DOA3++ Balance/Gameplay Mod

Tina2040_

Well-Known Member
Revisited Tina and here are some changes I suggest:

Making her :8: :8: :K: / :2::2::K: Neck Cut Kick into a stun like it is in the later games, or reduce the wakeup time of the opponent (is that possible?) so you can follow it up with a ground throw. It's kinda of redundant it having it do not much when the leg lariat :236::K: is similar, but if it stuns it's a great combo starter or could be good to combo with a ground throw like in the newer games.

Possibly changing her back towards opponent :2: :K: to a stun to give it more time to connect a combo. Would work nicely with :4::4::P: then :2::K: or :4::K: then :2::K:. in newer games Tina's back turn follow ups have more combo potential.

Other than that I see you implemented the :3::K: then :P: which is amazing.
 

Gultigargar

Well-Known Member
Alright, v1.3 is finally here, and it's a pretty big one. New files are bigger than what the normal loadfile.afs allows for, which means patches won't work, so updates are now downloading the file directly instead of a patch file.
https://www.mediafire.com/file/eqj459656r2al1t/DOA3++v1_3.rar/file

-Jumping Kick Holds have been fixed. Characters with jump kick holds now play them properly instead of doing the divert/sidestep animation.
-Includes Tina's C1/C1-Alt abb textures from the DOA3 prototype. Gen Fu's C1 also has updated fur textures from DOA2U
-Ayane 6PK and PP6PK added.
-Ayane BT 4K added.
-Bass 33P is now -7 instead of a +1 guard break.
-Bayman 6PPK and 6P6PK added.
-Brad Wong's 8K has had its stun changed on normal hit so that it is no longer unsafe on hit.
-Brad Wong 6P4P has had its DOAD animation imported and now animation-blends properly. (Previously played his P+K animation, which 'snapped' him back to neutral pose at the animation's start.)
-Brad Wong's 44P animation has been imported from DOAD, instead of playing the DOA3 animation at increased speed.
-Brad Wong's wall 4P+K animation has been imported from DOAD, instead of playing the DOA3 animation at increased speed.
-Christie 6KP added.
-Christie 2P+K.K/8P+K.K added. It's her 2F+K attack, and has the same follow-ups (K, 2K and 6K).
-Ein 2F+K added.
-Hayate 236P now has the 'close hit' property and a 4m wall-splat range.
-Hayate 1PP and PP2PP added.
-Helena 4P2P and BT PP4P2P added.
-Helena Bokuho Launch Throw imported from DOAD. Animation was made for DOA4's ground animations, so they might look a little off when transitioning to lying state, but is fully functional otherwise.
-Helena 1K2 animation imported from DOAD, which is 4 frames faster than in DOA3.
-Helena 6KK/BT 6KK/Bokuho 4PKK animation imported from DOAD, which are 3 frames faster. Also changed from -3 to +1 on hit.
-Hitomi 3PP added. (Her DOA4 4PP).
-Hitomi 6PP now stuns on counter hit.
-Hitomi 49F punch parry added. It leaves her at +10.
-Jann Lee 3KP animation imported from DOAD. It's faster and has better reach.
-Kasumi P6P added.
-Kasumi P6PK and P+KK added.
-Kasumi 7P animation imported from DOAD, instead of playing the DOA3 animation at increased speed.
-Leifang P3P2K, 3P3P2K, etc. added.
-Leifang BT 2_PP added. It has the same follow-ups as her P3P attack (P, P+K, 2K).
-Leon's 3P and 66PP changed from -4 to -6 on block.
-Leon's 66K is no longer the DOA1 forward kick. It is back to DOA3-style low-into-mid kicks, but the updated 66K animation from DOAD has been imported, and the move stuns on normal hit.
-Leon 1P added.
-Hayabusa 46P added.
-Hayabusa's 7P backflip from DOA2U onwards has been added. Previous 7P is now mapped to 44P, same as in 2U.
-Tina 3PP added.
-Tina 3KP added.
-Zack 6K2K added.

I'll be adding more in-depth details to the front page. All of this has been pretty exhausting to add, so I'll be taking a break from this for a little while. That being said, if you run into issues or bugs, please inform me so I can fix them ASAP.
 
Last edited:

Gultigargar

Well-Known Member
Attached my notes for modding this game. Includes list of animations in .mot files, lists of character move-slots in .bin files, and a few other misc notes. There's too much to go through and clean up, so the notes are a little messy.

Bonus: A look into my notes from importing the new moves, in case you were curious about what that was like.
Tina 46F+P as an air throw

*********************************************************************************
TINA AIR THROW
*********************************************************************************
46F+P C: 11 00 03 00 23 00 04 00 00 00 00 00
Air Throw C: 05 00 02 00 1F 00 04 00 00 00 00 00

46F+P Inputs:
38 01 22 80 02 40 02 19 00 03 06
38 01 22 40 04 01 00 0A 35 03 06 (Running)

Air Throw Inputs:
4C 01 22 0A 27 29 64 00 03 06
4C 01 22 09 27 2A 29 64 00 03 06

46F+P AnimProperties:
C2 00 01 00 02 00 0A 00
01 00 12 00 21 00 04 00 0A 00 00 00
01 00 13 00 51 00 02 00 01 00 15 00 05 00
01 00 1F 00 51 00 02 00
01 00 26 00 0A 00 00 00
01 00 2D 00 2A 00 01 00 45 00 00 00 0A 00 FF FF

Air Throw AnimProperties:
00 01 01 00 02 00 0A 00
01 00 06 00 21 00 04 00 51 00 01 00
01 00 08 00 05 00
01 00 1E 00 2A 00 01 00
01 00 24 00 51 00 01 00 45 00 00 00 0A 00 FF FF

Throw "Block":
5A 01 5A 01 = vs Front
BA 01 BA 01 = vs Back
FF FF FF FF = ?
FF FF FF FF = ?
FF FF FF FF = ?
FF FF FF FF = ?
FF FF FF FF = ?
FF FF FF FF = vs Air

Making 46F+P an air throw would require: New group of input offsets *and* the input definitions themselves. Not sure she has space.


*********************************************************************************
HITOMI PARRY
*********************************************************************************
(Animation B700 = Punch Parry Anim (Not in DOA3))
Animation 8A00 = DOA1 Parry Anim

9001 = High P parry, user
9101 = High P parry, target

9401 = Mid P parry, user
9501 = Mid P parry, target

Move slot 06A0 is a DOA1 parry? [DOESN'T WORK]
Input:C300
Move slot 06B0 is a DOA1 Throw Miss
Input:C500
Move slot 0408 is a functional parry, use this [WORKS]
Input:7000

Try these slots for high punch parry anims
0C90 - Ein's Wall High P Hold user
0C98 - Ein's Wall High P Hold target
Inputs:8101 and 8201

Try these slots for mid punch parry anims
0CF0 - Ein's Wall Low K Hold user
0CF8 - Ein's Wall Low K Hold target
Inputs:8D01 and 8E01

Hitomi's high P parry does 20 damage, leaves her +7
Hitomi's mid P parry does 5+15 damage, leaves her +7

Leifang's Parry Animation Properties (w/ Hitomi's 8A00 animation)
89 00 01 00 02 00 0A 00 21 00 23 00 03 00 04 21 42 00 02 00
01 00 05 00 42 00 00 00
01 00 13 00 05 00 2A 00 01 00 45 00 00 00 0A 00 FF FF

Gen Fu's Parry Animation
A7 00 01 00 02 00 0A 00 21 00 1D 00 03 00 0C 17 42 00 05 00
01 00 17 00 05 00 2A 00
01 00 45 00 00 00 0F 00 FF FF

DOAD Parry Animation Properties
89 00 01 00 02 00 0A 00 4C 00 02 00
01 00 03 00 21 00 2C 00 03 00 04 21 42 00 05 00 01 00 04 00
01 00 13 00 05 00
01 00 1A 00 2A 00 01 00 45 00 00 00 0A 00 47 00 01 00 FF FF

DOA4 Parry Properties
B7 00 01 00 02 00 0A 00 4C 00 02 00
01 00 03 00 21 00 2C 00 03 00 10 11 42 00 05 00 01 00 04 00
01 00 17 00 05 00
01 00 1A 00 2A 00 01 00 45 00 00 00 0A 00 47 00 01 00 FF FF

DOA3++ Parry
89 00 01 00 02 00 0A 00 4C 00 02 00
01 00 03 00 21 00 2C 00 03 00 04 21 42 00 05 00 01 00 04 00
01 00 13 00 05 00
01 00 1A 00 2A 00 01 00 45 00 00 00 0A 00 47 00 01 00 FF FF

Overwrites Ryu 6P AnimProperty (B602, 02 B6 00 00)

Create 49H inputs for the Parry (using Leifang's inputs)
70 00 22 80 03 60 09 10 00 01 02
70 00 22 80 02 60 02 10 00 01 02
70 00 22 80 03 60 02 10 00 01 02
70 00 22 80 03 36 00 12 60 02 19 00 01 02

*Hold Success sound is/has to be on the user anim
7978:DA30=>B82D0100
90 01 01 00 02 00 0A 00 2E 00 02 00 01 00
01 00 19 00 03 00 14 00 45 00 00 00 0A 00 47 00 02 00 FF FF

73 00 22 80 03 60 09 10 00 01 02 @ 912D0100
73 00 22 80 02 60 02 10 00 01 02 @ 9C2D0100
73 00 22 80 03 60 02 10 00 01 02 @ A72D0100
73 00 22 80 03 36 00 12 60 02 19 00 01 02 @ B52D0100

*Import DOA4 punch parry animation (raise arm)
AnimDef# B3=>8A
AnimProperty offset: 7560:A010=>B602

Offset 2741: Damage (20)
Leaves Hitomi +10

Hitomi f offsets 202D0100
in-stun: 3B3C:202D0100 => 98 39 00 00

*********************************************************************************
HITOMI 3PP
*********************************************************************************
DOA3 3P
00 00 11 01 01 00 02 00 0A 00 22 00 2C 00 2D 00 04 00
01 00 05 00 2E 00 00 00 04 00
01 00 13 00 51 00 02 00 03 00 14 00
01 00 14 00 21 00 02 00 1A 00
01 00 17 00 05 00 1B 00 0A 00 00 00
01 00 28 00 2A 00 01 00
01 00 2B 00 51 00 01 00 45 00 00 00 0A 00 47 00 02 00 FF FF

DOAD 3P
00 00 11 01 01 00 02 00 0A 00 22 00 69 00 2D 00 60 00
01 00 05 00 2E 00 00 00 04 00
01 00 13 00 51 00 02 00 03 00 62 00
01 00 14 00 21 00 02 00 1A 00 0A 00 00 00
01 00 16 00 39 00
01 00 17 00 05 00 1B 00
01 00 28 00 2A 00 01 00
01 00 2B 00 51 00 01 00 45 00 00 00 0A 00 47 00 02 00 FF FF

DOA3++ 3P
00 00 11 01 01 00 02 00 0A 00 22 00 2C 00 2D 00 04 00
01 00 05 00 2E 00 00 00 04 00
01 00 13 00 51 00 02 00 03 00 14 00
01 00 14 00 21 00 02 00 1A 00 0A 00 00 00
01 00 16 00 39 00
01 00 17 00 05 00 1B 00
01 00 28 00 2A 00 01 00
01 00 2B 00 51 00 01 00 45 00 00 00 0A 00 47 00 02 00 FF FF

3P from -8 to -11 on block because of added string

----- ----- ----- ----- -----

DOA3 66PP
1E 00 00 00 71 00 01 00 02 00 0A 00 3B 00 02 00 25 00 04 00 2E 00 02 00 01 00 22 00 2C 00 2D 00 08 00
01 00 12 00 03 00 14 00 03 00 06 21 42 00 05 00
01 00 18 00 21 00 02 00 1A 00 51 00 03 00 35 00 02 00
01 00 1A 00 05 00 1B 00 0A 00 00 00 39 00
01 00 31 00 2A 00 01 00 45 00 00 00 0A 00 47 00 02 00 FF FF

DOAD 4PP
1E 00 00 00 5D 00 01 00 02 00 0A 00 3B 00 02 00 25 00 04 00 4C 00 02 00 01 00 03 00 22 00 66 00 2D 00 60 00
01 00 0A 00 03 00 29 10 42 00 04 00
01 00 0F 00 03 00 3F 00 51 00 02 00 35 00 03 00
01 00 10 00 21 00 03 00 1A 00
01 00 12 00 05 00 1B 00 39 00
01 00 26 00 4C 00 02 00 02 00 03 00
01 00 29 00 51 00 00 00 45 00 00 00 0A 00 47 00 02 00 FF FF

DOA3++ 4PP (Removed combo-link 39 00)
1E 00 00 00 5D 00 01 00 02 00 0A 00 3B 00 02 00 25 00 04 00 4C 00 02 00 01 00 03 00 22 00 2C 00 2D 00 08 00
01 00 0A 00 03 00 06 21 42 00 04 00
01 00 0F 00 03 00 14 00 51 00 02 00 35 00 03 00
01 00 10 00 21 00 03 00 1A 00
01 00 12 00 05 00 1B 00
01 00 26 00 4C 00 02 00 02 00 03 00
01 00 29 00 51 00 00 00 45 00 00 00 0A 00 47 00 02 00 FF FF

----- ----- ----- ----- -----

6PP input: 3D01 22 F300 12 64 00 0202 F300 13 / E5320000
New 3PP input: 9E00 22 8B00 12 64 00 0202 8B00 13 @ EC2D0100

Punch String Offset List, 3BA4:98390000 => F02D0100


*********************************************************************************
RYU 46P
*********************************************************************************
DOAD Ryu 46P AnimProperties
00 00 62 00 01 00 02 00 0A 00 4C 00 02 00 04 00 03 00 22 00 1A 00 2D 00 60 00
01 00 03 00 03 00 14 10
01 00 0A 00 03 00 04 00 1F 00 03 00 0C 00 01 00
01 00 14 00 0C 00 00 00
01 00 17 00 1F 00 00 00 51 00 02 00
01 00 19 00 51 00 02 00 0A 00 00 00
01 00 1B 00 03 00 62 00
01 00 1C 00 21 00 04 00 1A 00
01 00 1E 00 05 00 1B 00
01 00 32 00 51 00 00 00
01 00 36 00 45 00 00 00 0A 00 47 00 02 00 FF FF

Sounds:
22 00 1A 00 => 22 00 0B 00
2D 00 60 00 => 2D 00 04 00
03 00 14 10 => 03 00 04 13
03 00 04 00 => 03 00 1F 00
1F 00 03 00 0C 00 01 00 = Not a sound
03 00 62 00 => 03 00 14 00

DOA3++ 46P
00 00 2B 00 01 00 02 00 0A 00 4C 00 02 00 04 00 03 00 22 00 07 00 2D 00 4E 00 01 00 03 00 03 00 0D 13 01 00 0A 00 03 00 1F 00 1F 00 03 00 0C 00 01 00 01 00 14 00 0C 00 00 00 01 00 17 00 1F 00 00 00 51 00 02 00 01 00 19 00 51 00 02 00 0A 00 00 00 01 00 1B 00 03 00 14 00 01 00 1C 00 21 00 04 00 1A 00 01 00 1E 00 05 00 1B 00 01 00 32 00 51 00 00 00 01 00 36 00 45 00 00 00 0A 00 47 00 02 00 FF FF

Input Group Offset: 4970:60460000=>C0310100

Ein 46P input: F000 22 00 04 80 02 40 02 14 00 0202
New 46P input: A200 22 00 04 80 02 40 02 14 00 0202 @ 2E320100

66P input addresses:
4E2E0000
5D2E0000
692E0000
752E0000
812E0000
6P:
EF2D0000
F82D0000

Standing NH: Sitdown
Standing CH: Sitdown
Crouching NH: Sitdown
Crouching CH: Sitdown
BT: Knockdown
Block: Overhead Block
Air: Long Knockback

*********************************************************************************
Ryu 7P
*********************************************************************************
Hayate 4P inputs
0201 22 00 04 02 00 80 09 06 00 0202 / 2D330000
0201 22 80 04 01 00 0202 / 36330000
Hayate 44P inputs
3E01 22 80 09 00 04 0A 00 80 09 06 00 0202 / D6350000
3E01 22 80 09 00 04 19 00 80 0B 01 00 0202 / E5350000

Is in the order of D6350000, 2D330000, E5350000, 36330000


Hayabusa 4P inputs
0101 22 00 04 02 00 80 09 06 00 0202 / AF2D0000
0101 22 80 04 01 00 02 0202 / B82D0000
Hayabusa new 44P inputs
A400 22 80 09 00 04 0A 00 80 09 06 00 0202 @ D1320100=>
A400 22 80 09 00 04 19 00 80 0B 01 00 0202 @ E0320100=>


2U inputs for reference
4P
FE00 1F 00 04 02 00 80 09 06 00 0202
FE00 1F 80 04 01 00 0202
44P
F100 22 80 09 00 04 0A 00 80 09 06 00 0202
F100 22 80 09 00 04 19 00 80 0B 01 00 0202
F100 1F 80 04 01 00 04 2C 0202


2E320100 => 3A320100 => 36320100
31320100 => 3D320100 => 39320100

FC 45 00 00
4F 34 00 00 (5701)
2B 34 00 00 (5401)
-----

DOA2U 7P
1E 00 00 00 69 00 01 00 02 00 0A 00
1E 00 03 00 1E 00
01 00 0A 00 1F 00 03 00
01 00 0B 00 0C 00 01 00
01 00 12 00 09 00
01 00 1F 00 0C 00 00 00 51 00 02 00 0A 00 00 00 2A 00 01 00
01 00 21 00 51 00 02 00
01 00 2E 00 10 00 45 00 00 00 0A 00 47 00 02 00 FF FF

DOAD 7P
1E 00 00 00 69 00 01 00 02 00 0A 00
03 00 34 00
01 00 03 00 03 00 0A 10 42 00 05 00
01 00 0A 00 1F 00 03 00
01 00 0B 00 0C 00 01 00
01 00 12 00 09 00
01 00 13 00 1F 00 03 00 0C 00 01 00
01 00 1F 00 0C 00 00 00 51 00 02 00 0A 00 00 00 2A 00 01 00
01 00 21 00 51 00 02 00
01 00 2E 00 10 00 45 00 00 00 0A 00 47 00 02 00 FF FF

DOA3++ 7P
1E 00 00 00 69 00 01 00 02 00 0A 00
1E 00 03 00 1E 00
01 00 0A 00 1F 00 03 00
01 00 0B 00 0C 00 01 00
01 00 12 00 09 00
01 00 1F 00 0C 00 00 00 51 00 02 00 0A 00 00 00 2A 00 01 00
01 00 21 00 51 00 02 00
01 00 2E 00 10 00 45 00 00 00 0A 00 47 00 02 00 FF FF


*********************************************************************************
AYANE 6PK/PP6PK
*********************************************************************************
D4 C0 00 00
818C = Anim#2301

DOA3 BT 2K
3D 00 01 00 02 00 0A 00 22 00 03 00 2D 00 2B 00 2A 00 01 00
01 00 08 00 28 00 B4 00 2B 00
01 00 0B 00 27 00 B4 00 03 00 18 00
01 00 10 00 21 00 06 00 1A 00
01 00 13 00 05 00 1B 00
01 00 1D 00 2A 00 01 00 0A 00 00 00
01 00 27 00 51 00 02 00 45 00 B4 00 0F 00 FF FF

DOA3 Unused String BT 2K (Anim DF)
1E 00 00 00 3D 00 01 00 02 00 0A 00 32 00 B4 00 22 00 03 00 2D 00 2B 00 2A 00 01 00
01 00 08 00 28 00 B4 00 2B 00
01 00 0B 00 27 00 B4 00 03 00 18 00
01 00 10 00 21 00 06 00 1A 00
01 00 13 00 05 00 1B 00
01 00 1D 00 2A 00 01 00 0A 00 00 00 FF FF

DOAD 6PK
1E 00 00 00 15 01 01 00 02 00 0A 00 3B 00 02 00 25 00 04 00 28 00 B4 00 22 00 36 00 2D 00 37 00
01 00 0B 00 28 00 B4 00
01 00 0E 00 03 00 3B 10 42 00 05 00 03 00 62 00 03 00 64 00
01 00 12 00 21 00 0E 00 1A 00
01 00 15 00 05 00 1B 00
01 00 2B 00 51 00 00 00 0A 00 00 00
01 00 31 00 45 00 00 00 0A 00 47 00 02 00 FF FF

DOA3++ 6PK
1E 00 00 00 15 01 01 00 02 00 0A 00 3B 00 02 00 25 00 04 00 28 00 B4 00 22 00 03 00 2D 00 2B 00
01 00 0B 00 28 00 B4 00
01 00 0E 00 03 00 06 1A 42 00 05 00 03 00 14 00 03 00 56 00
01 00 12 00 21 00 0E 00 1A 00
01 00 15 00 05 00 1B 00
01 00 2B 00 51 00 00 00 0A 00 00 00
01 00 31 00 45 00 00 00 0A 00 47 00 02 00 FF FF

Sounds
03 00 3B 10 => 03 00 06 1A
03 00 62 00 => 03 00 14 00
03 00 64 00 => 03 00 56 00

Ein PP6PK input:
FE 00 22 11 01 12 64 00 04 02 11 01 13
FE 00 22 31 01 12 64 00 04 02 31 01 13

Ayane 6PK input: 9F00 22 1101 12 64 00 0402 1101 13
Offset 53390100

Ayane PP6PK input: 9F00 22 2C01 12 64 00 0402 2C01 13
Offset 60390100

Kick-String Offset List @ 3C90 => 64390100


*********************************************************************************
AYANE BT 4K
*********************************************************************************
DOAD BT 4K
00 00 35 00 01 00 02 00 0A 00
27 00 B4 00 22 00 AC 00 2D 00 A6 00
01 00 09 00 51 00 01 00
01 00 11 00 03 00 38 00 03 00 39 00
01 00 12 00 03 00 10 10 42 00 05 00
01 00 13 00 21 00 06 00 1A 00
01 00 16 00 05 00 1B 00
01 00 2D 00 0A 00 00 00 51 00 01 00
01 00 2F 00 45 00 00 00 0A 00 FF FF

Sounds
22 00 AC 00 = 22 00 0C 00
2D 00 A6 00 = 2D 00 25 00
03 00 38 00 = 03 00 18 00
03 00 39 00 = 03 00 19 00
03 00 10 10 = 03 00 07 1A

DOA3++ BT 4K
00 00 35 00 01 00 02 00 0A 00
27 00 B4 00 22 00 0C 00 2D 00 25 00
01 00 09 00 51 00 01 00
01 00 11 00 03 00 18 00 03 00 19 00
01 00 12 00 03 00 07 1A 42 00 05 00
01 00 13 00 21 00 06 00 1A 00
01 00 16 00 05 00 1B 00
01 00 2D 00 0A 00 00 00 51 00 01 00
01 00 2F 00 45 00 00 00 0A 00 FF FF

BT 8K input: 4201 22 20 03 06 00 0402 / 1D2E0000
4201 22 3800 12 06 00 0402 19 3800 13 / 2B2E0000
BT 7K input: 4301 22 60 02 06 00 04 02 / 342E0000
4301 22 3800 12 80 02 06 00 0402 19 3800 13 / 2E440000
4301 22 3800 12 A0 02 06 00 0402 19 3800 13 / 542E0000
4301 22 40 04 01 00 0A 34 0402 / 7B350000
(3800 = BT Jump)
4K input: 5301 22 00 04 02 00 80 09 06 00 0402 / B8300000
5301 22 80 04 01 00 0402 / C1300000

BT inputs offset group: 3DA4:38390000=>903C0000

New BT 4K input A200 22 00 04 02 00 80 09 06 00 0402 @ 523A0100
A200 22 80 04 01 00 0402 @ 5B3A0100

NH LiftStun
CH Launch
BT Launch
Crouch Lift
CrouchCH Launch
BTCrouch Launch
Air Flip

20 damage
-11 on block
18(3)26


*********************************************************************************
LEIFANG 2_PP and P3P2K
*********************************************************************************
DOA3 BT 2_P
00 00 3A 00 01 00 27 00 B4 00 02 00 0A 00 22 00 00 00 2D 00 04 00 10 00 2A 00 01 00 4C 00 02 00 04 00 05 00 01 00 08 00 28 00 B4 00 2B 00 01 00 0E 00 03 00 14 00 1A 00 21 00 03 00 01 00 11 00 05 00 1B 00 01 00 1F 00 2A 00 01 00 01 00 23 00 2E 00 02 00 00 00 45 00 B4 00 0A 00 FF FF

DOAD BT 2_P
00 00 3A 00 01 00 27 00 B4 00 02 00 0A 00 22 00 66 00 2D 00 60 00 10 00 2A 00 01 00 4C 00 02 00 04 00 05 00 01 00 08 00 28 00 B4 00 2B 00 01 00 0E 00 03 00 62 00 1A 00 21 00 03 00 01 00 11 00 39 00 05 00 1B 00 01 00 1F 00 2A 00 01 00 01 00 23 00 2E 00 02 00 02 00 45 00 B4 00 0A 00 FF FF

DOA3++ 2_P
00 00 3A 00 01 00 27 00 B4 00 02 00 0A 00 22 00 00 00 2D 00 04 00 10 00 2A 00 01 00 4C 00 02 00 04 00 05 00 01 00 08 00 28 00 B4 00 2B 00 01 00 0E 00 03 00 14 00 1A 00 21 00 03 00 01 00 11 00 39 00 05 00 1B 00 01 00 1F 00 2A 00 01 00 01 00 23 00 2E 00 02 00 00 00 45 00 B4 00 0A 00 FF FF

----- ----- ----- ----- -----

DOA3 P3P
1E 00 00 00 72 00 01 00 02 00 0A 00 3B 00 01 00 25 00 04 00 22 00 00 00 2D 00 04 00 4C 00
01 00 04 00 05 00 2A 00 01 00 01 00 03 00 2B 00
01 00 05 00 2E 00 00 00 01 00
01 00 08 00 03 00 14 00 03 00 0B 12 42 00 05 00
01 00 0C 00 21 00 02 00 1A 00
01 00 0F 00 05 00 1B 00 0A 00 00 00
01 00 12 00 39 00
01 00 1F 00 2A 00 01 00 45 00 00 00 0F 00 FF FF

DOAD BT 2_PP
1E 00 00 00 C0 00 01 00 02 00 0A 00 3B 00 02 00 25 00 04 00 22 00 66 00 2D 00 60 00 4C 00
01 00 04 00 05 00 2A 00 01 00 01 00 03 00 2B 00
01 00 05 00 2E 00 00 00 01 00
01 00 0B 00 0A 00 00 00
01 00 0C 00 03 00 62 00 03 00 22 10 42 00 05 00
01 00 0D 00 21 00 02 00 1A 00
01 00 10 00 05 00 1B 00
01 00 12 00 39 00
01 00 24 00 2A 00 01 00 45 00 00 00 0F 00 FF FF

DOA3++ 2_PP
1E 00 00 00 C0 00 01 00 02 00 0A 00 3B 00 02 00 25 00 04 00 22 00 00 00 2D 00 04 00 4C 00
01 00 04 00 05 00 2A 00 01 00 01 00 03 00 2B 00
01 00 05 00 2E 00 00 00 01 00
01 00 0B 00 0A 00 00 00
01 00 0C 00 03 00 14 00 03 00 0B 12 42 00 05 00
01 00 0D 00 21 00 02 00 1A 00
01 00 10 00 05 00 1B 00
01 00 12 00 39 00
01 00 24 00 2A 00 01 00 45 00 00 00 0F 00 FF FF

Pointer 7400:FA890000 => Dummied out (DOA1 Win)
Pointer 7484:08930000 => FA 89 00 00 (BT Jump P)

Leifang PP inputs:
1201 22 8A00 12 64 00 0202 8A00 13
1201 22 8B00 12 64 00 0202 8B00 13
1201 22 9000 12 64 00 0202 9000 13 / 2D2E0000
1201 22 9A00 12 64 00 0202 9A00 13

New Leifang BT 2_PP input:
9E00 22 9200 12 64 00 0202 9200 13 @ 00260100

13(3)21 = 0D 00 03 00 15 00 04 00 00 00 00 00

Additional inputs:
------------------
PP2K: 1901 22 1201 12 64 00 10 05 0402 1201 13 / 852d0000
1901 22 1201 12 10 03 64 00 0402 1201 13 / 942D0000
New P3P2K: 1901 22 1A01 12 64 00 10 05 0402 1A01 13 @ 12260100
1901 22 1A01 12 10 03 64 00 0402 1A01 13 @ 21260100
New BT 2_PP2K: 1901 22 9E00 12 64 00 10 05 0402 9E00 13 @ 30260100
1901 22 9E00 12 10 03 64 00 0402 9E00 13 @ 3F260100

P3PP: 1B01 22 1A01 12 64 00 0202 1A01 13 / C12D0000
New BT 2_PPP: 1B01 22 9E00 12 64 00 0202 9E00 13 @ 4C260100

P3PP+K: 2D01 22 1A01 12 64 00 0606 1A01 13 / 4f2f0000
2D01 22 1A01 12 64 00 0A 32 0202 1A01 13 / f6300000
New BT 2_PPP+K: 2D01 22 9E00 12 64 00 0606 9E00 13 @ 59260100
2D01 22 9E00 12 64 00 0A 32 0202 9E00 13 @ 68260100

P String Offset List: 20380000 => 6C260100 (Includes both P's and K's it seems)
P+K string offset list1: A8380000 => FC260100
P+K string offset list2: 94370000 => 14270100


*********************************************************************************
TINA 3KP and 3PP
*********************************************************************************

DOA3 3P
00 00 C4 00 01 00 02 00 0A 00 22 00 00 00 2D 00 27 00
01 00 04 00 2E 00 02 00 01 00
01 00 0F 00 51 00 02 00
01 00 10 00 03 00 14 00
01 00 12 00 21 00 02 00 1A 00
01 00 15 00 05 00 1B 00
01 00 24 00 2A 00 01 00 45 00 00 00 0F 00 47 00 02 00 FF FF

DOAD 3P
00 00 C4 00 01 00 02 00 0A 00 22 00 67 00 2D 00 61 00
01 00 04 00 2E 00 02 00 01 00
01 00 0F 00 51 00 02 00
01 00 10 00 03 00 62 00
01 00 12 00 21 00 02 00 1A 00
01 00 14 00 39 00
01 00 15 00 05 00 1B 00
01 00 24 00 2A 00 01 00 45 00 00 00 0F 00 47 00 02 00 FF FF

*DOA3++ 3P*
00 00 C4 00 01 00 02 00 0A 00 22 00 00 00 2D 00 27 00
01 00 04 00 2E 00 02 00 01 00
01 00 0F 00 51 00 02 00
01 00 10 00 03 00 14 00
01 00 12 00 21 00 02 00 1A 00
01 00 14 00 39 00
01 00 15 00 05 00 1B 00
01 00 24 00 2A 00 01 00 45 00 00 00 0F 00 47 00 02 00 FF FF

----- ----- ----- ----- -----

DOA3 PPK
Looks like it's already set up for follow-ups, even though it has none

----- ----- ----- ----- -----

DOAD 3PP
1E 00 00 00 0E 01 01 00 02 00 0A 00 3B 00 02 00 25 00 04 00 4C 00 01 00 01 00 03 00 22 00 68 00 2D 00 60 00
01 00 07 00 51 00 01 00
01 00 10 00 51 00 01 00
01 00 12 00 03 00 12 10 42 00 05 00
01 00 14 00 03 00 62 00
01 00 15 00 21 00 03 00 1A 00
01 00 18 00 05 00 1B 00
01 00 1D 00 09 00
01 00 2B 00 45 00 00 00 0A 00 47 00 01 00 FF FF

*DOA3++ 3PP*
1E 00 00 00 B4 00 01 00 02 00 0A 00 3B 00 02 00 25 00 04 00 4C 00 01 00 01 00 03 00 22 00 2A 00 2D 00 04 00
01 00 07 00 51 00 01 00
01 00 10 00 51 00 01 00
01 00 12 00 03 00 02 15 42 00 05 00
01 00 14 00 03 00 14 00
01 00 15 00 21 00 03 00 1A 00
01 00 18 00 05 00 1B 00
01 00 1D 00 09 00
01 00 2B 00 45 00 00 00 0A 00 47 00 01 00 FF FF

----- ----- ----- ----- -----

DOAD 3KP, ver. 1 (PPKP)
1E 00 00 00 89 01 01 00 02 00 0A 00 3B 00 02 00 25 00 04 00 22 00 66 00 2D 00 60 00
01 00 08 00 51 00 02 00
01 00 1B 00 03 00 64 00 03 00 0F 10 42 00 05 00
01 00 1C 00 0A 00 00 00 51 00 02 00
01 00 1E 00 21 00 03 00 1A 00 35 00 02 00
01 00 20 00 05 00 1B 00
01 00 28 00 51 00 00 00
01 00 2F 00 51 00 01 00 45 00 00 00 0A 00 47 00 01 00 FF FF

DOAD 3KP, ver. 2 (BT PPKP?)
1E 00 00 00 89 01 01 00 02 00 0A 00 3B 00 02 00 25 00 04 00 22 00 66 00 2D 00 60 00 *33 00* Flips
01 00 08 00 51 00 02 00
01 00 1B 00 03 00 64 00 03 00 0F 10 42 00 05 00
01 00 1C 00 0A 00 00 00 51 00 02 00
01 00 1E 00 21 00 03 00 1A 00 35 00 02 00
01 00 20 00 05 00 1B 00
01 00 28 00 51 00 00 00
01 00 2F 00 51 00 01 00 45 00 00 00 0A 00 47 00 01 00 FF FF

*DOA3++ 3KP*
1E 00 00 00 89 01 01 00 02 00 0A 00 3B 00 02 00 25 00 04 00 22 00 00 00 2D 00 04 00
01 00 08 00 51 00 02 00
01 00 1B 00 03 00 56 00 03 00 02 15 42 00 05 00
01 00 1C 00 51 00 02 00
01 00 1E 00 21 00 03 00 1A 00 35 00 02 00
01 00 20 00 05 00 1B 00
01 00 28 00 51 00 00 00
01 00 2F 00 51 00 01 00 45 00 00 00 0A 00 47 00 01 00 FF FF

Removed 0A 00 00 00 because it caused stance switch

----- ----- ----- ----- -----

Sounds:
22 00 66 00 = 22 00 00 00
22 00 68 00 = 22 00 2A 00
2D 00 60 00 = 2D 00 04 00
03 00 12 10 = 03 00 02 15
03 00 0F 10 = 03 00 02 15
03 00 62 00 = 03 00 14 00
03 00 64 00 = 03 00 56 00

Inputs:
6PP: 0301 22 0201 12 64 00 0202 0201 13 / EF330000
3_PP: 0A01 22 0901 12 64 00 0202 0901 13 / 34340000
6KP: 0B01 22 0601 12 64 00 0202 0601 13 / 41340000
3KK: 1501 22 8E00 12 64 00 0402 8E00 13 / 97340000
Ayane 3PP 1501 22 8B00 12 64 00 0202 8B00 13

New 3PP input: A200 22 8B00 12 64 00 0202 8B00 13 @ 08300100
New 3KP input: A300 22 8E00 12 64 00 0202 8E00 13 @ 15300100
New PPKP input: A300 22 0001 12 64 00 0202 0001 13 @ -

Punch String Group: 4218:E0400000 => 1C300100
(Kick String Group: 421C:20410000 => ) Wait, both moves are punches, no need for this one


3PP 3KP
NH StomachStun StomachStun
CH StomachStun StomachStun
CrNH StomachStun StomachStun
CrCH StomachStun StomachStun
BT Limbo-ish Mid BackStun
crBT Limbo-ish Mid BackStun
Air FarFall FarFall
Block 4 Mid 5 HeavyMid
Damage 24 23
Frames 20(3)20 30(2)16


*********************************************************************************
KASUMI P6P (P+K) P+KK / P6PK
*********************************************************************************

DOA3 P+K
B9 00 01 00 02 00 0A 00 22 00 00 00 2D 00 04 00
01 00 04 00 4C 00 02 00 04 00 06 00
01 00 09 00 03 00 07 10 42 00 05 00
01 00 0B 00 03 00 14 00 03 00 56 00
01 00 0F 00 21 00 04 00 1A 00
01 00 11 00 05 00 1B 00
01 00 21 00 4C 00 02 00 00 00 0A 00
01 00 28 00 2A 00 01 00 45 00 00 00 0A 00 47 00 02 00 FF FF

DOAD P+K
B9 00 01 00 02 00 0A 00 22 00 66 00 2D 00 60 00
01 00 04 00 4C 00 02 00 04 00 06 00
01 00 09 00 03 00 0B 10 42 00 05 00
01 00 0B 00 03 00 62 00 03 00 64 00
01 00 0D 00 0A 00 00 00
01 00 0F 00 21 00 04 00 1A 00
01 00 10 00 39 00
01 00 11 00 05 00 1B 00
01 00 15 00 3A 00
01 00 16 00 0A 00 00 00
01 00 21 00 4C 00 02 00 02 00 0A 00
01 00 28 00 2A 00 01 00 45 00 00 00 0A 00 47 00 02 00 FF FF

DOA3++
B9 00 01 00 02 00 0A 00 22 00 00 00 2D 00 04 00
01 00 04 00 4C 00 02 00 04 00 06 00
01 00 09 00 03 00 07 10 42 00 05 00
01 00 0B 00 03 00 14 00 03 00 56 00
01 00 0D 00 0A 00 00 00
01 00 0F 00 21 00 04 00 1A 00
01 00 10 00 39 00
01 00 11 00 05 00 1B 00
01 00 15 00 3A 00
01 00 16 00 0A 00 00 00
01 00 21 00 4C 00 02 00 02 00 0A 00
01 00 28 00 2A 00 01 00 45 00 00 00 0A 00 47 00 02 00 FF FF

7B04:B4B20000 => 79330100

----- ----- ----- ----- -----

DOA3++ P6P/8P6P
1E 00 00 00 46 00 01 00 02 00 0A 00 3B 00 02 00 25 00 04 00 4C 00 00 00 04 00 03 00 4C 00 01 00 02 00 03 00 22 00 00 00 2D 00 04 00
01 00 0C 00 03 00 14 00
01 00 0D 00 0A 00 00 00
01 00 0F 00 21 00 02 00 1A 00
01 00 10 00 39 00
01 00 11 00 05 00 1B 00
01 00 14 00 4C 00 00 00 02 00 05 00 3A 00
01 00 15 00 0A 00 00 00
01 00 26 00 51 00 00 00
01 00 2D 00 45 00 00 00 0A 00 47 00 02 00 FF FF

anim#CE = 7B58:7Cb90000 => D4BF0000

DOA3++ 4P6P/BT P6P (Flipped, gives stance consistency)
1E 00 00 00 46 00 01 00 02 00 0A 00 3B 00 02 00 25 00 04 00 4C 00 00 00 04 00 03 00 4C 00 01 00 02 00 03 00 22 00 00 00 2D 00 04 00 33 00
01 00 0C 00 03 00 14 00
01 00 0D 00 0A 00 00 00
01 00 0F 00 21 00 02 00 1A 00
01 00 10 00 39 00
01 00 11 00 05 00 1B 00
01 00 14 00 4C 00 00 00 02 00 05 00 3A 00
01 00 15 00 0A 00 00 00
01 00 26 00 51 00 00 00
01 00 2D 00 45 00 00 00 0A 00 47 00 02 00 FF FF

anim#2601 = 7CB8:C28E0000 => CE350100 => D2350100

----- ----- ----- ----- -----

DOAD P+KK
1E 00 00 00 3F 01 01 00 02 00 0A 00 3B 00 02 00 25 00 04 00 22 00 3E 00 2D 00 36 00
01 00 16 00 03 00 09 10 42 00 04 00 03 00 38 00 03 00 39 00
01 00 1A 00 10 00
01 00 1D 00 21 00 05 00 1A 00
01 00 20 00 05 00 1B 00
01 00 24 00 51 00 01 00
01 00 37 00 0A 00 00 00
01 00 3E 00 45 00 00 00 0A 00 47 00 01 00 FF FF

DOA3++ P+KK
1E 00 00 00 3F 01 01 00 02 00 0A 00 3B 00 02 00 25 00 04 00 22 00 03 00 2D 00 05 00
01 00 16 00 03 00 08 10 42 00 04 00 03 00 18 00 03 00 19 00
01 00 1A 00 10 00
01 00 1D 00 21 00 05 00 1A 00
01 00 20 00 05 00 1B 00
01 00 24 00 51 00 01 00
01 00 37 00 0A 00 00 00
01 00 3E 00 45 00 00 00 0A 00 47 00 01 00 FF FF

anim#CF = 7B5C:DAB90000 => B4B20000

Sounds
22 00 3E 00 = 22 00 03 00
2D 00 36 00 = 2D 00 05 00
03 00 09 10 = 03 00 08 10
03 00 38 00 = 03 00 18 00
03 00 39 00 = 03 00 19 00

----- ----- ----- ----- -----

Inputs:
PP: FB00 22 8A00 12 64 00 02 02 8A00 13 - P / 8B2E0000
FB00 22 9000 12 64 00 02 02 9000 13 - Bt P / 39300000
FB00 22 9800 12 64 00 02 02 9800 13 - 8P / 53300000
FB00 22 3901 12 64 00 02 02 3901 13 - 4P / 6D300000
PP6P: 0D01 22 FB00 12 40 09 64 00 0202 FB00 13 / B42E0000
0D01 22 FB00 12 64 00 40 04 0202 FB00 13 / C32E0000
0D01 22 FB00 12 64 00 0A 32 0A 06 FB00 13*?
66PK: 3A01 22 0301 12 64 00 0402 0301 13 / 37320000

New P6P input: A200 22 8A00 12 40 09 64 00 0202 8A00 13 @ 0A340100 => 0A340100
A200 22 8A00 12 64 00 40 04 0202 8A00 13 @ 18340100 => 1A340100
Bt P6P input: A200 22 9000 12 40 09 64 00 0202 9000 13 @ 26340100 => 29340100
A200 22 9000 12 64 00 40 04 0202 9000 13 @ 34340100 => 38340100
8P6P input: A200 22 9800 12 40 09 64 00 0202 9800 13 @ 42340100 => 47340100
A200 22 9800 12 64 00 40 04 0202 9800 13 @ 50340100 => 56340100
4P6P input: A300 22 3901 12 40 09 64 00 0202 3901 13 @ 5e340100 => 65340100
A300 22 3901 12 64 00 40 04 0202 3901 13 @ 6C340100 => 74340100
New P6PK input: 1401 22 A200 12 64 00 0402 A200 13 @ 86340100 => 8E340100
New 4P6PK input:1401 22 A300 12 64 00 0402 A300 13 @ 5E360100 => 62360100
New P+KK input: 1401 22 0501 12 64 00 0402 0501 13 @ 79340100 => 81340100

Kick String Offset Group: 3CD0:FC3A0000 => 94340100
Punch String Offset Group: 3CCC:C83A0000 => FC3A0000

PK (No stance issues, even after Bt PK)
1E 00 00 00 36 00 01 00 02 00 0A 00 3B 00 02 00 25 00 04 00 22 00 03 00 2D 00 2B 00 01 00 09 00 03 00 18 00 01 00 0D 00 21 00 05 00 1A 00 01 00 0F 00 05 00 1B 00 39 00 01 00 1D 00 2A 00 01 00 01 00 22 00 3A 00 01 00 26 00 51 00 02 00 45 00 00 00 0F 00 FF FF

1E 00 00 00 36 00 01 00 02 00 0A 00 3B 00 03 00 25 00 04 00 22 00 03 00 2D 00 2B 00 01 00 09 00 03 00 18 00 01 00 0D 00 21 00 05 00 1A 00 01 00 0F 00 05 00 1B 00 39 00 01 00 1D 00 2A 00 01 00 01 00 22 00 3A 00 01 00 26 00 51 00 02 00 45 00 00 00 0F 00 FF FF

*********************************************************************************
Kasumi 7P
*********************************************************************************
DOA3
00 00 60 00 01 00 37 00 0B 00
4C 00 02 00 04 00 05 00
01 00 08 00 03 00 4F 00
01 00 0C 00 1F 00 03 00 0C 00 01 00
01 00 14 00 1F 00 02 00
01 00 1C 00 1F 00 03 00
01 00 22 00 0C 00 00 00 4C 00 02 00 00 00 0A 00
01 00 25 00 1F 00 00 00 51 00 02 00 2A 00 01 00 45 00 00 00 0A 00 FF FF

DOAD
00 00 60 00 01 00 02 00 0A 00
4C 00 02 00 04 00 05 00
01 00 05 00 03 00 04 00
01 00 07 00 1F 00 03 00 0C 00 01 00
01 00 0B 00 1F 00 02 00
01 00 15 00 1F 00 03 00
01 00 1D 00 0C 00 00 00 4C 00 02 00 02 00 0A 00 1F 00 00 00 51 00 02 00 2A 00 01 00
01 00 1E 00 09 00
01 00 27 00 45 00 00 00 0A 00 FF FF

DOA3++
00 00 60 00 01 00 02 00 0A 00
4C 00 02 00 04 00 05 00
01 00 05 00 03 00 1F 00
01 00 07 00 1F 00 03 00 0C 00 01 00
01 00 0B 00 1F 00 02 00
01 00 15 00 1F 00 03 00
01 00 1D 00 0C 00 00 00 4C 00 02 00 02 00 0A 00 1F 00 00 00 51 00 02 00 2A 00 01 00
01 00 27 00 45 00 00 00 0A 00 FF FF

03 00 04 00 = 03 00 1F 00 (Might want to stick to 4F?)


*********************************************************************************
ZACK 6K2K
*********************************************************************************
DOA3 PP6P2K/3KKKK2K
1E 00 00 00 8D 00 01 00 02 00 0A 00 3B 00 04 00 25 00 05 00 22 00 03 00 2D 00 05 00 4C 00 02 00 01 00 06 00
01 00 10 00 03 00 0E 11 42 00 04 00
01 00 12 00 03 00 18 00
01 00 16 00 21 00 05 00 1A 00
01 00 19 00 05 00 1B 00
01 00 1A 00 0A 00 00 00 42 00 04 00
01 00 2E 00 51 00 01 00 2A 00 01 00 45 00 00 00 0A 00 FF FF

DOAD 6K2K
1E 00 00 00 52 01 01 00 02 00 0A 00 3B 00 02 00 25 00 04 00 22 00 3E 00 2D 00 36 00
01 00 12 00 03 00 76 10 42 00 05 00
01 00 15 00 03 00 38 00 0A 00 00 00
01 00 16 00 21 00 06 00 1A 00
01 00 19 00 05 00 1B 00
01 00 2E 00 51 00 02 00
01 00 34 00 45 00 00 00 0A 00 47 00 02 00 FF FF

DOA3++ 6K2K
1E 00 00 00 52 01 01 00 02 00 0A 00 3B 00 02 00 25 00 04 00 22 00 03 00 2D 00 05 00
01 00 12 00 03 00 0E 11 42 00 05 00
01 00 15 00 03 00 18 00 0A 00 00 00
01 00 16 00 21 00 06 00 1A 00
01 00 19 00 05 00 1B 00
01 00 2E 00 51 00 02 00
01 00 34 00 45 00 00 00 0A 00 47 00 02 00 FF FF

22(3)28

PP6P2K Input: 4B01 22 0B01 12 64 00 10 05 0402 0B01 13 / 33340000
4B01 22 2101 12 64 00 10 05 0402 2101 13 / 42340000
PPKKK2K Input: 4601 22 2E01 14 11 01 64 00 10 05 0402 / D4330000
4601 22 2601 14 11 01 64 00 10 05 0402 / FE330000

New 6K2K Input: 8F01 22 0101 12 64 00 10 05 0402 0101 13 @ C8330100

KickString offset list, 3CF8:603B0000 => CC330100

PP6P2K had a unique hitbox despite being identical to 2F+K/PPKKK2K/etc., so i switched it to those and used it's hitbox for 6K2K, which needed a unique hitbox for stance detection


*********************************************************************************
BAYMAN 6PPK/6P6PK
*********************************************************************************
DOAD Bayman 6PPK/6P6PK
1E 00 00 00 36 01 01 00 02 00 0A 00 3B 00 02 00 25 00 04 00 22 00 3E 00 2D 00 36 00 01 00 07 00 0A 00 00 00 01 00 0F 00 03 00 4A 10 42 00 05 00 01 00 18 00 03 00 39 00 01 00 1A 00 21 00 05 00 1A 00 01 00 1D 00 05 00 1B 00 01 00 31 00 51 00 02 00 01 00 39 00 45 00 00 00 0A 00 47 00 01 00 FF FF

DOA3 KK/PKK
1E 00 00 00 D9 00 01 00 02 00 0A 00 22 00 0B 00 2D 00 05 00 3B 00 02 00 25 00 04 00 0A 00 00 00 2A 00 01 00 01 00 03 00 2B 00 01 00 0D 00 03 00 09 1E 42 00 05 00 01 00 12 00 03 00 18 00 01 00 14 00 1A 00 21 00 05 00 01 00 17 00 05 00 1B 00 01 00 2B 00 51 00 02 00 2A 00 01 00 45 00 00 00 0F 00 FF FF

1E 00 00 00 D9 00 01 00 02 00 0A 00 22 00 0B 00 2D 00 05 00 3B 00 02 00 25 00 04 00 0A 00 00 00 2A 00 01 00 01 00 03 00 2B 00 01 00 0D 00 03 00 09 1E 42 00 05 00 01 00 12 00 03 00 18 00 01 00 14 00 1A 00 21 00 05 00 01 00 17 00 05 00 1B 00 01 00 2B 00 51 00 02 00 2A 00 01 00 45 00 00 00 0F 00 FF FF

^(Has 2 identical offsets, one can be used for DOAD 6P6PK)^
7E08:42B20000 anim#C0
7E6C:F8B90000 anim#D9
Just use BT Land P, anim#CE


DOA3++ 6P6PK
1E 00 00 00 36 01 01 00 02 00 0A 00 3B 00 02 00 25 00 04 00 22 00 0B 00 2D 00 05 00 01 00 07 00 0A 00 00 00 01 00 0F 00 03 00 09 1E 42 00 05 00 01 00 18 00 03 00 18 00 01 00 1A 00 21 00 05 00 1A 00 01 00 1D 00 05 00 1B 00 01 00 31 00 51 00 02 00 01 00 39 00 45 00 00 00 0A 00 47 00 01 00 FF FF

-

6P6PP input: 3201 22 3101 12 64 00 0202 3101 13 / 39340000
P6PK input: 0801 22 0201 12 64 00 0402 0201 13 / 72320000
6PPK input: 0101 22 0001 12 64 00 0402 0001 13 / 54320000
P6P2K: 0F01 22 0201 12 10 03 64 00 0402 0201 13 / FA320000
4P2K: 1A01 22 1001 12 10 05 64 00 0402 1001 13 / 6A330000

New 6P6PK input: A200 22 3101 12 64 00 0402 3101 13 @ 00380100
New 6PPK input: A200 22 0001 12 64 00 0402 0001 13 @ 54320000
New 6PP2K input: 0101 22 0001 12 10 03 64 00 0402 0001 13 @ 0F380100

String K offset group, 4014:3C3F0000 => 14380100


*********************************************************************************
HAYATE 1PP/PP2PP
*********************************************************************************
DOA3 236P
00 00 E1 00 01 00 02 00 0A 00 22 00 04 00 2D 00 2F 00 4C 00 01 00 01 00 0A 00
01 00 09 00 51 00 02 00
01 00 0D 00 03 00 06 22 42 00 05 00
01 00 10 00 03 00 14 00
01 00 13 00 21 00 03 00 1A 00
01 00 15 00 05 00 1B 00 01 00 1E 00 4C 00 02 00 00 00 28 00 2A 00 01 00 01 00 30 00 51 00 02 00 45 00 00 00 0A 00 FF FF

DOAD 1PP/PP1PP
1E 00 00 00 35 01 01 00 02 00 0A 00 3B 00 06 00 25 00 04 00 22 00 0A 00 2D 00 35 00 4C 00 00 00 01 00 0A 00
01 00 08 00 03 00 1E 10 42 00 04 00
01 00 0A 00 0A 00 00 00
01 00 0B 00 51 00 01 00
01 00 11 00 03 00 65 00
01 00 14 00 21 00 02 00 1A 00
01 00 16 00 05 00 1B 00
01 00 2A 00 0A 00 00 00
01 00 30 00 51 00 01 00
01 00 32 00 45 00 00 00 0A 00 FF FF

DOA3++ 1PP
1E 00 00 00 35 01 01 00 02 00 0A 00 3B 00 06 00 25 00 04 00 22 00 04 00 2D 00 2F 00 4C 00 00 00 01 00 0A 00
01 00 08 00 03 00 06 22 42 00 04 00
01 00 0A 00 0A 00 00 00
01 00 0B 00 51 00 01 00
01 00 11 00 03 00 14 00
01 00 14 00 21 00 02 00 1A 00
01 00 16 00 05 00 1B 00
01 00 2A 00 0A 00 00 00
01 00 30 00 51 00 01 00
01 00 32 00 45 00 00 00 0A 00 FF FF

PP2KP 1001 22 0C01 12 64 00 0202 0C01 13 / 24360000
1001 22 4701 12 64 00 0202 4701 13 / 79380000
44PP 3F01 22 3E01 12 64 00 0202 3E01 13 / 91370000
PP2P 4601 22 FC00 12 64 00 10 05 0202 FC00 13 / 21380000
4601 22 FC00 12 10 03 64 00 0202 FC00 13 / 30380000

New 1PP Input: 2301 22 0401 12 64 00 0202 0401 13 @ D3450100
New PP2PP: 2301 22 4601 12 64 00 0202 4601 13 @ E0450100

Punch String Offsets, 40F0:903F0000 => E8450100


*********************************************************************************
LEON 1P import
*********************************************************************************
DOA3 Bayman 1P
B6 00 01 00 02 00 0A 00 4C 00 02 00 01 00 05 00 22 00 2C 00 2D 00 04 00 2A 00 01 00 10 00 01 00 03 00 2B 00
01 00 12 00 0A 00 00 00 03 00 04 1E
01 00 13 00 03 00 55 00
01 00 15 00 03 00 14 00
01 00 17 00 21 00 08 00 1A 00
01 00 18 00 51 00 02 00
01 00 1B 00 05 00 1B 00
01 00 1F 00 2A 00 01 00 39 00
01 00 30 00 4C 00 02 00 00 00 05 00 45 00 00 00 0A 00 FF FF

DOAD Leon 1P
B7 00 01 00 02 00 0A 00 4C 00 02 00 01 00 05 00 22 00 69 00 2D 00 60 00 2A 00 01 00 10 00 01 00 03 00 2B 00
01 00 10 00 03 00 09 10 42 00 04 00
01 00 12 00 0A 00 00 00
01 00 13 00 03 00 62 00
01 00 15 00 03 00 62 00
01 00 17 00 21 00 08 00 1A 00
01 00 18 00 51 00 02 00
01 00 1B 00 05 00 1B 00
01 00 1F 00 2A 00 01 00 39 00
01 00 30 00 4C 00 02 00 02 00 05 00 45 00 00 00 0A 00 FF FF

DOA3++ 1P
B7 00 01 00 02 00 0A 00 4C 00 02 00 01 00 05 00 22 00 2C 00 2D 00 04 00 2A 00 01 00 10 00 01 00 03 00 2B 00
01 00 10 00 03 00 11 16 42 00 04 00
01 00 12 00 0A 00 00 00
01 00 13 00 03 00 55 00
01 00 15 00 03 00 14 00
01 00 17 00 21 00 08 00 1A 00
01 00 18 00 51 00 02 00
01 00 1B 00 05 00 1B 00
01 00 1F 00 2A 00 01 00
01 00 30 00 4C 00 02 00 02 00 05 00 45 00 00 00 0A 00 FF FF

Bayman 1P input: 2301 22 90 09 06 00 0202 / 4D310000
2301 22 90 0B 01 00 0202 / 56310000
2301 22 90 02 06 00 0202 / 5F310000
2301 22 10 05 01 00 0A 32 0202 / 6C340000

Leon 4P input E72C0000
F02C0000
Leon 6P input 212D0000
2A2D0000

Leon 1P input A300 22 90 09 06 00 0202 @ EF1A0100
A300 22 90 0B 01 00 0202 @ F81A0100
A300 22 90 02 06 00 0202 @ 011B0100
A300 22 10 05 01 00 0A 32 0202 @ 0C1B0100

P offset group, 3C20:A0390000 => 101B0100


*********************************************************************************
CHRISTIE 8P+K.K / 2P+K.K strings
*********************************************************************************
8P+K.K is PP2K
2P+K.K is BT Land K made to be a flipped PP2K

9P(Looking for stance switch)
00 00 46 00 01 00 02 00 0A 00 22 00 00 00 2D 00 04 00
01 00 0C 00 03 00 14 00 03 00 00 1F 42 00 05 00
01 00 0F 00 21 00 02 00 1A 00
01 00 12 00 05 00 1B 00 0A 00 00 00
01 00 28 00 2A 00 01 00 51 00 02 00 45 00 00 00 0A 00 47 00 02 00 FF FF

-----------------------------------------------
DOA3 8P+K.P (BD, A8A4)
1E 00 00 00 A4 00 01 00 02 00 0A 00 3B 00 02 00 25 00 08 00 33 00 22 00 0C 00 2D 00 25 00 01 00 12 00 03 00 14 00 03 00 56 00 03 00 05 1F 42 00 04 00 01 00 14 00 21 00 04 00 1A 00 01 00 17 00 05 00 1B 00 39 00 01 00 1E 00 2A 00 01 00 01 00 2D 00 51 00 02 00 45 00 00 00 0A 00 FF FF

DOA3 2P+K.P (BE, A902)
1E 00 00 00 A4 00 01 00 02 00 0A 00 3B 00 02 00 25 00 08 00 33 00 22 00 0C 00 2D 00 25 00 01 00 12 00 03 00 15 00 03 00 05 1F 42 00 04 00 01 00 14 00 21 00 04 00 1A 00 01 00 17 00 05 00 1B 00 39 00 01 00 1E 00 2A 00 01 00 01 00 2D 00 51 00 02 00 45 00 00 00 0A 00 FF FF
-----------------------------------------------

DOA3 PP2K (75)
1E 00 00 00 75 00 01 00 02 00 0A 00 3B 00 02 00 25 00 05 00 22 00 03 00 2D 00 05 00 10 00
01 00 06 00 51 00 01 00
01 00 11 00 03 00 19 00 03 00 00 1F 42 00 05 00
01 00 13 00 21 00 05 00 1A 00
01 00 17 00 05 00 1B 00 39 00
01 00 22 00 3A 00
01 00 23 00 51 00 02 00 2A 00 01 00 45 00 00 00 0A 00 FF FF

DOA3 Land K (CF)@AE46=>
1E 00 00 00 E1 00 01 00 02 00 0A 00 22 00 03 00 2D 00 05 00 10 00 51 00 02 00 01 00 05 00 51 00 01 00
01 00 11 00 03 00 19 00 03 00 00 1F 42 00 05 00
01 00 13 00 21 00 05 00 1A 00
01 00 17 00 05 00 1B 00 39 00
01 00 23 00 3A 00
01 00 24 00 51 00 02 00 2A 00 01 00 45 00 00 00 0A 00 FF FF
-----------------------------------------------------------

DOA3++ 2P+K.K (CF)AE46=>1108A (D1)@AF12
1E 00 00 00 75 00 01 00 02 00 0A 00 3B 00 02 00 25 00 05 00 *0A 00 00 00 33 00* 22 00 03 00 2D 00 05 00 10 00
01 00 06 00 51 00 01 00
01 00 11 00 03 00 19 00 03 00 00 1F 42 00 05 00
01 00 13 00 21 00 05 00 1A 00
01 00 17 00 05 00 1B 00 39 00
01 00 22 00 3A 00
01 00 23 00 51 00 02 00 2A 00 01 00 45 00 00 00 0A 00 FF FF
*This is the part the "flips" the animation and has her en in correct open/closed stance*

offset 46 AE 00 00 to
offset 8A100100

-----------------------------------------------------------
8P+K.P input 4301 22 F300 12 05 01 64 00 0202 F300 13 / A4310000
4301 22 F300 12 05 01 64 00 0606 F300 13 (P+K) / B3310000
2P+K.P input 4401 22 F400 12 05 01 64 00 0202 F400 13 / C2310000
4401 22 F400 12 05 01 64 00 0606 F400 13 (F+K) / D1310000

New 8P+K.K 0701 22 F300 12 05 01 64 00 0402 F300 13 @ 02100100 => 02110100
New 2P+K.K A300 22 F400 12 05 01 64 00 0402 F400 13 @ 11110100
P+K String offset group, 3A54:D0360000 => 14110100

PP2KK 3901 22 0701 12 64 00 0402 0701 13 / 7B310000
PP2K6K 0801 22 0701 12 64 00 40 04 0402 0701 13 / 872F0000
0801 22 0701 12 40 02 64 00 0402 0701 13 / 962F0000
0801 22 0701 12 64 00 0A 34 0C06 0701 13 (F+K)
PP2_KK 0901 22 0701 12 64 00 10 05 0402 0701 13 / A52F0000
0901 22 0701 12 10 03 64 00 0402 0701 13 / B42F0000

New 2P+K.KK 3901 22 A300 12 64 00 0402 A300 13 @ E6110100 => EA110100
New 2P+K.K6K 0801 22 A300 12 64 00 40 04 0402 A300 13 @ F5110100 => F9110100
0801 22 A300 12 40 02 64 00 0402 A300 13 @ 04120100 => 08120100
New 2P+K.K2K 0901 22 A300 12 64 00 10 05 0402 A300 13 @ 13120100 => 17120100
0901 22 A300 12 10 110100


*********************************************************************************
Helena Bokuho F+P
*********************************************************************************
DOAD Bokuho F+P User
00 00 DC 01 01 00 02 00 0A 00 4C 00 02 00 04 00 14 00
01 00 1D 00 51 00 03 00 35 00 03 00 03 00 1B 10 42 00 05 00
01 00 37 00 45 00 00 00 0A 00 47 00 02 00 FF FF

DOAD Bokuho F+P Target
00 00 DD 01 01 00 02 00 0A 00 14 00 01 00 4C 00 02 00 00 00 03 00 28 00 B4 00 4C 00 02 00 00 00 04 00
01 00 21 00 1F 00 03 00 03 00 AD 00 0E 00 4E 00
01 00 37 00 20 00 3D 00
01 00 3A 00 03 00 B5 00
01 00 4D 00 4F 00 20 00 00 00
01 00 4E 00 1F 00 01 00 06 00 12 00
01 00 60 00 52 00 01 00 01 00 62 00 4D 00 2E 00 14 00 FF FF

DOA4 Bokuho F+P User
00 00 01 DC 00 01 00 02 00 0A 00 4C 00 02 00 04 00 14 00
01 00 1D 00 51 00 03 00 35 00 03 00 03 10 1E 00 42 00 05 00
01 00 37 00 45 00 00 00 0A 00 47 00 02 00 FF FF

DOA4 Bokuho F+P Target
DD 01 01 00 02 00 0A 00 14 00 01 00 4C 00 02 00 02 00 03 00 28 00 B4 00 4C 00 02 00 02 00 04 00
01 00 21 00 1F 00 03 00 03 00 AD 00 0E 00 4E 00
01 00 37 00 20 00 3D 00
01 00 3A 00 03 00 B5 00
01 00 4D 00 4F 00
01 00 4E 00 1F 00 01 00 06 00 12 00
01 00 52 00 02 00 35 00 02 00 1C 00 89 00 00 00 05 00 20 00 02 00 0E 00
01 00 60 00 52 00 01 00 01 00 62 00 4D 00 2E 00 14 00 FF FF

-----

DOA3 Bass F+P Target
00 00 23 02 01 00 02 00 0A 00
28 00 B4 00 12 00 01 00 4C 00 02 00 0A 00 04 00
01 00 0A 00 14 00 01 00
01 00 2E 00 1F 00 03 00
01 00 32 00 03 00 1C 00 20 00 3D 00
01 00 37 00 4E 00
01 00 77 00 4F 00
01 00 78 00 1F 00 01 00 35 00 01 00 0E 00 06 00 52 00 01 00
01 00 7E 00 1C 00
01 00 7F 00 4D 00 2E 00 0F 00
01 00 86 00 52 00 02 00 35 00 04 00 FF FF

Hayate 41236F+P target
00 00 F1 01 01 00 02 00 0A 00
12 00 01 00 28 00 B4 00 4C 00 02 00 0A 00 04 00
01 00 0A 00 14 00 01 00
01 00 2E 00 1F 00 03 00 20 00 3D 00
01 00 2F 00 03 00 05 00 0E 00
01 00 32 00 03 00 1C 00
01 00 3D 00 4E 00
01 00 72 00 4F 00
01 00 73 00 1F 00 01 00 06 00 0E 00 35 00 01 00 52 00 01 00 01 00 78 00
01 00 83 00 4D 00 2E 00 0F 00
01 00 8A 00 1C 00 52 00 02 00 35 00 04 00 FF FF

Hayabusa 41236F+P target
00 00 C7 01 01 00 02 00 0A 00
28 00 B4 00 12 00 01 00 20 00 41 00 4C 00 02 00 0A 00 04 00
01 00 2F 00 14 00 01 00 1F 00 03 00 0E 00 03 00 2C 00
01 00 40 00 4E 00 01 00 69 00
01 00 74 00 4F 00
01 00 76 00 1F 00 01 00 0E 00 0C 00 00 00 52 00 03 00 13 00 06 00
01 00 80 00 1C 00
01 00 86 00 4D 00 2E 00 0F 00 FF FF

Gen Fu 236F+P target
00 00 A3 01 01 00 02 00 0A 00 28 00 B4 00 12 00 01 00 20 00 41 00 4C 00 02 00 0A 00 04 00 01 00 14 00 14 00 01 00 01 00 1A 00 03 00 07 00 0E 00 01 00 1E 00 1F 00 03 00 01 00 22 00 4E 00 01 00 61 00 4F 00 01 00 63 00 0E 00 52 00 03 00 1C 00 1F 00 01 00 13 00 06 00 01 00 66 00 4D 00 2E 00 0F 00 FF FF

-----

DOA3++ Bkh Throw User (anim#5F01 @ 80A4:DD2E)
00 00 DC 01 01 00 02 00 0A 00 4C 00 02 00 04 00 14 00
01 00 1D 00 51 00 03 00 35 00 03 00 03 00 03 1C 42 00 05 00
01 00 37 00 45 00 00 00 0A 00 47 00 02 00 FF FF

DOA3++ Bkh Throw Target (Anim#6301 @ 80B4:1341E)
00 00 DD 01 01 00 02 00 0A 00
14 00 01 00 4C 00 02 00 02 00 03 00 28 00 B4 00 4C 00 02 00 02 00 04 00
01 00 21 00 1F 00 03 00 03 00 AD 00 0E 00 4E 00
01 00 37 00 20 00 3D 00
01 00 3A 00 03 00 1C 00
01 00 4D 00 4F 00
01 00 4E 00 1F 00 01 00 *06 00 12 00* <-- Crash/Fixed
01 00 52 00 02 00 35 00 02 00 1C 00 *89 00 00 00 05 00 20 00 02 00 0E 00* <- Crash/Fixed
01 00 60 00 52 00 01 00
01 00 62 00 4D 00 2E 00 14 00 FF FF

-----

Bokuho Throw Damage: #8
Bokuho Throw Move-Slot-List: 2620 <-- Bokuho F+P

-----

New test
00 00 DD 01 01 00 02 00 0A 00
14 00 01 00 4C 00 02 00 02 00 03 00 28 00 B4 00 4C 00 02 00 02 00 04 00 0A 00 04 00
01 00 21 00 1F 00 03 00 03 00 AD 00 0E 00 4E 00
01 00 37 00 20 00 3D 00
01 00 3A 00 03 00 1C 00
01 00 4D 00 4F 00
01 00 4E 00 1F 00 01 00 06 00 0E 00
01 00 52 00 02 00 35 00 01 00 1C 00
01 00 60 00 52 00 01 00
01 00 62 00 4D 00 2E 00 14 00 FF FF

03 00 AD 00 = Launch Sound
03 00 1C 00 = Falling Sound
52 00 xx 00 = Landing, Sound + Cam Shake
0E 00 = Damage

Bass-Based
00 00 DD 01 01 00 02 00 0A 00
28 00 B4 00 12 00 01 00 4C 00 02 00 0A 00 04 00
01 00 21 00 1F 00 03 00 03 00 AD 00 4E 00 0E 00
01 00 37 00 20 00 3D 00
01 00 3A 00 03 00 1C 00
01 00 4D 00 4F 00
01 00 4E 00 1F 00 01 00 0E 00 06 00 52 00 02 00
01 00 52 00 1C 00 35 00 01 00
01 00 60 00 0F 00 52 00 01 00
01 00 62 00 4D 00 2E 00 FF FF

-----

5F 01 00 04 *06* 00 00 00
17 = 0 @ 27ED
16 = 15+15 @ 27EA <- 2F+P.F+P
15 = 20+20 @ 27E7 <- 2F+P
14 = 30+40 @ 27E4
13 = 20+38 @ 27E1
12 = 20+20 @ 27DE
11 = 20+50 @ 27DB
10 = 30+40 @ 27D8
0F = 20+20+30 @ 27D4
0E = 20+23 @ 27D1
0D = 58 @ 27CF
0C = 0 @ 27CD
0B = 40+30 @ 27CA
0A = 20+20 <-- 214F+P @ 27C6
09 = 28+30 @ 27C3 <- F+P vs BT
08 = 62 <-- 1F+P @ 27C1
07 = 45 <-- 4F+P @ 27BF
*06 = 20+35 <-- @ 27BC*
05 = 15+33 damage <-- 6F+P / High K Hold @ 27B9
04 = 62 <-- 236F+P @ 27B7
03 = 10+10+20 <-- F+P @ 27B3
02 = 20+35 <-- F+P vs BT @ 27B0
01 = 0 @ 27CD
00 = 30? @ 27CB
 

Attachments

  • doa3_modding_notes.rar
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Last edited:

Gultigargar

Well-Known Member
So this probably looks a bit silly coming so soon after announcing I'd take a break, but I discovered, among other things, how to edit wall-splat ranges, which is something that's been a long time coming, so here's another update: https://www.mediafire.com/file/ejsi7xnqln5sx0k/DOA3++v1_31.rar/file

-Limbo Stun threshold break animations changed from Falling to Mid Side Knockdown. (Always bothered me a little that the threshold break was so anti-climactic, so I changed it to something that I think looks better.)
-Leifang 66P/PP6PP/P3PP/Etc. animation imported from DOAD. No changes to frame data, but the animation has longer reach because Leifang leans more forward.
-Added Jann Lee's 44PP.
-Bass 8F+P recovery speed increased, which makes it so the move is no longer unsafe on hit if the opponent techs off the ground.
-Leon F+P recovery speed increased, which makes it so the move is no longer unsafe on hit if the opponent techs off the ground.
-Bayman F+P recovery speed increased, which makes it so the move is no longer unsafe on hit if the opponent techs off the ground.
-Gen Fu F+P recovery speed increased, which makes it so the move is no longer unsafe on hit if the opponent techs off the ground.
-Gen Fu Air F+P advantage lowered by 1. This means he no longer gets a guaranteed K or 6P. I don't like taking away character options like this, but the guaranteed 6P on slippery surfaces was pretty broken. He still has enough advantage for a guaranteed PP.
-Hayate 3K wall-splat range changed from 2m to 1m. (Same as other 3Ks.)
-Helena's 4P2P/BT PP4P2P now has a 1m wall-splat range.
-Helena's 1KP/66KPP wall-splat range changed from 2.5m to 3m.
-Helena's Bokuho P+K wall-splat range changed from 3m to 3.5m.
-Christie's 6KP wall-splat range changed from 2m to 1.5m, and only wall-splats on counter-hit.
-Zack's 236PK wall-splat range changed from 1m to 2m, to match the other versions of that move. (PPPK/4KK/BT 4K/PP4.K)
-Tina's Jump K and Running K wall-splat range changed from 2m to 3m.
-Ein's 6P+K wall-splat range changed from 3m to 2m.

There was also some testing done to make stage destructibles cause sitdown stuns on hit. It works fine for the most part, except for one major bug on the Lost World stage:
I guess because the game has registered the opponent as having hit a wall, it won't allow the to fall over an edge 'wall' within the same combo. But it still tries to play the stage transition animations, which are invulnerable. It might be possible to turn this invulnerability off and get it working that way, but there's a lot of work that has to go into finding and testing that, which I don't have the energy for right now.
 
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Gultigargar

Well-Known Member
v1.32 update
There were a few throws I missed the last time around, so these should be the last of them. Also added a couple more moves.

-Low Stomach Crumble threshold break changed from Juggle Fall to Low Knockdown. (Examples of Low Stomach Crumbles are Gen Fu's 1P and Ayane's 33P on CH)
-Ein 2KK added. Previous 2KK's input is now 2_KK.
-Ein's PP2K can now delay its follow-ups.
-Christie 4PP added.
-Hitomi 1P added.
-Brad Wong BT 2PP updated animation imported.
-Brad Wong Dokuritsu-Ho K added. Previous Dokuritsu-Ho K input is now Dokuritsu-Ho F+K.
-Kasumi's 8F+P.F+P recovers faster.
-Kasumi's 8F+P vs BT recovers faster.
-Tina's 4F+P recovers faster.
-Tina's 214F+P.6F+P.8F+P recovers faster.

I wanted to import Brad Wong's backturned 66 dash (In DOA4 he got one similar to Ayane's and Helena's), but ran into trouble implementing it.

Also working on importing a new stun from DOA4, but for it to work properly I need to locate where the game determines how many frames of stun to go through before you are able to hold. Not quite ready for use yet because of that.
 
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Gultigargar

Well-Known Member
v.133 update
This one fixes some bugs/oversights that were in the original game, as well as a few other tweaks.

-Kasumi P+KP/P6PP added. With the face stun from P+K this becomes a natural combo.
-Ein 66KK walls-plat range changed from 2m to 1m.
-Hayate 66KK walls-plat range changed from 2m to 1m.
-Hitomi 66KK now has a 1m wall-splat range. (The official frame data lists the move as having a 2m wall-splat range, but in-game it does not wall-splat. Looking at the data, an unused move-slot right next to 66KK mysteriously did have wall-splat, though. I believe this was a straight up mistake by the developers where they assigned wall-splat to the wrong slot.)
-Zack PP4.K wall-splat range changed from 1m to 2m. (Missed this one when I last adjusted his wall-splat ranges.)
-Zack 9P now wall-splats on CH. (Despite being identical to 8P, only 8P would wall-splat in the vanilla game.)
-Jann Lee KK wall-splat range changed from 2m to 1m on CH.
-Tina's 66K now causes long knockback to targets in the air.
-Hayate 6F+P+K tag attack changed from 6F+K to 236P.
-Hayate 4F+P+K tag attack changed from 236K to 6F+K.
-Zack 6F+P+K tag attack changed from P+K to 6P+K.
-Zack 4F+P+K tag attack changed from 66P+K to 2F+K.
-Leon's updated P6PK animation from DOA4/DOAD has been imported.
-Fixed an oversight from the vanilla game where Leon's PP1P caused 32 damage instead of 28. (Looks like the developers forgot to lower the damage on the tag hitbox after lowering it in the solo hitbox.)
-Fixed an oversight from the vanilla game where Ayane's PP6PP caused 28 damage instead of 24. (Looks like the developers forgot to lower the damage on the tag hitbox after lowering it in the solo hitbox.)
-Fixed an oversight from the vanilla game where Helena's 7K was -14 on block instead of -11. (Looks like the developers forgot to lower the disadvantage on the tag hitbox after lowering it in the solo hitbox.)
-Ayane's 6KK/PP6KK now caues the opponent to flip over in the air.
 

Gultigargar

Well-Known Member
https://www.mediafire.com/file/m78t9nvbiuxcvcz/DOA3++v1_33.rar/file
Sorry for the double-post, but I suddenly found a *lot* of free space in Leifang's animation file, so I took the opportunity to add a bunch of her updated animations.
-K/PPK/3PPK
-KK/PPKK/3PPKK
-1K
-1KK
-22K/Jump-Land K
-PP2K/3PP2K/P3P2K
Most of them are just aesthetic updates, while the rest are very minor gameplay changes. KK recovers 1 frame faster, 22K/PP2K comes out 1 frame faster, recover 1 frame slower.
 

Moruma

New Member
Don't apologize for a double post, this is amazing work. :D I also have some requests if possible!!!

Helena:
:4::P::P::K::K: This move is what gives her that incredible mixup potential.
Helena 4PPKK.gif

:3::3::P::4::P: The finisher that can be used after every combo. Honestly better than her current :3::3::P: because it can be used to start and end combo making it useful for all many situations.
Helena 33P4P.gif

Christie:
:F+K:,:F+K:,:F+K: Honestly, just my favorite looking combo ender to use when opponent I need a short combo.
Christie 3xF+K.gif
:3::P::P::P: One of her best and main pressure tools!!!
Christie 3PPP.gif
Air :6::K::4::K: Okay.. my all time favorite looking move for Christie. I love this move because it has such a low hitbox and can be used when you feel like you've reached max damage before the combo finishes.
Christie Air 6K4K.gif

Gen Fu:
Could you add any moves or strings for Gen Fu? I feel like you have only nerfed him even if it was a bit....Maybe give this move for variety?
:4::4::P::P:
Gen Fu 1PP.gif


Everything is a request but it would be really cool if any of these could moves make it in!! Thanks Gultigargar!!

:thumbs up:
 

Gultigargar

Well-Known Member
Hey Moruma, thanks for the suggestions. Helena's 4PPKK is one I've actually been considering for a while, it's just that until pretty recently it wasn't an option because I was still having trouble implementing new strings and hadn't found where the game stores its wall-splats yet.

Regarding multi-hitting moves like Helena's 3_P4P and Christie's 3PPP, it's unlikely those will ever make it. For them to work, they need an available move-slot and hitbox for each hit of the move *and* they need to be 'next' to each other in the data. Basically no-one even really has this. The only reason Helena's 4P2P was able to work was because she already had an unused string-version of her 236P in the data that I was able to just activate.

Christie's F+KKK does certainly look cool, but I'm kind of wondering if it would actually be a downgrade for her? Her current F+K is a decently fast launcher with a safe follow-up. DOA4's F+KKK seems to be more of a juggle-string, which she doesn't necessarily need more of when she already has PPPPP/PPPP2P/PP2_KK and 4K2KPP.
I don't play her that much though, so if what I'm saying makes no sense I'd be okay with going ahead and changing the move.

As for Gen Fu, I realize it does suck to see him mostly get nerfs, but if it's any consolation he's probably still the best character in the game. His 44PP is definitely possible to import, but it's such a gimmicky move that I don't know if I want to. The move is pretty rarely used, I think after a wall-splat is the only time it kind of makes sense to use it.
If he were to get a new move I'd lean more towards 3KP6P, so he can mix up the otherwise pretty telegraphed 3KPP. But that mixup is another one of those things where I don't know if he needs it. I would like to throw him a bone after nerfing him so much, though, so I'll probably do some tests and see.
 
Last edited:

Moruma

New Member
Helena:
For the multi-hitting moves, I see... Well could you transfer that unused :236::P: move to her :3::3::P: string and make it :3::3::P::4::P:? Then you could add her current BT 2K high kick onto her 4P and that would give her the mixup once you implement her 4PPKK.

Christie:
Could you add on her :236::P+K: onto her :3::P::P:?
Personally, I think there are lot of moves that do the same thing in DOA. How about giving Christie's :9::K: the properties of the current :F+K:? We already have :8::K: which performs exactly the same. Then you can implement the new move. Christie is good enough to be able to take risks. I don't know that the second hit of F+K being safe is important because it can be held or ducked. She has lots of safe attacks already...unless you plan to give guard advantage to it. :)

About DOA4's F+KKK, it's more for combo damage reasons, at least for me. But if it will unnecessarily complicate things, you can skip it.

What about Air :6::K::4::K:. Is that possible?
Christie Air 6K4K.gif

Gen Fu:
As for Gen Fu, yes, you can certainly add that string instead and it would help his mixup. I thought that 44PP would be really great for setting up danger zones, he only needs that second hit to be added on.
 
Last edited:

Moruma

New Member
For anybody that needs Ein already unlocked, here is a save to drag and drop into Cxbx along with an EEPROM if necessary.
 
Last edited:

Gultigargar

Well-Known Member
DOA3++ v1.34

Game now uses its own unique Title ID: 54430000. This gives the game its own separate save file folder, instead of sharing it with vanilla DOA3. Any costume mods you wish to use will have to be moved to the new folder. If you would like to use your existing DOA3 save, you can simply copy the file over.

-Gen Fu 3KP6P added.
-Christie F+KK replaced with DOAD's F+KKK.
-Helena 4PPKK/BT PP4PPKK added.
-Jann Lee 4KKP added. Causes guard break.
-Jann Lee 3K4KP added.
-Brad Wong P6P/P6PP added.
-Bayman has a new move: 66P+K, inspired by his DOA5LR 6P+K. The move uses DOAD's 7P animation, but the frame data has been tweaked to 16(2)20. The move causes 10 damage, stuns on normal hit, and is +4 on block.
-Leifang's updated 66K from DOAD has been imported. The move now has 1 frame faster startup.
-Bass's updated 1K from DOAD has been imported. The move now recovers 3 frames faster.
-Kasumi's 6KK/PP6KK now flips airborne targets.
 
Last edited:

Moruma

New Member
DOA3++ v1.34

Game now uses its own unique Title ID: 54430000. This gives the game its own separate save file, instead of sharing it with vanilla DOA3. Any costume mods you wish to use will have to be moved to the new save folder.

-Gen Fu 3KP6P added.
-Christie F+KK replaced with DOAD's F+KKK.
-Jann Lee 4KKP added. Causes guard break.
-Jann Lee 3K4KP added.
-Brad Wong P6P/P6PP added.
-Bayman has a new move: 66P+K, inspired by his DOA5LR 6P+K. The move uses DOAD's 7P animation, but the frame data has been tweaked to 16(2)20. The move causes 10 damage, stuns on normal hit, and is +4 on block. No follow-ups.
-Leifang's updated 66K from DOAD has been imported. The move now has 1 frame faster startup.
-Bass's updated 1K from DOAD has been imported. The move now recovers 3 frames faster.
-Kasumi's 6KK/PP6KK now flips airborne targets.
Thank you for your hard work! I’ll update the save file shortly!

Edit: File updated with new title ID, "54430000".
 
Last edited:

Gultigargar

Well-Known Member
DOA3++ v1.34a

Did some minor tweaks and fixes.

-Adjusted Jann Lee's 4KKP grunts.
-Got rid of the rather bizarre hi-counter state during startup of Jann Lee's 6K.
-Fixed a minor oversight with Kasumi's 6PP/PP6PP.
-Undid the low stomach crumble threshold change. Characters were previously able to take advantage of the "mini-launch" it caused, and I didn't mean to take that away from them.
-Adjusted Zack's PP2K/2KP2K startup animation. Change is visual only, frame data is unchanged.
-Fixed what appeared to be oversights with weight classes. Hitomi, Brad Wong and Christie (all new characters in DOA3) all had launch values that no other weight class had.
-Hitomi changed to lightweight, same as Ayane/Kasumi (x1.02 multiplier, +0.989 bonus)
-Brad Wong and Christie changed to midweight, same as Zack/Tina/etc. (x1.00 multiplier, +1.002 bonus)
 
Last edited:

theperfectdonut

New Member
Found this video online showing Omega playable using character value swapping, I can't find any information on the values though sadly it's a shame since with these values we could find Tengu's slot then enable it so the moveset loads correctly.
i cant even get his sword to show up
 

JAG THE GEMINI

Active Member
DOA3++ v1.34a

Did some minor tweaks and fixes.

-Adjusted Jann Lee's 4KKP grunts.
-Got rid of the rather bizarre hi-counter state during startup of Jann Lee's 6K.
-Fixed a minor oversight with Kasumi's 6PP/PP6PP.
-Undid the low stomach crumble threshold change. Characters were previously able to take advantage of the "mini-launch" it caused, and I didn't mean to take that away from them.
-Adjusted Zack's PP2K/2KP2K startup animation. Change is visual only, frame data is unchanged.
-Fixed what appeared to be oversights with weight classes. Hitomi, Brad Wong and Christie (all new characters in DOA3) all had launch values that no other weight class had.
-Hitomi changed to lightweight, same as Ayane/Kasumi (x1.02 multiplier, +0.989 bonus)
-Brad Wong and Christie changed to midweight, same as Zack/Tina/etc. (x1.00 multiplier, +1.002 bonus)
what was the OG weight class of the 3 new DOA3 characters then?
Something between light and mid weight?
 
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