Release 6++ Gameplay Overhaul - update 5 (hotfix)

Rev_an

Active Member
u5 playtests are under way. still no exact eta but still feeling like "this year" is reasonable, definitely not gonna be next month.

 

Project Bokuho

Lady Helena's Pet
Premium Donor
u5 playtests are under way. still no exact eta but still feeling like "this year" is reasonable, definitely not gonna be next month.

You know, I never really understood why that part of the stage was inaccessible.
 

Rev_an

Active Member
Any patch notes?
ehhh few more weeks on that, don't want to promise anything i end up cutting

You know, I never really understood why that part of the stage was inaccessible.
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.
 

Rev_an

Active Member
Any patch notes?

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 problem or 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.
 
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 problem or 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?
 

Rev_an

Active Member
Is there still no way we know of to increase the cost of the Break Hold from 2 guages to 4?


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
 

Lorenzo Buti

Active Member
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.

 

Rev_an

Active Member
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.


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.
 

Lorenzo Buti

Active Member
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.
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. :confused:
 
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

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.
 

Rev_an

Active Member
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.
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
 
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
Well, thanks. We'll look into it again later.

It won't be Frankenstein's monster low hold either. It will be Frankenstein's MASTERPIECE low hold.
 

Rev_an

Active Member
Barring a game breaking bug or real-life catastrophe 5.0 will be up on friday or saturday. maybe patchnotes tomorrow, but probably friday.
 

Rev_an

Active Member
4.1 -> 5.0 notes

stages
miyabi: expansion area (like throwdown) and extra wall in front of transition
douglas memorial: new floor colliders, netplay framrate fixed for most people
damage: changed some geometry and textures. maybe a small performance improvement
chinese festival lower: moved some start positions to better use the extra space
unforgettable: moved start positions and some minor objects

known bug: one memorial statue base is different from the other two and won't camera clip, the camera tilt situation is a temporary workaround.
known bug: the extra stages don't clear the previous stage's data. this can cause a game crash or objects and collision to not load correctly in VS lobbies and some offline modes. Might have a fix in some 5.1 etc minor update if the cause is correctly identified, reccommend using "winner stays" lobbies until a fix is announced.


all characters

changed back-hit knockbacks to a different animation that looks suspiciously like ayane's 4T. this overcorrects from a previous chagne that removed some bt-hit floor explosions.

changed a heap of hit-reactions because doa 1 had bt floating juggles (see raidou gif)
generally linear moves stay front or back-turned, twirling moves should switch ft/bt but some back-hit stay backturned ones probably got through.

this changes some hurtbox orientations and might mess up some juggles, i've corrected a lot of these situations (part of why it took so long) but probably didn't get all of them yet, please report if found and you can't microdash or delay the string to connect it.

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. this sound change might help find unintentionally broken juggles.

back-hit bounds are different sometimes but not always (see bottom of doc)
some characters (hayate, christie) are better off always front-bounding because of how their other moves are, others (bass, tina) have very slow recovery and need the mirrored bound to get anything, a third group are fast enough to have bounces, and there's some speed variations for balance and aesthetic.

some oki and ground dangerzones will probably behave differently bt vs ft. I might get around to removing new fireworks launches and i'm looking for better options for kasumi ppp2k and the bt hit 1.19 oki in cases where those are ugly.

modified a "common" bt hit-reaction for kokoro's bt 4pk string, could affect other bt floating juggles but we've never seen them before either way so this notice is just for transparency. ayane's kk string shares that reaction and didn't become a juggle route.

increased force parameter on some of the floppy doa 1 bt juggle hits

added hurtbox for zack bt juggle 3ppp, created an untechable doa 6-rules ground hit
added hurtbox for raidou juggle 1_pp techable bounce doa 6 ground hit
changed pushback on new kula juggle 3p+k 214k, might enable other marginal juggles

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 crumple gut stun overload to like tina 44pk, a tighter juggle window than the knockdown bound.
also changed some of those to 1.19 oki, probably should be standard for easy reversals

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 guidelines
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 like the ninja 7k.

classic 3k stun: holds start on frame 20 instead of 50. overloads to 1.19 knockdown instead of knockback bound. please suggest other characters who shouldn't have it if the pushback is a problem
brad wong, eliot, honoka, mila, phase 4, tamaki, tina, zack already don't have it


ayane
classic 3k stun
ground hits: 3pp, 4p, 7k, p+kp7k, bt pp4pp7k, bt pp6p, bt 4p, bt 4k, bt 7k, bt p+kp7k
delayed to 5.1: 3k4 bt -> 3kp bt

bass
juggle 1PP connects a techable bounce if raidou's isn't different for no reason

bayman
46p max charge ceiling hit (the non ceiling hit reaction was always like that)
tweaked pp6p like 214p comes with P followup, both ground-hit
tweaked pp4p (like 4p) has matching followups
normalized hit animations and tracking for regular and jab-string versions of those moves
changed hit animation on 9k, 4pk, pp4pk juggle hit to match the bt one
changed 9p back hit collider to make 9pp hit

rising k might launch too high on bt hit

ground hits: 46p, 8pp, 214p, 214pp

delayed to 5.1 46p full charge ground hit

brad wong
bt 4p+k PL (ceiling)


christie
changed hit/block properties on dokuja-fujin 1k to match jakeiho 2k
added "end followup interval" flag to dokuja 1k (capped delay window)
vs sidestep stuns for P+K (doa 5 faint) and H+K (idk more frames)
h+kk always spins to front facing for her bound to look reasonable
p+k on-hit 3_ roll
ground hit: bt 4k

diego
- TODO: make shoulder hitbox bigger
corrected 6PK command list entry/command training verification check

eliot
bear stance 2p+k PL (ceiling hit, no command list entry yet)
changed hit reactions on ppp and so on to differentiate on-hit from the 4[6p] ones
uncut content? PB on 4[6P+K] and everywhere he gets string 4[6P]. data indicates unused charge versions of those punches.
using PP as example, but should apply to the other strings too give or take a frame
ppp 19 (2) 25 / -12 / 27 damage 3.0m knockback (not a change)
pp4[6p] 21 (2) 37 / +2 / 35 damage 3.5m knockback (not a change)
pp4[6p+k] 30 (2) 36 / +8 / 42 damage 4.0m knockback
pp4[6p+k]_ 60 (2) 36 / +16 / 62 damage 5.0m knockback (charge mechanic makes this always +20 dmg)

hayabusa

changed ong h+k to 6h+k because 2p+k h+k is unreliable when ong 2h+k exists
added ong teleports to back-taunt, comes out slower than 214p+k teleports
revoked 9k forcetech
changed 4h+k p to a teleport since the hop doesn't do what it's supposed to on the new 4h+k hit (known bug: stance glitch)
unimplemented idea: side-attack -> onyogoin like tengu's fly i added
possible devil's bargain: 9k4 ong is in the files, would have to make ong squatting status for throw punish fairness
invisible fix: string izuna on bt hit

ground hit: 214P, handstand P, 236p+k, ongyoin p+k



hayate
changed back-hit on 9kkk juggle to keep bound tp kicks working
ground hits: 7k, 8_PK


helena
4p+k PL just the normal, no charge or ceiling
fixed this move not having a juggle bt hit at all and crashing the game lol


hitomi
merged 33p etc into PL (ceiling) for charge version (somehow). i'm not sure if exactly 33-39 startup is possible to get from 33p. normal ones are still -11 despite the frames changing slightly. there's a slightly different way to implement this that doesn't make her throw vulnerable for the basic 33p but i thought of the way i did first
pp6ppp_ 21 (3) 22 ~ 42 (3) 35
66ppp_ 21 (3) 22 ~ 42 (3) 35
33p_ 19 (3) 22 ~ 40 (3) 35

changed sidestep p+k to PB instead of 4p+k move
reimplemented some PB 4 cancel, like jann's 46p4. timing is a little weird.
reimplented? restored? mashed up? 4pp2k, might've been from when 8pp was on 4pp but idc


honoka
messed with timings on 7k4 and wuk4 DS. it's a single input but on-hit 44 might be easier
added DS p+k juggle, last hit is different than jann's because her stance is slower
66k juggle bound is a bit slower, kk 66k 6h+k and some juggles into 66k6 P are possible
(edited from unused kasumi 9pk reaction she had in the data)
fixed command training verification 66p+k h -> DS
fixed command list position of DS h+k

jann
known bug: DS 4T's receiving animation ends weird

he has something that looks like it should be DS 66 -> shimmy forward and re-enter DS but idk where the directional only input section is for dragon stance.

fixed command training demo pp6pp

kasumi
reduced PL normal damage to 21, changed to doa 6 ground hit, new hit reaction tbd
66pp back hit from doa 5
6p6k does a bounce instead of doa 6 bound
ground hits: 7k, pp7k, pkk7k, kk7k, pkk6k, 3h+k (doa 4)
bonus: pkkp, kkp, 4kp, 3pkp, pppkp


kokoro
changed hit reactions on 88/22p to match DOA4 (thanks gultigargar)
investigated the mirroing issue and unfortunately it was always like that, no fix possible.
restored 3p+k and string followups. command list entry later.

kula
ground hit 1k, kkk, 4k

new hit reaction for 3p+k 214k juggle, turns a corner and restores the 2k juggle
revoked new 3p+k6k strings since the problem doesn't exist anymore and they were kinda jank
revoked 8pp float increase since the other route works again

known issues: 6kk is kinda jank on back juggle and it's probably too delayable

leifang
normalized 3kp to 46p's hit reactions
fixed 8k2k command training
added 33pp PL (ceiling, full charge connects in stun)
23~43 (3) 28 -12, 21 or 40 damage

ground hit 33pk, 46p, 9k, 66k, 66kk, new 33pp

delayed to 5.1 tracking for 3kp

lisa
revoked 6p4pp juggle bound
added 66k/ppk/running k hacked up bound
6h+k bound changed to the custom bound,
236k back to 1.19 oki on reversal
new unused backroll stance: bt neutral 3_, bt 4p+k3_, and 6p4p3_ comes with pp, kpp, kk, kt p+k and T followups
fixed 4pkk 2-in-1 and back-to-back 4k whiffing on-hit
also that move side-switches on bt juggle hit
running H+P+K -> PL
25 ~ 40 (3) 35, -11, 40 damage


mai
invisible fix: air grab triggering on bt hit
ground hit 3p+k, 9pkk, 2p+k, 2kp+k,
changed 2p+k and 2k p+k to low, press control+shift+1+2 in-game and look at the colliders if you disagree
todo: update hit reactions

marie rose
flower wheel has minuet entry e.g. 3p+k8 3p+k2

bt 8k fix (for real this time)
bt h+k doesn't extend 3pp4 but still bounces in other contexts and will juggle bound in others


mila
fixed PB cancel sidestep 6T
reimplemented unused tackle feint -> tackle OH but only from the string to tackle feint cancels e.g 7ppH T, no 66T H T or infinite looping


momiji
added running p+k, using PB strike part only (working on it working like a missile)
ground hit: 236p+k
invisible fix: string izuna on bt hit
messed with several colliders to help 6kk/uzukaze k -> amakake p more consistent. might not be perfect


nico
adjusted ppp juggle-hit reaction to degrade ppp pppk
added 236k·p on interrupting hit
added ppp on-hit k not-quite-just-frame
tightened timing on 7k on-hit P
corrected and added some command list entries
still missing 66p on juggle hit TP unless I run her file again.

ground hits: pppk, teleport k, 1k, teleport p, 6kkk
delayed to 5.1 3h+kk


nyotengu
trying out a sidestep on-hit P karasu-tobi like 3p+k p in addition to or instead of the on-hit p+k hitten-no-mai

known issue: adding voice lines to new moves requires some modding techniques I'm not using yet.
66p did that on juggle hit in 4 or earlier
new ground hit 236k / pph+k max charge
hiten p always sets opponent bt, hiten pp always sets them front-facing for the bound

phase 4
prevented bounce loops on new bt juggle hit for tenfu k
7h+k cancel 9p tenfu
normalized bt k juggle hits
ground hit: 7k, 7h+k, chifu k

undid 66pp back hit and 3k stun changes, she can't use them like kasumi does

5.1 probably changing the front flips on (pp)6pp (pp)6pk and 214p, they don't match the hits

rachel
revoked string after h+k p
ground hit 214 p, 214p+k

corrected opponent facing in her bounce throws

delayed to 5.1 bt 4k critical reversal

raidou

adjusted hit properties on 9k so that it launches a little on stun hit but not in neutral.
converted 214k to a 2-in-1 as indicated by data.
new frames 31 (4) 5 (3) 24 with the second hit keeping the old hit/block/etc properties
ground hit 7k (todo: should force-up)


rig

bnd 6h+kk still snaps for the throw to work, would need custom anims to "fix" those
44k and 3pk changed to mids to match tlc 4k, 44k was mid in 5 vanilla
-8 on block instead of -4
crouch hits copied from tlc 4k


tamaki
known bug: adding voice lines to new moves requires some modding techniques I'm not using yet.

lowered height check on 66t (but not the others) e.g 9ppp 66T will air-grab the bound
might lower it on other versions to help some non-bound routes

visual fix for returning to idle after 1pk, 4pp

reconfigured some new strings
pp4pp now the punch part only of 46p, no parry frames
pp6p going into 9pp string, e.g. pp6pp is a second way into the juggle bound which seems to work sometimes that 9ppp drops and drops sometimes that 9ppp works depending on the launcher and opponent weight.

revoked 2p+k (9ppp on its own)
new ground hit: 7k

command training entries for pp6p are incorrect, might move those demos to a different input e.g. 2p+k starting from the overhead if it looks decent.

tina
bt 7k reverted to 1.19 oki on critical reversal
restored sidestep 6T
46 K (doa 4 236k, excellent hit-reaction)
back taunt procs ceiling hit
normalized hit reactions on 44pk, pp4pk, and bt h+k

todo: add sidestep 6T command listing

zack
3p+k chargable (ceiling). 17 ~ 32 (8) 33 (36, ducking), -17 / -20 on block


new back hit bounds decided mostly by recovery of the move and prevention of new loops or free doubles:

various bounces
phase 4 (tenfu k)
kasumi (6p6k, also new front hit | 3pkk etc)
hitomi
kokoro

"knockdown" bound, with close hit
nico
zack
jann
leifang

mirrored regular bound:
tina
bass
honoka
nico
ayane (214k)
phase 4 (bt 8k)
kasumi (66k p)
kula
helena (44ppp)
mila
diego
rig (both)
raidou (both)

hacked faster mirrored bound:
ayane pkk (prevents easy 236h+k refloat)
tamaki 9ppp

hacked slower bound:
honoka 66k (front and back hit)
lisa (6h+k, 66k/ppk/running k)

"knockback" (forward?) bound
helena (bt 4pk, a little sus)

mirror bound but might change later
tengu
mai
kula
eliot
brad
rachel
momiji

forced spin-to-front turned in the bound string:
christie (on h+k k)
hayate (on 9kk)
nyotengu (hiten pp)

upload (and cumulative notes) tomorrow, afternoon my time probably.
 
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