Team Ninja shares additional details on the next Dead or Alive 5 patch

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While a solid roll out date still hasn't been nailed down for the next upcoming Dead or Alive 5 patch, director Yohei Shimbori was kind enough to share a few tweets on some additional features that we'll see, noting that the next patch will be a major update.

One of the cool additions Shimbori mentioned is that we'll be seeing the popular demand to save replays of lobby matches, along with the ability to now kick unwanted players from your lobby as well.

Here are the additional patch details from Shimbori:

[D-YS] I was able to check some stuff about the next patch this week, so I'll tweet a little bit about it.

[D-YS] First off, you will now be able to save replays of lobby matches.

[D-YS] A lot of people were asking for that feature, so we worked hard to put it in.

[D-YS] Also, the host of a lobby match will now be able to kick a waiting player out of a lobby, even while they're watching a match.

[D-YS] Also, you'll be able to search for lobbies by connection quality.

[D-YS] There are lots of other improvements and additions too. The next patch is going to be a major update.

[D-YS] I'll fill you in on more details as soon as I can confirm them myself (including the patch release date...)

Update for December 29th
[D-YS] The next patch is named "Ver.1.03". The name might be boring, but it has a lot of new features.

[D-YS] One of those features is uploading movies of replays.

[D-YS] I tested it by uploading a movie to YouTube.

[D-YS] Ver.1.03 will allow uploads to both YouTube and Facebook.

[D-YS] Facebook uploads are available to both Xbox 360 and PS3. YouTube uploads can only be performed from a PS3.

[D-YS] So now, even people without video capture equipment can upload fight videos.

[D-YS] Fighters from around the world can now watch others' fights.

[D-YS] And did you catch some of the little tweaks to the fighting game itself?

[D-YS] Now that we have this feature, maybe I'll upload another movie soon...

Update for January 10th
[D-YS] Happy new year!

[D-YS] I'm starting the year off with another upload of Ver.1.03 footage. This time to YouTube. #DOA5

[D-YS] This time, we have La Mariposa vs. Hayate, and I'm sure you'll notice changes in this fight too. #DOA5

[D-YS] We haven't practiced the new moves enough to use them well, but... #DOA5

[D-YS] I'm sure all of you will show us what these moves can do! (video uploads ftw) #DOA5

[D-YS] There are lots of new features in Ver.1.03 for all players, not just hard-core fans. We'll post the full list of changes soon! #DOA5

Update for January 17th

Ver.1.03 Update Details.

Release Dates:

PS3: January 22nd, 2013

Xbox 360: January 29th, 2013

http://teamninja-studio.com/doa5/us/patch/0116a.html

http://teamninja-studio.com/doa5/us/patch/0116b.html
 
after reviewing the entire casts changes it just infuriates me more how eliot got shitted on, he was a mediocre character to begin with and none of these changes fix any of his problems 33p is such a worthless buff. its slow as hell, has shitty launch height and can be countered with mid kick and high punch holds giving opponents more options to guess a correct hold from it, eliot players don't even bother with this garbage move and out of all the buffs he needed they focus on this horseshit by giving it slight damage boost while other characters got tier raising buffs. Its good he finally has a single strike sitdown on standing opponents but in the end he gets nothing from sitdowns worth a damn.

also the new overall gameplay changes screw him over too, 2h+k(his only low attack worth a damn) will now be far easier to react to, slippery surfaces not giving him anymore stuns from his otherwise shit lows on normal hit


overall this patch destroys eliot. leave it up TN to make a patch that makes a shit character even shittier
 
"Changed all back-turned stuns that do not down the player to end with the player facing front."

NOOOOO! Does that mean no more back turned combos? The player will always turn around after the first hit.

"Changed normal sidestep properties for all characters to 0(20)5."

What are the current frames for sidestep?
I hope that isnt so. Because i always use Helena's 214Throw, into her 6PP. If they turn around after the first P, that would be just stupid. Not a big deal for Helena, but for characters like Lei Fang, its a big deal.
 
So far (based on the last NEC13 tournament) I've seen just our top players get overwhelmed by offensive players using Christie and Helena. Everyone has different ways how to play DOA and they pick a character that corresponds with how they play.Whether defensive or offensive. I also noticed that offensive moves and stances also have defensive properties but they are still offensive based moves and stances.

I agree that DOA's good to great players have great defense.But at the end of the day DOA5 is still an offensive based fighting game.

Eh, matches even with that offense dragged on a lot longer than needed.

Lei Fang's 1P+K is still a DP, no hit box change what so ever. Such an obvious move that needed sorting out and TN missed it completely.

They did, they fixed up the netcode.

Some people say it's a nerf to have the life system changed from 300 to 270. For me, it was a buff.

For me, it was Tuesday.
 
Anyone know what it means when it says "all (drop) vertical kicks cannot be tech rolled"?

It means that axe kicks like Bass/Tina's 6H+K, Hitomi's 3H+K, etc. all cause knock down so the opponent can't tech roll and recover before the attacking player.

Anyone know what this is about?

The guaranteed throw for the first one or two frames after an opponent techs up off the ground is now been removed so if you are mashing attack after recovery you'll beat a throwing player no matter what.

Before, if you were mashing attack after your recovery and the opponent timed the hit frame of the throw to land just as you were out of recovery, you would be thrown. It only happened on manual techs, force techs did not have this property.

Edit: That's recovery as in tech rolling or getting up off the ground, not recovery as in block or hit recovery.
 
I'm really screwed.
Added a connection quality setting when creating a lobby. Setting this will make the lobby accessible only to players of the specified connection quality or better. (If the connection quality drops after joining a lobby, that player will not be kicked out.)

I'm unable to find lobbies (because my location, Argentina) with more than 1 bar :( :( :( :( :( :(
If the people set to 2 bars filter (minimum), the online is dead for me...and the game too. This kills me...
 
It means that axe kicks like Bass/Tina's 6H+K, Hitomi's 3H+K, etc. all cause knock down so the opponent can't tech roll and recover before the attacking player.



The guaranteed throw for the first one or two frames after an opponent techs up off the ground is now been removed so if you are mashing attack after recovery you'll beat a throwing player no matter what.

Before, if you were mashing attack after your recovery and the opponent timed the hit frame of the throw to land just as you were out of recovery, you would be thrown. It only happened on manual techs, force techs did not have this property.

Edit: That's recovery as in tech rolling or getting up off the ground, not recovery as in block or hit recovery.

Damn there goes Mila's 6T and 5T after pseudo forcetechs...
 
Only thing I dislike like about 1.03, is the health nerf don't see a point. Don't want it to be over in seconds


I'm glad for the fact that I've had times where I set up a PB and silly ole me assuming the dmg would kill, have my opponent get with 1% life and take rounds and even games from me because my mindset is still on the old games.

This will be better in the long run and feel like old skool DOA imo.
 
Yay, the black man gets fucked in the ass again!

Example "214P: Removed down hit"

I don't even know what the fuck that means? It no longer hits crouching opponents? Or does it not make them hit the ground? Also, Who even uses it that as an over head?

236K "Shortened Recovery motion from 30 to 25"

So you're saying its still really unsafe right? Ok, thanks, now I'll be able to land that critical burst off of that. . .which I never had a problem landing before! THANKS!

PP2K is easier to execute. . .

who the fuck was even having problems DOING THAT!?

7K・K: changed disadvantage on guard from -14 to BG(+1F).

Aww man, now everybody and their momma is just gonna SS that shit! GREAT!

Its a good thing Zack was already pretty good in the first place because a lot of the shit they gave him seems. . .I dunno, like they figured "We're buffing everyone else, so we have to give him something! Right?"

The only two things (Of the 7 het got) that are useful to me are his SS - K is now a GB and Running K is safe - good option to close the distance on someone whos trying to set up shop at the other side of the screen.

Oh and congratualtions to all you lucky sons of bitches who got major buffs, I'm just going to have to resolve to get my foot majorly into each and every one of your anal cavities come IPL.

P.S His taunt is useless - Its not a GB and its got like -70 recovery. THANKS!
 
^ Zack Beam is not a taunt, it's a Fatality.

But overall things turned out almost exactly as predicted. The top characters all got nerfed (Jann, Lei, Kokoro, Mila, Alpha) and my girl Lisa got buffs coming out the ass. The only surprise is they didn't really touch Genfu.

I'm also stunned by the amount of new features. Being able to upload videos and pics is awesome enough, but things like filtering by connection quality, locking ranked to 3 rounds with 270 HP, etc. etc. it's renewed my interest in the game at the worst possible time :p
 
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
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