DOA5LR Version 1.10 Released

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Official Update 1.10 for PS4, XBOX ONE and STEAM

Team NINJA is coming out with a lot of new, successful content and while Nioh might be a huge priority at the moment it's nice to see patch updates are still coming out for DOA5 almost five years after it was released. This patch doesn't add a lot, but it does change a few things up and the community is talking about it.

@DestructionBomb: Minor balance changes. Zack's 33P/7K launch after blown back was removed and even more character adjustments. Raidou and Naotora small improvements, Hayabusa's WR4K unfinished or interrupting the P will now leave Hayabusa in a squatting state or crouched, some Gen Fu attacks can be neutral thrown etc.

You can watch Master stream his response to Hayabusa's changes live via Twitch. He is now presenting Ryu Hayabusa and the History of the Handstand.

Master: Thank you all who joined in the stream and just so everyone is on the same page these are the main differences we know of.

Nerf
1) Can now low OH handstand before it becomes active.

Buff
1) Now considered an actual crouching move making it more evasive to highs.
2) When hitting Hayabusa during any animation on start up, will no longer grant you hi-counter hit status no matter how early or late you hit him.

Adjustments
1)After the 8th frame of start up hayabusa is still considered upside down. Low OH can still get him but any attack after the 8th frame will still have hayabusa fall down upside down. I believe previously it was the 6th frame but I'm not entirely sure.
2) recovery afterwards is lower which means when he gets hit on the actual recovery he will fall to the floor faster.

After researching the patch it is nice to see that bugs are fixed and that Team NINJA continues to work on the presentation of the game, and buff the Subway Danger Zone on the Streets. Environmental changes to the system are usually always worth it. Have you discovered anything cool for your character? Anything... bad?
 
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Getting Counter/Hi-counter Hit while attempting it will count as standing instead of jump state now, and is considered Squatting so susceptible to both Standing and Crouching OHs
absolutely disgusting, they keep toning down 'busa in every imaginable way
 
It was a mistranslation anyways. I didn't realize I'd be quoted when I was being a little egregious with it. I updated my comment.
 
Does this mean I'm OH that handset every chance I get now? hmm maybe I should read the notes before commenting LOL.
 
So from what Master demonstrated the change was basically just making the startup of the move crouch status instead of airborne. If you hit him out of it he will still fall to the ground like usual, but now it will crush highs due to the new crouch property. And low OH will knock him out of it, but only if the OH connects before the handstand becomes active. So all in all its kinda half and half, against chars without a low OH which is about 2/3 of the cast it is a straight buff.
 
still a bad nerf, the whole purpose of using busa's handstand moves is the airborne status...

Master's take on the change:

Thank you all who joined in the stream and just so everyone is on the same page these are the main differences we know of.

Nerf
1) Can now low OH handstand before it becomes active.

Buff
1) Now considered an actual crouching move making it more evasive to highs.
2) When hitting Hayabusa during any animation on start up, will no longer grant you hi-counter hit status no matter how early or late you hit him.

Adjustments
1)After the 8th frame of start up hayabusa is still considered upside down. Low OH can still get him but any attack after the 8th frame will still have hayabusa fall down upside down. I believe previously it was the 6th frame but I'm not entirely sure.
2) recovery afterwards is lower which means when he gets hit on the actual recovery he will fall to the floor faster.

-MASTER

Personally I think Buff #1 is placebo. To my knowledge, state such as stand, crouch, squat, or jump are attributes that affect what happens when you get hit. It doesn't affect the evasiveness of a hurtbox when it collides with a Hit box.
 
Personally I think Buff #1 is placebo. To my knowledge, state such as stand, crouch, squat, or jump are attributes that affect what happens when you get hit. It doesn't affect the evasiveness of a hurtbox when it collides with a Hit box.
well, crouching status is invincible to high strikes/throws/OH, hitboxes are ignored
example of immunity against highs even though the hitbox collides with the hurtbox
KO9CQpq.gif

moves that involve air frames make everything behave weird though

if people gonna start doin low OHs to catch ma handstands I'm gonna shit bricks though lol
 
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Still does not change the fact that the follow ups of the handstand kick are shitty on block. K follow up is very unsafe. P follow up is very easy to react to, opponents can just beat the shit out of you with 9P follow up.
 
What does this mean?
Raidou- 7K: Added Cross Hit possibility.
Close hit.

Yeah, I don't really understand it.
What's to not understand? They added a new hit to cause damage when choking them in the air before drowning them. As such they balanced out the other damage so the throw kept the same total damage. Additionally they normalized the damage across the move to help with time out situations instead of all the damage being done at the end.
 
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