Team Ninja shares additional details on the next Dead or Alive 5 patch

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While a solid roll out date still hasn't been nailed down for the next upcoming Dead or Alive 5 patch, director Yohei Shimbori was kind enough to share a few tweets on some additional features that we'll see, noting that the next patch will be a major update.

One of the cool additions Shimbori mentioned is that we'll be seeing the popular demand to save replays of lobby matches, along with the ability to now kick unwanted players from your lobby as well.

Here are the additional patch details from Shimbori:

[D-YS] I was able to check some stuff about the next patch this week, so I'll tweet a little bit about it.

[D-YS] First off, you will now be able to save replays of lobby matches.

[D-YS] A lot of people were asking for that feature, so we worked hard to put it in.

[D-YS] Also, the host of a lobby match will now be able to kick a waiting player out of a lobby, even while they're watching a match.

[D-YS] Also, you'll be able to search for lobbies by connection quality.

[D-YS] There are lots of other improvements and additions too. The next patch is going to be a major update.

[D-YS] I'll fill you in on more details as soon as I can confirm them myself (including the patch release date...)

Update for December 29th
[D-YS] The next patch is named "Ver.1.03". The name might be boring, but it has a lot of new features.

[D-YS] One of those features is uploading movies of replays.

[D-YS] I tested it by uploading a movie to YouTube.

[D-YS] Ver.1.03 will allow uploads to both YouTube and Facebook.

[D-YS] Facebook uploads are available to both Xbox 360 and PS3. YouTube uploads can only be performed from a PS3.

[D-YS] So now, even people without video capture equipment can upload fight videos.

[D-YS] Fighters from around the world can now watch others' fights.

[D-YS] And did you catch some of the little tweaks to the fighting game itself?

[D-YS] Now that we have this feature, maybe I'll upload another movie soon...

Update for January 10th
[D-YS] Happy new year!

[D-YS] I'm starting the year off with another upload of Ver.1.03 footage. This time to YouTube. #DOA5

[D-YS] This time, we have La Mariposa vs. Hayate, and I'm sure you'll notice changes in this fight too. #DOA5

[D-YS] We haven't practiced the new moves enough to use them well, but... #DOA5

[D-YS] I'm sure all of you will show us what these moves can do! (video uploads ftw) #DOA5

[D-YS] There are lots of new features in Ver.1.03 for all players, not just hard-core fans. We'll post the full list of changes soon! #DOA5

Update for January 17th

Ver.1.03 Update Details.

Release Dates:

PS3: January 22nd, 2013

Xbox 360: January 29th, 2013

http://teamninja-studio.com/doa5/us/patch/0116a.html

http://teamninja-studio.com/doa5/us/patch/0116b.html
 
Learn to defend better.

Easy answer and a common sense one for decent to good players.But considering that DOA5 is an offensive based game and blocking a lot gets you killed almost as fast as if you were not blocking, I also feel the the health nerf wasn't needed. But we will see how the game plays after the patch is released.
 
Easy answer and a common sense one for decent to good players.But considering that DOA5 is an offensive based game and blocking a lot gets you killed almost as fast as if you were blocking, I also feel the the health nerf wasn't needed. But we will see how the game plays after the patch is released.

But it isn't that offense based, there's tons of poking and spacing going on even moreso at higher levels.

Of course if it's just two people throwing buttons at each other then yes, matches will end much faster.

What does that have to do with anything? I just don't want to be fighting someone and I hit a combo and they are did already. The health before post patch was fine.

You're complaining about the length of the match, you can increase it by defending better, spacing and poking. DOA5 is generous enough to let you escape combos a few times before that type of damage occurs.
 
Easy answer and a common sense one for decent to good players.But considering that DOA5 is an offensive based game and blocking a lot gets you killed almost as fast as if you were blocking, I also feel the the health nerf wasn't needed. But we will see how the game plays after the patch is released.

Defense is not only blocking. Back dashing, evasion, keep-away moves, and simply less button-pressing all may contribute to better defense.
 
Defense is not only blocking. Back dashing, evasion, keep-away moves, and simply pushing less buttons all may contribute to better defense.

I know that.So far the only sure fire highly effective form of defense I have noticed is just spacing.characters with parry options, and sidestepping.Oh and a highly effective overwhelming form of offense.
 
But it isn't that offense based, there's tons of poking and spacing going on even moreso at higher levels.

So far (based on the last NEC13 tournament) I've seen just our top players get overwhelmed by offensive players using Christie and Helena. Everyone has different ways how to play DOA and they pick a character that corresponds with how they play.Whether defensive or offensive. I also noticed that offensive moves and stances also have defensive properties but they are still offensive based moves and stances.

I agree that DOA's good to great players have great defense.But at the end of the day DOA5 is still an offensive based fighting game.
 
Only had time to look over Hayabusa so far, but I love what I'm seeing with him. Not sure how much I like 8T being an OH, though (as well as ongyoin 8T).

I'll look over the other characters a little later. Gotta get ready for class.
 
There's no wall splat for a 4k2kpp near the wall during an air juggle, but the fact I have more options for Christie with unholdable stuns (and a faint stun, at that) make me happy and content. The zero advantage from 9p and BT p (as opposed to -13) has me curious too. It all sounds great on paper, now all there is to do is see how good these changes are when actually playing the game.

I'm also glad they sped up crouching in general.
 
Did you guys notice this curiosity?
Gen Fu: 33P: lengthened recovery from 18 to 19F.

This means that the infamous almost-inescepable CB-setup is now 1 frame easier to escape, and the computer can actually do it on fastest. I mean the CH 3PP-33P-CB one.
 
Did you guys notice this curiosity?
Gen Fu: 33P: lengthened recovery from 18 to 19F.

This means that the infamous almost-inescepable CB-setup is now 1 frame easier to escape, and the computer can actually do it on fastest. I mean the CH 3PP-33P-CB one.
That's a plus I guess.

How are Hitomi's changes?
 
Hitomi players, me included, seem to be generally happy. 66P+K is now GB(+3), her throws got damage buffs, low kick hold got a damage buff, many minor buffs. What they didn't change are her non-existent guaranteed setups.
Sounds good, I guess Helena isn't the only character with shitty sit down stuns. I was hoping every character would get guaranteed set ups in the patch. Jann Lee will still be head and shoulders above 99% of the cast, especially seeing as his nerf's are non existent.
 
TN ... good job.

Hayate is a force, once again! While I do realise that this is all on-paper-gameplay, he is a much better (viable) character.

I'm off to train!

P.S. Jann Lee loathers rejoice! He can no longer K.O. you just by be on the same screen as your character.
 
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
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