Uploaded December 2019 | Updated September 2026, 1 week ago
This is a small DOA6 guide to help people out if they're interested in Rachel and would like an idea on how to approach learning her. This guide is mainly for letting you get your "feet wet" with the character. Feel free to message me if you have any questions pertaining to anything. Cheers!
Join TopTierFighters here: patreon.com/toptiertips/overview
*Note that Rachel's a good beginner character
0:00 Introduction
0:31 Introduction to Rachel's Gameplay
5:30 Close Range Focus, Hi Crushes & Tracking Moves
16:15 Rachel's Guard Breaks
18:37 Mid-Long Range Focus
20:16 Rachel's Throw Game
27:49 Hold Game
29:16 Wall Game
30:50 Outroduction
*Additional Notes
- Rachel is a "Heavyweight" character
- The 3T offensive hold (OH) is great against crouching stances such as Helena's bokuho, Brad Wong's laydown or Ayane's twirls for instance
- PPK & PPT can be used to catch people that try to sidestep the P-strings such as PPP, PP2K, etc.
- After a 66T OH on NH, you can be devious and go for a 41236T launcher throw afterwards
- Rollthrough can be entered off of PP2P+K/PP8P+K
- The 63214[T] OH can be useful at range as a whiff punisher if the opponent is likely to whiff right in front of you
- Rachel doesn't have a go-to jumping low crush (Rachel's crushing ability in general isn't really good)
- If the Yurlungur stomps (Downed 2K) whiff, Rachel can get punished
- Rachel's counter hold against a jumping kick is similar to her Mid K Hold
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
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: youtube.com/watch?v=oFIZOxrRW44&list=PLV4Z7LoRwodBYCiMNOVwLGY75qkNNlNTv&index=2&t=1s
Don't forget to SUBSCRIBE & RATE for more DOA6 goodness! ;-)
Look out for further DOA6 guides in the future!
#RachelGuideDOA6 #DeadorAlive6 #TeamNINJA
This is a small DOA6 guide to help people out if they're interested in Rachel and would like an idea on how to approach learning her. This guide is mainly for letting you get your "feet wet" with the character. Feel free to message me if you have any questions pertaining to anything. Cheers!
Join TopTierFighters here: patreon.com/toptiertips/overview
*Note that Rachel's a good beginner character
0:00 Introduction
0:31 Introduction to Rachel's Gameplay
5:30 Close Range Focus, Hi Crushes & Tracking Moves
16:15 Rachel's Guard Breaks
18:37 Mid-Long Range Focus
20:16 Rachel's Throw Game
27:49 Hold Game
29:16 Wall Game
30:50 Outroduction
*Additional Notes
- Rachel is a "Heavyweight" character
- The 3T offensive hold (OH) is great against crouching stances such as Helena's bokuho, Brad Wong's laydown or Ayane's twirls for instance
- PPK & PPT can be used to catch people that try to sidestep the P-strings such as PPP, PP2K, etc.
- After a 66T OH on NH, you can be devious and go for a 41236T launcher throw afterwards
- Rollthrough can be entered off of PP2P+K/PP8P+K
- The 63214[T] OH can be useful at range as a whiff punisher if the opponent is likely to whiff right in front of you
- Rachel doesn't have a go-to jumping low crush (Rachel's crushing ability in general isn't really good)
- If the Yurlungur stomps (Downed 2K) whiff, Rachel can get punished
- Rachel's counter hold against a jumping kick is similar to her Mid K Hold
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
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: youtube.com/watch?v=oFIZOxrRW44&list=PLV4Z7LoRwodBYCiMNOVwLGY75qkNNlNTv&index=2&t=1s
Don't forget to SUBSCRIBE & RATE for more DOA6 goodness! ;-)
Look out for further DOA6 guides in the future!
#RachelGuideDOA6 #DeadorAlive6 #TeamNINJA






![Dead or Alive 6: MOMIJI GUIDE Tutorial w/Force of Nature
This is a small DOA6 guide to help people out if theyre interested in Momiji and would like an idea on how to approach learning her. This guide is mainly for letting you get your feet wet with the character. Feel free to message me if you have any questions pertaining to anything. Cheers!
Join TopTierFighters here: https://www.patreon.com/toptiertips/overview
0:00 Introduction
2:05 Intoduction to Momijis Playstyle
3:42 Close Range Focus, Uzukaze & Amakake Stances
15:43 Respect the 7K!
17:28 Tracking Moves, and Hi & Low Crushes
30:15 Guard Breaks
35:46 Mid Range Focus
40:07 Long Range Focus
45:18 Throw Game
49:51 Hold Game
52:33 Wall Game
53:54 Outroduction
*Note that Momijis a good beginner character
*Additional Notes
- Momiji is a Lightweight character
- 6PK can be sidestepped if telegraphed
- Momiji has the ability to jump off the wall with 7P~P+K into Amakake Double Jump stance
- Despite having an Aiki-Jujutsu fighting style, Momijis throws & holds arent particularly strong
- Momijis 2K is fast at i14. On CH it causes a trip stun. It can be used as a low option to extend stuns, induce CH stuns, or even trip people up during the neutral game for a CH trip stun! (I.e. if someone runs at you, stop them in their tracks with 2K)
- Use Momijis throws to chuck the opponent around, thus aiding in her controlling of space (66T is particularly nice for hit-and-run!)
*Combos Featured in the Guide
#1) Sample Combo: 6KK~[Blocked]~Amakake~T, KP, 4P+K8PKK, 6S
#2) CH 8P, KP, 6PKP
#3) CH 8P, 6PK, 3P4PP
#4) CH KK~[Crouching Opponent], SDS!, 66K, 4P+K8PKK, Close Hit!, 3P+K
#5) Break Blow Cancel Combo: 214P, BT~P, S, 236P, 4P+K8PKK, 6SH (BBC), 236P+KPP82T
#6) Throw Combos: Amakake~T, KP, 4P+K8PKK, Close Hit!, 3P+K
#7) Amakake~T, KP, SSSS
#8) Amakake~T, KP, 4P+K8PKK, 6SH (BBC), 236P+KPP82T
#9) Hold Combos: 6H, 6PKKP
#10) 6H, 6PK, PPPP
#11) 1H, Amakake~P, KP, 3P4PP
#12) 1H, Amakake~P, KP, 6PKP
#13) Wall Combos: H+K, W!, 4P+K, 6PKKK
#14) H+K, W!, 4P+K8PP, 7K
#15) 7K, W!, 8P, 6PKKK
#16) CH 6PP, Small W!, Side-Walk Behind, P+K [Opponents Back], 236P, 4P+K8PKK, 6SH (BBC), 236P+KPP82T
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
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
Dont forget to SUBSCRIBE & RATE for more DOA6 goodness! ;-)
Look out for further DOA6 guides in the future!
#MomijiGuideDOA6 #DeadorAlive6 #TeamNINJA Dead or Alive 6: MOMIJI GUIDE Tutorial w/Force of Nature](https://i.ytimg.com/vi/nuuzIPwCQCw/mqdefault.jpg)

![DEAD OR ALIVE 6: Character Quick Tips [PART 7] (Learn Every Character in 8 Minutes or Less!)
Part seven of the series that looks at every character in DOA6 and gives you a gist at how they operate!
Join TopTierFighters here: https://www.patreon.com/toptiertips/overview
*Note, when the video is fully uploaded it will be in 4K60fps. I dont upload videos in 360p anymore haha
0:37 Rachel
8:15 Tamaki
For more extensive Dead or Alive 6 character guides, check out here: https://www.youtube.com/playlist?list=PLV4Z7LoRwodCADdouGiwSnK9XNUS1LleT
Part Seven Characters:
RACHEL
- i11/i13/i14
- Rachel is a Heavyweight character
- Rachels generic movement and KBD is amazing (especially for a Heavyweight!)
- The 3T offensive hold (OH) is great against crouching stances such as Helenas bokuho, Brad Wongs laydown or Ayanes twirls for instance
- PPK & PPT can be used to catch people that try to sidestep the P-strings such as PPP, PP2K, etc.
- After a 66T OH on NH, you can be devious and go for a 41236T launcher throw afterwards
- Rollthrough can be entered off of PP2P+K/PP8P+K
- The 63214[T] OH can be useful at range as a whiff punisher if the opponent is likely to whiff right in front of you
- Rachel doesnt have a go-to jumping low crush (Rachels crushing ability in general isnt really good)
- If the Yurlungur stomps (Downed 2K) whiff, Rachel can get punished
- Rachels counter hold against a jumping kick is similar to her Mid K Hold
- 1P~ is your go-to hi-crush
TAMAKI
- i10/i12/i13
- Tamaki is a Lightweight character
- Tamakis generic movement and KBD is bad
- Sometimes its safe to just use a high hold or low hold over an expert high punch or low punch hold if youre uncertain if a kick or punch will be incoming
- Despite being an Aikido fighter, Tamaki has no parries (but has sabakis)
- 8PP could be used as a hi-crush/low crush (though in general use 1P for hi-crush, and 9K for low crush)
- Only 236T is a wall slam throw
- 66P can be used as a safe poke if spaced right
- PPP & 3P work similar to Kasumis PPP & 3P in the sense of being able to induce a lift stun on CH (though if you whiff 3P6T OH on the lift stun, you can actually leave yourself at +1 if the opponent does nothing, making it an interesting Option Select (OS))
- Use 4K to poke into BT stance, and 3K if you want to remain front facing
- Both 6PK & 6P6T can catch sidesteps (throws and offensive holds have tracking)
- 8PP is Tamakis only guard break (GB) attack, it leaves her at +1
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: https://www.youtube.com/watch?v=oFIZOxrRW44&list=PLV4Z7LoRwodBYCiMNOVwLGY75qkNNlNTv&index=2&t=1s
Dont forget to SUBSCRIBE & RATE for more DOA goodness! And also look out for future Top Tier Tips sessions! ;-)
Top Tier Tips Novice Guide: https://files.acrobat.com/a/preview/2cc9307a-88b6-49e5-a3a2-bb59981ce603
#DOA6Guide #TeamNINJA #DeadorAlive DEAD OR ALIVE 6: Character Quick Tips [PART 7] (Learn Every Character in 8 Minutes or Less!)](https://i.ytimg.com/vi/pTwHGlY71Og/mqdefault.jpg)

