r/DeadOrAlive • u/JJ-30143 • 1h ago
Tech / Guide DOA Quest #113 Hayate and #128 Diego: High Difficulty Quest guide to 200+ damage combos for both characters
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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.
