Search results

  1. usagiZ

    DOA5 where did this throw go?

    Oh, this was his :3::3::t: in DOA4 (5:09 in the video) They swapped it for his current :3::3::t: animation to make him more teleport-y I guess?
  2. usagiZ

    [DOA2++] Moveset Editing Project

    Thanks, I appreciate the feedback~ [1] This makes sense, I didn't account for this scenario - also, I'll keep risk/reward in mind. [2] Here's the link to the less-invincible wake-up kicks for anyone that wants to test them. [3] Done [4] Yeah, It's an engine restriction -- the way I'm getting...
  3. usagiZ

    System Free Step Dash Cancel Bug

    I wonder if this bug will be considered advanced tech by the community despite it being unintended. It's kind of interesting when emergent gameplay resulting from glitches are considered part of the 'depth' of a game.
  4. usagiZ

    [DOA2++] Moveset Editing Project

    Hey again, I have some more updates: I figured out why DOA2U and DOA3 handle air throws differently, and it's because of OFFSET 34: [/spoiler] [/spoiler] [/spoiler] [/spoiler] Lol remember when I said this? Anyway, it didn't work the way I assumed: If this is acceptable, I'll...
  5. usagiZ

    [DOA2++ MOD] Hayabusa Edited Moveset (Time Attack)

    Time attack with Hayabusa's edited moveset. Life Gauge set to Largest, Difficulty set to Very Hard. * * * Hayabusa's moveset changed a lot in DOA4, and I wanted to bring a small part of that to DOA2U. 6KP was ported from DOA4 and has a bound property (0:58) 214P is his main sitdown stun setup...
  6. usagiZ

    [DOA2++] Moveset Editing Project

    Oh, about throws, it's not that adding them is 100% impossible, just that they need lots of space. For instance, importing a new throw requires the player animation, foe animation, stance variant animations, fail states, etc. You'd need to make a ton of space to fit all those in, especially if...
  7. usagiZ

    [DOA2++] Moveset Editing Project

    I made a moveset of "Kasumi Alpha" a while back, and it's sort of my attempt to recreate some Phase-4 attacks. It's has incorrect wall splats, but it's playable. The link to the files in the description of the video also includes that kasumi costume for both DOA2U and DOAOL. I don't think...
  8. usagiZ

    [DOA2++] Moveset Editing Project

    Nice :D Yeah, I just create a new account each time - it doesn't save your info as far as I know. There might be a workaround, but I don't know anything about it. @WAZAAAAA seems to have the same name each time, so there could be a way?
  9. usagiZ

    [DOA2++] Moveset Editing Project

    There should be a program called doaoLauncher.exe in [install directory] > DOA Online > FINAL > It gives you a gui menu to change the settings in client.ini. You can also edit the client.ini manually and change FULL_SCREEN=1 to FULL_SCREEN=0 (located under the [LOGIN_SERVER] section)
  10. usagiZ

    [DOA2++] Moveset Editing Project

    This thread has info about it, but I'll just link it here too. Thankfully, @WAZAAAAA made a backup of the game~ I haven't tested this in a while, but it should still work fine.
  11. usagiZ

    [DOA2++] Moveset Editing Project

    Nice, I like the orange to yellow gradient~ Sounds good - I'll test this out. Seems like a nice way to give them the upper hand even if they can't complete the combo throw. Thanks for the suggestion~ I've actually already added in a few bound properties :D The grapplers have these properties...
  12. usagiZ

    System Cancellable hold bug in DOA3 & DOA2U?

    This bug has happened to me quite a few times! Nice that you got an instance of it recorded~ I think I've also seen it in both doa2u and doa3. Tends to happen to me when there are lots of :2: and :1: / :3: inputs just before / just after I do a low hold. (Though I also haven't been able to...
  13. usagiZ

    [DOA2++] Moveset Editing Project

    Hello~ Welcome to the thread Yes, I plan to recreate the puffy sleeve ninja outfit for Kasumi. The default DOA2U redesigns of those outfits are just recolors of each other - so to make them a little more unique I was going to change the black ninja outfit to the puffy sleeve design from the...
  14. usagiZ

    [DOA2++] Moveset Editing Project

    I appreciate the suggestions honestly - I probably wouldn't notice or try to fix these little system issues otherwise. Adding this to the list of system changes I hope to make. If we're lucky, It'll be a copy-paste situation of the tag camera data over the solo camera -- but I'll have to find...
  15. usagiZ

    [DOA2++] Moveset Editing Project

    With the blender export tool that I mention in this post you can essentially add in any pieces of any model that you want (with the help of XprExpBuild ) ^ I can make a tutorial for this if anyone's interested. It's pretty involved, so it'll take a while to put one together. It's possible to...
  16. usagiZ

    [DOA2++] Moveset Editing Project

    I'll try looking into this too. I agree that jump attacks don't really have much use as they are currently. That's a good suggestion for Tengu - (I actually did this in a previous build) I still haven't been able to figure out the hi-counter while back dashing :/ Yeah, there's quite a few...
  17. usagiZ

    Don't have a wall throw in the open? you make one up lol

    Lauren: "The man I love is the strongest mime in the world"
  18. usagiZ

    Gultigargar hacked Tengu to be more playable

    Thank you, this helps a lot. It looks like we were on the right track by editing the input stuff - I didn't know there were more value differences between the games' inputs. I assume we'll also need to move some data around to fix the hardcoding pointing to the wrong slots for the ported...
  19. usagiZ

    Dead or Alive 3 Custom Skins/Costumes thread

    This is 3.1 Ayane The blue marking is the start of the move-definitions (first pointer 88 00 00 00 leads here) OFFSET 2 0x4 = Input-Definitions Offset Table OFFSET 3 0x8 = Move Properties (normal,counter,guard,crouching,air, damage, frame data,open/closed stance) OFFSET 4 0xC = Holds...
  20. usagiZ

    Gultigargar hacked Tengu to be more playable

    Definitely some great work by @Gultigargar You should check out his DOA3++ thread, when you can. He's done some other moveset editing work, too -- and actually was a big help by letting me use the 2U movesets he edited to have DOA3 hold damage as a base for my own edits. I'd love to know how...
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
Top