Games

Dead or Alive 5's Patch 1.03 Releases Next Week, Check Out its MASSIVE Change Log

Team Ninja's patch 1.03 for Dead or Alive 5 is the very definition of a massive update.

Indeed it allows players the ability to upload fights to YouTube and Facebook (Only PlayStation 3 players get both, 360 gamers have to deal with just Facebook) so fighters can advertise their various successes, branding the loser in such a way that only social networking can allow, but it also adds changes to every fighter within the game's entire roster.

You can see all of the changes below, what platform gets what, how it's unlocked, and so on and so forth. Fari warning, there's a LOT to process, so don't say I didn't warn you:

XBOX 360 VERSION ONLY
* Corrected the Xbox 360 version so cursor position in the replay or album menu is preserved after watching a replay or displaying a photo.
* Fixed an issue that would occasionally cause the game to be unable to progress when a player was invited to a lobby match in any mode other than the Main Menu.

PLAYSTATION 3 VERSION ONLY
* Added the ability to upload video replays to YouTube from Spectator mode.
* Reduced lag for online fights by 1 frame.
* Added a confirmation window when quitting the game when PlayStation®Store is selected in the Main Menu.
* Fixed an issue that occasionally made the game hang when selecting an online mode while PlayStation®Network was undergoing maintenance.

BOTH PLATFORMS
* Added new stage: Zack Island. After installing Ver.1.03, players can download the free Zack Island stage, which will appear in the Stage Select menu.
* Added the ability to upload screenshots to Facebook from Album mode.
* Added the ability to upload video replays to Facebook from Spectator mode.
* Changed default health from 300 to 270 for all modes except Story.
* Some scoring rules for Arcade and Survival mode have changed based on the default health change.
* Unlocked all courses in Arcade, Time Attack and Survival Modes.
* Improved lag for online fights in some stages (Scramble, Hot Zone, Home, Fuel)
* Fixed an issue that played the "GET READY - FIGHT!" voice later than when the players were actually able to move.
* Added the ability to accept a "Ranked Match Throwdown". This will match players players who are waiting for a ranked match and players who have set the game to accept ranked match Throwdowns.
* Change the Throwdown icon to distinguish between the sender (blue) and receiver (red).
* Added the ability to search by connection quality. When this is set, a player matching will give priority to other players with the specified connection quality or better. (Due to network conditions, there may be times when players are matched with others of a lower quality connection.)
* Added the ability to display the opponent's profile (wins/losses, connection quality, etc.) when matching for a ranked match. Also added the ability to cancel a match while the opponent's data is displayed.
* Added the number of ranked matches as an unlock condition for some characters and costumes. (Please refer to the unlock conditions chart below)
* Set the number of rounds for ranked matches at 3 rounds per match.
* Changed so a player's selection in the Character Select screen will not be visible to the opponent.
* Removed player stage selection from ranked matches, making all matches occur in randomly selected stages. (The selection will use the default random filter.)
* Grade Point variables have been balanced.
* Fixed an issue with ranked match searches that would match opponents from outside the player's Grade search setting.
* Added the ability to save a replay after lobby matches.
* Added a connection quality setting when creating a lobby. Setting this will make the lobby accessible only to players of the specified connection quality or better. (If the connection quality drops after joining a lobby, that player will not be kicked out.)
* Added the ability to search by connection quality for lobby matches. Setting this will display only lobbies of the specified connection quality or better in the search results.
* Added a "Wait Time" setting when creating a lobby to specify the time to wait for a match. Regardless of this setting, the champion (player with the ★) can start a match at any time by pressing OK.
* Added the ability in lobby matches to buffer the "Return to Lobby" command during the victory/loss scene.
* Changed to display the lobby name in the search results for a lobby match. (Players can switch between lobby name and player name displays)
* Changed to input a default lobby name if no name is specified when an lobby is created for an online lobby match.
* Changed to set Fighter/Spectator in lobby matches with the OK (confirmation) button.
* Changed the text chat in lobby matches to display a player's own comments in a different color.
* Changed to allow a full-screen display of the text chat window while watching lobby matches.
* Changed the menu profile display in lobby matches so they do not cover up the cursor.
* Players can now be kicked out of lobby matches while watching or waiting for a match. (Players currently fighting in a match cannot be kicked out.)
* Fixed an issue that caused the game to hang after canceling character selection in a lobby match.
* Added an Exhibition Mode to the offline Versus Mode. Setting Exhibition Mode to on will unlock all characters, stages and most costumes. Some features will not be available in Exhibition Mode, such as unlocking trophies and saving fight records.
* Fixed an issue that occurred after a loss in Versus Mode which caused incorrect AI behavior in the next match.
* Added a shortcut (PS3: SELECT + R1/Xbox 360: BACK + RB) to change hit settings in Training Mode.
* Changed the shortcut (PS3: SELECT + L1/Xbox 360: BACK + LB) for replaying an example move in Command Training.
* Fixed an issue that would cause the game to hang when restarting in Training Mode.
* Fixed an issue that would make it impossible to restart in Command Training.
* Corrected the game so it maintains Command Training progress until the end of the game. (Note: the in-progress state itself is not saved.)
* Speeded up the timing of opponent AI rising in Command Training.
* Change throw escape behavior in Training Mode. Before, COM throw escapes would always succeed, regardless of player input timing, if the Throw Escapes setting was set to fastest. This has been changed to allow COM throw escapes to fail if the player inputs a command with perfect timing.
* Fixed an issue that caused characters to move offscreen when completing Command Training.
* Fixed an issue that caused replays to be saved incorrectly.
* Changed to allow switching UI display on/off in steps while watching a replay. (Players can hide the replay time display and just display the same UI as a normal match.)
* Changed to display the online ID/gamertag when watching a saved replay of an online match.
* Added a display for uncleared missions on the timeline in Story Mode. Uncleared missions are shown with a different color icon and message.
* Added the following special displays to the move lists: SP - notes special conditions such as back-turned stance, OH - notes Offensive Holds, CB - notes Critical Burst moves, PB - notes Power Blows.
* Added a Grade Point gauge on the fight result display in the Main Menu.
* Changed so COM opponents select DLC costumes randomly if DLC costumes have been downloaded.
* Changed the 4-bar antenna indicator in online modes to green to make it easier to understand.
* Changed the sound effect when selecting Danger Zones On/Off on the Stage Select screen.
* Made "NEW" display on the PlayStation®Store or Xbox Marketplace menu item in the Main Menu when new DLC is available.
* Fixed an issue on the Home stage that occasionally made a character not display when KO-ing a character and performing a down attack.
* Fixed an issue on the Home stage that occasionally made a character pass through a wall.
* Fixed an issue that caused the language settings in the Options Menu not to be saved.
* Fixed an issue that set character selection to random after accepting a Throwdown.
* Fixed an issue when accepting a Throwdown in Tag Mode that caused a stage to be selected which was unusable with Tag.
* Fixed incorrect data in the Move List.
* Corrected to maintain online search settings until the game is quit.
* Corrected issues with the Critical Damage display in Move Details, where the color change was different than when the actual Critical state change.
* Sidestep settings moved to the CONTROLLER screen.
* Fixed a bug that caused the sidestep settings to change in online matches.
* Balanced the fighting system and characters.

Unlock requirements for Rank Matches

When costume unlock requirements are met, usually the lowest numbered (locked) costume will be unlocked.

- Each character costume (except Gen Fu, Akira, Sarah and Pai) - Fight a ranked match to unlock a costume of the character used. 1 costume is unlocked for every 10 matches fought.
- Tina's Legend costume (swimsuit) - Fight 50 ranked matches.
- Christie's Legend costume (swimsuit) - Fight 100 ranked matches.
- La Mariposa's Legend costume (swimsuit) - Fight 200 ranked matches.
- Akira - Fight 25 ranked matches.
- Sarah - Fight 75 ranked matches.
- Gen Fu - Fight 125 ranked matches.
- Pai - Fight 150 ranked matches.
- Alpha 152 - Fight 300 ranked matches.

     P : Punch / K : Kick / H : Holds / T : Throws / _ : Hold down the button

CHARACTER ADJUSTMENTS

All

* Fixed voice playback at the start of a match because it was actually playing back 15f later than the start.
* Tripled crouching speed against high attacks.
* Changed standing/crouching switch frame during normal status, when guarding, etc. from 5⇒3F.
* However, you can guard against at low attack in 1F, and crouch against a high attack in 2F.
* Fixed a bug just after guard recovery, etc. that caused a frame where the player was unable to perform a hold and could only guard.
* The one frame in which a player could guard but not hold has been changed to allow both guards and holds.
* Changed default health to 270.
* Change affects Arcade, Time Attack, Survival and other modes as well.
* Removed Counter adjustments after ceiling throws. Even Hi Counter follow up attacks act like normal hits.
* Changed to allow a strike if throws overlap after rising/tech rolling.
* Changed normal sidestep properties for all characters to 0(20)5.
* Improved control input to make it harder for derivative followup moves to be triggered accidentally from sidestep.
* Improved control input to make it harder to trigger taunts accidentally when pressing up/down when sidestep controls are set to 8 or 2H+P+K.
* Fixed an issue that retained a hold input performed while the player could not hold until the unholdable interval had ended. The input buffer for Critical Holds was also changed to 12F, just like strikes. This improves play by reducing unintended moves triggered by inputs during unholdable periods.
* Made H Cancel work better when used during a status other than strike. For example, it is harder when inputting 7PHK to mistakenly trigger 7PK.
* Fixed reach for down throws being too long when the opponent's head was close.
* Adjusted the back rising motion for Mila, Rig and VF characters. This corrects the weird speed that they could move back with.
* The latter half of stuns from moves like Helena's 3KK are fixed to be invulnerable just like other of the same kinds of stuns.
* Changed stuns from mid and low rising kicks on normal hit to small stuns.
* Changed all back-turned stuns that do not down the player to end with the player facing front.
* Added a ground shake effect to make sit-down stuns easier to spot.
* All drop (vertical) kicks cannot be tech rolled.
* Fixed a bug that made stuns after certain characters' moves the same as a Critical Finish stun.
* Fixed a bug when an opponent was already in some stuns which cannot be tech rolled and a followup attack was made, then the un-tech-rollable status was maintained.
* Lengthened the Critical Burst stun 5F, making followup attacks easier.
* Changed behavior when near a wall to cause a Critical Burst even if the opponent uses a Critical Hold.
* Fixed an issue that displayed a red "CRITICAL STUN" during a Critical state from which a Critical Burst cannot be performed, for example after breaking an object after a Critical Burst.
* Fixed some objects that would not turn transparent when covering a character.
* Changed the way Danger Zone damage is calculated (except for Cliffhangers). Changed all Danger Zone damage from throws and holds from to 16%+4 to 20%.
* Changed Slip Zones to only cause slipping on Counter Hit or higher.
* When an opponent's throw or OH lands during the entrance or exit of a tag change, it is now treated as a Counter Hit.
* Fixed an issue that added the combo adjustment when performing a tag throw after a juggle in Tag Mode.
* Fixed an issue that added the combo adjustment when performing an air throw or down throw during a juggle in Tag Mode.

Kasumi

* NEW MOVE] 8 or 9 in Hoshinpo: Gekko-Tenbu can now be performed from Hoshinpo.
* P6P, P+K: removed wall blow back, added sidestep tracking.
* 6P2K, PPP2K: fixed an issue that caused them not to do 50% damage on half hit.
* P+KK, P6PK: fixed an issue that caused them not to do 50% damage on half hit.
* 3K: change disadvantage on guard from -12 to -3F and changed hit reaction on normal hit to stagger.
* 66P: changed startup from 18 to 16F.
* 66PP: changed to be a guard break move, changed disadvantage from -23 to GB (-6F), and added ability to perform derivative followup moves even when blocked.
* P6PP, P+KP: changed disadvantage on guard from -12 to -8F.
* 9K, 6P6K, PP6P6K: changed to a bounce with a juggle followup possible on Counter Hit or higher.
* 1K, PP2K: shortened motion recovery from 32 to 29F.
* 66K: changed disadvantage on guard from -15 to -10F.
* 4H+K: Changed recovery from 28 to 22F, and made stuns on Counter Hit and higher the same as normal hit.
* 33T: changed damage from 65 to 67.
* Sidestep P: changed disadvantage on guard from -14 to -9F, removed wall blow back, added sidestep tracking

Hayabusa

* [NEW MOVE] P+K4: now transitions into Ongyoin.
* [NEW MOVE] 46H: added expert mid kick hold.
* P: changed startup from 11 to 10F.
* 3P: added strike detection going down.
* 3PP: added sidestep tracking
* 66P, 4P6P, PP4P6P: changed to limbo stun on Counter Hit or higher.
* 666P: changed damage from 28 to 30.
* 2K: changed to standing status.
* 6K: changed to uppercut stun on normal hit or higher, and 6KK now hits after.
* 6KK: changed disadvantage on guard from -13 to -15F.
* 6KP: changed advantage on guard from GB(+13) to GB(+9F), and changed to bounce opponents on Hi Counter hit.
* 66K: lengthened input window to make the move easier to perform
* KK: changed to guard break and changed disadvantage on guard from -12 to GB(0F).
* 2P+K, 214P+K: changed to allow performing these moves before the start of a match.
* 4H+K: changed motion recovery from 28 to 22F, removed wall blow back.
* 6KK: removed wall blow back.
* 3K: changed hit reactions from crouching Counter hit or higher to sit-down stuns.
* 9K: changed hit reaction from crouching hit to sit-down stun.
* 6T: added wall blow back.
* Ongyoin P, back-turned P+K: added sidestep tracking.
* Ongyoin P+K: changed damage from 24 to 27.
* Ongyoin 8P: changed to bounce on Hi Counter hit.
* Sidestep P: changed startup from 30 to 27, changed hit reaction on normal hit or higher to elbow stagger, removed wall blow back
* Sidestep K: changed recovery from 28 to 22F, changed hit reaction on normal hit to sit-down stun, removed wall blow-back.
* 3H+K, 4PK, PP4PK: fixed an issue that made them track sidesteps.
* 8T: changed from throw to OH, changed damage from 60 to 40.
* Ongyoin 8T: changed from throw to OH, changed damage from 60 to 45.
* Fixed an issue that would not trigger Cliff Danger Zones from Izuna Drop-type moves.
* Changed the Hot Zone stage so Izuna Drop-type moves do not connect with the helicopter.

Tina

* [NEW MOVE] Sidestep T: changed to allow the same throw as 7PPT from sidestep.
* [NEW MOVE] PK (on hit) T: changed to allow the same move as K (hit) T when PK hits as well.
* 7P, 7PP, 7PPP: changed to mid moves.
* 7PP: change advantage on guard from +2 to -1F.
* 7PPT: changed startup from 20 to 22F, changed grab motion and voice.
* 66PPK: changed disadvantage on guard from GB(-16) to GB(-6F).
* 46P: changed recovery from 26 to 30F, changed advantage on guard from GB(0) to GB (+1).
* 2P: fixed to allow player to choose standing/crouching on the frame after the move ends.
* 4P, 4PP, 4PPP: added sidestep tracking.
* 3PP: added sidestep tracking.
* 7K: added sidestep tracking.
* 8K: changed disadvantage on guard from GB (-12) to GB (-6F), changed attribute when held from parry to jumping mid kick hold.
* 236K, running K: changed recovery from 57 to 55F, changed disadvantage on guard from GB(-24) to GB(-4F), changed attribute when held from parry to jumping mid kick hold.
* 4K, 6PK: changed disadvantage on guard from -7 to -5F.
* 2KK: changed hit reaction on normal hit to Critical Stun.
* 66K: changed hit reactions from crouching Counter hit or higher to sit-down stuns
* 46T: fixed an issue that made it easy to unintentionally trigger J.O.Cyclone when performing the move from a crouching dash.
* Rising tackle: changed to maintain crouching status throughout the entire move.
* Sidestep P: change disadvantage on guard from -10 to -6F.

Jann Lee

* [NEW MOVE] 1PK4: changed to allow transition into Dragon Stance.
* 1PK: changed hit reaction to be the same as 6H+K.
* H+K: changed damage from 24 to 18, changed hit reaction on standing Hi Counter hit to be the same as on Counter hit, changed hit reaction on crouching Counter hit to a big sit-down stun.
* 4P: changed damage from 20 to 18.
* P6PK: changed damage from 30 to 25.
* 66K, 6PK, P2PK, Dragon Stance 6K: changed damage from 35 to 30, changed voice.
* 9K: changed to launch on normal hit.
* 3K: changed hit reactions from crouching Counter hit or higher to sit-down stuns
* 214P, 6P+KP: changed to bounce on Counter hit or higher.
* 66T: changed voice of the grabbing motion.
* Wall 6T: changed damage from 25 to 20.
* High K hold, mid P hold: changed damage from 20 to 10.
* High P hold, mid K hold, low P hold, low K hold: changed damage from 46 to 42.
* Sidestep P: changed disadvantage on guard from 0 to -4F, changed damage from 20 to 16.
* Derivative followup moves cannot be done from Jann Lee's Dragon Blast (P+KP at face-up opponent's feet) .

Lei Fang

* 1PP: changed to not be a natural combo.
* 1P+K: corrected frames from 28(6)22 to 30(3)23 and advantage from GB(+8) to GB(+5F).
* 46P: shortened the close hit distance by a few centimeters.
* PP6P: corrected disadvantage on normal hit and on guard from -12 to -13F.
* Sidestep P: changed damage from 28 to 22.
* 4K, PK, 3PK: changed damage from 30 to 20, standardized the wall blow back distance for moves at 1m.
* 64P: shortened the window for followup attacks during the stun on a back-turned hit.
* 7K: changed to guard break and changed advantage on guard from -12 to GB(+3F).
* 214P: changed disadvantage on guard from -6 to 0F.
* 6P+K: changed hit reactions from crouching Counter hit or higher to sit-down stuns
* 66T: changed damage from 45 to 42.
* Wall T, wall 66T: changed damage from 20+33 to 20+30.
* 236P: corrected hit reaction on crouching guard to limbo stun.
* 4P+K: changed startup from 6 to 3F.
* Back-turned 7H, back-turned 3H: changed startup to 0F.
* Sidestep P: changed startup from 25 to 27F, changed damage from 28 to 22, and removed wall blow back.
* Sidestep K: changed startup from 27 to 25F, changed disadvantage on guard from -14 to -5F, changed hit reaction on normal hit to high stun.

Zack

* Zack Beam (236H+P+K): added the attack attributes of a mid punch with 30 damage.
* 4K: changed hit reactions from crouching Counter hit or higher to sit-down stuns
* 7K・K: changed disadvantage on guard from -14 to BG(+1F).
* 236K: shortened motion recovery from 30 to 25F.
* 6P+K, running K: changed disadvantage on guard from -11 to -5F.
* Sidestep K: changed disadvantage on guard from -8 to GB(-1F).
* 214P: removed down hit.
* PP2K: lengthened input window so the move is easier to perform.

Bayman

* 1KK, 2KK: changed disadvantage on normal hit to -5F.
* 6PP2K: changed disadvantage on normal hit to -3F.
* Back-turned T: changed hit reaction to allow throws.
* P+K: changed hit reactions up to Counter hit into sit-down stuns.
* Front Wheel - throw (standing opponent): changed damage from 20 to 30
* Front Wheel - throw (standing opponent, back-turned): changed damaged from 25 to 35.
* Sidestep P: changed startup from 26 to 28F.

Bass

* [NEW MOVE] Sidestep T: changed to allow the same throw as 7PT.
* [NEW MOVE] 41236T or 236P (hit) T on wet surface against back-turned opponent: the same kind of move as 41236T (back-turned, max charge).
* 1P: shortened delay input window.
* 9PP: shortened recovery from 28 to 22F, changed so that 33P is guaranteed after hit.
* 7PT: changed startup from 12 to 17F.
* 66P, 1PP: shortened recovery from 33 to 32.
* 46P: changed charge portion to crouching status.
* PK: changed disadvantage on guard to -6F, changed crouching hit reaction to sit-down stun.
* 3K: changed disadvantage on guard to -6F.
* 63214T・69874123T: changed damage from 66 to 62, now allow a guaranteed ground throw after the end.
* Wall 6T: changed to perform a wall throw even when near rope walls.
* Back-turned T: changed from throw to OH.
* Back-turned 4K: changed crouching hit reaction to sit-down stun
* Ground throws (face up at feet, face down at head, face down at side): changed advantage from +11 to +13F.
* Sidestep P: changed startup from 25 to 24F.
* Sidestep K: changed hit reaction on Counter hit or higher to crumple stun.

Ayane

* [NEW MOVE] Back-turned 4H+K: added ability to perform a Critical Burst move from back-turned stance.
* 3H+K: changed damage from 28 to 23, changed crouching hit reaction to the same as standing hit.
* 4H+K: changed normal hit reaction to the same as Counter hit.
* 66K: changed advantage on guard from -11 to -16F, changed normal hit reaction to uppercut stun.
* 66KK: added sidestep tracking.
* 66KK4: removed delay input window.
* 66KKK: changed damage from 33 to 40, changed to a big blow back, and changed wall blow back distance from 2.5m to 4m.
* 6P+KK: slightly shortened input delay window.
* 4K: changed recovery from 27 to 24, changed hit reaction on normal or Counter hit to knock down stun.
* Changed hit reactions on Counter hit and higher for P+KP type moves to bigger stuns.
* Changed hit reactions on Counter hit and higher for P+KPP type moves to bigger stuns.

Helena

* [NEW MOVE] Bokuho 6P+K: added a new Critical Burst move.
* 236P+K: changed advantage on guard from 0 to +1F.
* 66P, PP4_PP, PPP, 4PPP, back-turned 6P: changed disadvantage on guard from -9 to -5F.
* 6PP, 3PPP: removed wall blow back.
* PP2K, 4PPKK, 44PP2PPK, 9P2K, 1PPK, 6KK, 2H+K, back-turned PP4PPKK, back-turned 4PP2PPK, back-turned 6KK, back-turned 2K, bokuho 4PKK, bokuho 6KK: added half hit attribute.
* Sidestep P: changed hit reaction on normal hit to belly stun, removed wall blow back.

Hayate

* [NEW MOVE] Added Raijin (41236T・4682T・7391T when there is no ceiling).
* [NEW MOVE] PP2K6P+K: added a new move that can transition into Hayate-Gake.
* [NEW MOVE] 4P6P+K: added a new move that can transition into Hayate-Gake.
* 4P: changed normal hit reaction to uppercut stun, added sidestep tracking.
* 2K: changed to standing status.
* 6PK: fixed an issue that made this a high kick. It is now a mid kick.
* 66PP max charge: changed startup from 41 to 32F, changed advantage on guard from +1 to +3F.
* 66P+K max charge: changed startup from 36 to 33F, changed advantage on guard from +1 to +3F.
* PP6P max charge: changed startup from 30 to 24F, changed advantage on guard from +1 to +3F.
* 9PP max charge: changed startup from 31 to 25F, changed advantage on guard from +1 to +3F.
* 4P+K max charge: changed startup from 63 to 60F, changed advantage on guard from +1 to +3F.
* P+K, 3H+KKP, sidestep P: changed reaction on normal or Counter hit to sit-down stun.
* 8P: changed to launch on normal hit.
* 4P6P: changed to guard break and changed advantage on guard from -9 to GB(+3F).
* 3K: changed hit reactions from crouching Counter hit or higher to sit-down stuns
* 214P: changed hit reactions from crouching normal hit or higher to knock down stuns.
* 236K: changed to guard break, changed advantage on guard from -5F to GB(+1F), changed damage from 45 to 40, changed to jump over downed opponents.
* Sidestep K: changed to guard break and changed disadvantage on guard from -15 to GB(0F).
* Hayate-Gake K: downs opponents, changed advantage on guard from -15 to -5F.
* Hayate-Gake P+K: removed wall blow back.

Hitomi

* Back-turned 4PK: fixed an issue the made the move not track sometimes.
* Low K hold: changed damage from 30 to 40.
* 46P: changed advantage on guard from -11 to -7F, changed damage from 35 to 40.
* 236P: changed disadvantage on guard from -11 to -9F, changed damage from 38 to 42.
* 4P, PP4P, 3KP4P, back turned PP4P: added sidestep tracking.
* 4KP: removed wall blow back.
* 66H+K: changed to guard break, changed advantage on guard from -11 to GB(+3F), removed sidestep tracking.
* 6KKK, 7PKKK, 6PKKK: changed Hi Counter hit reaction to bounce which can be followed by a juggle.
* 9HP: changed damage from 28 to 35.
* 9HK, 4KK: changed disadvantage on guard from -13 to -5F.
* 236K, back-turned 8K, 66KKK, PP6PK, 66PK, 8PK6PK, 1K6PK: changed held attribute to high kick parry.
* Sankaku-Geri (wall 7H+K): changed advantage on guard from GB(-13) to GB(+5F).
* 33T: changed damage from 55 to 62.
* Wall 33T: changed damage from 65 to 72.
* 6T: changed damage from 25 to 30.
* 4K: added sidestep tracking.
* Sidestep P: changed startup from 33 to 28, changed disadvantage on guard from -10 to -14F, removed wall blow back.
* Sidestep K: change disadvantage on guard from -9 to -5F.

Brad Wong

* [NEW MOVE] Dokuritsu-Ho 66P: added a Critical Burst move.
* Toritsu 66, Hanten-Toritsu 44: changed to jump status.
* Toritsu (66P+K), Hanten-Toritsu (back-turned 66P+K): change to allow performing these moves before the start of the match.
* Wall 214P+K: fixed an issue that would sometime cause the move to go in the opposite direction after landing.
* Toritsu H+K, Toritsu K6K, Toritsu KK6K, Toritsu KKKK: changed so holds cannot interrupt the 2nd hit.
* 8K4, 6PK4: faster transition into Dokuritsu-Ho.
* 6K: shortened motion recovery from 26 to 24F.
* Back turned T・T: Opponent cannot backdash to evade 2P+K if it is performed as fast as possible after this move.
* Sidestep P: changed disadvantage on guard from -14 to -8F, removed wall blow back.

Christie

* H+KKK: changed disadvantage on guard from -6, -6, -7 to -8, -8, -7.
* 2H+KP, PP2KP: fixed an issue that caused a different hit reaction when hitting an opponent in standing guard than when they were not guarding, and changed hit reaction for crouching normal hit to be the same as standing normal hit.
* P+K: changed hit reaction on Counter hit to faint stun.
* 6P: changed hit reaction on Counter hit to small limbo stun.
* 4P, PP4P: added sidestep tracking.
* Jakei-Taiho P: changed motion and voice
* PP2P, back-turned 2P: added sidestep tracking.
* 9P: changed disadvantage on guard from -7 to 0F.
* Back-turned P: changed disadvantage on guard from -13 to 0F.
* 3K: changed hit reactions from crouching Counter hit or higher to sit-down stuns
* 6PP: lengthened delay input window when transitioning into Jakeiho.
* 3KP: changed so holds cannot interrupt the 2nd hit.

Eliot

* P+K: changed hit reactions from Counter hit or higher to sit-down stuns
* 33P: changed damage from 10+15 to 13+15.
* 1K4PP: changed damage from 24 to 20, changed disadvantage on guard from -5 to -12F.
* 1KP46P: fixed an issue that prevented this move from being performed.
* Rising P+K: changed disadvantage on guard from GB(-23) to GB(-5F).
* P+K: changed hit reactions from crouching Counter hit or higher to sit-down stuns
* Sidestep P: changed damage from 15 to 20.

Kokoro

* PP: changed disadvantage on normal hit and on guard from -3 to -7F.
* 2K, P2K: changed disadvantage on normal hit from -12 to -15F.
* PPT: changed startup from 16 to 17F.
* 2KT, P2KT: changed startup from 8 to 15F.
* 9PPT: changed startup from 19 to 22F.
* Back-turned 4PT: changed startup from 6 to 17F.
* 33P: changed disadvantage on guard to -14F.
* 9P: changed damage from 15 to 12.
* 66P: changed recovery from 18 to 22F.
* 7K: changed damage from 26 to 24.
* 33P+K: changed damage from 28 to 26.
* 4P+K: changed damage from 24 to 22.
* 9PP6P, 4PP6P, 6P+KP: changed reaction on back-turned hit to short stun.
* 3K, 1KK: changed reaction on back-turned hit to short stun.
* 3K4K, 1KK4K: changed reaction on back-turned hit to short stun.
* Changed grab voice for Heichu to something more recognizable.
* PP6P: changed hit reaction on normal hit to small limbo stun.
* P when Heichu either succeeds or fails: changed hit reaction on normal hit to small stun.
* 6P+K: changed hit reaction on normal hit to stun.
* 236T: shortened the derivative followup frames when the move fails from 30 to 26F.
* Sidestep P: changed damage from 28 to 22, changed disadvantage on guard from -10 to -14.

La Mariposa / Lisa

* [NEW MOVE] 9PP4, 9KP4, KKPP4, KKKP4 can now end in back-turned stance. It is possible to move 10 frames faster than ending front-facing.
* [NEW MOVE] Sidestep P+K: can change the facing direction during sidestep.
* P: changed startup from 12 to 11F, changed advantage on normal hit or guard from -2 to +1F.
* PK: removed wall blow back.
* 66PP: changed hit reaction on normal hit or higher to limbo stun.
* 8P: changed to allow move to be performed before the match.
* KKK: changed held attribute from parry to jump mid kick hold.
* Back turned K6K, 6PK4, K6K4, 2KK4, PKK4: changed recovery from 25 to 20.
* 3K4: changed recovery from 25 to 20F, fixed an issue that did not switch status to back-turned until after recovery finished even though the character is turned around.
* 9K, KKK: changed hit reaction on normal hit to knock down stun.
* Back turned 7P: changed damage from 25 to 24, changed startup from 16 to 20, changed into a Critical Burst move.
* Back turned 4P: removed wall blow back.
* 64T: changed startup from 6 to 11F.
* Back turned 4P+K: changed the hit reaction on back-turned hit, allowing guaranteed back-turned 4P, etc. Also fixed an issue that made it go through an opponent often.
* Sidestep P: changed startup from 32 to 28, changed hit reaction on Counter hit to crumple stun.
* Heavy grounds attacks when facing forward: changed damage from 22 to 30.
* Heavy grounds attacks when back-turned: changed damage from 20 to 40.
* Back turned P+K, 7KP, PPPP+K: changed the status right after landing to squatting.
* Back turned P+K4, 7KP4, PPPP+K4: fixed an issue that allowed command input delay.
* Derivative followup moves cannot be done from Lisa's Twister (H+K at face-up opponent's feet).

Mila

* 6P: changed recovery from 16 to 19F.
* 66P: changed advantage on guard from GB(+12) to GB(+7F).
* 9P: changed to bounce on Counter hit or higher.
* 4K: changed disadvantage on normal hit from +2 to -6F, and disadvantage on guard from -3 to -6F.
* K, PK, PPK, back turned K: changed hit reaction on Counter hit to be the same as Hi Counter hit.
* 2KPPP: fixed an issue that made it harder to hit with some foot positions.
* H+K: changed damage from 30 to 32.
* 1P: change to have no stun with +2F advantage on normal hit, and be in squatting status right when the move ends.
* Tackle cancel P: changed to be in squatting status right when the move ends.
* Changed total frames for tackle to 50F, and changed to be in squatting status at the beginning and end.
* Triple Pound (Mount P・P・P): changed damage from 10+15+20 to 10+10+30.
* Mounted Position T: changed damage from 30 to 35.
* KKK in Side Position or in Sprawl: changed damage from 15+15+15 to 15+15+20.
* T in Side Position or Sprawl: changed damage from 30 to 35.
* Sidestep P: changed startup from 26 to 27, changed disadvantage on guard from -7 to -13F, changed damage from 20 to 18.
* Sidestep K: changed disadvantage on guard from -12 to -7F, change hit reaction on Counter hit to a bigger stagger.
* Sidestep T: changed startup from 28 to 33F.

Rig

* [NEW MOVE] Bending Stance P+K: added a Critical Burst move from Bending Stance.
* P: changed startup from 11 to 10F.
* 1P: changed to crouching status
* 6P: changed startup from 14 to 13F.
* 6PP: change disadvantage on guard from -6 to -3F.
* 6P2K, K2K, 1K, Bending Stance 2K: changed disadvantage on normal hit from -6 to -4F, and disadvantage on guard from -7 to -5F.
* 66P: change advantage on guard from -8 to -5F.
* 3KK, 3K6K, 3K2KK, 1KK, 6P2KK, K2K, Bending Stance 2KK: increased the delay input window.
* 6H+K, 4PK: changed wall blow back distance from 2 to 3m.
* 44K: fixed a bug that made it hit crouching opponents even though it is a high attack.
* 4P+K, 2P+K: changed to allow performing these moves before the start of a match.
* Turn Leg Cut 2K: changed damage from 12 to 22, changed hit reaction on normal hit to Critical.
* Turn Leg Cut K, Turn Leg Cut KK, Turn Leg Cut KKK: added sidestep tracking.
* Turn Leg Cut H+K, back turned H+K, Turn Leg Cut 6KK, Turn Leg Cut 6K6KK: standardized all to track sidesteps, and changed to bounce opponents.
* Extended the time raising the knee in Bending Stance, lengthening the time available to transition to another move.
* Bending Stance T: changed damage from 24 to 36, changed advantage after move to +10.
* Bending Stance 6H+K: changed first hit to launch on Counter hit or higher.
* Bending Stance 2K: changed disadvantage on normal hit from -6 to -3. Bending Stance 2KK has become a natural combo.
* Sidestep P: change startup from 30 to 28F, change disadvantage on guard from -11 to -6F.
* Sidestep K: changed startup from 31 to 25F.
* Fixed a bug that prevented expert mid kick holds while in Critical.
* 2T: fixed the long recovery of the grab motion.
* 6P+K: made it more difficult to unintentionally trigger Turn Leg Cut after the move.

Gen Fu

* 2K: changed to standing status.
* 2P+K: removed wall blow back.
* 9K, sidestep K: changed wall blow back distance from 2.5 to 1.5m.
* 33P: lengthened recovery from 18 to 19F.

Alpha-152

* H+K, PPK, 6PPK: standardized hit reactions to faint stagger.
* H+KK, PPKK, 6PPPKK: changed damage from 35 to 24, standardized hit reactions to limbo stun, changed to turn opponent around on back-turned stun.
* 7K: removed guard break, changed disadvantage on guard from GB(0) to -5F.
* 2K: changed to a small stagger.
* 2KK: changed to a stun which has a short interval where holds cannot be performed, shortened delay input window.
* 4K6K, 4KK6K, 4KKKK: changed damage from 20, 20, 40 to 10, 10, 40.
* 4K, 4KK, 4KKK: changed damage from 30, 30, 30 to 20, 20, 20.
* 66T・2T: changed damage from 50 to 30, fixed a bug that prevented derivative followup moves from P and H, shortened floating time after the move.
* 8T: changed damage from 75 to 65.
* 2141236T: changed damage from 80 to 70.
* 33T: changed damage from 70 to 60.
* 236236T: changed damage from 90 to 100.
* 66P: changed from mid to high.
* Sidestep P: added sidestep tracking.
* 6PP: added sidestep tracking.

Akira

* [NEW MOVE] added sidestep P+K.
* Changed sidestep speed.
* 2_6P: shortened the input window for 6 (direction) when performed while crouching. This makes it easier to perform 6_P.
* 2_6PP: changed disadvantage on guard from -6 to 0F.
* 43P2 or 8P+K: fixed an issue that made it hit crouching opponents.
* 46P+K: changed damage from 25 to 32.
* 2_46P: changed damage from 30 to 35.
* P+K: changed to allow derivative followup moves even after a Critical Finish.
* 466P+K: changed damage from 50 to 62.
* 6KP: made the re-launch height go higher when hitting a juggled opponent.
* 214P+K: added sidestep tracking.
* H+KP: made it easier to hit juggled opponents.
* 3H+KP466P+K: changed damage from 33 to 38.
* 2H+KPP: changed damage from 5, 10, 30 to 10, 18, 35.
* 2H+K: corrected the hit reaction on back-turned crouching hit.
* Back turned P+K: changed startup from 13 to 11F.
* Back turned 2H+K: changed disadvantage on guard from -1 to -11.
* Back turned 2P: changed to have the same performance as 3P+K.
* Back turned 2K: changed disadvantage on guard from -11 to -9, corrected hit reaction on back-turned crouching hit.
* 2T: fixed the long recovery of the grab motion.
* Sidestep P: changed startup from 33 to 29F.
* Sidestep K: changed hit reaction on Counter hit or higher to low spin stun.
* Fixed an issue that sometimes triggered H+KP from about the 3rd frame of H+K when buffering the H+KP input.

Sarah

* Changed sidestep speed.
* P: change advantage on normal hit from 0 to +1.
* 3PK, 3P+K, Backward Slide K: removed wall blow back.
* 4PK: changed damage from 5, 5 to 10, 10, and made it so that the stun from the 1st hit makes the 2nd hit guaranteed.
* 4PK (on hit) K: changed damage from 8 to 15.
* K while rising from crouch: changed damage from 23 to 24, change held attribute from jumping mid kick hold to mid kick hold.
* 2P+K: changed hit reaction on normal hit or Counter hit to stagger.
* 8H+K: balanced the invulnerable interval against low attacks. Made it easier to avoid low attacks.
* 66H+K (juggle hit): added floor danger zone effect.
* High K hold, high P hold: added floor danger zone effect.
* Mid K hold: added floor danger zone effect.
* Flamingo 3K: changed hit reaction on Counter hit or higher to faint stun.
* Sidestep P: changed hit reaction on normal hit to Critical Stun.
* Backward Slide P+K: changed hit reaction on normal hit or higher to faint stun.
* Sidestep K: changed damage from 16 to 20.
* Flamingo 7 or 8K: changed frames to 14(4)45, changed disadvantage after guard from -28 to -27.
* 41236T: added wall blow back.
* Sidestep T: added wall blow back.
* Sidestep 41236T: added wall blow back.

Pai Chan

* Changed sidestep speed.
* PPK: changed back-turned hit reaction.
* PPKK., 46KK: changed launch height to it can be used as a relauncher in tag matches.
* PP4P, 3PP4P, Bokutai P4P: changed damage from 12 to 14, changed hit reactions on Counter hit or higher to high stagger.
* 3PP4P: change advantage on normal hit from +1 to +2F.
* 4K: changed hit reaction on Counter hit to belly stun, and hit reaction on Hi Counter hit to crumple stun.
* PK: changed hit reactions from Counter hit or higher to high staggers.
* 3KPP: changed hit reactions on standing Counter hit or higher or on crouching normal hit or higher to crumple stuns.
* 46K, PPK: changed hit reactions from Counter hit or higher to uppercut staggers.
* 6KP, PPP, Bokutai PP: changed damage from 10 to 12.
* 6KP7 or 4K: changed held attribute from mid kick hold to mid kick parry.
* 9K: changed hit reaction on Counter hit to uppercut stun.
* 9KK: added 1m wall blow back.
* 46KK: changed damage from 22 to 24.
* 6P+KP: changed hit reaction on normal hit to small belly stun, and on Counter hit or higher to belly stun.
* 64PP: changed hit reactions from Counter hit or higher to belly stuns.
* 466P+K: removed down hit, added close hit effect.
* 46P+K: corrected the recovery status to squatting.
* 6P+K: changed hit reaction on normal hit to Critical.
* 46H+K: changed hit reactions from Counter hit or higher to Critical Stun.
* 66H+K: improved controls, added 1m to 2nd hit blow back, removed the bounce effect.
* Running K: changed damage from 35 to 45.
* Bokutai P: changed to Critical Burst move.
* Meishoho P: changed hit reactions from Counter hit or higher to sit-down stuns.
* Improved controls for the change in direction after Hakkeshou.
* T: added floor danger zone effect.
* 2_6T: added floor danger zone effect.
* 1T: added floor danger zone effect.
* 2T: added floor danger zone effect, fixed an issue the made the recover for the grabbing motion long.
* Sidestep K: changed damage from 16 to 20.
* Improved controls to make 9K easier to perform from crouch.

The Ver. 1.03 update patch for Dead or Alive 5 will be released next week, Jan. 22 for PlayStation 3 and Jan. 29 for Xbox 360 in North America. Europe gets the patch for 360 on Jan. 29 and the PS3 patch on Jan. 23.

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