DOA6 Gameplay Thread

KasumiLover

SovereignKnight_
Premium Donor
I kinda like this change, I think it'll make characters alot more dangerous than before.(That's probably why they made Kasumi's elbow Ender's from strings like PP6PP and PPPPP knock down on NH now since it would definitely be insane to have that as constant FSDS on CH) If it's only going to be standalone attacks that can do a FSDS, that means Marie Rose will have a few(at least on CH) since 64P and KK cause SDS on CH and in stun.

Phase 4 will also probably be alot more dangerous if she has her SS SDS as a FSDS, she'll be able to do stuff like SS~P into 4P for a backturned limbo set up into a launcher or even 4P into 1PP for some other guaranteed stuff if the opponent is unfortunate to not have meter. She'll definitely be fun to use xD Kasumi has her new teleport cancel attacks so hers will probably be similar, but I think they'll limit it to only one attack on their move list so that it won't become insane, but with characters like Phase 4 I can see them giving them 1-2 FSDS to them since in DOA5 there were characters who had 1-2 critical bursts, Alpha even had 3 xD
 

crapoZK

Well-Known Member
Standard Donor
All SSAs have Close hitting properties, so they all seem to be knock back (PBAs) for now. It’s dope
 

KasumiLover

SovereignKnight_
Premium Donor
I think they changed it so Sidestep attacks just knock you back now and don't cause a stun, could be wrong though.
They probably did get rid of their old follow ups(which is fine since most were garbage imo) but hopefully with Phase they give another move that property or maybe just a new move. I think Nyo already has 6P+K as a forward push SDS and she can go into her flying stance after that so she'll be scary in that case. And Leon(I know he's not in yet) would be terrifying since he has that 22i 2P+K one and he also has that 4P+K 30i one with a follow up AND he can delay that follow 23 frames to bait and he has a final third hit that can cause a hard knockdown and the third hit in that string causes a SDS if it hits by itself already 0_o

It'll be interesting to see how they'll execute FSDS since it seems kind of overwhelming assuming multiple moves will have the fatal stun property in a SDS xD
 

crapoZK

Well-Known Member
Standard Donor
Essentially i17+ attacks will be FSDS attacks from the looks of things, so if your character had one of those that would SDS on NH, they’ll get one.

Helena’s 214P
Zack’s 4H+K
Hayabusa’s 4H+K
Marie Rose’s 64P
Hitomi’s 8K

All spring to mind. Also,
2x FR > FSDS > Launch might be meta for some characters.

Rig’s case might be to stun his enemy, hit em with like 1 hit of FR, 7P, then launch. Seeing as that’s all the threshold seems to be making room for.

There’s so much creativity oozing out of this game, and I already know my gameplan.
 

SaihateDYNAMO

Well-Known Member
Team NINJA is making it really easy for us to get over the Critical Burst removal.
To me, Break Blow Canceling basically IS critical bursting except that you don’t need to have your opponent in critical stun anymore to pull it off at the tradeoff that it now costs meter. Plus you can use it mid-juggle which has and will lead to some interesting stuff.
 

Onryoki

Well-Known Member
Standard Donor
With these changes 6 is gonna be so different, I always thought 6 would be an upgraded version of DOA5, I’m happy TN proved me wrong and make the game different enough to be something on it’s own.
 

Raansu

Well-Known Member
Team NINJA is making it really easy for us to get over the Critical Burst removal.

I was kind of over CB's a long time ago. They were just an extra hit that was really only to make it easier to get a power blow off. Break blows being sabaki's that can be used mid juggle and free canceled, fatal rush setups and now SDS causing fatal stuns. Yaaaaa I'll take this over the CB even if I'm still on the edge about meters lol.

With these changes 6 is gonna be so different, I always thought 6 would be an upgraded version of DOA5, I’m happy TN proved me wrong and make the game different enough to be something on it’s own.

If I'm being perfectly honest, I'm more happy that the game seems to be pushing to play more like DoA3 as far as neutral and stun game goes. Would be nice to get some real frame traps like in 3.1, but I'll take what we can get. anything to get away from that awful stun system of doa4 and 5 lol.
 

KasumiLover

SovereignKnight_
Premium Donor
To me, Break Blow Canceling basically IS critical bursting except that you don’t need to have your opponent in critical stun anymore to pull it off at the tradeoff that it now costs meter. Plus you can use it mid-juggle which has and will lead to some interesting stuff.
Plus in this case Break Blow Cancelling is less random than CBs since when your opponent goes for a break blow cancel and tries to do a set up, you'll actually be able to escape it if you have meter while in DOA5 you're basically helpless and you'll eat the opponent's highest juggle xD

Also looking at Fatal Sit Downs, I think there's going to be characters who will definitely get alot from it and be much better this time around and then there's gonna be characters who can't do as much. I was comparing Kasumi and Phase and Kasumi can't do as much, it's mainly just FSD into a launch for her while Phase 4 can actually create much scarier set ups and baits since she can tele-cancel from attacks Kasumi can't so her options are much wider.
 

XZero264

FSD | Nichol
Premium Donor
but they seem to have removed that zoom in effect on SS attacks.
I want to say it happens on Close hit or High Counter, leaning towards Close Hit.

So I can't wait to see how Leon's 33P will get nerfed. Can you imagine how much more bullshit he could get away with with the SDS change?
 

Raansu

Well-Known Member
I want to say it happens on Close hit or High Counter, leaning towards Close Hit.

So I can't wait to see how Leon's 33P will get nerfed. Can you imagine how much more bullshit he could get away with with the SDS change?

I get the feeling SDS's that were part of strings wont be sit downs anymore and they will set this fatal stun setup into singular attacks.
 

Dr PaC

Well-Known Member
Plus in this case Break Blow Cancelling is less random than CBs since when your opponent goes for a break blow cancel and tries to do a set up, you'll actually be able to escape it if you have meter while in DOA5 you're basically helpless and you'll eat the opponent's highest juggle xD

Also looking at Fatal Sit Downs, I think there's going to be characters who will definitely get alot from it and be much better this time around and then there's gonna be characters who can't do as much. I was comparing Kasumi and Phase and Kasumi can't do as much, it's mainly just FSD into a launch for her while Phase 4 can actually create much scarier set ups and baits since she can tele-cancel from attacks Kasumi can't so her options are much wider.
Meter will be very important because of this. Im glad tho, since I think if meter is in the game, we need a reason to use it
 

Berzerk!

Well-Known Member
Don't know if everyone watching this thread has checked it out, but I took a deep dive into some of the new mechanics after playing the DOAFES build. Posted a detailed thread here with video links

Especially curious for people's opinions on what can still be improved?
Big ones are Throw Escapes for all throws (except when punishing Holds) and creating a defined Ground Game.

Would you like to see Team Ninja implement these?
 

Raansu

Well-Known Member
Don't know if everyone watching this thread has checked it out, but I took a deep dive into some of the new mechanics after playing the DOAFES build. Posted a detailed thread here with video links

Especially curious for people's opinions on what can still be improved?
Big ones are Throw Escapes for all throws (except when punishing Holds) and creating a defined Ground Game.

Would you like to see Team Ninja implement these?

I used to be indifferent about throw escapes, but the more I think about them the more I'm straight up against them. Like how would you set it up? Should you be able to throw break after doing something unsafe and getting throw punished? To me that's ridiculous. Getting thrown in neutral and being able to break? Even there I'm not a fan of the concept. If you're being overly defensive and I go for the risk of a throw, why should you have the option to break it? Especially in neutral where I can easily get blasted and put into a counter hit stun? No, just no. Every scenario of a throw break just comes across as a bad idea overall in DoA's mechanics. Other 3D fighters don't have the unique stun system DoA has either.

My opinion on ground game is biased. I simply just don't like force techs. I'm cool with getting hit on the ground, but ever since doa4 I've despised the concept of being forced up off the ground. Helena solidified that hatred for it in doa4 (yes I know they changed her early in DoA5's life) and hard knockdown setups straight up just piss me off (I'm looking at you Lei Fang).

I think grappler characters should get their guaranteed ground game setups and I am perfectly fine with how current builds of DoA6 treat the ground game. You can get hit, but no more force teching, ESPECIALLY given the offensive nature of DoA6 turning out to be. For crying out loud, you can be hit with a full juggle, get hit with a break blow cancel, and get relaunched into another full juggle. DoA6 is looking to be very aggressive. The defender deserves a moment of reprieve on the ground without having to deal with a force tech that puts them in a continuous frame disadvantage.

The ground game in doa2 and 3 was honestly one of the bigger reasons I liked doa over the other 3D fighting games. You had down attacks and the wake up kicks. I liked that little mini game of dealing with the wake up kicks. You could guess and hold or back off and try to whiff punish, or go for the launcher if you read the low wake up kick.
 
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crapoZK

Well-Known Member
Standard Donor
Should you be able to throw break after doing something unsafe and getting throw punished?
Throws can be unbreakable if you're at disadvantage. That's how you keep the only method of punishment in the game.

If you're being overly defensive and I go for the risk of a throw, why should you have the option to break it? Especially in neutral where I can easily get blasted and put into a counter hit stun? No, just no. Every scenario of a throw break just comes across as a bad idea overall in DoA's mechanics.
Strikes beat throws in VF, and also grants counter hit effects for doing so, yet there are still throw breaks. However, there is no stun system to worry about, but counters in VF (imo) hit WAY harder than in DOA, so it's essentially the same thing. If throw breaks were in place in DOA, I wouldn't have them work in these scenarios:
  • On Ground Throws
  • On Low Throws
  • Hi-Counter Throws
  • When you're at disadvantage (For punishment)
We're not getting them this DOA, which is not an issue but if we -were- to get them that's how I'd do it.

Even better: Make throw break timings really difficult, so that you KNOW you're making a read when you pull it off. Similar to Guilty Gear, where throw breaking is one frame (We can make it 5/6 frames or something to break in neutral scenarios), so more often than not, throws are connecting and finishing. So when a throw break does occur, it's hype as fuq. That also makes the T or 4T guess that much more of a 50/50 as you'd need to make the prediction as soon as you get grabbed. This also means you have to be on point with your breaking, with a little bit of DOA's philosophy in it. This time it's Heads or Tails, and not Rock Paper Scissors.

I know you're against it with all of your heart's content, so I'm not trying to convince you. But there are actually ways to implement it without taking away from what DOA's triangle system is supposed to be.
 
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deathofaninja

Well-Known Member
Premium Donor
News Team
I understand why some people would want them, but not me. I hate throw breaks, and there are enough ways to avoid them already in DOA.
 

Raansu

Well-Known Member
Throws can be unbreakable if you're at disadvantage. That's how you keep the only method of punishment in the game.


Strikes beat throws in VF, and also grants counter hit effects for doing so, yet there are still throw breaks. However, there is no stun system to worry about, but counters in VF (imo) hit WAY harder than in DOA, so it's essentially the same thing. If throw breaks were in place in DOA, I wouldn't have them work in these scenarios:
  • On Ground Throws
  • On Low Throws
  • Hi-Counter Throws
  • When you're at disadvantage (For punishment)
We're not getting them this DOA, which is not an issue but if we -were- to get them that's how I'd do it.

Even better: Make throw break timings really difficult, so that you KNOW you're making a read when you pull it off. Similar to Guilty Gear, where throw breaking is one frame (We can make it 5/6 frames or something to break in neutral scenarios), so more often than not, throws are connecting and finishing. So when a throw break does occur, it's hype as fuq. That also makes the T or 4T guess that much more of a 50/50 as you'd need to make the prediction as soon as you get grabbed. This also means you have to be on point with your breaking, with a little bit of DOA's philosophy in it. This time it's Heads or Tails, and not Rock Paper Scissors.

I know you're against it with all of your heart's content, so I'm not trying to convince you. But there are actually ways to implement it without taking away from what DOA's triangle system is supposed to be.

VF and DoA share many things, but the stun systems are significantly different, and even then I don't agree with VF having them either. I don't like mistakes having back doors. You didn't make the read to fuzzy or strike to avoid the throw, why should you have a chance to break it? Especially after the risk taken going for a throw in neutral?
 
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