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DEAD OR ALIVE 5 Lastround Ver.1.01: Update Notes


PS4™/PS3®/Xbox One : 20/02/2015  Xbox 360 : 18/02/2015
■General Changes
DETAILS
Added new costumes.
Damage increased from 105 to 130 on the human cannon Special Danger Zone in The Show.
Stun time for light ground attacks reduced by 4 frames.
■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 "3 + hold P down")
CHARACTER
DETAILS
GENERAL Fixed an issue that prevented standing OHs from landing against certain lower-positioned standing moves
(e.g. Helena's 3_P, Gen Fu's 3P, Bass's 41236P+K)
Shortened the delay frames of some followup attacks from Critical Burst:
Helena's 7PK, Ayane's 6P+KK, Rig's 6P+KK, Kokoro's 7PK, Jann Lee's 6P+KP, Eliot's moves from 1P+K, Akira's 66P+KP, Pai's moves from Bokutai P.
Added special performance to many moves on K.O. (e.g., La Mariposa's Running P+K).
KASUMI The commands related to Kasumi's special movements have been adjusted to make her a more beginner-friendly character.
(Back-turned) PPPP, 3PP: Now easier to re-launch opponents.
(Back-turned) PPPPP, (Back-turned) PP6PP, 3PPP, 6PP: Damage decreased from 26 to 18.
Senpu as a derivation from other moves: Can now be performed with 6_. (6P+K is also still possible.)
6PP: Reduced pushback on guard.
66PP: Changed the stun type on hit.
4P+K: Adjusted to accept 4_P+K input.
33P: Adjusted detection priority vs. 236P.
44P: Changed the stun type on Counter Strike or higher.
1K, (Back-turned) PP2K, PPK2K, H+K2K: Damage increased from 20 to 23.
1K: Base damage on half hit decreased from 25 to 23.
66KK: Jump property added to some frames.
((Back-turned) PP) 6KK: Guard advantage changed from -12F to -7F.
Cherry blossom effect added to the following moves:P ・(Back-turned (P)) KKP
・Back-turned 4P
・(Back-turned (PP)) 6PKK
・236P
9P+K: Jump (evade lows) property added to some frames.
Hoshinpo 9P+K: Jump (evade lows) property added to some frames.
Near a wall 6T: Damage changed from 40+20 to 50+10.
HAYABUSA Hayabusa's changes were focused on adjusting the risk/return balance of his moves.
9P, 2_4K9P, 4H+K9P: Jump (evade lows) property added to some frames.
7P: Jump (evade lows) property added to some frames.
Near a wall 7PK: Hayabusa will now be in squatting state upon landing.
44P: Guard advantage changed from -8F to -7F.
214P, 2_4KP: Guard advantage changed from +2F to -5F.
8KK: Fixed so that opponents bounce after a Counter Strike or higher.
4H+K, SSK: Guard advantage changed from -1F to -5F.
Back-turned 8K: Fixed so that Hayabusa no longer turns to face forward during the startup portion of the move.
Ongyoin 8T: If the move misses, Hayabusa will no longer remain in a handstand after landing on the ground.
TINA Some of Tina's moves were adjusted to make her a more powerful character.
4K, 6PK: Adjusted the animation. Duration changed from 14(2)22 to 14(2)23. Shortened the stagger time on standing normal hit.
8K: Damage increased from 35 to 37.
7K: Damage increased from 35 to 40.
Near a wall 4P+K: Jump (evade lows) property added to some frames.
While running P+K: Added close hit property.
6T: Now possible to tech roll. Also, the move can now drop opponents down to a lower tier of the stage.
66T: Changed character voice on grab.
Near a wall 44T: First part of the move no longer causes stage destruction.
214T・6T・8T: Damage increased from 35+15+40 to 35+15+45.
64T・2T・8T: Damage increased from 50+20+35 to 50+20+40.
Near a wall 2_64T: First part of the move no longer causes stage destruction.
(From 46T, etc.) 41236T: Damage increased from 40 to 50.
JANN LEE The damage, close hit distance, and other properties of Jann Lee's single hit moves were adjusted to make them stronger.
236P: Damage increased from 40 to 42. Close hit range increased.
2_46P: Damage increased from 50 to 52. Close hit range increased.
9KK: Damage increased from 25 to 28.
236K: No longer possible to tech roll.
Dragon Stance 6P+K: Now causes Critical Stun on normal hit. Stagger type changed on Counter Strike and higher.
Back-turned 7P: Changed voice reaction.
Back-turned P+K: Close hit range increased.
6T: Now possible to tech roll.
Near a wall 6T: Damage increased from 5+5+5+5 to 5+5+5+10.
LEIFANG Changes were made to the damage and other properties of some of Leifang's moves.
236P: Guard advantage changed from -7F to -8F.
9KKK: Damage increased from 20 to 23.
P2P2K, Back-turned 2PP2K: Adjusted sound effect.
Back-turned P+K: Leifang will now be in crouching status while the move is charging. Normal guard advantage changed from -4F to +1F.
ZACK Zack received some balance adjustments, starting with a new feint move.
New move added: 2KPP8
PP: Advantage on normal hit changed from -5F to -6F.
PPPK series: Fixed the knock back vs. launched opponents.
33P: Guard advantage changed from -18F to -10F.
33PP: Zack will now be in crouching status during the startup portion of the move.
33P6P: Guard advantage changed from -6F to GB(+4).
4K: Guard advantage changed from -1F to -4F.
7K・K: Fixed so that opponent is knocked back properly when performed within 4m of a wall.
46K: Charge time shortened to 35-55F.
46K (max. charge): Damage increased from 55 to 65.
4P+K (partially charge) H: The animation has been made more smooth.
While ducking 22・88: Tracking moves and throws against Zack now result in a Counter as with regular side steps.
BAYMAN Increased the power of Bayman's strikes and Offensive Holds, and optimized his stage-related throws.
9P: Now ends in squatting rather than standing status.
3K: Changed the stun on crouching normal hit. Guard advantage changed from -9F to -5F.
1K: Damage increased from 20 to 25.
Back-turned PP: Advantage on normal hit changed from -10F to -9F.
Near a wall 6T: No longer causes stage destruction.
Back against a wall 4T: No longer causes stage destruction.
To back of crouching foe 2T: Damage of third part of the move increased from 20 to 30.
All Offensive Holds: Grab distance extended by 10 cm.
Expert Mid P hold: The floor is now damaged on the second part of the move rather than the first.
BASS The properties of some of Bass's moves have been changed to make him more effective as a grappler.
2_64T: Startup changed from 11 to 16 frames. Damage increased from 85 to 88. Grab animation changed. Reach increased.
Near a wall 2_64T: Startup changed from 11 to 16 frames. Damage increased from 95 to 98. Grab animation changed. Reach increased.
In area with ceiling 2_64T: Startup changed from 11 to 16 frames. Damage increased from 40+40+15 to 40+40+18. Grab animation changed. Reach increased.
236T・T: Damage increased from 50+30 to 55+30.
214T・2T・8T: Damage increased from 45+25+35 to 45+25+42.
63214T・Full circle T・Full circle T: Damage increased from 75 to 80.
66T: Changed character voice on grab.
Back-turned T: 10(5)21 to 10(2)26.
AYANE Ayane's risk/return balance was adjusted, and her juggles were given a little more firepower.
6P: Now causes a larger stagger on back hit.
6P9: Jump (evade lows) property added to some frames.
7P: Jump (evade lows) property added to some frames.
8KK, Back-turned PPKK: Jump (evade lows) property added to some frames.
8KKK, Back-turned PPKKK: Jump (evade lows) property added to some frames.
3K: Now causes smaller stagger on back hit.
66KK, Back-turned PP6KK: Effective hold type changed from evading hold to Jump K hold.
66KKK, Back-turned PP6KKK: Jump (evade lows) property added to some frames.
P+KP9: Jump (evade lows) property added to some frames.
236H+K: Now able to re-launch opponent.
Back-turned PP6P: Juggle height increased.
SSP: Damage decreased from 22 to 18.
Back-turned 9: Jump (evade lows) property added to some frames.
HELENA Helena has had adjustments to her throw and juggle damage, as well as to other actions that were previously too strong.
8PP2P: Fixed to also accept 8P2_PP.
3_P: No longer causes Critical Stun on standing normal hit. Advantage changed to -8F.
Kasui-sho (66P, PPP, 4PPP, 9P4PP, Back-turned PP4PPP, PP4PP, 9PP): Guard advantage changed from -9F to -5F.
Hit reaction changed to short stagger on standing/crouching normal hit. Changed to ground attack on Counter Strike or higher.
Uryu-Banda type moves (moves excluding 236P+K which leave Helena at -4F): Damage decreased from 10+10+12 to 6+6+8.
K: Guard advantage changed from -10F to -11F. Back-turned 66K2: Guard advantage changed from 0F to -5F.
Back-turned P+K (1st hit): Reduced pushback on guard so that second part of the move can hit.
Bokuho 6P: Standing normal hit changed from -10F to short stagger.
New move added: Bokuho 66P (Kasei-Kasui-Sho). (The command for the former 66P move has been changed to Bokuho 3P+K.)
Adjusted damage for the following throws:
・T: 10+10+27 to 10+10+20
・6T: 24+29 to 20+25
・4T: 60 to 52
・66T: 66 to 58
・214T: 15+20 to 15+15
・2T・T: 20+25+10+10 to 15+20+10+10
・1T: 55 to 48
・To foe's back T: 25+32 to 20+30
・To crouching foe's back T: 30+20 to 23+20
・Near a wall 6T: 30+33 to 25+30
・Near a wall 4T: 25+45 to 27+35
HAYATE Special movement followup frames and other small details have been adjusted.
9P: Wall hits disabled.
66P: Followup interval has been shortened.
236P: Adjusted animation.
66KK: Effective hold type changed from evading hold to Jump K hold.
214K: Damage increased from 30 to 35.
4P+K: Followup interval shortened from 38F to 32F so that the 2nd portion of the move starts earlier.
HITOMI Hitomi's changes were centered around adjusting her risk/return balance.
PPP: Damage increased from 25 to 28.
(PP) 4PPP max. charge: Changed to GB (+4).
9PK: Hit reaction vs. juggled opponents changed from ground attack to re-launch.
3P: Followup interval has been shortened.
3PP: Status during attack changed from back-turned to forward. Guard advantage changed from -5F to -3F.
9KK: Damage increased from 23 to 25.
3K: Advantage on guard and normal hit changed from -10F to -11F.
66K: Now launches when hitting opponents from behind.
214KP: Stagger type on 2nd hit changed on Counter Strike or higher.
3H+K: Duration changed from 20(5)25 to 22(3)25. Guard advantage changed from -4F to -7F.
Near a wall 7P+K: Jump (evade lows) property added to some frames.
Near a wall 7H+K: Jump (evade lows) property added to some frames.
BRAD WONG Brad Wong's moves were adjusted to increase his options and make him an even more unpredictable fighter.
New move added: 6KPPP
New move added: 7KPPP
46PP: Stun type changed on Counter Strikes and higher.
33K: Players can now choose whether to stand or crouch at the end of the move.(Press↓to crouch)
6P+K→Back-turned 6P+K no longer triggers a Critical Finish.
Near a wall 214P+K: Jump (evade lows) property added to some frames. Also, it is now easier to jump over the opponent.
Toritsu KKKK, Toritsu K6K, Toritsu KK6K, Toritsu H+K: Status after being held changed from standing to squatting. Guard advantage changed from -5 to -6.
CHRISTIE Christie's juggle damage has been rebalanced.
PPPP, Back-turned PPPP: Now easier to re-launch opponents.
PK: Wall hit property disabled.
6PPP, Jakeiho 6P: Wall hits enabled within 1 meter on Counter Strike or higher.
K: Wall hit property disabled. Guard advantage changed from -10F to -11F.
9KK: Damage increased from 26 to 28.
6P+K: No longer tracks.
ELIOT Eliot's main moves have been strengthened, and his damage has been adjusted for close range and juggles.
7P: Stagger type changed on Critical Strike only (Duration: Cr(33~23)).
3_P: Damage increased from 17 to 18.
33P: Damage increased from 13 (high)+15 (mid) to 13+17.
4K: Duration of stagger on Counter Strike and higher changed to Cr(21~13).
KOKORO The risk/return balance of Kokoro's moves have been adjusted.
PPKK: Damage increased from 23 to 25.
7P: Guard advantage changed from -9F to -10F.
3K, PK, 1KK, Back-turned 4PK: Advantage on normal hit changed from -3F to -4F.
9KK: Damage increased from 23 to 25.
P+K: Stun type changed on Counter Strikes and higher. Guard advantage changed from +1F to -8F.
LA MARIPOSA La Mariposa has mainly had changes to her voice reactions and to move properties such as tracking.
3K,PKK,K6K,6PK,2KK: No longer tracks.
1KK, (Back-turned) K2KK: Stun type changed on normal hits and higher.
8T: Adjusted input detection priority.
Back-turned T: Changed voice reaction.
Back-turned 6T: Changed voice reaction.
While jumping over obstacle T: Damage increased from 40 to 60.
MILA The properties have been adjusted for some of Mila's moves that were difficult to deal with strategically.
1P, Tackle Feint 2P: Advantage on normal hit changed from +2F to -2F.
4K: Now causes shorter Critical Stun on normal hit.
1P+K: Now enters crouching status on the first frame.
Moves ending in Takedown (e.g., 4KTH・P): Takedown can now be cancelled with the P, K, and P+K buttons in addition to the H button.
2T: Damage increased from 30 to 15.
RIG The risk/return for some of Rig's moves has been rebalanced.
PPK6K: Fixed an issue that sometimes caused Rig to move to the other side of the opponent.
4K→Bending Stance 4K: No longer triggers a Critical Finish.
214K: Damage increased from 26 to 28. Guard advantage changed from -8F to -5F. Now hits as a ground attack.
Bending Stance 7K: Guard advantage changed from +2F to 0F.
Turn Leg Cut K: Guard advantage changed from -12F to -11F.
Turn Leg Cut KK: Guard advantage changed from -18F to -14F.
Back-turned 4K: Guard advantage changed from -10F to 0F.
GEN FU Gen Fu has had adjustments to his followup frames, voice reactions, and more.
6P: Followup interval has been shortened.
6PP: Followup interval has been shortened.
4P6P: Guard advantage changed from -7F to -5F.
6P moves, Back-turned 4P moves, 3P moves, 33P: Added voice reaction.
3K: Followup interval has been shortened.
P+K: Stun type changed to sit-down stagger on crouching normal hit and crouching Counter Hit.
EIN Ein's moves have been changed to make him easier to fight with.
New move added: 1P
PPP: Damage increased from 25 to 30.
6P: Now able to re-launch opponent.
3P: Advantage on normal hit changed from -2F to 0F.
236P: Adjusted animation.
9KK: Damage increased from 23 to 25.
3KKK: Damage increased from 23 to 25.
Near a wall 33T: Danger Zones are now triggered on the final part of the attack.
LEON A few of Leon's moves have been adjusted, including the command for Takedown.
9P: Guard advantage changed from -9F to -2F.
9K: Fixed the launch height on crouching Counter Strikes and higher.
Takedown: Command changed from "Near a wall 66T" to "Near a wall 33T".
MOMIJI Some of Momiji's moves that were difficult to deal with strategically have been adjusted. Also, some moves were made stronger, and the controls made easier.
1P: Stagger on ground strike changed from small type to medium type.
1PP: Changed the voice reaction.
1PK: Adjusted the voice timing.
K: Guard advantage changed from -10F to -11F.
7K: Guard advantage changed from -14F to -25F.
Junyo-Izuna: Command changed from 1 Full circle T to 82T. (The previous input can still be used.)
2H+K: Adjusted the voice timing.
1T: Unholdable frames increased from 50 to 62F.
SSP: Effective hold type changed from evading hold to High P.
RACHEL Rachel's attack damage has been adjusted for low moves, and her juggle damage has been greatly increased.
PP2K: Damage increased from 18 to 22.
2H+K: Damage increased from 18 to 22.
41236T: Damage decreased from 13+15 to 13+12.
All Viper Twist moves (3PPP+KT, etc.): Damage increased from 32 to 35.
ALPHA-152 Rachel's options have been greatly increased to make her a more strategic fighter.
6PPP: Hit reaction changed to short stagger.
3PPPP: Now launches opponent slightly on Counter Strikes and higher.
Moves ending in KKKKK: K Followup interval after each kick has been shortened.
KKKKK: Hit reaction changed to short stagger for all kicks. (No change to last high kick)
9K: Stagger type changed on normal hit (Duration: Cr(34~24)). Damage increased from 20 to 24. Guard advantage changed from -13F to -14F.
33KK: Wall hit distance changed from 3m to 1m.
9P: It is now easier to jump over the opponent.
AKIRA Akira's risk/return balance has been adjusted.
214P (success): Changed from 23(5)19 to 23(2)22.
214P (failure): Changed from 23(5)21 to 23(2)24.
2_3P+K: Changed to small stagger on standing normal hit.
66K: Hit reaction for opponents in crouching guard changed from uppercut stun to launch.
Back-turned P+K: Guard advantage changed from -12F to -22F.
Back-turned 4P+K・43T・6P: Camera behavior adjusted.
T: Frame advantage following the throw shortened by 1F.
46T: Startup duration changed to 10 frames. Damage decreased from 66 to 60.
64T: Startup duration changed to 12 frames.
T: Frame advantage following the throw shortened by 1F. Floor now breaks on the third part of the move rather than the first. Fixed sound effect.
Side Step P: Stagger duration changed to Cr(24~16) on Counter Strike or higher.
Side Step P+K: Hurt box size increased.
SARAH Sarah has had detailed adjustments to her throw behavior and floor Danger Zone interactions.
41236T: Changed from -4F to 0F when opponent tech rolls.
Step T: The final part of the move now triggers floor Danger Zones.
Step 41236T: The final part of the move now triggers floor Danger Zones.
9P+K: Jump (evade lows) property added to some frames.
Back-turned 9P+K: Jump (evade lows) property added to some frames.
Near a wall with back to foe 7P+K: Jump (evade lows) property added to some frames. Forward/back-turned properties fixed.
Near a wall with back to foe 4P+K: Jump (evade lows) property added to some frames.
JACKY Jacky's moves are now easier to use, and his moves from Slide Shuffle has been strengthened.
6PP: Changed to short stagger on normal hit.
6PPP: Stun type changed on Counter Strikes and higher.
8P: Adjusted the timing of the transition to jumping status. Jump (evade lows) property added to some frames.
KPPPK: Wall hit distance increased from 2.5m to 3m. Changed knock back animation.
8K: Increased hitbox size. Jump (evade lows) property added to some frames.
2_K: Advantage on normal hit changed from -6F to -3F.
Slide Shuffle K: This is now a Critical Burst move. Damage decreased from 30 to 24. Duration changed from 23(2)25 to 22(2)26.
Slide Shuffle 6P+KP: Launch height increased.
Light ground attack: Damage increased from 12 to 14.
Heavy ground attack: Damage increased from 20 to 23.
Low P hold: Changed the timing of the tech roll input window.
PAI Pai's hold damage has been slightly increased.
High P hold: Damage increased from 8 to 10.
High K hold: Damage increased from 5 to 10.
MARIE ROSE New moves have been added and other changes made to make Marie Rose easier to fight with.
New move added: PPPP
New moves added: Moves from PP2P (PP2PP, PP2PP4, and PP2PP+K)
P: Adjusted re-launch height.
8P: Earlier onset of jump (evade lows) status.
4PP: Adjusted re-launch height.
4PK: Guard advantage changed from -7F to -5F.
64P: Damage increased from 16 to 22.
4K: Guard advantage changed from -7F to -5F.
PHASE 4 The main goal for Phase 4's changes was to increase her options for dealing with guarding opponents.
New move added: 46T
6P startup changed from 12 to 11 frames.
1PP: Now enters crouching status on the first frame.
66PP: Changed the stun type on hit.
66K: Now able to connect to Tenfu when guarded. Guard advantage of first hit changed from 0F to +15F.
Tenfu: Jump (evade lows) property added to some frames.
Tenfu P: Active frames increased from 2 to 4.
NYOTENGU Nyotengu's move list has been increased, and changes have been made to existing moves to make her easier to fight with.
New move added: 3KK (Previous 33K removed).
New move added: 2T
1T: Startup duration for former 2T move changed from 7F to 10F. Damage increased from 65 to 72.
Removed the 2F delay during the transition from standing to crouching.
PPP: Wall hit property removed.
(Back-turned) PK: Added tracking property.
214P: Adjusted input detection.
K: Guard advantage changed from -3F to GB (+2).
4K: Added tracking property.
9K: No longer tracks. Added ground strike property.
66K: Added tracking property.
6P+K~Karasu-Tobi: Fixed frame advantage information in Move Details.
4P+KP: Nyotengu's hand hitbox is now susceptible to holds. (Holds vs. the wind hitbox will be evading holds.)
7H+K: Effective hold type changed from Mid P to Mid K.
All moves from Hiten-no-Mai: Fixed so that the jump (evades lows) property no longer disappears momentarily at the onset of the move.
Hiten-no-Mai P: Adjusted guard animation.
Hiten-no-Mai PK: Now launches non-airborne opponents higher.
Hiten-no-Mai 2K: Causes sit-down bounce on Counter Hit or higher.
Hiten-no-Mai P+K: Fixed so that combos are no longer difficult to perform near a wall.
6T: Thrown opponent can now choose whether to stand or crouch after the stun.(Press↓to crouch)
Changed the order in Command Training.
Fixed an incorrect throw command in the Command List.
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