01FIRST STEP 02CHARACTERS 03CORE PRACTICE 04FIRST BATTLE 05WINNING
STEP 03

Basic Training

There are only 2 things to learn in this STEP: "Learn three launchers" and "Complete one aerial combo." Just being able to do these will dramatically change your match results.

01

Basic Offense Flow

Offense Turn
A Throw
Use T (command throw)
Guaranteed damage + continue pressure

Effective against opponents who are guarding or attempting a Hold. Actively go for throws when the opponent enters guard or hold stance.

* In 3D fighters like DOA, throws have a different "guaranteed punish" threshold than in other games. Learn the -8F rule as you progress.

OR
B Get CS (Critical Stun) → Combo
Get CS (Critical Stun) with strikes
Land a launcher to send them airborne
Execute aerial combo for guaranteed damage

While the opponent is airborne, they cannot Hold or counterattack, so you can deal guaranteed damage.

What is CS (Critical Stun)?

A staggered state where the opponent can only Hold

This state occurs separately from normal hit stun. Landing a launcher during CS sends the opponent high into the air, enabling aerial combos.

Launchers may not reach the expected height if they don't hit during CS. The standard flow is: get CS first, then launcher, then aerial combo.

REFERENCE VIDEO

Learn the overall offense flow. First, understand the big picture of how offense works.

02

Learn Launchers

Launchers are divided into 3 main attributes. The opponent can still Hold during CS, so launchers can be countered. To avoid being read, mix all three types without patterns.

High Attribute Hold: 7H

Often involves K-based commands. High attribute uses the same Hold input for both punches and kicks, so mixing punch and kick High launchers is especially important.

Mid P Attribute Hold: 4H

Commands vary by character. Slower startup than other launchers, but tends to send opponents highest. Effective against opponents who over-use High Holds.

Mid K Attribute Hold: 6H

Like Mid P, commands vary by character. A move that's Mid K for one character might be High K for another. Check your character's specific commands.

Select a Character to Check

03

Land Aerial Combos

For aerial combos, just get one down to reflex level first. You can't instantly switch between patterns right away.

1
Confirm the launcher landed

Visually confirm the opponent is airborne, then input the combo. Build the muscle memory of "launcher → auto combo."

2
Execute aerial combo (opponent can't Hold)

Airborne opponents cannot Hold. Input commands as cleanly as possible. Get the timing into your muscle memory.

3
Continue pressure after the combo

After the opponent falls, apply okizeme on their wake-up. You have the advantage after a knockdown, so press it aggressively.

TRAINING TIPS
1
Set "Counter Setting: Counter" in Training Mode

The default state (Normal Hit) often doesn't give max launch height. Practice with Counter setting, which matches CS launch height. Practice connecting from all 3 launcher types evenly.

2
Practice all 3 launcher types

To prevent becoming predictable by over-using one launcher attribute in matches, practice connecting combos from each of the 3 launcher types.

3
About weight classes and launch height

The basic combos above are picked to work on as many weight classes as possible, but some launchers can send Light class opponents too high for the combo to connect. In that case, also learn the Light-specific route.

Weight Class Quick Reference (affects launch height)
Light

Kasumi / NiCO / Marie Rose / Honoka / Hitomi / Kokoro / Mila / Ayane / Phase-4 / Momiji / Eliot / Tamaki / Kula Diamond / Mai Shiranui

Light-Medium ~ Medium

Leifang (Light-Medium) / Diego / Hayate / Ryu Hayabusa / Helena / Christie / Tina / Nyotengu / Jann Lee / Rig / Zack / Brad Wong / La Mariposa (Medium)

Heavy ~ Super Heavy

Rachel / Bass / Bayman (Heavy) / Raidou (Super Heavy)

04

Guaranteed Punish (Bonus)

Guaranteed punish means your specific attack is guaranteed to connect when the opponent's move leaves them vulnerable. In DOA6, throws have the fastest startup, so guaranteed punishes are often throws.

STEP 03 Complete

Got one combo down?
Next: Time to fight for real

It doesn't have to be perfect. Jump into matches first and improve your precision through actual play.

STEP 04: Go to First Match →