Release 6++ Gameplay Overhaul - Update 3.0 - Even more stages!

Rev_an

Active Member
of course!

just keep in mind things are subject to change, especially stuff i've added. damage and knockback values are fairly likely to be adjusted in the future so optimal today might not be optimal in six months, but i don't see changing too many refloat heights since that's hard.
 

KasumiLover

xX_APO_Prince_Xx
Premium Donor
Some things I found(not much yet since I'm tired from work and will continue to harvest before my next shift):

I really like the 1H+K low addition, it gives Kasumi an easy way to get a combo opening near a wall from a low with like the regular mid to low variants but less tedious. The +11 on NH and +13 on CH too I think is pretty good too since it'll only allow Kasumi's P or 6P from CH to get something going when she has your back to a wall

I like the added 6K6K and PP6K6K although it's not as useful as I thought it would be since it hits harder and recovers quicker than 6KK but the lack of tracking imo is kinda odd. I do like it near a wall since because it recovers quicker than 6KK, Kasumi can get more from the wallsplat than just KKK or PKKK, she can sidewalk a bit and get the opponent away from the wall and somewhere else with KK7K~6P, I wanted to see if her KK7K~69PK~6KK would work but it doesn't connect so I think it's not possible which is fine.

9P+KP feels strange since I've never known Kasumi had this in earlier DOA5 pre release but I like it, it's basically a somewhat risky way to teleport behind the opponent to get her go limbo stun combo route or something deadlier if you're willing to play the stun game, I like this move alot. I'm too tired to really tech right now with it but I definitely will when I make a combo video! The input to do 9P+KPP is kinda stiff tho, although that's not a concern since I don't think I'll use that string much.

I like her added doa4 33KK as 33H+KK, it's not as good as her current 33K but I like how it has better reach and it's basically like a faster 3P+KK but faster by 10i


As for 46P for Kasumi, I didn't record my findings but it's a cool addition to, it's semi safe and I like the reach and speed. The stun imo on counter hit is just kinda harder to make use of, it's +17 but the way the opponent kinda hunches back that far makes it somewhat impossible to use in open space for a continued stun set up, but I'm guessing it's suited more as an offensive CH poke so you can get advantage rather than actually use it to combo from. I do like it near invisible barriers since you can use her 7K to launch and basically any 15i or quicker move to continue a stun

Last one so far, i like the added 214P+K PL, the ceiling stun that leaves them open for a juggle is nice definitely going to see how I can implement this in deeper stuns
 

Rev_an

Active Member
9p+k p you have to hit kinda early and 9p+k pp you have to hit way early.

it's originally only three moves, just the elbow and no string

alex ripped these "action ID"s from the game data somewhere:

11 21AC_KS_DOA5_9PAK
12 21AC_KS_MOON_STEP
13 21AC_KS_MOON_STEP_2


9p+k does what it always did, moon step is a short bridge between the jump and the teleport iirc for some vfx, however many frames into 9p+k, roughly just before the crossup would happen if you did it in someone's face. then she actually teleports and starts doing the elbow. You can see what's happening better by turning on the collider view.

I added the 66pp followup (and the k followup for phase 4's bt 4p 6p+k, which uses her copy of moon step) you're actually in the animation for the elbow a bit earlier than you'd expect from the visual, and for reasons i don't entirely understand you have to commit to the second P. I'm fine with it because you definitely shouldn't be able to block-confirm with a delay string in that situation.
 

KasumiLover

xX_APO_Prince_Xx
Premium Donor
Also is the new Memoriam stage supposed to be laggy? When I try to tech in it it moves almost slower xD
 

Rev_an

Active Member
Also is the new Memoriam stage supposed to be laggy? When I try to tech in it it moves almost slower xD
it's known-laggy online for indeterminate reasons, i haven't had anyone say it was slow offline (except me, on an older version with all the grass and a worse floor mesh, 40fps lol)

i'm going to rearrange a bunch of stuff on there that should help but it'll take a while and i think a lot of stuff in there was only ever meant to be drawn at low-LOD

there's a chance i make the slope less steep somehow (engine has an option to do dimension scaling of props, and the visual floor is a prop....) but i'm not sure how messed up it would make everything else if i squish the ground from a 0.34 slope to a... idk high 20s maybe, iron hell is like 0.22 and the modded CoP is 0.11
 
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Rev_an

Active Member
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small optional update. cleaned up some command training errors (but not all of them, tamaki 6k4k isn't real), added visual wall to chinese festival 3. and removed a wall from hotzone out of bounds because the corner by the hallway was getting in the way of the camera sometimes. Also adjusted the ceiling on chamber of potential but taking a picture of that is kinda pointless.



these changes do not affect mechanical play so you don't need to worry about whether your opponent has it or not unless i've made a horrible mistake

i looked at throwdown and memorial a little but getting the way those stages work doesn't lend to a solution that i can guarantee won't change gameplay.
 
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