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.
Basic Offense Flow
Beginners only need to understand these 2 options
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.
While the opponent is airborne, they cannot Hold or counterattack, so you can deal guaranteed damage.
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.
Learn the overall offense flow. First, understand the big picture of how offense works.
Learn Launchers
Mix 3 launcher types to increase your success rate
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.
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.
Commands vary by character. Slower startup than other launchers, but tends to send opponents highest. Effective against opponents who over-use High Holds.
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
Land Aerial Combos
First, be able to land one combo reliably
For aerial combos, just get one down to reflex level first. You can't instantly switch between patterns right away.
Visually confirm the opponent is airborne, then input the combo. Build the muscle memory of "launcher → auto combo."
Airborne opponents cannot Hold. Input commands as cleanly as possible. Get the timing into your muscle memory.
After the opponent falls, apply okizeme on their wake-up. You have the advantage after a knockdown, so press it aggressively.
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.
To prevent becoming predictable by over-using one launcher attribute in matches, practice connecting combos from each of the 3 launcher types.
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.
Kasumi / NiCO / Marie Rose / Honoka / Hitomi / Kokoro / Mila / Ayane / Phase-4 / Momiji / Eliot / Tamaki / Kula Diamond / Mai Shiranui
Leifang (Light-Medium) / Diego / Hayate / Ryu Hayabusa / Helena / Christie / Tina / Nyotengu / Jann Lee / Rig / Zack / Brad Wong / La Mariposa (Medium)
Rachel / Bass / Bayman (Heavy) / Raidou (Super Heavy)
Guaranteed Punish (Bonus)
At first, just understand the concept
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.
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 →