New Changes to DOA5 Last Round

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|Virtua Kazama|
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New Changes to DOA5 Last Round

Postby |Virtua Kazama| » Sun Feb 01, 2015 10:02 am

This post is dedicated to the new features and character buffs/nerfs in DOA5 Last Round. I will update more along the way once more information is given out.

Game Changes
  • Two additional characters: Raidou (returning) and Honoka (new)
  • Two additional stages: Danger Zone (DOA1) and Crimson (DOA2 Ultimate) (PS4/XB1/PC version only)
  • Custom Menu on Character Select Screen (PS4/XB1/PC version only)
  • New songs added:
      -Ryu's Ambition (Hayabusa's WO3U theme from Ninja Gaiden NES)
      -Tehu Tehu (Ayane's WO3U theme from DOA2)
      -Hirohita (Kasumi's WO3U theme from DOA2)
      -Dead or Alive Redux (Danger Zone theme)
      -Dead or Alive Reborn (Raidou's theme)
      -Our Little Secret (Honoka's theme)
      -Natural High (Crimson theme, roof level)
      -Trip (Crimson theme, ground level)
  • Particle effects (PS4/XB1/PC version only)
  • Life bar color changed to light blue/green
  • In order to prevent an error that causes a lockup on the Character Select screen with the Aime cards, the Kick and Hold buttons were made so that it can only work after the Aime Selection. (Punch button remains unchanged) (Arcade only)
  • The Clown Cannon special on The Show stage received a damage buff: 105=>130
  • Light down attacks: Attack time shortened by 4 frames

Other Changes
  • Fixed a problem where some Offensive Holds couldn't counter attacks from a low standing state (ex. Helena's 3_P, Gen Fu's 3P, Bass's 41236P+K, etc.)
  • Shortened the delay frames from some derivations of Critical Burst attacks:
    • Helena: 7PK
    • Ayane: 6P+KK
    • Rig: 6P+K
    • Kokoro: 7PK
    • Jann Lee: 6P+KP
    • Eliot: P+K~
    • Akira: 66P+KP
    • Pai: Bokuhai P~
  • Added more drastic camerawork to some KO finishes, such as Lisa's running P+K

Characters
Akira
  • 214P (success): Changed from 23(2)19=>23(2)22
  • 214P (fail): Changed from 23(2)21 => 23(2)24
  • 2_3P+K:Changed to stagger during normal hit
  • 66K: Beats squatting when crouching, and refloats
  • BT P+K: Changed from -12=>-22 on guard
  • BT 4P+K 43T 6P: Camera adjusted
  • T: 1 frame shortening (need to clear it up)
  • 46T: 10 frame fix. Damage changed from 66 =>60
  • 64T: 12 frame fix
  • 2T: 1 frame shortening. Also, it leads to fall on the next stage. Modified sound.
  • (SS)P: Fixed on counter hit (24~16)
  • (SS)P+K: Fixed a bug

Alpha-152
  • 6PPP: Changed to short stagger
  • 3PPPP: Changed to low float on CH
  • (KKKKK) system: Shortened the delay
  • (KKKKK) Upper K: Change in short stagger (now unchanged)
  • (KKKKK) Lower K: Change in short stagger
  • 9K: Stagger on NH (CH now 34~24), damage change 20=>24, guard hit changed from -13=>-14
  • 33KK: Wall hit changed from 3m => 1m
  • 9P: adjusted to jump opponents

Ayane
  • New hairstyle options
      -Ponytail (from DOA2 Ultimate intro)
      -Double ponytail (new)
  • 6P: Greater hit effect on back-turned opponents
  • 6P9: Jump additional frames (low attacks won't work)
  • 7P: Jump additional frames (low attacks won't work)
  • 8KK, BT PPKK: Jump additional frames (low attacks won't work)
  • 8KKK, BT PPKKK: Jump additional frames (low attacks won't work)
  • 3K: Lesser hit effects on back turned opponents
  • 66KK, BT PP6KK: Hold property changed from parry to jump Mid K Hold
  • P+KP9: Jump additional frames (low attacks won't work)
  • 236H+K: Refloats
  • BT PP6P: Refloat ability strengthened
  • (SS)P: Damage change from 22=>18
  • BT 9: Jump additional frames (low attacks won't work)

Bass
  • 2_64T: Startup changed 11=>16, damage changed 85=>88, grab animation changed, reach changed
  • Wall 2_64T: Startup changed 11=>16, damage changed 95=>98, grab animation changed, reach changed
  • Ceiling 2_64T: Startup changed 11=>16, damage changed 40+40+15=>40+40+18, grab animation changed, reach changed
  • 236T T: Damage changed 50+30=>55+30
  • 214T 2T 8T: Damage changed 45+25+35=>45+25+42
  • 63214T (360T) (360T): Damage changed 75=>80
  • 66T: Added voice during the grab
  • BT T: 10(5)21=>10(5)26

Bayman
  • 9K: Change from Standing to Rising position at the end
  • 3K: Charge the crouching normal hit effect, changed from -9=>-5 on guard
  • 1K: Damage change 20=>25
  • BT PP: Changed from -10=>-9 on guard
  • Wall 6T: No longer causes stage destruction
  • Wall 4T (Facing Away): No longer causes stage destruction
  • 2T (opponent crouching): Changed stage damage from 20=>30
  • All OH: Gets a 10cm extension
  • Expert P Hold: Now can cause a floor break on the second portion instead of the first

Brad Wong
  • New Move: 6KPPP
  • New Move: 7KPPP
  • 46PP: Changed to bend-over stun in terms of Counter Hit and above
  • 33K: You can now stand or crouch after the animation ends
  • 6P+K, BT 6P+K: If you use 6P+K to cause a critical stun, it will no longer cause a critical finish
  • Wall 214P+K: Jump additional frames. Opponent jump simplified
  • Inverted variations of KKKK, K6K, KK6K, H+K: Changed from standing to squatting

Christie
  • New Hairstyle
  • PPPP, BT PPPP: Now refloats
  • PK: Removed wall hit
  • 6PPP, JAK P: Added counter hit by 1 m
  • K: Removed wall hit. Changed from -10=>-11 on guard
  • 9KK: Changed damage from 26=>28
  • 6P+K: No longer tracking

Ein
  • New Move: 1P
  • PPP: Damage changed from 25=>30
  • 6P: Refloats
  • 3P: Changed from -2=>0 on normal hit
  • 236P: Adjusted animation
  • 9KK: Damage changed 23=>25
  • 3KKK: Damage changed 23=>25
  • Wall 33T: Modified so that gimmicks are triggered at the final hit

Eliot
  • 7P: Causes blind stagger. Critical Stun changed (33~23)
  • 3_P: Damage changed 17=>18
  • 33P: Damage changed 13+15=>13+17
  • 4K: Now causes Critical Stun on counter hit and above (13~21)

Gen-Fu
  • 6P: Frame adjustment shortened
  • 6PP: Frame adjustment shortened
  • 4P6P: Changed from -7=>-5 on guard
  • 6P, BT 4P, 3P, 33P: Added voice
  • 3K: Reduced frame delay
  • P+K: Now causes sit-down stun on crouching normal hit and crouching counter hit

Hayabusa
  • 9P, 2_4K9P, 4H+K9P: Jump additional frames (low attacks will no longer hit)
  • 7P: Jump additional frames (low attacks will no longer hit)
  • Wall 7PK: Changed status to crouching when landing
  • 44P: Changed from -8=>-7 on guard
  • 214P, 2_4KP: Changed from +2=>-5 on guard
  • 8KK: Now causes Bound on counter hit and above
  • BT 8K: Fixed on startup so that he can't turn to the front
  • Ongyouin 8T: Fixed so that he can land on handstand position on whiff

Hayate
  • 9P: No longer does wall splat
  • 66P: Frame delay shortened
  • 236P: Adjusted animation
  • 66KK: Changed to a Jump Mid K hold. It was formerly a Parry
  • 214K: Damage changed 30=>35
  • 4P+K: Frame changes from 38=>32, in order to come out quickly

Helena
  • New Move: 66P
    • Old version of 66P is now 3P+K
  • 8PP2P: 8P2_PP is now optional
  • 3_P: During normal hit, it was changed to -8 on hit, no longer staggers
  • 66P variation (66P, PPP, 4PPP, 9P4PP, BT PP4PPP, BKO 6PPP, PP4PP, 9PP): Changed from -9=>-5 on guard. Standing/Crouching changed from Normal to short Stagger hit. Changed on Counter hit.
  • 236P+K: Changed to -4 on hit. (Need to translate the rest)
  • BT 66K: Changed from -6=>-11 on guard
  • BT 66K2: Changed from 0=>-5 on guard
  • All throws have received changes in damage:
    • T: 10+10+10+27=>10+20
    • 6T: 24+29=>20+25
    • 4T: 60=>52
    • 66T: 66=>58
    • 214T: 15+20=>15+15
    • T to behind opponent: 25+32=>20+30
    • 2T to behind opponent: 30+20=>23+20
    • Wall 6T: 30+33=>25+30
    • Wall 4T: 25+45=>27+35

Hitomi
  • New Hairstyle
  • PPP: Damage changed 25=>28
  • (PP) portion of 4PPP: Change in GB (+4)
  • 9PK: Change to refloat
  • 3P: Reduced frames
  • 3PP: Changed from front to back. Changed -5=>-3 on guard
  • 9KK: Damage changed from 23=>25
  • 3K: Changed from -10=>-11 on guard and normal hit
  • 66K: Changed to refloat
  • 214KP: CH is done on second stage, and change in stagger
  • 3H+K: Frame changes from 20(5)25=>22(3)25, changed -4=>-7 on guard
  • Wall 7P+K, Wall 7H+K: Jump additional frames

Jacky
  • 6PP: Changed from Normal Hit to Short Stagger
  • 6PPP: Fixed on Counter Hit
  • 8P: Jump additonal frames
  • KPPPK: Changed wall blow distance to 2.5m=>3m. Changed the motion of the blow
  • 8K: Strengthen the hit
  • 2_K: Changed from -6=>-3 on normal hit
  • Slide Shuffle K: Now a CB. Damage changed from 30=>24. Frame changed from 23(2)25=>22(2)26
  • Slide Shuffle P+KP: Can now float (?)
  • Light Down Attack: Damage changed from 12=>14
  • Heavy Down Attack: Damage changed from 20=>23
  • Lower P Hold: Change in timing

Jann Lee
  • 236P: Damage changed 40=>42, extended the close hit distance
  • 2_46P: Damage changed 50=>52, extended the close hit distance
  • 9KK: Damage changed 25=>28
  • 236K: Opponent can no longer quick roll afterward
  • Dragon Stance 6P+K: Adjusted to critical stun during normal hit. Causes limbo stun on counter hit and above
  • BT 7P: Voice changed
  • BT P+K: Extended distance on Close Hit
  • 6T: Opponent can quick roll afterward
  • Wall 6T: Damage change 5+5+5+5=>5+5+5+10

Kasumi
  • New Hairstyle
  • BT PPPP, 3PP: Refloat properties strengthened
  • BT PPPPP, BT PP6PP, 3PPP, 6PP: Damage changed 26=>18
  • All Senpuu Variations: 6_ triggers the move (6P+K still works)
  • 6PP: Adjusted the timing on guard (need clearer translation)
  • 66PP: Changed to blind stagger on hit
  • 4P+K: 4_P+K is now optional to use
  • 33P: Fixed a priority where 236P shouldn't happen
  • 44P: Can cause blind stun animation on counter hit and above
  • 1K, BT PP2K, BT PPK2K, H+K2K: Damage changed 20=>23
  • 1K: Base damage changed 25=>23 on the tip
  • 66KK: Jump additional frames
  • (BT PP)6KK: Changed from -12=>-7 on guard hit
  • Moves that can now use cherry blossom effects:
    • (BT P)KKP
    • BT 4P
    • (BT PP)6PKK
    • 236P
  • 9P+K: Jump additional frames (low attacks won't hit)
  • (Teleport?)9P+K: Jump additional frames (low attacks won't hit)
  • Wall 6T: Damage changed 40+20=>50+10

Kokoro
  • New Hairstyles
  • PPKK: Damage changed 23=>25
  • 7P: Changed from -9=>-10 on guard
  • 3K, PK, 1KK, BT 4PK: Changed from -3=>-4 on normal hit
  • 9KK: Damage changed 23=>25
  • P+K: Changed from CH to Stagger. Changed from +1=>-8 on guard

Lisa (La Mariposa)
  • New Hairstyle
  • 3K, PKK, K6K, 6PK, 2KK: No longer tracking
  • 1KK, BT K2KK: changes in normal hit (need translation)
  • 8T: Command priority changed
  • BT T: Voice changed
  • BT 6T: Voice changed
  • (stance?)T: Damage changed 40=>60

Leifang
  • New Hairstyle
  • 236P: Changed from -7=>-8 on guard
  • 9KKK: Damage change from 20=>23
  • P2P2K, BT 2PP2K: Sound adjusted
  • BT P+K: Changed to Squatting Stance. Changed from -4=>+1 on guard

Leon
  • 9P: Changed from -9=>-2 on guard
  • 9K: Fixed an issue where the float effect would be lower on crouching counter hit and above
  • Wall 66T Takedown: Now Wall 33T

Marie Rose
  • New Moves: PPPP
  • New Moves to PP2P: PP2PP, PP2PP4, PP2PP+K
  • P: refloats
  • 8P: Changed timing of the jump
  • 4PP: Refloats
  • 4PK: Changed from -7=>-5 on guard
  • 64P: Damage change from 16=>22
  • 4K: Changed from -7=>-5 on guard

Mila
  • New Hairstyle
  • 1P, Tackle Cancel 2P: Changed from +2=>-2 on normal hit
  • 4K: Changed to short critical on normal hit (need to clarify)
  • 1P+K: Changed to squatting stance
  • All tackle cancels (ex. 4KTH*P): Modified to P*K*P+K
  • 2T: Damage changed 30=>15

Momiji
  • New Hairstyle
  • 1P: Changed to Medium hit
  • 1PP: Voice changed
  • 1PK: Timing of the voice adjusted
  • 2H+K: Timing of the voice adjusted
  • 236P+K PP 41236987T: Throw input changed to 236P+K PP 82T
  • 1T: Frame changes from 50=62
  • (SS)P: Change from Upper P Parry=>Hold

Nyotengu
  • New Move: 3KK (Original 3KK removed)
  • New Move: 2T
  • 1T: Originally 2T; frame change 7=>10; damage changed 65=>72
  • Transitional change from squatting to standing=>2F
  • BT PK: Now tracking
  • 214P: Input adjusted
  • PPP: No longer wall splats
  • K: +4 on block (Guard Break)
  • 4K: Now tracking
  • 9K: No longer tracking; now hits downed opponents
  • 66K: Now tracking
  • 6P+K~: Fixed an issue
  • 4P+KP: Now holdable up close
  • 7H+K: Fixed to correct the hold position
  • All Hiten no Mai Attacks: Fixed an issue where the jump frames (low attacks won't worked) would disappear momentarily. (Thanks werewolfgold for the translation on FSD)
  • Hiten P: Adjusted motion of the guard
  • Hiten PK: Strengthened the refloat properties against an aerial opponent
  • Hiten 2K: Can now cause a sit-down stun on counter hit and above
  • Hiten P+K: Fixed a problem where it was difficult to use during the wall combo
  • 6T: You can change it to standing/squatting after recovering frames

Pai
  • Upper P Hold: Damage changed from 8=>10
  • Upper K Hold: Damage changed from 5=>10

Phase-4
  • New Move: 46T
  • 6P: Changed from 12=>11
  • 1PP: Changed to Squatting on the first frame.
  • 66PP: Changed to hit stagger (need clarification)
  • 66K: Now transitions to Tenpu on guard; frame changes from +0=>+15
  • Tenpu stance: Jump additional frames
  • Tenpu P: Frame extension from 2=>4

Rachel
  • New Hairstyle
  • Yurlungur (Stomp): Changed from +14 to +13 on hit (needs testing)
  • 236P, PPP: Now -1 (needs testing)
  • PP2K: Damage changed from 18=>22
  • 2H+K: Damage changed from 18=>22
  • 41236T: Damage changed from 13+15=>13+12
  • Twist System(?) (such as 3PPP+KT): Damage changed from 32=>35

Rig
  • PPK6K: Fixed a problem where he would go back to opponent
  • 4K: Adjusted to bypass critical threshold
  • 214K: Damage changed from 26=>28; changed from-8=>-5 on guard (I think). Now can hit while opponent is downed
  • 7K: Changed from +2=>+0 on guard (?)
  • In Turn Leg Cut K: Changed from -12=>-11 on guard
  • In Turn Leg Cut KK: Changed from -18=>-14 on guard
  • BT 4K: Changed from -10=>+0 on guard

Sarah
  • 41236T: Changed from -4=>+0 if passive
  • Step in T: Change in floor Danger Zone
  • Step in 41236T: Change in floor Danger Zone
  • 9P+K: Jump additional frames
  • BT 9P+K: Jump additional frames
  • Wall BT 4P+K: Jump additional frames

Tina
  • New Hairstyle
      -Double Pigtails (new)
  • 4K, 6PK: Adjusted motion: Fixed 12(2)22=>12(2)23; changed to short stagger during standing normal hit
  • 8K: Damage changed from 35=>37
  • 7K: Damage changed from 35=>40
  • Wall 4P+K: Jump additional frames (low attacks won't work)
  • Running P+K: Now on close hit
  • 4T: Now adjusted to stage fall. Opponent can now quick roll afterwards.
  • 66T: Add voice during the grab animation
  • Wall 44T: Adjusted so that it won't cause a stage fall on the first portion
  • 214T 6T 8T: Damage changed from 35+15+40=>35+15+45
  • 64T 2T 8T: Damage changed from 50+20+35=>50+20+40
  • Wall 2_64T: Adjusted so that it won't cause a stage fall on the first portion
  • 46T portion of 41236T: Damage changed from 40=>50

Zack
  • New Move: 2KPP8 (feint)
  • PP: Changed from -5=>-6 on normal hit
  • PPPK: Fixed the blowback on aerial hit
  • 33P: Changed from -18=>-10 on guard
  • 33PP: Changed to crouching state during startup
  • 33P6P: Changed from -6=>+4(GB) on guard
  • 4K: Changed from -1=>-4 on guard
  • 7K*K: When you are 4m from the wall, it can now cause a wall bounce.
  • 46K: Reduced frame time from 35=>55
  • 46K(Charged): Damage changed from 55=>65
  • 4P+K Cancel in H: Adjusted the smoothness of the character's animation
  • Ducking in 22-88: Made the same as a normal sidestep in terms of tracking, counters, and low throws

User avatar
|Virtua Kazama|
Posts: 1739
Joined: Sun Apr 04, 2010 11:17 am
Overseer Code: DOA5U, VF5fs Overlord
Xbox Gamertag: Virtua Kazama
PSN Gamertag: VirtuaKazama
Location: Davidsonville, Maryland

Re: New Changes to DOA5 Last Round

Postby |Virtua Kazama| » Sat Feb 07, 2015 8:18 am

Translations for the characters are complete. Will work on the System Changes next.


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