WAZAAAAA

Well-Known Member
In DOA, characters rise and fall from juggles at different speeds.

ClassCharacterWeightInitialHeightSampleHeightAirTime
1Tengu0.9001.0892.94625351
2Bass0.9151.0892.99234851
2Bayman0.9151.0892.99234851
2Leon0.9151.0892.99234851
3Gen Fu1.0000.9622.96213453
4Helena1.0000.9882.99200653
5Ein1.0001.0023.05241953
5Hayabusa1.0001.0023.02470753
5Jann Lee1.0001.0022.98296053
5Tina1.0001.0023.00439653
5Zack1.0001.0023.00462453
6Leifang1.0200.9622.99398954
7Ayane1.0200.9883.01004854
7Kasumi1.0200.9883.01004854
8Hitomi1.0201.0003.02512854

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)
(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)
 
Last edited:
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