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DEAD OR ALIVE 5 Last Round
Ver. 1.08 Update Details


PS4™ Xbox One Steam : 13/9/2016
Please note there is no update for PS3® or Xbox 360.

BUGS IDENTIFIED FOR FUTURE FIXES

DETAILS
PLATFORM
PS4™
Xbox One
Steam
The listed details of Mai Shiranui's 20th Combo Challenge contain an error. The 8th line from the top reads "4PK," but "4PKK" is correct.
This bug is planned to be addressed in a future update.
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GENERAL CHANGES

DETAILS
PLATFORM
PS4™
Xbox One
Steam
Added a new character: Mai Shiranui.
A separate DLC purchase is required to use the character.
Added 18 new titles pertaining to Mai Shiranui.
Added new movies: Mai Shiranui - Victory 1, Mai Shiranui - Victory 2, Mai Shiranui - Victory 3, Mai Shiranui - Defeat.
Adjusted overall game balance. For details, please refer to the BALANCE CHANGES section.
Added one new song to Music.
Changed the method used to select a random character at the Character Select screen.
Updated the banner in the main menu. -
Changed how replay data is saved to match game updates.
Replays saved in this version will not play back in older versions. Additionally, some replays created with older versions may not play correctly in this version.

BALANCE CHANGES

Controls

P: Punch K: Kick H: Hold T: Throw (same as H+P) _ (underbar): Hold input, instead of tapping (e.g.:3_P means "Hold 3 down + press P")
CHARACTER
DETAILS
KASUMI Adjusted damage revisions for some throws.
66T and 2T next to wall: Amended so that damage is adjusted on Counter or higher.
HAYABUSA Adjusted characteristics of certain moves and unified transition frames to certain poses.
6P+K4: Adjusted the transition frames to Ongyoin to unify them with 6P during Ongyoin, reducing the move from 12 frames to 11.
K while side stepping: Unified Critical on hit to match 4H+K.
JANN LEE Adjusted tracking function of certain moves.
Back-turned 2K: Changed from "no tracking" to "tracking."
BASS Adjusted characteristics of certain guard-breaking moves.
4H+K (max charge): Changed advantage on guard from GB(8) to GB(13).
HELENA Adjusted characteristics of certain moves for increased simplicity.
1PP: Changed from 17(14)14 to 17(3)25.
Back-turned 6P: Unified characteristics with 66P.
HITOMI Adjusted tracking function of certain moves, and fixed bugs.
8P: Changed from "no tracking" to "tracking."
33P+K: Fixed a bug which triggered the Power Launcher even when not charged to max.
ELIOT Strengthened guard-break effect when successfully executing simultaneous input commands, and unified characteristics of certain moves.
PP46P (at same time): Changed advantage on guard from GB(-3) to GB(2). *Applies to final level of all Gogyo-ken moves.
66P46P (at same time): Changed advantage on guard from GB(-3) to GB(2).
46P (at same time): Changed advantage on guard from GB(-3) to GB(2).
P+KP46P (at same time): Changed advantage on guard from GB(-3) to GB(2).
P+KPP+KPKPPPP+K46P (at same time): Changed advantage on guard from GB(-3) to GB(2).
2P+K46P (at same time): Changed advantage on guard from GB(-3) to GB(2).
P4P: Changed advantage on normal hit from -5 frames to -6 frames.
1K4P: Changed advantage on normal hit from 0 frames to -6 frames; changed advantage on guard from -5 frames to -6 frames.
LISA Guard break added to certain moves, and characteristics changed.
1PKKK: Changed advantage on guard from -11 frames to GB(-1).
4KKK: Changed advantage on guard from -11 frames to GB(-1).
MOMIJI Fixed bugs affecting movement after landing certain moves.
PPK: Fixed bug in which the opponent would jump forwards or backwards on Counter hit or higher. (Launch height remains unchanged.)
6PK: Fixed bug in which the opponent would jump forwards or backwards on Counter hit or higher. (Launch height remains unchanged.)
6K: Fixed bug in which the opponent would jump forwards or backwards on Counter hit or higher. (Launch height remains unchanged.)
MARIE ROSE Increased damage for certain strikes and all holds.
PPPP: Changed damage from 30 to 32.
236P: Changed damage from 30 to 32.
High P hold: Changed damage from 20+20+20 to 20+22+20.
Mid P hold: Changed damage from 60 to 62.
Low P hold: Changed damage from 60 to 62.
High K hold: Changed damage from 60 to 62.
Mid K hold: Changed damage from 60 to 62.
Low K hold: Changed damage from 60 to 62.
Jumping P hold: Changed damage from 65 to 67.
Jumping K hold: Changed damage from 65 to 67.
PHASE 4 Adjusted damage for some throws.
46T: Changed damage from 25 to 30.
NYOTENGU Adjusted triggering conditions for certain moves, and adjusted guard advantages.
P+K: Changed from 11(3)23 to 10(3)23.
4H+K (max charge): Changed advantage on guard from GB(8) to GB(13).
Back-turned K: Changed advantage on guard from -12 frames to GB(-3).
HONOKA Adjusted damage for some throws and some strikes, and adjusted guard advantages.
2P+K46P (at same time): Changed advantage on guard from GB(-4) to GB(1).
6T: Changed damage from 28 to 32; changed advantage from +8 frames to +9 frames.
RAIDOU Guard break added to certain moves, and characteristics changed.
236K: Changed advantage on guard from -5 frames to GB(-2).
AKIRA Improved ability to create chances in close-quarter combat.
Also adjusted the risk/reward balance on feints and tracking strikes from middle or long distance.
4PP: Changed advantage on guard from -3 frames to -1 frame.
3K: Changed advantage on guard from -6 frames to -5 frames.
214P+K: Changed advantage on guard from -5 frames to -9 frames. Adjusted hit detection to be more generous for lower contact.
2H+K: Changed advantage on guard from -9 frames to -12 frames.
3H+K: Changed advantage on guard from -6 frames to -9 frames. Weakened pushing strength when blocking.
16T: Changed from a 7-frame throw to a 10-frame throw; changed damage from 25 to 32; slowed transition to following strike by 1 frame.
JACKY Guard break added to certain moves, and characteristics changed.
9K: Changed advantage on guard from -15 frames to GB(-4).
NAOTORA II Made changes to make her easier to fight with.
PPP: Heightened the launch when landing a hit.
66P: Heightened the launch when landing a hit.
Back-turned 4P: Heightened the launch when landing a hit.
PPK: Heightened the launch when landing a hit.
6PPK: Heightened the launch when landing a hit.
4KK: Heightened the launch when landing a hit.
KKKK6K: Heightened the launch when landing a hit.
K: Changed from "no tracking" to "tracking"; changed advantage on guard from -13 frames to -5 frames.
KK6K: Changed advantage on guard from -14 frames to -9 frames. Weakened pushing strength when blocking.
9K: Changed advantage on guard from -14 frames to -9 frames. Weakened pushing strength when blocking.
KKK6K: Adjusted the height of the bounce when it hits in the air; made it easier to follow up with KKK6KK.
236K: Adjusted the height of the bounce when it hits in the air; made it easier to follow up with 236KK.
6K: Changed advantage on guard from -14 frames to -12 frames.
6KKK: Changed advantage on guard from -14 frames to -12 frames.
6KK: Ground strike changed from medium to heavy.
6KKKK: Ground strike changed from medium to heavy.
6KKKK8P: Fixed an issue in which this move could not be found when searching the Move List.
Back-turned P: Fixed a bug in which Critical state was triggered when landing a Counter.
Back-turned K: Fixed a bug in which effects were not affixed.
P+K during Ii Family Creed: Changed status at the end of the move from standing to squatting.
VERSION NUMBER
The version number used on this page is the number displayed on the lower right of the Title Screen.
Depending on platform and region, this number might be different from the version number displayed when updating the game.