For those wondering what changes the 1.05 update to Dead or Alive 5 Ultimate brings to the table, wonder no more. Team NINJA recently released the full English patch notes for the game on their official site.

Aside from adding the data for new character Marie Rose, version 1.05 brings with it some bug fixes as well as a few balance changes for the rest of the game’s cast. Please take note, however, that the changes mean that replay data from previous versions will no longer work with 1.05.

Check out the full changelist below and let us know what you think.

Data added for new character Marie Rose. (Playable after an unlock key is purchased)

New stage Lorelei added.

19 titles added for Marie Rose.

3 victory movies and 1 defeat movie added for Marie Rose.

“Bloody Nocturne” and “Blood Tie ～DOA5 Ultimate mix～” added to Music.

System for saving replay data changed for compatibility with various patch changes. Replays saved in Ver. 1.05 will not be playable in previous versions.

Fixed an issue in “Lesson 26.1: Startup” that made it unclearable in Ver. 1.04.

Fixed an issue with the second part of “Combo from a throw (DIFFICULTY 2)” in Kokoro’s Combo Challenge that made it unclearable in Ver. 1.04.

Fixed the connection indicator next to the Throwdown icon so the connection quality is no longer shown to be worse than actually calculated.

Fixed a bug in Free Training where after the player accepted a Throwdown challenge while recording COM behavior, upon returning to Free Training the player would remain in control of the COM character indefinitely.

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This version contains mostly bug fixes and minor balance changes, without any general overarching goal. Based on comments from players, we took a look at the play style of each character and adjusted specific points which we felt were too strong or weak.

Fixed a bug which prevented the opponent from choosing whether to stand or crouch after certain Guard Breaks.

Fixed the “44” command input for certain characters to be less likely to be misread as a back dash.

Fixed a bug that sometimes allowed players to continue attacking stunned opponents after a Critical Finish.

Fixed a bug that sometimes caused a regular stun when a Critical Finish was performed from a low move.

Fixed the input detection for commands requiring more than one button to be pushed simultaneously so that these commands are no longer more difficult to perform from certain character positions.

Fixed a bug that caused followup attacks from a Guard Break to carry over the Counter/Hi-Counter bonus from the previous attack.

Hit detection adjusted for heavy ground attacks.

Jump P Hold, Jump K Hold: Damage increased from 60 to 65.

Back-turned H+K: No longer allows wall hits.

8P, Back-turned 8P:Launch height adjusted vs. juggled opponents. Damage increased from 16 to 20.

46T: Fixed a bug which prevented the opponent from choosing whether to stand or crouch after the move finished.

H+K, PPK: No longer evades Jump Kick Holds.

4K, 3PK, PPPK: Damage decreased from 27 to 23.

To launched foe 4T: Camera behavior changed.

When 6K or 6PP6K hits, T: Adjusted to enable the followup throw even if the opponent holds.

Next to ropes 44T: Holdable frames delayed by 32F so that a followup P is guaranteed.

High P hold: Damage changed from 65 to 35+30. Expert low kick hold: Damage changed from 30+45 to 15+30+30. Fixed to cause extra damage for floor Danger Zones.

7P2P: Command detection changed so the move chain is read more easily.\

Ducking PP6P: Added sound effect on Counter hit.

Back-turned T: Changed from throw to Offensive Hold.

Crouching with back to foe 2T:Fixed a bug which prevented the opponent from choosing whether to stand or crouch after the move finished.

Fixed a bug where P+K from side step P caused a Critical Finish.

Hit detection adjusted for heavy ground attacks.

3H+K: Damage increased from 23 to 26.

Bokuho PPK: Stun on the first move changed to the same uppercut stun as in 9K. Damage increased from 15+17 to 15+20.

236P+K, 4P2P, 3_P4P, 214P4P, 214P4PP, Back-turned PP4P2P, Back-turned PPP, Back-turned P+K, Bokuho 6P4PP: Fixed the stun on the first and second moves when landed on back-turned opponents.

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PP6P max charge: Fixed a bug that caused the move to go through a character near a wall.

Side step K: No longer evades Jump Kick Holds.

7K: Startup is no longer slower when performed while standing up.

7KK: Guard advantage changed from -6F to -5F.

Fixed a bug where 8K from side step K caused a Critical Finish.

Fixed a bug where 7P from side step P caused a Critical Finish.

Side step P: Stun changed to uppercut stun on normal hit.

Next to ropes 44T: Changed the time frame when the opponent can hold so that P is guaranteed to hit. Changed holdable frames so that a followup P is guaranteed.

6T: Adjusted the time frame for followup attacks.

7K: Changed to smaller stun on front-facing hits when not fully charged. Guard advantage when fully charged changed from GB(+15) to GB(+10).

41236Ｔ: Damage increased from 58 to 60.

7PP: Frames changed from 17(2)27 to 19(2)25.

Tackle Feint P+K: Stun type changed on Counter hits and higher.

Bending Stance 4H+K: Damage decreased from 35 to 25.

41236T: Damage increased from 20 to 28.

H+K: Startup is no longer slower when performed while standing up.

6H+KKK: Stun changed on launched opponents.

Near wall 66T: Damage increased from 10+20 to 10+35.

Near wall 66T, 1T, Against back-turned foe 2T Mid K Hold, Low K Hold: Fixed a bug which prevented the opponent from choosing whether to stand or crouch after the move finished.

3T: Fixed a bug which prevented the opponent from choosing whether to stand or crouch after the move finished.

Fixed a bug where 6K from side step K caused a Critical Finish.

P: Startup is no longer slower when performed while standing up.

7K: Startup is no longer slower when performed while standing up.

H+K2H+K, 2H+K2K2K2H+K, H+K2K2K2K2H+K: Added tracking.

To downed foe 2P: Recovery frames increased from 26 to 36.

Near a wall 6T・2T: Damage changed from 62+10 to 72. Damage further increased for wall Danger Zones.

Fixed a bug where P+K from side step P caused a Critical Finish.

3P: Changed sound on hit against launched opponent.

To downed foe 3P: Recovery frames increased from 26 to 31.

6P: Guard advantage changed from -7F to -6F.

PP6P: Guard advantage changed from -4F to -6F. Advantage on normal hit changed from -2F to -6F.

6PK, PP6PK: Startup frames decreased from 16F to 14F.

Fixed an issue which prevented certain throws vs. Pak Sao from being counted as a Hi Counter.

Against back-turned foe T: Animation adjusted. Fixed to cause extra damage for floor Danger Zones.

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Back H+K: Fixed a bug that caused this high move to be displayed as mid in Move Details and to hit crouching opponents.

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While the patch addresses more than a few bugs in the game, it appears that it isn’t without its own issues, at least for players on Xbox 360. According to Team NINJA, an issue has been found that can cause the title to freeze when selecting the Marie Rose system voice option.

In their announcement, Team NINJA mentions that they are working on finding the cause of the issue and will apply a fix as soon as possible. In the meantime, they advise players to refrain from using the Marie Rose system voice option until the fix arrives.

Source: Team NINJA (1, 2)