DOA5UA 2.00/DOA5LR 1.01 Balance Changes (Location Test)

J.D.E.

Well-Known Member
Standard Donor
Kasumi didn't get buffed or nerfed. She stayed the same with different properties. She can teleport with "6" now out of her juggles (if I read this right). 66PP, 3P, & PPP got buffed in refloats, but damage decrease in strings. Everyone is going nuts. A lot of the boards are toxic. This is all on paper. None of this really matters until the game & characters have been fleshed out.
 
Last edited:

XZero264

FSD | Nichol
Premium Donor
For Leon check his subforum. I put a thread in there. As for Mila i did a brief explanation in the Mila forums in one of the threads.
I'm slowly understanding frame data and technical terms, but can you guys help me make sure I'm understanding these Mila changes?

1P, tackle cancellation 2P: Change in stiffness difference during normal hit + 2F⇒-2F
4K: Change in short critical in normal hit
1P + K: Change in status squatting from the first frame
Tackle cancel derived (example: such as 4KTH · P): Tackle cancel modified to allow in P · K · P + K button not only H button
2T: Change in damage 30⇒15

So...less advantage when feinting to low punch?
Less stun on the "get the fuck away" kick?
Either an actual animation change for her ducking mid, or something else?
And her Feint got buffed to allow more options?
Less damage for her low grab.


And for Leon

9P: Change to guard rigidity difference -9F⇒-2F
9K: squatting and Fixed counter hit more float had lower
Takedown (formerly wall 66T): The command change in wall 33T. ※ If you grabbed at 33T in the vicinity of the wall, it will change to this trick.

So that means....?

Safer on leaping headbutt?
Launching kick....I don't understand what the hell it means by "squatting" and "hit more float had lower"
And it changed wall takedown to have the same input as standard takedown, I guess?


Did I get all that right, or am I misunderstanding?
When I get home I'll also throw in thr Mila forums what I said on Facebook which explains things a lot better than what's currently there.
 
Last edited:

werewolfgold

Well-Known Member
I've tried to start translating it for real. But, I'm not gonna lie, I'm probably not the best one to do it. I'm not 100% sure of all of the corresponding jargon for a lot of things in Japanese (I barely remember all of it in English). And I feel like it's gonna take a while for me to get through all the characters. I'm honestly not sure how much time I can spend on it.

I can try to hit it some more tomorrow. But, I'd rather focus on things that people are genuinely confused about. Any suggestions?

Keep in mind that I'm about to go to bed soon and won't be on for another 9 hours (approximately).
 

David Gregg

Well-Known Member
Nice to see confirmation of Eliot's 7P change and I'm curious about his 4K buff as well (are they saying it stuns on counter hit?).
 

Kurukurtz

Member
Damn Baji fighters gettin messed up.

Kokopuffs lost a little bit of her crushing offense characteristic b/c of p+k being -8. Believe it or not, I used that move a lot to make players who thought and were better than me open themselves up and lose the match. But now that opportunity is gone, crap. Also... WHO THE HELL IS TRYINA USE 9kk IN ANY SITUATION!? Well, at least it's stronger as my Anti-Air for Momiji (Tenku) and Hayabusa (Teleport above throw/mid punch).

I'm seriously bummed out about Akira being nerfed. I want to (and will) keep practicing with him, but I'm a little demoralized with this information brought to light about his data. The execution/battle sense barrier is waaay too strong to have done this to him.
 

DestructionBomb

Well-Known Member
Standard Donor
I've tried to start translating it for real. But, I'm not gonna lie, I'm probably not the best one to do it. I'm not 100% sure of all of the corresponding jargon for a lot of things in Japanese (I barely remember all of it in English). And I feel like it's gonna take a while for me to get through all the characters. I'm honestly not sure how much time I can spend on it.

I can try to hit it some more tomorrow. But, I'd rather focus on things that people are genuinely confused about. Any suggestions?

Keep in mind that I'm about to go to bed soon and won't be on for another 9 hours (approximately).

Possibly the Akira ones?

66K: squatting beaten Upper the time of guard hit change to ⇒ float
T: 1 the advantageous frame after throwing frame shortening
2_3P + K: Change to smaller the stagger during the falling normal hit
SS in P: Modify the beaten more than counter hit to Cr (24 ~ 16)
SS in P + K: done is determined largely Fixed

That's all for me.
 
Last edited:

Matt Ponton

Founder
Staff member
Administrator
Standard Donor
Is it confirmed that 1p+k crushes better? I hope so cuz I seem to have a hard time getting that to crush anything.
Until we get a clear translation nothing is confirmed, but I actually manage to crush with it quite a bit (obviously only against Highs, though.)

1P+K was made "Squatting" status from the first frame. Which I believe means it's susceptible to standing and crouching throws.

____

Also, it looks like the OH system change was the reverse, making so crushes weren't caught by OHs. Which is strange since as far as I'm aware they already avoid OHs.
 

XZero264

FSD | Nichol
Premium Donor
Yeah. You can test it by having a Mila 66T over and over and you can standing and crouching throw/OH her. The only time during her Takedown she is actually crouching is during the active frames.
@Brute Once said something about being able to standing Izuna Mila during it so that was when I had done the testing.
 

UncleBiscuits79

Active Member
1P+K was made "Squatting" status from the first frame. Which I believe means it's susceptible to standing and crouching throws.

____

Also, it looks like the OH system change was the reverse, making so crushes weren't caught by OHs. Which is strange since as far as I'm aware they already avoid OHs.
Ah, Ok, thanks for clarifying this point. I never understood why I could punish ayane's 'drill kick' with a standing or crouching throw in the past. I actually thought it was a glitch or something. Is there a way to KNOW that a move has this property without trial and error? I don't know if training mode conveys this information.
 

XZero264

FSD | Nichol
Premium Donor
Training mode has it, technically every mode but online games do. Turn fight data on and have the data page set to Page 1 (where you get the frames for commands). One of the bottom left columns shows what kind of state a character is in during a command or stun: standing, crouching, squatting, jumping, etc.
 

UncleBiscuits79

Active Member
Can someone please help me understand some of hitomi's changes. I understand most, but there are a few things that I don't understand since the translation isn't very good. Let me know your thoughts . . .

Change to re-float the beaten air of 9PK from down
3PP: Status modification to front the had been facing the back in the middle attack. Change to guard rigidity difference -5F⇒-3F
Change behind hit of 66K to float.
214KP CH more done is the (second stage), and change in belly collapse stagger
Wall 7P + K: Jump (lower disabled) additional status frame
Wall 7H + K: Jump (lower disabled) additional status frame
 

UncleBiscuits79

Active Member
Training mode has it, technically every mode but online games do. Turn fight data on and have the data page set to Page 1 (where you get the frames for commands). One of the bottom left columns shows what kind of state a character is in during a command or stun: standing, crouching, squatting, jumping, etc.
Thanks! I will check it out. I can't say that I noticed the 'squatting' status in the fight data, or maybe I didn't make a distinction between squatting and crouching in my head.
 

XZero264

FSD | Nichol
Premium Donor
9PK probably refloats now when used to juggle.
3PP is safer and maybe retracks better?
66K backhit launches.
214KP looks like a crumple stun.
Probably changes to her wall 7H+K like the rest of the cast is getting to airborne attacks so she get's lower body invincibility.
 
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
Top