Dead Or Alive 5 patched twice already character moves changed

Reports from sources in Japan have suggested that Dead or Alive 5’s launch has been a little shakey with two updates being administered to the game already. We’re informed there is a  bug on PS3 where the game will pause mid-match during offline play if Throwdowns are enabled.  This can be fixed if players disable the Throwdowns.

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.

Some more in-depth analysis suggests the following  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

There’s much more which we won’t go into detail here, and as the more dedicated Japanese gamers find weaknesses in characters moves it does highlight how difficult it is to get fighting game mechanics right before entering into the wild. No doubt Team Ninja will be battling away to address the issues like they already have done, but it’s not an envious task.

Written by: Rob Cram

Rob Cram has hundreds of video game reviews, thousands of articles under his belt with years of experience in gaming and tech. He aims to remain fair and free from publisher/developer influence. With his extensive knowledge, feels his gaming opinions are valid and worth sharing. Agreement with his views are entirely optional. He might have a bias towards cyberpunk.