Uploaded July 2021 | Updated September 2026, 1 week ago
FoN's Tip of the Day #6 looks at approaching SoulCalibur VI's close range neutral game. If you're a close range fighter in the neutral game, your objective is to close the distance into your AA, BB, and Down+A/2A range. You can do this by performing: Run-up & Block, or utilising Step-Guard (Step-G) movement by reducing the recovery on steps by pressing the guard button to cancel movement into a guard. This allows your character to move around safer since there's less recovery on movement, and your character will block.
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
FoN's Tip of the Day #6 looks at approaching SoulCalibur VI's close range neutral game. If you're a close range fighter in the neutral game, your objective is to close the distance into your AA, BB, and Down+A/2A range. You can do this by performing: Run-up & Block, or utilising Step-Guard (Step-G) movement by reducing the recovery on steps by pressing the guard button to cancel movement into a guard. This allows your character to move around safer since there's less recovery on movement, and your character will block.
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



![DEAD OR ALIVE 6: Character Quick Tips [PART 4] (Learn Every Character in 8 Minutes or Less!)
Part four of a new 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
For more extensive Dead or Alive 6 character guides, check out here: https://www.youtube.com/playlist?list=PLV4Z7LoRwodCADdouGiwSnK9XNUS1LleT
0:48 Christie
8:39 Diego
13:07 Helena
19:01 Jann Lee
26:54 Lisa (La Mariposa)
Part Four Characters:
CHRISTIE:
- i9/i11/i14
- Poke with PP2K~, PP4P~, PPPP~JAK, PKK~JAK, 6PP~/6PPP~/6PP~JAK or H+K~ in close range
- Poke with H+K, 6PP~, 3K~, or 2H+K~ in mid range
- Hi-crush with 1P~/1PK, FC3P, 3P~, 2P~/2PP~ or 2H+K~/2H+KP
- When you have the opponent on the defensive or on the opponents wake-up for example, apply pressure with 4P+K (which can be charged for a guaranteed follow-up)
- Its ok to approach with empty rolls with 3P+K to try to fish for 3P+K~PPs gut stun, to hi-crush launch something with 3P+K~K or to apply pressure on block with 3P+K~P+K (be careful of getting blown up by mids if you roll in an opponents face while not at significant advantage)
- Use JAK~cancels (3PP(P)2/8, 66PP(P)2/8, 4PP(P)2/8, BT2PPP(P)2/8, etc.) to keep the opponent guessing, when mixed with the chargeable guard breaks (GB)
- Most execution practise will be for the JAK~cancels/transitions
DIEGO:
- i10/i12/i13
- Poke with PP~/PPPP/PPP(P), 2P, 6PP~, or 1K (good frame advantage low) in close range
- Diegos GBs are ridiculous. Abuse: 4PP, PPPP, KK, or 236P (1PP & 66P are - GBs)
- Anytime you have the opponent on the defensive, sneak in Diegos throws. They all can deal devastating wall damage
- Needless to say, Diego is very dangerous when he has his opponent with their back to a wall
- 1PP is your go to tracking, hi-crushing, low poke
HELENA:
- i11/i12/i14
- Poke with PKKK/PP2K, 6PP~, KKK, or 3KKK in close range
- Poke with Bokuho (BKO)~6P~/6PP, BKO~PP2K, BKO~6K~, or BKO~2K2 from Bokuho stance in close range
- From mid range poke with 3KK, 4PPK~, or 66KP~
- You can enter BKO with BKO~22P4P, which can intercept the opponent pretty well dependent on usage
- 1PP~/1PPK is your go-to hi crushing low poke
- While in BTed stance, BT~T is a good reset throw along with 214T (follow-up with the i12 elbows: either 6PP~ or BKO~6PP~)
- Anytime you have the opponent on the defensive while Helena is in BKO sneak in the BKO~T (or BKO~2K2)
JANN LEE:
- i10/i11/i13
- Poke with PP4P~, PP6P~Dragon Stance (DS), PP2K~, PPP2K or 6P~ in close range
- While in mid range poke with 3K4K~/K4K~ or pressure the opponent in the neutral game with 66K
- Once you have the opponent respecting Janns mids, you can sneak in the 236K unblockable Dragon Kick (good on the opponents wake-up too)
- When youre ready to get your offense started, sneak in 66T against a defensive opponent (dash-up 6H+K~DS is a solid follow-up)
- 3P+K is a decent hi-crushing knockback strike
- 33(P) is a powerful, chargeable launcher that leaves Jann backturned
- 6T is nasty at a wall. Input P+K during the COMBO THROW and follow-up with the Dragon Stance follow-up of your choice: DS~K, DS~P, DS~P+K, or DS~2KK is great at a wall!
LISA (La Mariposa):
- i11/i13/i16
- Poke with PP4, PK, 6PK4, 2KK4, or 6K in close range
- 3K4 is a great poke in general along with 7K6~ (which has a few follow-ups)
- Carrera (CAR)~K or 66K is your go to pressure move into Carrera on hit or on an opponents block
- Any time you think the opponent will do a slow move or will attack from disadvantage (abare), smack them with 4H+K
- 1PK and 1K~ are good hi-crushing, tracking pokes
- Lisas jumping offensive holds (OH) are great such as 8T, BT~8T CAR~T, (or the sneaky BT~6T booty splat!)
- BT~4P+K (The Booty!) is your go-to poke from BT (its unholdable but counts as both a Mid P & Mid K)
- BT~4P (used in the final sample combo), is a great, fast, hi-crushing Mid P launcher from BT. Its your go-to launcher from BT
- Like most grapplers, 66T is a great standard OH to sneak in on the opponent
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 #SMRTesports DEAD OR ALIVE 6: Character Quick Tips [PART 4] (Learn Every Character in 8 Minutes or Less!)](https://i.ytimg.com/vi/rGjdQsWjkls/mqdefault.jpg)
![DEAD OR ALIVE 6: Character Quick Tips [PART 3] (Learn Every Character in 8 Minutes or Less!)
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: https://www.patreon.com/toptiertips/overview
For more extensive Dead or Alive 6 character guides, check out here: https://www.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 (its ok to use the mount throw as an alternative since theres 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 youre 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, its guaranteed after 1T or the Low Kick Hold). On a full charge, youll be at a fair amount of advantage on block too
- Momijis 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 opponents 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)
- Brads 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
- Dont 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 Brads BT~T (such as poking with BT2P (can enter BT stance with 44P) then input BT~T while BTed) 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: 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 #SMRTesports DEAD OR ALIVE 6: Character Quick Tips [PART 3] (Learn Every Character in 8 Minutes or Less!)](https://i.ytimg.com/vi/rNAPX7penUE/mqdefault.jpg)





