DOA5U "Prepare" - Ayane General Gameplay Discussion

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Force_of_Nature

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I noticed in the new gameplay video showing off Ayane and Hitomi's new outfits & hairstyles, Ayane's BTPP6P~K grants a small relaunch now instead of the usual twirl? I made a quick gif of it as well, so, I don't know if this is good or unnecessary, I'm hoping it's good since the relaunch could mean extra juggle damage. e3e..
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It's probably nothing special but if the re-launch after BTPP6P allows FT PP juggles to connect than this can be pretty crazy for wall carries lol. I'll check how BTPP6P~K is for Ayane in 5U currently when I get home.

On a different note I love Ayane's new outfit but the tail has to go. Doesn't really fit with the rest of the outfit IMO.
 

iHajinShinobi

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I like the tail, so it has to stay. :cool:

As for that refloat, it looks a lot like the refloat she had back in 2U/3 (same for 4P/BT4P), which allowed an additional juggle, furthermore, that means that refloat is going to increase my juggle > oki game significantly. Ayane's BTPP4P does not relaunch that high in 5U, so that refloat is going to be new.

I welcome that.
 

Force_of_Nature

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Been messing around a bit with wall setups and was wondering what wall-splat moves does Ayane have off of lows? I see 1PK or BT 1PK though the high kick seems too reactable unless you can stun the opponent enough to "panic" into making a quick decision (since 3K, 6PK, or H+K for example can wall-splat very suddenly).

Also, I have seen the light, 5K is a godly mid-range poke. i12 for 27 damage with a 1.70M reach plus tracking. The fact that it leaves her BT'ed allows me to flee after throwing it out or getting blocked. Or I could always delay into KK of course.
 

iHajinShinobi

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BT3KKK is a good low since the second low sweep into mid kick/knockdown is a natural combo. The mid kick will wall splat. And as you said, 1PK/BT1PK are also good since 1P actually offers a good 50/50 mix up from follow ups after 1P.

Not to mention 1P is +16 advantage in threshold and counter hit by itself, that offers solid high/mid/low free cancel mix ups, with BT6P launching/wall splating.
 

LunaKage

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Force man, how you gonna be at your level and not know about how godlike 5K is? lol

5K wins me matches against people I shouldn't be able to beat.
 

Force_of_Nature

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BT3KKK is a good low since the second low sweep into mid kick/knockdown is a natural combo. The mid kick will wall splat. And as you said, 1PK/BT1PK are also good since 1P actually offers a good 50/50 mix up from follow ups after 1P.

Not to mention 1P is +16 advantage in threshold and counter hit by itself, that offers solid high/mid/low free cancel mix ups, with BT6P launching/wall splating.

I actually use BT 3KKK very often if the opponent can't hold the second low on reaction because of the last two hits being a NC, though that requires me to be in BT stance or to initiate the forward twirl stance off of something like 6P3. 1PK or BT 1PK initiate the wall splat quicker. I also like how BT 3KKK allows for a 66KK4~7K juggle off of a slight angled wall hit. So BT 3KKK from BT & 1PK from FT then, thanks! :cool: And of course, 1P~BT 6P is also godlike for wall-splatting! As you can guess, I love wall-splat damage lol.

@LunaKage I use KK often due to the good damage, decent range and great stun-launch setup it induces. I haven't really been using 5K as a ranged poke, since I usually use 3P, 3KK, 33P, 6P~, 3H+K (and some others) as my ranged pokes. 5K will now be my ranged high poke. I've gotten good mileage out of my keepout game without 5K, so adding it will make it even that much more potent.
 

iHajinShinobi

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5K is probably Ayane's best range poke when it comes to keepout, because when placed well, it stuff tons of high/mid strike approaches from majority of the cast.
 

iHajinShinobi

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So, I've been hopping back n' forth between DOA5+ and DOA5U to make a comparison analysis of Ayane between both games. I might make a thread and post my notes about it later on.
 

UncleKitchener

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:(

Ayane's BTPP6P relaunch was LOLz in DOA3, especially on downslopes.

Lol all the way down the slope. She had a couple of touch of death combos in that game. Can't remember the exact notations. This might end up being the case with some combos on the rooftop a day the forest (again).
 

iHajinShinobi

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I don't think TN is dumb enough to allow that. I say that because they actually have done a good job ensuring the game is balanced. I feel like BTPP6P's relaunch won't allow a lot as it did before in older games. Just a simple relaunch for more damage.
 

UncleKitchener

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Not saying there will be touch of death combos or insane corner to corner carries, but there might a possibility of two or maybe three loops in slopes unless gravity affects it so much that options end up being more limited, like BT p+kp7k.

Individual moves and strings can be altered that way, but nothing is obvious right now.
 

iHajinShinobi

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That might be a possibility, but again I think it's something TN will be more careful about in the new game.
 

iHajinShinobi

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I finally understand what Ayane's KK2K is specified for, finally figured this string out. KK2K is usually (or rather has always been) looked at as some mashy string with no real use because of a slow low follow up. In the eyes of most (and I was one of them until now), this does seem extremely useless and even gimmicky. It is not, however. Infact, it's almost amazing how potent Ayane's KK2K really is, and after further testing last night and tested multiple set ups in matches earlier today, I can confirm that KK2K is indeed very potent.

And here's why; KK2K's purpose is for mixing up in the critical stun threshold.

K as we already know, is a very potent multi-purpose tool. It's an i12 frame tracking high with 27 damage, great range allows it to be used as both a keep out tool and a way to carefully poke while moving forward. It's also +2 on neutral hit and +25 in threshold and counter hit.

KK is strong for threshold mix up and even as a starter for threshold. KK's critical stun is so good that it leaves Ayane with +27, and +18 advantage even at fastest stagger escape, so it causes a must-hold situation because you cannot block follow ups of i10 to i16 frames at all.

Now add the 2K low follow up into this, and what you have now is a stun launch+tracking low guard break mix up in threshold. The delay window into KKK and KK2K is so huge, that you can literally mix up off delaying the 2K low with high/mid launches and high/mid strikes the same way, visually. You can delay KK2K up to 64 frames, but you want between 44 and 60 frames, ideally. 44 is without delaying into the 2K low.

Not only does this work with just normal KK threshold mix ups, this is even more deadly with the 64H+P throw mix ups and even the 64H hold mix ups. No one is used to seeing the 2K low this way, or at all (let's be honest). Another great thing about KK2K is that against players that have no intention guessing the must-hold situation, wait the stun out and mash, the 2K low will counter hit them regardless if they try. Not even an i9 frame jab can counter hit this. So KK2K does not lose to mashing and you don't lose any pressure.

If the 2K low is blocked, you're at +19 and you get a guaranteed BT6P for launch (BT6P > 6K2K) into okizeme. You also have 3 distance safe tracking moves while in BT stance, 1) BT K -12 (it is -13 but if blocked at a distance, it's -12 and cannot be thrown at all), 2) BT6K for +1 at range (requires a microdash in BT stance), 3) and BT2K at -11 (requires a tiny microdash in BT stance so BT2K can hit or be blocked, distance safe). Free canceling after the 2K low and doing 3H+K also works wonders here.

If the 2K low hits, then you get okizeme. You're at +27 if they decide to tech up, if they don't tech up immediately then you have 1P/1P2K, BT2P and BT2K to force them up.

There is tons of mix up potential here, all of this applies to the 1H+K low as well. I love this string now.
 
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iHajinShinobi

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Something I've not brought up before (heading to bed), Ayane's Powerblow is 100% guaranteed after low hold against low punches on stages with ceilings. Even at fastest stagger escape.

155 damage on hi counter (165 on wall slam), 185 total if knocked through the door on Temple of the Dragon.

And obviously, you can use the Power Blow with the 46H advance mid kick hold as well on ceiling stages.
 

Aerospark

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