SMRT F.O.N.
SoulCalibur VI: NIGHTMARE Beginner Guide Tutorial. Can You SURVIVE 1-Hour With NIGHTMARE?
updated
If you're having a little difficulty with the FGC notation terminology, check out here: youtube.com/watch?v=TlCcAiNLzps&t=110s
Join TopTierFighters here: patreon.com/toptiertips/overview
Follow Force of Nature on Twitter: twitter.com/ForceofNature99
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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:
A = Horizontal Attack
B = Vertical Attack
K = Kick
G = Guard Button
6G = Guard Impact
A+G = First Throw
4A+G = Second Throw
6B+G = Resist Impact
B+G = Reversal Edge
A+B+K = Critical Edge
236A+B+K = Soul Attack
Legend:
W! = Wall Splat
W!! = Second Wall Splat
GB! = Guard Burst
CE = Critical Edge
( ) = Held Input
: = Just Frame Input
Here's SoulCalibur VI's TopTierTips Guide: youtube.com/watch?v=X8h-Yb7pW1Q&t=1s
#SCVI #SoulCalibur #Shorts
If you're having a little difficulty with the FGC notation terminology, check out here: youtube.com/watch?v=TlCcAiNLzps&t=110s
Here's my original long-form DOA6 Throw Video: youtube.com/watch?v=cwKWOiI0XU4&t=2s
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
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
#DOA6 #DeadorAlive #Shorts
(3D Fighters: Dead or Alive 6 (DOA6) & SoulCalibur VI (SCVI) featured).
If you're having a little difficulty with the FGC notation terminology, check out here: youtube.com/watch?v=TlCcAiNLzps&t=110s
Here's the SoulCalibur VI character guides: youtube.com/playlist?list=PLV4Z7LoRwodBbXQcjxxMjE9_XeGI55pdA
Here are the DOA6 character guides: youtube.com/playlist?list=PLV4Z7LoRwodCADdouGiwSnK9XNUS1LleT
Check out the TopTierTips Guide Series for DOA6: youtube.com/watch?v=oFIZOxrRW44&list=PLV4Z7LoRwodBYCiMNOVwLGY75qkNNlNTv&index=2&t=1s
Here's SoulCalibur VI's TopTierTips Guide: youtube.com/watch?v=X8h-Yb7pW1Q&t=1s
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
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Dead or Alive 6
0:52 #1. RUSHDOWN
2:53 - Rushdown Characters
3:12 #2. TURTLING
4:45 - Turtles
5:03 #3. SPACING
6:16 - Spacing Characters
6:47 #4. ZONING
8:26 - Zoners
8:42 #5. GRAPPLING
10:08 - Grapplers
SoulCalibur VI
11:16 #1. RUSHDOWN
12:48 - Rushdown Characters
13:03 #2. ZONING
13:55 - Zoners
14:09 #3. TURTLING
15:49 - Turtles
16:10 #4. SPACING
17:57 - Spacing Characters
18:14 #5. GRAPPLING
19:43 - Grapplers
1. Rushdown is an offensive style based around keeping your opponent on the defensive through effective pressure, mix-ups & frametraps. Success naturally comes from controlling the offensive advantage game and hitting your opponent more often than they hit you. Effective rushdown involves exploiting frame advantages, capitalizing on mix-up opportunities and fighting safely. If you focus on using moves that are heavy negative on block, you will end your "turns" more often.
2. Turtling is the opposite of rushdown in the sense of moving your combat focus towards defense instead of offensive pressure. Turtling is a form of defensive pressure where you "pressure" the opponent to come to you, potentially opening them up to hasty reckless behaviours once impatient. A form of turtling called "keepout" is very useful when you have a life lead over your opponent. Hang back, and have them come to you.
3. Spacing is the notion of controlling the "footsies" game by controlling the space directly in front of your character. Footsies is the act of dancing in-and-out of your (and your opponent's) attack range to bait whiffs for whiff punishment. Footsies is a good style to encourage good spacing, movement and poking habits.
4. Zoning is the act of not only controlling space, but also controlling your opponent's movement and actions. Good zoning can be potentially more frustrating to deal with than good turtling (especially in 2D Fighters). In its simplest sense, zoning is stymying the opponent afar with projectiles or long range attacks, with the intent of preventing the opponent from getting any offensive advances started at all.
5. Grappling is simply a patient offensive style utilizing throws for the bulk of your offense. Your objective is simply to find ways to set up as many throws as possible. If you're throwing your opponent around a lot as a grappler, you're probably doing something right. Especially if you keep in mind that grapplers generally have weaker neutral games and demand patience.
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 SCVI Input commands:
A = Horizontal Attack
B = Vertical Attack
K = Kick
G = Guard Button
6G = Guard Impact
A+G = First Throw
4A+G = Second Throw
6B+G = Resist Impact
B+G = Reversal Edge
A+B+K = Critical Edge
236A+B+K = Soul Attack
SCVI Legend:
W! = Wall Splat
W!! = Second Wall Splat
GB! = Guard Burst
CE = Critical Edge
( ) = Held Input
: = Just Frame Input
DOA6 Legend:
CH = Counter-Hit
BT = Backturned Stance
W! = Wall Splat
DZ! = Dangerzone Splat
SDS! = Sit Down Stun
FB! = Floor Bounce
CA! = Citizen Assist
( ) = Held Input
: = Just Frame Input
For DOA6 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"
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For instance the opponent can ukemi tech roll, block from the ground or try an attack on wake-up. The most common responses will be either lie on the ground and try to block or to perform a tech roll. If the opponent tries to tech roll, utilise a tech trap, which catches and hits tech rolling opponents. If the opponent lies on the ground, either go for a mid-low mix-up or hit them on the ground with a break attack (or a strong ground-hitting attack that isn't unsafe when blocked). If the opponent tries to wake-up attack, hit them with something like a Down-Forward+B / 3B launcher or a quick strong strike to discourage their abare (attacking from disadvantage).
If you're having a little difficulty with the FGC notation terminology, check out here: youtube.com/watch?v=TlCcAiNLzps&t=110s
Join TopTierFighters here: patreon.com/toptiertips/overview
Follow Force of Nature on Twitter: twitter.com/ForceofNature99
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Follow Force of Nature on Instagram: instagram.com/smrt_fon
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:
A = Horizontal Attack
B = Vertical Attack
K = Kick
G = Guard Button
6G = Guard Impact
A+G = First Throw
4A+G = Second Throw
6B+G = Resist Impact
B+G = Reversal Edge
A+B+K = Critical Edge
236A+B+K = Soul Attack
Legend:
W! = Wall Splat
W!! = Second Wall Splat
GB! = Guard Burst
CE = Critical Edge
( ) = Held Input
: = Just Frame Input
Here's SoulCalibur VI's TopTierTips Guide: youtube.com/watch?v=X8h-Yb7pW1Q&t=1s
#SCVI #SoulCalibur #Shorts
During critical you can continue the stun with a good high (such as a simple jab), and good mid punch such as Down-Forward+Punch / 3P, or a decent mid kick such as Down-Forward+Kick / 3K. Jabs / 5P's or Gut Punches / 3P's extend the stun very well for around +25 or greater stun extension. This frame advantage can easily let you follow-up with a Fatal Rush attack for a powerful Fatal Stun. Fatal Stuns let you follow-up for your strongest launches (and can only be beaten by Break Holds!). After a large juggle you can opt to go for max damage or, set up a Forced Tech "reset" situation to continue pressure.
You will generally go for max damage to achieve a significant life lead to allow you greater control over the pace of a match, since the opponent would be pressured to have to try and make a comeback. Or if the max damage juggle would KO the opponent (or very close to). Any other situation, you'd vie for the Forced Tech/Reset.
If you're having a little difficulty with the FGC notation terminology, check out here: youtube.com/watch?v=TlCcAiNLzps&t=110s
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
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
#DOA6 #DeadorAlive #Shorts
If you're having a little difficulty with the FGC notation terminology, check out here: youtube.com/watch?v=TlCcAiNLzps&t=110s
Here's the SoulCalibur VI character guides: youtube.com/playlist?list=PLV4Z7LoRwodBbXQcjxxMjE9_XeGI55pdA
Join TopTierFighters here: patreon.com/toptiertips/overview
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0:16 Close Range
0:40 Medium Range
1:03 Long Range
*Close Range: (longer to shorter/alphabetical)
Siegfried
Haohmaru
Hwang
Cassandra
Mitsurugi
Taki
Groh
Maxi
Sophitia
Tira
Voldo
Xianghua
Yoshimitsu
Amy
Talim
*Medium Range: (longer to shorter/alphabetical)
Astaroth
2B
Cervantes
Kilik
Zasalamel
Geralt
Setsuka
*Long Range: (longer to shorter/alphabetical)
Ivy
Azwel
Hilde
Nightmare
Seong Mi-na
Raphael
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:
A = Horizontal Attack
B = Vertical Attack
K = Kick
G = Guard Button
6G = Guard Impact
A+G = First Throw
4A+G = Second Throw
6B+G = Resist Impact
B+G = Reversal Edge
A+B+K = Critical Edge
236A+B+K = Soul Attack
Legend:
W! = Wall Splat
W!! = Second Wall Splat
GB! = Guard Burst
CE = Critical Edge
( ) = Held Input
: = Just Frame Input
Don't forget to SUBSCRIBE & RATE for more SC goodness! ;-)
#SCVI #SCVIGuide #HowToPlaySCVI
Once you score a stun, follow - up with a jab or PP (or even a single P), a Down-Forward+Punch / 3P gut punch (induces a lift stun follow-up), or a Down-Forward+Kick / 3K for a small mid kick stun follow-up. You can also launch right away (or at the end of your "stun mix-up"), for guaranteed juggle damage that can't be thwarted by defensive critical counter holds. Mix-up your follow-ups to keep the opponent guessing and lower your chances of getting hit by a pesky critical hold.
If you're having a little difficulty with the FGC notation terminology, check out here: youtube.com/watch?v=TlCcAiNLzps&t=110s
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
Follow Force of Nature on Instagram: instagram.com/smrt_fon
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
#DOA6 #DeadorAlive #Shorts
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#DeadorAlive #SoulCalibur #3DFighters
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#MicrosoftFlightSimulator #MFS #XboxSeriesX
- Rollback Netcode
- 4K Graphics (on XBone X / Xbox Series X)
- Da Soundtrack
- High Production Values
- Good Developer (Developers...?)
- Intriguing Combat System
- Training Tools / Tutorials
*Arguably The Most Underrated FG EVER?
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#KI #KillerInstinct #KI2013
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Once you're in close range stifle the opponent with 2A's as an interrupt, AA's as a quick poke and step-killer, or BB's to discourage crouching (BB's also get priority over AA's if the AA doesn't hit you a frame or more earlier). Once you have frame advantage, pressure your opponent with a break attack for more frame advantage + Guard Damage (not necessarily chip damage), a Throw, or a good low (besides 2A's which can be blocked standing). Rinse and repeat until the opponent starts making mistakes that you can punish with more rewarding moves.
If you're having a little difficulty with the FGC notation terminology, check out here: youtube.com/watch?v=TlCcAiNLzps&t=110s
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
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:
A = Horizontal Attack
B = Vertical Attack
K = Kick
G = Guard Button
6G = Guard Impact
A+G = First Throw
4A+G = Second Throw
6B+G = Resist Impact
B+G = Reversal Edge
A+B+K = Critical Edge
236A+B+K = Soul Attack
Legend:
W! = Wall Splat
W!! = Second Wall Splat
GB! = Guard Burst
CE = Critical Edge
( ) = Held Input
: = Just Frame Input
Here's SoulCalibur VI's TopTierTips Guide: youtube.com/watch?v=X8h-Yb7pW1Q&t=1s
#SCVI #SoulCalibur #Shorts
Explore Force of Nature through these links:
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The Freestep block backstep complements freewalking, and repositioning on a stage for the upperhand. If you need to retreat quickly use Korean Backdash cancelling (KBD) inputted with constant quarter-circle backs (QCB's). You can also retreat by inputting back-back+hold (4(4)) to backwalk into the FreeStep Block Backstep. This motion complements rushing into to bait a reaction from the opponent, then backing off to try and induce a whiff. If their "reaction attack" reaches, you'll likely block it with the FSBB anyway. If you need to close the distance quickly, you could just run at the opponent, but it's safer and more prudent to advance with crouch dashes inputted with crouch+forward-crouch+forward (33). It crouches under high attacks and also complements Fuzzy Guards (Crouch Dash Guards).
If you're having a little difficulty with the FGC notation terminology, check out here: youtube.com/watch?v=TlCcAiNLzps&t=110s
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
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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
#DOA6 #DeadorAlive #Shorts
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#RareReplay #Rare #Nostalgia
- Rollback Netcode
- 4K Graphics (on XBone X / Xbox Series X)
- Da Soundtrack
- High Production Values
- Good Developer (Developers...?)
- Intriguing Combat System
- Training Tools / Tutorials
*Arguably The Most Underrated FG EVER?
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#KillerInstinct #KI2021 #KI3
- Rollback Netcode
- 4K Graphics (on XBone X / Xbox Series X)
- Da Soundtrack
- High Production Values
- Good Developer (Developers...?)
- Intriguing Combat System
- Training Tools / Tutorials
*Arguably The Most Underrated FG EVER?
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#KillerInstinct #KI2021 #KI3
- Rollback Netcode
- 4K Graphics (on XBone X / Xbox Series X)
- Da Soundtrack
- High Production Values
- Good Developer (Developers...?)
- Intriguing Combat System
- Training Tools / Tutorials
*Arguably The Most Underrated FG EVER?
Explore Force of Nature through these links:
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#KillerInstinct #KI2021 #KI3
- Rollback Netcode
- 4K graphics (on XBone X / XSX)
- Da Soundtrack
- High Production Values
- Good Developer (Developers...?)
- Intriguing Combat System
- Training Tools / Tutorials
*Arguably The Most Underrated FG EVER?
Explore Force of Nature through these links:
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#KillerInstinct #KI2021 #KI3
- Rollback Netcode
- 4K Graphics (on XBone X / Xbox Series X)
- Da Soundtrack
- High Production Values
- Good Developer (Developers...?)
- Intriguing Combat System
- Training Tools / Tutorials
*Arguably The Most Underrated FG EVER?
Explore Force of Nature through these links:
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#KillerInstinct #KI2021 #KI3
Throw breaking in VF5US is more challenging than most games with 3 individual throw break types: Neutral, Forward or Back throw breaks. To help out, there's a "lazy throw break" in VF5US inputted by holding: Guard then pressing the punch button right as the throw connects. A forward break would be: Guard + Forward, then press punch as the throw connects. And likewise, a back break would be: Guard + Back, then press the punch button as the throw connects. You may have noticed that the "Lazy Throwbreak" complements blocking serving as a bit of an option select: Block standing strikes, whilst attempted a throw break.
If you're having a little difficulty with the FGC notation terminology, check out here: youtube.com/watch?v=TlCcAiNLzps&t=110s
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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
For Input commands:
P = Punch
K = Kick
G = Guard Button
P+K = Strong punch
K+G = Strong Kick
P+G = Throw
P+K+G = Special
#VF5US #VirtuaFighter #Shorts
If you feel like pressing a button, you can press 4 (Right Kick) if your character has a good "Magic 4". These moves have decent range and are fairly fast (i11 or i12 frames), and can commonly whiff punish a whiffed jab (which can't reach the opponent at R1F). Df+1 (down-forward+Left Punch), are good go-to mids at R1F if you're afraid that you'll get high-crushed (or low-crushed by a hopkick for instance). Df+1's are commonly your fastest mid pokes at around i13 frames, and are usually very safe on block, along with having potential follow-ups. Once you have a read on your opponent, then you can fish for launchers.
Backdashes get complemented by Tekken's 7 blocking mechanics, in where you automatically block all high or mid attacks if you don't press anything. This makes backdashes decent in certain situations and "safer" than in other games where backdashes can get counter-hit easily.
If you're having a little difficulty with the FGC notation terminology, check out here: youtube.com/watch?v=TlCcAiNLzps&t=110s
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For Directional Notation
7. u/b 8. u 9. u/f
4. b 5. * 6. f
1. d/b 2. d 3. d/f
7. up/back 8. up 9. up/forward
4. back 5. neutral 6. forward
1. down/back 2. down 3. down/forward
For Input commands:
1 = Left Punch (LP)
2 = Right Punch (RP)
3 = Left Kick (LK)
4 = Right Kick (RK)
1 + 2 = Left Punch + Right Punch (LP + RP)
3 + 4 = Left Kick + Right Kick (LK + RK)
1+3 = Left Throw
2+4 = Right Throw
Legend
WR = While Running
WS = While Standing
S! = Tailspin/Screw
W! = Wall Splat
: = Just Frame Input
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If you have less range than your opponent, they have the neutral advantage and you'll eventually have to get in on them. The safest get-in approach is to "run-up & block": Run at your opponent then block when in close (or if you see an attack come out on approach). You can also run up and perform a safe move too such as Cassandra's 66A.
If you have more range than your opponent, then you have the neutral advantage and you can attack first from afar, preferably with safe pokes. If the opponent runs at you, intercept their approach with the appropriate attacks (AA's, BB's, 3A's, etc. based on range and footsies distance). Move around with single taps as opposed to holding down a direction, unless specifically sidewalking around a linear move or for stage positioning. You can retreat quickly to create space by Korean Backdashing with 4, G, 4, G... Repeatedly (Back, then Guard, Back, then Guard).
If you're having a little difficulty with the FGC notation terminology, check out here: youtube.com/watch?v=TlCcAiNLzps&t=110s
Join TopTierFighters here: patreon.com/toptiertips/overview
Follow Force of Nature on Twitter: twitter.com/ForceofNature99
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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:
A = Horizontal Attack
B = Vertical Attack
K = Kick
G = Guard Button
6G = Guard Impact
A+G = First Throw
4A+G = Second Throw
6B+G = Resist Impact
B+G = Reversal Edge
A+B+K = Critical Edge
236A+B+K = Soul Attack
Legend:
W! = Wall Splat
W!! = Second Wall Splat
GB! = Guard Burst
CE = Critical Edge
( ) = Held Input
: = Just Frame Input
Here's SoulCalibur VI's TopTierTips Guide: youtube.com/watch?v=X8h-Yb7pW1Q&t=1s
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Any other action taken will be the result of a read (or playing to a match-up such as dealing with Helena's Bokuho stance or Brad Wong's Laydown stance). Sidesteps/SSA, crushes, counter holds, throwing a blocking opponent, etc. will generally be performed as reads. The tips in this session can apply to Dead or Alive 5 Last Round also since it has a similar neutral game.
If you're having a little difficulty with the FGC notation terminology, check out here: youtube.com/watch?v=TlCcAiNLzps&t=110s
Join TopTierFighters here: patreon.com/toptiertips/overview
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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
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If you're having a little difficulty with the FGC notation terminology, check out here: youtube.com/watch?v=TlCcAiNLzps&t=110s
Join TopTierFighters here: patreon.com/toptiertips/overview
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Some VF5 tips to help you out: youtube.com/watch?v=7OuzdH0omXk&t=7s
Here's a mini-breakdown of the whole VF5US cast: youtube.com/watch?v=H-r0uxroBoA&t=3s
*Note that the video will output in 4K60fps when fully processed. I don't produce videos in 360p any more haha
0:00 Introduction
0:55 Introduction to Flamingo Stance
2:34 Some BnB's
3:29 Close Range Focus
7:15 Mid-Long Range Focus
9:40 Flamingo Stance & Step Stance
11:59 Edge Kick Combo JF
13:17 Throw Game
15:17 Wall Game
15:31 Outroduction
- Sarah is a Lightweight
- Take note that despite its animation, 2K+G is actually negative- on normal hit (NH). Try to connect in on CH by going under an anticipated high
- Sarah has another just frame (JF) manoeuvre in 4PK:K. The move is an auto-double where the third hit requires you to input the kick button right as the second kick connects. It's very tricky, though not as necessary as the Flamingo~P2K:K:K JF
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
For Input commands:
P = Punch
K = Kick
G = Guard Button
P+K = Strong punch
K+G = Strong Kick
P+G = Throw
P+K+G = Special
Don't forget to SUBSCRIBE & RATE for more VF5US goodness! ;-)
#SarahBryant #VirtuaFighter5UltimateShowdown #VF5US
If you're having a little difficulty with the FGC notation terminology, check out here: youtube.com/watch?v=TlCcAiNLzps&t=110s
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
Some VF5 tips to help you out: youtube.com/watch?v=7OuzdH0omXk&t=7s
Here's a mini-breakdown of the whole VF5US cast: youtube.com/watch?v=H-r0uxroBoA&t=3s
*Note that the video will output in 4K60fps when fully processed. I don't produce videos in 360p any more haha
0:00 Introduction
0:36 Introduction to Jacky's Gameplay
2:40 Some BnB's
3:34 Introduction to Jacky's Pressure
5:18 The Flash Sword Kick (Iaigeri Kick)
6:42 Close Range Focus
9:41 Mid-Long Range Focus
12:25 Slide Shuffle & Side Slide Shuffle Stances
14:39 Throw Game
17:15 Bil Jee & Outroduction
*Additional Notes
- Jacky is a Mid Heavyweight
- Yes, 7K was not mentioned in this video (use it to abare the hell out of your opponent Rip-Style ;-)! )
- 7K & 9K are your go-to low crushes (moves that beat out lows)
- 44K sets up your back-turned stance and side-turns the opponent, frame trap them with BT5K. If BT5K connects, Side Shuffle~P is guaranteed along with a 6K and everything there after
- Use your neutral P+G throw then jump over your opponent to cross them up
- Jacky's only mid-hitting full-circular tracking move is 46K+G (it's unsafe when blocked)
- Try to avoid mixing it up in close range with Jacky too much
- You can use the Slide Shuffle stance during neutral footsies (cancel out with SS~33 if not using an attack option)
- Jacky's low kicks (like 6PP2K) are generally unsafe if blocked
- The combos are performed on a Lightweight character so you'll need to remove a move or alter the combos a bit for heavier weights
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
For Input commands:
P = Punch
K = Kick
G = Guard Button
P+K = Strong punch
K+G = Strong Kick
P+G = Throw
P+K+G = Special
Don't forget to SUBSCRIBE & RATE for more VF5US goodness! ;-)
#JackyBryant #VirtuaFighter5UltimateShowdown #VF5US
If you're having a little difficulty with the FGC notation terminology, check out here: youtube.com/watch?v=TlCcAiNLzps&t=110s
Join TopTierFighters here: patreon.com/toptiertips/overview
Follow Force of Nature on Twitter: twitter.com/ForceofNature99
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0:21 Akira
1:05 Aoi
1:23 Brad
1:45 Eileen
1:58 El Blaze
2:25 Goh
2:42 Jacky
3:03 Jean
3:20 Jeffry
3:34 Kage
4:11 Lau
4:41 Lei
4:52 Lion
5:09 Pai
5:36 Sarah
5:49 Shun
6:24 Taka
6:39 Vanessa
7:09 Wolf
Weight Classes:
Super Lightweight: (Eileen, El Blaze)
Lightweight: (Aoi, Lion, Pai, Sarah, Shun, Vanessa)
Middleweight: (Brad, Goh, Kage, Lau, Lei)
Mid Heavyweight: (Akira, Jacky, Jean)
Heavyweight: (Jeffry, Wolf)
Super Heavyweight: (Taka)
*Being taller is worse in your weight class because of the hitbox (i.e. Vanessa)
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:
A = Horizontal Attack
B = Vertical Attack
K = Kick
G = Guard Button
6G = Guard Impact
A+G = First Throw
4A+G = Second Throw
6B+G = Resist Impact
B+G = Reversal Edge
A+B+K = Critical Edge
236A+B+K = Soul Attack
Legend:
W! = Wall Splat
W!! = Second Wall Splat
GB! = Guard Burst
CE = Critical Edge
( ) = Held Input
: = Just Frame Input
Don't forget to SUBSCRIBE & RATE for more VF goodness! ;-)
#VF5US #VirtuaFighter5 #VF5Guide
If you're having a little difficulty with the FGC notation terminology, check out here: youtube.com/watch?v=TlCcAiNLzps&t=110s
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
- There are high statuses known as "EX HIGH's" which can be beaten by crouches like normal highs, however, Ex Highs can beat out "high crush" moves, or moves that go under highs like down jabs or low sweeps
- Ukemi tech rolls need to be performed right as you hit the ground with a direction + P+K+G
- Offensive/Defensive manoeuvres are mainly used for movement/positioning purposes as opposed to "evasion" like a standard sidestep
- A lot of moves in VF5 are "half-circular" meaning that they only track to one side; these are denoted in training mode by arrows (circular arrows are full circulars, with full tracking ability)
- Faster characters like Lion have 11-frame jabs, and some characters have mids faster than 14-frames like Jacky's Lightning Kick (2H+KKKKK (i12))
- Certain moves can "counter hit" you if you get hit during a backstep for instance
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If you're having a little difficulty with the FGC notation terminology, check out here: youtube.com/watch?v=TlCcAiNLzps&t=110s
Join TopTierFighters here: patreon.com/toptiertips/overview
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*Astaroth's a good beginner character for those learning SCVI
*Note: 3K doesn't combo into low throw that well, though it does force crouch (allowing for a low throw attempt)
0:00 Introduction to Astaroth's Gameplay & Quick Tips
2:49 Throw Game
9:44 Some BnB's
10:41 Close Range Focus
12:33 Mid-Long Range Focus
16:58 Guard Gauge Harassment & Guard Burst
18:24 Wall Game
18:56 Soul Charge Moves
21:32 Outroduction
*Additional Notes
- Astaroth's movement is terrible so you need to be patient with him and control space with your ranged strikes
- Abusing command throws can become a crutch once opponents start crouching
- Astaroth's CE is an i24 unbreakable Command Throw. If you have i24 advantage and are in range, you can "guarantee" the move (it is avoided by crouching naturally)
- The 46A+G/64A+G throws can dodge high attacks,
- the 44A+G throw also has a "Just Frame" by releasing the "B" right before the opponent hits the ground (though they can tech it if you hold it too long)
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:
A = Horizontal Attack
B = Vertical Attack
K = Kick
G = Guard Button
6G = Guard Impact
A+G = First Throw
4A+G = Second Throw
6B+G = Resist Impact
B+G = Reversal Edge
A+B+K = Critical Edge
236A+B+K = Soul Attack
Legend:
W! = Wall Splat
W!! = Second Wall Splat
GB! = Guard Burst
CE = Critical Edge
( ) = Held Input
: = Just Frame Input
Don't forget to SUBSCRIBE & RATE for more SC goodness! ;-)
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This is a follow-up Dead or Alive 6 guide to help people out if they're interested in Christie and would like an idea on how to approach learning her. This guide is mainly for letting you go a bit further than the novice guide, but not quite expert level with the character. Feel free to message me if you have any questions pertaining to anything. Cheers!
Join TopTierFighters here: patreon.com/toptiertips/overview
Here's the TopTierTips DOA6 Christie novice guide: youtube.com/watch?v=mbWPtDI158E&t=3s
*Note that the video will output in 4K60fps when fully processed. I don't produce videos in 360p any more haha
0:00 Introduction
0:13 Lead With Your Jab (Harness Your P's!)
2:16 6PP Uses & Application
5:22 Some Combos & BnBs
6:38 Some Thanks!
7:16 CLOSE RANGE FOCUS (Rushdown/Pressure)
7:35 - 5P Uses & Application
8:10 - 4P & BackTurned Stance
8:47 - Go-To Tracking Moves
9:09 - Go-To Hi Crushes
9:16 - Guard Breaks & Frame Advantage Techniques
12:55 - Go-To Low Crushes
13:47 - Continuation With Go-To Hi Crushes
14:21 A Look At Jakeiho Stance
18:00 - "Double Jakeiho"
18:37 - Jakeiho Cancels
19:54 - Additional Close Range Notes
20:43 MID-LONG RANGE (Getting-In or Hanging Back For a Stun Opportunity)
21:16 - Play Footsies With Moves Such As H+K Or 2H+K
22:52 - 4P+K at Mid-Long Range
24:02 - Getting In On Your Opponent
25:50 - Jakeiho Backdashes
26:36 - Using 4P As A Poke At Range & 4K
27:42 Okizeme
29:00 Throw Game
31:58 Hold Game
33:39 Wall Game
35:52 Outroduction
*Additional Notes
- Christie is a "Middleweight" character
- Christie's throw game is weak in open space, and strong at the wall
- Christie has a great balance between speed, offensive mix-up and defensive evasion
- 236P is a good mid-hitting wall splat move to complement 46P (both moves have a "Close Hit" property)
*Combos Featured in the Guide
#1) S, 4H+K, BTP+KP, H+KKK, 2P+K~6P+K, DZ!, Microdash, 214P, 8K, 6K, H+KKK, 6S
#2) CH 6PP~JAK~P+K, 6K, H+KKK, sidewalk-right, 6SH, 3K~8P+K, Small W!, 5KK~JAK~P+K, 6K, H+KKK, dash-in, 236P
#3) CH 6PP~JAK~P+K, 6K, H+KKK, sidewalk-right, 6SH, 3K~8P+K, Small W!, 6P+K, 5KK~JAK~P+K, 6K, H+KKK, dash-in, 236P
#4) 5PKK~JAK~P+K, 6K, H+KKK, dash-in, 236P
#5) H+K, 6PP, 3P, 3P, 5PP2KP, 2H+KP, 1P
#6) 66PPP, 4H+K, BTP+KP, H+KKK, dash-in, 236P
#7) 66PP, 3K~JAK~P, H+KKK, 8P+K~6P+K
#8) CH 6PP~JAK~P+K, 6K~JAK~P+K, 6K, 6K4K
#9) 46P, W!, 6K, 3PPP
#10) 46P, W!, 5PP2KP, 2H+KP, 1P
#11) 214P, 8K, 6K~JAK~P+K, 6K, 6K4K
#12) PKK, 4PP, FC3P, 6K, 6K, 6K4K
#13) 4P, BTH+K, 6K, H+KKK, 6SH, 236P, W!, 6K, 3PPP
#14) 4(P+K)3~T, 3P, 3P+K~T, 3P, 4PP, 236P, W!, 6K, 3PPP
#15) H+K, 6PP~JAK~P+K, 6K~JAK~P+K, 5PP2KP, 2H+KP, 2P, dash-in, 66T
#16) 1H, 9K, 7P, H+KKK, dash-in, 236P, W!
#17) 1H, Ceiling Hit!, 214P, 8K, 6K, H+KKK, 6SH, 236P, DZ!, dash-in, 6K, 6K, 6K4K
#18) 7P, 4PP, 3P, 4H+K, BTP+KP, H+KKK, dash-in, 236P, DZ!, H+KKK, 2P+K~6P+K,
#19) H+K, 6PP~2P+K~P+K, 6K~8P+K~P+K, 5PKK2K, FB!, dash-in, 6K~2P+K~6P+K, DZ!, dash-in, 8K, H+KKK, FB!, sidewalk-right, 6S, CA!, 8K, 6K~8P+K~P+K, 3PPP
*Shoutout to Awesmic for tips & ideas within this guide. Check out his YT: youtube.com/channel/UCBaIIKv0LQ4VcdnT9bAuLRA
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! ;-)
Look out for further DOA6 guides in the future!
#ChristieGuideDOA6 #DeadorAlive6 #TeamNINJA
This is a follow-up DOA6 guide to help people out if they're interested in Christie and would like an idea on how to approach learning her. This guide is mainly for letting you go a bit further than the novice guide, but not quite expert level with the character. Feel free to message me if you have any questions pertaining to anything. Cheers!
Join TopTierFighters here: patreon.com/toptiertips/overview
Here's the TopTierTips Christie novice guide: youtube.com/watch?v=mbWPtDI158E&t=3s
*Note that the video will output in 4K60fps when fully processed. I don't produce videos in 360p any more haha
0:00 Introduction
0:13 Lead With Your Jab (Harness Your P's!)
2:16 6PP Uses & Application
5:22 Some Combos & BnBs
6:38 Some Thanks!
7:16 CLOSE RANGE FOCUS (Rushdown/Pressure)
7:35 - 5P Uses & Application
8:10 - 4P & BackTurned Stance
8:47 - Go-To Tracking Moves
9:09 - Go-To Hi Crushes
9:16 - Guard Breaks & Frame Advantage Techniques
12:55 - Go-To Low Crushes
13:47 - Continuation With Go-To Hi Crushes
14:21 A Look At Jakeiho Stance
18:00 - "Double Jakeiho"
18:37 - Jakeiho Cancels
19:54 - Additional Close Range Notes
20:43 MID-LONG RANGE (Getting-In or Hanging Back For a Stun Opportunity)
21:16 - Play Footsies With Moves Such As H+K Or 2H+K
22:52 - 4P+K at Mid-Long Range
24:02 - Getting In On Your Opponent
25:50 - Jakeiho Backdashes
26:36 - Using 4P As A Poke At Range & 4K
27:42 Okizeme
29:00 Throw Game
31:58 Hold Game
33:39 Wall Game
35:52 Outroduction
*Additional Notes
- Christie is a "Middleweight" character
- Christie's throw game is weak in open space, and strong at the wall
- Christie has a great balance between speed, offensive mix-up and defensive evasion
- 236P is a good mid-hitting wall splat move to complement 46P (both moves have a "Close Hit" property)
*Combos Featured in the Guide
#1) S, 4H+K, BTP+KP, H+KKK, 2P+K~6P+K, DZ!, Microdash, 214P, 8K, 6K, H+KKK, 6S
#2) CH 6PP~JAK~P+K, 6K, H+KKK, sidewalk-right, 6SH, 3K~8P+K, Small W!, 5KK~JAK~P+K, 6K, H+KKK, dash-in, 236P
#3) CH 6PP~JAK~P+K, 6K, H+KKK, sidewalk-right, 6SH, 3K~8P+K, Small W!, 6P+K, 5KK~JAK~P+K, 6K, H+KKK, dash-in, 236P
#4) 5PKK~JAK~P+K, 6K, H+KKK, dash-in, 236P
#5) H+K, 6PP, 3P, 3P, 5PP2KP, 2H+KP, 1P
#6) 66PPP, 4H+K, BTP+KP, H+KKK, dash-in, 236P
#7) 66PP, 3K~JAK~P, H+KKK, 8P+K~6P+K
#8) CH 6PP~JAK~P+K, 6K~JAK~P+K, 6K, 6K4K
#9) 46P, W!, 6K, 3PPP
#10) 46P, W!, 5PP2KP, 2H+KP, 1P
#11) 214P, 8K, 6K~JAK~P+K, 6K, 6K4K
#12) PKK, 4PP, FC3P, 6K, 6K, 6K4K
#13) 4P, BTH+K, 6K, H+KKK, 6SH, 236P, W!, 6K, 3PPP
#14) 4(P+K)3~T, 3P, 3P+K~T, 3P, 4PP, 236P, W!, 6K, 3PPP
#15) H+K, 6PP~JAK~P+K, 6K~JAK~P+K, 5PP2KP, 2H+KP, 2P, dash-in, 66T
#16) 1H, 9K, 7P, H+KKK, dash-in, 236P, W!
#17) 1H, Ceiling Hit!, 214P, 8K, 6K, H+KKK, 6SH, 236P, DZ!, dash-in, 6K, 6K, 6K4K
#18) 7P, 4PP, 3P, 4H+K, BTP+KP, H+KKK, dash-in, 236P, DZ!, H+KKK, 2P+K~6P+K,
#19) H+K, 6PP~2P+K~P+K, 6K~8P+K~P+K, 5PKK2K, FB!, dash-in, 6K~2P+K~6P+K, DZ!, dash-in, 8K, H+KKK, FB!, sidewalk-right, 6S, CA!, 8K, 6K~8P+K~P+K, 3PPP
*Shoutout to Awesmic for tips & ideas within this guide. Check out his YT: youtube.com/channel/UCBaIIKv0LQ4VcdnT9bAuLRA
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
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Look out for further DOA6 guides in the future!
#ChristieGuideDOA6 #DeadorAlive6 #TeamNINJA
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#VirtuaFighter5UltimateShowdown #VirtuaFighterEsports #VirtuaFighterxEsports
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#SamuraiShodown #SamShoNewPatch #ChamCham
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Here's the SoulCalibur VI character guides: youtube.com/playlist?list=PLV4Z7LoRwodBbXQcjxxMjE9_XeGI55pdA
Here's the SoulCalibur VI TopTierTips guides: youtube.com/playlist?list=PLV4Z7LoRwodB6HNiU-L0czjlrlZKQM6mZ
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:
A = Horizontal Attack
B = Vertical Attack
K = Kick
G = Guard Button
6G = Guard Impact
A+G = First Throw
4A+G = Second Throw
6B+G = Resist Impact
B+G = Reversal Edge
A+B+K = Critical Edge
236A+B+K = Soul Attack
Legend:
W! = Wall Splat
W!! = Second Wall Splat
GB! = Guard Burst
CE = Critical Edge
( ) = Held Input
: = Just Frame Input
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#InfernoSCVI #SoulCalibur #AprilFools
*Additional Notes
- Lidia has 4 primary stances, not 3
- It is possible to connect the f,f2+3 Rage Drive after the HE~1+2 +14 Guard Break (The timing is very strict)
- At the wall after the uf1+2 command throw, you can perform 1, f1+2,3,2,1
If you're having a little difficulty with the FGC notation terminology, check out here: youtube.com/watch?v=TlCcAiNLzps&t=110s
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0:00 Introduction
0:36 Introduction to Lidia's General Gameplay
3:12 Lidia's Punishers
4:20 Some BnB's
5:32 Introduction to Lidia's Stances
6:24 Cat Foot Stance 1&2, Heaven & Earth and Pouncing Tiger, Stalking Wolf
11:34 Close Range Focus
13:40 Mid-Range Focus/Neutral Game/At The Wall
14:47 Lidia's Defensive Techniques (Sabakis & Parries)
16:39 Throw Game
18:26 Rage Skills
20:16 Outroduction
*Lidia's Primary Stances
- Cat Foot Stance I (CFS I) = f3+4
- Cat Foot Stance II (CFS II) = b3+4
- Heaven & Earth (HE) = f3+4~f
- Pouncing Tiger, Stalking Wolf (PTSW) = b3+4~f
*Punishers
- i10 = 1,2,2
- i11 = b1,2 / ws+4,2
- i12 = f2,4 (good in front of a wall) / FCdf+2
- i13 = f,f+2 / df+1,3 (at a wall) / ws+1,2
- i14 = f1+2,3,2,1 / df+3,4
- i15 = uf+4 / ws+2 (Launchers)
- i17 = f,f+3 (Big Launcher)
For Directional Notation
7. u/b 8. u 9. u/f
4. b 5. * 6. f
1. d/b 2. d 3. d/f
7. up/back 8. up 9. up/forward
4. back 5. neutral 6. forward
1. down/back 2. down 3. down/forward
For Input commands:
1 = Left Punch (LP)
2 = Right Punch (RP)
3 = Left Kick (LK)
4 = Right Kick (RK)
1 + 2 = Left Punch + Right Punch (LP + RP)
3 + 4 = Left Kick + Right Kick (LK + RK)
1+3 = Left Throw
2+4 = Right Throw
Legend
WR = While Running
WS = While Standing
S! = Tailspin/Screw
W! = Wall Splat
: = Just Frame Input
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#LidiaGuideTekken7 #Tekken7 #Season4
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#SonybuysEVO #EVO #Playstation
If you're having a little difficulty with the FGC notation terminology, check out here: youtube.com/watch?v=TlCcAiNLzps&t=110s
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0:00 Introduction to Cham Cham's Gameplay & Ranged Attacks
2:28 Cham Cham's General Gameplay and Introduction of her Special Moves
4:38 Air-to-Air, Cross-up and Anti-Air Moves
4:53 Close Range Focus
5:22 Mid Range Focus
5:55 Overhead Options
6:05 Long Range Focus
7:08 Cham Cham's Super Moves
8:42 Throw Game
9:19 Additional Notes
10:28 Guard Crush
11:24 Outroduction
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:
Light Slash = A (or L)
Medium Slash = B (or M)
Heavy Slash = C (or H)
Kick = D (or K)
Dodge = A+B
Overhead = B+C
Throw = C+D
Back Throw = 4C+D
Deflect = 236A+B
Super Moves:
Weapon Flip Technique (WFT) = 236B+C (Full Rage bar/meter)
Issen = A+B+C (During Max Rage)
Super Special Move (SSM) = 641236C+D (Once Per Match)
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#ChamCham #SamuraiShodown #Season3
If you're having a little difficulty with the FGC notation terminology, check out here: youtube.com/watch?v=TlCcAiNLzps&t=110s
Here's the SoulCalibur VI character guides: youtube.com/playlist?list=PLV4Z7LoRwodBbXQcjxxMjE9_XeGI55pdA
Here's the SoulCalibur VI TopTierTips guides: youtube.com/playlist?list=PLV4Z7LoRwodB6HNiU-L0czjlrlZKQM6mZ
Join TopTierFighters here: patreon.com/toptiertips/overview
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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:
A = Horizontal Attack
B = Vertical Attack
K = Kick
G = Guard Button
6G = Guard Impact
A+G = First Throw
4A+G = Second Throw
6B+G = Resist Impact
B+G = Reversal Edge
A+B+K = Critical Edge
236A+B+K = Soul Attack
Legend:
W! = Wall Splat
W!! = Second Wall Splat
GB! = Guard Burst
CE = Critical Edge
( ) = Held Input
: = Just Frame Input
Don't forget to SUBSCRIBE & RATE for more SC goodness! ;-)
#SoulCalibur #SCVIGuide #HowToPlaySCVI
Anyways, Samurai Shodown Enhanced Edition will be releasing worldwide on the Xbox Series X on March 16, 2021 and will be bringing big buffs to that platform. The biggest buff will be 120fps gameplay, which I think is a first for a major fighting game? It's really, really smooth! This will be on top of the 4K resolution (which hopefully will be a standard for fighting games in gen. 9 on the XSX & PS5), which was added to SamSho via the Xbox One X enhancements. It's crazy how good SamSho looks now! Also, anyone looking forward to Cham Cham later this month?
If you're having a little difficulty with the FGC notation terminology, check out here: youtube.com/watch?v=TlCcAiNLzps&t=110s
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#SamuraiShodown #SamShoNewPatch #ChamCham
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DOA6 vs. DOA5LR Edge List:
2:14 Graphics
5:41 Stun System
7:20 Stages
8:12 Characters
12:12 Lobbies
13:34 Overall Content
*Additional Notes
- Every stun aside from Limbo Stuns (which are incredibly dangerous and almost always guarantee follow-ups) can be stagger escaped ("Slow Escaped") in DOA5LR, however you won't always be able to slow escape enough to prevent follow-ups
- If you get hit by an unholdable stun in DOA5LR, your only option is to try to slow escape into a block for instance
- If you get stunned in DOA6, your options are to critical hold, Break Hold (useable with 50% Break Gauge meter) or do nothing
- If you get hit by a Fatal Stun in DOA6, you're only options are to Break Hold or do nothing to bait hi-counter throws (if the victim has less than 50% meter, follow-ups are guaranteed)
- Forced Techs can be achieved with a single strong move in DOA5LR, whereas Forced Techs in DOA6 require two quick fairly strong ground strikes
- DOA6 & DOA5LR's story modes are both really mediocre
- Both games have REALLY good tutorial tools!
- DOA6's Supers are called Break Blows (useable with 100% meter) and DOA5LR's Supers are called Power Blows (useable once a round when below 50% health)
- Power Blows require a charge up to use (around 40+ frames)
- Critical Bursts can guarantee Power Blows
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
( ) = Held Input
: = Just Frame Input
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 DOA6 TopTierTips Guide Series: youtube.com/watch?v=oFIZOxrRW44&list=PLV4Z7LoRwodBYCiMNOVwLGY75qkNNlNTv&index=2&t=1s
Check out the DOA5LR TopTierTips Guide Series: youtube.com/playlist?list=PLV4Z7LoRwodDEJAOoLy0YpRrE0wbyNZgx
Check out the DOA5LR character guides: youtube.com/playlist?list=PLV4Z7LoRwodA0Boq1N9kJpiELxNBjF38N
Here are the DOA6 character guides: youtube.com/playlist?list=PLV4Z7LoRwodCADdouGiwSnK9XNUS1LleT
Don't forget to SUBSCRIBE & RATE for more DOA goodness! ;-)
#DOA6 #DOA5LR #DOA6vsDOA5LR
Due to the threat of "tech traps" (setups that try to punish tech rolls on wake-up), sometimes it's optimal to just lie on the ground. While lying on the ground you can potentially receive reduced damage due to being unable to be launched for instance, along with still having the ability to guard from the ground. You can also perform a tech roll into guard to protect yourself from your opponent's okizeme (ground offensive attack).
To deal with ground hitting moves, you'll have to either guard from the ground (including low blocks), or tech roll in the correct direction to avoid the attack altogether. Tech rolls are also good at avoiding "pseudo ground-hit combos". If you get juggled in the air, you can try to minimize damage and "float" to safety by performing an "Aerial Control" by holding a desired direction. Air Control is also good at positioning yourself out of corners and saving yourself from certain ring outs.
If you're having a little difficulty with the FGC notation terminology, check out here: youtube.com/watch?v=TlCcAiNLzps&t=110s
Here's the SoulCalibur VI character guides: youtube.com/playlist?list=PLV4Z7LoRwodBbXQcjxxMjE9_XeGI55pdA
Here's the SoulCalibur VI TopTierTips guides: youtube.com/playlist?list=PLV4Z7LoRwodB6HNiU-L0czjlrlZKQM6mZ
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
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:
A = Horizontal Attack
B = Vertical Attack
K = Kick
G = Guard Button
6G = Guard Impact
A+G = First Throw
4A+G = Second Throw
6B+G = Resist Impact
B+G = Reversal Edge
A+B+K = Critical Edge
236A+B+K = Soul Attack
Legend:
W! = Wall Splat
W!! = Second Wall Splat
GB! = Guard Burst
CE = Critical Edge
( ) = Held Input
: = Just Frame Input
Don't forget to SUBSCRIBE & RATE for more SC goodness! ;-)
#SoulCalibur #SCVIGuide #HowToPlaySCVI
If you're having a little difficulty with the FGC notation terminology, check out here: youtube.com/watch?v=TlCcAiNLzps&t=110s
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0:00 2B
1:40 Amy
2:11 Astaroth
3:00 Azwel
4:05 Cassandra
4:40 Cervantes
5:20 Geralt
6:02 Groh
6:46 Haohmaru
7:26 Hilde
8:12 Hwang
9:06 Inferno
9:09 Ivy
10:07 Kilik
11:05 Maxi
12:08 Mitsurugi
12:27 Nightmare
13:07 Raphael
13:33 Seong Mi-na
14:07 Setsuka
14:43 Siegfried
15:21 Sophitia
15:52 Taki
16:54 Talim
17:35 Tira
18:15 Voldo
19:03 Xianghua
19:39 Yoshimitsu
20:00 Zasalamel
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:
A = Horizontal Attack
B = Vertical Attack
K = Kick
G = Guard Button
6G = Guard Impact
A+G = First Throw
4A+G = Second Throw
6B+G = Resist Impact
B+G = Reversal Edge
A+B+K = Critical Edge
236A+B+K = Soul Attack
Legend:
W! = Wall Splat
W!! = Second Wall Splat
GB! = Guard Burst
CE = Critical Edge
( ) = Held Input
: = Just Frame Input
Don't forget to SUBSCRIBE & RATE for more SC goodness! ;-)
#SCVI #SCVIGuide #HowToPlaySCVI
If you're having a little difficulty with the FGC notation terminology, check out here: youtube.com/watch?v=TlCcAiNLzps&t=110s
Join TopTierFighters here: patreon.com/toptiertips/overview
Follow Force of Nature on Twitter: twitter.com/ForceofNature99
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0:00 Ayane
1:30 Bass Armstrong
2:49 Bayman
3:37 Brad Wong
4:10 Christie
4:48 Diego
5:11 Eliot
5:44 Hayate
6:43 Helena
7:18 Hitomi
7:46 Honoka
8:07 Jann Lee
8:34 Kasumi
9:18 Kokoro
9:52 Kula Diamond
10:30 La Mariposa
11:06 Leifang
11:38 Mai Shiranui
12:15 Marie Rose
12:40 Mila
13:09 Momiji
13:39 NiCO
14:11 Nyotengu
14:50 Phase 4
15:26 Rachel
16:03 Raidou
16:45 Rig
17:14 Ryu Hayabusa
17:59 Tamaki
18:32 Tina Armstrong
19:27 Zack
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
( ) = Held Input
: = Just Frame Input
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
Here are the DOA6 character guides: youtube.com/playlist?list=PLV4Z7LoRwodCADdouGiwSnK9XNUS1LleT
Don't forget to SUBSCRIBE & RATE for more DOA6 goodness! ;-)
#DOA6 #DOA6Guide #HowToPlayDOA6
Use GI's as your general purpose parries against all normal attacks except break attacks and unblockables. Use Reversal Edge for similar purposes, but for when you need a parry with a larger window. If you initiate Reversal Edge, you'll have the advantage in the Rock-Paper-Scissors mini-game. Remember: A-K-B-A is the attack priority. If your guard gauge is flashing red, use Resist Impacts to protect your self from break attacks and unblockables on top of all highs, mids, lows, and throws. Note that all the defensive parry options can be blown up by a break attack for lethal hit damage. This includes the Resist Impact; if you miss the timing on the parry, a break attack could punish you for a lethal hit launch.
If you're having a little difficulty with the FGC notation terminology, check out here: youtube.com/watch?v=TlCcAiNLzps&t=110s
Here's the SoulCalibur VI character guides: youtube.com/playlist?list=PLV4Z7LoRwodBbXQcjxxMjE9_XeGI55pdA
Here's the SoulCalibur VI TopTierTips guides: youtube.com/playlist?list=PLV4Z7LoRwodB6HNiU-L0czjlrlZKQM6mZ
Join TopTierFighters here: patreon.com/toptiertips/overview
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Follow Force of Nature on Twitch: twitch.tv/force_of_nature
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:
A = Horizontal Attack
B = Vertical Attack
K = Kick
G = Guard Button
6G = Guard Impact
A+G = First Throw
4A+G = Second Throw
6B+G = Resist Impact
B+G = Reversal Edge
A+B+K = Critical Edge
236A+B+K = Soul Attack
Legend:
W! = Wall Splat
W!! = Second Wall Splat
GB! = Guard Burst
CE = Critical Edge
( ) = Held Input
: = Just Frame Input
Don't forget to SUBSCRIBE & RATE for more SC goodness! ;-)
#SoulCalibur #SCVIGuide #HowToPlaySCVI
If you're having a little difficulty with the FGC notation terminology, check out here: youtube.com/watch?v=TlCcAiNLzps&t=110s
Here's the SoulCalibur VI character guides: youtube.com/playlist?list=PLV4Z7LoRwodBbXQcjxxMjE9_XeGI55pdA
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
0:24 2B
0:58 Amy
1:48 Astaroth
2:13 Azwel
2:43 Cassandra
3:14 Cervantes
3:33 Geralt
4:00 Groh
4:18 Haohmaru
5:01 Hilde
5:33 Hwang
6:15 Inferno
6:18 Ivy
6:34 Kilik
6:50 Maxi
7:08 Mitsurugi
7:28 Nightmare
7:52 Raphael
8:19 Seong Mi-na
8:34 Setsuka
9:19 Seigfried
9:50 Sophitia
10:22 Taki
10:52 Talim
11:25 Tira
11:58 Voldo
12:31 Xianghua
12:57 Yoshimitsu
13:41 Zasalamel
*Note
- Cervantes could be considered "Intermediate-Advanced" based on how well you can perform iGDR (instant Geo Da Ray)
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:
A = Horizontal Attack
B = Vertical Attack
K = Kick
G = Guard Button
6G = Guard Impact
A+G = First Throw
4A+G = Second Throw
6B+G = Resist Impact
B+G = Reversal Edge
A+B+K = Critical Edge
236A+B+K = Soul Attack
Legend:
W! = Wall Splat
W!! = Second Wall Splat
GB! = Guard Burst
CE = Critical Edge
( ) = Held Input
: = Just Frame Input
Don't forget to SUBSCRIBE & RATE for more SC goodness! ;-)
#SCVI #SCVIGuide #HowToPlaySCVI
If you're having a little difficulty with the FGC notation terminology, check out here: youtube.com/watch?v=TlCcAiNLzps&t=110s
*Note: Tamaki is actually a "Lightweight" character. She put on some weight... Tsk tsk. Helena's also a "heavier 'Middleweight'". Girl's got curves!
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0:25 Ayane
0:42 Bass Armstrong
0:55 Bayman
1:27 Brad Wong
2:07 Christie
2:21 Diego
2:36 Eliot
3:01 Hayate
3:26 Helena
3:41 Hitomi
4:15 Honoka
4:59 Jann Lee
5:29 Kasumi
5:58 Kokoro
6:15 Kula Diamond
6:51 La Mariposa
7:16 Leifang
7:41 Mai Shiranui
8:14 Marie Rose
8:35 Mila
9:03 Momiji
9:28 NiCO
9:52 Nyotengu
10:23 Phase 4
11:03 Rachel
11:39 Raidou
12:21 Rig
12:48 Ryu Hayabusa
13:28 Tamaki
13:55 Tina Armstrong
14:22 Zack
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
( ) = Held Input
: = Just Frame Input
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
Here are the DOA6 character guides: youtube.com/playlist?list=PLV4Z7LoRwodCADdouGiwSnK9XNUS1LleT
Don't forget to SUBSCRIBE & RATE for more DOA6 goodness! ;-)
#DOA6 #DOA6Guide #HowToPlayDOA6


