Mashing doesn't trigger Danger Zones in DOA6FE - Version 3c | Dead or Alive 6 FIGHTERS EVOLUTION

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Mar 2, 2023 at 4:20 PM
Posted by NyaMiyamaFighter
Designing video games is so fun!
Easy & Quick setup guide for the NEW Fighters Evolution:
https://docs.google.com/document/d/1Rq5QGKq2_9PwawUUoZnCbQvlKZkS6kZR5Pp-FA0lCQg/edit?usp=sharing

The stronger my opponent, the more fun I'll have.
Add me on Steam if you wanna play DOA6FE: 896591762

In a nutshell, the essence of the mod uses DOA4 gameplay philosophy as the base, while refining it with the elements and nuance of DOA5 and 6--and I keep these new mechanical changes in check and balance by remembering the simplicity of DOA1-3's straightforward yet robust combat system to create the perfect Dead or Alive game imaginable with the limited possibilities granted by this modding tool.

Changes Made so far

Affected Characters
Hitomi, Nyotengu, & Eliot

Break System
1. The Sidestep Attack now does 10 damage.
2. The Sidestep Attack now causes the opponent to fall on their backs instead of push away.
3. The Break Blow no longer guard breaks (extremely unsafe on block).
4. The Break Blow sabaki no longer counters high strikes.
5. The Break Hold no longer counters high strikes and low strikes.
6. The Break Hold damage increased from 5 to 30.

Danger Zones
1. Fewer strikes cause a wall splat.
2. Check the DOA6++ patch notes. I borrowed their BASE bin file… because I like it ;)

Fighting System
1. Some launchers must connect on a fatal stunned opponent to cause a high launch.
The launch height will be average otherwise.

2. 8P+K ground pound damage drastically increased.
3. Reset throw damage significantly reduced.
4. The first and second strike of the Fatal Rush string no longer causes a fatal stun unless the opponent is sidestepping, and other situations.
5. Mid wake-up kick damage increased from 20 to 30. Low wake-up kick damage decreased from 20 to 10.
6. Standing offensive holds damage reduced by 33%.
7. More strikes stun on normal hit.

8. Launching throws weakened or given more difficult commands.
Nyotengu: 41236T is now 61234T

9. Fatal stun methods reworked to only affect low holding opponents.
10. Breakable throws are more powerful. Unbreakable throws deal less damage.

Mistakes/Inconsistencies
-Do something with Nyotengu’s unusable mid launchers.
-Eliot’s original mid hold damage was not restored yet.

Fixes
-Hitomi’s 3H+K didn’t bounce if the opponent low held.
-Hitomi’s new gut fatal stuns did not cause the same slow-motion effect as Nyotengu’s.
-Mid hold damage restored.
-Hitomi’s launch height’s returned to normal.
-Nyotengu’s 8K launches on normal hit.
-Eliot’s throw from Bear stance damage is lessened.
-Eliot’s Bear stance H+K launches high on counter hit.
-Eliot’s new 66K fatal stun works if the opponent low holds in stun.
-Nyotengu’s 8K launches higher on counter hit.
-Nyotengu’s new 9K fatal stun works if the opponent low holds in stun.

Unique Character Changes

Hitomi:
-7P stuns on normal hit.
-6PP deep stuns sidestepping opponents.
-6KKK causes a hard knockdown.
-PPP doesn’t wall splat
-P+KPP doesn’t wall splat
-6KKK doesn’t wall splat
-3P+KP doesn’t wall splat
-4PPP doesn’t wall splat
-KP guard breaks.
-3H+K bounces stunned opponents similarly to DOA4.
-Special P+K wake-up attack causes a guard break.
-P+KP fatal stuns low holding opponents.
-4KPPP fatal stuns low holding opponents.
-214KPP fatal stuns low holding opponents.
-6P+K fatal stuns low holding opponents.
-Sidestep attack still causes tumble backward (intentional)

Nyotengu:
-6PPP fatal stuns low holding opponents.
-66P fatal stuns low holding opponents.
-9K fatal stuns low holding opponents.
-2P+K out of flying stance causes a guard break.
-3P+K guard break slightly nerfed.
-Flying throw damage reduced by half.
-Nyotengu’s 8K, 3P, and H+K will not launch a standing opponent in critical stun.
-8K super launches on counter hit.

Eliot:
-2H+KP no longer launches in Critical Stun
-2H+K deep stuns on normal hit.
-8K super launches in fatal stun.

Christie & Kasumi:
Coming soon…

Ideas for the Future
-Nerf danger zones
-Buff underused moves and nerf overused moves.
-Adjust characters who do not work as well in the new fighting system.
-Add back old moves like Hitomi’s 2KKP from Dimensions, but as part of the 3K string instead like DOA6++.
-Making all launching throws harder to execute on the level of Raidou’s throws.
-Add back DOA5 Power Launchers
-Add one-hit force-tech properties to moves.
-Tone down excessively long stuns and other annoying mechanics.
-Give moves that are unnecessarily difficult to execute an easier command.

This is the TRUE Evolution of Fighting Entertainment
~
*The Ugly Problems with DOA6: https://youtu.be/ERLaNX8sugg
*Featured Video: https://youtu.be/adzhDhzUigk (Never can be beat, always landing on my feet).
~
Tags: dead or alive 6 fighters evolution doa6fe doa6++ hitomi eliot nyotengu doa7 designer wannabe mod update patch notes
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