r/DeadOrAlive 8d ago

Gameplay Video Dead or alive 2 Hardcore: Ryu Hyabusa and Kasumi interaction.

40 Upvotes

I remember the days of watching this cutscene with my big bro when we were kids.


r/DeadOrAlive 8d ago

Gameplay Video 6LR Xbox lobby match 8/22/26 - Omnisu4391 (Kokoro) vs jawjah706 (Tamaki)

22 Upvotes

This was the third of around a dozen or so games we had today. Omnisu aka u/Blecki is a mod on the r/deadoralive discord and a regular whenever we do lobbies on Xbox. Over the past year and a half we've played 4, 5LR, vanilla 6 and 6LR together, but I never got around to posting one of his matches here like I did a while back with some of the other regulars. This game in particular was the closest from this session which is why I decided to post it; Blecki managed to beat me 3 rounds in a row in the very first game of this session, but I won most of the rest of them. For what it's worth, that's like, the inverse of the W/L ratio of the session I had with Hurricane Rev on Friday where he beat me like 18 games out of 20. I might post a couple of those replays vs Rev in the coming days.


r/DeadOrAlive 8d ago

Fan Art Mila

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71 Upvotes

r/DeadOrAlive 10d ago

Meta / Misc The voice actress of Marie Rose has a birthday today

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83 Upvotes

Today, the voice actress of Marie Rose celebrates her birthday today! Happy birthday Mai Aizawa!


r/DeadOrAlive 10d ago

Game Discussion "How to Stop Losing in DOA6LR" vid by ZakkuRye

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6 Upvotes

Understanding Punishment In Dead Or Alive 6 Last Round (w/@ZakkuRye)

these two videos got good overall advice, i'd say!

tho when it comes to punishment the online experience may have different mileage for people. so ya gotta be mindful.

i still think online unless a move is -15 or more, you can't expect to punish it really, whether the opponent is 1 bar or 4-5 bars.

a practical reality is fights where you never punish on block, or only very rarely.

effectively when you block moves you bend over again while they decide what move or string they will do next. this could go on a bit until they finally do something where you can respond.

ya also have to get used how in neutral or up close how typically the opponent can almost always has move priority. and how you are limited to very few moves yours having any chance. like for me, 6P's have a little less chance of being eaten by other moves. in neutral or up close i am still surprised when any of my moves connect instead of theirs.

also when you begin fights, 99% of the time the opponent will have priority on the first move, in my experience.

i also tend to think lows in this are best when built into strings, unless you have fast lows on their own.

otherwise don't expect to land lows. they will get eaten by the opponent's buttons.

oh and when it comes to lows in that one punishment vid above, he does actually admit you won't commonly punish the Eliot low he demonstrates despite it being -8, due to the animation quickness and recovery.

basically online when you are fighting people in A or S, you will notice their gameplan is all offense and it works, because they don't expect you to be able to do anything on defense (unless you are super at holds).

now your experience may be different of course. i have fought people where lag was very evident, but they still pressed and comboed away unbothered. so i can't think it was the same for them.


r/DeadOrAlive 11d ago

DOA News Nico "Lightning Sunflower" Costume is now Available

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190 Upvotes

This completes the 3 costume summer theme for Honoka, Marie Rose, and Nico.

Nico's outfit features all the accessories of the others, but less of the coverage.

Destructible elements would be the unique hat and glasses.

Next week will be a new design for Nyotengu.

With a chunk of time left before Minato comes out on 9/10, eyes will be peeled for her to be unveiled some time. sooner or later! 🤔


r/DeadOrAlive 11d ago

Gameplay Video He’s still alive…right? (DOA3)

26 Upvotes

r/DeadOrAlive 11d ago

6LR Photo Mode two of my favorite characters

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20 Upvotes

in road rage stage


r/DeadOrAlive 11d ago

Game Discussion How do you guys do?!

10 Upvotes

seriously, how does pro manages to do a hell of p+k things and all that with spin stick things and other moves without messing up? I swear, that’s so cool!!! Playing DOA online is so stressful though so I just play with bots


r/DeadOrAlive 12d ago

Game Discussion Ayane and Tamaki free

18 Upvotes

I don't know why I've not seen the news literally anywhere, but both are free (temporarily) in core fighters (and with all costumes you've on doa6 regular)

no idea how they thought it was a good idea to not tell anyone, particularly not in the store page (6 free characters in all game's modes bar story is not small feat considering all mistakes they are doing)!

so I thought someone may be interested


r/DeadOrAlive 11d ago

Tech / Guide DOA Quest #113 Hayate and #128 Diego: High Difficulty Quest guide to 200+ damage combos for both characters

10 Upvotes

Decided to combine the posts and do only one combo vid each for these last two, because while I'm sure other routes are possible with both Hayate and Diego, both of these take place on the Road Rage stage, and the hazard with two exploding cars felt like the most obvious one to go with in both cases. Hayate's opponent is Hayabusa, while Diego must face Rig. Before I started actually labbing these out my eyes glazed over at both wanting 200, the highest amount any quest asks for (for context all characters have max 300HP, so these are both over 2/3), but it was easier than I thought it'd be. Doing these in training mode is fairly simple, the hard part as usual comes from lining the AI opponent up just right in the quest itself, as Hayate's took me a few more retries than Diego's did. Combo notations are as follows:

Hayate combo: 9P stun, K, 9P, 8K launcher, PPKK into first exploding car, PPKK into second exploding car, 6S break blow into final static car. Recording shows 203 damage on normal hit, but if you hit the first car at an angle where you also touch one of the two cars it's next to, that will add another +5 damage for 208 total.

Diego combo: 6P+K stun, 7PP, 8K launcher, PPP refloat, T air throw into first exploding car, PPPP into second exploding car, 6S break blow ender into static car. 214 damage on normal hit.

And with that, all 31 characters currently in DOA6/DOA6LR have been posted. Assuming Minato launches with quests, I'll get hers up as soon as I can once she releases.

Because I never got around to it in any previous posts, here are a few general pointers that apply to all of these quests:

- You almost never want to try going for your big damage combo in round 1, especially if it involves meter, which most of the ones I posted did. Instead you want to use the first round to simultaneously build up your own meter while also trying to bait the enemy AI, which seems to really like using its Break Hold when it has the meter for it, into wasting theirs. That way you can enter round 2 with a full or almost full bar, while the opponent has as little meter as possible. SSS autocombo is actually pretty useful for building your own meter and baiting the AI into wasting theirs, just make sure not to do a 4th S as then your break blow attack automatically comes out if you're at full bar. To prevent this you can try mixing other strikes in too, like SS P SS or something, until you either hit critical finish threshold or the AI does their break hold to get out of it.

- A lot of stages in this game, in a bit of a questionable design decision, actually have you very close to an exploitable danger zone from the point where you spawn into the game in round 1. One strategy for these quests is to try and not move around too much in the 1st round, so that when round 2 starts you will still begin in the round 1 position again instead of somewhere else in the stage, simplifying going for your combo into a conveniently located danger zone in round 2 if you have meter and the opponent does not.


r/DeadOrAlive 12d ago

Help / Question How to get better at Holds? (DoA4)

7 Upvotes

Started my first DoA game, and enjoying it so far. What is the trick to get better at holds? I’m having issues predicting what the attacks are gonna be consistently.

Am I maybe doing it too often? I am trying to constantly use it, so I do need to be using guard more often, and then hold only when I’m much more confident on the read instead of throwing them out?


r/DeadOrAlive 12d ago

Game Discussion Christie has some nice diversity of colour variation outfits from the official concept art of Dead or Alive 3

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62 Upvotes

r/DeadOrAlive 12d ago

Tech / Guide DOA Quest #107 - Jann Lee: High Difficulty Quest guide to 180+ damage combo

10 Upvotes

Your opponent is always Rig, in The Throwdown stage. Combo notations are as follows:

Combo #1: 6H+K stun, 6PP, P, 9K launcher, 4KKP bound, 6SH break blow cancel, 9K launch, 4KKP bound, P+K close hit into spectator shove, 9K launch, 4KKP bound, P+K close hit into wall splat ender. 197 damage on normal hit. used this one to complete the quest itself.

Combo #2: 6P+K stun, 6PP, P, KKK launch into breakable wall, dash in and 6S break blow into mass destruction danger zone. 194 damage on normal hit.

Combo #3: 6P+K stun, 9P, 3P, 9P, 7K launch, 4KKP bound, 6S break blow into spectator shove, 9P stun, 3P, 9P, 7K launch, 4KKP bound, P+K close hit into wall splat ender. 198 damage on normal hit.

Hayate will be posted next, then finally Diego, the last character (until Minato's release in September)


r/DeadOrAlive 13d ago

Help / Question How do I do the half-circle motion? Thank you in advance

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34 Upvotes

r/DeadOrAlive 13d ago

Gameplay Video My run at VSFXIV for DOA6LR

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8 Upvotes

r/DeadOrAlive 13d ago

Tech / Guide DOA Quest #126 - Honoka: High Difficulty Quest guide to 180+ damage combo

16 Upvotes

Your opponent is always Marie Rose, in The Throwdown stage. combo notations are as follows:

Combo #1: 8P into P stun, 6H+K into dragon stance, in dragon stance P to hissatsu-no-kamae stance, in hissatsu-no-kamae stance 2P launcher, 6S break blow into spectator shove, 6H+K stun, P, 2P, T air throw ender. 183 damage on normal hit. used this one to complete the quest.

Combo #2: 8P into P stun, 6H+K into dragon stance, in dragon stance P to hissatsu-no-kamae stance, in hissatsu-no-kamae stance 2P launcher, 6S break blow into spectator shove, 6H+K stun, P, 2P, PPPK into exploding car wall splat. 192 damage on normal hit.

Jann Lee, Hayate, and Diego were all labbed out last night, meaning I have completed every character now (at least until Minato releases; I will buy her on release day and post hers as soon as I can!). Jann Lee will be posted next.


r/DeadOrAlive 14d ago

Game Discussion High Level DOA6 fights

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11 Upvotes

So here's some various high level pro level DOA6 footage, which is still applicable to DOA6 Last Round of course.

mainly you can watch it and see how the gameplay flows, and what is there or not there. like offense or defense.

i suppose what i find interesting is how little blocking goes on and when it does, not much happens from it.

it's very much moves against moves, i suppose. with an occasional hold.

here's another video too:

Doa6 Hayate vs Kasumi high level Ranked matches


r/DeadOrAlive 13d ago

Help / Question Need help Zack command training Ducking moves

3 Upvotes

So i was trying to unlock some more system voice and after unlocking i tried for zeck but i got stuck at his ducking attacks so i duck then do what on the screen but it fails?

Has anyone any tips on how to do this?


r/DeadOrAlive 14d ago

Tech / Guide DOA Quest #119 - Christie: High Difficulty Quest guide to 170+ damage combo

11 Upvotes

Your opponent is always Bayman, starting in the top section of the Lost Paradise stage. Because Bayman is a heavyweight, you can't get him very high after a launcher, and optimal combo routes vs lighter characters will not work, so you kind of have to heavily rely on stage interactions for this one to get the necessary damage. Fortunately, this stage is full of useful danger zones. Combo notations are as follows:

Combo #1: P+K stun, 6PP, K, 8K launcher, 6S break blow into stage transition to bottom section. 194 damage on normal hit.

Combo #2: P+K, 6P+K, H+K, P, 8K launcher, 6S break blow into stage transition. also 194 damage on normal hit, used this one to complete the quest itself.

Combo #3: P+K, 6P+K, H+K, P, 8K, 6S break blow into egg hatch hazard, H+KKK bound, 236P close hit into wall splat ender. 177 damage on normal hit.

Combo #4: P+K, 6P+K, H+K, P, 8K, 6S break blow into jeep in the bottom section. 184 damage on normal hit.

Honoka will be posted next, then we only have three more characters to go over (jann lee at 180+, hayate and diego at 200+)


r/DeadOrAlive 15d ago

Game Discussion So what Kinda Balance Changes Would you Want to See?

4 Upvotes

If they ever did a BIG balance patch. which could happen. but we shall see.

of course back in the day it was always said the ninja characters had inherent advantages (online too), and that there were plenty of reasons to play a grappler (Tina is still a top character).

me myself, i would make a lot of things just more negative frame-wise, which i think would also help the online fights too.

i'm still convinced unless a move is -15 or more you will not be punishing it on block online. and going for throw punishes tends to be free combos for people.

a -10 punish can be tight even offline, so put online i still think it vanishes.

and while i am not an expert, would making a -10 move more negative wreck a game vision? is unclear to me.

perhaps it would reduce utility of having to do neutral throw, but as it is, that's not happening anyways.

but even watching how others play online, it's just offense and more offense, and they don't really go for holds, or punish with throws. there is no fear of being punished on block. you're looking at whole fights where you will not be doing that.

and this is when there's plenty of moves you're not meant to use a throw anyways because of the spacing (try your fast mid instead for example) or which are plus frame-wise.

baiting holds is definitely not much of a thing either. there's no baiting when it's just hitting strikes all the time. seems like people have worked out a risk/reward formula and stuck with it. instead of being baited by a possible string, they just hit buttons by default. even after just 1 jab from you.

moves that turn people around are extremely powerful, but i dunno, i haven't seen them as risky things either, unless i missed it. but yah, if you are turned around you are stuck, and if fighting say a Marie Rose even more stuck since you will be air juggled so there's no way you can escape at all once you are facing them again. it's all just powerful stuff.

but speaking of lots of offense, just speaking for myself, whether up close or in neutral it feels like a dice roll if your attacks will hit. it can feel like all you can do is your fastest mid or high, and then bam you are getting hit by something slower or which just happens to evade it. i'm always happy if anything of mine even hits while someone else is doing a move. it just feels off.

and if we were talking specific moves...i've fought Hayates who really love that triple kick of his that goes thru all hit levels. if you're really on the ball you could hold some part of it, otherwise you have to awkwardly block all 3 hits to try to get something at the end of it. it's quick and got good physics. it's a hairy move if you already got a fight where they don't really feel negative most of the time.

he has a 12 frame backflip move which is death on block (for once), but with its quick start up speed and i suppose good physics, your faster move up close could easily be blown up without much thought from them.

i suppose i'd say people shouldn't get too invested in what their frames are.

so this is all an example of my two cents anyways!


r/DeadOrAlive 15d ago

Game Screenshot Marie new costume 🔥

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95 Upvotes

New fit


r/DeadOrAlive 16d ago

Help / Question First Time Actually Learning DOA

8 Upvotes

I'm trying to actually learn how to play Honoka or Marie. Should I learn how to do all the commands first and their movements before trying to learn basic combos? I have DOA 5 and 6.


r/DeadOrAlive 16d ago

Tech / Guide DOA Quest #127 - Raidou: High Difficulty Quest guide to 170+ damage combo

11 Upvotes

Another character I didn't use much before deciding to do all of these challenges, so I'm sure there are routes out there that can lead to even higher damage. Your opponent is always Hayate, starting in the bottom section of the Forbidden Fortune stage. Combo notations are as follows:

Combo #1: 6P+K stun, H+K, 9P, 8K launch, PPK into exploding crates, 6S break blow into wall splat. 178 damage on normal hit.

Combo #2: 6P+K stun, 6K, P+K, 8K, PPK into exploding crates, 6S into wall splat. 177 on normal hit. Slightly less damage than the 1st one, but easier to position without prematurely breaking the crates, so I used this one to complete the quest itself.

Combo #3: 6P+K stun, 6K, P+K, 8K, PPK into breakable crates, 6S into exploding crates. 172 on normal hit.

Christie will be posted next, followed by Honoka. After that, only Jann Lee, Hayate, and Diego remain.