Rev_an
Active Member
finally fixed momiji's camera problem, (don't worry about the hurtboxes, that array is koei's fault and fine on everybody else. she'll continue to use my hand-made neutral hurts)
changed pushcapsules on everybody, fixes various issues
changed neutral hurtcapsules on most light and midweights to probably be like doa 3
changed hayate 6pp back hit to not apply to stun (might extend this to everyone, or just characters who can chain them from easy resets)
changed stun applied by hayate h+k/ppk to accomodate new stance/ changed critical interval may affect other moves but probably not
fixed momiji izuna camera
corrected an error with ceiling hits that i don't think anyone ever saw
ren d3d11.dll.off d3d11.dll
start DOA6.exe
:loop
tasklist /FI "IMAGENAME eq DOA6.exe" 2>NUL | find /I /N "DOA6.exe">NUL
if "%ERRORLEVEL%"=="0" (
timeout /T 10 >NUL
goto loop
) else (
ren d3d11.dll d3d11.dll.off
)
Any preview patch notes for update 3??update 2.5 is live, made some collider edits and tweaked hayate's new stuff a little.
changed pushcapsules on everybody, fixes various issues changed neutral hurtcapsules on most light and midweights to probably be like doa 3 changed hayate 6pp back hit to not apply to stun (might extend this to everyone, or just characters who can chain them from easy resets) changed stun applied by hayate h+k/ppk to accomodate new stance/ changed critical interval may affect other moves but probably not fixed momiji izuna camera corrected an error with ceiling hits that i don't think anyone ever saw
and you could just look this on your own in the file but here's my low-effort batch script that renames the .dll for you if you want to switch between retail and modded
ren d3d11.dll.off d3d11.dll start DOA6.exe :loop tasklist /FI "IMAGENAME eq DOA6.exe" 2>NUL | find /I /N "DOA6.exe">NUL if "%ERRORLEVEL%"=="0" ( timeout /T 10 >NUL goto loop ) else ( ren d3d11.dll d3d11.dll.off )
leifang pp6kk etc will get the updated 6h+k collider when they get the string followup in update 3
nothing super specific. i worked out how to make phase 4 have all three teleports from every tp move but it's probably unbalancableAny preview patch notes for update 3??
Hi there, I love the passion in this project. I love DOA so bloody much.
Just a (maybe) quick request. I've always thought Hayate in DOA6 had so much potential to be a cool character, but he's lacking the teleport options.
But this isnt about his teleport. Its about what he lost from DOA5.
Any chance you could make his 6P+K , K refloat instead of flip? Like it used to? It made his combo's much cooler.
Thanks, glad you're having a good time.Hawwo, thanks for all the great work you are putting into doa6++. Its been a blast to rediscovering the game.
I have a few suggestions, that id like your opinion on. These are gathered from playing with friends:
Request: Add more ground tech or force techs in the game to add more flow like in doa4-5 (And more guaranteed ground grab options for those who have em) add Helenas PP2KP (from doa4). Some chars have limited options regarding force techs, Im still trying to find a good tamaki setup PKP unfortunately doesnt knock down to force tech.
Buff: Buff Mila's counter damage
Nerf: Helenas BKH 2P+K properties - feels like the DOA6 sidestep properties
Bug: After Marie rose's back turned grab guaranteed 4p, 6k, 4p the 7K launcher dosent work on some characters e.g Tamaki and Christie but works on other midweights like Helena
i'd like to hear your thoughts :3
This one is actually kinda cool. On one hand, I get not having slip-stun dojos, but we've had worst (situationally speaking) in older DOA titles. We've had slip-stuns and hard wall splats that forced 50/50s lol. This ACTUALLY ain't that bad, all things considered.middle of the ocean, basically slip-stun dojo/tatami
yeah it seems playable at least, and it wouldn't even be the worst stage in 6.This one is actually kinda cool. On one hand, I get not having slip-stun dojos, but we've had worst (situationally speaking) in older DOA titles. We've had slip-stuns and hard wall splats that forced 50/50s lol. This ACTUALLY ain't that bad, all things considered.
no gameplay changes today, which is why it's not getting edited into the first post. the most recent critical stuff is just the supplement in the first post.Any patch notes on the recent changes?