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Dead or Alive 6++ Public Beta patchnotes

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Oct 28th, 2022
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  1. Dead Or Alive 6++ Public Beta
  2.  
  3. latest version: https://www.freestepdodge.com/threads/6-gameplay-overhaul.9137/
  4.  
  5. Universal Changes
  6. no fatal rush
  7. no meter
  8. no break blow
  9. no break hold
  10. no break system page in the command list.
  11.  
  12.  
  13. push capsules are smaller - made some more tweaks
  14. may still cause alignment issues in some juggles, particularly near walls
  15. you may simply be closer to the opponent when executing your launcher which could affect juggles. try timing it.
  16. should allow jumping mids to clear low sweeps much more consistently.
  17. more jumnping attacks are able to crossup or corpse hop.
  18. some guaranteed multiple back-hit situations are nolonger guaranteed.
  19.  
  20.  
  21. neutral hurt capsules are smaller
  22. no hands and feet spheres, the first dozen patches didn't have them and they create bad edge-case interactions
  23. no "extra" disembodied capsule
  24. should be easier to jump over projectiles
  25. limbo stuns are a little harder to convert because a bunch of stuff like hayabusa 4h+k was hitting that extra capsule, not very close to the model
  26. functional buff to brad's laying stance. bokuho unaffected.
  27. Some very specific interactions like Rig 6H, 5P are nerfed by this.
  28.  
  29. falling down after a wallsplat is vulnerable to ground hits slightly sooner
  30.  
  31. environment object stuns -> knockdown bound
  32. face-first (i.e. back hits) is still normal because there's no appropriate animation
  33. launch height out of this bound is determined by previous juggle (not combo) hit count.
  34.  
  35. ceiling strikes bounce once instead of techable stun / techable bounce on 2nd hit
  36. affects jann 33p/ pp6pp and ayane bt 6h+k etc
  37.  
  38. SSA meter cost removed
  39. SSA wall detection and damage reduced
  40. SSA does patch 1.19 oki knockdown instead of blow away
  41.  
  42. Some force-crouch fatal stun animations changed to sit-down posture
  43.  
  44. increased vulnerability window for tracking vs sidestep fatal stun
  45. increased vulnerability window for sitdown fatal stuns
  46.  
  47. Added force-tech property to moves with 30+ normal-hit damage. kasumi 66h+k, ayane 9k etc.
  48. these are not listed individually in the character changes
  49. Added wall detection to juggle-to-bound moves. Do something else at the wall.
  50. Added back-hit limbo stun to mids which cause a fallover gut stun on normal or counter-hit.
  51. these are also not listed individually, and some characters didn't have qualifying moves
  52. some characters can chain limbos. just don't get hit in the back.
  53.  
  54. homing aka re-tracking significantly reduced on most moves
  55. We didn't figure out how to buff freestep directly but most jumping moves and slower standing moves should be dodgable with freestep.
  56. Note that homing and tracking are not the same thing, and you may be able to step tracking moves. Tracking and command side-step are a subsystem.
  57.  
  58. Command list (i.e. the pause menu/ training mode) entries are not complete for all new moves/strings
  59. Combo Challenge, DOAQuest, and the tutorial are partially incompatable with the modded game, disable the mod if you want to do that stuff.
  60. Command training for some characters will be
  61.  
  62. Added a variety of "new" moves that were still available in the game files. Additions are a product of what was available, reasonable, practical, and timely. As examples: Several characters had no disused moves to bring back, Tamaki has a bunch of momiji moves but those don't make sense on an aikido character, making Honoka bokuho p+k (extensively modified power launcher) was annoying enough that I don't want to do more of those, and 3-way phase 4 teleports proved too complicated to program.
  63.  
  64. More updates to come, probably.
  65.  
  66. Ayane
  67. added doa 4 and dimensions moves
  68. 2kk
  69. pp4p/ 214p
  70. 236p
  71. bt 4p 7K
  72. juggle only like nico 9PKK
  73. 2k block disadvantage increased to prevent natural combo 2kk
  74. 4p/bt 4p and bt pp6p vs launched opponent alignment
  75. second 66_ back-roll is slightly faster
  76.  
  77. bass
  78. 1P hit reactions changed
  79. 1p p+k might connect on NH more often
  80. 1p counter-hit or better does like tina 1K
  81. 2P +2 on normal, 2PP removed
  82. 6KP and 6KK juggle hits upgraded
  83. 6KK upgraded to PPP knockdown, lower recovery might guarantee 2T
  84. 6KP upgraded to 6KK's previous patch oki knockdown
  85.  
  86. bayman
  87. sidestep p+k does a tankroll in the direction of sidestep
  88.  
  89. brad wong
  90. laying 88 and 22 are faster
  91. freestep 8_/2_ P semi-evasive
  92.  
  93. christie
  94. added a bunch of dokuja-fujin stuff (doa 4 bokuho-ish stance)
  95. preserved modern inputs, so the command stance entries are a bit different
  96. 1p+k = doa 4 2p+k
  97. 214p+k = doa 4 1p+k
  98. 33p+k = doa 4 3p+k
  99. sidestep p+k also enters stance
  100. stance jak only has old jak moves, PP, PKP, PK2P
  101. stance should generally have all the old moves as they were
  102. stance 6p does oki knockdown instead of doa 4 sitdown but TN did that at some point not me
  103. added stance 3_ forward roll
  104. added 4k2kp2pk string
  105. running h+k as alternate input for running 2k like the old games had
  106. you're welcome, scrubs.
  107. removed 3k jak cancel.
  108. she can still get a back-hit at the wall, it's just a little slower
  109.  
  110. most dokuja-fujin transistions have been added (6kk deliberately excluded)
  111. let me know if any are missing
  112.  
  113. diego
  114. 66k/ running K/ P6Pk changed to knockdown bound
  115. several strings added including but not limited to
  116. 4kp, same as 3p+k
  117. expect this to change to bt p+k animation someday™
  118. 4kk same as from ppk
  119. 3kk same as 5k, including followup
  120. 3k6k same as h+k
  121. 1kp same as 2p
  122. 2h+k k same as 2k
  123. p6pk same as 6ppk, because p6p and 6pp are similar animations
  124.  
  125.  
  126. eliot
  127. moved h+k to 8h+k
  128. new h+k animation with some different properties
  129. probably nerfing startup
  130. 4k less unsafe on block
  131. 66k upgrades stun on counter+ and limbos on back-hit
  132. added punch cancel to 4h+k charging
  133.  
  134. hayabusa
  135. tried to reduce jump punch guradbreaks but i don't think it worked
  136. added 44p and wr h+k to onyogoin as 4p and h+k
  137.  
  138. hayate
  139. added directional teleports to 7p
  140. teleports from 7p, 236p+k, hayate-gake p+k, and 9kkk work on block
  141. good luck with your just-frame
  142. added 4h+k
  143. added 236p+k
  144. 1k moved to 1h+k
  145. new 1k like pp2k with doa 3 punch
  146. 66p6 stance entry
  147. stance 66p does 66p
  148. 44k k increased damage
  149. raijin does 200 on normal, 301 on hi counter
  150. 2nd part of raijin does 0 damage
  151.  
  152.  
  153. helena
  154. sidestep p+k to bokuho
  155. added 3_ P, old move similar to teishitsu P
  156.  
  157. hitomi
  158. sidestep p+k enters 4p+k chargeup
  159. 8_ or 2_ PP
  160. 236h+k 18i tracking mid
  161. 3k4KP, mid K high P string.
  162. kick is -10, punch is +1. no tracking.
  163.  
  164. honoka
  165. removed knockback from 214p+k
  166. air grab from crane stance
  167. dragon stance h+k low sweep, one-hit forceup
  168. 8P H to dragon stance
  169. 1kkpp - lisa moves, knockdown bound
  170. 6pk followup 4[6p] just-frame only
  171. ds k4 to crane
  172. adjusted followup interval. transition now -1 on block instead of +a billion
  173. bokuho p+k
  174. ~12i launcher, gives 2p+k 46p and 6kk/6k2k, weight allowing
  175. throw speed buff removed (why the hell did they make her a grappler)
  176. hurtbox adjusment means DS 4ppp might work more often
  177.  
  178.  
  179. jann lee
  180. sidestep p+k to dragon stance
  181. 8_ or 2_ P and K
  182. pp6pp
  183.  
  184.  
  185. kasumi
  186. 7K P and similar juggle bounds changed to patch oki, slightly increased damage
  187. 6PK stun hit reactions changed to match 3k
  188. bt 2p doesn't refloat
  189. bt h+k 1m wall detection
  190. wall 7p limbo stun on back-hit
  191. 44P removed tracking
  192.  
  193. kokoro
  194. sidestep p+k heichu
  195. p+k p+k heichu
  196. 1p+k H heichu
  197. 1p p+k heichu
  198.  
  199. kula
  200. 6h+k -2 on block
  201. 8pp refloats better
  202. 214p has ground hit
  203. ice breath reach reduced somewhat
  204. ice breath -30ish on block
  205. 214k 2k slides under on some launches
  206.  
  207. leifang
  208. sidestep p+k enters unshu
  209. 3KP added. non tracking high, no combo on normal-hit
  210.  
  211. lisa
  212. sidestep 6 instant run
  213. pp6p enters 6p strings
  214.  
  215. mai
  216. 9p added to special cancels, blame Ponton
  217. knockback added to 9p p+k, 3m
  218.  
  219. marie
  220. sidestep p+k does forward roll
  221.  
  222. mila
  223. sidestep p+k enters backstep
  224. sidestep h+k does 1h+k
  225.  
  226. momiji
  227. sidestep p+k does 9p
  228. amakake p force-techs
  229. added uzukaze ppp
  230.  
  231. nico
  232. 3p+k P on block
  233. 100% reactable.
  234. pretend you're the nico AI.
  235. 236h+k
  236. reactable teleport kick
  237.  
  238. nyotengu
  239. 66pp
  240. SSA on-hit p+k fly
  241.  
  242. phase 4
  243. bt 2p doesn't refloat
  244. bt 8k teleport
  245. chifu and nagikaze, not terribly useful.
  246.  
  247. rachel
  248. sidestep p+k rondo
  249. 4ppp+kp juggle hit changed to patch oki
  250. pp6p enters 6p strings
  251. h+k p
  252. pkk
  253. 4pp2p2p
  254. rollthrough h+k
  255.  
  256. raidou
  257. 4p+k from doa dimensions
  258. 214p from doa 5
  259. pppp does fireballs
  260. EWGF +5 on block
  261. 236k plus +3 on block
  262. 214k tracking (NOT HOMING)
  263. PK and PP6PK upgraded to usable stun/counter launchers
  264. 3H mid parry
  265.  
  266. rig
  267. sidestep p+k tlc
  268. sidestep 4p+k bending
  269. bending 8k juggle hit bound
  270. bending pkp
  271. bending 4p
  272. tlc 2p
  273. tlc 6p
  274. tlc 4k
  275. adjusted hurtbox applied by closed stance h+k stun animation
  276. this might affect other characters?
  277.  
  278.  
  279. tamaki
  280. no unique changes.
  281.  
  282. tina
  283. sidestep p+k does 3p+k
  284.  
  285. zack
  286. sidestep
  287. p+k slide roll
  288. 6p+k fake roll
  289. 2p+k ducking
  290. 4p sway
  291. Ap zack beam
  292.  
  293.  
  294.  
  295. known issues
  296.  
  297. leifang 3k p+k sometimes push-whiffs itself in neutral
  298. raijin probably does too much damage on normal
  299. sidestepping with h+p+k as three buttons pressed causes any button to qualify for SSA's input check, which may override sidestep cancels.
  300. doesn't affect the h+p+k macro or the S macro.
  301.  
  302. minor isssues
  303. old 214p still in raidou's command training/ list
  304. most "new" moves don't have command list entries
  305. SSA and sidestep cancels don't have command list entries.
  306. some back-hit adjustments removed DOA 1 floor launch, will probably overhaul eventually.
  307.  
  308. known "issues"
  309. momiji uses default jump attack pushcapsules, i.e. the great wall. probably not worth my time to find per-move minimum functional geometry.
  310. some characters' low wuk colliders were inelegantly fixed to have fair geometry, toggle the collider visualizer off if it bothers you.
  311. I forgot how I made hitomi use her doa 4 idle stance
  312. honoka bkh p+k is implemented incorrectly in a way that doesn't really matter to players.
  313.  
  314.  
  315. stuff we can't or don't know how to change that I'm intersted in changing/adding
  316. freestep speed
  317. animation data
  318. ceiling interactions
  319. side-wall hits not activating dangerzones
  320. stage geometry
  321. fireworks behavior
  322. rumble dangerzone behavior
  323. the various problems with forbidden fortune
  324. online selectable story stages (there's a version of throwdown with no crowd in Diego's story. Douglass memorial is probably mid to play on)
  325. using the 3 extra character IDs for something (prototype raidou, boss raidou, extra phase 4)
  326. netcode
  327. remove close-hit from juggle bound.
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