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5 Playstyles. 5 Characters. HOW DO YOU PLAY?
(3D Fighters: Dead or Alive 6 (DOA6) & SoulCalibur VI (SCVI) featured).
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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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