DOA3++ v1.45
Many thanks to Mallo for his help with this update.
-Backdashing is no longer hi counter vulnerable to strikes
-Hold counter state frame windows changed from 4/6/8 to 2/6/10 (HCH/CH/NH)
-Lorelei Roof Hit Transition damage bug partially fixed*
-Helena Bokuho 2F+K2 added (transition to Bokuho)
-Helena 214PK2 added (transition to Bokuho)
-Helena BT 66K2 added (transition to Bokuho)
-Ryu 66P changed from +2 to +0 on block
-Ryu 3F+K/PP4PK changed from -4 to +2 Guard Break on block
-Ryu Handstand K now launches the target like in DOA2, letting Handstand KK connect
-Hitomi 3PPP animation fixed (an error on my part cause startup to be 2 frames too long)
-Hitomi new 46P animation imported from DOAD (no frame data changes)
-Hitomi 88PP/22PP added
-Jann Lee 33P added (3P+K he had previously has been removed)
-Christie 3_P now causes a mid launch on CH
-Ayane BT 7P now launches when hitting a BT opponent
-Ayane P+KPK.F / BT 4PPK.F / BT PP4PPK.F cancels added (Same as 236F+K.F)
-Hayate 8P+K/2P+K replaced by DOAD 8P+KP/2P+KP
-Tina 6K/6PPK/9PK vs BT now same launch height as vs Front
-Brad Wong 1K2 / 1KK2 / 1KKK2 only accepts 2 input (instead of 1, 2 or 3 inputs)
-Leon 7P changed from Long Mid Pushback to Chest Stun on CH
-Bayman 7P changed from Long Mid Pushback to Chest Stun on CH
-Zack 22P4 / 88P4 sway transitions added***
-Fixed some moves being broken during realtime intro
-Command List Mid Kick and Jump Kick Holds now correctly show 6F inputs
-Command List Parries now show correct inputs and opponents attack with correct hit levels
-Command List updates for various characters to correctly show new inputs
-Fixed an issue with Zack causing him to not correctly use 2K in sparring mode
-Fixed priority values for imported attacks**
*For those who don't know, certain throws and holds would not apply proper damage when falling off certain edges on the Lorelei stage. The current solution is still bugged, giving wrong damage values in certain situations, but now at least does not completely nullify throw/hold damage.
**We recently learned about the "priority" field in the attack properties, which is used when moves hit at the same time. Since we now know what it does, I went over previously imported moves to make sure they had the right priority values.
***Fun fact about this: Zack was supposed to have this in DOA4, until they removed his 88P/22P moves. The input can still be found in his file.