Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Dead Or Alive 6++ Public Beta
- latest version: https://www.freestepdodge.com/threads/6-gameplay-overhaul.9137/
- Universal Changes
- no fatal rush
- no meter
- no break blow
- no break hold
- no break system page in the command list.
- push capsules are smaller - made some more tweaks
- may still cause alignment issues in some juggles, particularly near walls
- you may simply be closer to the opponent when executing your launcher which could affect juggles. try timing it.
- should allow jumping mids to clear low sweeps much more consistently.
- more jumnping attacks are able to crossup or corpse hop.
- some guaranteed multiple back-hit situations are nolonger guaranteed.
- neutral hurt capsules are smaller
- no hands and feet spheres, the first dozen patches didn't have them and they create bad edge-case interactions
- no "extra" disembodied capsule
- should be easier to jump over projectiles
- 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
- functional buff to brad's laying stance. bokuho unaffected.
- Some very specific interactions like Rig 6H, 5P are nerfed by this.
- falling down after a wallsplat is vulnerable to ground hits slightly sooner
- environment object stuns -> knockdown bound
- face-first (i.e. back hits) is still normal because there's no appropriate animation
- launch height out of this bound is determined by previous juggle (not combo) hit count.
- ceiling strikes bounce once instead of techable stun / techable bounce on 2nd hit
- affects jann 33p/ pp6pp and ayane bt 6h+k etc
- SSA meter cost removed
- SSA wall detection and damage reduced
- SSA does patch 1.19 oki knockdown instead of blow away
- Some force-crouch fatal stun animations changed to sit-down posture
- increased vulnerability window for tracking vs sidestep fatal stun
- increased vulnerability window for sitdown fatal stuns
- Added force-tech property to moves with 30+ normal-hit damage. kasumi 66h+k, ayane 9k etc.
- these are not listed individually in the character changes
- Added wall detection to juggle-to-bound moves. Do something else at the wall.
- Added back-hit limbo stun to mids which cause a fallover gut stun on normal or counter-hit.
- these are also not listed individually, and some characters didn't have qualifying moves
- some characters can chain limbos. just don't get hit in the back.
- homing aka re-tracking significantly reduced on most moves
- We didn't figure out how to buff freestep directly but most jumping moves and slower standing moves should be dodgable with freestep.
- 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.
- Command list (i.e. the pause menu/ training mode) entries are not complete for all new moves/strings
- Combo Challenge, DOAQuest, and the tutorial are partially incompatable with the modded game, disable the mod if you want to do that stuff.
- Command training for some characters will be
- 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.
- More updates to come, probably.
- Ayane
- added doa 4 and dimensions moves
- 2kk
- pp4p/ 214p
- 236p
- bt 4p 7K
- juggle only like nico 9PKK
- 2k block disadvantage increased to prevent natural combo 2kk
- 4p/bt 4p and bt pp6p vs launched opponent alignment
- second 66_ back-roll is slightly faster
- bass
- 1P hit reactions changed
- 1p p+k might connect on NH more often
- 1p counter-hit or better does like tina 1K
- 2P +2 on normal, 2PP removed
- 6KP and 6KK juggle hits upgraded
- 6KK upgraded to PPP knockdown, lower recovery might guarantee 2T
- 6KP upgraded to 6KK's previous patch oki knockdown
- bayman
- sidestep p+k does a tankroll in the direction of sidestep
- brad wong
- laying 88 and 22 are faster
- freestep 8_/2_ P semi-evasive
- christie
- added a bunch of dokuja-fujin stuff (doa 4 bokuho-ish stance)
- preserved modern inputs, so the command stance entries are a bit different
- 1p+k = doa 4 2p+k
- 214p+k = doa 4 1p+k
- 33p+k = doa 4 3p+k
- sidestep p+k also enters stance
- stance jak only has old jak moves, PP, PKP, PK2P
- stance should generally have all the old moves as they were
- stance 6p does oki knockdown instead of doa 4 sitdown but TN did that at some point not me
- added stance 3_ forward roll
- added 4k2kp2pk string
- running h+k as alternate input for running 2k like the old games had
- you're welcome, scrubs.
- removed 3k jak cancel.
- she can still get a back-hit at the wall, it's just a little slower
- most dokuja-fujin transistions have been added (6kk deliberately excluded)
- let me know if any are missing
- diego
- 66k/ running K/ P6Pk changed to knockdown bound
- several strings added including but not limited to
- 4kp, same as 3p+k
- expect this to change to bt p+k animation someday™
- 4kk same as from ppk
- 3kk same as 5k, including followup
- 3k6k same as h+k
- 1kp same as 2p
- 2h+k k same as 2k
- p6pk same as 6ppk, because p6p and 6pp are similar animations
- eliot
- moved h+k to 8h+k
- new h+k animation with some different properties
- probably nerfing startup
- 4k less unsafe on block
- 66k upgrades stun on counter+ and limbos on back-hit
- added punch cancel to 4h+k charging
- hayabusa
- tried to reduce jump punch guradbreaks but i don't think it worked
- added 44p and wr h+k to onyogoin as 4p and h+k
- hayate
- added directional teleports to 7p
- teleports from 7p, 236p+k, hayate-gake p+k, and 9kkk work on block
- good luck with your just-frame
- added 4h+k
- added 236p+k
- 1k moved to 1h+k
- new 1k like pp2k with doa 3 punch
- 66p6 stance entry
- stance 66p does 66p
- 44k k increased damage
- raijin does 200 on normal, 301 on hi counter
- 2nd part of raijin does 0 damage
- helena
- sidestep p+k to bokuho
- added 3_ P, old move similar to teishitsu P
- hitomi
- sidestep p+k enters 4p+k chargeup
- 8_ or 2_ PP
- 236h+k 18i tracking mid
- 3k4KP, mid K high P string.
- kick is -10, punch is +1. no tracking.
- honoka
- removed knockback from 214p+k
- air grab from crane stance
- dragon stance h+k low sweep, one-hit forceup
- 8P H to dragon stance
- 1kkpp - lisa moves, knockdown bound
- 6pk followup 4[6p] just-frame only
- ds k4 to crane
- adjusted followup interval. transition now -1 on block instead of +a billion
- bokuho p+k
- ~12i launcher, gives 2p+k 46p and 6kk/6k2k, weight allowing
- throw speed buff removed (why the hell did they make her a grappler)
- hurtbox adjusment means DS 4ppp might work more often
- jann lee
- sidestep p+k to dragon stance
- 8_ or 2_ P and K
- pp6pp
- kasumi
- 7K P and similar juggle bounds changed to patch oki, slightly increased damage
- 6PK stun hit reactions changed to match 3k
- bt 2p doesn't refloat
- bt h+k 1m wall detection
- wall 7p limbo stun on back-hit
- 44P removed tracking
- kokoro
- sidestep p+k heichu
- p+k p+k heichu
- 1p+k H heichu
- 1p p+k heichu
- kula
- 6h+k -2 on block
- 8pp refloats better
- 214p has ground hit
- ice breath reach reduced somewhat
- ice breath -30ish on block
- 214k 2k slides under on some launches
- leifang
- sidestep p+k enters unshu
- 3KP added. non tracking high, no combo on normal-hit
- lisa
- sidestep 6 instant run
- pp6p enters 6p strings
- mai
- 9p added to special cancels, blame Ponton
- knockback added to 9p p+k, 3m
- marie
- sidestep p+k does forward roll
- mila
- sidestep p+k enters backstep
- sidestep h+k does 1h+k
- momiji
- sidestep p+k does 9p
- amakake p force-techs
- added uzukaze ppp
- nico
- 3p+k P on block
- 100% reactable.
- pretend you're the nico AI.
- 236h+k
- reactable teleport kick
- nyotengu
- 66pp
- SSA on-hit p+k fly
- phase 4
- bt 2p doesn't refloat
- bt 8k teleport
- chifu and nagikaze, not terribly useful.
- rachel
- sidestep p+k rondo
- 4ppp+kp juggle hit changed to patch oki
- pp6p enters 6p strings
- h+k p
- pkk
- 4pp2p2p
- rollthrough h+k
- raidou
- 4p+k from doa dimensions
- 214p from doa 5
- pppp does fireballs
- EWGF +5 on block
- 236k plus +3 on block
- 214k tracking (NOT HOMING)
- PK and PP6PK upgraded to usable stun/counter launchers
- 3H mid parry
- rig
- sidestep p+k tlc
- sidestep 4p+k bending
- bending 8k juggle hit bound
- bending pkp
- bending 4p
- tlc 2p
- tlc 6p
- tlc 4k
- adjusted hurtbox applied by closed stance h+k stun animation
- this might affect other characters?
- tamaki
- no unique changes.
- tina
- sidestep p+k does 3p+k
- zack
- sidestep
- p+k slide roll
- 6p+k fake roll
- 2p+k ducking
- 4p sway
- Ap zack beam
- known issues
- leifang 3k p+k sometimes push-whiffs itself in neutral
- raijin probably does too much damage on normal
- sidestepping with h+p+k as three buttons pressed causes any button to qualify for SSA's input check, which may override sidestep cancels.
- doesn't affect the h+p+k macro or the S macro.
- minor isssues
- old 214p still in raidou's command training/ list
- most "new" moves don't have command list entries
- SSA and sidestep cancels don't have command list entries.
- some back-hit adjustments removed DOA 1 floor launch, will probably overhaul eventually.
- known "issues"
- momiji uses default jump attack pushcapsules, i.e. the great wall. probably not worth my time to find per-move minimum functional geometry.
- some characters' low wuk colliders were inelegantly fixed to have fair geometry, toggle the collider visualizer off if it bothers you.
- I forgot how I made hitomi use her doa 4 idle stance
- honoka bkh p+k is implemented incorrectly in a way that doesn't really matter to players.
- stuff we can't or don't know how to change that I'm intersted in changing/adding
- freestep speed
- animation data
- ceiling interactions
- side-wall hits not activating dangerzones
- stage geometry
- fireworks behavior
- rumble dangerzone behavior
- the various problems with forbidden fortune
- 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)
- using the 3 extra character IDs for something (prototype raidou, boss raidou, extra phase 4)
- netcode
- remove close-hit from juggle bound.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement