DOA5U The Butterfly Kunoichi - DOA5U Ayane Breakdown

iHajinShinobi

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"This is Mugen Tenshin Hajinmon Ninjutsu. Let's Rock n Roll baby!!!"
Table of Contents

I. Overview of Ayane

II. The Pros

III. The Cons

IV. Button Legend

V. The Basics


Close Quarters Combat (CQC)

Front Turn Stance

Front Turn Strings

Back Turn Stance

Back Turn Strings

VI. Ayane's Comfort Zone - Mid Range

Range Tools

VII. Throws

Front Turn Throws

Back Turn Throws

VIII. Launchers

Normal Hit Launchers

Front Turn Launchers

Back Turn Launchers

IX. Wall Slams

Front Turn Wall Slams

Back Turn Wall Slams

X. Sitdown and Crumple Stuns

XI. Critical Burst Attacks

XII. Power Blow

XIII. Power Launcher

XIV. About 66KK4

XV. Ayane's Mix Up Game

Haijin Mix Up Options

Punch Cancel Mix Ups

Mix Ups While Front Turn

Mix Ups While Back Turn

XVI. Ayane's Integrated Movement

Haijin

Ren-Soka

Ren-Shimo-Oroshi

Furo

Fubu

The Haijin Dash



Overview of Ayane:

Ayane as a playable character is one of the most interesting and unique in the Dead or Alive series. From DOA2 to DOA4, she's gone from a simplistic n' basic character, to something more evolved in play design. She has tools and movement options that will often times make her more difficult to catch to her offensive and defensive patterns. And in DOA5, that was further incremented by solidifying her tool kit throughout DOA5, 5U and LR.

Ayane has become one of the most complete characters in the game. As she's able to do everything that is necessary within' DOA5's game design. Her offense, defense, aggressive and passive-aggressive mix ups are all unique to her. Which seperates how you will play this character compared to majority of the cast. Her damage output actually does not drop unlike some other characters depending on weight classes of her opponents. It either stays moderately average or increases the lighter the character is due to higher damaging juggles.

She is able to limit (and sometimes nullify) her opponent's options both in up close and range situations by using and influencing pressure with her Integrated Movement. As she's able to combat well up close, and amazingly at close-to-mid range and mid-range distances.

Ayane also boasts exceptionally high and amazing evasive maneuvers through her Integrated Movement, and several of her actual move cancels. These traits make it a true pain in the ass to fight her or even approach, since she has all the tools to fight both up close and mid range. And all the tools she needs to control neutral space, and to play an effective zoning game.

She is not a "spacing character", Ayane thrives off capitalizing off punishing her opponent's mistakes. She is about bait and punish, and controlling the pace of the match by forcing her opponents to commit a lot more in order to hit her. She also does this by staying unpredictable as possible. So her Integrated Movement, single strike and string cancels allow her to be the tricky and deceptive kunoichi she is meant to be. A really strong Ayane is often very difficult to read.

(However this is untrue with the Heavy Critical Burst style of play with this character, because it is just a flowchart of a few strike sequences).

She is still the high crushing and counter hit monster that she’s always been, with high damage output. She is not an aggressive rushdown style character, nor can she successfully be played this way at high level. Because you are essentially ignoring what her tools actually are, and not acknowledging this character's strengths.

Within’ the right hands, Ayane can be a terrifying threat of a character that she really is. If she’s being sloppy and misused poorly, she will just seem like a laughable one-trick pony.


The Pros

+ Has her own integrated movement and is very evasive. Also has access to generic advance movement (korean back dash), making her spacing a lot more flexible.

+ Great CQC and range tools, and her LJT (low jab trap) is a very strong and effective tool.

+ Plenty of solid tracking moves make her very difficult to side step.

+ 4 normal hit launchers, and 2 sitdown stuns, 1 on normal hit and another in Critical stun threshold/counter hit.

+ Solid stun > launch mix up (tons of 50/50 mix ups).

+ She deals a solid amount of damage on normal hit and counter hit. 50-60 at a minimum. 65-100+ on average.

+ Excellent high crushing, whiff punishment, and neutral/counter strike punishment.

+ Able to juggle every character weight class with PP6PK and PPPK.

+ Very good/balanced neutral strike speed (i10/i13/i12). Very good at R1F (Round 1 Fight).

+ All counter holds (except for 6H) deal environmental damage.

+ Kiri Madoi 64H+P (and 64H) has strong damage opportunity and crazy strike/throw vortex potential.

+ Great range, strong space control and zoning game.

+ Solid and fair match ups against the entire cast, with only a few giving her minimal problems. And essentially one bad match up, only.


The Cons:

- Very unsafe if used incorrectly.

- Can get punished harshly if she makes mistakes.

- Very hard to master at higher levels of play.

- Depending highly on Critical Burst damage makes her really easy to read.


Button Legend:


Directional’s:


789

456

123


1 = Diagonal Down Left

2 = Down

3 = Diagonal Down Right

4 = Left

5 = Neutral

6 = Right

7 = Diagonal Up Left

8 = Up

9 = Diagonal Up Right


Button Inputs:


P = Punch

K = Kick

H = Hold (Free Cancel/Block)

P+K = Punch plus Kick

H+P = Hold plus Punch (Throw Command)

H+K = Hold plus Kick

* = Combo throw command


Example: 2K = Down and Kick


Hit Status:


NH = Neutral Hit

CH = Counter Hit

HCH = Hi Counter Hit


Tracking – A non-linear attack that cannot be side stepped. It will counter hit opponents that side step.

Example: Ayane’s 6PK – The kick in 6PK will track opponents that side step.


Non-Tracking – An attack that is linear and completely susceptible to side stepping.

Example: Ayane’s 6PP is linear so it is non-tracking.


Attack Stances:


FT = Front turned

BT = Back Turned


The Basics


This section covers general information about what’s very useful out of Ayane’s moveset. Moves that can be fully utilized will be listed, only.


Close Quarters Combat (CQC)

10/13/12


10 frame jab

13 frame mids

12 low jab

When Ayane is up close and personal, some like to think that she’s fairly limited. This is definitely not true. Ayane is fully capable of handling situations up close for as long as she needs to. She also allows herself to get back into her comfort zone, mid range, if opponents make mistakes or she finds an opening that puts her on the offensive.

Front turned Stance

P – 10 frame jab, -1 on block, +0 neutral hit, +3 on counter hit, and leaves her back turn. Safest option up close with solid mix up potential.

PP – 10 frame jab sequence that tracks and has string follow ups. -5 neutral hit and counter hit. Has some solid strings, string delay, and free cancel mix ups. Also a true block string, and a natural combo on neutral hit and counter hit.

P4P - 10 frame jab followed by a mid punch. +0 on neutral hit, +1 at tip range on hit. -5 on block, -4 at tip range on block. +23 on counter hit and stuns if the mid punch is hit confirmed, only. P4P is also a natural combo on counter hit, meaning the full string cannot be held on a hit confirm.

P4P has some amazing uses. It's great for Ayane's CQC and range game. It's great for both stun extension while in Critical stun and fishing for counter hits against button presses in CQC (this also retracks against side step attempts as well). This string alone has made Ayane's jab cancel mix ups complete. More to be explained in the Range Tools section.

2P – 12 frame low jab, +0 neutral hit, +4 on counter and -4 on block. 2P does not track. Goes hand in hand with PP and her mids. Which allows for some pressure while front turn to bait out responses from opponents.

6P – 13 frame mid punch. Has a mid punch, mid kick, and spin cancel follow ups. 6P does not track. Stuns in critical stun, counter hit and hi counter hit. It can also high crush "all jabs" at the start of their active frames as well. 6P is a dangerous mid and a force to be reckon with.

6PP – 13 frame mid punch with a mid punch follow up. 6PP stuns on hit, and launches in stun. 6PP tracks, but it is unsafe on block. Be careful when using this one.

6PK – 13 frame mid punch with a mid kick follow up. 6PK knocks down on all hit status. The mid kick in 6PK has tracking so it is not susceptible to side step. 6PK is -7 on block so it is not throw punishable by 7 frame throws. Only 5 frame throws, which are breakable. And 6 frame throws (Grapplers).

6P3 – 13 frame mid punch with a spin cancel. Spin cancel leaves Ayane in crouch status which means she ducks under all high attacks. 6P3 also leads into her 3P, 3KKK, and 3KK2K from her forward spin. You may also do 6P34 to leave Ayane back turned, which allows for some mix up when she’s on the offensive. 6P itself now has a strong mix up because of 6PK and 6P3. You have the option of delaying or finishing 6PK, or safely cancelling 6P into 6P3.

6K – 13 frame mid kick with a high kick and low sweep follow ups. 6K and it’s follow ups do not track. 6K stuns on all hit status. 6K has high/low string enders, which is not a mix up at all. So I would not advise using 6KK. Only 6K and 6K2K, and 6K2K stuns on all hit status. However, 6K2K is fairly easy to read because a low hold eliminates 6KK completely and it will catch 6K2K. You can definitely mix in 6K with your 6P attempts. But do not rely on it heavily as an opening move. And be sure to use 6K2K sparingly, it’s a semi decent string but nothing great at all.

K – 12 frame high kick. Stuns on counter hit and hi counter hit. KK is a fairly good string to combat punch parries, sabakis, and special punch holds like Hayabusa’s Izuna holds. Both K and KK track. Also stuns on all hit status and the stun itself is difficult to stagger escape. K3 also allows Ayane to cancel into a single roll, which makes a BT6H+P and BT6H+K viable for a 50/50 mix up in critical stun threshold. I'd advise not to roll cancel on blocking opponent because it is easy to get counter hit on reaction.

8K – 14 frame high kick. 8K is a normal hit launcher. 8K does not track. This is one of Ayane’s high crushes while front turned. 8KK becomes much better while high crushing with 8K if you’ve trained opponents to mash out highs or if opponents have a general tendency to mash out high strings.

4P – 15 frame mid punch with a high kick and low sweep follow ups. 4p itself tracks, as well as the high kick and low sweep follow ups. 4P launches in stun, counter hit and hi counter hit. BT 4P stuns on normal hit and launches in stun, counter hit and hi counter hit. This is Ayane’s infamous mid punch with a fairly high priority in high crushing. Always leads into very good damage if it crushes something. Both 4P and BT 4P are 15 frames, however BT 4P actually is a lift stun on neutral hit.

1P – 15 frame low punch with a high kick and low sweep follow ups. -2 on neutral hit. 1P tracks, as well as it’s follow ups. 1P stuns in critical stun, counter hit and hi counter hit. It also crushes highs, and quite well at that. 1P is a fantastic tracking low to use often as a way to rack up damage up close in neutral. Taking a small 18 damage often per hit will add pressure onto the opponent, they will have to start being more active instead of sitting there on block.

Front Turned Strings


PPKK

PP6PP

PP6PK

PP6P3

PP6K2K

PKK – Starts with a 10 frame jab, followed by a high helicopter kick and ends with a mid kick. PK tracks, as well as BT H+K. PKK can be implemented into string pressure since it is pretty difficult to tell whether Ayane will free cancel into just PK or finish PKK. But that also means that she has to commit to the free cancel or finish the string, which in turn lessens your chance to further any mix up if PKK is being overused as a block string.


Especially since PK and PKK are unsafe on block. PK also serves well for extending stuns, and opponents cannot hold out of PK on hit. PK is also very difficult to stagger out of, so if PK does hit opponents, they will have to deal with a launcher/throw mix up. Which is a solid 50/50 mix up. Same applies to BT H+K.


These strings are all you need in string variation while Ayane is Front turned. The information about KK, 6P and 6K all apply to these strings as well.


NOTE: I do not have PPPK listed for string variation because it is not nearly as viable as a means of pressure or a block string as the above. Once you reach PPP, you either have to finish the string or cancel into PPP4. PPP4 is -7 on block, there is nothing advantageous from there, nor is there anything that masks PPP4 like PK does with PKK. You will either be grabbed by a 5 or 6 frame throw, or out poked simply because you put yourself in such a disadvantageous situation. And finishing PPPK is definitely not something you want to do either unless you are doing an air juggle.


Back Turned Stance


BT P – 10 frame jab while back turned, -7 on block. Leaves Ayane front turned. Realistically, Ayane will never get throw punished out of this. Anyone attempting to do so deserves to be hi counter hit.


BT PP – Starts at 10 frames with PP being 8 frames, also -7 on block but does not track, so keep that in mind. Leaves Ayane front turned. BT PP alone is the start of Ayane’s mix up potential while she has her back turned.


BT 2P – 13 frame low jab while back turned, -2 on hit and -10 on block so it is low throw punishable if blocked. Be aware of that. Leaves Ayane front turned. BT 2P does not track, but it stuns on Critical stun, counter and hi counter hit. It can be mixed up well with P cancel mix ups. It also serves well as a short range poke. Often times when 2P and BT 2P connects on counter hit and hi counter hit, opponents freeze up. Allowing Ayane to go on the offensive.


BT 4P – 15 frame mid punch with a high kick and low sweep follow ups. Leaves Ayane back turned. BT 4P itself tracks, as well as both the high kick and low sweep follow ups. Stuns on normal hit. Launches in Critical stun, counter and hi counter hit.


BT 6P – 13 frame mid punch while back turned. -15 on block and does not track. Leaves Ayane front turned. Stuns on normal hit. Launches on Critical stun, counter and hi counter hit. Has both some high and mid crush ability. It also serves as a fast short range poke.


BT 6K – 15 mid kick while back turned. +0 on block and +1 on block at it’s max range. Leaves Ayane front turned. BT 6K tracks. Also gives slight push back on block. Knocks back on normal hit, and knocks opponents into a sitdown stun on Critical hit, counter and hi counter hit. It also serves well as a short range poke and keep out tool. Lovely frame trap.


BT 2K – 18 frame low sweep that tracks while back turned, -12 on block. Leaves Ayane front turned. BT 2K is a very good range poke and is range safe. Slightly knocks back on all hit status when at a distance. Stuns on all hit status when up close.


BT P+K – 11 frame high that tracks and crushes mids that are slower or are of the same frame. -5 on block. The follow ups I would highly recommend when using P+K would be; P+KP, P+KPP, P+KP11 and P+KP3. The delays and spin cancels are very good and they allow for some shenanigans at times. P+KP in itself is a fairly decent block string.


BT 1P – 13 frame low punch that tracks. Has a high kick and low sweep follow ups, both track. Stuns on Critical hit, counter and hi counter hit. Also crushes highs.


Back Turned Strings


BT PPPP – Starts at 10 frames, and ends at 17 frames with the final punch. This string and it's short variation no longer guard breaks. It is now -8 on block. Consists of two high punches and two mid punches, it also has no tracking. The string no longer has it's unholdable properties on block either, so it is holdable at any instance now. This string has lost it's block string pressure capability, however, because it still has such a lengthy string delay, that alone still makes it viable for pressure. The third punch also stuns on hit confirm, while the final hit is a gut stun. Which cannot be stagger escaped.


BT 4P+KP - 14 frame mid punch followed by an additional mid punch. First punch is +18 on hit, stuns on all hit status. Second hit is +42 on hit, gut stun on all hit status, which cannot be stagger escaped. First punch is -14 on block, second is -8 on block. This is the short variation of Ayane's BT PPPP string.


BT PP6KK4 – Starts high and ends with a high kick. Leaves Ayane with her back turned. +1 on block, which puts her in a very good position to further her pressure. Be aware that BT PP6KK4 cannot be crouched if BT PP6K is blocked. This does not apply to 66KK4, however, which can be crouched if 66K is blocked. Also, take note that Ayane is always getting her +1 frame advantage as long as the high kick is blocked. Nothing else is needed to gain the frame advantage, just that single high kick.


BT PP2PK – Starts high and ends with a high kick. Tracks, and is a pretty decent string to mix up with the rest of Ayane’s mix up while back turned.


BT PP2P2K – Starts high and ends with a low sweep. Tracks, and is a pretty decent string to mix up with the rest of Ayane’s mix up while back turned.


BT PP6P – Starts high and has high kick and low sweep follow ups. The mid punch in BT PP6P tracks, as well as it’s follow ups. BT PP6P launches on Critical stun, counter and hi counter hit. Mostly intended to be used as a string launcher.


BT PPK – Consists of all highs. BT PPK high crushes just as 8K does, also launches on normal hit. Mostly intended to be used as a string launcher. This also includes BT PPKK as well for the same purpose.

BT PK - i10 frame jab into an i13 frame tracking high kick, same base damage as neutral K (5K). Leaves her in back turn stance. Also the same string as PPKKK/PPKK2K. What's notable about this string compared to it's front turn stance variation, is that it is a natural combo on counter hit.


Ayane’s Comfort Zone – Mid Range


Now this is where Ayane definitely shines. She has a very threatening series of range pokes and keep out tools that will make it difficult for anyone to deal with her when applied correctly. If opponents make any kind of mistake whether it’s been blocked (mainly 3H+K) or whiffed, Ayane will surely make you pay for it. Getting sloppy is one of the worst things to do against her, as she will tear you apart if you ever take her lightly.


Range Tools


K - 12 frame high kick with more hit priority than her BT6P. K has very solid range to it, tracks, and it serves as both a great keep out tool, and a range poke. The same is said about BT PK as well, which gives Ayane access to her front turned PPKK string. BT PK also tracks. Without a doubt, neutral K is one of Ayane's best ranged pokes.


2P - 12 frame low jab with enough range to make it sufficient being a fast range low poke and keep out tool. Incredibly safe, +0 on hit and +1 at tip. 2P does not track.


3P – 15 frame mid punch that has a mid punch and low sweep follow ups. 3P does not track, neither does 3PK. 3PP does track, however. Both follow ups are highly delay able, making it difficult to determine whether Ayane will finish the string or free cancel. Stuns in Critical hit, counter and hi counter hit. This is Ayane’s Bread n Butter range poke.


P4P - 10 frame jab followed by a mid punch. +0 on neutral hit, +1 at tip range on hit. -5 on block, -4 at tip range on block. +23 on counter hit and stuns if the mid punch is hit confirmed, only. P4P is amazing as both a range poke and a keep out tool. P4P's delay is unseeable, making it perfect to counter hit button presses both in CQC in Mid Range. P4P can actually be punished by strikes that have efficient range and speed on block at -5, so be careful.


3H+K – 19 frame mid kick that tracks. -3 on block, and causes a bound hit on all hit status. Which allows for guaranteed damage. 3H+K has superior range with great reward in comparison to the rest of her range tools in her arsenal. If it’s blocked, Ayane is still in a very good position because that is when pressure can begin. And 3H+K > BT 8P is a mighty fine option after 3H+K is blocked for whiff punishment.


H+K – 16 frame high kick that tracks. -11 on block, but it is a fairly good tool for counter hitting oncoming approaches of mids and some highs. Launches in critical stun, counter and hi counter hit.


BT 6K - 15 mid kick while back turned. +0 on block and +1 on block at it’s max range. Leaves Ayane front turned. BT 6K tracks. Also gives slight push back on block. Knocks back on normal hit, and knocks opponents into a sitdown stun in Critical stun, counter and hi counter hit. It also serves well as a short range poke and keep out tool.


BT 6P - 13 frame mid punch while back turned. -15 on block and does not track. Leaves Ayane front turned. Stuns on normal hit. Launches in Critical stun, counter and hi counter hit. Has both some high and mid crush ability. It also serves as fast whiff punishment.


BT 4P - 15 frame mid punch with a high kick and low sweep follow ups. Leaves Ayane back turned. BT 4P itself tracks, as well as both the high kick and low sweep follow ups. Stuns on normal hit. Launches in Critical stun, counter and hi counter hit. It’s range allows for it to act as a high crush even at mid range.


BT 2K – 18 frame low sweep that tracks while back turned, -12 on block. Leaves Ayane front turned. BT 2K is a very good range poke and keep out tool. It is also range safe. Slightly knocks back on all hit status when at a distance. And stuns on all hit status when up close.


BT 4K – 18 frame mid kick, launches on all hit status. BT 4K does not track. This is one of Ayane’s normal hit launchers while back turned. Leaves her back turned. It is intended to be used as a launcher and for whiff punishment.


BT 4H+K – 20 frame mid kick, -8 on block but has exceptional push back on block. Keeping it distance safe and out of harm’s way for throw punishment. Leaves Ayane front turned. The range on BT 4H+K is almost equivalent to that of 3H+K, but does not give the same reward. But it is still a great range poke and keep out tool. Puts opponents in a gut stun on all hit status. Gut stuns cannot be staggered escaped, only held out of. This is Ayane’s Critical Burst while back turned.


BT 2P - 13 frame low jab while back turned, -2 on hit and -10 on block so it is low throw punishable if blocked. Be aware of that. Leaves Ayane front turned. BT 2P does not track, but it stuns in Critical stun, counter and hi counter hit. It can be mixed up well with P cancel mix ups. It also serves well as a short range poke. Often times when 2P and BT 2P connects on counter hit and hi counter hit, opponents freeze up. Allowing Ayane to go on the offensive.


1P+K P – A mid punch option from her Ren Soka spin, -8 on block and no longer guard. However, if 1P+K is held longer before pressing P, Ayane will do the mid punch option and it will guard break, which will also lead into +5 frame advantage. A good way to get some pressure going if it's blocked. Puts opponents into a Gut stun on all hit status. 1P+K P does not track. It also has very fast recovery so even if this whiffs a little, Ayane is not in any real danger. It is only intended to be used as whiff punishment. It will also wall slam opponents if they are close enough to a wall.

1P+K K – A fast mid kick option from her Ren Soka spin, -5 up close, -3 at mid range and -1 at tip range on block. This move is never getting thrown, ever. Not even by grapplers when this move is being used at the correct range. 1P+K K no longer tracks, but it still knocks down/back on all hit status. It will wall slam opponents if they are close enough to a wall. It is superb for whiff punishment, and even as a tool for closing distance because it is very safe on block.


BT 3KKK/2K – A series of two low kicks into a mid kick from her Ren-Shimo-Oroshi spin. The second option is a series of three low kicks, with the final kick being a true low sweep and guard breaks on block. The entire string tracks, and the mid kick option is unholdable if the second low sweep is hit confirmed. This is a pretty decent keep out tool, as it can trip up opponents who are trying to get in or it can screw their attempts at poking you at range. Just like BT 2K can. BT 3KK is usually enough for this, as the second low sweep stuns on all hit statuses. Do not overly abuse this string though, as it is very easy to hold it and any character with good low crushes will get right over this if it is anticipated.


Throws


Most of Ayane’s throws do something that is very good for her, aside from dealing damage. They toss opponents further away from her, which in turn puts her back into her Comfort Zone. So if opponents slip up in any way, they are going to be thrown pretty far and will have to work their way back into CQC all over again.


Front Turn Throws


H+P – 5 frame standing neutral throw, throw breakable (all standing neutral throws are).

6H+P – 7 frame standing throw. Intended to be used for throw punishment.

4H+P – 7 frame standing throw. Intended to be used for throw punishment.

236 H+P – 10 frame standing throw. This can be used as a regular throw option, also leaves Ayane back turned and gives the greatest amount of distance.


214 H+P – 12 frame standing throw. Ayane’s third most damaging throw while front turned, which is 82 damage on hi counter. I would advise players to opt for this against characters such as Leifang and Bayman, because they have parries while back turned, which completely negates the use of Ayane’s 64H+P throw options.


66 H+P * H+P – 10 frame standing throw and is Ayane’s combo throw. Her second strongest throw while front turned, which is 92 damage on hi counter. This can be used as a regular throw option, but I would highly advise using this when your opponent’s health is low enough for you to win the round or match.


8H+P – A jumping “high” kick that throws opponents, and looks completely identical to her 8H+K high kick. Both are crouch able, 8H+P leaves Ayane in crouch status if it whiffs. This is a good throw option to mix in every once in a while to keep it fresh, and to keep it’s probability of throwing opponents a successful one. Definitely keep it at a minimum.


2H+P – 5 frame low throw. Very good for low throw punishing unsafe lows. Launches back turned opponents into the air, which allows for an air juggle opportunity.


1H+P – 7 frame low throw. Very good for low throw punishing unsafe lows and deals about 5 more damage than 2H+P. Slams back turned opponents hard onto the ground, which deals more damage than when low throwing front turned opponents.


64 H+P – 12 frame standing throw that puts Ayane behind her opponent’s back, and leaves her at +16. This is, without a doubt, Ayane’s best throw option, as well as one of the best throw options in the game. Ayane is guaranteed 60+ damage on average, and it is her most damaging throw, which is 102 damage on hi counter. This is the one throw option you should always opt for over the others outside of regular throw punishment.


Back Turn Throws


BT H+P – 6 frame standing throw while back turned. It has very good range to it, and it can be used for throw punishment while back turned as well. This is Ayane’s infamous back turned throw.


BT 6H+P – A back turned throw with very good range and it can also be used from Ayane’s Furo roll (BT 66 ‘hold’). This throw does not track and it also lost it’s offensive hold status. So I would advise keeping this throw to a minimum unless it is being mixed up properly. Opponents can press buttons and easily hi counter hit this since it is no longer an offensive hold.


BT 2H+P – 6 frame back turned low throw with the same great range as her BT H+P, and it can be used for low throw punishment while back turned as well.


Launchers


Ayane has a large array of launchers, both while she’s front turned and back turned. All of them being viable as well.


Normal Hit Launchers


8K/8KK – 14 frame high kick that crushes highs and launches on normal hit. 8K leaves Ayane front turned, while 8KK leaves her back turned.


4P+K – 16 frame 2 in 1 mid punch that launches on normal hit. Leaves Ayane back turned.


BT 4K – 18 frame mid kick while back turned and launches on normal hit. Leaves Ayane back turned.


BT 3P – A mid punch from her Ren-Shimo-Oroshi spin that crushes highs. It also launches on normal hit. Leaves Ayane back turned.


Front Turned Launchers


8K/8KK

4P

4P+K

H+K – 16 frame high kick. Launches in critical stun, counter and hi counter hit.

3PP – 15 mid punch with a mid punch follow up. Launches in critical stun, counter and hi counter hit.


Back Turned Launchers


BT 4P

BT 4K

BT 6P

BT 3P

BT PPK

BT PPKK

BT PP6P


Wall Slams


Ayane has a variety of viable moves that will slam opponents into a wall if near one for additional juggle damage. While front turned, you can opt for PPPK or PP6PK for additional juggle damage. Personally, I go for PP6PK since that gives me enough time to re-position myself to set up opponents by the wall because I tend not let them leave it.


While back turned, you can opt for BT PP4PPP, BT PP4PP7K or BTPP6PK unless the move or string leaves Ayane facing forward. I use BT PP6PK since, just like my front turned option, it gives me enough time to set things up and stay on the offensive. The only time you should really go for the higher damage is when it’ll take the round or match. Where it matters.


Additionally, all of her wall slams can be mixed up well during Critical stun. If Ayane stuns opponents that are near a wall or object, they have one chance to guess right or they will eat 60-70+ damage.


Front Turned Wall Slams


KK – Wall slams on all hit status.

PK - Wall slams on all hit status.

3K – Wall slams in critical stun, counter and hi counter hit.

6PK – Wall slams on all hit status.

6PP – Wall slams on all hit status.

236K – Wall slams on all hit status.

3H+K – Wall slams on all hit status. Leaves Ayane back turned.

H+K – Wall slams on all hit status.

4PK – Wall slams on all hit status.

66K – Wall slams on all hit status.

66KK4 – Wall slams on all hit statuses. The second kick of 66KK4 refloats opponents, guaranteeing a BT PP4PP7K juggle. Leaves Ayane back turned.

1P+K P – Wall slams on all hit status.

1P+K K – Wall slams on all hit status.


Back Turned Wall Slams


P+KPP – Wall slams on all hit status. Leaves Ayane front turned.

BT PPPP – Wall slams on all hit status. Leaves Ayane front turned.

BT PP6K – Wall slams on all hit status.

BT PP6KK4 – Wall slams on all hit status. The second kick of BT PP6KK4 refloats opponents, guaranteeing a BT PP4PP7K juggle. Leaves Ayane back turned.

BT PP6PK – Wall slams on all hit status.

BT 6P – Wall slams on all hit status.

BT 6K – Wall slams in Critical stun, counter and hi counter hit. Leaves Ayane front turned.

BT 4K – Wall slams on all hit status.

BT 3KKK – Wall slams on all hit status.

BT H+K - Wall slams on all hit status.


Sitdown and Crumple Stuns


Ayane has two moves that put opponents into some nasty stun situations. One would be a sitdown, which is one of the best type of stuns in the game. It is difficult to stagger escape and hold out of sitdown stun so characters that can use this type of stun well will get some pretty strong damage and advantage out of them.


Another would be a crumple stun, which looks a bit similiar to a sitdown stun, but it is a bit easier to stagger out of compared to an actual sitdown stun. But even then, you are getting some solid to potentially amazing damage set ups if you put someone into a crumple stun.


4K – 16 frame mid kick that puts opponents into a crumple stun on normal and counter hit, and ground bounce launches on hi counter hit. It also ground bounce launches in Critical stun, so it is a very good stun > launch option too. Ayane’s best follow ups to 4K are; 4P, 4P+K, 4K, 3H+K (bound hit combos) and 66KK4 (potential Critical Burst/throw mixups). This is also a very good short ranged whiff punisher too.


BT 6K – 15 frame mid kick while back turned that leaves her front turned. Puts opponents into a sitdown stun in Critical stun, counter and hi counter hit. BT6K > 236K is guaranteed midscreen for quick and easy damage. I would highly recommend using BT 6K when near a wall or object so that you can take full advantage of the stun for higher damage. Because when used midscreen, Ayane has to dash in to followup with anything (except for a 236K follow up) and that alone gives opponents enough time to stagger out of BT 6K.


Critical Burst Attacks


Ayane has two Critical Burst attacks, one while front turned and while back turned. If Ayane lands a Critical Burst, her opponents are in for a world of hurt.

6P+K – 20 frame mid punch with a mid kick follow up (6P+KK).

BT 4H+K – 20 frame mid kick while back turned. It also has incredible range, allowing it to act as a range poke and keep out tool along with her other range tools.


Power Blow


Every character has one Power Blow attack that they are allowed to use “once” per round when their health reaches 50% or below. It can be used at any time after this, although it is best to use one after getting a Critical Burst. You can also mix up a Power Blow from time to time in Critical stun to because often times, opponents will not expect raw Power Blow.


You can also cancel out of a Power Blow attack as well, by pressing up or down, which in turn has your character side step out of the animation.


7P+K – This is Ayane’s Power Blow notation.


Power Launcher


Power Launchers are a new mechanic to Dead or Alive 5 Ultimate. Just like Power Blows, their actual power properties become active when a player has 50% or less health (your health bar begins flashing red). Power Launchers must be fully charged in order to get the "Power Launcher" to knock opponents sky high for combo potential.


Damage is actually much higher than the Power Blow, as Power Launchers allow the player to get creative and stylish, yet deal an insane amount of damage as well. Power Launchers "cannot" be side step cancelled out of. So you should only ever use your Power Launcher after a successful Critical Burst set up.


44P+K - This is Ayane's Power Launcher notation.


About 66KK4


This move is good, really good. However, there has been some awful misusage of this move throughout the game. Outside of the usual juggles, of course, this move is not a range poke. Any character with sufficient range moves can knock Ayane out of 66KK4 if it whiffs (a good example is Hayate’s 236P). If one is to use this for some kind of means of getting in, then you are much better off using BT PP6KK4 instead from at least a bit further than R1F distance. Because the jabs in BT PP6KK4 can counter hit something if timed properly, whereas 66KK4 won’t counter hit anything at all.


66KK4 is a pressure tool and whiff punishment, strictly. It leaves Ayane at +1 “if it’s blocked” which in return makes her already good BT options even better. BT P becomes 9 frames for example, and Ayane has a lot of options after it’s blocked to keep opponents wary about interrupting her.


- BT P

- BT PP – Free cancel, strings, and throw mix up.

- BT 8P

- BT 2P

- BT 6P

- BT H > Defensive hold

- BT P+KP11

- BT H+P

- BT8P - Allows you to back away. Solid way to see how opponents respond to the frame advantage because most players love to mash buttons after blocking 66KK4.


If 66KK4 hits, then you have already set up well for 66KK4 > launch, stance change, throws and Critical burst set ups.


Ayane’s Mix up Game


This section covers information about Ayane’s options for mix up.


Ayane has solid mix up, both at neutral and in Critical stun. A very powerful ability a character can have in Dead or Alive is being able to avoid much use of the Critical stun threshold to obtain solid damage. Ayane has very good stun to launch mix up, which is the best way to get her damage. But, because of this fact, this in turn allows her to use the stun threshold if she chooses to do so without having to fear a defensive hold so much.


What this means is that she has the ability to stay unpredictable as much as she wants because she can freely change her stances during her mix up to continue stun, throw opponents, or just launch them immediately for damage for knock down. Both her front turned and back turned stances have terrifying throw options and solid launch options. Ayane’s 64 H+P throw is a great option during mix up, and it will be a nightmare for opponents who are caught in it. As she is guaranteed "at least" 65 damage. She's getting 73 on a regular basis, and 90+ if walls or environments are involved.


Haijin Mix up Options (8P/BT 8P)


These are the best options to use when mixing up with Haijin. Only viable options will be listed.


P > BT 8P – 10 frame jab into BT 8P. This option literally puts the fight back at R1F (Round 1 Fight) distance. This is a very good way to gain space as well as bait button presses for whiff punishment. Your options after a P > BT 8P should consist of; 3P, 3H+K, 1P+K P, 1P+K K or just simply move back to avoid strings being mashed out so you can in turn, properly punish them.


P4P > BT 8P - Just like P > BT8P, this option also puts the fight back at RIF (Round 1 Fight) distance. It actually gives a bit more space than P > BT8P. All of your options from P > BT8P work here as well.


3H+K – 19 frame mid kick with exceptional range and has nothing but win-win situations. After a 3H+K is blocked, you can follow up with a BT 8P to gain some space, and this always goes unpunished. 3H+K > BT 8P > 3H+K repeat is pretty strong. If you want to attack after 3H+K instead of moving away, then your other options you have after a blocked 3H+K would be; BT P, BT PP, BT 6P, BT 6K, BT 2P and BT 2K. Speed needs to be kept into consideration here.


6P – 13 frame mid punch with it’s own mix up capability. Free cancelling a 6P into BT 8P can be a little risky “sometimes”, but given that 6P now has more mix up that is no longer the case.


P+KP1 – While front turned, this move is 13 frames, while back turned it is 11 frames (crushes mids). Doing P+KP11 > BT 8P puts the fight back at R1F (Round 1 Fight) while also having mid crush ability.


Punch Cancel Mix ups (P > BT or P > Free cancel)


These are the best options available when mixing up with Ayane’s jab.


P > BT H+P

P > BT 8P

P > BT PP

P > BT PP > Throw option

P > BT PPPP - Use sparringly

P > BT PP4P - Safe with delayable follow ups

P > BT PP6KK4

P > BT PP2P2K

P > BT 2P

P > BT 2K

P > BT 6P

P > BT 6K - Frame trap on BT6K

PH > PH repeat

PH > 2P

PH > 6K

PH > 6P

PH > Throw option


Mix up while Front Turned


These are your safer options for Ayane while mixing up or neutral poking front turned;


P

PP – String options as well.

P4P

2P

6P

6PK

6PP

6P3

6K

6K2K – Keep to a minimum


Mix ups while Back Turned


These are your safer options for Ayane’s 50/50 mix up while back turned;

BT PP

BT PP > Throw option

BT PPPP - Use sparringly

BTPP4P - Safe with delayable follow ups

BT PP6KK4

BT PP2P2K

BT 4P+KP - Use sparringly

Explanation: One of Ayane’s strongest abilities is having very long string delays. The delay of PP and BT PP into anything will force opponents to guess whether she decides to opt for a string or free cancel into something else. This becomes a real threat because opponents have to guess whether Ayane is free cancelling or delaying anything.

Literally, waiting 1 second after doing PP or BTPP on block is a solid free cancel/delay mix up for this character. Because it gives you the ability to keep your string or free cancel follow ups fresh. There is no telling whether Ayane will do PPK or PP free cancel P or PP throw, for example, if you wait 1 second after a PP.

And you'll also counter hit button presses by string delay if players try to disrespect you, thinking you'll throw them or just free cancel. Force opponents to respect your options.


Ayane’s Integrated Movement


Ayane has two fight stances. She can fight while facing forward and while her back is turned. She has a pretty nice array of attacks that allow her to easily transition between front turned and back turned stances;


- P

- K

- 6P

- 4P

- 1P

- PK

- PPK

- PP6P

- 3KK

- 3H+K


Notice that I’ve only listed her best attack options instead of everything that transitions into back turned stance. These are what you want to be making use out of. Her jab (P) is the best and safest option amongst the moves that allow her to transition from stance to stance while up close. And 3H+K being the best and safest option while at mid range.


She can also transition from front turned to back turned without attacking through various movement.


Haijin


8P – Moves you forward, leaves Ayane back turned.

BT8P – Moves you back, leaves Ayane front turned.


Ren-Soka


1P+K – Short backwards spin, leaves Ayane back turned. Avoids all highs and counter hit status. Also has attack follow ups (1P+K P/1P+K K). Pressing 1P+K makes Ayane perform a short back spin, while holding 1P+K extends the length of her back spin.


Ren-Shimo-Oroshi


BT3 – Short back turned spin, leaves Ayane front turned. Avoids all highs and counter hit status. Also has attack follow ups (BT3P/BT3KKK/BT3KK2K).


Furo


BT66 – Ayane performs a back dash moving forward, also keeps her back turned. You can also perform a roll from this by pressing and holding BT66. One to two rolls can be performed depending on how long you hold BT66.


Fubu


7P – Ayane performs a back flip that leaves a decent amount of space between her and the opponent. Leaves Ayane back turned. Great for spacing, footsies and her ground game.


NOTE: Avoid using Fubu on opponents who are wall crumpled. You should only use Fubu against opponents that are laid on the ground. The reason being is that opponents who are wall crumpled can get right back into Ayane's face, and take advantage of her while she's still recovering from the flip. Attacks such as Hitomi or Hayate's 3H+K or Hayabusa's 66K can easily knock Ayane out of Fubu, so be careful.


The Haijin Dash


A more uniquely and creative movement technique founded by Xdest. This technique allows Ayane to transition from front turned and back turned stances, while moving forward at range. The purpose of this technique is to simply apply creative (and intimidating) movement while also opening up more options for yourself through various moves between stances. It can also make opponents more wary about running straight in at you because they have to keep in mind that you have solid keep out and punishment tools if they make a mistake.


The input command for the Haijin Dash is; 8PH repeat. So, input 8P to perform Haijin, then press and hold the Hold button. Then do 8P again, then press and hold the Hold button again. Rinse and repeat. You can also mix in 8P > BT8P when you get the hang of things; to further your technique. Allowing you dance around between front and back turned stances, and perform fake outs. Bait moves at range for punishment or whiff punishment. Adds more flare to your overall movement.


As I previously stated before, this technique also allows Ayane more options in attacks. High crushes and range moves are all viable here with proper placement.

- 3P

- 3H+K

- BT P/BT PP

- BT 6P

- BT 6K

- BT 4K

- BT 2K

- 2P

- BT 2P

- BT H+P

- BT 6H+P


--are all possibilities with the correct range. Also, Ayane can still quickly turn around to block if needed by pressing H, 8H, or 2H. It is also very possible to counter hold after the Ayane Dash if you anticipate your opponent will try to hit you while you’re moving in, or just decide to knock you out of back turned stance.


All of Ayane's integrated movement can be used in a matter of different ways. They can be used for spacing, general movement, and baiting button presses for punishment and whiff punishment. Making yourself aware of her options and practicing these options will take time to apply them. By effectively applying her options, you know when it is the right time to make a move and that you keep a close eye out the amount of space between the opponent and yourself.


Every option has it’s strength if the amount of space is placed well enough. Misplacing things like 3H+K up close is just asking to be counter hit, unless you are punishing something that whiffed up close. Get a feel for these tools, and learn to use them. Ayane’s integrated movement is one of her greatest strengths.

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Bounty Hunta87

New Member
I can't thank you enough! Reading this I realized a lot of my mistakes. I'm always trying to get better and this guide will definitely help me. Now it's time for some serious traning. Thank you again this guide was a real eye opener for me.
 

iHajinShinobi

Well-Known Member
Standard Donor
You're welcome, I hope you'll be able to get everything you can out of it. You are more than welcome to review this information as you please.

If you have any questions, feel free to ask me as well.
 

iHajinShinobi

Well-Known Member
Standard Donor
Thanks bro, I'm looking forward to your Tina guide as well. That shall make it easier for me to break her down I study her some more, lol.
 
iHajin Shinobi :

@ 66KK4 : the last kick can be hold or ducked. If it is hold, the opponent will only step the kick. I'm at -27 if opponent duck. AWWWW lol and -20 if opponent holds AWWWW lol

BUT

@ BTPP6KK4 : the last kick cannot be ducked or hold because of the blockstun. I'm almost sure. I tried this many times. Try it man. 66KK4 and BTPP6KK4 are not exactly the same. +1 ! =)
 

iHajinShinobi

Well-Known Member
Standard Donor
Yes, I am fully aware of the difference between 66KK4 and BTPP6KK4. But both of them are definitely +1 if blocked. You're not really telling me anything I'm not already aware of.
 

Bounty Hunta87

New Member
Well my game has improved very much thx, I'm just having a bit of trouble aproaching when the rival is at long range, and I need to work more on my pokes
 

iHajinShinobi

Well-Known Member
Standard Donor
When your opponent is turtling against Ayane, you are not in a terrible position. You can do the same thing as well or just inch your way in. Honestly, turtling against Ayane does not do that much because as the Ayane player, you are not obligated to move in at all. If someone tries to force you out of the comfort zone, do not fall prey to it. Just use the same strategy against them until they decide to make a move.

Now, if they have the life lead and turtle against you, you do need to move in since the timer is ticking. But, do not get impatient. Stay patient and inch your way in enough for mid-range poking or to bait them out. A simple run up and block does wonders, so does run up then 7P flip, run up and use generic back and forth movement, or run up and 11 movement. Opponents will eventually press buttons, and once you get the response(s) you want, then you can start to shake things in your favor.
 

-Nai-

Member
hi my name is hajin shinobi...and i feed animals...good guide though...
«goes back to working on alpha trollin and learning outher characters»
 
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