"Prepare!"
Lady Hajinmon is ready to kick your ass!!
Anyway, lol, I want to keep all of our match up discussion for our Killer Kunoichi under one thread, neatly organized. So that players will not have to search through a thread filled with posts of questions and match ups scattered everywhere.
Each match up break down will be kept inside of a quote, so that huge walls of texts are not shown throughout each post. If you wish to to see the full quote for a match up, simply click on the quote to expand it.
I will have each of our already explained match ups within the OP, and a few several posts after that. If anyone feels that they are capable of thoroughly explaining a certain match up, then by all means, by my guest. However, these match ups are to be explained through sheer experience with other decent and good players, and not just numbers. There is no theory fighter here.
This is how our match up numbers will work;
5-5 = Even or fair
6-4 = Favorable for Ayane
4-6 = Unfavorable for Ayane
Each match will have Ayane vs Opponent's character, followed by it's match up number, followed by the information inside of a quote. If for some reason, you disagree with said match up, feel free to state your opinion and I will also explain my side. If you wish to give some insight on said match up that you may have discovered before, or feel that I or someone else has missed, feel free to speak about it and we can discuss it.
I can always edit or make updates to a particular match up after we've agreed about something about said match up.
I will be adding new match ups over time, since I have a lot of experience in most of them.
Ayane vs Christie | 5-5
Ayane 10/13/12 vs Christie 9/11/14
Up close, Ayane has a 10 frame jab (P), two 13 frame mids (6P/6K), and a 12 frame low jab (2P). Christie has a 9 frame jab (P), an 11 frame mid punch (6P), and a 14 frame low jab into a string (2PPP). 2PPP starts low, goes high, then ends with a mid punch.
Right off the bat, Christie has slight advantage up close due to her speed. However, as I always say, faster speed does not dominate Ayane anywhere. It just means you are not going to be combating faster characters with your fastest mids too often, that's it. When fighting characters with mids that are much faster than yours, you need to make an offensive breakthrough or know the exact amount of frames opponents are at in order to poke out with a 6P.
When fighting Christie up close, you need to be patient and pay close attention to her as she tries passing through your defense. If she's pressuring you with jab strings, block, just block and watch her carefully. She is going to do one of a few things;
- Jab poke you while free cancelling: She will attempt to do anything here, more jab pressure, alternate her attack height, attempt to throw, delay strings, use JAK for mix up (if you see Christie using JAK against you up close OUTSIDE of stun, your answer is always 4P, always).
- Jab(s) into throw
- Jab(s) strings into JAK
- Jab(s) strings: Finishing them immediately or delaying. Delaying her strings can result into her actually delaying or free cancelling.
If you see that Christie is opting to pressure you with jab strings so often, Ayane's crushes will play a huge role here then. 8K, 4P, 1P, 2P, especially 8K and 4P will counter hit her clean.
Christie also has some fairly good high crushes too, not including JAK stance.
- 1P, 1PK
- 2P, 2PP, 2PPP
- 2H+KP, 2H+K H+P
(I may have left something out, sorry if I have)
1P tracks, 2P and 2H+K do not track. Christie's 7K is a good "get the fuck off me" move as well.
Versus Ayane, Christie JAK stance is only dangerous while Ayane IS IN CRITICAL STUN, because if she's not, then Christie is going to get blown up by 4P often (only if you're reacting to JAK stance). Christie becomes a big problem (for any character) once she hits and has you stunned, because you are not going to be stagger escaping out of Christie's stuns. She is too fast and has good deep stuns to keep you locked up.
So if she hits you then goes into JAK stance, you have to guess her 50/50.
Ways to deal with Christie up close;
If Christie is opting for her mids (6P or 6K, 6K is a 13 frame mid kick) more than often, then your jab(s) come into play here, as well as side step (just the side step, do not use a side step followup or you will get counter hit), and your holds. If Christie goes high often, you have your high crushes that I mentioned before. Christie is not winning the low jab pressure route with Ayane, unless you are being slow.
What a lot of Ayane players don't realize, is that our low jab, 2P, is a very important tool up close. It's -4 on block and +0 on hit, and it can change the momentum in our favor all too often because it forces opponents to worry about it. That alone allows us to poke with our mids when we can, or make opponents respond how we want. That's why, when you see me playing, I'm not spamming 2P for the sake of it. I do it to break my opponent's offense AND defense so I can shake the momentum or match in my favor.
You just have to be aware of both your speed and your opponent's speed in order to know how effective your low jab pressure can be in a match up.
Ways to get into Ayane's Comfort Zone safely;
P and 2P, or high crushing.
- P > BT8P: This tactic is golden in any match up and at any moment (unless your back is to the wall).
- 2P: A low jab on counter hit pushes opponents back and gives you breathing room. It's up to you decide whether you will start an offense immediately afterward, or back off a bit in neutral and play a range game or do something defensively.
- If you're high crushing with 4P (or any high crush that will net you some offense), you obviously just scored a counter hit high crush, some solid damage and a scored a knock down. Now it is your chance to go offensive or play defensively. That decision is yours because everyone plays differently.
Fighting at a distance;
Here's the deal here, most players who play this game do not have very good fundamentals or have poor footsies (even some solid competitive players in this game lack good footsies). What makes Ayane a very strong character in this area is not because she has range tools, because anyone can easily run in at you and be in your face again, ignoring your tools. So, that's far from the truth.
What makes Ayane a strong character while at a distance is that players who have a solid defense and strong fundamentals and footsies will take advantage of her range tools and movement because you know how and when they need to be applied in a given situation. You NEED to force opponents to realize that they cannot just run in on you for free whenever they want. You NEED to force them to respect your range and what you actually have and are capable of doing there.
Ayane has solid whiff punishers and great range pokes that compliment her stylish yet viable movement abilities. A combination of the 3 including strong footsies need to be taken into consideration here when playing Ayane's range game. Because it's very easy to run up to her again if you lack the ability to do any of these things.
I am saying this because Ayane dominates Christie at a distance. Christie can make for solid footsies as well (almost any character can) but her options at range are outshined by Ayane's. Ayane doesn't care about Christie's JAK stance at this rate. Christie can be pretty deceptive with JAK options at range, but Ayane's 3H+K and 236K can hit all of her options at the right distance (except for the low sweeps from JAK).
And, Christie has her running low slide kick, but Ayane should be facing forward if she sees that. Christie has 66K as well, and 3P+K options. But, you're not going to try beating out any options at range, you just want Christie to press buttons and/or make a mistake somewhere. So that you can punish her for whiffing, getting sloppy, or getting something blocked or held.
Ayane's range pokes;
- 3P
- KK
- 3H+K
- BT2P
- BT2K
- BT 4H+K
- BT6P
- BT6K
- BT 3KK
- BT PP
- BT PP6KK4: Excellent way of getting in as long as it's blocked.
Ayane's whiff punishers;
- 4K
- 3H+K
- 236K
- BT4K
- BT 4H+K
- BT6P
- 1P+K P
- 1P+K K
- BTH+P
- BT 6H+P
- 7P+K: Yes, you can whiff punish players with a Power Blow (when your PB is activated, obviously).
If I have to label the match up, I'd say it is about 5-5. Ayane can keep Christie out fairly well, and she can fight her up close too. But Christie has better mixups up close and better pressure as well. 4P hurts Christie's JAK stance a lot up close outside of Critical stun. But Christie is very difficult to deal with once she hits you. Neither character totally dominates the other, but both character's strengths work well here as well.
Both have very good damage output so neither really outshines the other in that area.
More info on Ayane v Christie;
Hajin's overview on the Ayane/Christie MU is excellent but I'll add my input also. At the start of the match or R1F. What you want to watch out from Christie is when she uses her 6P,PPP or PPP2P etc. nonsense. Her 2PPP is easily beaten out by Ayane's 2P so lows are a non-issue in close. At the start of rounds I generally spin away because you really don't want to spend a lot of time in Christie's face. Her poking capability is just too good.
The way to handle Christie is to zone her and force her to get creative in how she moves in on you. Her JAK bullshit means little to Ayane at any sort of range. 3H+K and 4P makes short work of it. The only time JAK may be effective is as a mix-up during combos. But majority of the time Ayane laughs at the JAK stance. Be careful of the rolling stance because it can crush mids like 3H+K and roll right under it. Also try to take heed of when Christie uses GB's such as 4P+K. She'll start to use these to open you up along with 2H+KP or her Attack Grabs (eg. 2H+K~T)
The way to make Christie fear Ayane is to make them feel shivers down their spine at the thought of 4P. In other words crush highs and interrupt her when you can with 4P (or 6P if possible) and whiff punish with 3PP for a low level launch. 4P is probably the biggest thorn in Christie's side. Make her dread the power of the 4P! Make her feel like she can't run her shit on you because you'll punish her with 4P or 3PP.
Ayane doesn't exactly excel at keeping people locked up and on the defensive but Christie players hate being on the defensive especially against characters with good mid or low tracking ability (which would include Ayane's 4P or 1P). It also helps that Christie's throws and holds are mostly shit, though I'd still be careful of 4T resets. Compared to other characters Christie rarely gets good damage on a Hi-counter throw.
As for Lisa, I'm less familiar with her, but she can appear surprisingly similar to Ayane. She feels like Ayane with jumping OH's because of her preference for fighting at range, her evasiveness and a reliance on different stances such as her BT. Unlike Ayane, Lisa is somewhat slow and is more vulnerable to being rushed down. Unfortunately Ayane's not that good at rushing people down so for fighting Lisa you may want to try and bait her to throw something out that you can whiff punish with 3PP for example. When Lisa "dances" around in her various stances, always be weary of when she'll throw out her jumping OH's because she does have quite of bit of them from front stance or BT stance.
The main aim when fighting Lisa is to keep her momentum from her by pressuring her before she can get her offense started. Although Ayane can't really rush down that much, her pokes are faster than Lisa's so it's ok to get in her face. She'll be forced to have to use her evasive moves to try and shift momentum (her crush abilities are pretty good). At range it'll become a game of who can bait the other first. Watch out for her 66K or jumping OHs and other such moves which are essentially a mix-up. Also don't forget that Lisa's Front CB is a Mid K and her BT CB is a Mid P. Lisa's throws are also very strong so take heed when holding (although when you get used to them, Lisa's strings can appear a bit more "obvious" then some other character's strings). Lastly punish the 1PP, 1PKK... etc. bullshit whenever possible.
Ayane vs Genfu | 5-5
Ayane (10/13/12) vs Genfu (10/11/15)
Some beginner notes here; Genfu's jab is -2 on normal hit and block. His 2P is +0 on hit and -4 on block.
Alright, so this is literally Ayane's only bad match up in this game. It's pretty uphill because if Ayane is making mistakes, Genfu will just rape the shit out of her like she does to anyone else that makes mistakes.
What makes Genfu so strong against Ayane? He can effectively shut down her better tools with his high and mid parries. Moreso his mid parry, as he MUST be quite precise to parry her highs. His fastest mid at 11 frames, 6P, beats everything that isn't her jab. His throw 214T gives him good damage into +10 frame advantage into mix up.
His 236T gives him his 50/50 vortex into mix up. 3P is a powerful high crush, and it's lift stun can wreck any character, as it creates a nasty 50/50 in his favor. Either hold the 3PP follow up or get blown up by a throw or 4P+K into feint stun.
Genfu also does not have issues with range anymore, due to his new and improved (and awesome) 214P dash, and can also follow up with a mid punch. Semi-decent stun on hit, -4 on block and is distance safe. 66P (which is also his running P) is -5 on block and stuns on counter hit. 1P also has some range and hit's low, stuns on counter hit. His mid parries can catch something at range (if timed well) and bring her right back into CQC.
Genfu in general;
Like Ayane, Genfu also has solid stun > launch options. Any stun from a high or mid can lead into his 4P+K feint stun (also a feint stun on counter hit) that will lead into his 64P > 16P shoulder for solid damage. 64P is amazing for a crumple launcher in stun. 3PP crumple stun is extremely nasty, and if you do not stagger escape 3PP, the 33P follow ups are 100% guaranteed into guaranteed high damage. He has a 44P that guard breaks on block and guarantees a BT8P follow up for guaranteed damage.
Now, given all of this, it looks pretty grim for Ayane, for sure. However, this match up is still very winnable for her. I have gotten so comfortable in this match up after playing Sweet Revenge a lot while I was in NorCal. So I'll explain why I no longer view this match up as terrible, and only uphill.
Let's start with CQC (Close Quarters Combat). At the start of the round, Genfu can get in Ayane's face right away, most may feel like "I need to get away!", and panic. For me, it doesn't bother me because I already know both mine and Genfu's options for CQC (especially since I play both characters so well).
When you are playing Ayane, these are your rules you need to abide by with Genfu in CQC:
- Be patient as possible, do not let him put any fear into you just because he's close to you.
- Block, you cannot beat Genfu out anywhere unless frames are changing.
- Hold his mids so he'll know that you are paying attention.
Genfu can only poke you with his 3K string if he's conditioned you to block something. Because his 3K is a 14 frame mid kick, your highs and your mids will counter hit 3K.
I highly advise you to be patient (and in general) in this match up in CQC, because there are 4 things that you REALLY need to recognize in CQC from Genfu;
- His jab is -2 on normal hit AND on block. This actually makes a big difference because every other strike after this are two frames slower. This opens opportunities for your jab, your KK and your mids. And even though Genfu has his parries, he still has to guess which parry to nullify you with, or have a proper read on you.
- Block and just pay close attention to his block string pressure. PPP is -5, PPK is -10, PP2P and PP2K are both low throw punishable. 6PPP is low throw punishable but has incredibly long delays. Do not attempt to strike often under 6P pressure because these delays will counter hit you for either a lift stun (6PP) or crumple stun (6PPP). Just block because Genfu will have to try throwing you eventually. Throw attempts are what you want to counter hit, with either 4P or 4P+K, ideally.
- 3K will be just a 3K, 3KP, or 3KP6P/3KPPP. You want to hold the follow up to 3K, but Genfu knows this so it's a 50/50 on block that works for him. Because he can mix in his throw attempts too. But this is only effective depending on how the player is using 3K. Some will go full force, always finishing the string. Some, a smarter player, will keep you honest with it, with a mix of free cancelling, delay, and some times a full string. 3KPP guard breaks so it is used more often than 3KP6P (which is unsafe). 3KP6P will be used when your back is to a wall, some times.
- 44P guard breaks on block and guarantees a BT8P follow up into guaranteed damage (or his vortex on lighter characters). Launches on all hit status into guaranteed damage (or his vortex) if the 44PP is timed well. This move can be deceptively sneaky when it's mixed in on block, especially when Genfu is applying the vortex. This is probably the only move in CQC I've been more worried about because the rest doesn't actually matter while blocking.
Genfu's strings are very straight forward and unsafe (except for PPP). You block him correctly, then he will have to throw you, which is what you want him to do because you want to score your counter hit and get into Ayane's Comfort Zone (mid range). You should be blocking Genfu well, counter hit his throw attempts (if you can react to throw animations and are not guessing), stay wary that his jab is -2 on hit and block, hold him, and throw punishing his unsafety. If you allow Genfu to get away with unsafety, you are allowing him to win the match.
Proper throw punishment and counter hits will allow you to keep Genfu out. Making your jab pokes, P > BT8P and 6P jab crush counter hits really count will also allow you to score some offensive and a chance to keep Genfu out as well. Once you score a counter hit or a knock down somewhere, you can start your offense and make Genfu the defensive one here. You just have to be careful because you are still in his face and your offense needs to count, before he breaks it with 6P, 3P or a very well timed parry.
Let's talk Mid range battle. Now, in this area, Ayane can be very effective here as long as you aren't being careless and sloppy. Genfu still has a few tools to stop you if you are or you make a mistake somewhere. His parries will bring you right back into CQC and guarantee him follow ups into mix up if you aren't careful. But he HAS to be very precise with those parries to make them effective at range. His 66P and 214P will stop you as well if you get sloppy.
Ayane can keep anyone out when her tools are being applied well, this includes Genfu. BT2P, BT2K are very solid at keep away. So is P4P, infact all of her better range pokes and keep out tools work well here. But keep in mind that you do not HAVE to poke at opponents all the time. Applying good spacing/footsies can make anyone have a hard time getting in on you, especially when you are effectively forcing them to whiff something and make other mistakes.
You can effectively turtle against Genfu, OR, you can force him into a footsies war with you and try to make sure you are winning that war. To keep him on his toes. Because at this point, the player with the most patience is the one winning that war. But Ayane has the better range tools on her side, you just have to make sure to apply them properly.
After getting solid experience against Sweet Revenge, and myself understanding this character well, I have not had issues with any other Genfu in this match up. And I'm a little TOO comfortable in this match up now.
I still believe it to be 4-6 in Genfu's favor because his advantages do matter here, however, it is not super terrible. It is definiely winnable when you are paying attention.
Ayane vs Ein | 6-4
Ayane (i10/i13/i12) vs Ein (i10/i13/i13)
In DOA5U, Ayane has it easier against Ein than she did in previous titles. Ein's 6P+K is slower since it is his Critical Burst now. So his best ranged whiff punisher is not that great of a threat to her anymore (still is one, but not as bad as before). But let's not be fooled here, Ein is really good and well balanced. His low jab (2P) is +1 on neutral hit, so he becomes i9/i12/i12 after the +1. This is good advantage that favors him.
However, he doesn't really have anything to keep side step in check in CQC. Except for 4P/4PP and 236H+P offensive hold (catch throw). Fighting Ein up close as Ayane is more of a chore for him than it is an actual fight. Because he "needs" to be a bit more defensive than she does here. As his mix up in CQC is a bit dull.
Some things Ein can do up close to mix up with;
- P
- PP (and strings)
- PK (free cancel or delay but the follow up doesn't track)
- P > 3P
- P > 6K
- P > 2P
- P > 236H+P
- P > Throw (Universal tactic)
- 2P > 3P
- 2P > 6K
- 2P > 236H+P
- 9P (Hi crush)
His 3P is his i13 frame mid punch, and it is -4 on block. If it's blocked, anything else he decides to attack with is 4 frames slower, take advantage of this and make your offense happen. 3P has no follow ups. And it doesn't stun on neutral hit, only counter hit and in Critical stun. But when it does stun, it is a lift stun, so you are put into a lose lose situation. You cannot stagger out of 3P's stun fast enough to block anything or lower a follow up launch's launch height. So you will either take damage or you will have to guess with a hold.
3P in stun leads into a solid 50/50 mix up with 33H+P, 3P, 33K, or whatever else Ein decides he wants to do. Be afraid of it if you are in stun.
But also keep in mind that Ein's CQC is fairly limited to what's listed above, as far as speed is concerned. Both his side step attacks are throw punishable on block as well. SS P is i7 throw punishable, and SS K is low throw punishable. SS K is a low sweep, by the way.
Ayane has her usual options in CQC to deal with Ein, and he also does not have a fast high kick as she does to nullify sabaki or punch parries like she can. Ayane's 6P and 6K are better than his, as they have follow ups (6P having reliable follow ups), which will score her a mix up in stun or a knock down for her to play keep away or gain some offensive momentum.
Her low jab (2P) is also a frame faster than his and has a bit more range on it than his, and is a neutral (+0) on hit. But she can get a +1 from her low jab at tip range, which is sneaky (and awesome).
When things get at a distance, it's more about who has more patience. Because Ein's range game is actually fairly good, and he can legitimately punish Ayane if she's sloppy. One thing I want Ayane players to keep in mind here, is that in this match up, rolling in on Ein is considered death. Both his 6P+K and 4K (especially) will rape her in the ass, hard. DO NOT roll in on Ein in this match up, ever. I can't stress that enough, if you're rolling in at Ein and eating damage so often, then it's your own fault for making bad approaches.
You want to keep to our usual range tools here, and be more level headed about your footing. Ein has things like;
- 236P
- 46P (although this one is honestly the least of our worries, back spin ducks under highs)
- 4K
- 6P+K
- 1KP (has 3 follow ups, but 1K itself is actually decent for it's range)
- H+K (tracks)
We have our huge arsensal of range tools at our disposal. And personally, once I have the life lead, I like to force Ein to come to me, so I will turtle and play very defensive because I find it a lot easier for me and more difficult for Ein to safely close distance against her.
This is just my preference, but it's a solid approach for the range game because you want Ein to get impatient. Plus, he doesn't have a lot in his arsenal for the range game. If you force him to come to you, he has to inch in patiently, run in and block to test you out, or make a risky approach through 1K, 6P+K or something else.
This match up was moreso a 5-5 in DOA4, and possibly previous titles. Now? 6-4 in Ayane's favor. Side step made his better tools linear, his range game is solid but Ayane still outshines him in the range game (when you are not trying to roll in at him). He's not much of a problem in CQC. Ein will pounce on Ayane if she's not paying attention and is fighting him sloppy. But if she is on point, he's not that hard for her. Patience is the key to keep the fight favorable for her.
Ayane vs Kokoro | 6-4
Ayane (i10/i13/i12) vs Kokoro (i10/i12/i13)
Before, I stated that this match up was uphill for Ayane. After gaining a lot more experience in the match up, I no longer believe it is uphill. It is rather more favorable for Ayane than it is for Kokoro.
Ayane has a lot of variety in her CQC arsenal;
- P (Jab cancel mix ups)
- PP (and strings)
- P4P (Safe)
- 6P (crushes jabs at initial frames and has follow ups)
- 6K (has a delayable low sweep)
- 2P
- K/KK (Rapes sabakis and special punch parries)
- 8K (hi crush)
- 4P (hi crush)
- 1P (hi crush)
- BT PP (and strings)
- BT 2P
Kokoro has very good string variety that include lows mid string, and throws at the end of some strings to keep side step attempts in check. Her strings are indeed good, but better strings like 1KK have been toned down, as in, it has gotten slower for the mid kick follow up. Kokoro can only really open Ayane up through her mids (ideally 6P) and her lows. Because Ayane has 8K and 4P to deal with highs (not to say that Kokoro cannot use her highs or jabs in the match up, but if she expects to do it often, Ayane gets easy damage). Ayane's 2P blows up Kokoro's low game, but it loses out to Kokoro's 6P (obviously, since it is a damaging mid of the same frame as the low).
Kokoro's throw attempts from her strings and her side step can be counter hit on reaction once you start recognizing what they look like. Take her to the lab and just mess with her strings that lead into her throw options, and set the A.I. to her doing these strings. Some practice there will make the difference of just guessing and reacting.
Keep this bit in mind;
To add to this, you can interrupt Heichu option selects with Ayane's low jab (2P) as well (other chararcters with a i12 or i11 mid can interrupt Heichu option selects as well). You are only going to fear Heichu when you are in Critical stun because you actually have to guess. Kokoro has a new sabaki that is made to sabaki mid punches, specifically. However, the active window for it is small, and it doesn't actually mean anything to Ayane because she has her K and 6K kicks (sabakis and punch parries mean very little to Ayane).
Ayane has a good time dealing with Kokoro in CQC, but she has a better time keep her out at a distance.
Let's not be ignorant here, Kokoro is actually pretty good at a distance too. 66P is really good, 214P is good for whiff punishment. She also has 1KK, 1P, 46PP, and P+K. Kokoro's 1KK in general is actually very legit as a means of getting in. And 1KK4K ends with a mid kick, and is safe on block. But keep this in mind, 1K, 1KK, and 1KK4K are linear. Her only tracking move from 1KK is 1KKK, which ends with a high kick, and it's -7 on block.
1P is a low punch, followed by a high (1PP), into a mid (1PP6P) or a low (1PPP). Or 1PH+P, which is a throw. Either way, you DO NOT ever have to respect 1P's follow ups, if you see Kokoro going for 1PP or 1PH+P, just hi crush her with 4P, 8K, 1P or 2P.
Her P+K is +1 on block, and is a high punch.
46PP starts high and ends with a mid punch. It's range is pretty deceptive, but linear. All of these options I listed are linear.
The nerf to her 6P+KP also did a number on her brain dead rush down. Since it no longer stuns on neutral hit. But she doesn't have nearly enough to scare Ayane from not wanting to do anything while keeping Kokoro off her, either. All of Kokoro's options to get in or "rush in" with are linear (means you can side step them).
Ayane has;
- 3P
- P4P
- 3H+K
- BT P
- BT PP
- BT PP6KK4
- BT 4P+KP (delay or free cancel the follow up to keep players in check)
- BT4H+K
- BT 6P
- BT 2K
- BT 2P
- BT 6K
- [1]P+K P (guard breaks)
- 1P+K K (whiff punishment and is safe on block at all ranges)
-- to keep Kokoro in check, to keep her out, and to whiff punish her with. All Kokoro can really do to a competent Ayane at range is punish her if she gets sloppy somewhere and whiff punish any badly place whiffs (as you would with any character in any match up).
I believe this match up is 6-4 in Ayane's favor. Both characters can dish out a lot of damage, and once Kokoro stuns you, she can mix up well for the Critical Burst or her combo throw or launch for big damage. Ayane can dish out the same damage just through stun > launch. And Ayane's 214H+P will do 99 damage on hi counter, and about 109 on hi counter with a wall.
Kokoro has been nerfed a bit in this game, and it has hurt her a bit in this match up. While Ayane has actually gotten better in this game than she was in Vanilla.
Last edited: