Let's talk about how Ayane's damage works. Ayane is
one of the few characters in this game and series with very solid mix up for stun > launch to get solid damage.
HOWEVER, because she's so heavily based on the 50/50s, this allows her to become
very unpredictable, which actually allows her to play a solid stun game if she chooses to do so. Yes, going for stun > launch is always very consistent for Ayane. But that does not mean it is the only way she is (or is obligated) getting her damage.
You are either setting up for normal hit launches, counter hits, stun > launch, tick throws, stun > throw, or stun threshold into anything. Ayane is capable and allowed to do any of these things if she wants to. Attacking one specific way with her all the time is not how you play the character, and it is not how you play DOA. No one here better not say that all they opt for is just stun > launch for damage because I've seen all of you play and it is far from the truth. That includes myself, everyone applies their mix up in their game one way or another.
Now, let's talk about BT6K and how good it is within' the critical stun threshold. Firstly, I'm going to start with a short reply to the following information I've quoted.
BT6K, on bound hit status, leaves Ayane facing forward, so 66 BTPP4PP7K doesn't work.
Yes, BT6K does indeed leave Ayane facing forward, and 66 BTPP4PP7K still connects after the bound near the wall. Because doing 8P to put Ayane back turn allows her to make the hit confirm. I did this last night several times while also putting together other viable and practical combo set ups I'm implementing into my combo video I'll be working on soon.
Now in general:
About BT6K. Yes, the sitdown BT6K has in Critical stun is preferrably better than it's bound hit, obviously.
HOWEVER, the bound hit is, as I've said and stressed before, is not useless. I don't know where you're getting that 4 to 5 hits to reach level 3 critical stun from, but I'm reaching level 3 critical within' 2 to 3 hits then go for BT6K bound.
66KK4 > BT7K and 66 BTPP4PP7K both hit near the wall. If you're spending so much time doing 4 to 5 hits just to reach level 3 critical stun and using BT6K, then yeah sure, it's going to seem useless because you obviously should have been opting for another launcher. You have many more at your disposal and all of you should know what those are.
The bound has it's uses, BT6K is a 15 frame mid kick which is pretty fast for hitting within' the critical stun threshold. Yes, this along with the other mid kicks I've listed in the last post are all vunerable to the hold. But they are all of a different speed (this also applies to characters that have a higher variety good mid punch launchers or high launchers as well). Just because your character has a good varierty of said launcher of the same medium (mid punch, mid kick, high hits) does not mean the risk is always high.
UNLESS that is all they have, sure, but it is not the case here and it's just another option she has. Is it better than her usual options? No, of course not, but that does not mean it is bad or not worthwhile. If it's getting you more than 50 damage, then it is deemed as worthwhile.