Some things I've found and have been utilizing recently;
3H+K > Free cancel 66 3PK - 42 damage on Normal Hit, has a hard knockdown (techable). This is immediate access into the ground game and oki pressure. If players don't tech up after 3PK, you can do 2H+K for a hefty +18 force tech and maintain offensive pressure and momentum. If they tech up after 3PK, you're still at advantage regardless and can continue offensive pressure and momentum.
As a matter fact, you can do another 3H+K here to loop this, or go for more damage if you choose to. The 3H+K will counter hit any strike attempt from the defender. If it's blocked, then you can do the usual BT8P to back away anyway. So you're not at a loss here. Keep in mind that this can be used in Critical Stun Threshold as well to rack up some more damage higher than the original 42.
BT2P > 66KK4 - BT2P is +17 on counter hit and in threshold, and it is +11 at fastest stagger escape. BT2P followed by 66KK4 will reset the threshold to Critical Level 1 (this is fucking sexy). This is very good for several reasons because you already have a plethora of strikes to continue threshold mix up and throw mix ups after BT2P as it is;
- Neutral P, 6P, 6P3, 3K, 3P, Neutral K, 4P, 6K, and throws. Launchers work here as well, depending on how the defender decides on their response (holds).
All of these forces the defender to guess because even if they stagger escape to be at +11, Ayane is still at advantage and they they cannot press a button. If they do, any of those will counter hit them for free. And they get thrown if they block. Couple all of this with 66KK4, and you have yourself some very solid, and very scary pressure.
This means that 66KK4 will not be crouched on reaction often because it is not something the defender will be looking for. And hardly the only thing they have to worry about. This works the same way with 4K as well and will land that sitdown stun. Only downside is that 4K is unsafe on block. Also, not everyone will stagger escape, some (actually most) players will hold somewhere, or try to hold out of stun. This solves all three situations.
Do keep in mind that you can get this kind of mix up and pressure going as soon as you get Critical Stun Threshold or a counter hit.
P+K, BTP+K, BTPP4P - +14 on counter hit and in threshold, +9 at fastest stagger escape. Before I continue, I'd like to note that P+KP, BTP+KP, and BTPP4PP are all 2 in 1s (natural combos) on hit. While P+KPP, BTP+KPP and BTPP4PPP are +30 on hit. P+K, BTP+K and BTPP4P are also +0 on Normal Hit, and -4 on block (safe).
The P+K is very, VERY good in threshold. You can free cancel it on hit and jab or BT2P (goes into the pressure above) afterward to continue a threshold mix up. Or you can free cancel it and utilize the +14 as a frame trap. You can go into front turn stance and strike at +14, or remain in back turn stance and strike. 66KK4 is also possible to receive a +1 afterward, or the BT6K to be at +0 (that sitdown stun also says hello if you press buttons). You can use throws here as well, of course. You will be counter hit by highs if you use anything slower than i16 frames however, so 3H+K will not work with it.
I have other things, and will reveal at a later date. Refining things.