Dead or Alive 6: HONOKA GUIDE Tutorial w/Force of Nature

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This is a small DOA6 guide to help people out if they're interested in Honoka and would like an idea on how to approach learning her. This guide is mainly for letting you get your "feet wet" with the character. Feel free to message me if you have any questions pertaining to anything. Cheers!

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0:00 Introduction
2:11 Close Range Focus
11:03 Introduction to Some of Honoka's Stances
13:51 Mid Range Focus
17:30 Long Range Focus
23:54 Throw Game
29:21 Hissatsu-No-Kamae Stance
32:25 Wall Game
33:57 Advanced Application of Honoka's Offense
39:07 Outroduction

*Note that Honoka's a very advanced character that requires a lot of commitment to utilize competently

*Additional Notes
- Honoka is a "Lightweight" character
- Honoka's hold game is unremarkable, with most holds leaving the opponent nearby, which is good
- Useful stances such as Heichu, Dragon Stance or Christie's rolls cannot be transitioned to on block, and can only be transitioned into on hit (and in the case of Heichu & Dragon Stance, they're automatic transitions that require you to follow up with the respective stance's follow-ups)
- The options out of Hissatsu-No-Kamae (HnK) stance are either combo starters (Mid-P, Mid-K, Low P) or throws (High throw & Low throw)
- With regards to PP2K, be careful with it just like Helena's PP2K. If the opponent anticipates it, they can 6P you for free. Use it when you know the opponent will stay blocking
- PK is both a decent mid range poke, being semi-safe on block, and can cause a Fatal Stun if it counter hits (CH) and crouching opponent. Follow-up with 33K like most Fatal Stuns
- 2KK is a decent tracking low poke
- The "good" version of 2P+K:46P needs to be "just framed" in order to come out ( : means "Just Frame" or JF), or you'll get an alternative version that doesn't connect as well as a combo ender in some juggles. What you can do is consciously input "2P+K" then smoothly input 46P as a single motion. This move also serves as a +on block guard break (GB) too!
*I go over 2P+K:46P a bit in my DOA5LR Honoka Guide Tutorial: https://youtu.be/M2Bj6w5LwdU?t=273 (4:33)
- If you connect 4P+K on CH, perform: 4P+K, BTK, 6H+K, DS~K, 2P+K:46P
- Back-Turned kick (BTK), is the common combo filler after launchers that leave Honoka BT'ed
- 8T is a jumping offensive hold (OH), so it can't be punished by standing throws, only low throws during recovery
- 33T is brutal at a wall similar to Hitomi's "beatdown" i12 throw
- Remember folks, your ultimate strategy with Honoka is to find a way to hug your opponent ;)! #gethugged #freehugs

*Combos Featured in This Guide
#1) 8P~Heichu~P, 8K, Bokuho (BKO) K, Dokoritsu-Ho (DHO) K, 6S
#2) 6P, 3P, 8K, BKO~K, DKO~K, 236P
#3) 8P, Heichu~P+K, Hissatsu-No-Kamae (HnK) 2P, T
#4) 8P, Heichu~P+K, HnK~2P, 6H+K~Dragon Stance (DS) K, 2P+K:46P
#5) 8P, Heichu~P+K, HnK~P, Dash-In/66, 6SH (Break Blow Cancel), 33K, 6H+K, DS~K, 6K, 2P+K:46P
#6) KK, 236K
#7) KK, Close Hit! 236P
#8) KK, 66, 6S
#9) KK, 6H+K, DS~K, 2P+K:46P
#10) 236H+K Blocked!, BT4P+K, BT4K, BTK, 6H+K, DS~K, 2P+K:46P
#11) 236P+K, Ducking Stance (DK) K, 6H+K, DS~K, 2P+K:46P
#12) 236P+K, DK~PP, HnK~P, 66, 6SH (Break Blow Cancel), 33K, 6H+K, DS~K, 6K, 2P+K:46P
#13) Close Hit! 236P, W!, 33P, 3PPP
#14) 6PP, W!, 33P, 3PPP
#15) 66P, Small W!, 33P, 6K, 2P+K:46P
#16) CH 6P, 3K~DHO~P, 33K, P+KPP
#17) 6KK, W!, 6KK

*Special Salad Notes
Honoka Has:
- 7 Close Hit moves
- 4 Fatal Stun moves
- 3 Offensive Holds (OH)
- 2 Unblockable Attacks
- At least 9 stances
- A plethora of different throws from various stances
- An Air Throw
- Positive guard breaks that can have guaranteed follow-ups including off a low
- The only low launcher in DOA6
- Numerous high & low crushes, which can even start combos
- i9 jab, i11 elbow, i12 knee
*What "tools" are Honoka missing...?

*Oh... Here's a little something for anyone thinking of abusing Dragon Kicks: https://www.youtube.com/watch?v=m0t17-UxO98&t=34s

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.

Legend:
CH = Counter-Hit
BT = Backturned Stance
W! = Wall Splat

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 Guide Series: https://www.youtube.com/watch?v=oFIZOxrRW44&list=PLV4Z7LoRwodBYCiMNOVwLGY75qkNNlNTv&index=2&t=1s

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Look out for further DOA6 guides in the future!

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