DOA5UA 2.00/DOA5LR 1.01 Balance Changes (Location Test)

werewolfgold

Well-Known Member
http://www.gamecity.ne.jp/doa5/ultimate/arcade/information/info_20150205.html

Well, you know, it helps if you read Japanese, but...

UNOFFICIAL TRANSLATION

Game Changes
  • In order to prevent an error that locked up the Character Select screen due to the Aime card reader, it was made so the kick and hold buttons only work after the Aime selection. Punch button remains unchanged. (Arcade only)
  • New characters "Honoka" and "Raidou" added.
  • New costumes added.
  • The clown cannon Special Power Blow in "The Show" stage damage increased from 105 to 130.
  • Light down attacks stun time shortened by 4 frames.
Balance Adjustments

General
Fixed a problem where some Offensive Holds wouldn't counter some attacks from a low standing state. (Examples: Helena's 3_P, Gen Fu's 3P, Bass' 41236P+K, etc.)

Shortened the possible delay frames of some derivations from Critical Burst attacks.
Helena: 7PK
Ayane: 6P+KK
Rig: 6P+K
Kokoro: 7PK
Jann Lee: 6P+KP
Eliot: P+K~
Akira: 66P+KP
Pai: Downed P~​

Added more drastic camera work to some KO finishes, such as La Mariposa's running P+K

:akira: Akira
214P (success): Frames changed from 23 (5) 19 to 23 (2) 22.

214P (failure): Frames changed from 23 (5) 21 to 23 (2) 24.

2_3P+K: On standing hit, changed to small stagger effect.

66K: On crouching block, changed from rising stagger effect to float effect.

BT P+K: Advantage on block changed from -12F to -22.

BT 4P+K · 43T · 6P: Adjusted the camera.

T: Frame advantage following the throw shortened by 1F.

46T: Changed to 10 frame startup. Damage changed from 66 to 60.

64T: Changed to 12 frame startup.

2T: Advantage following the throw shortened by 1F. Instead of sending your opponent through the floor (if applicable) on the first punch, it now happens on the third punch. Also changed the attack sounds.

SS P: On counter hit and above, now causes critical stun (24~16).

SS P+K: Big fix to the hit detection.

:alpha152: Alpha-152
6PPP: Hit effect changed to short stagger.

3PPPP: Now causes low float on counter hit and above.

Thousand kick (KKKKK) series: Possible delay frames shortened.

Thousand kick (high K): Hit effect changed to short stagger. *No change to the final hit.

Thousand kick (mid K): Hit effect changed to short stagger.

9K: On normal hit, causes blind stagger (critical hit (34 ~ 24)), damage changed from 20 to 24, advantage on block changed from -13F to 14F.

33KK: Wall splat changed from 3m to 1m.

9P: Made easier to jump over the opponent.

:ayane: Ayane
6P: Greater hit effect on back-turned opponents.

6P9: Added jump status frames (low attacks won't work).

7P: Added jump status frames (low attacks won't work).

8KK, BT PPKK: Added jump status frames (low attacks won't work).

8KKK, BT PPKKK: Added jump status frames (low attacks won't work).

3K: Lesser hit effect on back-turned opponents.

66KK, BT PP6KK: Is now reversed with a jump K hold rather than an evasion.

66KKK, BT PP6KKK: Added jump status frames (low attacks won't work).

P+KP9: Added jump status frames (low attacks won't work).

236H+K: Can now cause refloat.

BT PP6P: Refloat ability strengthened.

SS P: Damage changed from 22 to 18.

BT 9: Added jump status frames (low attacks won't work).

:bass: Bass
2_64T: Startup changed from 11F to 16F. Damage increased from 85 to 88. Grab animation changed. Reach increased.

Wall 2_64T: Startup changed from 11F to 16F. Damage increased from 95 to 98. Grab animation changed. Reach increased.

Ceiling 2_64T: Startup changed from 11F to 16F. Damage increased from 40+40+15 to 40+40+18. Grab animation changed. Reach increased.

236T · T: Damage changed from 50+30 to 55+30

214T · 2T · 8T: Damage changed from 45+25+35 to 45+25+42

63214T · (360)T · (360)T: Damage changed from 75 to 80.

66T: Voice clip added during grab animation.

BT T: Frames changed from 10 (5) 21 to 10 (2) 26.

:bayman: Bayman
9P: Change the status at the end from standing to rising.

3K: Changed the hit effect on crouching normal hit. Advantage on block changed from -9F to -5F.

1K: Damage increased from 20 to 25.

BT PP: Advantage on normal hit decreased from -10F to -9F.

Wall 6T: No longer causes stage destruction.

Facing away from the wall 4T: No longer causes stage destruction.

Against back-turned and crouching opponent 2T: Damage of the third portion changed from 20 to 30.

All offensive holds: Grab distance extended 10cm.

EX P hold: Floor break caused during the second portion now instead of the first.

:bradwong: Brad Wong
New move: 6KPPP

New move: 7KPPP

46PP: Causes bend-over stun on counter hit and above.

33K: You can now choose whether you are standing or crouching after the move is finished. (Input 2 to switch to crouching.)

6P+K: If you used BT 6P+K to cause critical stun, 6P+K will no longer cause a critical finish.

Wall 214P+K: Jump status frames (low attacks won't hit) added. Made easier to jump over your opponent.

Handstand KKKK, Handstand K6K, Handstand KK6K, Handstand H+K: You can now choose whether you are standing or crouching after the move is finished. (Input 2 to switch to crouching.)

:christie: Christie
PPPP, BT PPPP: Now causes refloat.

PK: Removed wall splat.

6PPP, Jakeiho 6P: On counter hit, causes wall splat within 1m.

K: Removed wall splat. Advantage on block changed from -10F to -11F.

9KK: Damage changed from 26 to 28.

6P+K: Now longer tracks.

:ein: Ein
New move: 1P

PPP: Damage changed from 25 to 30.

6P: Now causes refloat.

3P: Advantage on normal hit changed from -2F to 0F.

236P: Adjusted the animation.

9KK: Damage changed from 23 to 25.

3KKK: Damage changed from 23 to 25.

Wall 33T: Made it so the gimmicks are triggered on the final hit.

:eliot: Eliot
7P: Now causes blind stagger (critical stun (33~23)).

3_P: Damage changed from 17 to 18.

33P: Damage changed from 13(high)+15(mid) to 13+17.

4K: On counter hit and above, now causes critical stun (13~21)

:genfu: Gen Fu
6P: Possible delay frames shortened.

6PP: Possible delay frames shortened.

4P6P: Advantage on block changed from -7F to -5F.

6P links, back-turned 4P links, 3P links, 33P: Added voice clips.

3K: Possible delay frames shortened.

P+K: On crouching normal hit and crouching counter hit, now causes sit-down stun.

:hayate: Hayate
9P: No longer causes wall splat.

66P: Possible delay frames shortened.

236P: Adjusted the animation.

66KK: Can now be Jump K held (formerly caused an evade).

214K: Damage changed from 30 to 35.

4P+K: Follow-ups can now occur from frame 32 instead of 38. Follow-ups now come out more quickly.

:hayabusa: Hayabusa
9P, 2_4K9P, 4H+K9P: Jump status frames (low attacks won't hit) added.

7P: Jump status frames (low attacks won't hit) added.

Wall 7PK: Changed status upon landing to rising.

44P: Advantage on block changed from -8F to -7F.

214P, 2_4KP: Advantage on block changed from +2F to -5F.

8KK: On counter hit and above, causes bound.

4H+K, SS K: Advantage on block changed from -1F to -5F.

BT 8K: On startup, fixed so that he does not turn to the front.

Ongyouin 8T: Fixed so that he doesn't land in handstand position on whiff.

:helena: Helena
8PP2P: 8P2_PP will also work.

3_P: On standing normal hit, no longer cause critical stun. Now -8F on hit.

66P series (66P, PPP, 4PPP, 9P4PP, back-turned PP4PPP, downed 6PPP, PP4PP, 9PP): Changed from -9F to -5F on block. Standing and crouching normal hit effect changed to short stagger. Causes knockdown on counter hit and above.

Uryuu-Banda series (for the ones with -4F advantage, except 236P+K): Damage changed from 10 + 10 + 12 to 6 + 6 + 8.

Back-turned 66K: Advantage on block changed from -6F to -11F.
Back-turned 66K2: Advantage on block changed from ± 0F to -5F

Back P+K (first part): Pushback on block reduced so the next part will connect as well.

Downed 6P: On standing normal hit, changed from -10F to short stagger effect.

New Move: Downed 66P "Kasei-Kasui-Sho" (That's probably not the right name but I tried.)
*The old downed 66P is now downed 3P+K.

Throw damage adjusted:

  • T: From 10+10+27 to 10+10+20
  • 6T: From 24+29 to 20+25
  • 4T: From 60 to 52
  • 66T: From 66 to 58
  • 214T: From 15+20 to 15+15
  • 2T · T: From 20+25+10+10 to 15+20+10+10
  • 1T: From 55 to 48
  • (Against back-turned enemy) T: From 25+32 to 20+30
  • (Against back-turned crouching enemy) T: From 30+20 to 23+20
  • Wall 6T: From 30+33 to 25+30
  • Wall 4T: From 25+45 to 27+35

:hitomi: Hitomi
PPP: Damage changed from 25 to 28.

(PP)4PPP maximum charge: Changed to GB (+4).

9PK: When hitting an aerial opponent, now causes refloat instead of knockdown.

3P: Possible delay frames shortened.

3PP: During the attack, fixed so that she is facing forward instead of back. Advantage on block changed from -5F to -3F.

9KK: Damage changed from 23 to 25.

3K: Advantage on block and normal hit changed from -10F to -11F.

66K: Causes float when hitting a back-turned opponent.

214KP (second hit): On counter hit and above, changed to bend over stun.

3H+K: Frames changed from 20 (5) 25 to 22 (3) 25, Advantage on block changed from -4F to -7F.

Wall 7P+K: Added jump status (low attacks won't hit) frames.

Wall 7H+K: Added jump status (low attacks won't hit) frames.

:jacky: Jacky
6PP: Changed to short stagger effect on normal hit.

6PPP: Changed to bend-over stun on counter hit.

8P: Adjusted the transition frames into jump status. Added jump status (low attacks won't work) frames.

KPPPK: Changed wall crash causation distance from 2.5m to 3m. Changed the blowback animation.

8K: Strengthened hit detection. Now has jump status frames (low attacks wont work).

2_K: Advantage on normal hit changed from -6F to -3F.

Slide Shuffle K: Changed to critical burst technique. Damage changed from 30 to 24. Change frames from 23 (2) 25 to 22 (2) 26.

Slide Shuffle 6P+KP: Float effect strengthened.

Small down attack: Damage changed from 12 to 14.

Large down attack: Damage changed from 20 to 23.

Low P hold: Adjusted the opponent's ability to recover afterward.

:jannlee: Jann Lee
236P: Damage changed from 40 to 42, extended the close hit range.

2_46P: Damage changed from 50 to 52, extended the close hit range.

9KK: Damage changed from 25 to 28.

236K: Opponent now cannot recover afterward.

Dragon Stance 6P+K: Now causes critical stun on normal hit. On counter hit and above, causes limbo stun.

BT 7P: Changed the voice clip.

BT P+K: Extended the close hit range.

6T: Opponent can now recover afterward.

Wall 6T: Damage change from 5+5+5+5 to 5+5+5+10.

:kasumi: Kasumi
(BT) PPPP, 3PP: refloat properties strengthened

(BT) PPPPP, (Back-turned) PP6PP, 3PPP, 6PP: Damage changed from 26 to 18.

For all "Senpuu" variations: 6_ triggers the move (6P+K still works as well)

6PP: Small adjustment to push back when guarded.

66PP: Stun changed to blind stagger animation on hit.

4P+K: 4_P+K also works now.

33P: Fixed the priority so 236P shouldn't happen.

44P: On counter hit and above, causes blind stun animation.

1K, (BT)PP2K, PPK2K, H+K2K: Damage changed from 20 to 23.

1K: Glancing hit base damage changed from 25 to 23.

66KK: Added jump status frames.

((BT)PP)6KK: Advantage on block changed from -12F to -7F.

Added dancing cherry blossom effects to the following:
  • (Back-turned(P))KKP
  • Back-turned 4P
  • (Back-turned (PP))6PKK
  • 236P
9P+K: Jump status frames added (low attacks won't hit)

Hoshinpo 9P+K: Jump status frames added (low attacks won't hit)

Wall 6T: Damaged changed from 40+20 to 50+10.

:kokoro: Kokoro
PPKK: Damage changed from 23 to 25.

7P: Advantage on block changed from -9F to -10F.

3K, PK, 1KK, BT 4PK: Advantage on normal hit changed from -3F to -4F:

9KK: Damage changed from 23 to 25.

P+K: On counter hit, causes limbo stun. Advantage on block changed from +1F to -8F.

:La Mariposa: La Mariposa
3K, PKK, K6K, 6PK, 2KK: Tracking removed.

1KK, (BT) K2KK: On normal hit and above, now causes bend-over stun.

8T: Adjust the command priority.

BT T: Voice clip changed.

BT 6T: Voice clip changed.

Fence Cross T: Damage changed from 40 to 60.

:leifang: Leifang
236P: Advantage on block changed from -7 to -8.

9KKK: Damage changed from 20 to 23.

P2P2K, BT 2PP2K: Sound playback adjusted.

BT P+K: Changed to crouching status when the move is charged. Advantage on normal block changed from -4 to +1.

:leon: Leon
9P: Advantage on block changed from -9F to -2F.

9K: Fixed an issue where the float effect would be lower on crouching counter hit and above.

Takedown (formerly wall 66T): Command changed to wall 33T. *If you perform 33T near a wall, it will change to this move.

:marierose: Marie Rose
New move: PPPP

New move: PP2P links (PP2PP, PP2PP4, PP2PP+K) added.

P: Adjusted refloat ability.

8P: Jump status (low attacks won't hit) now occurs sooner.

4PP: Adjusted refloat ability.

4PK: Advantage on block changed from -7F to -5F.

64P: Damage changed from 16 to 22.

4K: Advantage on block changed from -7F to -5F.

:mila: Mila
1P, Tackle cancel 2P: Advantage on normal hit changed from +2F to -2F.

4K: Changed to short critical effect on normal hit.

1P+K: Changed to crouching status from the first frame.

Tackle cancel derivations (such as 4KTH · P): Fixed so that P, K, or P+K buttons can cause a cancel and not just H.

2T: Damage changed from 30 to 15.

:momiji: Momiji
1P: Now causes medium effect on downed opponent.

1PP: Voice clip changed.

1PK: Voice clip timing changed.

K: Advantage on block changed from -10F to -11F.

7K: Advantage on block changed from -14F to -25F.

Shun'you Iidzuna: Command changed from (360)T to 82T. *Previous command still works.

2H+K: Adjusted the voice clip timing.

1T: Opponents inability to hold extended from 50 to 62F.

SS P: Can now be held by a High P hold. *Previously caused an evade.

:nyotengu: Nyotengu
New move: 3KK (previous 3KK removed).

New move: 2T added.

1T: Previously 2T, changed from 7 to 10F startup, damage changed from 65 to 72.

Crouching into standing animation: Fixed a problem where it was 2F too slow.

PPP: Removed wall bounce effect.

(Back-turned) PK: Added tracking.

214P: Adjusted the input feel.

K: Advantage on block changed from -3F to GB (+2).

4K: Added tracking.

9K: Removed tracking, can now hit downed opponents.

66K: Added tracking.

6P+K ~ Karasu-Tobi: Fixed incorrect frame advantage display in the Move Details.

4P+KP: Can now be held. *Will cause an evade if the wind itself is "held".

7H+K: Fixed to be reversed by a Mid K hold rather than mid P hold.

Hiten no Mai attacks: Fixed an issue where the jump frames (low attacks won't worked) would disappear momentarily.

Hiten no Mai P: Adjusted the motion when guarded.

Hiten no Mai PK: Refloat properties strengthened against an aerial opponent.

Hiten no Mai 2K: Causes a sit-down stun on counter hit and above.

Hiten no Mai P+K: Fixed a problem where it was difficult to use when doing a combo near the wall.

6T: You can now choose whether you are standing or crouching after recovery frames are finished. (Input 2 to switch to crouching.)

:pai: Pai
High P hold: Damage changed from 8 to 10.

High K hold: Damage changed from 5 to 10.

:phase4: Phase-4
New move: 46T

6P: Startup frames changed from 12 to 11.

1PP: Changed to crouching status from the first frame.

66PP: Hit effect changed to blind stagger.

66K: Can now transition to Tenpuu even on block. Advantage on block of the first kick changed from ± 0F to +15F.

Tenfu: Jump status frames (low attacks won't hit) added.

Tenfu P: Derivation frames changed from 2 to 4.

:rachel: Rachel
PP2K: Damage changed from 18 to 22.

2H+K: Damage changed from 18 to 22.

41236T: Damage changed from 13+15 to 13+12.

Viper Twist series (such as 3PPP + KT): Damage changed from 32 to 35.

:rig: Rig
PPK6K: Fixed an issue where the move would sometimes cause you to go around the opponent.

4K: If use put your opponent into a critical state with Bending Stance 4K, 4K will no longer cause a critical finish.

214K: Damage change from 26 to 28. Advantage on block changed from -8F to -5F. Now causes knockdown.

Bending Stance 7K: Advantage on block changed from +2F to ±0F.

Turn Leg Cut K: Advantage on block changed from -12F to -11F.

Turn Leg Cut KK: Advantage on block changed from -18F to -14F

BT 4K: Advantage on block changed from -10F to 0F.

:sarah: Sarah
41236T: Advantage changed from -4F⇒ ± 0F if opponent recovers.

Step T: Now triggers floor danger zone on final hit.

Step 41236T: Now triggers floor danger zone on final hit.

9P+K: Jump status frames (low attacks won't hit) added.

BT 9P+K: Jump status frames (low attacks won't hit) added.

BT 9P+K: Jump status frames (low attacks won't hit) added.

Wall BT 4P+K: Jump status frames (low attacks won't hit) added.

:tina: Tina
4K, 6PK: Adjusted the animation. Frames changed from 14 (2) 22 to 14 (2) 23. Changed to a short stagger effect on standing normal hit.

8K: Damage changed from 35 to 37.

7K: Damage changed from 35 to 40.

Wall 4P+K: Added jump status frames (low attacks won't work).

Running P+K: Added a close hit attribute.

4T: Opponent can now recover afterward. In addition, now causes stage drops.

66T: Added voice during the grab animation.

Wall 44T: No longer causes stage destruction during the first portion.

214T · 6T · 8T: Damage changed from 35 + 15 + 40 to 35 + 15 + 45.

64T · 2T · 8T: Damage changed from 50 + 20 + 35 to 50 + 20 + 40.

Wall 2_64T: No longer causes stage destruction during the first portion.

41236T (after 46T): Damage changed from 40 to 50.

:zack:Zack
New move: 2KPP8 (feint)

PP: Advantage on normal hit from -5F to -6F.

PPPK series: Fixed the blowback direction on aerial hit.

33P: Advantage on block changed from -18F to -10F.

33PP: Changed to crouching status during startup.

33P6P: Advantage on block changed from -6F to GB (+4).

4K: Advantage on block changed from -1F to -4F.

7K · K: Now causes wall bounce within 4m.

46K: Charge time shortened to 35~55F

46K (maximum charge): Damage changed from 55 to 65.

4P+K (charge) H: Smoothed over the animation.

Ducking 22・88: Made the same as normal sidestep in terms of tracking, lower throws, and counters.
 
Last edited:

Matt Ponton

Founder
Staff member
Administrator
Standard Donor
Bass just had throw damage buffs, tfbb nerfs and buffs, and back turned throw Nerf in recovery.
 
Last edited:

DontForkWitMe

Well-Known Member
Good to see Leon dodge the nerf bat again. if google translate is right then his 9p jumping headbutt slam is now safe on block and it seems his 9K now launches higher meaning he now has a solid mid k launcher into air throw off a single stun without having to be near max stun threshold anymore depending on how high they made it launch now. Overall solid buffs to an already strong character, would prefer some frame advantage on his chain throw breaks and less pushback on his charged GBs but this will do for now.


also LOL they nuked the shit out of helena's throw damage
 

Corza

Well-Known Member
Standard Donor
What does this mean?
SSP: Change in ⇒ upper P parry an object to be hold attribute

Most of Momiji's changes are just the timing of the voices...
7K going from -14 to -25 just made me not want to use that move ever again. There goes my hype.
 

Aspect

Well-Known Member
What does this mean?
SSP: Change in ⇒ upper P parry an object to be hold attribute

Most of Momiji's changes are just the timing of the voices...
7K going from -14 to -25 just made me not want to use that move ever again. There goes my hype.

REALLY? They actually realized her english voice was like 5 seconds early- "better luck next time huh?" - before she even moves her lips
 

Sythion

Member
Looks like Tina got some minor damage buffs to throws and some kicks and that's it. (I'm still hoping for some new moves) At least that's what I can glean from the broken English in the translation. Although the boost to 41236T is welcome :) I feel really bad for Lisa players...
 

KwonJigglypuff

Well-Known Member
I need a full translation on Helena's case, I don't understand everything. Looks like her throws were nerfed a bit..
 

Pictured Mind

Well-Known Member
Shout out to Helena's throw damage. Definitely not worried about it since I basically only use reset throws with her. Not to mention BT T is still amazing.

Rachels changes look good.

Pretty happy with the list at the moment.
 

XZero264

FSD | Nichol
Premium Donor
Making Mila' s takedown easier to cancel into is a nice change but really removes a good bit of control over the move.

2T is understandable given the global advantage throw nerfs.

I guess the 1P+K nerf (yes, nerf) matches appearance.

I can't figure out what the 4K one is. Different stun on hit?

Oh and Leon 9P is safe. THANK YOU! If only his 7P was that safe as well.
More takedown mount options near the wall is nice and if the better launch off 9K is what I think it will be then WRK might become a SH specific launcher.
 
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Timasty

Well-Known Member
Wow Helena got some serious nerf. It's insane.
I'm alright with Gen Fu not getting any nerf. They could've makin' his 16P be more unsafe on block. Instead of -12, maybe something like -15.
Pai getting some dmg buff on her high holds is great. Only being to get 40 dmg on NH is kinda... lame.
I like MRs buffs. Her being more safe is great.
Tina getting throws & moves like 7K and 8K a buff is great. She's here to throw and not to strike.
Oh and Nyo's going to be deadly now. She defenitely needed tracking moves. Oh and now her 1T deals even more dmg? Insane. Would've been nice if her PPK would've been (more) safe, but with these changes... she should be alright

Very happy with the list, but Christie... She needed nerf imo.
 

Intelligent Alpha

Well-Known Member
Some deserved buffs to P4 and Tengu and nerfs to Helena.... and lol they nerfed Alpha for like the 10th consecutive time.

10? Why stop there? Kill her already! Oh, wait!

And yeah, the #-8gate with Helena! I wish I could say that a nice "trade-off,"
 
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