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  1. R

    Release 6++ Gameplay Overhaul - Skies Of Vengeance 4.1 hotfix

    She has an unused handstand stance?! You wouldn't happen to have a picture of it, would you? Preferably in the default outfit
  2. R

    Release 6++ Gameplay Overhaul - Skies Of Vengeance 4.1 hotfix

    This is what I meant by Honoka's transition into DS seeming "jittery" (++ on the left, look closely): https://gfycat.com/sanewickedilladopsis It turns out that this only applies to ppp, but 6H+K is unaffected. But, uh - it's not exactly a big deal. I've actually been thinking up some other...
  3. R

    Release 6++ Gameplay Overhaul - Skies Of Vengeance 4.1 hotfix

    Okay, I have a question regarding animation swaps - they're not possible at the moment, right? I'm mainly wondering because I assumed Honoka's dragon stance H+K (sweep) was an animation swap. In fact, a bunch of her dragon stance stuff looked kind of jittery and I assumed it was because you...
  4. R

    Release 6++ Gameplay Overhaul - Skies Of Vengeance 4.1 hotfix

    Now, I'm not saying you should add blackout stance to the existing Raidou, but... Would there even be a "good" way to balance that? It reminds me a lot of Hayabusa's teleport stance, now that I think about it (save for the fact that boss Raidou is intangible during the startup). The only thing...
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    Release 6++ Gameplay Overhaul - Skies Of Vengeance 4.1 hotfix

    I don't know if it's intentional, but combo throws work a lot differently now? Like, you don't have to wait for the combo throw prompt to appear to continue/escape the throw. As in, if you want to escape a combo throw, just mash T now. Again, not sure if it's intentional but I don't see any...
  6. R

    6++ Gameplay Overhaul

    Oh before that, I just want to check one thing - did Phase 4's old 33k make in back in? Doesn't look like it's in the issue tracker unless I'm missing something.
  7. R

    6++ Gameplay Overhaul

    This should be my last suggestion for now (hopefully). I don't know how to embed the video so here's a link. https://gfycat.com/cloudygregariousitaliangreyhound Basically, phase 4's 2k in stun is +18 in doa5, but it was brought down to +11 in doa6 (meaning you can no longer combo with it)...
  8. R

    6++ Gameplay Overhaul

    I don't mean to derail or anything, but I like the mod and I don't care to join the discussion about meter. I just want to make suggestions on stuff. I think it's interesting that teleports can be added to phase 4's moves, and I was trying to think of moves that could benefit from a teleport on...
  9. R

    6++ Gameplay Overhaul

    I am committing suicide by suggesting this but I like the idea too much. Phase 4 - 3H/61H, counters mid + low kicks by teleporting behind the foe (the 3H simply teleporting behind them, the 61H teleporting behind them in chifu, like Kasumi's teleports).
  10. R

    6++ Gameplay Overhaul

    As for an input? 33K would be ideal, but 236K should work if it isn't taken already.
  11. R

    6++ Gameplay Overhaul

    I was originally going to write 2-3 paragraphs of excuses for this suggestion, but I'll skip it. Any plans to restore Phase 4's 33K from DoA 5? also buff raidou tenho-gorai-sho pls
  12. R

    6++ Gameplay Overhaul

    I'm really impressed with this project so far; lots of changes. I couldn't help but chuckle at Hayate's one throw doing 200 damage. If damage values can just be changed willy nilly, would it be plausible to make Raidou's giant swing throw (the 3 part one) do more damage? Feels weird for one of...
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