You know, I never really understood why that part of the stage was inaccessible.u5 playtests are under way. still no exact eta but still feeling like "this year" is reasonable, definitely not gonna be next month.
ehhh few more weeks on that, don't want to promise anything i end up cuttingAny patch notes?
yeah there's even a bunch of extra visual buildings in the data too, maybe those were in some cutscene like the moat in the first story movie in douglas memorial. not sure if that area or the street on throwdown ever started to be implemented and they ran out of time or ps4 specs, but the design sure telegraphs it.You know, I never really understood why that part of the stage was inaccessible.
Any patch notes?
Is there still no way we know of to increase the cost of the Break Hold from 2 guages to 4?I'm 99% committed to the following system/all characters changes. Some character specific stuff needs to get through playtesting and I could spend infinite time on the stage mods but i'll try to get that wrapped up within 3-6 weeks.
changed back-hit knockbacks to a different animation that looks suspiciously like ayane's 4T. this over-corrects from a previous change that denied some bt-hit explosive/electric floor triggers.
Changed an assload of launch and juggle hit-reactions because doa 1 had bt floating juggles (see raidou gif) all the tools and pieces were there, and 1-frame 180s always bugged me.
· most moves stay front or back-turned as the opponent was already facing, but moves like ayane 4p, kasumi 214p etc apply a, twirling reactions which usually switches facing.
· this changes some hurtbox orientations and might mess up some juggles, i've corrected most of these situations but some back juggles may require microdashes or delays.
· this also changes the hit sound on some moves that are used for front and back floating because the sound is tied to the animation.
· some oki and ground danger zones will probably behave differently bt vs ft on some moves, future updates may revoke some explosive launches on the new back-hit juggles if it's a gameplay problemor bothers me enough despite not being a gameplay problem.
back-hit bounds are different sometimes but not always (see final notes) we actually saw the bt bound when e.g. honoka does 9k after chinese festival's wall gimmick
· some characters (hayate, christie) are better off always front-bounding because of how their other moves are so their bound strings will cause a facing change on bt hit but not front hit. others (bass, tina) have very slow recovery on the bound strike and must have a mirrored juggle bound to continue. a third group (hitomi, phase 4, tamaki...) are fast enough to have more classic bounces although this may constrain finisher options, and a couple of the new bound moves have been manipulated in other ways.
modified some of the shared hit-reactions for specific character situations that could hypothetically show up somewhere else
less pushback for bt hit kokoro bt 4pk
added hurtbox for zack bt juggle hit 3pp, finishing 3ppp is an untechable doa 6-rules ground hit because bounces are limited.
added hurtbox for raidou/bass juggle 1p, created a techable ground hit attempt
less pushback for kula juggle 3p+k 214k (not the standard reaction, the bt juggle system and a different juggle float makes 214k2k work without garbage pushcapsules)
extended hurtbox duration on the no-upgrades "fatal" stun to match the fatal sitdown
e.g. diego 7k 7k should work against holders or with sufficient critical threshold
changed new gut stun overload to be like tina 44pk, a tighter juggle window than the previous version's knockdown bound.
· reverted some of those to 1.19 oki, probably should be standard for moves that are plus enough to double up
removed throw vulnerability from side-attack attack startup
added all the removed doa 4 ground hits, but with doa 6 2-hit and 6++ force-tech rules. (force-techs in doa 6 are prevented from leading to unholdable mids or highs)
added even more ground hits that seemed in line with those, especially for newer characters
· watch out for some of these to be minus on hit
reintroduced the classic 3k sitdown stun animation on about 2/3 of characters:
· holds enabled on frame 20 instead of 50.
· critical reversal 1.19 oki knockdown instead of that ein kk knockback bound.
· christie, brad wong, eliot, honoka, mila, phase 4, tamaki, tina, and zack don't have it because they didn't in the old games, their movesets aren't good with it, or unholdable 3k jak p
· if it's not a 50-50 or better for the remaining characters i'll go back to the regular doa 6 stun for them, this list may be expanded between now and release
several more characters that didn't already have ceiling strikes (so not ayane and jann lee) will have their PL reimplemented. because the ceiling detection is real weird it's not everyone. I can't freely make any move I want do it, and it's not really consistent who has a splat slot available e.g. momiji has a ceiling throw but her PL doesn't ceiling splat. A couple characters I preferred instead to hijack the PL slot for an existing move. See character specific notes when the update is out, probably mid novemeber.
Is there still no way we know of to increase the cost of the Break Hold from 2 guages to 4?
For a suggestion, I was wondering if you can remove that dutch camera which locks your controls in place after you defeat an opponent from a match. Cause I personally want a normal DOA fighting game where you can still knock your opponents down whenever you win a match. Here's a Comparison video on what I mean.
Well I was sure hoping that dumb camera angle after you defeat your opponent is erased and being restored with the traditional defeating your opponent when the match is over like other current 3D Fighting Games still have that. I don't know why did they have to add it in Dead or Alive 6.yeah maybe eventually. The game can still handle overkill (survival mode, doa quest) but iirc we don't have all three of the camera fix, enabling controls, and the match script proceeding into the next round or win screen. We looked into this a little a couple years ago when Alex was still working on it and it's real bad if you enable controls without changing the camera. people don't like the doa 3 boss fight and it's even worse than that.
must be a mediafire thing. i'll re-upload and update the link later todaycan someone check download link? its just a "Generating new download key" for me, nothing happen
reuploaded on file.io, dunno why mediafire broke.can someone check download link? its just a "Generating new download key" for me, nothing happen
now it says "The transfer you requested has been deleted."reuploaded on file.io, dunno why mediafire broke.
off topic but no, I don't remember how meter works. I do know we never had arbitrary control over gain rate, conditions, nor costs. I have explained my analysis of the meter system several times in great detail previously, I am not going to investigate it further, and I will not acknowledge additional technical inquiries about the meter system.
bonne chance
iirc there's a table of IDs in the char bin somewhere for what move is played after hold success for each hold. I'm not sure if you can separate neutral and critical or not.This time my inquiry isn't about meter. It's about splicing ID chains, similar to how you gave Raidou a new parry as a repurposed Break Hold animation.
Kasumi's initial low hold ID is 9C00 during normal circumstances. If the opponent low punches her low hold, the ID for the defensive hold goes from 9C00 to 5d20.
Now when Kasumi is in critical stun, the initial low hold ID isn't 9C00. It's instead 4b01.
What I want to do is modify the ID chain of Kasumi's critical low punch hold from 4b01 - 5d20 to 4b01 - 5621
5621 is the Break Hold animation against punches.
We can't figure out how to connect one to the other.
I assume the way Nyotengu's normal hit 1T and counter hit 1T lead to different move IDs is a good hint to figuring it out, but we just don't know.
4b01 is in the base bin file but not in Kasumi's own bin file.
Instructions or a guide would be appreciated.
Well, thanks. We'll look into it again later.iirc there's a table of IDs in the char bin somewhere for what move is played after hold success for each hold. I'm not sure if you can separate neutral and critical or not.
the normal vs counter+ overrides are also in those tables as well, but you're on your own figuring out what order they're in as I haven't documented those.
word of warning, the slow-mo is in the break hold execution animation definition and any changes you make would affect both the natural one and your frankenstein's low hold.
changing holds that have wall or ceiling interactions is probably risky