DOA6 Version 1.05 Released to Mixed Reactions

Version 1.05 Report

Team NINJA's latest patch for Dead or Alive 6 is a questionable one that fixes some minuscule annoyances, but also manages to create new problems while major glitches and bugs continue to exist in their current fighting system. Changes to the Side Attack (SA) and gauge meter are the most controversial adjustments, and will be the main focal point of this news post. Though it's worth mentioning that a low number of negligible character balance changes continue within this patch and you can peruse the patch notes via Team NINJA's official website.

The gauge meter now changes to purple once 100% filled, and is now divided up into four separate blocks. Each block is worth 50 gauge points, and is the new cost of inputting an SA. Because of this, you can no longer freely combine the SA to hit environments or furniture after a bound and combo it further into a Break Blow. This can be interpreted as a nerf to the Break Hold and Break Blow more than the desired SA due to how fast the meter can build 50 points.

You can view a plethora of opinions in the forum, the official DOA6 Twitter or in the Competitive Facebook Group, but the community response to the 1.05 update has not been well received:

Making SSA cost meter doesn't nerf it. All that does is nerf break holds and blows. You will always have enough meter to SSA. That was very short sighted design. - @Rikuto

Making side steps take meter, while extending said meter, while also making the meter gain faster on both offense and defense is.... interesting. They just confused the ever living fuck out of themselves and everybody else. Nice purple color though! Yummy slurpee. Purple crutch slurpee. Woo!

Why, in a 3D fighting game, does it cost more meter to side step, than it does to literally get out of every bad situation possible? (Talking about the crutch hold... and the crutch hold with super.) I mean, Soul Calibur 6 wasn't my favorite game but to side step there I just hold up or down? - @lopedo

Should have stayed how it was. A change THIS drastic should have been introduced in a Season 2 or something. Game is only two months old and they’re changing the entire game with this update.

Sidesteps were literally getting blown up by this time in the game. Unsafe on block, can grab them literally as the attacks are coming out, and if timed right, fatal rush literally FUCKS your opponent. And the user actually got less than 10% for landing a sidestep attack successfully. This change was just not needed in my opinion.

People will actually have to use their meter more strategically now. Players that were using break hold randomly at neutral or spamming the sidestep before now actually need think about every single thing they do at neutral. Meter management is now a thing. - @EmeryReigns


It's puzzling that Team NINJA would make a decision like this weeks before their biggest tournament yet, Community Effort Orlando, where fighters should be able to showcase their growth since release instead of stressing over character nerfs and system changes. BAM will be the first offline tournament to demonstrate 1.05 this weekend, and it will be interesting to compare it to the brilliant KVOxTSB tournament that ran on 1.04 earlier this month without a hitch.

Team NINJA has yet to fix the known character and stage glitches in the game, update the ground game as Shimbori said they would in a post-public beta interview, or fix the DOA4 ground glitch that Matt Ponton alerted everyone to two weeks before version 1.04. There are clearly and emphatically other things with the system that need attention before addressing mechanics connected to the meter, and that did not happen with 1.05.
 
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I feel that making the attack in the SSA being throwable is a bit much. Right now there are characters that absolutely excel in destroying the SS game and making the strikes throwable is too much with the addition of a meter cost. They were already highly unsafe, now cost meter upon use, beaten by tracking moves, and now are beaten by throws. That's just too many weaknesses for a relatively decent get out button.

Edit: Found a Buff. Mila's Tackles no longer have Squatting Status (except her regular 66T). She gains that only at the end of her Tackle and Tackle Feints and Regular Feints. I was very confused why people were missing standing throws against me, just tested.
So we can't low throw her out of neutral anymore if she does tackle?

@Stew I don't know who you are, but quit being a dick to Ninja. He is the farthest from what you think he is. He is a DOA fanboy almost. Stop typing and go look up his past work. I got my issues with Ninja, but you're making him out to be a whiny baby when he isn't.
 
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Stew said:
He also talks about glitches. Do you think talking about glitches helps to highlight reaction to meta change? I think no, it does not. @deathofaninja wrote post that reads literally like "DOA6 has problems and TN just adds more of them". Is this correct characteristic of 1.05 patch? - Hell, no. And I'm asking why only post about patch 1.05 you can find on FSD's front page is written with obvious prejudice against it.

Yes, heaven forbid we highlight a pretty serious glitch that hasn't been seen since doa4 and was brought to TN's attention several weeks ago....Ya lets prioritize SSA change which didn't need to happen over a bug that can actually cost you a match.

Stew said:
From quotes provided in OP TN learned that 1/3 of DOA players completely misunderstood change to SSA, other 1/3 have a vague idea about it's implications and only 1/3 figured what's up. Not a pretty picture of community IMO. And OP spreads misunderstandings rather than cortecting it. This is a great disservice to DOA community.

Those quotes are all from some of the best players in the doa community....literally the top players. They and most of us understand 100% what TN has in mind for its implications. We are simply just telling TN they are fucking stupid and to turn it back. It was fine how it was in 1.04a. There was zero need to change SSA. And to be quite frank, I'm done with the series. I tolerated that trash doa4 for years......I wont do it again for another doa game that is slowly getting worse with updates.

Stew said:
By now everyone except you figured those magic attacks wtih "Tracking" property. This SSA change hurts those who relied on SSA being FREE. Whose gameplan revolved around mashing SSA on every opportunity. Does it describe "top player"? - Don't think so. TN just said "enough with this simplistic bullshit, DOA gives you better tools in many situations - use them,". Players oppose this change because they perceive it as too drastic. Again - read EmeryReigns.

You should watch Emery's videos. He hates the change. No ones gameplay revolved around mashing SSA. Watch the recent tournaments. How often did you see good players mashing SSA? You saw them SSA to blow up someone who was being way to linear and trying to be greedy with a turn trade.

If you struggled with SSA back then, you're 100% going to struggle with it now. You're still going to get blown up by it and you're still going to lose. Meter still fills fast enough that SSA is always available. The real problem is how rare BB's and BH's will be and just the simple fact that we have a fucking 3D fighting game limiting movement by meter. Might as well just turn DoA into a 2D fighter given how terrible both free step and the baseline side step is...(lol10f recovery. Enjoy that counter hit from a retracking LINEAR string).


So we can't low throw her out of neutral anymore if she does tackle?

@Stew I don't know who you are, but quit being a dick to Ninja. He is the farthest from what you think he is. He is a DOA fanboy almost. Stop typing and go look up his past work. I got my issues with Ninja, but you're making him out to be a whiny baby when he isn't.

No, it means your only option is to low throw punish. Apparently you could 5T it before, which I didn't know you could. I always did a low throw.
 
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So we can't low throw her out of neutral anymore if she does tackle?
No, it means your only option is to low throw punish. Apparently you could 5T it before, which I didn't know you could. I always did a low throw.
The Tackle used to go from Standing to Squatting to Crouching to Squatting. Squatting status means that it is considered Crouching against strikes (so you can high crush) but still able to be standing thrown so realistically you could throw it with anything that was a throw except during the active frames. The Crouching frames were literally only the 3 active frames. With the way it is now you can ONLY low throw it to shut it down and get Hi-Counter.
It's the closest we may ever get to pre-patch vanilla 1.03 until it gets fixed (You think it's OP now, it's got nothing on her original Tackles).
 
All I'm wondering is how many changes to SSA are gonna be made until neutral SS actually gets buffed. Until they change that, every change to SSA short of deletion is gonna be shitty in my book.

Someone call SEGA.
 
All I'm wondering is how many changes to SSA are gonna be made until neutral SS actually gets buffed. Until they change that, every change to SSA short of deletion is gonna be shitty in my book.

Someone call SEGA.

Or they can revert it back to how it was in 1.04 because it was perfectly fine there.
 
To those saying ask Sega, you sure you want that? AM2 has not made a fighting game in years. All things considered the game should have had 3 more months of development, but late stage capitalism, thems the breaks.
 
To those saying ask Sega, you sure you want that? AM2 has not made a fighting game in years. All things considered the game should have had 3 more months of development, but late stage capitalism, thems the breaks.
I would still ask but I'm a Sega fanboy.
 
Team NINJA's latest patch for Dead or Alive 6 is a questionable one that fixes some minuscule annoyances, but also manages to create new problems while major glitches and bugs continue to exist in their current fighting system. Changes to the Side Attack (SA) and gauge meter are the most controversial adjustments, and will be the main focal point of this news post. Though it's worth mentioning that a low number of negligible character balance changes continue within this patch and you can peruse the patch notes via Team NINJA's official website.

The gauge meter now changes to purple once 100% filled, and is now divided up into four separate blocks. Each block is worth 50 gauge points, and is the new cost of inputting an SA. Because of this, you can no longer freely combine the SA to hit environments or furniture after a bound and combo it further into a Break Blow. This can be interpreted as a nerf to the Break Hold and Break Blow more than the desired SA due to how fast the meter can build 50 points.

You can view a plethora of opinions in the forum, the official DOA6 Twitter or in the Competitive Facebook Group, but the community response to the 1.05 update has not been well received:








It's puzzling that Team NINJA would make a decision like this weeks before their biggest tournament yet, Community Effort Orlando, where fighters should be able to showcase their growth since release instead of stressing over character nerfs and system changes. BAM will be the first offline tournament to demonstrate 1.05 this weekend, and it will be interesting to compare it to the brilliant KVOxTSB tournament that ran on 1.04 earlier this month without a hitch.

Team NINJA has yet to fix the known character and stage glitches in the game, update the ground game as Shimbori said they would in a post-public beta interview, or fix the DOA4 ground glitch that Matt Ponton alerted everyone to two weeks before version 1.04. There are clearly and emphatically other things with the system that need attention before addressing mechanics connected to the meter, and that did not happen with 1.05.

Well side steps were broken and this was a quick fix. I would have just removed whatever priority and invincibility they had and made easier to throw punish on block.

But this does curb the side step spam.

Where’s the major June update?
 
Besides actually working like a sidestep is suppose to work they were also really fast and a strong defensive tool in neutral if you were getting pressure.

They were also easy to punish after the hi-counter throw change letting you throw right up to the initial frame on the attack.
 
No they weren't.

They were't well thought out, fair, designed well, and were problematic for all levels of play. I thought we wanted less get of jail free defensive systems in the game?

Characters that don't have practical tracking moves got a huge buff.
 
They were't well thought out, fair, designed well, and were problematic for all levels of play. I thought we wanted less get of jail free defensive systems in the game?

Characters that don't have practical tracking moves got a huge buff.

All levels of play huh? That why in tournament play they were used selectively and top players had zero issues with it? SSA was perfectly fine after 1.04. Throwing meter onto it was completely overkill.
 
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