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  1. Gultigargar

    DOA6 wall splat combos

    I think SSSS is pretty high damage for most of the cast. Just gotta watch out not to accidentally burn your meter, I guess. Certain characters like Raidou and Hayate can also do follow-ups after SSS.
  2. Gultigargar

    Quick'n'Dirty Hayate Launcher/Juggle thread

    This board looked so empty and sad, so I thought I'd share the stuff I've found and am using right now. Juggles listed are for counter-hit launches. [Weight class in brackets.] (Notes/Misc in parentheses.) ——————- {{{ :8::P: }}} ——————- :h:, :s::s::s:, :3::3::K::K: [Mid] :h:, :s::s::s...
  3. Gultigargar

    DOA3++ Balance/Gameplay Mod

    Here's a test version of some Leon changes: http://www.mediafire.com/file/n9ax1v6lhg9nat8/bayman.bin/file - 66PPP is now a guard break (around +4 from what I can tell). - 66K changed to be similar to his DOA5 66K. Uses a previously unused forward kick animation (a leftover from DOA1?), 25...
  4. Gultigargar

    DOA3++ Balance/Gameplay Mod

    Leon's changes should be doable, except maybe the throws, which can get really complicated to work with. I'll try and get it done when I have some time. TRI Mike, if you don't have an Xbox I believe the Xbox emulator, Cxbx Reloaded, can run the mod, although with some graphical rendering errors.
  5. Gultigargar

    DOA3++ Balance/Gameplay Mod

    Sorry about that, uploaded a fixed version. Just replace his .mot file. EDIT: Stealth update. Imported a few more animations and tweaked a few hit properties. Check front page's changelog.
  6. Gultigargar

    DOA3++ Balance/Gameplay Mod

    Uploaded a hotfix. Kasumi's 9K issue has been fixed. Christie's 3_K jump property actually seems to be intentional. I think it's a leftover from her DOA3 version of the animation where she does a little hop at the start. Added Brad Wong's PP2K from DOA4. Tengu's files have been put back in as well.
  7. Gultigargar

    DOA3++ Balance/Gameplay Mod

    I reverted it back. Personally it's not a move I use very much, but if you'd like to see it back, I'd rather import his DOA4 PP2K than speeding the animation up. Found some errors that I'll have to fix, I'll add Tengu's files back in when they're done. Discovered that Kasumi's 9K grants frame...
  8. Gultigargar

    DOA3++ Balance/Gameplay Mod

    Been looking through the animation files of DOA3 and DOA4, and I think I have enough stuff ready now for an update. I'll update the first page to have a complete changelog, but here's a quick overview of what's been changed: Imported Ayane's :3::f+k: from DOA4. Changed Bass's :4::f+p: to an i6...
  9. Gultigargar

    I don't know about a blocking feature, but you can see less recommendations from specific...

    I don't know about a blocking feature, but you can see less recommendations from specific channels by clicking the dots next to the video and select "Not interested". You'll then see a message saying "Video removed" with a "Tell us why" option to click. If you click that and tick "I'm not...
  10. Gultigargar

    What Questions would you ask to Shimbori?

    I'd be interested in hearing some of their thoughts behind the new meter system, from a development point-of-view. Like how they ended up deciding on it (possibly other considerations they might have had), what balance aspects they've had to be mindful of, stuff like that.
  11. Gultigargar

    What would you like to see in DOA6?

    It's not random, it's dependent on what move is used as the finishing blow. Normal hits would give you a normal replay, powerful hits gave you the triple-take, electrified walls gave you one, long slow-mo shot, etc.
  12. Gultigargar

    DOA3++ Balance/Gameplay Mod

    They are actually not DXT textures, but rather palette's with an alpha channel. I think DXT compression is technically usable, though? But it might not register the alpha correctly.
  13. Gultigargar

    DOA3++ Balance/Gameplay Mod

    Here you go.
  14. Gultigargar

    DOA3++ Balance/Gameplay Mod

    Got it working. Lucky for us, the color is part of the image, which lets us change it into a gradient. Resolution is not very high, though, so the outlines don't look super-clean. Definitely easier to read if that's what you want though...
  15. Gultigargar

    DOA3++ Balance/Gameplay Mod

    Bass's costume is attached in the updated .rar download in the costume thread. It's "bas13". For the UI, I'll give it a shot, but I gotta test it first.
  16. Gultigargar

    [DOA2++] Moveset Editing Project

    Regarding Bayman's tank roll, personally I think it's fine, it's mostly a question of aesthetics, whether seeing a character switching like that bothers you or not. 1) I'm generally not a fan of disadvantage on hit, but it has its places. For some moves it is necessary to avoid unintended...
  17. Gultigargar

    DOA3 finally playable on PC (emulation)

    It's in your AppData/Roaming folder. Once you're there, navigate to the Cxbx-Reloaded/EmuDisk folder. In that folder is a bunch of partition folders. Your save file will most likely be in Partition1. Side note, adding costumes to the folder also works, which is pretty neat.
  18. Gultigargar

    What would you like to see in DOA6?

    I really hope they'll move away from the DOA4/5 system of the stun threshold being tied to what launch height you get.
  19. Gultigargar

    Gultigargar hacked Tengu to be more playable

    That's what I did. It's messy, but it was the only solution I had available since it seems hardcoded. Messes with tracking, and the block frame disadvantage doesn't work right, I guess because it thinks a different animation is playing.
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