This thread will be for discussions on system and character changes in the Dead or Alive 5 Alpha Demo. This is meant as a sort of categorization for quick info about character attributes and system breakdowns. Post any findings you have here to keep it within the confines of the Alpha demo.
Remember, until April 30th 2012, Team NINJA is accepting feedback on the Alpha Demo, so be sure to voice your opinion - good or bad: Dead or Alive 5 Official Site
Notation
System Changes
Critical State
Critical Threshold
Defensive Holds
Free Step
Power Blows
Revision
Throws
Wake-up
Wall
Other
Character Changes
Ayane
Attacks
Holds
Hayabusa
Hayate
Hitomi
Attacks
Holds
Throws
Remember, until April 30th 2012, Team NINJA is accepting feedback on the Alpha Demo, so be sure to voice your opinion - good or bad: Dead or Alive 5 Official Site
Notation
- Buttons
- - Hold
- Replaced the Free button, but same functionality
- - Punch
- - Kick
- - Hold
- Macros
- - Throw
- - Strong Punch
- - Strong Kick
- - Power Blow attack
- / / - Taunt
- / - Side Step
- / - Free Step
System Changes
Critical State
Critical Threshold
Defensive Holds
- Unconfirmed: Any hold performed out of critical state is 0(18)17.
- Unconfirmed: Any normal hold performed out of critical state 0(18)17.
- Unconfirmed: Any advanced hold performed out of critical state is 0(22)8.
- All characters have Normal Holds:
- - High Attacks
- - Middle Attacks
- - Low Attacks
- All characters have Advanced holds:
- - Middle Punch Attacks
- - Middle Kick Attacks
Free Step
Power Blows
- Power Blow cinematic attack can be performed once wind effect appears (~20 frames after holding down ) - For now, calling "Charged Power Blow" the power blow that performs the cinematic and allows for directional knockback. "Non-charged Power Blow" is the normal attack version with no knock back or charge required.
- Non-charged Power Blow will be heavily unsafe (-16 to -19 frames disadvantage) on guard, and perform a KND if connecting
- Charged Power Blow can not hit an opponent in an air state
- Charged Power Blow will Guard Crush.
- Any hold that holds middle punch levels can hold a Power Blow.
- Power Blows can be sidestepped
- Free Stepping while charging a Power blow will cancel the Power Blow animation into the side step animation.
Revision
Throws
- Neutral throws are the only breakable throws.
- Grappler class has 1 frame advantage on neutral throws (4i instead of 5i).
Wake-up
Wall
- Wall damage is now 5 points of damage, both on first hit and after wall crumple.
- Wall crumple is now considered an air state - allowing for damage revision but also allowing for air throws to connect depending on recovery of attack that knocks opponent into wall crumple.
Other
- All life values have been increased by 30 points. (e.g. Normal life is now 270 points instead of 240 points)
- Turning around in guard has been returned to the DOA2 and DOA3 speeds or slower.
Character Changes
Ayane
Attacks
- causes sit down stun, and is 0 on guard; previously -7 on guard
- is -5 on block, changed from -4. Still 0 on hit.
- is old - launches on NH
- - new string
- - new string and puts Ayane in back-turned state
- - new string goes into spin (or )
- - new string causing evasive flip similar to BT
- - new string and puts Ayane in back-turned state
- BT - new string and puts Ayane in back-turned state
- is old and it gives you free combo now on normal throw unless opponent dashes away.
- BT new string
- last hit still stuns.
- last hit knocks down/tracks.
- short stun on last hit.
- second hit launches(low launch).
- last hit stuns/tracks.
- last hit launches(low launch)/.*looks like *
- last hit stuns/tracks. *looks like *
- last hit still stuns.
- animation looks like DOAD version, combo's well after Generator Danger Zone.
- launches on hit, hits twice(low launch).
- Limbo stuns on normal hit(not as long as before).
- BT Stuns(returns to neutral).
- BT Launches on normal hit(high Launch).
- BT launches on normal hit(low Launch).
Holds
- (VS middle punch) like you can combo after this.
- (VS middle punches) looks like you can combo after it.
- (VS middle kick) Launches very high, old () in past games.
Hayabusa
Hayate
Hitomi
Attacks
- (COMMAND), (GUARD DISADVANTAGE), (HIT DISADVANTAGE), (TRACKING), (WINDOW OF DELAY TOWARD NEXT ATTACK IN STRING IN FRAMES)
- - 10i, -2, 0, NT, 3d
- - 9-12i, -7, ,NT, 11d
- - 16i|28i, -8|GB(+8), KND, NT
- 16-27i is charged punch with no guard break, giving -8 on guard
- 28i is full charged punch giving guard break of +8
- - 15i, -6, ,T
- - 14i, -12, , NT, 20d
- - 20i, -5, , T
- - 14-25i, -5, , NT, 17d
- - 24i, -11, , NT, 17d
- - 21i, -11, , NT
- - 18i, -1, , NT
- new animation the ending kick is now a high attack changed from a mid kick.
- - 20i, -11, , NT, 21d
- - 15i, -11, , NT, 22d
- - 17i|27i, -8|GC, , NT
- - 18i, -5, , T
- - 16i, -7, , NT, 19d
- - 13i, -13, , NT, 21d
- - 21i, -12, , T
- - 16-27i, -6, , NT, 0d
- - 28i, -7, , T
- - 19i, -19, , T
- - 12i, -6, , NT, 20d
- - 15i, -6, , NT
- Was (DOAD)
- - 14i, -12, , NT, 20d
- - 20i, -5, , T
- - 20i, -8, , NT, lost punch followup
- - 13i, -9, , NT, 18d
- - 20i, -8, , T, 22d
- - 20i, -10, , NT
- - 14-31i, -9, , NT, 18d
- - 16i, -12, , NT, 20d
- - 14i, -11, , NT
- - 20i, , T
- - 16i, -11, , NT, 22d
- - 22, -5, , NT
- - 14i, -5, +1, NT
- hit was -1
- - 15i, -11, , T
- - 19i, -11, , NT, 21d
- - 15i, -11, , NT, 22d
- - 17i|27i, -8|GC(+22), , NT
- fully charged on block still allows for an unblockable attack. Unsure if it can be held or not.
- - 18i, -5, , T
- - 11i, -6, , NT, 16d
- - 16i, -6, , NT
- - 14i, -9, , NT, 18d
- - 16i, -12, , NT, 20d
- - 14i, -11, , NT
- - 13i, -5, , NT, 8d
- was
- - 13i, -9, , NT, 8d
- - 22i, -10, , NT
- - 24i, -10, , NT
- - 17i, -10, , NT, 13d
- - 23i, -10 , , NT
- - 23i, -10, , NT
- - 15i, -10, , NT, 20d
- - 14i, -15, , NT
- - 16i, -8, , NT
- - 14i, -6
- Two Hit Natural Combo (2NC)
- - 23i, -10
- Now the starting animation of the punches from her string. The old string has been moved to
- is now +1 frame advantage, changed from -10. Due to the 3 hit frames of the move, it can be +3 at a range if the firs two hit frames whiff.
- Her low sweeps no longer trip the opponent, just makes them lose balance. on critical hit it makes them fall completely to the ground.
- is now +1 frame advantage changed from -5.
- is gone. It has returned to her original from doa3 and 2u
- has been changed. The punch has been removed from the string.
- is now -3 changed from -12.
- is gone, it has been replaced by her string variations.
- is no longer a charged attack. It is still unsafe on block.
- is -1 on block, changed from -8.
- is -11 changed from -6 on guard
- is -5 changed from -10 on guard
- and all its variants are -18 on guard and +6 on hit
- / sidestepping attack has been removed due to the new side step system
- / is -11 on guard
- / is -9 on guard
Holds
- now has 2 attack follow ups if the parry does not connect: (1) the punch follow up is a mid and is -9, (2) the kick is a high and -15. The high kick can launch the opponent or create a back facing stumble stun much like Spartan's from DOA4.
- is her old Mid kick hold launcher
Throws