Why is Helena's 4PP a high now? Is it to be more like DOA5 and 6?Christmas update, v1.34d
Mostly just some minor fixes and a new move for Christie.
-Christie's 4PP changed from -14 on normal hit to +4 short high side stun, to not have the move be unsafe on normal hit.
-Fixed incorrect tracking values on 3_K and 4K2K.
-New move 3PPP. It's her 6P+K triple strike.
-Helena's 4PP/BT PP4PP changed from mid punch to high punch.
-Kasumi P+K damage changed from 26 to 20.
It's mainly to prevent mid punch holding from shutting down both her string options out of 4P. Now she has a mix-up between a mid (4P2P) and a high (4PP).Why is Helena's 4PP a high now? Is it to be more like DOA5 and 6?
I think you uploaded the wrong file. The changes you listed don't work.It's mainly to prevent mid punch holding from shutting down both her string options out of 4P. Now she has a mix-up between a mid (4P2P) and a high (4PP).
I just double checked, and it has the correct files. If there's a problem, it's on your end. If you're using emulator, you need to delete the 'loadfile.afs' copy file it creates in one of its virtual partitions.I think you uploaded the wrong file. The changes you listed don't work.
So strange this has never happened to me before. So I should delete the files in my harddrive partition?I just double checked, and it has the correct files. If there's a problem, it's on your end. If you're using emulator, you need to delete the 'loadfile.afs' copy file it creates in one of its virtual partitions.
Thanks guys!!Not off your E/F drive, but off your temp storage drive that DOA installs itself to in the background. The partition should have the loadfile.afs in the root of that drive.
Yeah.. very cheap ..er.. I mean uh .. experimental changes for Zack and Ayane lolDOA3++ v1.35
Pretty big update this time. Some of the stuff in this one is a little experimental, so if you find any of the changes questionable I'm ready to undo them.
-Hitomi 3K causes Stomach Stun on Counter Hit instead of Sitdown Stun.
-Hitomi 4P+K voice grunt added when charging.
-Ein 4P+K voice grunt added when charging.
-Ein 6P+K had an issue related to having 2 separate hitboxes connecting at the same time. Fixed by now only having 1 hitbox.
-Leifang 236P animation programming tweaked/fixed.
-Leifang PPP now uses 236P's updated/imported animation instead of the old PPP.
-Leifang 4P/4PP fixed sound issues.
-Tina Running F+P can no longer be teched. This is to prevent the move from being punishable on hit.
-Tina 1P is now -4 on hit.
-Hayate 66KK and 66KKK had a tracking mistakes fixed. Would previously track you while free-stepping, despite jumping attacks not being meant to do that.
-Kasumi BT 2K sitdown stun on Counter Hit.
-Ayane BT 2K sitdown stun on Counter Hit.
-Ayane P+KP1/Bt 4PP1/Bt PP4PP1 added. You cancel the move into her 11 crouch backdash. Like with her normal 11 crouch backdash, you can hold '1_' during it to end in backturned stance. Can only cancel into the backdash if '1' is being pressed/held during the startup or active frames of the previous move.
-Ayane 66P4/PPP4/9PPP4/Bt PPP4 added. You cancel the move into her 8P backturn. If you cancel into it at the earliest possible moment you are left -3 on block.
-Ayane BT 4K launch height raised slightly. This change is mostly for aesthetics, her juggles haven't been meaningfully affected.
-Jann Lee has new 3P+K input. It performs his 8PP move by itself.
-Bayman high and mid parries added on 49F and 43F. The parries use his DOA1 hold animations - same as in DOA4 - so the frame data is identical to DOA4.
-Helena 66KPP starts further into the animation, changed from 30(2)26 to 21(2)26.
-Helena 1KP starts further into the animation, changed from 23(2)26 to 21(2)26.
-Zack can now buffer the input of 3KKKKK/3KKKK2K and all its variations. (Before he had to input during or after the active frames of the second-to-last hit.)
-Hayabusa 1_PK imported from DOAD. Changed from 21(5)36 to 20(5)22 frames. Knockdown on normal hit.
last time TN did that in DOA5LR, runing throw into ground throw became guaranteed, hey go check if that's the case-Tina Running F+P can no longer be teched. This is to prevent the move from being punishable on hit.
Couldn’t he just change the recovery of the move? Would make if viable without much troublelast time TN did that in DOA5LR, runing throw into ground throw became guaranteed, hey go check if that's the case
last time TN did that in DOA5LR, runing throw into ground throw became guaranteed, hey go check if that's the case