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  1. Rev_an

    6++ Gameplay Overhaul

    on this point in particular, it's that animations are tied to characters and all that stuff is siloed except for like hit reactions which are mostly in an extra "common" or "BASE" set. there's also some connection between animation files (foo.g1a, etc) that we don't understand preventing us...
  2. Rev_an

    6++ Gameplay Overhaul

    i'm not proofreading this shit or thinking very hard about it but here's my first impressions. good work. i'll DM about guardbreaks later. juggle bounce refloats are kinda interesting. I want to keep some alternatives to bounds on the table. maybe i'll do a private test build with...
  3. Rev_an

    6++ Gameplay Overhaul

    i have received zero reports of this (maybe kula?) besides kasumi players complaining without trying. Remember i buffed 7kp damage to make up for no close hit. 40% flat juggle scaling makes close hit bound the most damage in the handful of situations where it wasn't in the stock game, and...
  4. Rev_an

    6++ Gameplay Overhaul

    yeah the change to 20 was to reward less for spam and to let stronger linear stuff beat it out if it was mis-timed. I was also considering 19 to enhance the latter effect but i'd have to survey string damage in a way i haven't done before. sounds like a job for spreadsheets. certainly wouldn't...
  5. Rev_an

    6++ Gameplay Overhaul

    you want it nerfed more? i mean i could. we've been talking about going a more VF route with it since the DOA 3.1 way is kinda prevented by the engine but i don't have enough data yet. I think people need to learn the force-tech situation before we can really evaluate sidestep. there are new...
  6. Rev_an

    6++ Gameplay Overhaul

    https://clips.twitch.tv/VibrantCarelessCheeseCurseLit-QEeFfh24qr-SRrT5 ok i got my clip, i'll nerf it now
  7. Rev_an

    6++ Gameplay Overhaul

    what input you want it on? new 33k gonna stay available, but i blew all the time i budgeted for her pre-release on some stuff that didn't work out yet. i wanted 3way teleports on all moves but coding multi-stack inputs like that so you can choose tenfu, chifu, or nagikaze is hard. like the...
  8. Rev_an

    6++ Gameplay Overhaul

    funny thing about 44p is that a bunch of people who have been around a long time didn't even know it had it until i took it out. I take your point on the animation, i'll revisit it when some more of the systems stuff is more finalized, don't need to put tracking back on it if we end up removing...
  9. Rev_an

    6++ Gameplay Overhaul

    i'm on pad ¯\_(ツ)_/¯
  10. Rev_an

    6++ Gameplay Overhaul

    no, its not buffering. it literally doesn't accept four diagonals in a row. there's an opcode that enforces stick neutral state between inputs and the raijin uses it. you don't even have to be a hexadecimal-reading hackerman to know that, wazaaa posted about it on this very forum. (credit to...
  11. Rev_an

    6++ Gameplay Overhaul

    you can mash circles and get an izuna, the raijin input requires you to be on neutral. It is factually incorrect to say they are the same difficulty. I don't play ryu, i can do 5 izunas in a row, how many raijins do you think i've ever done in a row?
  12. Rev_an

    6++ Gameplay Overhaul

    of course it's overkill. its purpose is to be overkill (or prove us wrong that it's not overkill.... lol) but now a combo hold is a great idea. kinda labor intensive but that sounds cool enough that i might do it in a year when everything is more stable.
  13. Rev_an

    6++ Gameplay Overhaul

    i never said it was ok to keep in, dingus. There's a big difference between trying things out in a beta and abdicating responsibility when supporting a product that is for sale. Perhaps you've heard of a binary search? bro stop acting like shit is permanent. it's a beta.
  14. Rev_an

    6++ Gameplay Overhaul

    decent idea, i'm not confident enough in our knowledge of the input checker code to do it. alex knows the system better than I do. retail damage would warrant a buff even if the input was easier because the juggle is more damage too often. my workflow kind informed my decision making on the...
  15. Rev_an

    6++ Gameplay Overhaul

    i thought i tried that and it doesn't. idr also the boss bin would be in alex's thread's download i went really bare bones on 6++ cheat-engine swapping works a bit differently and i believe the VS setting works for those modes but i cannot remember. I should try loading in different characters...
  16. Rev_an

    6++ Gameplay Overhaul

    ok there's some stuff i can work with here or at least explain myself on, let's schedule a call? i'm not feeling another essay tonight
  17. Rev_an

    6++ Gameplay Overhaul

    SSA is under revision. I think it probably has to stay in some form because the engine nerfed free step (ask wazaaaa) and turning off homing breaks some juggles and stun strings so the current balance of what you can free-step and what you cant is enough more correct than everything else that...
  18. Rev_an

    6++ Gameplay Overhaul

    you know there's a constructive way to talk about this sort of thing and it's not what you're doing. did you forget what a *beta* is? I tried the raijin buff because nobody does it and because it's less damage than the juggle. You think i had a relationship with Emery before this weekend? I'm...
  19. Rev_an

    6++ Gameplay Overhaul

    yeah i looked into the boss stuff, but we're not set up to do that kind of swap (unfortunately? i think) blackout would be weird to balance so i'm torn between new cool moves and not having to work harder. the recovery thing reminds me that i might be able to copy the properties that cause the...
  20. Rev_an

    6++ Gameplay Overhaul

    lmao yeah right? i played 5 casual for years and didn't know until i was really diving into 6 retail
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