Now that the Dead or Alive 5: Ultimate 1.04 Update has been released, we can explore some of the meaning behind it, and why it's important for players to take a look at their characters, and even the general system. Newly found tech was discovered by a plethora of FSD community members. These were discoveries made after the release of the update, and this is not a copy of the original source material.
Damage input was increased for various moves and throws. He also has a new taunt option. Though he still suffers with some input and advantage issues, at least he gets more damage.
Thankfully, 1.04 allows Leon to be a little more manipulative. His 33P was fixed so he has enough range for follow-ups. Also, 8PP is now safe against walls.
Momiji's lows were considered "too strong", and they were revised. Her stance change is now harder to avoid, and a simple crouch or standing guard may not be evasive enough.
Rachel's low attacks have been revised. 2K advantage was buffed, and the damage has increased; but 2H+K advantage was nerfed +25 to +20 on counter hit.
Combo damage and slight frame changes sum up Jacky's adjustments. A bug was also fixed that caused hits taken inside Slide Shuffle to be back hits.
Damage increase on 46T and 3TT, along with some improved juggle height.
Hayabusa receives a damage increase on select throws and moves, but can longer avoid moves unintentionally, he can also no longer perform certain air combos because of the damage output.
Tina's Mid Ranged moves were buffed, and her strikes, OH and throws have been made easier to perform according to Team Ninja.
Mr. Lee is now stronger close-range and received a minor damage increase on 214T.
Some guard advantage was changed, and 6T was changed to enable wall hits. According to Team Ninja, she's easier to fight with.
Delay increase on Fake Rolls and a Power Launcher command change, Zack is now slightly easier to control.
Bayman received damage buff on hi High K Expert hold, and a small camera change on 4T.
Frame properties of certain moves have been adjusted. Bass' 4P+K was damage buffed.
Ayane has been balanced not only from damage and frame advantage, but some sloppy motion design on her mid-kick hold has been cleaned up. Some delayable frames on her were also adjusted.
Some delayable frames have been adjusted, and some of her hurt boxes have been edited so she can no longer avoid moves without intention. A few lows have been revised, and she also faces a small damage reduction on K and PK.
Hayate's 2 or 8P+KP damage was reduced, and 3H+K delay frames were adjusted so he is now safer on HK+K or PPKK, and 2K.
Hitomi's damage output and guard advantage has been decreased slightly on some strings and throws. Stun type was also changed for PP4PPP and 4PPP. 8PPP will now cause a sit-down on normal hit.
- 236P damage has been increased from 28-40 which can denote a close-hit with a distance adjustment.
Christie's hitboxes have been adjusted so that she doesn't avoid more than intended. Her 3P+T no longer hits on the wall which creates more room for guaranteed damage near a wall.
Eliot's frame advantage properties have been changed. No damage buffs or nerfs.
While receiving minor damage and advantage nerfs the Heichu has been revised to be more effective in combat.
Some unintended damage was revised on 6T, and hits that were hard to land have been adjusted.
"The properties of Mila's 6T was changed to encourage the use of a variety of throws. The properties of some of her low moves were revised."
Power Launcher command changed from 44P+K to 7P+K to prevent unintended inputs.
Improvements added to characters control. Some commands were changed as well as some motion changes, delay reduction on her kick string, and advantage reduction on parry.
"The input feel and the balance of Akira's air combo damage has been adjusted."
Some of Sarah's commands have been adjusted for input feel including some motion issues.
Similar to Sarah, some motion and input properties have been changed to improve overall feel of character.
GENERAL CHANGES
- Throws involving 33T have been updated. I'm actually not sure how, but I'm guessing it's stricter to the input (360 player).
- Certain sit-down stuns will now make the opponent sit closer to the offensive player.
- Holds are now possible to initiate after a sit-down from behind.
- Some moves have changed so they can be used during a crouching state. If you can report those sit-downs I will add them to a list.
- The back draft danger zone on Hot Zone was changed so that you can follow up with decent damage after the stun.
CHARACTER CHANGES
UpSideDownGRUNT: WRK is now easier to perform thanks to Ein's crouch buff. 4P+K now has faster start-up frames.

"I knew I should have never done that Izuna into Izuna combo in tournament play. I should have waited until the last and final patch!" - Manny
MasterHavik: All Zack's sit-downs put him closer to the opponent when he lands them so it's easier to follow up. Also making his Power Launcher 7P+K fixed an overlapping input with his 3P+K crush.
Mr. Wah: A hit-box glitch on his 44P on crouching characters like Helena and Christie doesn't whiff anymore and actually hits them.

Hoodless: 2H+KK 66P is now guaranteed!
BT T.T scales again respectively. (NH/CH/HCH)
Stun - Launch combos are doing their respective damage from 1.03 in Vanilla.
BT T.T scales again respectively. (NH/CH/HCH)
Stun - Launch combos are doing their respective damage from 1.03 in Vanilla.
DontForkWitMe: 6P+K now gives him some great juggle options and works as a great normal hit mid p launcher.
Super Heavies:
6P+K, (dash) instant 3P(x2) 2P+K 46P (62PT normal 76PT when 6P+K close hits)
Middle weight-Genfu weight:
6P+K, (dash) instant 3P(x2) 6PP46P (65PT normal 79PT when 6P+K close hits)
Light weights:
6P+K, (dash) instant 3P, 2P+KP+K, 2P+K46P (72PT normal 86PT when 6P+K close hits)
Super Heavies:
6P+K, (dash) instant 3P(x2) 2P+K 46P (62PT normal 76PT when 6P+K close hits)
Middle weight-Genfu weight:
6P+K, (dash) instant 3P(x2) 6PP46P (65PT normal 79PT when 6P+K close hits)
Light weights:
6P+K, (dash) instant 3P, 2P+KP+K, 2P+K46P (72PT normal 86PT when 6P+K close hits)
GeoMighT: Removed the stun from Kokoro's (SS) P on NH
That faint stun... I guess some people had a problem with doing the 44P+K input and got 4P+K as well. - Sweet Revenge
DOAN: Having 66T switch to 6T sounded like a blessing, but after trying B.U.R.S.T several times I realized that it unlocks 6T to occur more often. Getting B.U.R.S.T now means being more precise.
As of this update, it seems that the delays are still present, but no longer eat your inputs with Akira, Pai and Sarah. - Darth Lotonic

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