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 somedayâ„¢ 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.