Uploaded November 2020 | Updated September 2026, 1 week ago
Same as the main guide, though without the music tracks for people that jive like that.
"HOW THE HELL DO YOU DEAL WITH NiCO?" Is the question I look to answer in this session of this potential new series of anti-character guides for Dead or Alive 6 and SoulCalibur VI!
If you're having a little difficulty with the FGC notation terminology, check out here: youtube.com/watch?v=TlCcAiNLzps&t=110s
If you're interested in learning how to play NiCO, click here: youtube.com/watch?v=MPMz0c9xujE&t=5s
Join TopTierFighters here: patreon.com/toptiertips/overview
Follow Force of Nature on Twitter: twitter.com/ForceofNature99
Follow Force of Nature on Twitch: twitch.tv/force_of_nature
*Additional Notes
- NiCO is a Lightweight character, which means that she can be juggled more than most characters
- NiCO has a smaller moveset, so it's easier to learn her moveset compared to other characters
- NiCO's 236T i12 throw leads to unbreakable follow-ups, you don't need to worry about dealing with a mix-up unless the player forgoes the guaranteed damage and goes for stun mix-ups off of 236T:T instead (6PP~ or 6KK~ on your back for instance)
- Most of NiCO's tracking moves aren't that dangerous
- NiCO's strengths are pretty much just based around offense, with nothing really special with regards to defense
*Dangerous Moves
- 5PPP~
- 6PP~
- 6KK~
- 236P/236(P)
- 3P+K/3(P+K)
- 236T:T/236T:2T
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: youtube.com/watch?v=oFIZOxrRW44&list=PLV4Z7LoRwodBYCiMNOVwLGY75qkNNlNTv&index=2&t=1s
Don't forget to SUBSCRIBE & RATE for more DOA6 goodness! ;-)
#DOA6 #NiCO #HowToDealWithNiCO
Same as the main guide, though without the music tracks for people that jive like that.
"HOW THE HELL DO YOU DEAL WITH NiCO?" Is the question I look to answer in this session of this potential new series of anti-character guides for Dead or Alive 6 and SoulCalibur VI!
If you're having a little difficulty with the FGC notation terminology, check out here: youtube.com/watch?v=TlCcAiNLzps&t=110s
If you're interested in learning how to play NiCO, click here: youtube.com/watch?v=MPMz0c9xujE&t=5s
Join TopTierFighters here: patreon.com/toptiertips/overview
Follow Force of Nature on Twitter: twitter.com/ForceofNature99
Follow Force of Nature on Twitch: twitch.tv/force_of_nature
*Additional Notes
- NiCO is a Lightweight character, which means that she can be juggled more than most characters
- NiCO has a smaller moveset, so it's easier to learn her moveset compared to other characters
- NiCO's 236T i12 throw leads to unbreakable follow-ups, you don't need to worry about dealing with a mix-up unless the player forgoes the guaranteed damage and goes for stun mix-ups off of 236T:T instead (6PP~ or 6KK~ on your back for instance)
- Most of NiCO's tracking moves aren't that dangerous
- NiCO's strengths are pretty much just based around offense, with nothing really special with regards to defense
*Dangerous Moves
- 5PPP~
- 6PP~
- 6KK~
- 236P/236(P)
- 3P+K/3(P+K)
- 236T:T/236T:2T
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: youtube.com/watch?v=oFIZOxrRW44&list=PLV4Z7LoRwodBYCiMNOVwLGY75qkNNlNTv&index=2&t=1s
Don't forget to SUBSCRIBE & RATE for more DOA6 goodness! ;-)
#DOA6 #NiCO #HowToDealWithNiCO



![Dead or Alive 6: RACHEL GUIDE Tutorial w/Force of Nature
This is a small DOA6 guide to help people out if theyre 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: https://www.patreon.com/toptiertips/overview
*Note that Rachels a good beginner character
0:00 Introduction
0:31 Introduction to Rachels Gameplay
5:30 Close Range Focus, Hi Crushes & Tracking Moves
16:15 Rachels Guard Breaks
18:37 Mid-Long Range Focus
20:16 Rachels 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 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
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!
#RachelGuideDOA6 #DeadorAlive6 #TeamNINJA Dead or Alive 6: RACHEL GUIDE Tutorial w/Force of Nature](https://i.ytimg.com/vi/mw9Y3pByEdI/mqdefault.jpg)






![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)