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

Setup & Settings

01

Button Layout & Settings

There's no single "correct" button layout in DOA6. However, mapping simultaneous inputs to single buttons alone dramatically reduces input errors. Just changing this is enough to start.

PS4 controller default button layout (from DOA6 official manual)
Xbox One controller default button layout (from DOA6 official manual)
Steam controller default button layout (from DOA6 official manual)
Arcade stick button layout guide

* Images from DOA6 official web manual

H (Hold/Guard) is assigned to □ — check if it's comfortable to press

By default, □ is H (Hold/Guard). H is the most-used button in DOA6 — it handles guarding, holding, and input cancels. Check that you can press it quickly while holding △ (P) or ○ (K). If it feels awkward, consider remapping it.

Remap APL (L2) to "H (Hold/Guard)" or similar

The default L2 is APL (Appeal) — a pose button that's completely useless in real matches. Mapping H (Hold/Guard) here lets you press L2 with your ring finger while using other buttons freely, significantly improving input comfort.

L1 (P+K) and R2 (H+K) can stay as default

L1 (P+K strong punch) and R2 (H+K strong kick) are already mapped as macros. Since they execute simultaneous inputs reliably, the defaults work fine.

PS4 Default Layout & Recommended Changes (Pad)

COPY & USE
Button (PS4) Default Recommended Reason
P (Punch) Keep as-is No change needed
K (Kick) Keep as-is No change needed
× T (Throw) Keep as-is No change needed
H (Hold/Guard) Keep as-is Most important button — no change needed
R1 S (Special) Keep as-is No change needed
L1 P+K (Strong Punch) Keep as-is Already macro-mapped — use it
R2 H+K (Strong Kick) Keep as-is Already macro-mapped — use it
L2 APL (Appeal) H (Hold/Guard) ★ Top priority remap. Allows striking while continuing to hold guard.
IMPORTANT

Pressing □ (H) + R2 (H+K macro) outputs only K

When holding H (Hold/Guard) and pressing R2 (H+K macro) or similar H-inclusive macro buttons, H is already registered as ON, so only K outputs. S is also H+P+K, so be careful.

Arcade sticks have 6–8 buttons, so you can create layouts where simultaneous presses are done with natural finger placement. Manual pressing is more common than macros. This section is mainly for pad players — arcade stick users can take it as reference.

02

Triangle System Basics

DOA6 matches run on the Strike/Throw/Hold triangle. Like rock-paper-scissors, correctly reading the opponent's action triggers Hi-Counter (1.5× damage).

DOA6 Triangle System: Strike beats Throw, Throw beats Hold, Hold beats Strike (from DOA6 official manual)

* Images from DOA6 official web manual

Strike > Throw

A strike landing the moment the opponent enters a throw motion becomes Hi-Counter. Layering a strike before the throw animation completes wins cleanly.

Throw > Hold

If the opponent is attempting a Hold, throws connect. It's the primary tool to break through defensive opponents, and results in a Hi-Counter throw.

Hold > Strike

Input the directional Hold matching the opponent's strike attribute (High, Mid P, Mid K, Low) to counter. Timing it later yields Counter or Hi-Counter for more damage.

HI COUNTER

"Hi-Counter" — Triggered by Winning the Triangle

Correctly reading the triangle puts the opponent in Hi-Counter state, dealing 1.5× damage. Combos matter, but landing Hi-Counters consistently is equally important for win rate.

Holds split into Normal Counter and Hi-Counter based on timing. Closer to the impact = more damage, but also more risk. At first, just focus on landing the Hold successfully.

What to do in your first match

1
Guard (hold H) whenever the opponent attacks

Just build the habit of guarding first. Most beginner-rank opponents are mashing — simply guarding exposes their recovery for you to punish.

2
When turtling continues, mix in a throw

When the opponent is clearly turtling and waiting out your strings, use a throw. Throwing unpredictably baits them into striking, creating Counter Hit opportunities.

3
Don't worry about Holds at first

Holds require different inputs for High, Mid P, Mid K, and Low — plus knowledge of attributes and a high risk of getting the wrong one. Build your game around strikes and throws first, then gradually add Holds as you get comfortable.

STEP 01 Complete

Setup and triangle done?
Next: Pick your character


If you haven't picked a character yet, head here.

STEP 02: Character Selection →