About NiCO

Category Details
Fighting Style Pencak Silat
CV Sumire Uesaka
Gender / Height / Weight Female / 149cm / 41kg
Occupation / Hobby Experimentation

A genius girl belonging to MIST, led by Donovan. Her codename is NiCO.
Despite her innocent appearance, she possesses a brilliant mind and combat sense that surpasses expectations, standing in the way of the Ninjas, Honoka, and Marie Rose.
However, it seems she hides a true purpose...?

Beginner's Guide

As a beginner, first learn the basics of offense. The basic flow consists of "Throwing" or "Landing a Critical Stun (CS) > Launching the opponent while in CS > Performing an air combo."

https://www.youtube.com/watch?v=EU2J86AiKcY

First, practice the following: "Starter Combos," "Normal Moves," "Throws," "CS-Inducing Moves," "CS-Extending Moves," "Launchers," and "Air Combos" so you can connect them in actual combat.

NiCO is the most beginner-friendly character among the free-to-play roster, featuring a close-range specialized fighting style. She is similar to the "Shoto" archetype found in other fighting games. She is highly recommended for fighting game beginners.

*Note: This page reflects data as of DOA6. Please note that some adjustments may have been made in DOA6LR.*

Beginner's Starter Combos

Command Description Remarks
PP or 6P Follow up with P or 6P if a hit induces CS. -
PP 6T Force a guard break with 6T after the opponent blocks PP. Basic jab mix-up. PP2T also works.
PPKK Use PPKK (mid) if the opponent tries to interrupt or crouch your PP 6T. -
6PP Use 6P to catch counter-attacks (CH). 6PPP also works. Ends in a knockdown.
6PP 6T Cancel the extension to 6T to break the guard of a defensive opponent. -
6KKK An extremely powerful move. Use it liberally. 6KKK or 6KK into 6T. If it hits, maintain pressure with PP or 6P before launching.
6T Basic go-to throw. -

Beginner's Starter Combo Example

Command Description
6PPPP Launcher: 8K or 9K. Also works as a wall combo.

Normal Moves

Command Description Remarks
P 9F jab. Has diverse extensions like PP2K, PPPP, PPKK, and PPPP+K. NiCO's lifeline. Use this to force mix-ups.
2P 13F crouching-status low. On NH, she is 0F (neutral). On CH, +5F advantage allows 6K to become an unescapable tracking link.
1P 16F tracking low. Generally not recommended unless for chip damage. -
236P 16F chargeable punch. Long reach and max -6F on block. Great for punishing missed wake-up kicks at walls.
6H+K 30F sliding low. Good for closing out a round. Triggers a "Firecracker" combo on the firecracker stage.
2H+K 25F low with tracking and crouching status. +5F advantage. Same as PP2K. Leads to unescapable tracking links.
1H+K 24F low with crouching status. +9F advantage. Same as 4P2K. Large advantage allows 4P to become an unescapable tracking link.

Throws

Command Description Remarks
5T 5F fastest throw. Can punish -6F, but prone to throw-escape tech.
6T 6F throw. Wall-splatting. The only throw capable of triggering obstacle dangers.
236T 12F max damage throw with follow-ups. T-follow-up switches sides. 2T-follow-up is max damage.

CS-Inducing Moves

Command Description Remarks
6P 11F mid punch. Lifeline move. Versatile extensions (6PPPP, 6PPK). No throw punishment on full sequence. 6P2K is great for chip damage.
4P 16F 2-hit link with tracking. Versatile extensions (4PP, 4PK, 4P2K). Mid P-attribute tracking. 4PK has no throw punishment.
K 12F high kick. NH induces long CS. Relatively long reach for NiCO.
6K 13F. 2nd hit tracking. One of her strongest moves. Neutral on block. Don't forget to follow up with P/6P/6P+K if it hits.
3K 14F mid kick. Effective against high-pushback characters. Follow up with P/6P. 1H+K into 3KK hits SA on 2nd hit.
6P+K 16F chargeable single-hit. Good for whiff punishing. -
4P+K 17F chargeable single-hit. Long reach, good for poking. -
4H+K 18F crouching-status move. NH leads to CS. High risk of being punished with back-turned combo if 1st hit is read.

CS-Extending Moves

Command Description Remarks
PP Long stun duration. Basic.
6P Basic mid P extender. Use 8K or 9K.
3K Basic mid K extender. Use 8K or 9K.
6P+K Gut-crumple CS. Good for throw-setup.
7K Fatal Stun. 24F startup; use after long CS.

Launchers

Command Description Startup
8K High K launcher (17F)
9K Mid K launcher (18F)
3P+K Mid P launcher (19F)
3P+K (Hold) Hold-read launcher. -3F on block. (38F)

Air Combos

Command Description
6PPPP Launcher: 8K/9K/3P+K. Standard combo.
KP > 9PK・K Launcher: 8K/3P+K. Max combo for lightweights.
66K > 9PK・K Launcher: 9K/8K/3P+K. Max combo for various weights.
8PP > 236P (Charge) Launcher: 9K. High damage.
6PPK > 8PP > Charge 236P Launcher: 236T・T (Wall).
Link Description
PP2K > 6KK Basic tracking link.
PP2K > 4P Tracking link (for non-9F jab users).
1H+K > 6KK Basic tracking link.
1H+K > 4P Strong tracking link.

Character Performance

Pros (Strengths)

  • Overwhelming Speed: Top-tier strike speed.
  • Diverse Extensions: Highly versatile P and 6P extensions.
  • Strong Lows: Many low attacks (PP2K, 4P2K, 2H+K) provide frame advantage.
  • Excellent Tracking: Powerful tracking tools (6KK, 4P).

Cons (Weaknesses)

  • Short Reach: Struggles unless at close range.
  • Fragility: Low health pool as a lightweight.

Difficulty & Recommendation

  • Difficulty: ★☆☆☆☆ (Very Easy)
  • Recommendation: ★★★★★ (Perfect for beginners)

Character Countermeasures

Moves without 6F Throw Punishment

  • P-moves: PPPP, PPKK, PPPP+K, 6PPPP, 6PPK, 4PK, 236P, 6P+K, 4P+K
  • K-moves: KP, 4K
  • Most of NiCO's moves have 5F throw punishment, except for the ones listed above.*

Trivia

  • 8PP > 236P Input Tip: Micro-dash after 8PP and input "6626P" instead of "66236P" to easily trigger a Close Hit.
  • Special Dialogue: Unique interactions with Marie Rose and La Mariposa.