Dead or Alive 5 – Day 1 Patch Features Balance Tweaks and Online Mode Improvements Dead or Alive 5 – Day 1 Patch Features Balance Tweaks and Online Mode Improvements
Tecmo Koei and Team NINJA released a day 1 patch for Dead or Alive 5 that addresses numerous issues with the game. Most notably,... Dead or Alive 5 – Day 1 Patch Features Balance Tweaks and Online Mode Improvements

Tecmo Koei and Team NINJA released a day 1 patch for Dead or Alive 5 that addresses numerous issues with the game. Most notably, there have been several balance tweaks to nearly every character. Other changes include some minor improvements to the online mode.

I received a copy of the game last week and the online portion wasn’t really playable for reviewing purposes. There were only a handful of people online and they were mostly from Taiwan and Japan. I would be weary of any reviews that discuss the online mode because of this. The few games I did play against someone in the US had noticeable input delay, but further testing is required before anyone can make judgements about the netcode yet.

There’s also a bug on PS3 where the game will pause mid-match during offline play if Throwdowns are enabled. You need to disable this option after selecting a Fight mode in the main menu to avoid this game breaking problem.

These are the modes available in Online Mode:

  • Simple match (unranked quick matches) – You can search by rounds and region. That’s it.
  • Rank Match – Search by rounds, Region, and opponent rank. You can set a minimum and maximum rank. There is no way to filter out players by connection strength. In fact, you can’t even see your opponent’s connection at all.
  • Lobby match – You can set time limit, max health, number of players, and filter out what gets to be used in Random Select. The max players in a lobby is 16. You can choose to simply spectate matches, even if you’re the host. Spectator mode allows you to move around the camera freely. There is a chat room as well and, unlike Tekken Tag 2, it actually stays hidden. The biggest problem with Lobby Matches is that you can’t kick a player out after a session has begun. This option, along with the other match settings, simply disappears. Outside of politely asking, there is nothing you can do once a 1 bar connection joins your room after a game has started.
  • Fight rules in Lobby Match – Winner Stays, Loser Stays, Tournament, Kumite, Online Dojo. Fight Type can be solo or tag.

Patch Notes

Offline Mode
  • Removed the ability to change the stage models displayed in the background in order to improve load times.
  • Survival Mode: even if you are unable to clear the course, your points (Results Screen) will be displayed and the World Ranking will be updated.
Online Mode
  • During the pre-battle entrance animation, each character’s Grade and Title will be displayed.
  • The matchmaking system has been improved so it is easier to find and join a match.
  • In Lobby Match, the Random filter will display within the client’s settings rather than the host’s.
  • The cursor location will be remembered in the Character and Stage Select screens.
  • Added the ability to adjust the Hit Settings (Normal/Counter/High-Counter) in the Online Dojo.
  • Minor fixes to areas that had the possibility of causing instability within the game.
Overall
  • Slight adjustments to some of the character motions and moves.

Character Changes

Akira

Mid K while sidestepping
Hitting a character with this while their back is turned downs them.

66P
Hitting a character with this as a normal back hit causes a small stagger

46P,43P,64T
Increased input time

Ayane

Expert mid P hold
Changed damage: 25 -> 5

2P,1P, back-turned 2P,back-turned 1P,back-turned PP2P
Changed to stagger on back-turned hi counter and back-turned low hi counter

66K, back-turned PP6K
Changed damage reaction to small when landing as a normal hit

Eliot

236P
Change frame advantage on guard to +2 (guard break)

4P+K (when not triggering a Power Blow)
Changed reaction to knock-back on low hi counter and back-turned low hi counter hits

Helena

4P+K (when not triggering a Power Blow)
Changed reaction to knock-back on low hi counter and back-turned low hi counter hits

Kasumi

PP6P6KK,6P6K,9K
Changed behavior to a jump hold when held

4P+K (when not triggering a Power Blow)
Changed reaction to knock-back on low hi counter and back-turned low hi counter hits

Christie

Tag throw when partnered with Hitomi
Changed damage: 10+20+70 -> 10+20+40

Tag throw when partnered with Helena
Changed damage: 50+50 -> 35+35

Back-turned P
Changed damage reaction to small when landing as a normal hit, same as landing as a counter hit

Back-turned 2P
Hitting a character with this as a normal back hit causes a small stagger

1K6K while in Jakeiho
Changed damage reaction to crumple stun when landing as a low counter or hi counter hit

H+KK
Changed stagger reaction to small when landing as a normal hit, same as landing as a hi counter hit

Gen Fu

1P+K (when not triggering a Power Blow)
Changed damage reaction to launch when landing as a low normal hit

Kokoro

236T
Increased recovery on unsuccessful grab by 4 frames.

Back-turned PP
Changed damage reaction when landing as a low counter or hi counter hit from the back-turned reaction to front-facing reaction
Changed damage reaction when landing as a back-turned low counter or hi counter hit from the front facing reaction to back turned reaction

3P+K (when not triggering a Power Blow)
Changed reaction to knock-back on low hi counter and back-turned low hi counter hits

PK
Changed to damage reaction on back-turned low hi counter from the front-facing reaction to the back-turned reaction

Sarah

9K
Changed behavior to a parry when held

4PK
Changed initial frames: 19 -> 18

9H+KKK
Changed initial frames: 24 -> 20
Change wall-hit distance to 1.5m

4P+K
Changed damage reaction to crumple stagger when landing as a hi counter hit

1P+K (when not triggering a Power Blow)
Changed reaction to knock-back on low hi counter and back-turned low hi counter hits

Jann Lee

H+K
Changed damage reaction on low hi counter hits to a large sit-down stun, just like with hi counter hits.
Changed damage reaction on back-turned low hi counter hits from front-facing reaction to back-turned reaction

Tina

46P,46T
Increased direction input time

Bass

PPK
Changed damage reaction on normal hit to stagger

4P,4PP
Changed stagger on low normal hit to small

7P+K (when not triggering a Power Blow)
Changed reaction to knock-back on low hi counter and back-turned low hi counter hits

7PT,3P+KT
Changed damage: 20+43-> 20+35

Back-turned 6T
Changed damage: 35 -> 50

Pai

Back-turned 9K
Changed to make it guardable.

Basic Tag Throw
Changed so opponent cannot tech roll after being thrown.

2P,3P, back-turned 2P
Changed damage reaction on back-turned hi counter and low hi counter hits to stagger

H+KP during Meishouho
Changed damage reaction on back-turned hi counter hit to stagger, same as on back-turned normal hit

PP4P, P4P during Bokutai
Changed attribute from mid to high

PPP7K
Changed damage reaction on counter and high counter hits to stagger, same as normal hit

6KP7K
Changed damage reaction on low counter and hi counter hits to stagger, same as on low normal hit

1P+K (when not triggering a Power Blow)
Changed reaction to knock-back on low hi counter and back-turned low hi counter hits

9K
Changed damage reaction on back-turned normal hit to small stagger, same as back-turned hi counter hits.

Bayman

1P+K (when not triggering a Power Blow)
Changed reaction to knock-back on low hi counter and back-turned low hi counter hits

Hayate

3K
Changed to damage reaction on back-turned low hi counter from the front-facing reaction to the back-turned reaction

P during Tenshin Sen
Changed damage reaction on normal hit to small stagger, same as landing as low hit

Hitomi

PP6PP,66PP, sidestep P
Changed damage reaction on low counter to crumple stun

46P,46K
Increased input time

Brad

Gyoin-Dantai
The properties of “K during Gyomi-Inshusei” and “K during Tenshin-Hiinshu” were different, so we standardized on the first (K during Gyomi-Inshusei).

4P+K (when not triggering a Power Blow)
Changed reaction to knock-back on low hi counter and back-turned low hi counter hits

P during Dokuritsu-Ho
Hitting a character with this as a normal back hit causes a small stagger

6P in Kasenko
Changed general reaction when landing as a back hit to small stagger

46P,64P
Increased input time

La Mariposa

236K
Changed behavior from a jump hold to a normal hold when held

4P+K (when not triggering a Power Blow)
Changed reaction to knock-back on low hi counter and back-turned low hi counter hits

64T
Increased input time

Mila

4P+K (when not triggering a Power Blow)
Changed reaction to knock-back on low hi counter and back-turned low hi counter hits

PP6K
Changed to damage reaction on back-turned low hi counter from the front-facing reaction to the back-turned reaction

Rig

Back-turned P+K during Bending Stance
Was the same move as H+K, so made it a different move

4P, back-turned 4P, P in Turn Leg Cut, sidestep P
Changed to damage reaction on back-turned low hi counter from the front-facing reaction to the back-turned reaction

1P+K (when not triggering a Power Blow)
Changed reaction to knock-back on low hi counter and back-turned low hi counter hits

4P, back-turned 4P, P in Turn Leg Cut, sidestep P
Changed to damage reaction on back-turned normal and hi counter hits from the front-facing reaction to the back-turned reaction

PPK,6P
Changed damage reaction on counter hit to stagger, same as hi counter hit

66K
Changed reaction to knock-back on back-turned low hi counter hits

Leifang

Back-turned 4P
Changed damage reaction to stagger when landing as a low normal hit, same as normal hit

64P,46P
Increased input time

Source: Press Release