DOA3++ Balance/Gameplay Mod

Moruma

New Member
Small update v1.37d

-Tina Backturned F+P throw added. (Does not have a backturned target version, to save on space.)
-Tina 3KP has been removed and replaced with 6PK.
-Minor adjustments to Leon's 6F+P.
-Minor adjustments to Hayate's 33F+P.
Christie serpent from 3P, and 6K ? :(
 

Radiance

Well-Known Member
Hello there!

I have forgotten this thread existed, so maybe i'm very late, but while I was quickly checking kasumi.bin through hex editor, I surprisingly found some similar stuff to kasumi.bin of DoA5LR (like throw and hold is the same construction it seems).
I worked for a year now on debunking/modify characters files from DoA5LR, so maybe (even if it seems late) my work could help a bit.

I share all I've discovered on my openoffice.ods here: https://mega.nz/file/OY9EUIqY#PbCWfy0d4qhi2nnmvrCrvOK9sdX8eIwdjPV1_JoMx20
With an understandable map color for hex workshop hex editor here: https://mega.nz/file/uJswzAwa#GuGA1hRpAkTQLnJHhJwb-DEkqI91UTTNO7fy9PXC2Yk
My original topic is on deviantart: https://www.deviantart.com/sindorsf4/art/Doa5LR-chars-n-moves-customised-818273616

I hope all I've noticed on my .ods could be of any help.

P.S: I'm french native, so sorry if my english could be bad :)

Have you been able to find anything on frame data in the hex editor?
 

Sindor

New Member
Could you possibly explain it to me? or too much to cover?
My bad, i was thinking about moves speed (instead of frames datas).
Frames datas are the easiest one to find. I listed a lot of them from most chars inside my DOA5LR.ods file (original & custom made).
You only have to read the file for the character you want, and if you want to modify frames data of some moves, I explain how to do it here:
 

Tina2040_

Well-Known Member
She still has a slot available, so it can be done, and I guess I'm not against it, but I'd be curious to hear why you'd like it. It didn't really strike me as move that stood out in any particular way.

Good follow up potential. I prefer it over 6PK tbh. 4K is good enough to get her back turned.
 

Gultigargar

Well-Known Member
Small test update now that I know how to adjust the number of unholdable stun frames: v1.37e

-Fixed Aqua Palace and Beach stages having their world map position mixed up.
-Tina 3KP has been added again.
-Limbo Stun can no longer be held out of. (Could previously hold after frame 50)
-Sitdown stun unholdable frames increased from 20 to 34.
-Backturned Mid Stun Threshold Stun (a forward stumble) unholdable frames increased from 7 to 15.
 

Matt Ponton

Founder
Staff member
Administrator
Standard Donor
Possibly buff to Gen Fu? Speed up his P+K6P? think it'd be good option for his juggle off 236T while also being a 'nerf' in that don't think he's free cancelled the P+K.
 

Gill Hustle

Well-Known Member
Hey hey, Ponton help me set up this mod and this is AMAZING! Really digging the feel of this :p.

Matt said if if I had any thoughts to share here.

So I've only been digging into Ayane and was wondering if her BT 2p input could be changed to BT6p so it was more in line with current games? Also not sure how it would balance but Hayate 66kkk in this, Ayane had in DOA4 so was wondering if that could be added.

I liked that in DOA4 Ayane and Hayate shared same animation so it was like he taught it to her. So I guess its kinda a nod request.

And I have little knowledge on how to work models but is there anything I can do to help with costume stuff? If its not too hard I'd like a try at making a few.
 

Gultigargar

Well-Known Member
Thank you :)

I've used up all the wall-splat slots for Ayane, so if I were to add her 66KKK attacks, none of them would be able to wall-splat. Imo that'd just be too weird and inconsistent with everyone else's 66KKK's.

I can add an input for her backturned 6P no problem. That being said, I think BT 2P works fine, it just takes a little getting used to for people who've mostly played from DOA4 and after.

For costumes, I think usagiZ is the only one here who knows how to edit the models themselves, but if you're into just doing texture mods it can be done easily with GreedXplorer.
 

Gill Hustle

Well-Known Member
Thank you :)

I've used up all the wall-splat slots for Ayane, so if I were to add her 66KKK attacks, none of them would be able to wall-splat. Imo that'd just be too weird and inconsistent with everyone else's 66KKK's.

I can add an input for her backturned 6P no problem. That being said, I think BT 2P works fine, it just takes a little getting used to for people who've mostly played from DOA4 and after.

For costumes, I think usagiZ is the only one here who knows how to edit the models themselves, but if you're into just doing texture mods it can be done easily with GreedXplorer.
Ahh so it's kinda like this one program I was messing with for 2D gaming called Open BR I think? As far as slot limitations and such.

I would like to figure how to port some actual stuff from maybe 2U over doing a texture but I guess baby steps.


I saw some of @usagiZ costumes and added them to my version and was impressed how a few translated.

And just a quick question . . . did either of you see my make your own move vid on youtube?? Because real talk I was surprised that my move for Ayane showed up in in 2U and DOA3 lol:

at around the 2:11 mark
 

Gultigargar

Well-Known Member
2U's models are not compatible with DOA3, and as far as I know there is currently no known way to convert them.

For Ayane's throw, Matt was the one who asked for it, using usagiZ's video as reference. Dunno if either of them had seen your video.
 

Gill Hustle

Well-Known Member
2U's models are not compatible with DOA3, and as far as I know there is currently no known way to convert them.

For Ayane's throw, Matt was the one who asked for it, using usagiZ's video as reference. Dunno if either of them had seen your video.

I see, so regardless of anything with mods I'll have to get basics down with GreedXplorer then.

I was trying to figure what usagiZ did with their costumes since the Ayane DOAD and a few Hitomi ones didn't look textured over any existing DOA3 models from what I could see anyways
 

Gultigargar

Well-Known Member
It would be possible, but would also be a huge pain to do. It'd also eat up a lot of move-slots for him too. (2 for the new throw, and an additional 2 for adding the throw break animations.)

Currently my job is keeping me pretty busy, so I don't really have time to implement major changes like that.
 

Matt Ponton

Founder
Staff member
Administrator
Standard Donor
No worries.

I think for me the main things I'm left looking to find in the system to change (in case @usagiZ stumbles upon them):

  • Counter hit stun threshold set to 50 instead of 40. (Normal Hit is currently 40, Hi-Counter is currently 60)
  • Slip stuns occur only on counter hit
  • Adding new character/stage slots
  • Increasing the 9 Costume limit per character
  • Making it so modded outfits show up in random select.
 
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Gultigargar

Well-Known Member
Alright, finally got some time to finish up this new update: v1.38

-BT Mid Stun Threshold unholdable frames further increased from 15 to 20 (15 still felt like too low)
-High Stumble Stun from DOAD imported. Stun is 70 frames long, unable to hold during the first 20 frames.
-Side Fall Juggles now use the 'spinning fall' animation.
-Tina 3KP mid hold fixed (Was set as a mid kick by mistake)
-Tina 3KP now causes stomach crumble on NH, Knockdown on CH
-Leon Ground Throw Headbutt sound effects adjusted (Kept hearing people complaining about how it sounded).
-Ayane 66T.T sound effect and voice clip adjusted to match DOA4.
-Ayane 236F+K.F added
-Hayabusa F+K/PPK blockstun lowered slightly, making it easier to duck the follow-up
-Hayate 6P+K/66PP/PPPP/66_PP/Land P changed from +2 to +1
-Gen Fu 3KP6P input conditions updated, now more in line with how other 6P finisher inputs work.
-Gen Fu P+K6P startup 3 frames faster (i24 => i21)
-Gen Fu 9K causes stumble stun, 40 => 32 damage
-Jann Lee 8K causes stumble stun, 35 => 28 damage
-Brad Wong F+K/F+KK/F+KKK cause stumble stun
-Hitomi 7K causes stumble stun
-Bayman 8K causes stumble stun, 38 => 33 damage

If any of you playing the characters who now have moves with stumble stun would prefer having the older, higher damage version with knockdown, please just let me know and it'll be very easy to change them back.
 
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