DOA3++ Balance/Gameplay Mod

Gultigargar

Well-Known Member
DeadOrAlive3++.png

Welcome to the thread for this "balance mod" for DOA3, based on the Japanese DOA3.1 version.

Download v1.44 of the DOA3++ gameplay mod here: https://www.mediafire.com/file/05vaoxjp0zftqnk/DOA3++v1_44.rar/file
To "apply" the patch, get a regular copy of DOA3. In your DOA3 folder, drag the DOA3++ files inside have have them replace any existing files.
If you are trying to build an .iso for use with the XEMU emulator, Rob has written out instructions here

Many thanks to usagiZ for their help with changes to holds and parries, as well as general technical guidance.

Changelist for the mod in the spoiler tag below:
UNIVERSAL CHANGES
High/Mid Holds and High/Mid Parries ( :7::F: / :4::F: / :4::9::F: )
Changed from 0(22)8 to 0(18)12 frames.

Low Holds and Low Parries ( :1::F: / :4::3::F: )
Changed from 0(22)5 to 0(18)12 frames. (No longer recover 3 frames faster than standing holds/parries.)

High/Mid Parries ( :4::9::F: ) changed to parry high attacks only.
Low Parries ( :4::3::F: ) changed to parry mid attacks only.
Parries now have unique animations imported from DOAD.

Mid Punch holds ( :4::F: ) and Mid Kick holds ( :6::F: ) are now separate.

Wakeup Kicks ( :K: / :2::K: )
Changed from deep stuns to short pushback stuns on Normal Hit.

Tag throws no longer overwrite regular throws. Instead, :6::4::F+P+K:, :6::6::F+P+K: and :236::F+P+K: are the new tag throw inputs.
Using a tag throw against a backturned opponents gives in a generic tag throw.

There are no longer any non-charging moves that are throw-able during startup.

Inputting :6_: no longer reads as a :6::6: move input.
Inputting :3_: no longer reads as a :3::3: move input.
Inputting :6::6::236: no longer reads as a :3::3: move input.
Inputting :6::6::3_: no longer reads as a :3::3: move input.

Limbo Stun can no longer be held out of. (Could previously hold after frame 50.)
Guard Crush can no longer be held out of. (Could previously hold after frame 30.)
Sitdown Stun unholdable frames changed from 20 to 34.
Backturned Mid Threshold Stun unholdable frames changed from 7 to 20.

Limbo Stun threshold animation changed from Juggle Fall to Side Knockdown.
Juggle hits pushing to the side now use the 'Spinning Juggle Fall' animation.

:ayane:AYANE
:3::K:
Changed from Hit to Short Stomach Stun on Normal Hit.

Backturned :2::K:
Changed from Hit to Short Stomach Stun on Normal Hit.
Changed from Side Knockdown to Sitdown Stun on Counter Hit.

:6::P::K: / :P::P::6::P::K:
New move imported from DOAD.
18(3)29 frames.
Mid Kick.
-7 on block.
Short Knockback on hit.
26 damage.
2m wall-splat range.

:6::6::P::4: / :P::P::P::4: / :9::P::P::P::4: / Backturned :P::P::P::4:
New string option added.
The move is a variation of her :8::P: backturn.
-7 on block if input at the earliest possible moment.

:4::P::K: / Backturned :P::P::6::P::K:
Changed from Spinning Fall to High Side Knockdown.

:4::P::5::K: / Backturned :P::P::6::P::5::K:
Changed from Spinning Fall to Spinning Knockback on Normal Hit.

:K::K::K:
Changed from -7 to -1 Guard Break on block.

:9::K:
Enters an air state during the move's jump frames.

:4::K:
Changed from 16(3)27 to 16(4)26 frames.

:6::K::K: / :P::P::6::K::K:
Changed from Juggle Fall to Flipping Over in the air.

:236::F+K::5::F:
New move imported from DOAD.
Total animation length is 44 frames.

:3::F+K:
Updated animation imported from DOA4.
Changed from 20(3)29 to 19(3)23.
Changed from -13 to -7 on block.
Changed from 30 to 28 damage.
Ends in backturned state.

:P+K::P::1: / Backturned :4::P::P::1: / Backturned :P::P::4::P::P::1:
New string option added.
Ends backturned. Can hold :6: to gain a little extra distance and end facing forward.

:236::F+K: / :P+K::P::K: / Backturned :4::P::P::K: / Backturned :P::P::4::P::P::K:
Changed from -5 to Guard Crush on block.
Changed from 55 to 50 damage.

Backturned :4::K:
New move imported from DOAD.
18(3)26 frames.
Mid Kick.
-11 on block.
Launch on hit.
20 damage.
1m wall-splat range.

Backturned :7::P:
Launch height changed to match :4::P:.

:6::F+P:
Changed from 42 to 45 damage.

:6::6::F+P::5::F+P:
2nd part of the throw now goes into her Jump Kick Hold animation from DOAD.
Changed from 20 to 10+10 damage.

Backturned :F+P:
Changed from 20+23 (43 total) to 22+25 (47 total) damage.

:1::1:
Replaced by her DOA2 :1::1: crouch backdash.

:1::P+K:
New input added.
The move is her DOA3 :1::1: crouch backdash.
Hold :1_: during the animaton to move further away and end in backturned state.

:6::4::6::F+P+K:
Now performs her previously unused taunt.

:bass:BASS
:3::P:
Changed from Lift Hit to Lift Stun against crouching target on Normal Hit.

:3::K: / :P::K:
Can start next move in the string 13 frames earlier, same as in DOA4.

:P::K::K:
Updated animation imported from DOAD.
Changed from 29(2)28 to 24(3)26 frames.
Changed from -11 to -4 on block.
Changed from 30 to 32 damage.

:3::K::K:
Updated animation imported from DOAD.
Changed from 29(2)27 to 24(3)26 frames.
Changed from -10 to -5 on block.

:6::P::K:
Lowered juggling height.

:3::3::P:
Changed from -13 to -7 on block.

:4::6::P:
Changed from Knockdown to Ground-Bounce Launcher.

:1::K: / Jump Land :K:
Updated animation imported from DOAD.
Changed from 17(2)27 to 17(2)24 frames.

:6::6::K:
Changed from -3 to +3 Guard Break on block.
Changed from 45 to 40 damage.

:F+K:
Enters an air state during the move's jump frames.
Changed from Juggle Fall to Short Knockback in the air.

:6::F+K:
Changed from Knockdown to Ground-Bounce Launcher.

:P+K:
Changed from -8 to -6 on block.

:2::P+K::P:
Changed hold type from a High Punch Hold to a High Punch Divert Hold.

:3::P+K:
Uses a new launch animation so that :3::P+K::P: no longer whiffs.

:8::F+P:
Player animation recovery shortened.

:2_::6::4::F+P:
Input conditions made less strict.

:3::3::F+P:
Updated animation imported from DOAD.
Changed from 16(3)30 to 10(3)30 frames.

:bayman:BAYMAN
Updated idle animation imported from DOA4 to make him a bit more visually distinct from Leon.

:3::P:
Changed from Lift Hit to Lift Stun against crouching target on Normal Hit.

:2::P:
Changed from 0 to +1 on Normal Hit.

:8::P: / Backturned :P::P:
Changed from Stomach Stun to Ground-Bounce on Counter Hit.

:1::P: / :P::P::2::P:
Changed from Low Side Stun to Trip Stun on Normal Hit.

:236::P:
Updated animation imported from DOA4.
Changed from 19(3)27 to 16(3)27 frames.

:4::K:
Updated animation imported from DOA4.
Changed from 21(3)25 to 21(4)24 frames.
Changed from Knockdown to Ground-Bounce Launcher on Counter Hit.

:6::6::P: / :P::P::P: / :6::K::P: / :4::P::6::K::P:
Changed from -8 to -5 on block.

:P+K:
Can start next move in the string 4 frames earlier, same as in DOA4.

:6::6::P+K:
New move, animation imported from DOAD.
16(2)20 frames.
High Punch.
+3 on block.
High Stun on hit.
10 damage.

:6::P::P::K:
Input changed to :6::P::P::2::K:.

:6::P::P::K: / :6::P::6::P::K:
New move imported from DOAD.
26(3)29 frames.
Mid Kick.
-15 on block.
Knockdown on hit.
25 damage.
1m wall-splat range.

:F+P:
Player animation recovery shortened.

:4::9::F:
New move.
0(18)12 frames.
Parries High Punches and Kicks.
25 damage.
Leaves Bayman at +7 frame advantage against a punch.
Leaves Bayman at +10 frame advantage against a kick.

:4::3::F:
New move.
0(18)12 frames.
Parries Mid Punches and Kicks.
20 damage against a punch.
25 damage against a kick.
Leaves Bayman at +6 frame advantage against a punch.
Leaves Bayman at +10 frame advantage against a kick.

:bradwong:BRAD WONG
Free step :4: / :6: / :7: / :1: movement speed increased to ~120%.
Free step :8: / :2: / :3: / :9: movement speed increased to ~150%.

:P::6::P:
New move imported from DOAD.
15(3)24 frames.
Mid Punch.
-11 on block.
-10 on Normal Hit.
Lift Stun on Counter Hit.
20 damage.
Has :3::P::P: follow-up.

:K:
Changed from 28 to 24 damage.
Follow-up strike can be started earlier, same as in DOA4.

:K::K:
Updated animation imported from DOA4.
Changed from 23(2)26 to 15(2)26 frames.
Changed from -10 to -13 on block.
Changed from 25 to 20 damage.
Follow-up strike can be started earlier, same as in DOA4.

:K::K::K:
Updated animation imported from DOA4.
Changed from 24(3)28 to 14(3)28 frames.
Changed from a Mid Kick to a High Kick.
Changed from -13 to -12 on block.
Launch height lowered.

:P::P::2::K:
Updated animation imported from DOA4.
Changed from 21(4)30 to 16(4)30 frames.

:P::P::2::K::2:
New move imported from DOAD.
16(4)39 frames.
Ends in lying stance.

:6::P::4::P:
Changed from his :8::P: attack/animation to his :P+K: attack/animation, same as in DOA4.
Changed from 22(2)23 to 18(3)31 frames.
Changed from a Mid Punch to a High Punch.
Changed from -10 to -5 on block.
Changed from +6 Hit to Face Stun on Normal Hit.
Changed from Stomach Stun to Face Stun on Counter Hit.
Changed from 20 to 18 damage.

:8::P:
Updated animation imported from DOA4.
Changed from 19(2)23 to 16(2)23 frames.

:P+K:
Changed from -16 to -5 on block.

:3::P::P: / :3::K::P::P:
Updated animation imported from DOA4.
Frame data is unchanged, but he now takes a larger step forward, giving the move longer reach.

:4::P::P:
Changed from 24 to 26 damage.

:6::6::P: / Backturned :6::6::P:
Changed from -8 to -3 on block.
Chest and hip hitbox size increased, allowing for more consistent juggling.

:3_::P:
Updated animation imported from DOA4.
Changed from 23(3)24 to 17(3)24 frames.
Launch height lowered slightly.

:3_::P::P:
Changed from -5 to +1 Guard Break on block.
Wall-splat range changed from 2m to 2.5m.

:236::P:
Updated animation imported from DOA4.
Changed from 21(4)29 to 15(4)29 frames.

:214::P:
Updated animation imported from DOAD.
The new animation travels further, giving the move longer reach.
Hold-type changed from Mid Punch Hold to Jumping Mid Punch Hold.

Running :P:
New move imported from DOAD.
13(3)38 frames.
Jumping Mid Punch
Long Knockback on hit.
-8 Guard Break on block.
38 damage.
Ends in lying stance.
4m wall-splat range.
Unlike :214::P:, this move has no 'Close Hit' property.

:1::K: / :1_::K::K: / :1_::K::K::K:
Now in a crouching state during recovery, making low throws the correct punish.

:3::3::K: / :1::K::K:
Changed from -16 to -6 on block.

:6::K:
Changed from -17 to -11 on block.

:7::K:
Changed from 36 to 40 damage.

:8::K:
Changed from Short High Stun to High Stun on Normal Hit.
Changed from 27 to 32 damage.

:2::F+K:
Input changed to :1::F+K:.

:2::F+K:
New move imported from DOAD.
18(4)26 frames.
Low Kick.
-12 on block.
Trip Stun on Normal Hit.
Low Side Knockdown on Counter Hit.
25 damage.
Can recover into lying stance by holding :2_:.

Backturned :P::P::6::P::P:
Hip hitbox size increased.

Backturned :2::P::P:
Updated animation imported from DOAD.
Changed from 22(2)30 to 20(3)27 frames.
Changed from -14 to -6 on block.

Backturned :2_::P::2_::K:
Fixed move not properly entering backturned state under certain conditions.

Backturned :6::K:, 2nd hit
Foot hitbox size increased, allowing for more consistent juggling.

Backturned :F+K:
Slightly adjusted juggle state of 1st hit to let 2nd hit of the move connect more easily.

Backturned Lying Stance :K:
Updated animation imported from DOAD.
Changed from 20(2)33 to 16(2)33 frames.

Backturned Lying Stance :6::5::K:
Updated animation imported from DOAD.
Input changed to :P+K:.

Lying :P:
Changed from 59(2)13 to 44(2)13 frames.
Changed from High Hit to High Stun on Normal Hit.

Backturned Lying :P:
Changed from High Hit to High Stun on Normal Hit.

Dokuritsu-Ho :P:
Updated animation imported from DOA4.
Changed from 19(3)22 to 19(3)28 frames.
Changed from 18 to 24 damage.
Ends in backturned state.

Dokuritsu-Ho :K:
Input changed to Dokuritsu-Ho :F+K:.

Dokuritsu-Ho :K:
New move imported from DOAD.
15(3)22 frames.
High Kick.
-6 on block.
Lift Stun on Normal Hit.
Launch on Counter Hit.
30 damage.
1m wall-splat range.

Backturned :F+P:
Changed from 47 to 52 damage.

:2::F+P:
Opponent can no longer tech up when landing.

:8::P: down attack
Now transitions into lying stance when it misses.

Lying Stance :4: / Backturned Lying Stance :6:
Updated animation imported from DOA4.
Changed from 39 to 26 frames.

Lying Stance :3_: / Backturned Lying Stance :1_:
New move imported from DOAD.
45 frames.
Leaves him in lying stance.

Lying stance :1_: / Backturned Lying Stance :3_:
50 frames.
Leaves him in lying stance.

:4::4::P:
Updated animation imported from DOAD.
Changed from 23 to 15 frames.

Wall :4::P+K:
Updated animation imported from DOAD.
Changed from 70 to 62 frames.

:3::P+K: / :2::P+K: / Backturned :1::P+K: / Backturned :2::P+K:
Now puts Brad Wong in a crouching state starting from frame 1.

Transitions to and from Lying Stance no longer put Brad Wong in a Counter Hit state.

:christie:CHRISTIE
:K:
Changed from 25 to 24 damage.

:P::K:
Changed from 25 to 22 damage.

:P::P::P::P::P:
Changed from Juggle Fall to Flipping Over in the air.

:P::P::2::P::P:
Juggle height lowered slightly.

:P::P::K:
Updated animation imported from DOA4.
Changed from 14(2)28 to 12(2)28 frames.

:2::P:
'Updated' animation imported from DOA3 Prototype.
Changed from 14(2)21 to 14(2)17 frames.
Changed from -8 to -6 on block.
Changed from -5 to -3 on hit.

:6::P::P::P: / :4::6::P:
Block pushback lowered.

:6::P::P::P::P: / :4::6::P::P:
Updated animation imported from DOAD.
Changed from -2 to -11 on block.
Block pushback lowered.

:4::P:
Updated animation imported from DOA4.
Changed from -10 to -12 on block.
Changed from -8 to -11 on hit.

:4::P::P:
New move imported from DOAD.
16(9)21 frames.
Mid Punch.
-15 on block.
Short High Stun on Normal Hit.
Lift Stun on Counter Hit.
18 damage.

:3::P:
Changed from -8 to -10 on block.
Changed from -6 to -9 on Normal Hit.

:3::P::P:
Changed from -10 to -12 on block.
Changed from Long Stomach Pushback Stun to Short Stomach Pushback Stun on Normal Hit.

:3::P::P::P:
New string ender added.
The move is her :6::P+K:.

:3_::P:
Changed from Hit to Lift Stun on Normal Hit.

:1::P::K:
Updated animation imported from DOAD.
Changed from 14(3)24 to 18(3)24 frames.
Lowered launch height.

:6::K:
Changed from -6 to -9 on block.
Changed from 24 to 20 damage.

:6::K::P:
New move imported from DOAD.
21(2)17 frames.
Mid Punch.
-12 on block.
Stomach Stun on Normal Hit.
Short Knockback on Counter Hit.
25 damage.
1.5m wall-splat range on Counter Hit.

:3_::K:
Updated animation imported from DOA4.
Changed from 30(2)24 to 25(2)24 frames.

:4::K::2::K:
Updated animation imported from DOA4.
Changed from 28(2)25 to 28(2)24 frames.

:8::K:
Updated animation imported from DOA4.
Changed from 15(3)32 to 16(3)27.
Changed from -17 to -12 on block.

:3_::F+K:
Now reads as an input for :3::F+K:. (Previously gave :2::F+K:)

:P+K:
Changed from -8 to -6 on block.

:3::P+K::K:
Updated animation imported from DOA4.
Changed from 38(3)40 to 38(3)36.
Changed from -7 Guard Break to -3 Guard Break on block.
Lowered launch height.

:3::P+K::F+P:
New string option, her :3::3::F+P: catch throw.
45(4)25 frames.

:4::F+K:
Now causes a wall-splat on Counter Hit.

:6::F+K:
1st hit changed from Short High Side Stun to Lift Stun.

:6::6::K:
1st hit changed from 15 to 25 damage.

:F+K:
Replaced by new move imported from DOAD.
14(2)20 frames.
Mid Kick.
-6 on block.
Stomach Lift Stun on hit.
20 damage.

:F+K::K:
Replaced by new move imported from DOAD.
20(3)22 frames.
High Kick.
-7 on block.
High Side Stun on hit.
20 damage.

:F+K::K::K:
New move imported from DOAD.
27(3)21 frames.
Mid Kick.
-10 on block.
Knockdown on hit.
26 damage.
1m wall-splat range.

:2::F+K: / :P::P::2::K:
Changed from juggle to low side knockdown in the air.

:8::P+K::K: / :2::P+K::K:
New string option added.
The move is her :2::F+K:. It has the same follow-ups.

Backturned :2::P:
Juggle height slightly increased.

Backturned :P+K:
No longer causes a wall-splat on Counter Hit.
Lowered juggle height.

Backturned :F+K:
Updated animation imported from DOA4.
Changed from 23(3)37 to 20(3)32 frames.
Changed from -12 to -9 on block.

:2::2::F+P+K:
Now performs her previously unused taunt.

:ein:EIN
:2::P:
Changed from 0 to +2 on Normal Hit.

:2::K::K:
Input changed to :2_::K::K:.

:2::K::K:
New string option added.
The move is his :P::P::2::K::K:.

:6::P:
Changed from -8 to -5 on block.

:6::P+K:
Changed from a High+Mid Punch to a Mid Punch.
Changed from Long Knockback to Stomach Faint Stun.
Changed from 20+20 (40 total) to 32 damage.
Wall-splat range changed from 3m to 2m.

:7::P:
Changed from 0 to +6 Guard Break on block.

:9::P:
Follow-up can now be delayed.

Backturned :2_::K::6::P::K:
Changed from Fall to Short Knockback on the ground.
Changed from Juggle Fall to Long Knockback in the air.

:P::P::2::K:
Follow-up can now be delayed.

:P::P::2::K::K:
Changed from -9 to +7 Guard Break on block.

:4::P::2::K:
Lower leg hitbox size increased, allowing for more consistent juggling.

:6::6::K::K:
Wall-splat range changed from 2m to 1m.

:4::6::K:
Updated animation imported from DOA4.
Changed from 23(3)34 to 20(2)28 frames.
Changed from a Mid Kick to a High Kick.

:F+K:
Changed from Side Knockdown to Limbo Stun on Counter Hit
Changed from 30 to 28 damage.

:F+K::K:
Changed from Juggle Fall to Flipping Over in the air.

:2::F+K:
New move imported from DOAD.
22(3)26 frames.
-12 on block.
Trip Stun on Normal Hit.
Low Side Knockdown on Counter Hit.
25 damage.

:4::P+K_:
Updated animation imported from DOA4.
Changed from 50~84(3)28 to 42~73(4)27 frames.
Changed from 50~85 to 50~82 damage.

:6_::K:
Knee hitbox size increased.

:genfu:GEN FU
:6::P::P::P+K: / :8::8::P: / :2::2::P:
Changed from +1 Guard Break to -9 on block.

:1::P:
Changed from -9 to -6 on hit.

:3::P+K:
Changed from +2 to -7 on block.

:1::P+K:
Changed from Juggle to Fast Fall in the air.

:3::K::P::6::P:
New move imported from DOAD.
19(3)28 frames.
Mid Punch.
-3 on block.
Long Knockback on hit.
30 damage.
5m wall-splat range.

:F+P:
Player animation recovery shortened.

:214::F+P:
Changed from 17+17+17 (51 total) to 13+13+13 (39 total) damage.

Air :F+P:
Advantage changed from +13 to +12.

:hayate:HAYATE
:3::P:
Changed from Lift Hit to Lift Stun against crouching target on Normal Hit.

:3::K:
Animation imported from DOA4.
Changed from 15(3)25 to 14(2)22 frames.
Changed from -10 to -8 on block.
Changed from Stomach Stun to Short Stomach Stun on Normal Hit.
Changed from Short Knockback to Sitdown Stun on Counter Hit.
Changed from 26 to 25 damage.

:6::6_::P:
Changed from +2 to -2 on block.

:6::6::P::P: / :6::6_::P::P: / :P::P::P::P: / :6::P+K: / Land :P:
Changed from +2 to +1 on block.

:P::P::2::K:
Lower leg hitbox size increased, allowing for more consistent juggling.

:P::K::K:
Changed from Juggle Fall to Flipping Over in the air.

:1::P::P: / :P::P::2::P::P:
New move imported from DOAD.
19(2)30 frames.
Mid Punch.
-11 on block.
Short Knockback on hit.
30 damage.
2.5m wall-splat range.

:236::P:
Animation imported from DOA4.
Changed from 18(2)30 to 14(2)26 frames.
Changed from -11 to -9 on block.
Changed from Short Knockback to Long Knockback.
Changed from 28 to 40 damage.
Now has 'Close Hit' property.
Changed from 2.5m to 4m wall-splat range.

:214::P:
Enters an air state during the move's jump frames.

:6::6::K::K:
Updated animation imported from DOA4.
Changed from 16(2)30 to 18(2)40 frames.
Changed hold status from High Kick to High Kick Divert.
Changed from -14 to -25 on block.
Changed from 20 to 24 damage.
Follow-up can no longer be delayed.
Wall-splat range changed from 2m to 1m.

:6::6::K::K::K:
Updated animation imported from DOA4.
Changed from 18(2)33 to 19(3)38 frames.
Changed from -15 to -10 on block.
Changed from 25 to 33 damage.

:6::4::K:
Updated animation imported from DOA4.
Changed from 23(3)34 to 20(2)28 frames.
Changed from a Mid Kick to a High Kick.

:236::K:
Updated animation imported from DOAD.
Change is purely cosmetic, no adjustments to frame data.

:P+K:
Changed from -9 to -5 on block.
Changed from Short Knockback to Sitdown Stun on Normal Hit.
Changed from 30 to 32 damage.

:4::P+K:
Updated animation imported from DOAD.
Changed from 29(3)28 to 25(3)28 frames.

:8::P+K: / :2::P+K:
Replaced by :8::8::K: / :2::2::K:

:3::F+K:
Changed from 23(2)5(2)30 to 23(3)4(3)29 frames.

:3::3::F+P:
Updated animation imported from DOAD.
Changed from 65 to 10+20+35 damage.

:426::F+P::5::4::4::F+P: (Over an edge)
Changed from 20 to 30 damage.

:1::F+P:
New low throw.
4(2)34 frames.
60 damage.

:6::F+P+K: Tag Attack
Changed from :6::F+K: attack to :236::P: attack.

:4::F+P+K: Tag Attack
Changed from :236::K: attack to :6::F+K: attack.

:helena:HELENA
:P::P::K: / :9::P::K:
Changed from Fast Fall to Flipping Over in the air.

:P::P::2::K: / :9::P::2::K:
Changed from -3 hit to Low Pushback Stun on Normal Hit.

:3::P:
Changed from -15 to -14 on block.
Changed from -15 to -12 on hit.
Changed from 16 to 18 damage.
Follow-up can now be delayed.

:3::P::P:
Updated animation imported from DOA4.
Changed from -15 to -13 on block.

:6::6::P::K:
Juggle height increased slightly.

:4::P::P::K: / Backturned :P::P::4::P::P::K:
New move imported from DOAD.
20(2)20 frames.
Mid Kick.
-9 on block.
Stomach Lift Stun on Normal Hit.
Launch on Counter Hit.
20 damage.
1m wall-splat range.

:4::P::P::K::K: / Backturned :P::P::4::P::P::K::K:
New move imported from DOAD.
23(3)18 frames.
Mid Kick.
-8 on block.
Low Pushback Stun on hit.
15 damage.

:4::P::2::P: / Backturned :P::P::4::P::2::P:
New move imported from DOAD.
14(2)6(2)5(2)14 frames.
Mid Punch.
-5 on block.
Stomach Stun on hit.
7+8+10 damage.
1m wall-splat range.

:9::P:
Hitting a backturned opponent will now always trigger the threshold version of her move's stun.

:4::4::P:
Changed from Hit to Stun on Normal Hit
Changed from 15 to 17 damage.

:4::4::P::P:
Changed from Hit to Stun on Normal Hit.

:1::P:
Changed from -11 to -8 on hit.

:6::K::K: / Backturned :6::K::K: / Bokuho :4::P::K::K:
Updated animation imported from DOAD.
Changed from 23(3)18 to 20(3)18 frames.
Changed from -3 to +1 on Normal Hit.

:6::6::K::P:
Juggle height lowered slightly to account for faster startup on :6::6::K::P::P:.

:6::6::K::P::P:
Changed from 30(2)26 to 24(2)26 frames.
Changed from Juggle Fall to Long Knockback in the air.
Wall-splat range changed from 2.5m to 3m.

:1::K::P:
Changed from 23(2)26 to 21(2)26 frames.
Changed from Juggle Fall to Long Knockback in the air.
Wall-splat range changed from 2.5m to 3m.

:1::K::2_:
Updated animation imported from DOAD.
Changed from 20(2)23 to 20(2)19 frames.
Changed from -10 to -6 on block.
Changed from -8 to -4 on hit.

:9::K: / Bokuho :P::P::K:
1st hit changed from Lift Stun to Stomach Lift Stun, making the move a 2-hit natural combo.

:236::P:
Changed from -8 to 0 on block.

:6::P+K:
Changed from -6 to -5 on block.

Bokuho :P+K:
Wall-splat range changed from 3m to 3.5m.

Backturned :2_::K:
Changed from -3 hit to Low Pushback Stun on Normal Hit.

Backturned :F+P:
Changed from giving :236::F+P: to :214::F+P: when it connects.

Bokuho :F+P:
New launch throw imported from DOAD.
30 launch damage.
20 landing damage.

:2::2::F+P+K:
Now performs her previously unused taunt.

:hitomi:HITOMI
:3::P:
Changed from -8 to -11 on block.

:3::P::P:
New move imported from DOAD.
15(2)24 frames.
Mid Punch.
-11 on block.
Stomach Stun on hit.
18 damage.

:3::P::P::P:
New move imported from DOAD.
17(3)28* frames. (*50 on hit.)
Mid Punch.
-8 on block.
Long Knockback on hit.
28 damage.
3m wall-splat range.

:2::P:
Changed from 0 to +1 on Normal Hit.

:3::K:
Changed from -11 to -10 on Normal Hit.
Changed from Sitdown Stun to Stomach Stun on Counter Hit.

:8::P:
Updated animation imported from DOA4.
Changed from 14(2)23 to 14(3)22 frames.
Changed from -8 to -5 on block.

:6::P:
Updated animation imported from DOA4.
Changed from 16(3)20 to 14(3)20 frames.
Changed from -6 to -9 on block.
Changed from -10 to -8 on Normal Hit.

:6::P::P:
Changed from -10 hit to High Stun on Counter Hit.

:4::P::2::K:
Lower leg hitbox size increased, allowing for more consistent juggling.

:1::P:
New move imported from DOAD.
15(2)28 frames.
Low Punch.
-10 on block.
-7 Low Hit on Normal Hit.
Low Side Stun on Counter Hit.
18 damage.

:6::6::K:
Changed from 25 to 24 damage.

:6::6::K::K:
Now has a 1m wall-splat range on Counter Hit.

:F+K:
Changed from Spinning Fall to High Side Knockdown on hit.

:6::F+K:
Changed from Knockdown to Limbo Stun on Counter Hit
Changed from 30 to 28 damage.

:4::P+K_:
Updated animation imported from DOA4.
Changed from 50~84(3)28 to 39~62(3)28 frames.
Changed from 50~85 to 50~73 damage.

:1::F+P:
New low throw.
4(2)34 frames.
60 damage.

:1::F: (Low Kick Hold)
Damage changed from 30 to 20.
Frame advantage changed from +10 to +11.

:4::9::F:
New move imported from DOAD.
0(18)12 frames.
Parries High and Mid Punches.
High Punch Parry does 20 damage.
High Punch Parry does 5+15 damage.
Leaves Hitomi at +7 frame advantage.

:2::2::F+P+K:
Now performs her previously unused taunt.

:jannlee:JANN LEE
:3::P: / :6::P::P: / :P::2::P::P:
Changed from Lift Hit to Lift Stun on Crouching Normal Hit.

:K:
Changed from -7 to -10 on block.
Changed from Short High Pushback Stun to Short High Side Stun on Normal Hit.
Changed from 30 to 28 damage.
Follow-up strike can be started sooner, same as in DOA4.

:K::K:
Updated animation imported from DOA4.
Changed from 28(3)30 to 24(3)30 frames.
Changed from -14 to -16 on block.
Changed from Knockdown to Lift Stun.
Changed from 32 to 25 damage.
Follow-up strike can be started sooner, same as in DOA4.
Wall-splat range changed from 2m to 1m.

:K::K::K:
Updated animation imported from DOA4.
Changed from 23(3)25 to 17(2)26 frames.
Changed from +3 to -9 on block.
Changed from Knockdown to Lift Stun on Normal Hit
Changed from Knockdown to Launch on Counter Hit.
Changed from Fast Fall to Flipping Over in the air.
Changed from 36 to 25 damage.

:6::6::K: / :6::P::K: / :P::2::P::K:
Changed from +1 to -3 on block.

:1::P:
Updated animation imported from DOA4.
Change is purely cosmetic, no adjustments to frame data.

:4::6::K: / :6::K::4::K: / :2::K::K: / :P::P::2::K::K:
Changed from +3 to +2 on block.

:3::K::P:
Updated animation imported from DOAD.
Changed from 28(3)44 to 24(3)44 frames. (Also has longer reach.)
Changed from 50 to 45 damage.

:3::K::4::K:
Changed from -14 to -17 on block.

:3::K::4::K::P:
New move imported from DOAD.
17(2)51 frames. 17(2)60 on hit.
-23 on block.
Long High Knockback on hit.
40 damage.
5m wall-splat range.

:4::K::K:
No longer wall-splats.

:4::K::K::P:
New move imported from DOA4.
23(3)34 frames.
-1 GB on block.
Knockdown on hit.
30 damage.
1m wall-splat range.

:6::K:
Getting hit during the move's startup frames no longer results in a hi-counter hit state.

:3::P+K:
New input added.
The move is his :8::P::P:.

:236::K:
The taunt he performs on hit can now be cancelled out of sooner.

:4::4::P:
Updated animation imported from DOA4.
Changed from 13(3)19 to 14(2)19 frames.
Changed from a High Punch to a Mid Punch.
Changed from -9 to -5 on block.
Changed from Short High Side Stun to Stomach Stun.
Changed from 18 to 26 damage.
Has :4::4::P::P: follow-up.

:4::F+K:
Changed from Knockdown to Ground-Bounce Launcher.
Changed from 42 to 36 damage.

Wall :4::F+P:
Changed from 14+14+15+15 (58 total) to 12+12+12+12 (48 total) damage.

:214::F+P:
Changed from 5+5+5+5+5+30 (55 total) to 5+5+5+5+5+33 (58 total) damage.
Opponent can no longer tech up when landing.

:4::P+K:
Updated animation imported from DOA4.
Speed increased to ~120%.
Changed from 55 to 46 frames.

:6::4::6::F+P+K:
Now performs his previously disabled DOA2 taunt.

:kasumi:KASUMI
:3::K:
Changed from Hit to Short Stomach Stun on Normal Hit.

Backturned :2::K:
Changed from Hit to Short Stomach Stun on Normal Hit.
Changed from Side Knockdown to Sitdown Stun on Counter Hit.

:9::K: / :6::P::6::K: / :P::P::6::P::6::K: / Backturned :P::P::6::P::6::K:
Updated animation imported from DOA4.
Changed from 18(4)34 to 18(4)23 frames.

:4::P:
Changed from Hit to Stun on Normal Hit.

:P::6::P: / :8::P::6::P: / :4::P::6::P: / Backturned :P::6::P:
New move imported from DOAD.
14(2)29 frames.
High Punch.
-13 on block.
Short High Stun that leaves her +3 on Normal Hit.
Face Stun on Counter Hit.
20 damage.

:6::P::K::K: / :P::P::6::P::K::K: / :8::P::P::6::P::K::K: / :4::P::P::6::P::K::K: / Backturned :P::P::6::P::K::K:
Changed from -15 to -9 Guard Break on block.

:P+K:
Changed from 26 to 20 damage.

:P+K::P: / :P::6::P::P: / Etc.
New move imported from DOAD.
22(2)22 frames.
Mid Punch.
-12 on block.
Stomach Stun on Normal Hit.
Knockdown on Counter Hit.
26 damage.
1m wall-splat range.

:P+K::K: / :P::6::P::K: / Etc.
New move imported from DOAD.
28(3)31 frames.
Low Kick.
-15 on block.
Trip Stun on Normal Hit.
Low Side Knockdown on Counter Hit.
25 damage.
Half Hit property when far away.

:6::P+K: / Running :P:
Updated animation imported from DOA4.
Changed from 14(3)25 to 19(3)26 frames.
Changed from 32 to 36 damage.
Elbow hitbox size increased, allowing for more consistent juggling.

:6::P::P: / :P::P::6::P::P: / Backturned :P::P::6::P::P:
Updated animation imported from DOA4.
Changed from 21(3)25 to 21(3)26 frames.
Elbow hitbox size increased, allowing for more consistent juggling.

:2::F+K:
Updated animation imported from DOAD.
Change is purely cosmetic, no adjustments to frame data.

:8::F+P:
Player animation recovery shortened.

:8::F+P: against backturned opponent
Player animation recovery shortened.

:7::P:
Updated animation imported from DOAD.
Changed from 47 to 39 frames.

:2::2::F+P+K:
New taunt.

:leifang:LEIFANG
Backturned :2_::P::P:
New move imported from DOAD.
13(3)21 frames.
Mid Punch.
-8 on block.
-7 on hit.
20 damage.
Has the same follow-ups as :P::3::P:.

:8::P:
Elbow hitbox size increased.
Getting hit during the move's startup frames no longer results in a hi-counter hit state.

:6::6::P: / :P::P::6::P::P: / :P::3::P::P:
Updated animation imported from DOAD.
No changes to frame data, but the attack has longer reach because of the new animation.

:7::K:
Updated animation imported from DOA4.
Jumps forward and ends in backturned state.

:4::6::P:
Wall-splat range changed from 3m to 3.5m.

:2::2::K:
Can also be input with :2::F+K:.
Updated animation imported from DOAD.
Changed from 21(4)32 to 20(4)33 frames.

:4::P: / :P::P::4::P:
Updated animation imported from DOA4.
Changed from -14 to -15 on block.
Changed from -13 to -14 on Hit.

:4::P::P: / :P::P::4::P::P:
Updated animation imported from DOA4.
Changed from 15(4)27 to 12(4)27 frames.
Changed from -13 to -9 on block.
Changed from Lift Stun to Stomach Stun.

:236::P: / :P::P::P:
Animation imported from DOA4.
Changed from 20(3)26 to 19(2)27 frames.

:214::P:
Changed from 20 to 22 damage.

:P::P::2::P:
Changed from 17 to 19 damage.

:6::6::K:
Updated animation imported from DOAD.
Changed from 19(3)26 to 18(3)26 frames.

:1::K:
Updated animation imported from DOAD.
Change is mostly cosmetic, no adjustments to frame data.

:1_::K::K:
Updated animation imported from DOAD.
Changed from 19(4)32 to 18(4)33 frames.

:3::K:
Can start next move in the string 13 frames earlier, same as in DOA4.
Changed from Sitdown Stun to Stomach Stun on standing Counter Hit.
Juggle height lowered slightly to account for faster startup on :3::K::P:.

:3::K::P:
Updated animation imported from DOA4.
Changed from 24(3)29 to 21(3)29 frames.

:7::P:
Changed from Lift Stun to Chest Stun on Normal Hit.
Changed from Lift Stun to Faint Stun on Counter Hit.

:P::P::2::K: / :3::P::P::2::K: / :7::P::P::2::K: / Backturned :P::P::2::K:
Updated animation imported from DOAD.
Change is mostly cosmetic, no adjustments to frame data.

:P::3::P::2::K: / :3::P::3::P::2::K: / :7::P::3::P::2::K: / Backturned :P::3::P::2::K:
New string option added.
The move is her :P::P::2::K:.

:P::P::2::P: / Backturned :P::P::2::P:
Changed from 17 to 19 damage.

:K: / :P::P::K: / :3::P::P::K:
Updated animation imported from DOAD.
Change is mostly cosmetic, no adjustments to frame data.

:K::K: / :P::P::K::K: / :3::P::P::K::K: / Backturned :P::P::K::K:
Updated animation imported from DOAD.
Changed from 22(3)22 to 22(3)31 frames.
Changed from Spinning Fall to High Side Knockdown.

:3::P+K:
Updated animation imported from DOA4.
Frame data is unchanged, but the DOA4 animation is able to crush certain high attacks.

:leon:LEON
:3::P: / :6::6::P::P:
Changed from -4 to -6 on block.

:3::P::P: / :6::6::P::P::P:
Changed from -14 to +4 Guard Break on block.
Changed from 35 to 30 damage.

:2::P:
Changed from 0 to +1 on Normal Hit.

:P::6::P::K:
Updated move imported from DOAD.
Changed from 16(3)31 to 20(2)25 frames.
Changed from -12 to -5 on block.
Changed from Short Knockback to Stomach Lift Stun on hit.
Causes a fast fall to opponents in the air, preventing further air juggling.
Changed from 35 to 25 damage.
No longer causes a wall-splat.

:9::P:
Reverted back to his DOA2 version (Jumping Elbow Strike).
Changed from 20(3)23 to 28(2)24 frames.
Changed from -9 to +3 on block.

:8::P: / Backturned :P::P:
Changed from Stomach Stun to Ground-Bounce on Counter Hit.

:1::P:
New move imported from DOAD.
22(4)27 frames.
Low Punch.
-10 on block.
Low Side Stun on Normal Hit.
Low Side Knockdown on Counter Hit.
24 damage.

:3::3::P:
Changed from High Pushback Stun to Sitdown Stun.
Changed from +2 to -2 on block.

:6::K: / :4::P::6::K:
Changed from -8 to -5 on block.

:6::6::K: / Running :K:
Updated animation imported from DOAD.
Changed from 19(2)24 to 19(3)36 frames.
Changed from -10 to -16 on block.
Changed from +/-0 hit to Low Side Stun on Normal Hit.
Changed from 20 to 22 damage.

:2::P+K:
Changed from 22(3)29 to 22(4)28 frames.

:F+P:
Player animation recovery shortened.

:4::F+P:
Changed from 43 to 48 damage.

:3::3::F+P::5::P:
Updated animation imported from DOAD.
Changed from 10+10+10+10 (40 total) to 10+10+10+15 (45 total) damage.

:6::F+P:
Updated animation imported from DOAD.

:214::F+P::5::4::F+P::5::2::F+P::5::P:
Changed from 7+7+7+7 (28 total) to 8+8+8+11 (35 total) damage.

Ground :2::F+P:
Adjusted headbutt sound effect.

:2::2::F+P+K:
Now performs his previously unused taunt.

:hayabusa:RYU HAYABUSA
:P::K::K:
Changed from Juggle Fall to Flipping Over in the air.

:8::P:
Updated animation imported from DOA4.
Change is mostly cosmetic, no adjustments to frame data.

:7::P:
Input changed to :4::4::P:.

:1::P:
Changed from -11 to -13 on block.
Changed from -8 to -10 on Normal Hit.

:1_::P::K:
Updated animation imported from DOAD.
Changed from 21(5)36 to 20(5)22 frames.
Changed from -23 to -14 on block.

:7::K:
Changed from -13 to -16 on block.
Block pushback lowered.

:4::6::P:
New move imported from DOAD.
27(2)25 frames.
Mid Punch.
-5 on block.
Sitdown Stun on hit.
27 damage.
2m wall-splat range.

:P+K::P:
Updated animation imported from DOA4.
Changed from 23(2)27 to 22(3)25 frames.
Changed from -9 to -4 on block.

:F+K::K::K: / :P::P::K::K::K:
Changed from -12 to -6 Guard Break on block.

:7::P: (Backflip)
New move imported from DOAD.
46 frames.
Ends in crouching state.

Wall :4::P:
Input changed to Wall :7::P:.

:tina:TINA
:3::P::P:
New move imported from DOAD.
20(3)20 frames.
-4 on block.
Mid Punch.
Chest Stun on hit.
24 damage.
1m wall-splat range on Counter Hit.

:3::K::P:
New move imported from DOAD.
30(2)16 frames.
-5 on block.
Mid Punch.
Stomach Crumble Stun on Normal Hit.
Knockdown on Counter Hit.
23 damage.
1m wall-splat range.

:7::P:
Changed from -6 to -4 on block.

:4::P: / :3_::P::P: / :6::K::P: / Land :P:
Active frames increased from 2 to 3.
Changed from Knockdown to Ground-Bounce Launch on Counter Hit.

:236::P: / :2::P+K::P: / :6::P::P::P: / :9::P::P::P:
Changed from -8 to -5 on block.

:1::P:
Changed from -7 to -4 on Normal Hit.

:6::P::K:
New move imported from DOAD.
15(2)22 frames.
-7 on block.
Mid Kick.
Mid Pushback Stun on Normal Hit.
Stomach Stun on Counter Hit.
22 damage.
1m wall-splat range on Counter Hit.
Ends in backturned state

:6::P::P::K:
Changed from Flipping Over to Juggle in the air.

:4::4::P:
Updated animation imported from DOA4.
Frame data is unchanged, but the DOA4 animation crushes high attacks very effectively.

:6::6::P::P::K:
Changed from Juggle Fall to Short Knockback in the air.

:K::K:
Changed from Spinning Fall to High Side Knockdown.

:8::8::K: / :2::2::K:
Enters an air state during the move's jump frames.

:8::K:
Wall-splat range changed from 2m to 3m.

:6::6::K:
Changed from Juggle Fall to Long Knockback in the air.

Running :K: / Jumping :K:
Changed from Juggle Fall to Short Knockback in the air.
Wall-splat range changed from 2m to 3m.

:6::F+K:
Changed from Knockdown to Ground-Bounce Launch.

Wall :4::P+K:
Changed from +/-0 to +/-0 Guard Break on block.

:4::F+P:
Player animation recovery shortened.

:214::F+P::5::6::F+P::5::8::F+P:
Player animation recovery shortened.

:2_::6::4::F+P:
Input conditions made less strict.

Backturned :F+P:
New move imported from DOAD.
15(2)31 frames.
High Throw.
10+38 damage.

Running :F+P:
Opponent can no longer tech up when landing.

:zack:ZACK
:P::P::P::K: / :236::P::K: / :4::K::K: / Backturned :4::K:
Changed from Juggle Fall to Short Knockback in the air.

:P::P::6::P::P:
Changed from Juggle Fall to Flipping Over in the air. (Except in tag modes.)

:P::P::8::K:
Input changed to :P::P::9::K:

:P::P::4:
Input changed to :P::P::8:

:3::3::P:
Changed from 21(3)33 to 18(3)33 frames.

:6::P::K: / :3::K::K:
Updated animation imported from DOAD.
Changed from 14(3)33 to 12(2)26 frames.
Changed from -17 to -13 on block.
Changed from -16 to -12 on hit.

:P::P::K:
Updated animation imported from DOAD.
Changed from 12(2)33 to 11(2)26 frames.
Changed from -17 to -13 on block.
Changed from -16 to -12 on hit.

:2::K::P::K:
Updated animation imported from DOAD.
Changed from 12(2)33 to 12(2)26 frames.
Changed from -17 to -13 on block.
Changed from -16 to -12 on hit.

:6::P::K::K: / :P::P::K::K: / :3::K::K::K: / :2::K::P::K::K:
Updated animation imported from DOAD.
Changed from 12(2)35 to 12(2)26 frames.
Changed from -21 to -15 on block.
Changed from -20 to -14 on hit.

:6::P::K::K::K: / :P::P::K::K::K: / :3::K::K::K::K: / :2::K::P::K::K::K:
Updated animation imported from DOAD.
Changed from 10(2)37 to 10(2)26 frames.
Changed from -19 to -11 on block.
Changed from -18 to -10 on hit.

:6::P::K::K::K::K: / :P::P::K::K::K::K: / :3::K::K::K::K::K: / :2::K::P::K::K::K::K:
Updated animation imported from DOAD.
Changed from 20(3)45 to 19(3)30 frames.
Changed from -19 to -8 on block.
Changed from Invulnerable Limbo Stun to Stomach Stun on hit.
Input can now be buffered instead of having to be input during active frames or recovery frames.

:6::P::K::K::K::2::K: / :P::P::K::K::K::2::K: / :3::K::K::K::K::2::K: / :2::K::P::K::K::K::2::K:
Input can now be buffered instead of having to be input during active frames or recovery frames.

:P::P::2::K: / :2::K::P::2::K:
Updated animation imported from DOAD.
Changed from 14(2)33 to 17(2)28 frames.
Changed from -18 to -13 on block.

:2_::K::K:
Updated animation imported from DOAD.
Changed from 14(2)33 to 12(2)28 frames.
Changed from -18 to -13 on block.

:P::P::2_::K::K: / :2_::K::K::K: / :2::K::P::2_::K::K:
Updated animation imported from DOAD.
Changed from 14(2)35 to 14(2)30 frames.
Changed from -20 to -15 on block.

:P::P::2_::K::K::K: / :2_::K::K::K::K: / :2::K::P::2_::K::K::K:
Updated animation imported from DOAD.
Changed from 12(2)37 to 11(2)32 frames.
Changed from -21 to -19 on block.
Changed from -19 to -17 on hit.

:P::P::2_::K::K::K::K: / :2_::K::K::K::K::K: / :2::K::P::2_::K::K::K::K:
Updated animation imported from DOAD.
Changed from 23(2)45 to 18(4)33 frames.
Changed from -26 to -19 on block.

:P::P::2_::K::K::K::3::K: / :2_::K::K::K::K::3::K: / :2::K::P::2_::K::K::K::3::K:
Damage changed from 32 to 28.

:6::K::2::K:
New move imported from DOAD.
22(3)28 frames.
Low Kick.
-13 on block.
Trip Stun on Normal Hit.
Low Side Knockdown on Counter Hit.
20 damage.
Half Hit property when far away.

:4::K:
Changed from Hit to Short High Side Stun on Normal Hit.

:4::6::K:
Wall-splat range changed from 2m to 3m.

:236::K:
Changed from High Stun to Leifang's 64P Faint Stun, making the follow-up hit a natural combo.
Changed from 30 to 24 damage.

:236::K::K:
Changed from 35 to 32 damage.

:P::P::6::K: / Backturned :P::P::6::K:
Changed from High Stun to Leifang's 64P Faint Stun, making the follow-up hit a natural combo.
Changed from 26 to 20 damage.

:P::P::6::K::K: / Backturned :P::P::6::K::K:
Changed from 28 to 24 damage.

:6::P+K:
1st hit changed from Lift Stun to Stomach Lift Stun on Normal Hit, making the move a 2-hit natural combo.
2nd hit changed from Juggle Fall to Flipping Over in the air.

:4::P+K_:
Updated animation imported from DOAD.
Changed from 61~85(2)29 to 60~83(2)30 frames.
Changed from 50~74 to 50~73 damage.

:3::P+K:
Updated animation imported from DOAD.
Changed from 17(8)39 to 17(8)34 frames.
Backturned launch height now the same as front-facing launch height.
Changed from 40 to 32 damage.
Enters a crouching state during startup, making the move crush high attacks.

:6::6::P+K:
Changed from Knockdown to Ground-Bounce Launch.

Sway stance (:7::P: / :P::P::4: / :2::K::P::4: / :3::P::4: / :4::P::4:)
New move imported from DOAD.
Sway :P: is a jab that stuns on normal hit. (His old :7::P:)
Sway :K: is his :F+K:.
Sway :F+P: is a 26(3)23 frame throw, does :2P+K::F+P:'s throw animation on hit.

:236::F::K:
New string option added.
The move is his :P::P::8::K:.

Wall :6::4::F+P:
Player animation recovery shortened.

:6::F+P+K: Tag Attack
Changed from :P+K: attack to :6::P+K: attack.

:4::F+P+K: Tag Attack
Changed from :6::6::P+K: attack to :2::F+K: attack.

:4::P+K::5::F:
New move imported from DOAD, animation adjusted to be shorter.

All of the original DOA3.1 frame data can be found here, for reference: https://www.freestepdodge.com/wiki/frame-data-doa3/

The mod has a new, unique Title ID, which means it uses a different save folder from regular DOA3. If you would like to use your old DOA3 save (Folder name 54430001), copy it into the new save folder (54430000).

I'm also open to any suggestions you might have, but please try to give me your reasoning for why you want that change.

Bonus modding stuff
Alternate UI, DOAD style: http://www.mediafire.com/file/6wj1zq222k4c4fe/HitMessageUI.rar/file
Custom music files: http://www.mediafire.com/file/6mz29yzqyzqmfq6/DOA3_CustomBGM.rar/file
 
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Matt Ponton

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There's a private sub forum you should have access to now, but here's what my proposed changes were to DOA3. I too didn't want to change too much in the game as I felt it was overall rather balanced or I didn't have enough ideas for how to balance some characters at the time.

  • Gen Fu
    • :3::P+K:
      • Guard Disadvantage is changed to -4. This keeps the tool usable, but not abusable - especially with his 11i :6::P: afterwards.
    • :8::8::P: / :2::2::P:
      • No longer breaks the opponent's guard and is punishable on block. The high evasiveness and speed of this attack, and post-launchable wall juggle tell that this should be punishable on block. The degree of disadvantage has been left to be determined. Up in the air if the same will apply to :6::P::P::P+K: as that string is hardly used anyways.
  • Hayate
    • :6::6_::P:
      • Guard Disadvantage is changed to negative. Considering -4 or -5. The idea being similar to Jann Lee's :6::P::K: string where he must finish it if he wants frame advantage. Keep in mind that Jann Lee's :6::P: is -11 on block, so this is still giving a slight advantage to Hayate.
    • :6::6_::P::P: / :P::P::P::P:
      • Considering change to match x05 DOA4's guard disadvantage to +1. With the changes to the above, this may be overkill to change this one - but we'll see.
    • :8::P+K: / :2::P+K:
      • Removed from the game entirely. When making these inputs, two other inputs will come out instead. Perhaps a move that didn't make it to the final game.
  • Jann Lee
    • :2::2::F+P+K:
      • Guaranteed follow-up with hit recovery to perform a launch
  • Bass
    • :6::P::K:
      • Launch height lowered. This string is the key to his long juggles, and frankly, Bass shouldn't be that much of a juggler - but will require testing. The damage from his juggles doesn't directly come from :6::P::K:, but the launches and relaunches provide a lot of strings to do damage in the juggle.
      • If this move is untouched, primary recommendation is to make :9::P::9::K: cause juggle knockdown as that's the key move that really makes his juggles rather long and damaging.
    • :6::6::K:
      • Guard Breaks or Guard Crushes
    • :3::3::P:
      • Guard Breaks - forcing the opponent to either hold :3::3::P: or throw/duck the Super Freak
    • :P+K:
      • -6 on guard making it a safe poke.
    • :4::F+P:
      • Changed to the startup 6 frame animation. Which goes against the standards for throw speeds (neutral, single command, multi-command) since it'd be the same speed as the multi-commands, but its damage potential is the primary reason for this.
Things to look at..

Baymans :7::P: javelin punch sucks. its slow, the sway evades very little, just what is it trying to set up here?

Nobody uses it for either bayman or leon in fact, it's a strike without a purpose.

Similiarly his :8::P: and :8::P::P: have issues. It's supposed to be a one-two launcher, but it rarely ever serves this purpose in an actual match.

If it was a 2-in-1 launch, or the first attack gave +1 or +2, I could see this as at least viable.

Instead its a slow, unsafe, completely telegraphed string that ANY scrub can counter on reaction.

I would rank this as perhaps the single worst string any bayman user could use. Traditionally it only lands on incredibly experienced players for the shear fact that they can't believe I actually finished the string and are completely thrown off in a moment of wtf.

It is a bad, bad, bad string.
 

gamemaster14

Active Member
Just wondering, have you ever taken a look at the unfinished Tengu moveset buried in the doa3 files (tengu.bin tengu.mot). It has some of his signature throws and strikes but seams very unfinished as it was probably scrapped since they had to rush the game out for the xbox launch.
 

Gultigargar

Well-Known Member
Just wondering, have you ever taken a look at the unfinished Tengu moveset buried in the doa3 files (tengu.bin tengu.mot). It has some of his signature throws and strikes but seams very unfinished as it was probably scrapped since they had to rush the game out for the xbox launch.
Yeah, I have. Looks to me like they were in the early stages of converting him from DOA2 to DOA3, but never finished it. Kind of a shame, I would have loved to play with Tengu in DOA3's engine.
 

gamemaster14

Active Member
Yeah, I have. Looks to me like they were in the early stages of converting him from DOA2 to DOA3, but never finished it. Kind of a shame, I would have loved to play with Tengu in DOA3's engine.
I have swapped the moveset to Bass (he seams the most functional with it) and I was only able to do a few of Tengu's moves.
 

UncleKitchener

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Personally, I think they just dumped the data from 2U early in development and didn't bother taking him out, since it is the same framework in many cases.

Also, really looking forward to this.
 

Gultigargar

Well-Known Member
So, with Mr Wah and @Rikuto 's suggestions in mind I slapped together a different mod with more of an "if it ain't broke, don't fix it"-mentality. I've tried to keep changes to a minium because I think Rikuto's mindset of adjusting useless attacks to make them useful (and leaving the rest alone) might be a better approach, though I've given a couple of characters some safe moves and frame advantage.

So there are still a couple of moves where I'm trying to think of some way to improve them.
- Bayman and Leon's 7P are kind of weird. Increased damage and being changed to knockback was my first inclination, but they could also be given something like stun-types Bayman/Leon don't currently have access to, like a faint stun.
- Hitomi's 7K seems worse in every way from her similar move F+K. It could just be left as it is, but I thought it might be fun to maybe have it spin the opponent around on block, like some of Brad Wong's kicks do.
- Ein's 6P+K. I'm leaning towards giving it its DOA4 properties like in the more heavily modified mod version, but I need to playtest it some more before I can decide.
- Zack's 1P. He doesn't really need anything to replace it, but I never really use it, so if someone thinks of something cool we basically have a spare move to play with. Could also be used to add a new stun to his arsenal, as suggested with Bayman/Leon.
- Hayate's 236P is kind of terrible. At one point I experimented with replacing it with his 8PP, but I don't really think he needs that... Same as with Zack, probably best to just leave it be for now. Another move that could be used to add a new stun to his arsenal.
- Bass's 6PK and/or 9_PK. How to deal with these basically comes down to how much damage we think Bass should get from his 4F+P and/or how badly we want to get rid of his 6PK infinite. Setting 6PK to flip the opponent over fixes that for us, but it also significantly lowers his 4F+P damage. Changing 9_PK drops his damage output less, but it means he can still do a relatively long juggle after 4F+P.
I definitely get that Bass doing long juggles is kind of out of character, but on the other hand I really like that he has a devastating 4F+P for when the opponent messes up. Basically, I can't make up my mind here.
(Adjusting juggle heights is, of course, also an option, but it's a lot more time consuming to do, as it requires finding exactly the right juggle animations and playtesting them on multiple weight classes.)
 
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Matt Ponton

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- Bass's 6PK and/or 9_PK. How to deal with these basically comes down to how much damage we think Bass should get from his 4F+P and/or how badly we want to get rid of his 6PK infinite. Setting 6PK to flip the opponent over fixes that for us, but it also significantly lowers his 4F+P damage. Changing 9_PK drops his damage output less, but it means he can still do a relatively long juggle after 4F+P.
I definitely get that Bass doing long juggles is kind of out of character, but on the other hand I really like that he has a devastating 4F+P for when the opponent messes up. Basically, I can't make up my mind here.
(Adjusting juggle heights is, of course, also an option, but it's a lot more time consuming to do, as it requires finding exactly the right juggle animations and playtesting them on multiple weight classes.)

Do the 9_PK change. Go from there. In terms of the infinite, that's primarily a player positioning danger and I think should be fine. Maybe look into changing 8K to do the same as 9_PK too later. Would be actually interested in seeing that (as it is in DOA5) and how that affects his juggle damage, but I could just test that by not doing the attack in the juggle...
 

Gultigargar

Well-Known Member
236P, 236P, 6PK, 236P, 9PKP for 100 damage is the highest I've found so far.
EDIT: 236P, 236P, 6PK, 3P, 236P, P+K, Air F+P for 110 is higher.

Edit: \/\/\/ Yeah, on normal hit.
 
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grap3fruitman

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Balance patches plus new costumes in 2015? DOA3's supported just as much as DOA5. Love it! Would it be possible to use your tech to finally document the frame changes from 3.1 to 3.2? Only the ninjas had changes.

So, with Mr Wah and @Rikuto 's suggestions in mind I slapped together a different mod with more of an "if it ain't broke, don't fix it"-mentality.
I personally think that's a little boring. Make everyone S-tier. >=D
 
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EvilJun

Member
Balance patches plus new costumes in 2015? DOA3's supported just as much as DOA5. Love it! Would it be possible to use your tech to finally document the frame changes from 3.1 to 3.2? Only the ninjas had changes.


I personally think that's a little boring. Make everyone S-tier. >=D
We got a bunch of ideas that we would like to playtest like giving Ein a bigger GB on his 7p so he gets a guaranteed 46p, should allow for some more wall goodness. We were also talking about removing the open/close stance mechanic since DOA 3 is so fast paced to the point where we feel that it becomes more of an annoyance than an actual mechanic you can play around, so moves that could limbo would always limbo.

Unfortunately, we don't get to see each other a whole lot anymore so we can't really do any "real match" testing.
 

Gultigargar

Well-Known Member
Balance patches plus new costumes in 2015? DOA3's supported just as much as DOA5. Love it! Would it be possible to use your tech to finally document the frame changes from 3.1 to 3.2? Only the ninjas had changes.
I haven't gotten around to this yet, but I'd definitely like to at some point, just having a little trouble extracting my 3.2 files right now. From what I can tell just by playing them, there weren't really any damage, animation or safety changes from 3.1 to 3.2, so I'm hoping the differences might turn out to be something juicy like hitbox sizes or crush properties, which I still don't know how to manipulate.
 

Matt Ponton

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@grap3fruitman had someone who was working on an easy move editor for the mod. Drop down select options that would auto configure the hex. Don't know if you're using something similar or just hex editing manually everytime.

I personally think that's a little boring. Make everyone S-tier. >=D

In 3, practically everyone was already... I mean you only had 3 tiers in the last list, and one of them only had one character...
 

Gultigargar

Well-Known Member
@grap3fruitman had someone who was working on an easy move editor for the mod. Drop down select options that would auto configure the hex. Don't know if you're using something similar or just hex editing manually everytime.
I'm doing manual hex editing, which honestly isn't too bad as long as you write down all the different addresses for easy access later.

So anyway, I was watching some footage from the early builds of DOA4 where I noticed Hitomi got a limbo stun when using 6F+K. I thought that was a pretty neat idea, so I'm considering implementing that for her and Ein on counter-hit, similar to Jann Lee's F+K. Does anyone have any thoughts on this?
 

grap3fruitman

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I'm doing manual hex editing, which honestly isn't too bad as long as you write down all the different addresses for easy access later.
If you're figuring out where everything is located and what everything does, writing software to change values would be relatively easy by comparison. We had basic software but not much of the format figured out. We had to figure out what move we were editing by scaling the damage on moves and writing down our findings (i.e. move 1 does 1 point damage, move 2 does 2 points, etc).

Does anyone have any thoughts on this?
Why not try it out? That's the most fun part of playing around with this stuff to me. :)
 
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