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    DOA5U "Prepare" - Ayane General Gameplay Discussion

    Thanks a lot Hajin lol sorry for my bad english by the way lol :D
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    DOA5U "Prepare" - Ayane General Gameplay Discussion

    Awesome job guys! I would like to discuss about the BT 6[6] roll. When I am BT and want to forward BT dash, it happens that I accidentally BT roll instead. I wish TN change the input to BT 6P+K instead of BT 6[6]. This way, there won't be any accidental roll anymore. Those accidental rolls...
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    DOA5U "Prepare" - Ayane General Gameplay Discussion

    Yo guys Just adding a few informations about back turn transitions and some moves. P4P : First of all, P4P on block is safe, as you all know -5 on block. This move can be used at mid range at the cost of whiffing the P and become -4 on block. If ever you whiff the P only to do the P4P follow...
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    DOA5U "Prepare" - Ayane General Gameplay Discussion

    Yeah and sometimes I got +7 from [1]P+K P By the way, before I go sleep, I wanna share this : When you wanna do [1]P+K P, press 1 and P+K and hold 1 then press H to cancel the 1P+K and get the [1]P+K P with the +5 on block with consistency. Guys, test something in sparring mode : Ayane versus...
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    DOA5U "Prepare" - Ayane General Gameplay Discussion

    Ok good answer lol All I knew was : P > BT 6K +0 3H+K > BT 6K +1
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    DOA5U "Prepare" - Ayane General Gameplay Discussion

    BT 6K EDIT : I mean how do you know after BT 6K you are at +0 or +1 during the fight ? How do you visually confirm that you are at +0 ? and how do you visually confirm you are at +1 ?
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    Hopeful tweaks for DOA5U Ayane

    There's a thing I want Team Ninja to do : when I side-step, I want to 1P+K to spin back but instead Ayane side-steps then turns back. I cannot freecancel that. We cannot freecancel a side-step. :( In DOA5, I could side-step then 11 to spin back.
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    DOA5U "Prepare" - Ayane General Gameplay Discussion

    Yo guys ! Is there any visual way to confirm in game that the advantage is +0 or +1 ?
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    DOA5LR Ayane Combo Discussion

    I think you misunderstood... KK > H+K hi launcher > 66KK4 > BT7K 81/100/121 DMG KK > 4P mid punch launcher > BTPP4PP7K 78/96/116 DMG KK > 4K mid kick launcher > PPPK > 77/95/114 DMG let's consider the KK as the starter. After KK, I present 3 options : high, middle punch, middle kick launchers...
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    DOA5LR Ayane Combo Discussion

    HIGH STARTER stun + launch as soon as possible on ligh weight only (Kasumi) NEUTRAL HIT KK > H+K > 66KK4 > BT7K 81/100/121 DMG KK > 4P > BTPP4PP7K 78/96/116 DMG KK > 4K > PPPK > 77/95/114 DMG (BT)P+K PP > 8KK > BTPP4PP7K 83/95/115 DMG (BT)P+K PP > 4P+K > BT6P > 8KK > BTPP4PP7K 104/122/147 DMG...
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    DOA5U "Prepare" - Ayane General Gameplay Discussion

    1P+K P (and its variation like P+K P 1 P) is -8 on block but still breaks guard with +5 advantage or +6 at max range when fully "charged" and the way she screams changes too (at least with Japanese voice). We have to delay and be more precise to get the BG effect. Can anyone give me examples...
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    DOA5LR Ayane Combo Discussion

    Hello folks ! I dunno if it was already noticed by some of you but let's go... 4P+K launches higher. Try 66KK4 > BT PP > 4P+K then *relaunch* with BT 4K !! OMG XD Just for the lol : 66KK4 > BT PP > 4P+K > BT 4K > BT 6P > 4PK for 96 dmg neutral (tested on Ayane vs Ayane)
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    DOA5LR Ayane Combo Discussion

    How to use those data ? Let's say I want a hi combo starter. I choose (BT)P+K PP +20. Now I know all the possible follow up by looking at my list. I look at all the move under 18 frames (20-2=18). The possible follow up are (remove form the list the BT ones) : H P 10 L 2P 12 H K 12 MP 6P...
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    DOA5LR Ayane Combo Discussion

    I also listed all her moves from the fastest move to the slowest (the starters only) and I regrouped all the Back Turn stance moves in the end for commodity. first the heigh of the strike, (its stance if Back Turn), its frame. H for high, MK for Middle Punch, MK for Middle Kick and L for Low...
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    DOA5LR Ayane Combo Discussion

    These numbers take in account the "fastest stagger escape" and mostly only viable starters are listed but it is discutable... LNC is for launcher, SDS for Sit Down Stun SS for Side Step HIGH STARTERS NEUTRAL HIT KK +19 (BT)P+K PP +20 BT H+K +34 8K [LNC] 8KK [LNC] 236 H+K [BG] +23 COUNTER...
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    DOA5U The Butterfly Kunoichi - DOA5U Ayane Breakdown

    Ok I will do that later though, it's late here and I need to check the damage for counter hit and hi counter hit but I'll post the data I have about her staters in the Combo Thread.
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    DOA5U The Butterfly Kunoichi - DOA5U Ayane Breakdown

    Ok I see. I'm just curious lol. Recently I tried to developped this After a stun, I have 4 options to extend the stun : high hit, Mid Punch, Mid Kick, low hit. This way, my opponent cannot always guess right and counter ith success. For example after a hit confirmed KK in neutral ...
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    DOA5U The Butterfly Kunoichi - DOA5U Ayane Breakdown

    Does Ayane have untechables ? Not force tech but untechables
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    DOA5LR Ayane Combo Discussion

    OK I see, I go back to my old play style stun+launch lol [...] > PP > 6P+K CB [...] > BT P > 6P+K CB [...] > BT PP > 6P+K CB P+K P 1P > 6P+K CB (CB after a Yoizuki-Gen-Un) [...] > BT 4H+K > 6P+K CB <----forgot this one XD [...] > P > BT 4H+K CB [...] > PK > BT 4H+K CB [...] > BT H+K > 4H+K...
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    DOA5LR Ayane Combo Discussion

    Ok thank you for the reply. I'm working on Critical Burst and I always turn on Slow Escape on fastest mode and there is a probleme : 6P+K can only come after a jab P/PP or BTP/BTPP and for 4H+K it is the same except that 4H+K can come after PK or BTH+K with Fastest Slow Escape. [...] >...
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