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  1. usagiZ

    [DOA2++] Moveset Editing Project

    @Gultigargar Thank you, very much! It's a lot of tedious work, but I enjoy it. Also, knowing that even just a few people are following this thread has kept me motivated. I'm open to any and all feedback, so please, go right on ahead!
  2. usagiZ

    [DOA2++] Moveset Editing Project

    @leidoa It sounds like you've got some info on the hardcoded data. That could be useful for future changes. Also, your move suggestion for Genfu was interesting. ~~~~~~~~~~~~~~~~~~~~~~~~~~ Alright, A few characters were gathered up for play-testing. *EDIT*...
  3. usagiZ

    [DOA2++] Moveset Editing Project

    @LunaXii I'm not sure where to find a working version at this point. I stumbled across it years ago. You might be able to find a working version floating around the internet somewhere. Sorry I couldn't be more helpful. :( @leidoa Yes, importing throws and holds is pretty simple - if you...
  4. usagiZ

    [DOA2++] Moveset Editing Project

    Hey again. I should have a test build ready for the following characters, within a few days, now that I have some free time: Ayane Kasumi Tina Ein Bass Hitomi There will be a few audio bugs for Tina and Ayane - as I ported some voice clips from doa3 and xbv for their new movesets, which only...
  5. usagiZ

    [DOA2++] Moveset Editing Project

    Hey @leidoa , and hello to anyone still watching the thread. I haven't had much time to work on this, or update the thread on any progress I've made. I also haven't come up with documentation on how to change all the things, yet. I'll work on that as soon as I get the chance. I'm trying to...
  6. usagiZ

    [DOA2++] Moveset Editing Project

    Their animations have been converted to 2U/3's format. It would extremely difficult, but it's possible to remake their movesets for the 2U engine. I won't be investing any time in doing so, because of the hard-coded camera and wall-splat data. Hmm... tweaking some move properties to fit in more...
  7. usagiZ

    [DOA2++] Moveset Editing Project

    I'm not going to be messing with the hit reactions. It's possible, but it's really hard to add those in with my limited knowledge. I really would like wall-splat from DOA3.1, but I'm not sure how that would work. @Nightpup Indeed, she's not supposed to be exactly like Phase-4. Also, @leidoa...
  8. usagiZ

    [DOA2++] Moveset Editing Project

    Thanks! :) @Gultigargar released a DOA3 mod pack a few pages ago. I stopped working on a DOA3 conversion when that was released. @Gultigargar did a better job than I would have, tbh - with documentation of the changes. The current project is probably more like a diet DOA4 - without the hit...
  9. usagiZ

    [DOA2++] Moveset Editing Project

    @leidoa I tried looking at how their files handle ground and air throws before, but I didn't get anywhere with it. I might try again, but it's not a priority. ~~~~~~~~~~~~~~~ EDIT: Did a quick fix for 3P+K. This attack has been a big headache...lol. Here's the quick-fixed update for Alpha's...
  10. usagiZ

    [DOA2++] Moveset Editing Project

    Ah, fair enough. That's actually how 3P+K was originally. I guess a buff would be fine. It was the first test for automatic strings, and I decided to keep it. I haven't tested on-hit throws. It'd probably be something like adding a throw combo to an attack string. Tina could definitely benefit...
  11. usagiZ

    [DOA2++] Moveset Editing Project

    Alright, I'm making a few adjustments to Alpha's moveset again. @Nightpup's suggestion of :3::3::P::p+k: was added, and she has a new mid-punch hold. This will most likely be the last update for Alpha, before the entire patch is released. I'm currently working on adding a few attacks to round...
  12. usagiZ

    [DOA2++] Moveset Editing Project

    @Nightpup Ah, thanks for the video - but I wouldn't expect a Sakura Tange voicebank anytime soon. (ran into some roadblocks.) It's a nice idea, but I'm pretty sure the animations for that throw were removed from the game. It might be possible to stitch other animations together to recreate it...
  13. usagiZ

    [DOA2++] Moveset Editing Project

    @Kronin It would be nice to have a team of people working on this, who were more familiar with DOA2U's gameplay, but not many people were interested in editing the gameplay - so it never really went anywhere. The support from the few that are interested helps with motivation, though - so again...
  14. usagiZ

    [DOA2++] Moveset Editing Project

    :3::3::P::p+k: seems like a good addition. I haven't figured out how to add back-to-wall commands, yet. It seems possible. I'll do a few tests. I thought Alpha-152's :6::P::P::P: string would fit right in when the moveset was first put together, but I figured it didn't really make sense. I...
  15. usagiZ

    [DOA2++] Moveset Editing Project

    I tested out the moveset extensively, before this update, and it was just a little too good (an understatement, really). She also didn't really play like a different character - so I felt these changed just made sense. As for the 3-in-1, it was essentially Helena's :K::K::K: string before the...
  16. usagiZ

    [DOA2++] Moveset Editing Project

    Ah, the design is by @synce? It's an excellent design, and I hope it was okay to use it. I wanted to ask for permission, but I didn't know who it belonged to. @Kronin Also, thanks for supporting the thread.
  17. usagiZ

    [DOA2++] Moveset Editing Project

    @WAZAAAAA Oh, yeah. I forgot to post that here. @Nightpup I'm glad you like the moveset, and It's pretty cool that you're still interested. (or that anyone is.) I'm a little surprised, tbh. I made several changes to the moveset since then. The CPU now uses most of the new strings. She's also...
  18. usagiZ

    [DOA2++] Moveset Editing Project

    @Nightpup Alpha-152 has enormous animations. It's just not possible with the file-size limit. An Alpha-152 mod of Kasumi might be possible, with a few imported moves, at best. :confused: I might be able to add a selectable character in place of "Random", but that hasn't been looked into, yet...
  19. usagiZ

    [DOA2++] Moveset Editing Project

    @Amoirsp The problem with jump attacks is that they were always a bit gimmicky. You can delay jump attacks - which means all jump attacks have varying "safety" depending on which frame it was executed on. To make the safest recovery, you had to delay them until the last possible frame (they...
  20. usagiZ

    [DOA2++] Moveset Editing Project

    Hey everyone. Thanks for the input. :) @Amoirsp DOA3 had an analog button option, to use pressure-sensitive inputs or standard inputs. That won't be added, even if it were possible. If you meant the charged attacks (like Ein's DOA4 :P::P::[[P]]:), those aren't being added either. Guard...
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