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  1. usagiZ

    [DOA2++] Moveset Editing Project

    Hey @Amoirsp, It depends which character you're using. If you're using Tengu, 86 02 is Tengu's first custom property. If you're using Ein, 86 02 is Ein's first custom property. I hope that explains it. (The P and K functions are emotes. Click the smiley to see the emote window, and you can...
  2. usagiZ

    [DOA2++] Moveset Editing Project

    Hey again, and thanks to anyone still watching the thread. I'm currently looking for suggestions for Zack and Jann Lee. Importing attacks from 3 and 4 is possible, so keep that in mind. The suggestions should be in this format starting from most important to least important: CHARACTER NAME...
  3. usagiZ

    [DOA2++] Moveset Editing Project

    @Gultigargar Each character has guard properties starting at "00 00", ending at "1D 00" then it goes to the common properties starting from "1E 00" (which is standard high punch - normal hit) - and ending at "85 02" (which is DOA1 throw break - I think) then it loops back to the rest of the...
  4. usagiZ

    [DOA2++] Moveset Editing Project

    Hello again. Well it looks like @Gultigargar took over the DOA3-clone mod. Good job :eek: To be completely honest, a DOA3 clone was never what I set out to do with this knowledge. It is a pretty exhausting thing to work on, if it's a one man project, and I found myself struggling to make time...
  5. usagiZ

    [DOA2++] Moveset Editing Project

    Quick question: Is "less active frames for holds" a good thing? *edit* Oh, I've asked this before...nvm.
  6. usagiZ

    [DOA2++] Moveset Editing Project

    I think it's great that you are all still interested in these modifications! It's nice to see. @Gultigargar That is spot on! You documented the properties' animation table as well. Good job! :) The unknown stuff in the picture (FF FF 04 07 00) is frame advantage. the 07 is -7 on guard, and...
  7. usagiZ

    [DOA2++] Moveset Editing Project

    Hey again to everyone watching this thread. I know I haven't been keeping this thread updated for months now, and I've got an important, unfortunate announcement. Skip to the end for the tl;dr.* Because of reasons, (you know, life and stuff) this project has been put on indefinite hiatus...
  8. usagiZ

    [DOA2++] Moveset Editing Project

    Thanks for the interest :) It's got a ways to go. I just realized DOA2U is almost 10 years old o_o Update: Roadblock--Collision--Airbag--Ouch. :confused:
  9. usagiZ

    [DOA2++] Moveset Editing Project

    Hmm...Kasumi didn't have frame traps in 2U, I think...? I don't know too much about frames, at least in 2U, so somebody that does should probably answer that for you. x_x She usually has to "interrupt" to get stuns in 2U, though, from my own experience playing as her. As for Ein having +1 on...
  10. usagiZ

    [DOA2++] Moveset Editing Project

    @Kronin I'm going to try to add them -- I've tested it and it looks promising, but even If It's possible to fully add their movesets, they probably won't have sound effects (for DOAO) or be on the character select screen (for 2U.) I'll test them in Version2, and if they work fine, without...
  11. usagiZ

    [DOA2++] Moveset Editing Project

    I agree that Kasumi has to be unsafe for how fast she is. It's a fair trade-off. I don't know how the 2P change would affect Ein, though. I assume it wouldn't change much. D: Edit ~ I want to thank everyone who's been suggesting changes, or even just replying. It's keeping me motivated. :)
  12. usagiZ

    [DOA2++] Moveset Editing Project

    Major Edit ~~~~~~~~~~~~~~~~~ The Version1, Version2 idea is where this will be going... If anyone's still interested. It's a great suggestion, and I'm already working on it. Version1 will be the one dedicated to being as close to 3.1 as possible, using the 2U engine. All changes demonstrated in...
  13. usagiZ

    [DOA2++] Moveset Editing Project

    No. We're not. I understand that you feel that way, but I'm not trying to offend anyone with what's being done, and quite a few people seem genuinely interested and supportive. Like with most fan-made alterations to games, it's done with admiration - and it's just for fun. In reality, none of...
  14. usagiZ

    [DOA2++] Moveset Editing Project

    Yes, people can get massive, guaranteed combos off of a wall crumple, but they have to launch immediately after W! because only the first hit after W! is guaranteed :D If you stun the opponent after a wall crumple, they can hold out of the stun to avoid more damage.
  15. usagiZ

    [DOA2++] Moveset Editing Project

    Oh... lol It would be nice to have a neat, organized GUI to look at -- as opposed to hypothetically staring at thousands of bytes of hex data for literal years. But, no, tools have not been used, other than a random hex editor. To be honest, I don't even know why changing things does what it...
  16. usagiZ

    [DOA2++] Moveset Editing Project

    This is how DOA3.1 wall crumple worked :) ...at least I'm pretty sure it is. It's been a while since I've played it. I mostly play 2U now, and occasionally, DOA4 (the online updated version). @Gultigargar Thanks for the support! ZACK - Fair suggestions :) BASS - It might be possible. @Mr. Wah...
  17. usagiZ

    [DOA2++] Moveset Editing Project

    Good news!* subjective o_o This might be a bit preemptive, but -- wall crumple has been discovered! The mechanic has to be tweaked a bit, because It currently replaces the standard wall crumple, which means you can keep triggering by slamming the opponent into the wall repeatedly... So I'll see...
  18. usagiZ

    [DOA2++] Moveset Editing Project

    What would be the best way to get organized suggestions of changes to specific characters? Let's assume all characters are starting off at their DOA2U state. Most frame data will be changed to 3.1's, unless it's agreed upon to change it in a different way. Guard crush and guard break attacks...
  19. usagiZ

    [DOA2++] Moveset Editing Project

    @grap3fruitman I really like the idea of just making everyone better. I started off with the idea of making a 3.1 clone, but I realized, like you said, it would be the boring route. With the ability to completely (well maybe not completely) remake everyone at our fingertips, we should do...
  20. usagiZ

    [DOA2++] Moveset Editing Project

    Lol, Thanks @TakedaZX . Those were some nice suggestions. I do agree with the attacks not fitting Ein. Those attacks were added simply for demonstration, but they're not staying. Ein could use some mixups, though -- and the absence of a 2F+K was a glaring issue, at least, in my opinion...
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