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

Your First Match

Use the combos you learned in real matches. If the opponent is turtling, throw. Focus on just these two points and play lots of matches — that's the fastest path to improvement.

01

Basic Offense Flow

1
Get a Critical with strikes OR throw

Land strikes to get CS, or mix in throws to keep the opponent guessing.

2
After CS, land a launcher

Landing a launcher during Critical Stun launches higher, enabling a guaranteed aerial combo.

3
Finish with aerial combo

Land the combo you practiced. Mashing P deals low damage, so use your practiced route whenever possible.

Reference video: Basic Offense Flow

02

Strike/Throw Mix-up

The core of DOA6 offense is the strike/throw mix-up. If the opponent is turtling, go for the throw. If they're moving, use strikes to get CS.

Opponent State Effective Action Reason
Turtling (guarding) Throw (T) Guard blocks strikes but not throws. Time your throw when the opponent is stationary. Throws have fast startup, making them hard to react to.
Attacking with strikes Counter with a strike Strikes against moving opponents tend to result in Counter Hit or better. Holding is an option too, but start by focusing on guarding and punishing.
Attempting a Hold Throw A throw landing during a Hold animation becomes Hi-Counter (1.5× damage), often dealing more than a basic aerial combo. During Critical Stun, the opponent can only Hold — reading it and throwing earns big damage.
Throws lose to mashing strikes

Throwing during the opponent's active strike gets beaten out. Even before the hitbox appears, the striking side wins — throws are high risk when the opponent is moving. Wait for them to finish their move before throwing.

03

Break System Usage

SSSSFatal Rush

When to use: After a launcher, in aerial combos

Pressing S four times usually auto-combos while airborne. SSSS alone is plenty when you're not comfortable with manual combos yet. If gauge is full, the 4th hit triggers Break Blow.
(Inputting 4S on the last hit avoids Break Blow if you want to save gauge.)

6SBreak Blow

When to use: During strike exchanges

Has armor against High and Mid strikes at the start. Even on guard it leaves you at advantage. Often worth using aggressively when gauge hits 100%. Loses to lows and throws, so use it against opponents who rely on High/Mid strikes.

4SBreak Hold

When to use: When you're taking repeated combos

Emergency option that counters all strike attributes. Hard to attribute-read at beginner level, so use it as an emergency escape when about to get launched. Costs 50% gauge. Doesn't give big advantage on success — treat it as a last resort.

↑SS or ↓SSSide Attack

When to use: When you want to avoid linear strikes

Attacks while shifting your axis. Effective in beginner brackets as it avoids linear strikes while attacking. Results in heavy disadvantage on guard, so be careful with follow-ups after being blocked.

04

When Your Strike Gets Blocked

Strike was blocked
Go for a throw

Mixing in throws before finishing your string keeps the threat of a throw alive. When the opponent expects a throw mid-string, they're forced to strike early — making Counter Hits easier to get.

Finished the full string
You're at disadvantage — guard or Hold

Generally, finishing a string puts you at disadvantage. Reading the opponent's next action is ideal, but start by guarding to prevent getting hit by a quick counter.

Opponent is mashing
Guard and punish the gap

Guard through the opponent's string and counter when a big recovery move comes. 6T (command throw) is guaranteed after moves with large frame disadvantage on block.

05

Ukemi & Wake-up Options

Ukemi / Tech Roll (any direction + H)
  • Input for a quick rise
  • Using ukemi removes the wake-up kick option
  • Quick rise is fine when the opponent is far away
  • When opponent is close, they can meaty you — consider using wake-up kicks
Wake-up Kick (K) / (2K)
  • Input K (mid) or 2K (low) while downed to use a wake-up kick with long invincibility
  • Acts as a deterrent against okizeme
  • Low version has Jump attribute and can be evaded, but grants large frame advantage on hit
  • Mid version is hard to deal with outside of Hold or whiff punish, but connects easily regardless of opponent's state
  • Some characters have unique wake-up kicks like H+K
Be careful about always taking ukemi

Always taking ukemi makes you predictable and easier to meaty. Judge whether to take ukemi based on your distance from the opponent to minimize okizeme damage.

06

Matches & Improvement

Priorities
  • Land one full practiced combo
  • Throw when the opponent turtles
  • When in trouble, use Break Hold (4S)
  • Use Break Blow (6S) when gauge is full
  • After a lost round, identify just one thing you couldn't do
Can wait for later
  • Actively reading attributes and going for Holds
  • Trying complex combos you haven't practiced much
  • Trying to analyze every reason you lost
01
CPU matches and online matches are different

Strategies that work against CPU often don't translate to humans. Once you can execute the basics in Training Mode, move to online play as soon as possible for faster improvement.

02
Focus on match count, not rank

Rank in beginner brackets is heavily influenced by match count. Use "did I land one full combo this match?" as your personal success metric.

03
Check just one thing in replays

DOA6 has replay saving. When reviewing lost matches, focus on one offensive aspect — "did I land my combo?" or "did I go for throws?" — rather than analyzing defense.

STEP 04 Complete

Got some match experience?
Next: Learn the full picture of how to win

Organize offense, defense, and neutral into a coherent game plan
and aim for a more stable win rate.

STEP 05: How to Win →