DEAD OR ALIVE 6: Character Quick Tips [PART 6] (Learn Every Character in 8 Minutes or Less!)
Part six of a new series that looks at every character in DOA6 and gives you a gist at how they operate!
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1:19 Hayabusa
8:50 Bass
16:12 Bayman
24:05 Raidou
32:37 ??????
Part Six Characters:
HAYABUSA:
- i10/i13/i14
- Poke with PP~/PP2K/PP6P, 6P~, 2P or 1P in close range (3K~ & 6K are ok if you have any advantage)
- In close range, you're generally going to try and connect a hi-crush on CH for a stun using either, 3PP~/3PPP, WS~4K~, or 4K
- 33P is amazing in neutral
- 3P+KK is a great bound move that can also serve as a whiff punisher in neutral
- 66K is a good "get-in" move
- You can poke with 666P also
- Learning the counter hold Izuna Drops makes Hayabusa's hold game very dangerous
- 8T is a sneaky jumping offensive hold (OH), along with WS~4T
- 66T is a great hit-&-run throw to sneak in during the neutral game ala "Run-Up-And-Throw"
- 6K/6KP is an awesome low crush
BASS:
- i12/i14/i17
- Poke with P+K, K, 6K, or 1P in close range (6P, 3K & PP~ are ok too)
- 33P has some hi-crush properties early on, and has a +Guard Break (GB) in the form of 33PP
- 3K/3KP is great in neutral
- 66K is good in neutral and can set up the BT~OH (whether it's blocked, or whiffs!)
- WS~64T is an incredibly dangerous throw whenever Bass is in crouch (1P is a good move to set it up if the opponent likes to hold)
- When in doubt, 1P (or P+K)
- If the opponent likes to disrespect frames, smack them with 6KP for easy Pick-ups
- After 66P+K, Bass will be at advantage if spaced right, so poke with P+K afterwards to CH any button-pressing
- 6T is a really good punish throw for advantage
BAYMAN:
- i11/i13/i16
- Poke with PP/PPP/PP2P, 3PP/3P, 6P+K or 2KK/1K~ in close range
- Poke with 4P+K in mid range neutral, strive to connect it at tip range
- 3K is a decent poke that can lead into a forward tank roll with 3K3P+K
- 3K on an airborne opponent generally sets up a ground throw attempt, if the opponent techs up, buffer in FC3P
- Bayman's OH's are very dangerous when the opponent has a back to the wall (6T leads into a reset OH at a wall!)
- Getting the timing down on the 214T~4T~2T OH can net you a lot of juicy damage
- In general, you're going to be focusing on setting up potential ground throws (or throws in general) on your opponents instead of lengthy juggles
- When in doubt, tank wheel: 8P+K/2P+K (until the opponent starts low throwing...)
RAIDOU:
- i11/i13/i13
- Poke with PP~/PPK/PPPP, 6PP, 6PK, 2P, 1P~/1PP/1P2P or 6K in close range
- Poke with 3K, 66P or 236K in neutral
- 33KP is a really good bound move that can bound even on NH outside of juggles
- The 3rd hit of the Fatal Rush (SSS), can bound in juggles including after a wall splat
- Getting down the Underworld Drop can net you a lot of damage on whiffed holds
- If you don't feel confident with the 623:P EWGF, you're going to have to get a bit creative for damage (on the bright side, the 61234T Air Throw does great damage!)
- The 61234T OH is good against opponents that easily whiff in front of you during neutral
- Raidou has an i12 7K, the only heavyweight to have such a move
- Raidou's movement is abysmal
For Directional Notation:
7 8 9
4 5 6
1 2 3
Each number represents the corresponding direction. 1 for "Down-Back", 9 for "Up-Forward", 5 for "Neutral" or no input, etc. Quarter-Circle Back = 214, Quarter-Circle Forward = 236, Half-Circle Back = 63214, Half-Circle Forward = 41236, etc.
For Input commands:
P = Punch
K = Kick
H = Hold/Guard Button
T = Throw Button
S = Special Button
P+K = Strong punch
H+K = Strong Kick
H+P = Alternate Way to Input "Throw"
H+P+K = Alternate Way to Input "S"
Check out the TopTierTips Advanced Guide Series: https://www.youtube.com/watch?v=oFIZOxrRW44&list=PLV4Z7LoRwodBYCiMNOVwLGY75qkNNlNTv&index=2&t=1s
Don't forget to SUBSCRIBE & RATE for more DOA goodness! And also look out for future Top Tier Tips' sessions! ;-)
Top Tier Tips Novice Guide: https://files.acrobat.com/a/preview/2cc9307a-88b6-49e5-a3a2-bb59981ce603
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