the things are that unsafe that Helena does, but I'm finding that she still has time to duck or go into that stupid OP stance or just straight mash while neg.
@SMRT F.O.N. I am a brand new DOA player starting with Dead or Alive 6 to learn how the franchise works at a fundamental level to prepare for the inevitable franchise reboot that is coming at some time down the road, not sure when but when it does I want to know how DOA works at a fundamental level. I don’t care if a character is perceived as “easy” or “hard” to play as long as I find a character I not only like the moves of but I find attractive to stare at for hours on end while looking at the game and let’s be honest as a straight white male of 27 years, finding a hot character to stare at while I learn the game shouldn’t be hard due to the amount of sexy ass females in this game lol. 😂
How i hate counter hits and stuns in DOA! They are so confusing! That's why i prefer VF. In VF i always understand what is happening, while in DOA it's hard to understand what you need to do and when, especially if you are new.
HOW TO PLAY FIGHTING GAMES SESSION #1. Tell me about your DOA journey in the comments! The good and the bad!
If you're having a little difficulty with the FGC notation terminology, check out here: ua-cam.com/video/TlCcAiNLzps/v-deo.html
Check out the TopTierTips Guide Series: ua-cam.com/video/oFIZOxrRW44/v-deo.html
Here are the DOA6 character guides: ua-cam.com/play/PLV4Z7LoRwodCADdouGiwSnK9XNUS1LleT.html
Join TopTierFighters here: www.patreon.com/toptiertips/overview
Follow Force of Nature on Twitter: twitter.com/ForceofNature99
Follow Force of Nature on Twitch: www.twitch.tv/force_of_nature
#DeadorAlive6 #HowToPlayDeadorAlive #DOA6Guide
Wow. Just got Doa6 a week ago and watching these guides have helped a lot. Thanks for these guides.
@@the_henchman4268 You're welcome Tomred!
At 0:51 "Use your PP to feel out your opponent." I hate my immature side lololol
Fr, I can't watch the first minute of this video without laughing
-Use your PP to feel your opponet.
Got it!
Failed to understand the task at hand, now I'm sitting inside the police department
@@meemu1612 just explain to them all about your PP, and how it fundamental. You can't actually open anything without it, they will understand for sure.
Thanks for continuing to put out DOA6 videos.
The production may be "dormant" at times, but it's never out for good ;-)!
Straight to the point and informative! One of the best guides for DOA6 🙏
Embrace the PP! lololol. I miss Akira's elbows. Though Kokoro's are good too.
Akira's and Kokoro's elbows are like crack. There isn't a bad time to elbow when you have the advantage haha.
_BECOME ACQUAINTED WITH YOUR PP_
Haven't seen your vids in a while. Nice to see your still at it and with better quality sound.
No problem, thanks for watching.
you heard the man. use your pp to feel out the opponents
nearly spat out my coffee lmao
Only way to play! 😏
Yoooo, thank you for this vid! Gives a lot to know what to do in non-neutral.
Excellent outfit on Kasumi, mein cultured senpai.
you are such a great explainer for FGs. it's simple, and the questions that arise for me are almost always covered.
Thanks christian! Glad it could help!
Every DOA game should contain your guide videos. It would increase playerbase so much. I mean DOA's own tutorial does a good job of explaining key moves. But I don't think it ever covered the concepts of fuzzy guard, korean back dash or - probably the most important - strategy; what to do in neutral, when to look for a launch, mindgames and such. It's good to have videos such as yours that new players interested in the game can be pointed to. Thanks a ton 👍🏼
You're welcome. Thanks for the support!
I love you still support and give tips to this game, you really are good at this😊.
follow up questions:
can you go over the get up / wake up game a bit more?
quick wake up / techs, dos and donts?
like how do you input the different wake up kicks?
which hold fo you use against the standard wake up kick? forward hold? back mid hold? high hold?
Is the 21+ damage thing the only thing that stuffs the wake up kicks? are there other 'meaty' moves to try?
is there a standardized frame data on wake up kicks? like is every high wake up kick -7 on block or something?
- I go over okizeme related stuff in this session: ua-cam.com/video/MCCpci9Zx-U/v-deo.html
- For quick wake-ups or tech rolls, you perform them if the opponent is likely to try and hit you on the ground or set something up based on you lying on the ground. Tech rolls get you back in the fight quicker generally negating the opponent's ground-based okizeme setup. Tech rolls have around 18 frames of invincibility. To counter the tech roll, the opponent will be required to perform a setup that takes into account you performing a tech roll, such as pressuring you/frame trapping you immediately after the tech roll. TL;DR Tech roll when the opponent tries to hit you on the ground, don't tech roll when the opponent uses setups that pressure tech-rolling opponents (such as meaty-attacking your tech roll before you have enough frames to do anything other than block for instance)
- A mid wake-up (WUK) is inputted by pressing K when downed. A low WUK is inputted by pressing down+K. A tech roll into a WUK can be performed by inputting a direction+attack/block button then either K or down+K (IIRC, tech rolls into a WUK can feel a little iffy, and I admittedly don't use them often. I either lie on the ground or tech roll)
- A mid kick hold is used against a standard WUK. It's inputted with forward+H. A low WUK is held by down-back+H
- Wake-up kicks are stuffed by attacks that deal 21+ damage (20 damage will lead to a trade), or attacks that "crush" them. A mid WUK is beaten by a 21+ damage strike on the same frame or a "mid-crush" move like Helena's Bokuho stance. You would have to evaluate your character's moveset and check to see what moves beat mid WUK's (set your opponent's COM Reactions to Mid Kicks). As an FYI, Mid Crush moves are generally really strong because they generally avoid mids and something else such as highs.
- There is standardized frame data on WUK's. A WUK after a standard knockdown would be i35 (35 frames, 34 frames for a low WUK) in total, though the animation is masked by the "get-up" animation making WUK's feel like i20 in reaction time (plus you would need to determine low or mid). A mid WUK is -6 on block. Low WUK's are -10 on block allowing them to be punished by i7 low throws. Mid WUK's are safe on block due to pushback. You can use the frames to enforce a mix-up on your opponent after you block a mid WUK. In general, low throw or low crush low WUK's, and Mid kick hold mid WUK's. Expert Mid Kick holds (back-forward+K) are very strong if your character possesses one. They commonly start combos. I showed off Kasumi's in the video.
Please teach me Dead or Alive 6 because I'm hyped to play it next week. I'm just getting some information
What would you like to know?
thanks for putting out these here
You're welcome Octo Hex! Thanks for the support! :-)
I’m also hoping that you put out more anti-character guides on the characters in this game as I looked and so far you only have Nico so, I definitely hope you do anti-character guides on the rest of the roster as well.
Unfortunately the anti-character guides didn't really hit it off, so I likely won't get to them until the DOA7/reboot.
Ok that’s a bummer, I wish they did but I wish you’d do more of them because I’d love to get more but, if not I understand and I will definitely be using these tips to learn the game as Hitomi.
Best DOA Tutorial Ever
Thank you! 👍
Excellent👍👍👍👍👍👍
I know this is super late but wow that is a lot to take in as a fighting game virgin. I hope I'll stick with the game until I become at least casual level in multiplayer. also hoping these video guides will help me get to that goal. thanks for the valuable content
You're welcome! Yeah, there's a lot of stuff to DOA6, it's a very deep, complex game, and this is just scratching the surface. Good luck on your DOA journey! Fancy a character yet?
thanks a bunch! and actually, yeah, heh :>
mainly Ayane (even if she feels way too advanced :( ) and Kokoro (glad to hear she's more beginner friendly in comparison), but Hayate and Hitomi look fun too
with only 3-4 hours of play time in the game I'm still trying to memorize what button does what, and practice how to even move tho
I've heard jumping right into multiplayer is the way but I just can't bring myself to do that at this stage - I hope I'm not handicapping myself too much by fighting CPUs exclusively currently, given my play time... or is the advice "multiplayer since day 1!"?...
welp, at least I'm slowly but steadily making my way through your helpful education oozing videos :D
Thanks for the video. Can you go over side stepping at some point? Not SSA, but just side stepping. I know it is used to evade linear attacks and is countered by tracking moves but often times I find myself getting beat out by my opponent even after I successfully side step a linear attack. Struggling to determine if I'm just minus, late to respond, or if there's something I'm not understanding about when to do a side step without doing an SSA. I've seen people in tournaments do two back-to-back side steps but I don't understand the reasoning behind it either though it seems to work for them. Any info would be appreciated.
Thanks again. Love your videos.
Sidesteps are weird in DOA because they don't have complete invincibility and have a lot of recovery after use. It's risky to do empty sidesteps, then attack because of this sidestep recovery. Players do consecutive sidesteps to avoid multiple linear attacks. Though of course it's better sometimes to spend the meter for the linear-invincible Sidestep Attacks that out-prioritize linear moves beating them out consistently. You can try performing double sidesteps, if you need to evade multiple moves.
@@ForceofNature99 Thanks for the response. So it is the case that recovery from empty SS is high. Fair enough. I still play at a very basic level so I won't dwell on this for long. I'll just focus on good use of SSA for now. Thanks again.
@@arielm9847 You're welcome, good luck!
Also, I have a question. Are resets viable in DoA6 after a standing critical stun?
I'm playing Hitomi and I want to land the 15f close hit death punch. The move previous lands a 16f on hit advantage. Would a good setup like a wait into throw or 15f mid death punch viable?
After an i16 advantage, you'll need to follow-up with an i14 move or faster. For Hitomi's i15 Death Fist to connect, you'll need i17 advantage. With +16 follow-up with 6P (Forward+Punch), or 3K (Down-Forward+Kick).
@@ForceofNature99 Right. This is assuming I'm landing it as a combo. My question refers to resetting, using deathfist as the move to reset with assuming they are jabbing.
@@ArkadeGaming789 Hmm, the Deathfist would be a knockback move though so it would reset the game back to neutral. For a reset, the 6T throw would be ideal or 2H+K.
@@ForceofNature99 That's true. I do have to be concerned about post-hit-pressure. Thanks! This has been very insightful. ^-^
So my GF is a sweaty DOA player who mains Helena. I'm new to the game maining Hayabusa. I think there's some critical information about how the game works compared to other fighters that I'm just not getting. It seems it's never my turn to strike and then there are times when something is clearly minus on block but I still get blown up for pushing buttons. But the REALLY annoying thing is when I do something I THINK is unsafe but somehow beats her button? I'm like, "That's slow af, how did I win there?!" You just mentioned that there is a damage threshold for counterhits with wake-ups. Does that apply to EVERY strike?!
Yes. The move that deals more damage will win in a trade. You also need to take into account high crush & low crush properties (tech crouch moves & tech jump moves). Do you know Hayabusa & Helena's frame data?
@@ForceofNature99 I'm just not used to how fast everything recovers in this game. I'm used to MK where there are VERY unsafe things with full combo punishes. Whereas here you need to be on it or else I get just get fucking mashed out.
Yeah, I'm aware of a lot of the things are that unsafe that Helena does, but I'm finding that she still has time to duck or go into that stupid OP stance or just straight mash while neg.
I'm very curious about this high crush/low crush concept though.
WHOA! Wait a minute! Wait. a. minute. Are you NOT supposed to punish unsafe moves with FASTER ones but with higher DAMAGING ONES?!
"use your pp to feel out your opponent" lmfao
( ͡° ͜ʖ ͡°)
I just started playing again 😂
@SMRT F.O.N. I am a brand new DOA player starting with Dead or Alive 6 to learn how the franchise works at a fundamental level to prepare for the inevitable franchise reboot that is coming at some time down the road, not sure when but when it does I want to know how DOA works at a fundamental level.
I don’t care if a character is perceived as “easy” or “hard” to play as long as I find a character I not only like the moves of but I find attractive to stare at for hours on end while looking at the game and let’s be honest as a straight white male of 27 years, finding a hot character to stare at while I learn the game shouldn’t be hard due to the amount of sexy ass females in this game lol. 😂
Greetings Jordan. A character that I recommend is Hitomi. Excellent all-round karate girl. NiCO is also good.
What if I have a slow jab? What would I use then?
You can still use your jab. If you play Bass or NyoTengu they have fast "hell stabs" with P+K.
15:07 I see what you did there~ 😂 Who's your fav waifu and hasubando?
Gotta serve your husbando or waifu well haha! (Come back Ein!)
What is your Twitter
Hey: twitter.com/ForceofNature99
Bruh I can’t do any of this shit and it’s painful 😭
What's give you difficulty? Or the most difficulty? DOA6 gets easier with practise.
@@ForceofNature99 my combos always drop😭. But when I play someone I get absolutely destroyed
@@ForceofNature99 I use Marie rose
Yea bro today’s my last day playing this. It’s so ridiculous 🤦♂️🥲
@@ForceofNature99 Marie rose does no damage 🤦♂️🤦♂️🤦♂️
How i hate counter hits and stuns in DOA! They are so confusing! That's why i prefer VF. In VF i always understand what is happening, while in DOA it's hard to understand what you need to do and when, especially if you are new.
Try to avoid getting stunned :-P.
kasumi
Too much peepee
This is DOA, there can never be enough peepee's haha.
@@ForceofNature99 I thought there was more TT though
Too bad we cant get that outfit anymore -.- sucks
🙁