VSync? What is this advanced technology that you speak of? Consider yourself lucky if you get to choose a video resolution, if the game doesn't crash every time you Alt+Tab, or if your analog stick isn't spazzing uncontrollably. Real talk though you can try enabling "Launch in fullscreen mode"...
had some instructions floating around
playing DOAO offline alone:
1. open client.ini and change the IP to IP=127.0.0.1
2. make sure client2.exe exists (clone it and rename it from client3.exe)
3. run newServer.exe
4. run qLoaderB4.exe
What the fuck are you talking about, I've never bought a single DLC in my life and I never fucking will, I'm not the target of microtransaction shenanigans. The change doesn't even affect the version I play on (PC). I just hope this is not the beginning of more significant console/PC...
another tester (WydD) came up with the same conclusion...
https://inputlag.science/engine/results
DOA6 is dead last right now in responsiveness and stability (the SamSho demo doesn't count because it has been fixed and re-tested)
DOA6 lags more than DOA5LR even on PC just saying.
safe guaranteed 8P+K stomp OS proof-of-concept from Helena CH 1KP
(HD)
full command of the dummy in the clip is 82P+KH
tech roll -> guaranteed 8P+K comes out
no tech roll -> attacker still has frame advantage
K crushing highs lol
(HD)
game gets to have the worst input lag AND netcode for a fighting game: nobody bats an eye
paid hair for whales? So you have chosen war. Sound the alarm. Seize the means of production. This blasphemous transgression will not soon be forgotten. Let the riots commence. The revolution has just...
One-sided/desynced input delay is allowed to exist in current netcode
(the bug here is actually "no GGPO" lol)
The meaning of ping bars in DOA6 btw, translated in actual milliseconds (tested while wired)
1 bar = 200~431 ms
2 bars = 167~199 ms
3 bars = 133~166 ms
4 bars = 100~132...
nice and simple explanation from the developers themselves through an old changelog
https://teamninja-studio.com/doa5/uk/patch/0116b.html
http://www.gamecity.ne.jp/doa5/patch/0116b.html
Revised hit detection for rising kicks. When rising kicks and strikes hit at the same time, rising kicks now...
This is indeed intended behavior as documented in an old changelog
https://teamninja-studio.com/doa5/uk/patch/0116a.html
http://www.gamecity.ne.jp/doa5/patch/0116a.html
Change throw escape behavior in Training Mode. Before, COM throw escapes would always succeed, regardless of player input...
Tina knockdown -> ground throw/while rising standing throw option select with 642T input
(HD)
also works when 236P hits in a juggle, but it's harder there because you have to delay the 2T (OS or not)
does anyone know if the standing throw can be replaced by a standing OH that isn't 8T? ( ・᷄...
found an old official changelog
EN: https://teamninja-studio.com/doa5/uk/patch/0116b.html
JP: http://www.gamecity.ne.jp/doa5/patch/0116b.html
Fixed a bug just after guard recovery, etc. that caused a frame where the player was unable to perform a hold and could only guard.
The one frame...
are you sure about that
I took a quick look at the DOA5/DOA5U patch changelog history and found this from 1.03 (crazy patch btw)
ENGLISH
Tripled crouching speed against high attacks.
Changed standing/crouching switch frame during normal status, when guarding, etc. from 5⇒3F.
However...