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."
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.
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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.
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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.
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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.
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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.