Dead or Alive 6: MARIE ROSE GUIDE Tutorial

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This is a small DOA6 guide to help people out if they're interested in Marie Rose 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
2:30 Close Range Focus
5:24 A Little Look at Marie Rose's Stun Game
6:29 Mid-Long Range Focus
8:59 Throw Game
13:27 Marie Rose's Hold Game
17:04 Wall Game
19:19 Outroduction

*Note that Marie Rose is a fairly advanced character that may require some commitment to utilize competently

*Additional Notes
- Marie Rose is a "Lightweight" character
- Another way to set up backturned offensive holds (BT OH's) is by using Minuet, Marie Rose's tech jumping, low crush sidestep stance, which leaves her BT'ed. I go over it a bit during my DOA5LR Marie Rose guide: https://youtu.be/7A0xDR4rceE?t=1620 (27:00)
- Marie Rose does not have good low tracking, and the mid tracking isn't much better
- PP2P~ can be used as a low poke in lieu of PP2K if you like (along with PP2PP+K)
- 6T has a walled version, which induces a wall slump that prevents the opponent from using a wake-up comeback kick
- For more shenanigans, you can perform the BT OH (BT~T), then perform: 6PP, then 6P4 then another BT~T for another reset. Rinse and repeat
- If you connect 3P+K~T (the Flower Wheel rolling OH) on an opponent's back, you can connect 236P afterwards
- Marie Rose can also wall slam with 236P

*Combos Featured in this Guide
#1) 3P+K~K, BT4P, PPP, 3PP, 6S
#2) CH 6P, 8K, 9P, 3PP, Close Hit! 66P
#3) CH 6P, 7K, BTH+K, BTKKK
#4) CH 6P, P, 6P4~Rondo~P, PPP, 3PP, 6SH (Break Blow Cancel), 7K, BTPPP, 3PP, Close Hit! 66P
#5) 4PP, PPP, 6PK
#6) PP6P4, BT~T, CH 6PP, dash-in/66, 9P, P+K, Close Hit!, 66P, DZ!, 3PP, 6SH (Break Blow Cancel), 7K, BTH+K, BTPP6PK
#7) 64H, 236P, 9P, 3PP, Close Hit! 66P
#8) 46H, BTH+K, BTKKK
#9) 67H, 8K, 9P, 3PP, Close Hit! 66P
#10) 49H, 8K, 9P, 3PP, Close Hit! 66P
#11) 61H, PPP, 3PP, Close Hit! 66P
#12) 43H, 3PP, Close Hit! 66P
#13) 61H, PPP, 3PP, 6SH (Break Blow Cancel), 236P, 9P, 3PP, Close Hit! 66P
#14) 6PK, W!, 6K4~Rondo~K, BTPP6PK
#15) CH 3K, W!, 7K, BTH+K, BTPP6PK

*Marie Rose's Expert Holds
- High Punch: 67H
- Mid Punch: 64H
- Low Punch: 61H
- High Kick: 49H
- Mid Kick: 46H
- Low Kick: 43H

*Marie Rose's Rondo Transitions
- 4P+K(4)
- 6P4
- 6K4
- PP6P4
- PP6K4
- PP2PP4
- 8P4
- 8PP4
- 1PP4
- 6P+K4
- BT4K4
- BTPP6P4
- BTPP2PP4
- BTPP6K4
- BT8P4
- BT8PP4

*Marie Rose's Minuet Transitions
- 2P+K/8P+K
- PP2PP2/PP2PP8
- 8P8/8P2
- 8PP2/8PP8
- 1PP2/1PP8
- 6P+K2/6P+K8
- BT8P2/BT8P8
- BT8PP2/BT8PP8

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
DZ! = Dangerzone 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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