
Team Ninja Studios has released the final patch (version 1.22) for Dead or Alive 6.
The patch includes the last DLC costumes, bug fixes for the stages, and a few adjustments for the cast. The most changes were given to Tamaki as this was the first patch after her release.
Check out all the final changes here below:
General Changes
- Added new costumes: [Revival] High Society Costumes. (18 costumes)
- Added new costumes: [Revival] School Uniforms. (18 costumes)
- Added special VO to Hi Counter Holds for Mila, Rig, Diego, NiCO, Raidou, and Kula.
- Fixed the issue where sometimes characters’ faces turned expressionless when hit with a Break Blow.
- Adjusted the mission details for DOA Quest No.79.
- Added moves that were missing from Tamaki’s Command List.
- Fixed the issue that sometimes reset Ranking Point when a network error occurred.
- Fixed the issue where Zack’s “Ninja” hairstyle was only selectable with the Morphing Ninja Costume.
- Watch Mode: Fixed the issue that caused effects to build up if the fight was paused at a specific timing during NiCO’s 3P+K (full charge) and 9PK – P.
- Added corrections to stop errors from occurring when attempting to save a replay after playing for extended period of time.
- Fixed the version number that appeared on replays saved on Ver.1.21a.
Stage Changes
- FORBIDDEN FORTUNE (lower level): Fixed the issue with some arena props that showed on the screen during an online match and disrupted the fight.
- FORBIDDEN FORTUNE (lower level): Fixed the issue where characters could leave the stage limits after performing Break Blow at certain locations.
- ROAD RAGE: Unified the adjustments made after explosion danger zone is triggered by front or diagonal hits to the blue car sitting on its side.
- CHINESE FESTIVAL: Fixed the issue that caused characters to leave the stage limits after a Break Blow by some characters or Jann Lee’s back 2T.
- SEASIDE EDEN: Fixed the issue that caused the dolphin danger zone to be triggered even if with the “Dangers OFF” setting.
Character Adjustments
Everyone
- Forward collapse (hit reaction to Hayate’s 7P, Hitomi’s 6P+K, etc.): Adjusted the hit box to make some specific follow-up hits easier to land.
- Damage adjustments: Changed the damage adjustment from 1.6 to 1.5 on Hi-counter point hits, hits against a jumping opponent, and hits against an opponent in airthrow grab.
Zack
- Running P, swaying 6P+K: Fixed the issue where low attacks still landed during the invincibility to low attacks while jumping.
Jann Lee
- 214P: Changed the final frame of the invincibility to low attacks from 25F to 32F.
- 6P+KP: Changed the final frame of the invincibility to low attacks from 20F to 23F.
Kasumi
- 66PP: Fixed the issue that allowed for follow-up attacks with certain inputs even when the move missed.
- 64H against mid P: Adjusted to allow the hit character to choose between standing/crouching positions after the hit lands.
Bass
- 4P: Enlarged the hit box and increased the reach to fix the issue of the move not landing correctly on some characters when they crouched.
- 1K: Changed the hit reaction to air hits to front mid-air hit reaction (low).
Kokoro
- SS: Fixed the issue where Critical Holds were still possible against SS (2nd hit of Fatal Rush), even after sidestepping S (first hit of Fatal Rush) had already landed.
- 33P: Adjusted command prioritization to prevent 236P from being incorrectly triggered with certain inputs.
Hayate
- 33K: Fixed the issue where low attacks still landed during the invincibility to low attacks while jumping.
Ayane
- 2T to a crouching opponent’s back: Adjusted hit reaction timing to prevent follow-up attacks landing after the character went down.
Eliot
- 3H in Bear Stance against mid P or mid K: Adjusted to allow the hit character to choose between standing/crouching positions after the hit lands.
La Mariposa
- SSS (2nd hit): Fixed the issue that caused the move to go over some opponents when used in an air combo.
- SSSS: Fixed the issue that caused the move to go over some opponents when used in an air combo.
Christie
- P+K in Jakeiho stance: Fixed the issue that caused the move to go through opponents when used in an air combo.
Rig
- 3P: Changed guard advantage from -9F to -10F, to prevent continued guard of follow-up attacks.
Marie Rose
- 2or8P+K: Changed invincibility frames to straight-line non-tracking attacks from 15F to 20F. (Including follow-ups from PP2PP.)
Nyotengu
- SSSS, 7PP, 7KP, running P+K, P+K during Hiten-No-Mai: Fixed the issue that caused the moves to go over opponents when used in an air combo.
- 2P during Hiten-No-Mai: Fixed the issue of the move sitting off axis and not landing correctly next to a wall.
Honoka
- T in Dragon Stance: Adjusted to allow the hit character to choose between standing/crouching positions after the hit lands.
- T in Dragon Stance to an opponent’s back: Adjusted to allow the hit character to choose between standing/crouching positions after the hit lands.
Phase 4
- 66PP: Fixed the issue that allowed for follow-up attacks with certain inputs even when the move missed.
- 46T: Adjusted to allow the hit character to choose between standing/crouching positions following the move.
Diego
- 41236T next to a wall: Fixed the issue that caused a light ground attack to occur following the move.
Nico
- 236T: Adjusted to allow the hit character to choose between standing/crouching positions after the hit lands.
- 236T – T: Adjusted to allow the hit character to choose between standing/crouching positions after the hit lands.
Mai Shiranui
- PP2K: Changed damage from 22 to 25.
- PPP2K: Changed damage from 22 to 25.
- 3P2K: Changed damage from 22 to 25.
- 2H+K: Changed damage from 22 to 25.
Momiji
- Adjusted the hold timing to match other characters on the following holds (including Critical Holds):
- 7H against high attacks
- 4H against mid P
- 6H against mid K
- 1H against low attacks
- 64H against mid P.
Tamaki
- Adjusted the hold timing to match other characters on the following holds (including Critical Holds):
- 7H against high attacks
- 4H against mid P
- 6H against mid K
- 1H against low attacks
- 67H against high P
- 64H against mid P
- 61H against low P.
- 6PP: Adjusted the hit box to make the move easier to land against all characters.
- 9PPP: Changed the hold properties from evasion to mid P.
- 46P: Adjusted the parry calculations to make it easier to parry opponents’ attacks.
- KP: Changed move properties from 16(2)27 to 16(2)24, to prevent follow-up attacks being avoided by crouching on guard.
- KP: Adjusted the hit box to make sure the move lands correctly.
- 6P+K: Adjusted the hit box to make the move easier to land against all characters.
- 4H+K: Fixed the issue that caused the move to be impossible to hold.
- Back-turned P+K: Adjusted the parry calculations to make it easier to parry the opponent’s attacks.
- T: Changed the throw reach from 1.44m to 1.52m.
- T to an opponent’s back: Adjusted to trigger danger zones in the middle of the move. (Floor Danger Zones on various stages and firecracker danger zone on the CHINESE FESTIVAL stages.)
- 67H against high P, 61H against low P: Adjusted damage timing.
- 67H against high P, 64H against mid P, 61H against low P: Adjusted to allow the hit character to choose between standing/crouching positions after the hit lands.
- 61H against low P: Adjusted to prevent from triggering danger zones in the middle of the move. (Floor Danger Zones on various stages and firecracker danger zone on theCHINESE FESTIVAL stages.)
- 61H against low P: Fixed the issue where the hit character was knocked down in the middle of the move.
Source: Team Ninja Studio
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