Dead or Alive 5 Ultimate

From what I'm told, the 2P infinites have been fixed to be made force techs.

What many people didn't know, and I didn't want to release the info for obvious reasons, was that Mila's infinite was doable by Kasumi, Ayane, Rig, Jann Lee, and Kokoro. Kasumi and Ayane required a wall though, and the other three could only do it for a bit at the wall but eventually would be pushed out of range. I'm told all of them have been fixed, my PS3 isn't hooked up and I had to run to work so I couldn't check other things. I haven't heard the result of Tina's 2H+P ground throw loop though.

I've also heard there is a significant improvement in the online netcode so looking forward to try that.

Things I heard they would do, but not necessarily in this first patch, were the following that I have not checked yet:
  • Bass' Attitude Adjustment/Fireman's Carry guarantees a free 2H+P ground throw
  • Bass' PK has the same properties as 3K
  • Bayman's 6PK2K (I think that's the notation) is no longer -8 on normal hit
  • Hayate's 66PP (no charge) is no longer normal throw punishable after the 66P, regardless if Hayate was mashing P to get to the next string.
  • Hayate's BT 4K sit-down stuns.
 
On a different note, I tested out 1.02 and I can proudly say that 4 & 5 bar matches can emulate offline matches. I was actually able to have a competitive match with a Jann Lee player! (Still hate his guts though...)

Dude, the Dragon stage especially...Evey time i play in there I imagine Taki fighting in that gorgeous room!! :D
 
Here is a list of changes...

http://shoryuken.com/2012/10/15/dea...oing-certification-releasing-at-a-later-date/

Ver.1.02 Update Contents (PS3)

1. Fixed bug where skipping a command then clearing would halt progress during La Mariposa’s and Tina’s command training.
2. Adjusted the AI’s excessively fast reactions to player attacks on hard difficulty.
3. Power Blow settings carry over when resetting position in training mode.
4. Position reset can now be performed by pressing SELECT + R2 at the same time.
5. Titles can now removed at the Mission title set screen with the △ button.
6. Ayane’s Tenryukyaku~back turn (→→KK←), Kikkaryukyaku~back turn (Back stance PP→KK←) are changed from +7 on guard to +1.
7. Tina’s down throw (face up & towards legs, face down & towards head) at completion is changed from +5 to ±0.
8. Changed the hit reaction to certain attacks when hitting a downed opponent.
9. Voice language settings now save.
10. Fixed bug where the game would not advance when searching for an online opponent then canceling.
11. Improved the game screen freezing after the start of a match when playing Versus, Arcade or Training mode with challenges on. (May still occur depending on the connection environment)
12. Fixed bug where the wrong lobby may be joined when selecting a lobby from the lobby match search.
13. Fixed bug where sidestep and button settings would reset during online versus.
14. When accepting a challenge during the final stage of arcade mode, then returning to offline play after the match, the final stage no longer repeats without a mode clear, nor does the game freeze.
15. When canceling a search for an opponent, the cancel will go through, unless an error occurs.
16. Your opponent’s cursor is no longer displayed in the menu after a rank match, simple match, or challenge match.
17. Your opponent’s connection speed is now displayed on the character select menu next to their account name. 5 good ⇔ 1 bad
18. During a match, your opponent’s connection speed is now displayed next their opponent name.
19. Opponent’s account name and connection speed are now displayed next to the challenge icon.
20 Lobby match search results now are sorted in order of connection speed.
21. During an online match, input delay and laggy character movement due your connection with the opponent is less likely to occur. (Still may occur depending on the connection status between players)
22. Because displaying skill info and move lists during online versus can cause a drop in connection quality, they are now set to always off.
23. Ranked matches can no longer be set to 1 round.​
 
Just pointing out that being able to move out of a STUN goes against the point of a stun. That and the fact that the core, competitive DOA community would actually prefer a game with less holds out of stun (why do you think there are tons of unholdable stuns in DOA5).
Being able to sidestep out of stun is stupid. I never said otherwise.

Unholdable stuns is a great direction but if you want ZERO holding out of stun play TEKKEN. The game where every character that lands a counter hit leads too Viola class juggles. It's really that simple.
 
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