So you want to explore your core values? Let me help!
Sup y'all? I'll update this post with the combos from the characters I'm gonna pick up in DOA6, I'll also give some tips on how to use them and general tips for the game. If you post combos for a character or tips I'll add them all to this post so anyone looking to start learning a new character won't have to go through all the posts.
The * is meant to separate move strings. I used arrows instead of the D-button number values since it's much easier to read.
General tips
- If you want to save yourself the trouble and frustration of your enemy always holding your attacks, use a stun move before going into a combo, it will likely mix them up and if they attempt a hold they'll fail and get stuck in the combo.
- Learn all of the holds and practice them, once you know certain character's string you'll be able to punish the opponent for always using the same ones.
- Footsies is important in this game, don't start the round right in your opponent's face unless you know the attack you'll open up with is very quick. Usually, I let them come to me and control the distance that way. Wait for them to whiff and go in.
- Does your opponent keep spamming high grabs from a distance (Kasumi, Hayabusa)? Don't freak out, just duck or if you're feeling adventurous hold their attack.
Tina
Tina has been my main for 3 games and for the most part, her playstyle and strings haven't changed all that much. Though this game is way more balanced and she feels less sluggish in comparison to other characters like Kasumi or Ayane. She is a grappler character which means her moves are less focused on speed and instead focused on high damage throws to punish enemies using unsafe strings against you.
Stun moves:
- → K
- ← K
- ↘ KP
- → K
- K+H
- → P+K
↓K+P is a roll, which you can follow up with a P or a K. The roll can duck under high attacks and if you condition your opponent to always block it, roll in and go for a high damage grab like →← T *↓ T * ↑ T. If it hits with K or P you can follow up for a ground throw after the opponent bounces.
Throws:
Are the key to high damage combos with Tina, as she can scoop an airborne opponent and slam them on the ground AND follow up with a ground hold.
- Punish unsafe strings with combo throws like →←T
- After an opponent is knocked down from a string, like →P,P,P follow up with a ground throw ↓T for more damage
- Your opponent is ducking? Eh, show them you mean business with a powerbomb ↘T or ↓T.
- Does your opponent like being in your face? Try this ←K and once your back is to your opponent hit T, you'll grab their leg and delete a chunk of their health bar.
- ←→T will tackle the opponent and you can follow up with ←↙↓ T to swing them around for high damage. If you hold the → she'll charge the tackle and she'll pick up the opponent and throw them on the ground, which again, you can follow up with the ←↙↓ T.
- →K * PPPK * ←T * ↓T (115 DMG)
- K+H * PPPK * ←T * ↓T (121 DMG)
- PPKP * PPPK * ←T * ↓T (118 DMG)
- →K+P * PPPK * ←T * ↓T (119 DMG)
- →→K * PPPK * ←T * ↓T (123 DMG)
- →PPK * PPPK * ←T * ↓T (85 DMG)
- →→PPP * SSSS
Ayane
BnB Combos:
- ←K * PP ←H+K * ←K * PKK * ↓↘→ K
- ←K * PK H+K * ←K * H+KK * ↓↘→ K
- →K * PP ←H+K * ←K * PKK * ↓↘→ K
- →K * PK H+K * ←K H+KK * ↓↘→ K
- P+KP * PP * ←K * PKK * ↓↘→ K
- P+KPP * PK * ←K * PKK * ↓↘→ K
*Can also go into break blow or break blow cancel from PKK.
Kokoro
Starter: ↘KK * K+H, or ↙KKK
Starter into Run, →→P+K * P+K * P+K * ↑PP * ↗ PP * T * P+K (97/114/138 DMG)
Last P+K as they just start to bounce off the ground.
Lots of grounded stuns you can get held out of before the ↑PP. Mix it up with throws, other branches or launch earlier. (which I assume is standard DOA combo advice)
Hitomi
BnB Combos:
- ↖PK * P * ↗P * ↑H+K * ↘↘P * ↖PK * PP→PK
- ←H+K * P * ↗P * ↑H+K * ↘↘P * ↖PK * PP→PK
- →→KKP * ↓↙←KPP * ↓↘→P
- ↓↙4KPP * ↓↘→P
Break Blow Cancel combo:
[Break Blow hits] cancel with H, →→KPP * ↓↙4KPP * ↓↘→P
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