DOA5U Dead or Alive 5 Ultimate Arcade ver. 1.04 change log

Nereus

Well-Known Member
Standard Donor
Rig:
2K: Counter Hit and above advantage changed from +26 to +16F
Why is it reduced? is the K followup guaranteed on CounterHit?

41246T: To adjust air combos, damage reduced from 35 to 20
Ok, this scares me, ALOT. I hope this means that theres no ground damage and that the launch is still 20, because this is a pointless nerf and it could make this move utterly useless.

Hayabusa:
33P: Hurtbox and re-float height adjusted.
If they made it to where you can't do the Izuna Combo from his stance after 33P, this is a big nerf. Landing 33P was hard enough to do, especially after a power launcher.
 

jjinkou2

Well-Known Member
Someone correct me if I'm wrong. The difference between -7 and -8 is the difference between being punished by a breakable throw or an unbreakable throw. That is a big difference

Thank you for this precision. it will improve my knowledge. Now i will look carefully for this 8F through the frame data. I could add another offensive tool in my box.
 

Malfury

Active Member
TN's balancing attempts suck in my opinion. I admit this one is a bit better, but in the long haul of things, they barely did anything to make the entire cast more solid like they could be. How hard Rachel got sniped for example was a huge sign of TN's knee-jerk reactions on how to balance a character. Well GOOD JOB TN, you balanced the fuck out of her and look how great she's doing now. Well Christie, I hope you had fun with JAK.
 

FatalxInnocence

Well-Known Member
What do they mean by float height increased? does that mean the move makes them go higher or? ( referring to Kasumi's 4KP stuff. ) It'd be cool if they actually allowed you to 3PKP as a combo finisher... since the move itself is practically useless at the moment.
 

Saber

Well-Known Member
So many pointless changes, so few useful changes.

I guess the fucking invincibility frames post-knockdown is still there.

It's $40k per patch. And your game is on two consoles. At least make each patch worthwhile instead of putting in abysmal changes for the sake of changes.

What do they mean by float height increased? does that mean the move makes them go higher or? ( referring to Kasumi's 4KP stuff. ) It'd be cool if they actually allowed you to 3PKP as a combo finisher... since the move itself is practically useless at the moment.
It means launch height is increased. The opponent will be launched higher - definitely necessary since even on CL1 practically nothing could be followed up.
 

Ivan Osorio

Active Member
Thank you for this precision. it will improve my knowledge. Now i will look carefully for this 8F through the frame data. I could add another offensive tool in my box.

Mind you, at -7 you are still vulnerable to grapplers. I think you are only really safe at -4 (maybe -5, can't remember). But at -7 or -6 you can still be grappled pretty hard by the likes of Bayman.
 

werewolfgold

Well-Known Member
So many pointless changes, so few useful changes.

I guess the fucking invincibility frames post-knockdown is still there.

It's $40k per patch. And your game is on two consoles. At least make each patch worthwhile instead of putting in abysmal changes for the sake of changes.
I don't think Sony/Microsoft charge for patches anymore. Unless you're talking about cost of man-hours.
 

UncleKitchener

Well-Known Member
Standard Donor
Glad they at least fixed Christie's abysmal crouch state hurtbox issue because that was a piss take.

I don't mind the patch overall though and I'm sure the Ein buffs will make a lot of lacal players in my scene very happy.
 

FakeSypha

Well-Known Member
Mind you, at -7 you are still vulnerable to grapplers. I think you are only really safe at -4 (maybe -5, can't remember). But at -7 or -6 you can still be grappled pretty hard by the likes of Bayman.
At -5 you can be throw punished by grappler characters with their neutral throw. At -6 for the rest of the cast.
 

Shaded

New Member
So... Hayate still loses to a mid hold and does a little less damage while doing it. The above ()p44 change isn't even noticeable if you're hold canceling your inputs, thanks TN.
 

Nameless Sama

Well-Known Member
img_logo_big.jpg



  • For Criticals from from back-turn, fixed issue where after turning around, Holds could not be performed from a standing state.

Hayabusa
  • P+K: Hurtbox adjusted.
  • 2H+K: Hitbox adjusted.
  • 4H+K9P, Sidestep K9P, While Standing 4K9P: To prevent accidental input, command reception adjusted.

Can someone please explain me waht does that mean please ?
 

TRI Mike

Well-Known Member
Tina was slightly buffed, but they didn't actually change any of her actual issues like lack of good unholdables, guaranteed ground throws, etc.

Seriously you guys.
 
:momiji:

2H+K was stupid and was expected to be nerfed. 1PP really didn't need to be nerfed again but shouldn't be spammed regardless so mostly whatever. The Tenku K buff is negligible and the Tenku P buff is great. All in all anyone that used her before will be fine. An i10 jab that was neutral on block will certainly be missed however, chances are that was a mistake anyway though.

SO BE IT!!! *starts singing* Still going maining Momiji with Mila in my pocket. This is f---ing awesome!

On a serious note it I how was 2H+K dumb? I don't think I noticed it. Correct me if I'm wrong but Mila got a tiny nerf but nothing really changed, just some speed and distance changes by the looks of it.
 
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UncleKitchener

Well-Known Member
Standard Donor
My biggest concern right now with BT Throw is that I hope the nerf is justified, because if it's an OH again, then that would be a buff. Otherwise, that would just be a pointless nerf for a low tier character.

I'm hearing things about Shimbori wanting to do this while the rest of the team think it would be too OP (yeah, riiiiight).
 
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