FoN's fifth Tip of the Day for Dead or Alive 6 scratches the surface of DOA6's sophisticated throw system looking to ask the question: When should you throw your opponent? If you're having a little difficulty with the FGC notation terminology, check out here: kzbin.info/www/bejne/ip2mlHSfg7GtptU Join TopTierFighters here: www.patreon.com/toptiertips/overview Follow Force of Nature on Twitter: twitter.com/ForceofNature99 Follow Force of Nature on Twitch: www.twitch.tv/force_of_nature Here's my original long-form DOA6 Throw Video: kzbin.info/www/bejne/maiuiIKffpWLi5Y (excuse the quality...) #DOA #DeadorAlive6 #TeamNINJA
@robhimselfttv14742 жыл бұрын
Glad to see you posting content again FON!
@ForceofNature992 жыл бұрын
😉
@zhizn_snake2 жыл бұрын
I always go for the combo traps into making them counter so I can high counter throw punish with Tina :)
@ForceofNature992 жыл бұрын
Getting critical stunned by Tina is, like, one of the scariest things in DOA6 haha.
@yannaedc59342 жыл бұрын
DOA6 content HUY HUY HUY YUHUUUY!!
@ForceofNature992 жыл бұрын
😉
@halogen50762 жыл бұрын
The only thing I hate about DOA’s throw system is that you can’t tech throw except neutral throw (5T) and combo throw. Also, the frame window for teching combo throw is a bit too lenient I think
@ForceofNature992 жыл бұрын
Wouldn't mind a VF5FS/US-esque throw break system implemented into DOA.
@BeeLy10112 жыл бұрын
Personally I think making every throw breakable would mess up the game. Throw punishment is a major part of DOA, and having all throws be breakable would likely change that imo. Plus, it helps balance holds.
@impossibsrusamurai2 жыл бұрын
Agreed. DOA's throws gives so many options. Whether its to punish an unsafe move or set up a combo etc. And yeah them Hi-Counter throws hurt lol. One wrong guess is all it takes.
@ForceofNature992 жыл бұрын
For sure, DOA has the most interesting implementation of throws.
@tacocow61222 жыл бұрын
Doa throws are so smooth
@ForceofNature992 жыл бұрын
They're beautiful. Great animations!
@thom782802 жыл бұрын
Awesome tips!!
@ForceofNature992 жыл бұрын
Thank you!
@brucewayne21842 жыл бұрын
Good tip
@ForceofNature992 жыл бұрын
Thanks.
@homurayurisquad14232 жыл бұрын
nice as usual, maybe i should play doa again or finally learn some other 3d fg, since its been awhile
@ForceofNature992 жыл бұрын
Try DOA, it's a lot of fun, trust me!
@chunkymilk2 жыл бұрын
do all characters have a run-up throw?
@ForceofNature992 жыл бұрын
Yes. Though, they vary in effectiveness. For e.g., Kasumi & Hayabusa have great "Run-up throws", Rig not-so much.
@juliahgamers92892 жыл бұрын
Olá vc joga com Akira Yuki com controle Arcade ou controle de PS3 mesmo?
@ForceofNature992 жыл бұрын
Arcade stick is better for Akira. I play on a controller.
@dragokvng44042 жыл бұрын
Exactly let doa6 get revived
@ForceofNature992 жыл бұрын
I'm hoping that TN plans to in the future when they're ready!
@SpookerDoom2 жыл бұрын
What a strangely short video. No mention of capture (offensive) throws, or how throws are input interruptible, a property which destroys the tick throw. Seems incomplete
@ForceofNature992 жыл бұрын
These tip videos are aimed for a 1 minute length. They naturally only scratch the surface. If you must know, I actually created a long-form video on DOA6's Throws a couple years ago: kzbin.info/www/bejne/maiuiIKffpWLi5Y
@gilet1022 жыл бұрын
This is highly subjective so making this claim for DOA throw system is kinda of a huge reach. Especially since a lot of things mentioned are general things in practically every fighting games. Using throws to punish, to break down defenses or get plus frames isn’t sophisticated or unique to DOA at all. VF5 has all these plus you get the option to break them all (except for catch throws) unlike in DOA. In my “OPINION” Tekken has the best throw system. 3 types of throws corresponding to a limb(s) with opportunity to break them all if the correct break is inputted.
@naruto789612 жыл бұрын
I disagree. I think Tekken’a grab system is nowhere near the best. It’s pretty punishing to new players and god forbid you’re fighting King or another grappler, who can switch what grabs their doing mid grab chain. If you don’t know exactly what grab they’re going for and when to break it, it feels like RPS and it’s frustrating as hell. I do think that DOA should probably have all grabs be breakable but I still think it’s much better than most 3D FGs
@ForceofNature992 жыл бұрын
@@naruto78961 Also DOA5/6 are the only 3D fighters to have 4 standardized throw speeds for most characters (i5/i7/i10/i12), plus 2 low throws (i5/i7 generally), along with offensive holds (catch throws) for instance. Throw speeds are generally just i10 (VF), i17? (Tekken) and i18 in SC. You can easily blend in strings like PP~ into a throw attempt seemlessly (can only really also do that in VF). DOA characters also commonly have "reset throws" (damage throws that provide standing advantage for potential looping situations). No modern 3D fighter has DOA5/6's versatility in throws. Tekken is actually interesting because Left Throws (1+3) literally throw out the left arm, and Right Throws (2+4) throw out the right arm letting you see which throw is performed. However, in Tekken 7, you can break "standard throws" (1+3 or 2+4) by pressing any of the standard attack buttons (1, 2, 3, 4, etc.). Command throws (such as d/f1+2 for e.g.) are broken by inputting 1+2 with the visual that the grabber throws out both arms (along with Command grabs generally looking to have less range than standard grabs). King is an asshole so of course you need to know if his command grabs are 1, 2 or 1+2 breaks. However, other than characters like King or other grapplers for instance, most characters have very limited grab games: Just Left Throw, Right Throw, Right-Side Throw, Left-Side Throw, Back Throw and one command grab.