DOA6 - Advanced Guide Tutorial - Session #8 Break Gauge METER MANAGEMENT
Dead or Alive 6's eighth session of the advanced guide looks at the meta around break gauge meter management in DOA6. The key is both to get your "money's worth" out of your meter usage while trying to maintain the position of having more meter than your opponent on average. Anytime you have full meter and your opponent doesn't, your position is more dangerous than theirs because you can Break Hold out of sticky situations and your opponent has to respect your Break Blow.
As for Break Hold usage, I recommend using them when you're stunned, and don't know what follow-up strike your opponent will utilize (especially if you have your back to a corner, because Break Holds reverse positions on hit), to get out of Fatal Stuns, and to save yourself if a string or attack would K.O. you.
Isn't the Unforgettable's stage music very relaxing?
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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"
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