DOA3++ Balance/Gameplay Mod

Fix for audio corruption for DOA3 emulated in CXBX-R:
Python:
#-------------------------------------------------------------------------------
# no more corrupted sound in doa3 in CXBX-R emulator
# will fix doa3 wva loop_start in 'loadfile.afs' to the nearest sound chunk begining
#-------------------------------------------------------------------------------
loadfile_afs_path = r"C:\doa3\loadfile.afs"
read_only = 0

import os, struct
if not os.path.isfile(loadfile_afs_path):
    print(loadfile_afs_path, 'is not found. Set "loadfile_afs_path=" to the location of doa3 "loadfile.afs"!!!')
else:
    with open(loadfile_afs_path, 'rb+') as f:
        afsmagic, afscount = struct.unpack('<4sL', f.read(8))
        if afsmagic != b'AFS\x00':
            print(loadfile_afs_path,'is not an AFS archive!!!')
        else:
            afsrecords = [struct.unpack('<LL', f.read(8)) for i in range(afscount)] #afs_offset and max_size
            f.seek(0x80000-8)
            info_block_offset, info_block_size = struct.unpack('<LL', f.read(8))
            f.seek(info_block_offset)
            info_records = [struct.unpack('<32sLHHHHL', f.read(0x30)) for i in range(afscount)]
            for i in range(afscount):
                afsoffset, max_size = afsrecords[i]
                name, u1, w2, w3, w4, w5, length = info_records[i]
                name = name.decode('ascii').rstrip('\x00')

                if name[-4:] == '.wva':
                    f.seek(afsoffset)
                    count   =  struct.unpack('<L', f.read(4))[0]
                    offsets = [struct.unpack('<L', f.read(4))[0] for i in range(count)]
                    for j in range(count):
                        offset = offsets[j]
                        if offset:
                            f.seek(offset+afsoffset)
                            size = struct.unpack('<L', f.read(4))[0]
                            head = f.read(0x14)
                            loop_a, loop_b = struct.unpack('<LL',f.read(8)) #LoopStart=(dwLoopStart*wconst4)/8 // LoopLength=(dwLoopLength*wconst4)/8-LoopStart
                            format_type69, audio_channels, audio_sample_rate, bitrate_nominal, audio_chunk_size, wconst4, wconst2, wconst40 = struct.unpack('<HHLLHHHH', head)
                            if loop_a or loop_b:
                                audio_chunk_size = audio_chunk_size * 2
                                nearest_left  = loop_a - (loop_a%audio_chunk_size)
                                nearest_right = loop_a + (audio_chunk_size-(loop_a%audio_chunk_size))
                                nearest = nearest_left if (nearest_right - loop_a) > (loop_a - nearest_left) else nearest_right
                                print("loop_a_fix =%5x  "%nearest, "loop_a =%5x "%loop_a, "loop_b =%5x "%loop_b, "audio_length =%5x "%size, "%s_[%d].wva"%(name[:-4],j))
                                if not read_only:
                                    f.seek(offset+afsoffset+0x18) #offset of loop_a value
                                    f.write(struct.pack('<L', nearest)) #write in place of loop_a offset, the offset of the begining of the nearest audio_chunk

Edit2: reverted the fix. It was rushed. Somehow a file still remained corrupted with that fix.

Code:
script output on the first pass: (you should run the script only once)
loop_a_fix =  168   loop_a =  180  loop_b = 2b00  audio_length = 1854  env_cas_[0].wva
loop_a_fix = 1560   loop_a = 1580  loop_b = cf80  audio_length = 74b8  env_hil_[1].wva
loop_a_fix = 1560   loop_a = 1580  loop_b = cf80  audio_length = 74b8  env_hil_[3].wva
loop_a_fix =  e10   loop_a =  e00  loop_b = 8e40  audio_length = 504c  env_cav_[2].wva
loop_a_fix = 5df0   loop_a = 5e00  loop_b =19a40  audio_length = e6c4  env_bea_[0].wva
loop_a_fix =  e10   loop_a =  e00  loop_b = 8e40  audio_length = 504c  env_jcs_[1].wva
loop_a_fix = 1878   loop_a = 1880  loop_b = ab80  audio_length = 609c  env_dz2_[5].wva
loop_a_fix = 20e8   loop_a = 2100  loop_b = a000  audio_length = 5a90  env_dz2_[6].wva
loop_a_fix =  ee8   loop_a =  f00  loop_b = f4c0  audio_length = 89ac  env_oct_[3].wva
loop_a_fix =  360   loop_a =  340  loop_b = 5bc0  audio_length = 33c0  env_snw_[1].wva
loop_a_fix = 14d0   loop_a = 14c0  loop_b = c580  audio_length = 6f18  env_snw_[2].wva
loop_a_fix = 1170   loop_a = 1180  loop_b =18c00  audio_length = df08  env_snw_[3].wva
loop_a_fix = 4e30   loop_a = 4e40  loop_b =33f00  audio_length =1d3b8  env_bos_[0].wva
loop_a_fix = c450   loop_a = c440  loop_b =18a80  audio_length = de54  ay_01_[8].wva
loop_a_fix = 5df0   loop_a = 5e00  loop_b =19a40  audio_length = e6c4  ba_02_[10].wva
loop_a_fix = 9d80   loop_a = 9d80  loop_b =13b80  audio_length = b1e4  ay_02_[10].wva
loop_a_fix = 3e28   loop_a = 3e40  loop_b =11480  audio_length = 9bd0  ay_02_[11].wva
loop_a_fix = c450   loop_a = c440  loop_b =18a80  audio_length = de54  ay_02_[12].wva
loop_a_fix = 2718   loop_a = 2700  loop_b =25640  audio_length =15138  ni_02_[4].wva
loop_a_fix = 5d60   loop_a = 5d40  loop_b = e4c0  audio_length = 80d0  km_01_[4].wva
loop_a_fix = 7740   loop_a = 7740  loop_b = bf80  audio_length = 6bb8  su_03_[4].wva
loop_a_fix = 5f58   loop_a = 5f40  loop_b = 8500  audio_length = 4ad0  su_03_[5].wva
loop_a_fix = 4b60   loop_a = 4b40  loop_b = 8e80  audio_length = 5028  su_03_[6].wva
loop_a_fix = 6ff0   loop_a = 7000  loop_b =16940  audio_length = cb58  su_03_[7].wva
loop_a_fix = 3e28   loop_a = 3e40  loop_b =11480  audio_length = 9bd0  bn_01_[2].wva

script output on the second pass:
loop_a_fix =  168   loop_a =  168  loop_b = 2b00  audio_length = 1854  env_cas_[0].wva
loop_a_fix = 1560   loop_a = 1560  loop_b = cf80  audio_length = 74b8  env_hil_[1].wva
loop_a_fix = 1560   loop_a = 1560  loop_b = cf80  audio_length = 74b8  env_hil_[3].wva
loop_a_fix =  e10   loop_a =  e10  loop_b = 8e40  audio_length = 504c  env_cav_[2].wva
loop_a_fix = 5df0   loop_a = 5df0  loop_b =19a40  audio_length = e6c4  env_bea_[0].wva
loop_a_fix =  e10   loop_a =  e10  loop_b = 8e40  audio_length = 504c  env_jcs_[1].wva
loop_a_fix = 1878   loop_a = 1878  loop_b = ab80  audio_length = 609c  env_dz2_[5].wva
loop_a_fix = 20e8   loop_a = 20e8  loop_b = a000  audio_length = 5a90  env_dz2_[6].wva
loop_a_fix =  ee8   loop_a =  ee8  loop_b = f4c0  audio_length = 89ac  env_oct_[3].wva
loop_a_fix =  360   loop_a =  360  loop_b = 5bc0  audio_length = 33c0  env_snw_[1].wva
loop_a_fix = 14d0   loop_a = 14d0  loop_b = c580  audio_length = 6f18  env_snw_[2].wva
loop_a_fix = 1170   loop_a = 1170  loop_b =18c00  audio_length = df08  env_snw_[3].wva
loop_a_fix = 4e30   loop_a = 4e30  loop_b =33f00  audio_length =1d3b8  env_bos_[0].wva
loop_a_fix = c450   loop_a = c450  loop_b =18a80  audio_length = de54  ay_01_[8].wva
loop_a_fix = 5df0   loop_a = 5df0  loop_b =19a40  audio_length = e6c4  ba_02_[10].wva
loop_a_fix = 9d80   loop_a = 9d80  loop_b =13b80  audio_length = b1e4  ay_02_[10].wva
loop_a_fix = 3e28   loop_a = 3e28  loop_b =11480  audio_length = 9bd0  ay_02_[11].wva
loop_a_fix = c450   loop_a = c450  loop_b =18a80  audio_length = de54  ay_02_[12].wva
loop_a_fix = 2718   loop_a = 2718  loop_b =25640  audio_length =15138  ni_02_[4].wva
loop_a_fix = 5d60   loop_a = 5d60  loop_b = e4c0  audio_length = 80d0  km_01_[4].wva
loop_a_fix = 7740   loop_a = 7740  loop_b = bf80  audio_length = 6bb8  su_03_[4].wva
loop_a_fix = 5f58   loop_a = 5f58  loop_b = 8500  audio_length = 4ad0  su_03_[5].wva
loop_a_fix = 4b60   loop_a = 4b60  loop_b = 8e80  audio_length = 5028  su_03_[6].wva
loop_a_fix = 6ff0   loop_a = 6ff0  loop_b =16940  audio_length = cb58  su_03_[7].wva
loop_a_fix = 3e28   loop_a = 3e28  loop_b =11480  audio_length = 9bd0  bn_01_[2].wva



would that then affect the loadfile.afs when played on an OG xbox or in XEMU?
The sound loops will be the same as in cxbx, but no worry, the beginning of the loop is shifted like for a fraction of a second, that's so insignificant that you won't be able to tell the difference.
 
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This is a really cool concept but it's disappointing to see nerfs, especially from a fan mod. I was under the impression most players embrace buffs over nerfs. Jann Lee for example, instead of making him weaker, make every other character stronger. A broken game is much more fun than a neutered one. But I guess that might be a dying mentality with everyone so accustomed to nerf patches these days.
 

grap3fruitman

Well-Known Member
Standard Donor
This is a really cool concept but it's disappointing to see nerfs, especially from a fan mod. I was under the impression most players embrace buffs over nerfs. Jann Lee for example, instead of making him weaker, make every other character stronger. A broken game is much more fun than a neutered one. But I guess that might be a dying mentality with everyone so accustomed to nerf patches these days.
Matt and I arguing about this very thing is why I dropped out of the project I started. Matt loves his nerfs.

The "3 Sigma" boxart I made a page back was a jab/reference to that.
 

Gultigargar

Well-Known Member
DOA3++ v1.39 update
-Changed the combo/throw/strike/hold UI back to the original assets and removed transparency. We originally changed them to the prototype graphics to make them easier to read, but now that we have found the transparency floating point I've chosen to use DOA2U's style where the UI is the same but with no transparency.
-Jann Lee K changed from Short High Pushback Stun to Short High Side Stun. With his new KK animation, K would often push the opponent too far away to land KK, so I've changed it to this different stun with the same frame length.
-Gen Fu K reverted back to 30 damage, since he no longer gets a guaranteed K after his air throw.
-Gen Fu 9K reverted back to 40 damage and short high stun.
-Brad Wong F+KKK hits reverted back to knockdown on hit.
-Brad Wong 8P down attack now transitions into lying stance if he misses, instead of having 75 frames of recovery.
-Brad Wong 1K, 1_KK and 1_KKK now all recover in crouching state like in future games, making a low throw the proper punish against them. (Looked weird as hell that he was clearly crouching on the ground but had to be hit with standing throws.)
-Leifang 7P now causes a long faint stun on CH, same as in DOA2. On normal hit it causes a short faint stun.
-Hayabusa 1P changed to -10/-13 on hit/block. The previous -14/-18 was something I had put in when 1_PK had a different hit property, and I forgot to undo it when I went back to 1_PK's standard hit property.
-Hayabusa Handstand P+K reverted to no longer flip juggled targets. I think the flip looks better, but the old low juggle allows for some tag combos that I didn't want to take away from him.
-Hayabusa F+KK/PPKK guard break change reverted. Was just a little too strong with the damage he could get from stage transitions.
-Hayabusa F+KKK/PPKKK now guard breaks, -6 on block. Still punishable, but since you can tag off guard breaks it can let you do some stuff with that.
-Hitomi 3PP juggle height slightly increased. She should now be able to juggle with 3PPP more similarly to future games, though I don't think she has any optimal combos with it.
-Kasumi 2F+K updated animation imported from DOAD. No changes to frame data, though she might have a little more reach since it looks like she kicks her leg a little further out.
-Christie BT P+K juggle height slightly increased. This is to make her 4F+K launch, BT P+K, 6KP juggle land more consistently, especially on slightly uneven terrain.
-Helena's Bokuho F+P launcher throw now has a camera angle on hit.

Went over an input priority thing that annoyed me about the game. If you for example input :6::6::236::P: (forward dash into quarter circle), but also had a :3::3::P: move, the game would register that as a :3::3::P: input every time. This has been changed to no longer be the case. Characters affected by this change are Bass, Leon, Gen Fu, Christe, Ein, Hitomi, Kasumi, Leifang, Hayate, Bayman, Tina and Zack.

Misc fixes:
-Fixed Leifang PPP fist shape being on the wrong hand.
-Fixed Hitomi 1P having no hand shape. (Was a fist, is now a flat hand.)
-Fixed Hayate CPU using his old 236P (now 1PP) instead of his new 236P.
-Fixed Hayabusa's tag throw inputs not working.
 
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Gultigargar

Well-Known Member
As some of you may know, there is some weird bug/oversight(?) causing certain attacks to be throwable during their early startup frames. I've been trying to note them all down to see if I can find something they might have in common that's causing it.

Hayabusa 236P, 66K and 3F+K. Zack 7P and 2F+K. Tina 7P and 236P. Bass 7P, 214P, 1P and 2F+K. Leon 7P and 4K. Bayman 7P and 4K. Jann Lee 7P and 4F+K. Leifang 7P and 44P. Helena 7P, 214P, 66K and 2F+K. Ayane 33P and 2F+K. Ein 7P, 8K, 236K and 6F+K.

Some common inputs seem to be 7P, 2F+K and quarter circle inputs, but its not consistently those.

UPDATE: Found it in the .xbe! Here's a few more I can see there that I didn't know about:
Kasumi 4P, 66K, BT 2_K. Ayane 9P, 236F+K, BT 2F+K, BT 2_K. Leifang 33P, BT 2_K. Tina 66P+K, 2F+K, BT2_K. Helena BT 2_K, BT 66K, BT 2_K, Bokuho 2F+K. Ein BT 2_K. Hayabusa Handstand F+K, BT 2_K. Jann Lee 2F+K, BT 2_K. Zack 66P+K, BT 2_K. Gen Fu 2F+K, BT 2_K. Bass BT_2K. Leon 4P2K, BT 2_K. Bayman BT 2_K.

Finding them all like this, right next to the list of catch throws, makes it seem like this was actually intentional, though I have no idea why.
 
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Matt Ponton

Founder
Staff member
Administrator
Standard Donor
Finding them all like this, right next to the list of catch throws, makes it seem like this was actually intentional, though I have no idea why.

I'd imagine it was for cases where they felt the move hadn't 'started' though the startup did. like Ayane's 9P going into jump or Kasumi's 4P turning around before striking.
 

KasumiLover

xX_APO_Prince_Xx
Premium Donor
Is there something I'm doing wrong? I downloaded the latest cxbx emulator and I downloaded the DOA3++ thing from the original post for the xbe but it's not loading and it stays on black screen. My current experience with cxbx reloaded hasn't been good since even when I downloaded 2U it gave me the dirty disc error and I'm ready to uninstall the emulator already if I can't play anything
 
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Gultigargar

Well-Known Member
Is there something I'm doing wrong? I downloaded the latest cxbx emulator and I downloaded the DOA3++ thing from the original post for the xbe but it's not loading and it stays on black screen. My current experience with cxbx reloaded hasn't been good since even when I downloaded 2U it gave me the dirty disc error and I'm ready to uninstall the emulator already if I can't play anything
Most likely cause is that you don't actually have all the game files. The 3++ download only contains the modified files, they are meant to be dropped into an existing DOA3 game folder.
 

Gultigargar

Well-Known Member
You should be able to use it with whatever version of the game you have. We even included a file with the opening cinematic in case you have the 3.0 version.
 

dcooper

New Member
View attachment 31023
Welcome to the thread for this "balance mod" for DOA3, based on the Japanese DOA3.1 version.

Download v1.39 of the DOA3++ gameplay mod here: https://www.mediafire.com/file/lsfwaynthffrndh/DOA3++v1_39.rar/file
(Changelist in the spoiler tag below)

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

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.

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.

Limbo stun can no longer be held out of. (Could previously hold after frame 50)
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.

: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.

: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.

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

: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.

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

: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.

: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.
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.
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.

:6::P::4::P:
Changed from his :8::P: attack/animation to his :P+K: attack/animation, same as in DOA4.

: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.
Hitbox adjusted to more easily hit opponent lower to the ground, allowing for more consistent juggling.

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

:3_::P::P:
Changed from -5 to +1 Guard Break on block.

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

:214::P:
Updated animation imported from DOAD.
No changes to frame data, but the new animation travels further, giving the move longer reach.

Running :P:
New move imported from DOAD.
13(3)38 frames.
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 -7 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.

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 :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:.

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.

:christie:CHRISTIE
:K: / :P::K:
Changed from 25 to 24 damage.
Changed from Juggle to Juggle Fall in the air.

:P::P::P: / :P::P::P::P:
Follow-up input window lowered.

: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: / :6::P::P::P:
Follow-up input window lowered.

:6::P::P::P::P: / :4::6::P::P:
Updated animation imported from DOAD.
Changed from -2 to -7 on block.

: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.

: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 on Counter Hit.

: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.

: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 :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.

: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:
Hitbox adjusted so the move does not whiff targets that it should be able to hit.

: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.

: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 35 damage.
Now has 'Close Hit' property.
Changed from 2.5m to 4m wall-splat range.

: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.

: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::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: / Backturned :P::P::4::P::P:
Updated animation imported from DOAD.
Changed from a Mid Punch to a High Punch.
Changed from Chest Stun to High Stun on Counter Hit.

: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::P:
Changed from 30(2)26 to 27(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.

: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.

: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
: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 counter-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:.

Backturned :P+K:
Changed from -13 to +11* Guard Crush on block. (*Opponent can hold after 30 frames, this number is only valid if nothing is input.)

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

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::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.

: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.
Changed from 32 to 36 damage.

: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:.

:3::K:
Changed from Sitdown Stun to Stomach Stun on standing Counter Hit.

:8::P:
Hitbox adjusted so the move does not whiff targets that it should be able to hit.

: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.

:2::2::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.

: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.

: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 Short Faint 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.

: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: (:4::4::P:)
:7::P:'s 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.

: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.
-3 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.

: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.

: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.

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.

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.)

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

: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:
Changed from Spinning Fall to Spinning Knockback.

: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.
Changed from 40 to 32 damage.
Enters a crouching state during startup, making the move crush all high attacks.

: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.

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, copy it into the new save folder.

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 stuff
Alternate UI, DOAD style: http://www.mediafire.com/file/6wj1zq222k4c4fe/HitMessageUI.rar/file
Alternate UI, DOA4 style: http://www.mediafire.com/file/xz55gt4xh9kb8ht/HitMessageUI_DOA4.rar/file
Custom music files: http://www.mediafire.com/file/6mz29yzqyzqmfq6/DOA3_CustomBGM.rar/file
which one the dead or alive ++ id folder? so I can copy my old save data
 

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Gultigargar

Well-Known Member
I didn't balance with any specific life setting in mind, but I've personally always preferred playing on normal. Largest is probably something you'd set it to if you want to mitigate DOA3's very high wall damage combos somewhat.
 
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Gultigargar

Well-Known Member
I don't think the topic ever came up, since we've just been about a handful of people playing on and off.

What I will say about tag is that since you have to deplete at least twice the amount of health you normally would to win (more if your opponent makes smart use of the health regen from tagging out), the timer should be set higher than what you'd use in singles.

If you're playing tag with largest life, I would personally say to consider playing best 2 out 3 rounds (instead of the usual 3 out of 5 in singles) unless you're prepared to have some really long sets.
 
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Gultigargar

Well-Known Member
DOA3++ v1.40 update
-CPU opponents are once again able to perform mid kick holds properly. They are currently still not using parries correctly, though.
-Adjusted the game's throwable attacks to no longer be throwable during startup. (Was hard to see any pattern to which moves could be thrown, and it really just made the game feel kind of random when throws normally aren't meant to beat strikes.)
-Ayane BT 7P launch height changed to match 4P.
-Fixed an Ayane oversight that prevented a BT 87K input from being considered a valid BT 7K input. (Developers had the directional inputs reversed, making BT 89K a valid BT 7K input.)
-Ayane 66F+P.F+P has a new camera angle.
-Leon 6F+P has a new camera angle.
-Zack 2_KKKK3K and its variations have had their damage lowered from 32 to 28. (Lowered because the kicks are faster, safer on delay/free-cancel, and the final input can be buffered in advance rather than only being able to input after the active frames.)
-Zack's wall 64F+P throw now recovers earlier. (This is to prevent the move from being punishable by low wake-up kicks.)
-Hayate PP2K, Ein 4P2K and Hitomi 4P2K lower leg hitbox size increased. (These moves tended to whiff quite easily, especially on slopes.)
-This change means Ein can now consistently juggle lightweights with 4P2KP, 6_KK after certain launchers for high damage.
-Fixed a bug with Hitomi's 66KKK where the game thought she was still in a jump state after landing.
-Undid the lowered string delay window for Christie's PPPPP and 6PPPP strings. (Everyone else gets to delay their strings for the duration of their moves' recovery, didn't feel right to me that only Christie did not get to do this.)
-Christie 3PP changed from Long Stomach Pushback Stun to Short Stomach Pushback Stun on Normal Hit. (Because she now has the 3PPP follow-up, instead of 3PP being the final hit. Still causes Long Stomach Pushback Stun on Counter-Hit.)
-Christie 3_F+K is now a valid input for 3F+K. (Would previously be read as a 2F+K input.)
-Fixed an oversight(?) with Kasumi's 6PP/PP6PP where the active frames came out 1 frame later than the equivalent active frames in 6P+K/Running P. (This means she is once again able to juggle with PP6PP after certain launchers.)
-Kasumi 6PP/PP6PP changed from 36 back to 32 damage, and changed from -11 to -9 on block.
-Bass 3P+K launch animation adjusted. Still launches roughly the same height, but 3P+KP no longer whiffs.
-Brad Wong 2F+K move from DOAD added. Can held 2_ to enter lying stance. (Previous 2F+K's input changed to 1F+K.)
-Brad 3_P tweaked launch height, as I had set it too low before. Now closer to vanilla launch height, but 3_PP does not whiff.
-Brad BT 6K 2nd hit foot hitbox size increased. (Would previously whiff sometimes if 1st hit connected too high up.)
-Brad BT PP6PP hip hitbox size increased. (Would previously whiff all the time.)
-Fixed a bug with Brad's BT 1_PK where he would not properly end in backturned state under certain conditions.

I'm currently working on ground-bounce launchers that so far are fully functional, but would like to playtest more before including them in a release.
 
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Gultigargar

Well-Known Member
DOA3++ v1.41 update
-Added ground-bounce launchers to the following moves:
--Zack 66P+K
--Tina 6F+K
--Tina 4P/3_PP/6KP/Land P
--Bass 6F+K
--Bass 46P
--Bayman 4K
--Jann Lee 4F+K, damage changed from 42 to 36
(Due to how tag battles work, certain ground-bounce launchers will launch higher if you tag out immediately after landing a hit. Seems to be an engine quirk that I likely will not ever be able to fix.)

-Adjusted the "jump/air" state of the following moves to prevent entering a standing stun state if hit during them:
--Ayane 9K
--Brad Wong 9P
--Tina 88K/22K
(These new air states mean you no longer go into a hi-counter state when hit, which is an unfortunate side-effect, but to me preferable to getting snapped to a standing stun during what is clearly a jump.)

-Fixed CPU Kasumi not using parries correctly. (CPU Gen Fu and Leifang do not use their parries.)
-Fixed Zack not having access to his second tag throw with Tina. I am currently only able to get it to work by having it overwrite his neutral tag throw.
-66F+P+K tag throw input conditions changed to match other 66F+P throws.
-Fixed small oversights with Zack's 6F+P+K tag attack, Hayate's 6F+P+K tag attack and Hayate's 4F+P+K tag attack.
-Hayate's 3F+K changed from 23(2)5(2)30 to 23(3)4(3)29 frames to prevent you from ducking under it.
-Leon 2P+K changed from 22(3)29 to 22(4)28 frames to prevent you from ducking under it.
-Jann Lee BT P+K no longer guard crushes. (Felt too inconsistent that the front- and backturned versions had different properties.)
-Ayane 66P4/PPP4/etc. animation tweaked so she is less likely to pass through her opponent when used at the wall. (Can still happen, though.)
-Tweaked Brad Wong's 33K2K input conditions. (Was previously very easy to get unwanted 33K2K inputs.)
-Tina's 2_64F+P input conditions loosened, now matches how it works from DOA4 onwards.
-Bass's 2_64F+P input conditions loosened, now matches how it works from DOA4 onwards.
-Bass F+K now enters a jump state during the attack.
-Fixed Bass 6F+P+K tag attack sometimes not recovering into the correct foot position.
-Fixed a tracking issue with Christie's BT F+K.
-Christie Rising 4P input no longer has priority over a 1P input. (Able to do crouching 1P without getting unwanted Rising 4P's.)
-Christie PP2PP juggle height slightly increased, still lower than vanilla.
-Leifang 3K juggle height slightly lowered to account for 3KP having faster startup. (Matches what juggles were possible in vanilla.)
-Helena 66KP juggle height slightly lowered to account for 66KPP having faster startup. (Matches what juggles were possible in vanilla.)
-Zack 3P+K on a CH back hit now has the same launch height as a CH hit from the front.
 
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Gultigargar

Well-Known Member
Noticed that I made an error in the last update: Leifang was unable to use her mid kick hold outside of stun. v1.41a fixes this and adds a few more things as well.
-Leifang Mid Kick Hold input fixed.
-Tina jump-landing P ground-bounce launcher removed. (Was glitchy at the wall.)
-Zack 4P+K.F fakeout added.
-Hayate 33F+P has new camera angles.
 

Gultigargar

Well-Known Member
Figured I'd do a little christmas update now since I won't be able to on the 24th. I've managed to find and fix something that had been on my to-do list for a long while, which is Brad Wong's lying stance movement in DOA3. For whatever reason, they made it so that Brad is in a counter-hit state during any animations to and from his lying state. In all games after DOA3 this is no longer the case, so I've now removed it from 3++ as well.
Other than that I only really had some minor tweaks I was sitting on, so I'm just counting this as an upgrade to v1.41b instead of 1.42.

Download v1.41b
-Tina's 4P, 3_PP, 6KP and jump-landing P have all had their active frames increased by 1. (To prevent you being able to duck under them.)
-Leifang's 22K move can now also be input as 2F+K.
-Brad Wong has had counter-hit status removed from all transitions to and from lying stance.
-Brad Wong is now considered crouching state from frame 1 when using 2P+K, 3P+K, BT 2P+K and BT 1P+K. (Same as in future games.)
 
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