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  1. Gultigargar

    DOA3++ Balance/Gameplay Mod

    Oh yeah, probably should have mentioned that. Yes, I used 3.1 as the base.
  2. Gultigargar

    [DOA2++] Moveset Editing Project

    My 5 cents: Just having a parry makes a character pretty scary to go up against. Deflecting both mid- and high attacks at once is no joke, and they usually allow for follow-ups or at least give frame advantage, so I think keeping them at 25 damage is what I prefer. Alternatively, you could also...
  3. Gultigargar

    Design new characters for DOA6

    I think making him a blind fighter is a waaay cooler idea than the one I had. Looking back at it now I see that I ended up making him look quite a lot like Gen from Street Fighter, so I'm also all for your suggestion of giving him dark hair. It feels a bit weird to me that out of all...
  4. Gultigargar

    DOA3++ Balance/Gameplay Mod

    Yeah, this. They aren't really official names, it's just what we call them to tell them apart since there are gameplay differences between the different releases.
  5. Gultigargar

    DOA3++ Balance/Gameplay Mod

    I managed to find a bunch of addresses much faster than I had anticipated, so here's an update much earlier than expected. Jann Lee got some nerfs, but hopefully he's still good. Gen Fu's 1P+K was also changed so that you can no longer juggle with it. I've been messing with inputs lately, so...
  6. Gultigargar

    DOA3++ Balance/Gameplay Mod

    I agree the huge ending lag on a connected Dragon Kick can get annoying, so I tried removing the taunt/making it cancel-able. Turns out that when you do that he has time to follow up with a launcher after knocking the opponent into a wall, and I think that's too strong for an unblockable attack...
  7. Gultigargar

    DOA3++ Balance/Gameplay Mod

    The forced taunts are actually pretty easy to get rid of! On each move there is a property for a possible recovery animation to play on hit. Jann Lee uses them for his "taunts," Hayabusa uses it for his 4K, etc. Most attacks have no such recovery animation and just have "FF FF" in that slot, so...
  8. Gultigargar

    DOA3++ Balance/Gameplay Mod

    Yeah, Jann Lee has no changes so far. He's really good, so I don't think he needs buffs, but at the same time I don't feel that he's like Gen Fu, who definitely had some tools that were too strong. His taunt-parry is pretty gimmicky, so I guess it would be fine to have some fun with it. The move...
  9. Gultigargar

    DOA3++ Balance/Gameplay Mod

    I'm still in the process learning how to read and modify inputs properly, but if I figure it out I'll definitely do that. I've managed to change Ayane's 4F+K input to 8F+K as a test, and I'm trying to see if I can swap Ein's :6::K: and :6_::K:, but not much luck with that so far...
  10. Gultigargar

    DOA3++ Balance/Gameplay Mod

    So it's been a while, but I finally have time to spare on this again. I've got an update with some minor changes: - Bass's 9PK launches on counter-hit (similar to Leifang's 6PK). - Ein's 6P+K is now like the DOA4 version of the move, 33 damage mid attack that stuns. - Ein's 7P causes guard...
  11. Gultigargar

    [DOA2++] Moveset Editing Project

    Sure, go right ahead.
  12. Gultigargar

    [DOA2++] Moveset Editing Project

    I'm probably gonna sound a bit like a cranky old man, and I'm pretty sure some of the things I'm mentioning aren't really what you wanted to do with this mod, but I still just want to put it out there. I'm not really into DOA4 and 5's heavy focus on the stun game, and I think this mod is...
  13. Gultigargar

    [DOA2++] Moveset Editing Project

    Very impressive, great job. I've got a few things I'd like to say about some of the changes, but I'm not sure if it makes sense to start on that before the mod is even finished.
  14. Gultigargar

    DOA3++ Balance/Gameplay Mod

    Unlike DOA2U, DOA3 uses the same animation for holds and parries, so they share frame data right now. I'm pretty sure the parry animations still have to be in there somewhere, so I guess it wouldn't be impossible to give them that animation back and changing them to 0(12)18, but finding...
  15. Gultigargar

    DOA3++ Balance/Gameplay Mod

    Yeah, that's more or less the same approach I use, though instead of changing move damage I've been copying properties from unknown moves onto the basic P/K, 3P/3K and 2P/2K that are always first. The "move X does X damage" approach does seem like the better method, though, especially with DOA3...
  16. Gultigargar

    DOA3++ Balance/Gameplay Mod

    I'm doing manual hex editing, which honestly isn't too bad as long as you write down all the different addresses for easy access later. So anyway, I was watching some footage from the early builds of DOA4 where I noticed Hitomi got a limbo stun when using 6F+K. I thought that was a pretty neat...
  17. Gultigargar

    DOA3++ Balance/Gameplay Mod

    I haven't gotten around to this yet, but I'd definitely like to at some point, just having a little trouble extracting my 3.2 files right now. From what I can tell just by playing them, there weren't really any damage, animation or safety changes from 3.1 to 3.2, so I'm hoping the differences...
  18. Gultigargar

    Insta-Kill

    Found a thing.
  19. Gultigargar

    DOA3++ Balance/Gameplay Mod

    Yeah. That's the only way I know how to do it, at least.
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