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DEAD OR ALIVE 5 Last Round Ver.1.04 Update Details


PS4™ Xbox One : 8/11/2015  PS3® : 8/12/2015  Xbox 360 : 8/17/2015

GENERAL CHANGES

DETAILS
PLATFORM
PS4™
Xbox One
PS3®
Xbox 360
Added new stage: FIREWORKS × ×
Added one new song to Music × ×
Added the ability to take black and white photos.
Press the button for OK while in Photo Mode to change to black and white mode.
Changed Arcade and Time Attack modes to include the stages Danger Zone and The Crimson in random selection results.
NOTE: Stages locked in Core Fighters will not be selected.
- -
Ended support for replay uploads to YouTube. - - -
Ended support for replay uploads to Facebook. - -
Changed Momiji's Combo Challenge [14] Critical Burst Combo and [20] Tag Combo to reflect balance changes.
Changed how replay data is saved to match game updates.
Replays saved in this version will not play back in older versions. Some replays created with older version may not play correctly in this version.

BUG FIXES

DETAILS
PLATFORM
PS4™
Xbox One
PS3®
Xbox 360
Fixed a bug in online matches where hair and glasses selections were not displayed correctly. - -
Fixed a bug which caused The Crimson not to be selected in random stage selection for online matches. - -
Fixed a bug in the PS3 version which would cause the gamee to crash when Zack's Fighter Force costume was selected. - - -
Fixed a bug in the full version which would display the icon used in Core Fighters to denote characters which are unlocked for a limited time. - -
Fixed a bug in the PS4 version which would prevent Player 2 from being able to open the Pause Menu when Exhibition Mode is turned on in a Versus fight. - - -
Fixed a bug in the Free Training Mode of the PS4 version which would prevent the Pause Menu from opening while recording AI behavior. - - -
Fixed a bug which would display incorrect values for Grade (Solo) and Grade (Tag) for DOA5U fights in the Fight Record.
Changed damage for falling through the floor in stages like Fuel from 10 to 20 in order to match the PS4 & Xbox One versions. NOTE: The damage has been 20 since Ver. 1.01 of the PS4 & Xbox One versions. - -

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 "Hold 3 down + press P")
CHARACTER
DETAILS
OVERALL This version focuses mainly on bug fixes, but some characters have had balance adjustments as well.
KASUMI Changed damage for some moves.
44P: Changed damage from 11 to 12.
HAYABUSA Fixed bugs which occurred in certain circumstances and adjusted input detection of some moves.
33P: Adjusted the input detection of the command.
214P: Changed the move so that the line of attack is less likely to go off target when using this move on an opponent who has hit a vase or other stage gimmick.
214T: Fixed a bug which caused the floor explosion sound effect to play twice on certain stages.
TINA Added sound effect and improved her condition when coming out of certain throws.
6T on a wall: Added a wall hit sound effect.
T while running: Shortened the disadvantage by 3 frames when the opponent tech rolls.
LEIFANG Adjusted input for some commands.
4P+K: Will also be performed when inputting 44P+K.
214P+K: Adjusted the input detection of the command.
ZACK Fixed bugs.
Low K hold: Fixed a bug in certain stages which would mistakenly add extra damage when a floor explosion was caused under certain circumstances.
HELENA Added the ground strike property to some moves.
214P+K: Changed the ground strike property from none to medium.
AYANE Changed damage for some moves.
(PP)KKK, 3KKKK, Back-turned PKKK: Changed damage from 32 to 35.
(PP)KK, 2K, 3KKK2K, Back-turned PKK2K: Changed damage from 35 to 32.
HAYATE Fixed bugs.
41236T on ceiling hit: Fixed a bug which did not trigger floor destruction.
HITOMI Changed some sound effects.
9PK: Changed the sound effect when hitting in the air.
ELIOT Change damage for 3_P, and increased power on High Counter hit.
3_P: Changed damage from 18 to 19.
KOKORO Made her easier to fight with.
P+K: Changed overall frames from 22(4)24 to 22(4)23, and adjusted to be able to perform a followup mid attack of up to 14 frames against many characters who are staggered after this move.
8PP: Changed damage from 25 to 20, wall knock-back distance on Counter from 1m to none, and status after air hit from down to juggle.
Back-turned P6PP: Changed damage from 23 to 20, knock-back distance on Counter from 1m to none, and status after air hit from down to forced getup.
GEN FU Adjusted risk/reward balance. Fixed and added some voices.
33P: Adjusted the input detection of the command.
16P: Changed voice.
6_KK: Added voice
8K: Added voice
3K: Changed Cr(5→1) to -9 frames on standing normal hit and added voice.
3KPP: Changed from GB(7) to GB(2) on guard.
Back-turned 4P: Matched delay input frames to 6P (25 frames to 14 frames).
Back-turned 4PP: Matched delay input frames to 6PP (25 frames to 14 frames).
Low P hold: Changed voice on Hi Counter hit.
Low K hold: Changed voice on Hi Counter hit.
LEON Fixed bugs.
H+K: Fixed a bug which would cause a guarding opponent to use the crouching guard animation.
MOMIJI Adjusted to expand her fighting style to take advantage of more of her moves. Also added visual and sound effects.
4P: Changed to sit down stun on Counter or crouching Counter, and changed advantage on guard from -5 frames to -9 frames.
3P4PP: Change wall knock-back distance from 2.5m to 3 m, and added visual and sound effects.
1PP: Changed status on hit from Critical to Down, damage from 20 to 24, advantage on guard from -13 frames to -9 frames, wall knock-back distance to 1m, adjusted the knock-back animation on air hit. Added visual and sound effects.
33P: Adjusted the input detection of the command.
6K, PPK, 6PK: On Counter hit or higher, changed from Critical to launch.
8K: Fixed an issue which caused her to be in jump status until the end of the move.
Junyo-Izuna: Changed damage from 10+24 to 5+24+5.
Junten-Izuna: Changed damage from 10+10+25+10 to 10+10+28+10.
Uzukaze P: Change Critical on hit from Cr(-11 → -16) to Cr(4 → -4).
Uzukaze K, PPKK, 6PKK, 6KK: Changed damage from 16 to 15 in order to make it easier to keep Critical state.
Back-turned 4P: Changed Critical Stun on Counter hit or higher to a small sit-down stun (time in Critical remains as Cr(26 → 18), changed damage from 20 to 18, changed advantage on guard from -3 frames to -10 frames.
41236T: Changed damage from 26+36 to 45+17.
ALPHA-152 Fixed bugs.
4P: Fixed an issue which would prevent being thrown if the P button was pressed after this move was blocked.
8KKKK type moves: Fixed a bug which made these moves able to be held even though they are multi-hit moves.
2H+K2K2K2KK type moves: Fixed a bug which made these moves able to be held even though they are multi-hit moves.
AKIRA Fixed bugs.
Back-turned P+K: Fixed an issue which caused Critical when this move hit on a crouching opponent, and changed it to cause down status.
SARAH Fixed bugs.
P+K: Changed the move so that the line of attack is less likely to go off target when using this move on an opponent who has hit a vase or other stage gimmick.
JACKY Made her easier to fight with.
(Back-turned) PP6PP: Matched behavior on hit with 6PP.
(Back-turned) PP6PPP: Matched behavior on hit with 6PPP.
3P+K: Changed damage from 18 to 24.
On 3P+K hit, T: Changed damage from 40 to 45.
On 33K hit during Slide Shuffle, T: Changed damage from 43 to 50.
MARIE ROSE Fixed bugs and changed status on normal hit for some moves.
2K: Change advantage on normal hit from -4 frames to -3 frames.
Low K hold: Fixed a bug which caused the floor explosion sound effect to play twice on certain stages, and made it impossible to tech roll.
PHASE 4 Adjusted the characteristics of Tenfu T.
Tenfu T: Adjusted to be harder to avoid by free stepping.
NYOTENGU Changed attacks after Hiten-No-Mai to have the jump hold attribute, and expanded attack options in Criticals after Hiten-No-Mai.
Hiten-No-Mai P: Changed attribute when held from high P to jumping high P.
Hiten-No-Mai PP: Changed attribute when held from high P to jumping high P.
Hiten-No-Mai PPP: Changed attribute when held from mid P to jumping mid P.
Hiten-No-Mai PK: Changed strike from high K to mid K, and made it hit crouching opponents. Changed attribute when held from high K to jumping mid K.
Hiten-No-Mai P+K: Changed attribute when held from mid P to jumping mid P.
Hiten-No-Mai H+K: Changed attribute when held from high K/mid K/mid K to jumping highK/jumping mid K/jumping mid K.
HONOKA Changed to be able to use her strengths better while right next to an opponent or while in Hissatsu-no-Kamae.
P: Changed advantage on normal hit and guard from -2 frames to -1 frames.
PP4P: Changed hit reaction on Counter or higher from launch to uppercut stun (Cr(29 → 19)).
6P: Changed overall frames from 11(3)21 to 11(2)22, and extended reach about 20cm.
66P: Adjusted the input detection of the command.
33P: Heightened the launch on Counter hit or higher.
K: Changed damage from 22 to 25.
6K: Change damage from 20 to 21, and extended reach about 5cm.
4K2: Fixed issue which removed crouching status starting from frame 11.
66P+K: Changed advantage on guard from -27 frames to -8 frames.
236P+K: Fixed an issue which allowed a followup to Ducking even with back turned after going over an opponent.
Dokuritsu-Ho H+K: Changed advantage on guard from -21 frames to -11 frames.
Dragon Stance P: Changed advantage on guard from -18 frames to -3 frames.
Hissatsu-no-Kamae P: Changed advantage on guard from -4 frames to GB(-1).
Hissatsu-no-Kamae P (max charge): Changed advantage on guard from -4 frames to GB(4).
Hissatsu-no-Kamae K: Changed damage from 28 to 32, wall knock-back distance from 1m to none, heightened launch and juggle. Also changed the launch animation of the opponent on Counter hit or higher.
Back-turned PP: Changed damage from 16 to 18.
Back-turned 2P: Fixed a bug which would cause a guarding opponent to use the standing guard animation.
Back-turned K: Changed wall knock-back distance from 2.5m to 1m.
6T: Changed damage from 28 to 29.
Back-turned 6T: Shortened the disadvantage by 25 frames when the opponent tech rolls.
33T on wall: Stage gimmicks are now triggered on the final part of the attack.
T while running: Shortened the disadvantage by 3 frames when the opponent tech rolls.
Hissatsu-no-Kamae T: Changed damage from 25+50 to 25+52.
Hissatsu-no-Kamae 2T: Changed damage from 72 to 81. Adjusted mouth movement.
Taunts: Adjusted mouth movement.
RAIDOU Matched certain behavior with other characters, and concentrated on making him easier to understand.
PP6P: Fixed an issue which caused a normal hit instead of a crouching normal hit, and changed Critical to Cr(20 → 13).
66K: Changed status at the end of the move from standing to squatting.
214K: Fixed an issue when this was held which caused the opponent to perform the animaion for a jumping mid P hold instead of the correct jumping mid K hold.
P+K: Adjusted input detection to allow P+K to be performed from crouch.
Tag throw: Changed startup from 10 frames to 12 frames.
VERSION NUMBER
The version number used on this page is the number displayed in the lower right of the Title Screen.
Depending on platform and region, this number might be different from the version number displayed when updating the game.