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  1. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    he already has sidestep p+k, i just missed it in the patchnotes. if you want a sidestep out of bear stance... i guess he's stuck for 20 frames, maybe that would be fine?
  2. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    ayane can launch a fatal stunned opponent with any of the mid launchers, range permitting. 236p or 8p bt 6p are your best bet if you don't want to dash up for 4p+k. the big design principles thing in this update is taking away some of the CB part of fatal stuns. in doa 5 you had to work for a...
  3. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    4kp is hopefully going to get a different animation soon™ when i understand how to solve the facing issues with combining front and back-turned moves. 66k and the string versions should probably be more unsafe, yeah. Rajin can change, idk if it will. probably not right away again. 236T ->limbo...
  4. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    it works on my machine ¯\_(ツ)_/¯
  5. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    lol ok if you guys wanna beef i'm staying out of this one.
  6. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    i mean that's the fighting game player mindset but it's reasonable feedback to my mind for people to say "i want to be able to do a juggle here" and sometimes that'll be finding something to replace something that got taken away, same as how kasumi's new bound replaces the old one, since a...
  7. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    new download links are up, hopefully we don't immediately find something else broken make sure you talk to your friends or lobby joiners to make sure everybody has the fixed version of the update
  8. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    kula the kula change isn't buffing her for the sake of it, we need to find a replacement for the juggle that was depending on some really bad pushcapsule design to work, i'm not married to this specific solution to that problem (and it looks way weirder than I thought it would, ngl) but the...
  9. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    we've got a code fix, just need to implement it 31 times and then do all the fit and finish, should be back up later today
  10. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    yeah that's complicated why it happened at all and it's why i took down the links to do a hotfix. i think i'll have it back up tomorrow night at the latest. i have some crappy workflow unfortunately that i made for myself so it's not a super quick fix but that's software development. in the...
  11. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    Alex's hitbox visualizer has a variety of additional functions, check out his mod thread and download his documentation for the full details, or look at the quick guide included with the gameplay update. Features such as: Viewing hitboxes Watch recent hitboxes frame by frame I don't know...
  12. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    copy the contents of the zip to your doa 6 game folder, making sure to replace the old .ini file, old .dll, and old \mod\replacements\*.bin files if those were present. new installation: open your steam library extract or copy the files to the doa 6 game folder If you want to turn the mod...
  13. Rev_an

    Release 6++ Gameplay Overhaul - update 5.1

    unofficial (i'm not running it) steam group for the mod: https://steamcommunity.com/groups/DOA6PlusPlus Latest gameplay build Beta Update 5.1: download 14 march 2025 U5.1 patchnotes: are in the zip, double click on the html file. all the headers are links. supplemental notes are on page 14...
  14. Rev_an

    6++ Gameplay Overhaul

    release candidate is finalized, just need to proofread and triple check everything so look for a new thread and maybe some people streaming new build over the weekend.
  15. Rev_an

    6++ Gameplay Overhaul

    yeah i gotta fix fixed a hurtbox on zack's ducking 6p stun on counter-hit (but not any of the other kinds of hit) and then it's all administrative stuff. I'll say saturday probably. jfc when's the last time software development was ahead of schedule anywhere on earth?
  16. Rev_an

    6++ Gameplay Overhaul

    the best i can possibly do is a diminished version of 5 or 3 because of the stages, roster, and crap like sidewalls activating dangerzones, and i'm fine with that. There's still a passable doa game in there somewhere, we caught fleeting glimpses of it in the times where both players were below...
  17. Rev_an

    6++ Gameplay Overhaul

    my changes made it more likely for the better player to win lol. i don't know what to tell you. You had one good comment and now you're back all but saying you don't want to play DOA and that's totally fine but stop talking to DOA players about DOA then. read a book. get a dog and build it a...
  18. Rev_an

    6++ Gameplay Overhaul

    not only max damage it was also almost always the max wall- carry and then on top of that it also almost always worked at the wall as well as in open space. that's a recipe for disaster But should it have been a universal mechanic? juggle bound close hits take quite a lot of time and while we...
  19. Rev_an

    6++ Gameplay Overhaul

    I take your point but I think there are better (and easier for me to program, lol) solutions to what you're trying to address by suggesting I rehabilitate fatal rush. there are several fundamental problems with fatal rush from a design perspective (which i don't really expect other people to...
  20. Rev_an

    6++ Gameplay Overhaul

    nothing you have said is constructive or usable. you exclusively speak foolishness.
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