Patch 1.04 now live on PS4 and XBox One we can start the breakdown of the new patch balance changes and observe the new stage added with the Patch, Fireworks.
If you want to check out the patch notes hit the link below for the official changes.
http://teamninja-studio.com/doa5/lastround/us/info_ver.1.04.html
Primarily speaking, everybody whose character has been changed is going to be the first thing on your minds. What combos do what now? How can I use the system with these new changes? What is now optimal?
I play Leon, he got a block animation bug fixed. I wanna check out the new stage.
So without further ado I will breakdown the stage into it's various parts, gimmicks, and things of note.
Keep in mind that the only things worth taking note of that impact gameplay have been noted in this thread. If it can be interacted with it is noted below. The following video gives you a glimpse of the stage, the basics of what the individual portion of the stage do, and the notes provided about those portions will detail more information about the stage. If you want the full experience or find the best ways to interact with the environment you will have to hit up training and your respective sub forums for information on how to deal with individual characteristics such as ropes, relaunches, and slip stuns.
First off, following the video we start facing a stage with a line of fireworks sparking and ready to launch. This wall is one of only three of it's kind in the game, this wall has a full relaunch capability when a character is knocked back into it ON TOP of adding 5 damage as a dangerzone and another extra 5 to 10 damage for being a wall. So what does that mean? Add 20 to 30 damage to your wall combos, no small number. Leon in the video will strike a knockback into it and be able to followup with an air throw after a quick dash in, this cannot be done on normal walls.
Directly to the left of the stage and at an angle in correlation to the stage is a volleyball net. As seen in the trailer video at far back enough distances the net acts like ropes or the snake in Primal. It bounces opponents knocked into it back into the ring. This does not apply to launched or thrown characters and this does not relaunch like the fireworks walls.
Right beside that net is a small alcove of no significance except for the one thing that all Leons love to see in a stage. A. Breakable. Torch. Well, everybody loves seeing it until they are knocked into it. But hey, a breakable object.
To the left of that (assuming we are just rotating around the starting area like the start of the video) is the Zack of all Trades Boat. Despite being able to light up when using a Power Blow nothing is of significance about this part of the stage. No DZ, no special interactions, it's just a fancy looking full wall. See what Easter Eggs you may be able to pick up from it.
To the left (and still on the beach) are two coconut trees. These trees act like normal trees, you can knock opponents into them and a coconut will fall up to two times from each tree. Coconuts will still fall if you knock an opponent into the rocks at the base of the tree to the left of the two, fyi.
Now we move beyond the trees into the water. What do we notice in the water directly behind the trees? Another breakable torch.
By the way the water will grant extended Trip Stuns and Slip Stuns on Counter or Higher following Slip Stun rules (we see water we get water this time) so practice them water combos.
Finally, we have the Zack statue. Go ahead and Power Blow into it to get yourself a Zack bomb surprise. What kind of followups can you do to it? Only one way to find to, hit the lab. The bomb is like the car from Scramble, you can only use it once per match but it does add 10 points of damage to the Power Blow making the PB damage 90 points on all hit types.
HOWEVER, should you initiate the PB interaction but select an area to interact with that is not the bomb (while using the PB interaction animations) the bomb will reset itself over and over again until a character has been knocked into the bomb and then the bomb is unable to be used for the remainder of the match. This may be a bug, unsure if intended to work this way.
Credit to @VirtuaKazama for the initial find and @MASTER for the multiple bomb scenario.
Oh, and to the right of the stage, and to the right of the kayaks is an inter tube floaty. You can mess with it unlike the volleyball behind the volleyball net. Otherwise nothing special.
Notes of importance about the stage.
The coconut tree directly next to the Zack boat will not drop coconuts if someone is knocked into it.
The stage wall is a full wall, the volleyball net is a full wall, the rocks are full walls, the trees are full walls on all sides. The light rope areas in the water portion have invisible walls, as such there is no wall damage or wall interactions unless you are close enough to a rock to warrant a wall hit. All other areas that are walled are half walls. The rocks surrounding the one coconut tree are half walls.
This stage is extremely unnoticeably hilly on the beach portion of the stage. This surface actually does have combo interactions that are extremely unnoticeable but the terrain of the stage will interact most widely with Mila more than with any other character (note below).
Mila characters be extremely wary of your surroundings. 6T K has a habit of whiffing if you are uphill of an opponent when you use it. This stage is extremely hilly on the beach portion of the stage. There is a high chance that if you punish with 6T and go for K that you will be uphill and whiff the K followup. You have been warned.
I can confirm that there are issues with Leon's tracking with his air throw on the breakables as mentioned by Fork below.
If you want to check out the patch notes hit the link below for the official changes.
http://teamninja-studio.com/doa5/lastround/us/info_ver.1.04.html
Primarily speaking, everybody whose character has been changed is going to be the first thing on your minds. What combos do what now? How can I use the system with these new changes? What is now optimal?
I play Leon, he got a block animation bug fixed. I wanna check out the new stage.
So without further ado I will breakdown the stage into it's various parts, gimmicks, and things of note.
Keep in mind that the only things worth taking note of that impact gameplay have been noted in this thread. If it can be interacted with it is noted below. The following video gives you a glimpse of the stage, the basics of what the individual portion of the stage do, and the notes provided about those portions will detail more information about the stage. If you want the full experience or find the best ways to interact with the environment you will have to hit up training and your respective sub forums for information on how to deal with individual characteristics such as ropes, relaunches, and slip stuns.
First off, following the video we start facing a stage with a line of fireworks sparking and ready to launch. This wall is one of only three of it's kind in the game, this wall has a full relaunch capability when a character is knocked back into it ON TOP of adding 5 damage as a dangerzone and another extra 5 to 10 damage for being a wall. So what does that mean? Add 20 to 30 damage to your wall combos, no small number. Leon in the video will strike a knockback into it and be able to followup with an air throw after a quick dash in, this cannot be done on normal walls.
Directly to the left of the stage and at an angle in correlation to the stage is a volleyball net. As seen in the trailer video at far back enough distances the net acts like ropes or the snake in Primal. It bounces opponents knocked into it back into the ring. This does not apply to launched or thrown characters and this does not relaunch like the fireworks walls.
Right beside that net is a small alcove of no significance except for the one thing that all Leons love to see in a stage. A. Breakable. Torch. Well, everybody loves seeing it until they are knocked into it. But hey, a breakable object.
To the left of that (assuming we are just rotating around the starting area like the start of the video) is the Zack of all Trades Boat. Despite being able to light up when using a Power Blow nothing is of significance about this part of the stage. No DZ, no special interactions, it's just a fancy looking full wall. See what Easter Eggs you may be able to pick up from it.
To the left (and still on the beach) are two coconut trees. These trees act like normal trees, you can knock opponents into them and a coconut will fall up to two times from each tree. Coconuts will still fall if you knock an opponent into the rocks at the base of the tree to the left of the two, fyi.
Now we move beyond the trees into the water. What do we notice in the water directly behind the trees? Another breakable torch.
By the way the water will grant extended Trip Stuns and Slip Stuns on Counter or Higher following Slip Stun rules (we see water we get water this time) so practice them water combos.
Finally, we have the Zack statue. Go ahead and Power Blow into it to get yourself a Zack bomb surprise. What kind of followups can you do to it? Only one way to find to, hit the lab. The bomb is like the car from Scramble, you can only use it once per match but it does add 10 points of damage to the Power Blow making the PB damage 90 points on all hit types.
HOWEVER, should you initiate the PB interaction but select an area to interact with that is not the bomb (while using the PB interaction animations) the bomb will reset itself over and over again until a character has been knocked into the bomb and then the bomb is unable to be used for the remainder of the match. This may be a bug, unsure if intended to work this way.
Credit to @VirtuaKazama for the initial find and @MASTER for the multiple bomb scenario.
Oh, and to the right of the stage, and to the right of the kayaks is an inter tube floaty. You can mess with it unlike the volleyball behind the volleyball net. Otherwise nothing special.
Notes of importance about the stage.
The coconut tree directly next to the Zack boat will not drop coconuts if someone is knocked into it.
The stage wall is a full wall, the volleyball net is a full wall, the rocks are full walls, the trees are full walls on all sides. The light rope areas in the water portion have invisible walls, as such there is no wall damage or wall interactions unless you are close enough to a rock to warrant a wall hit. All other areas that are walled are half walls. The rocks surrounding the one coconut tree are half walls.
This stage is extremely unnoticeably hilly on the beach portion of the stage. This surface actually does have combo interactions that are extremely unnoticeable but the terrain of the stage will interact most widely with Mila more than with any other character (note below).
Mila characters be extremely wary of your surroundings. 6T K has a habit of whiffing if you are uphill of an opponent when you use it. This stage is extremely hilly on the beach portion of the stage. There is a high chance that if you punish with 6T and go for K that you will be uphill and whiff the K followup. You have been warned.
I can confirm that there are issues with Leon's tracking with his air throw on the breakables as mentioned by Fork below.
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