WAZAAAAA
Well-Known Member
In DOA, characters rise and fall from juggles at different speeds.
LEGEND:
Class = there are 8 unique character weight combinations if we mix Weight and InitialHeight
Character = character name
Weight = this parameter decides how easily a character rises
InitialHeight = this value decides how high should a launched opponent instantly snap to on the first frame
SampleHeight = the value reported by some strange address supposedly related to the "max launcher height" on the 24th frame of getting hit by a Normal Hit Hayabusa 3P+K
AirTime = number of frames the juggled character stays airborne for
EXTRAS:
(everything tested on DOA2O here's the CT, but it should be the same as DOA2U. Thanks to @AlexXsWx for the idea of going in-depth by exposing the actual character-specific weight values)
Class | Character | Weight | InitialHeight | SampleHeight | AirTime |
1 | Tengu | 0.900 | 1.089 | 2.946253 | 51 |
2 | Bass | 0.915 | 1.089 | 2.992348 | 51 |
2 | Bayman | 0.915 | 1.089 | 2.992348 | 51 |
2 | Leon | 0.915 | 1.089 | 2.992348 | 51 |
3 | Gen Fu | 1.000 | 0.962 | 2.962134 | 53 |
4 | Helena | 1.000 | 0.988 | 2.992006 | 53 |
5 | Ein | 1.000 | 1.002 | 3.052419 | 53 |
5 | Hayabusa | 1.000 | 1.002 | 3.024707 | 53 |
5 | Jann Lee | 1.000 | 1.002 | 2.982960 | 53 |
5 | Tina | 1.000 | 1.002 | 3.004396 | 53 |
5 | Zack | 1.000 | 1.002 | 3.004624 | 53 |
6 | Leifang | 1.020 | 0.962 | 2.993989 | 54 |
7 | Ayane | 1.020 | 0.988 | 3.010048 | 54 |
7 | Kasumi | 1.020 | 0.988 | 3.010048 | 54 |
8 | Hitomi | 1.020 | 1.000 | 3.025128 | 54 |
LEGEND:
Class = there are 8 unique character weight combinations if we mix Weight and InitialHeight
Character = character name
Weight = this parameter decides how easily a character rises
InitialHeight = this value decides how high should a launched opponent instantly snap to on the first frame
SampleHeight = the value reported by some strange address supposedly related to the "max launcher height" on the 24th frame of getting hit by a Normal Hit Hayabusa 3P+K
AirTime = number of frames the juggled character stays airborne for
EXTRAS:
Code:
LAUNCHER HEIGHT MULTIPLIERS:
x1.00
- NH launchers (with 1 exception)
- rare strikes with invariable launcher height (e.g. Hayabusa 7K, Jann Lee 8K)
x1.15
- CH/HC launchers
- stun launchers
- stun Critical Finish/Critical Limit
- NH Crouch Front launch (the exception)
x1.20
- Crouch launchers (with 1 exception)
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