Uploaded October 2019 | Updated September 2026, 2 weeks ago
Part three of a new series that looks at every character in DOA6 and gives you a gist at how they operate!
Join TopTierFighters here: patreon.com/toptiertips/overview
For more extensive Dead or Alive 6 character guides, check out here: youtube.com/playlist?list=PLV4Z7LoRwodCADdouGiwSnK9XNUS1LleT
0:21 Mila
7:29 Momiji
13:51 NiCO
21:42 Phase 4
29:10 Brad Wong
Part Three Characters:
MILA:
- i10/i12/i14
- Poke in close range with PP~, P6P~, P6PK, PP6K/PP6K~Tackle Feint, PP2K 6P, 6PK, or 2P
- Poke at mid range with 4H+K, 4K or 3K (4K & 3K have tackle feint cancels)
- Get-in with 66K or 66P
- Whiff punish with 66K, 66P, 3H+K or 6P+K
- If you can get down the timing of the mount strikes to a "Just Frame", you can guarantee their follow-ups (it's ok to use the mount throw as an alternative since there's less opportunity for it to get broken)
- 7PPH is a decent tracking move to set up tackle feint mix-ups
- 1H+K~H can be use to create space and set up tackle feint shenanigans
MOMIJI:
- i10/i12/i12
- Poke with PP~/PP6K/PP4PP, PK 6P/6PK, 2P, or 6K~/6KP~ in close range
- Poke with 66P, 44K, H+K, 1P~, 2H+K (tip range safe) or 3KP from mid range
- Whiff punish with 66PP
- Try to avoid relying on the Amakake "Double Jump" stance, it can be a crutch easily against opponents with good defense
- If you're feeling gutsy, you can try to hit the Amakake~[P+K] super hit throw from long range if the opponent like to whiff alot (otherwise, it's guaranteed after 1T or the Low Kick Hold). On a full charge, you'll be at a fair amount of advantage on block too
- Momiji's movement is outstanding so make sure to abuse it
NiCO:
- i9/i11/i13
- Poke with PP~/PPP~/PPP[P]/PPP[P+K], PP2K, PP6P, 6PP~/6PPP~/6PPK/6PPP[P] or PPKK/PPK2K in close range
- Hi crush with 1P, 4H+K2K, 2H+K, 1K or 3H+KK
- Get-in with 66P, 6KK~ or 236P/236[P]
- Can poke from mid range 3KK/3K2K, 4K/4PK
- 66H+K is a sneaky jumping low
- Try to sneak in the 236T throw when you can: perform 236T~T, 6PPP, 6PPPP for decent damage + knockback or use 236T~2T if the throw connects on hi-counter
PHASE 4:
- i9/i11/i12
- Poke with PP~/PP2K, 6P, 2P or 1K in close range
- If you score a CH stun, follow-up with 4K/4K~P+K for a decent launcher combo or follow-up with 3P~P+K for a chifu teleport mix-up
- Use 66K~P+K, 66P/66PP~P+K to get-in from mid range, and use 3P+K~P or 9P~P+K from a little further out
- Poke with 3K, H+K or 6P from mid range
- 1PP~P+K is a great tracking low poke
- Take note that only 66K & 66PP can teleport on block
- 236T is great (you can perform 236T, 4P, 4K~P+K, Chifu~K~P+K, Air~T for simple damage)
BRAD WONG:
- i11/i14/i14
- Poke with PP~, 3K~/3KP~, or 1K~/1K2K~ in close range
- You can enter Laydown stance at the beginning of a round (R1F)
- Use Laydown to limit your opponent's options and potential frustrate impatient opponents
- Laydown can be entered while grounded also
- 44K is a great poke from mid range that leads into Laydown Feet Forward (LFT)
- To complement Running~P as a get-in move, use 66K, a great mid range low poke
- From Forward Handstand, Prioritize HS~K, HS~T then HS~P (a sneaky low)
- Brad's throw from Dokuritsu-Ho (Crane stance) is great
- 4P is a great hi-crushing evasive tool with a built-in sidestep in the form of 4P2/4P8. 4PP is also a great hi-crush launcher
- Don't challenge opponents on speed, use evasiveness & crushes instead (1K...)
- 6H+K is a great jumping low crush
- BT2P~ is really good
- A decent strategy is to try and connect Brad's BT~T (such as poking with BT2P (can enter BT stance with 44P) then input BT~T while BT'ed) then setting up annoying reset pressure
For Directional Notation:
7 8 9
4 5 6
1 2 3
Each number represents the corresponding direction. 1 for "Down-Back", 9 for "Up-Forward", 5 for "Neutral" or no input, etc. Quarter-Circle Back = 214, Quarter-Circle Forward = 236, Half-Circle Back = 63214, Half-Circle Forward = 41236, etc.
For Input commands:
P = Punch
K = Kick
H = Hold/Guard Button
T = Throw Button
S = Special Button
P+K = Strong punch
H+K = Strong Kick
H+P = Alternate Way to Input "Throw"
H+P+K = Alternate Way to Input "S"
Check out the TopTierTips Advanced Guide Series: youtube.com/watch?v=oFIZOxrRW44&list=PLV4Z7LoRwodBYCiMNOVwLGY75qkNNlNTv&index=2&t=1s
Don't forget to SUBSCRIBE & RATE for more DOA goodness! And also look out for future Top Tier Tips' sessions! ;-)
Top Tier Tips Novice Guide: files.acrobat.com/a/preview/2cc9307a-88b6-49e5-a3a2-bb59981ce603
#DOA6Guide #TeamNINJA #SMRTesports
Part three of a new series that looks at every character in DOA6 and gives you a gist at how they operate!
Join TopTierFighters here: patreon.com/toptiertips/overview
For more extensive Dead or Alive 6 character guides, check out here: youtube.com/playlist?list=PLV4Z7LoRwodCADdouGiwSnK9XNUS1LleT
0:21 Mila
7:29 Momiji
13:51 NiCO
21:42 Phase 4
29:10 Brad Wong
Part Three Characters:
MILA:
- i10/i12/i14
- Poke in close range with PP~, P6P~, P6PK, PP6K/PP6K~Tackle Feint, PP2K 6P, 6PK, or 2P
- Poke at mid range with 4H+K, 4K or 3K (4K & 3K have tackle feint cancels)
- Get-in with 66K or 66P
- Whiff punish with 66K, 66P, 3H+K or 6P+K
- If you can get down the timing of the mount strikes to a "Just Frame", you can guarantee their follow-ups (it's ok to use the mount throw as an alternative since there's less opportunity for it to get broken)
- 7PPH is a decent tracking move to set up tackle feint mix-ups
- 1H+K~H can be use to create space and set up tackle feint shenanigans
MOMIJI:
- i10/i12/i12
- Poke with PP~/PP6K/PP4PP, PK 6P/6PK, 2P, or 6K~/6KP~ in close range
- Poke with 66P, 44K, H+K, 1P~, 2H+K (tip range safe) or 3KP from mid range
- Whiff punish with 66PP
- Try to avoid relying on the Amakake "Double Jump" stance, it can be a crutch easily against opponents with good defense
- If you're feeling gutsy, you can try to hit the Amakake~[P+K] super hit throw from long range if the opponent like to whiff alot (otherwise, it's guaranteed after 1T or the Low Kick Hold). On a full charge, you'll be at a fair amount of advantage on block too
- Momiji's movement is outstanding so make sure to abuse it
NiCO:
- i9/i11/i13
- Poke with PP~/PPP~/PPP[P]/PPP[P+K], PP2K, PP6P, 6PP~/6PPP~/6PPK/6PPP[P] or PPKK/PPK2K in close range
- Hi crush with 1P, 4H+K2K, 2H+K, 1K or 3H+KK
- Get-in with 66P, 6KK~ or 236P/236[P]
- Can poke from mid range 3KK/3K2K, 4K/4PK
- 66H+K is a sneaky jumping low
- Try to sneak in the 236T throw when you can: perform 236T~T, 6PPP, 6PPPP for decent damage + knockback or use 236T~2T if the throw connects on hi-counter
PHASE 4:
- i9/i11/i12
- Poke with PP~/PP2K, 6P, 2P or 1K in close range
- If you score a CH stun, follow-up with 4K/4K~P+K for a decent launcher combo or follow-up with 3P~P+K for a chifu teleport mix-up
- Use 66K~P+K, 66P/66PP~P+K to get-in from mid range, and use 3P+K~P or 9P~P+K from a little further out
- Poke with 3K, H+K or 6P from mid range
- 1PP~P+K is a great tracking low poke
- Take note that only 66K & 66PP can teleport on block
- 236T is great (you can perform 236T, 4P, 4K~P+K, Chifu~K~P+K, Air~T for simple damage)
BRAD WONG:
- i11/i14/i14
- Poke with PP~, 3K~/3KP~, or 1K~/1K2K~ in close range
- You can enter Laydown stance at the beginning of a round (R1F)
- Use Laydown to limit your opponent's options and potential frustrate impatient opponents
- Laydown can be entered while grounded also
- 44K is a great poke from mid range that leads into Laydown Feet Forward (LFT)
- To complement Running~P as a get-in move, use 66K, a great mid range low poke
- From Forward Handstand, Prioritize HS~K, HS~T then HS~P (a sneaky low)
- Brad's throw from Dokuritsu-Ho (Crane stance) is great
- 4P is a great hi-crushing evasive tool with a built-in sidestep in the form of 4P2/4P8. 4PP is also a great hi-crush launcher
- Don't challenge opponents on speed, use evasiveness & crushes instead (1K...)
- 6H+K is a great jumping low crush
- BT2P~ is really good
- A decent strategy is to try and connect Brad's BT~T (such as poking with BT2P (can enter BT stance with 44P) then input BT~T while BT'ed) then setting up annoying reset pressure
For Directional Notation:
7 8 9
4 5 6
1 2 3
Each number represents the corresponding direction. 1 for "Down-Back", 9 for "Up-Forward", 5 for "Neutral" or no input, etc. Quarter-Circle Back = 214, Quarter-Circle Forward = 236, Half-Circle Back = 63214, Half-Circle Forward = 41236, etc.
For Input commands:
P = Punch
K = Kick
H = Hold/Guard Button
T = Throw Button
S = Special Button
P+K = Strong punch
H+K = Strong Kick
H+P = Alternate Way to Input "Throw"
H+P+K = Alternate Way to Input "S"
Check out the TopTierTips Advanced Guide Series: youtube.com/watch?v=oFIZOxrRW44&list=PLV4Z7LoRwodBYCiMNOVwLGY75qkNNlNTv&index=2&t=1s
Don't forget to SUBSCRIBE & RATE for more DOA goodness! And also look out for future Top Tier Tips' sessions! ;-)
Top Tier Tips Novice Guide: files.acrobat.com/a/preview/2cc9307a-88b6-49e5-a3a2-bb59981ce603
#DOA6Guide #TeamNINJA #SMRTesports









![How To Transition Between Fighting Games | TEKKEN | DOA | VF
With the impending arrival of Dead or Alive 6 Last Round & Dead or Alive 7, now is the right time to learn some DOA! Ill help you make the transition as we look at 3D fighting games Dead or Alive 6, TEKKEN 8 and Virtua Fighter 5 REVO in How to Transition to a New Fighting Game [3D-3D].
If youre having a little difficulty with the FGC notation terminology, check out here: https://www.youtube.com/watch?v=TlCcAiNLzps&t=110s
Support the channel here: https://www.patreon.com/toptiertips/overview
Request coaching here: https://metafy.gg/@smrt-fon
Follow Force of Nature on Twitter: https://twitter.com/ForceofNature99
Follow Force of Nature on Twitch: https://www.twitch.tv/force_of_nature
1:43 1. Primary Damage Focus
2:24 2. Movement
3:16 3. Blocking
3:57 4. Parry Mechanics
4:58 5. Triangle System
5:30 6. Critical Hold System
5:53 7. Environmental Damage
6:25 8. Meter Mechanics
7:28 9. Weight Classes
*4 Movement Types
1. Forward-Forward-Back-Back Movement (66-44)
2. Freestep-Block Backstep (FSBB)
3. Korean Backdash Cancelling (KBD)
4. Crouch dashing / Wavedashing
*4 Critical Stun Offensive Routes
#1.) Keep The Stun Going And Launch
#2.) Stun The Opponent And Wait (Critical Hold Baiting)
#3.) Set Up a Knockdown
#4.) Stun-Launch
*Throw System
#1.) 5 Frame Throw: Neutral Tick Throw/Breakable
#2.) 7 Frame Throw: Punish Throw (Good forward grapple range)
#3.) 10 Frame Throw: Secondary Punish Throw
#4.) 12 Frame Throw: Hold Punish Throw
For Directional Notation:
7 8 9
4 5 6
1 2 3
Each number represents the corresponding direction. 1 for Down-Back, 9 for Up-Forward, 5 for Neutral or no input, etc. Quarter-Circle Back = 214, Quarter-Circle Forward = 236, Half-Circle Back = 63214, Half-Circle Forward = 41236, etc.
Legend:
CH = Counter-Hit
BT = Backturned Stance
W! = Wall Splat
DZ! = Dangerzone Splat
SDS! = Sit Down Stun
FB! = Floor Bounce
CA! = Citizen Assist
For Input commands:
P = Punch
K = Kick
H = Hold/Guard Button
T = Throw Button
S = Special Button
P+K = Strong punch
H+K = Strong Kick
H+P = Alternate Way to Input Throw
H+P+K = Alternate Way to Input S
Check out the TopTierTips Guide Series: https://www.youtube.com/watch?v=oFIZOxrRW44&list=PLV4Z7LoRwodBYCiMNOVwLGY75qkNNlNTv&index=2&t=1s
Here are the DOA6 character guides: https://www.youtube.com/playlist?list=PLV4Z7LoRwodCADdouGiwSnK9XNUS1LleT
Dont forget to SUBSCRIBE & RATE for more DOA6 goodness! ;-)
#DOA6LR #DOA6 #DeadorAlive6LastRound How To Transition Between Fighting Games | TEKKEN | DOA | VF](https://i.ytimg.com/vi/vqxmDy5VO4g/mqdefault.jpg)
