DOA5LR Ayane Combo Discussion

iHajinShinobi

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Welcome, fellow Hajin Mon brethren. Let us come together and further hone our skills in Ninjutsu and Taijutsu Arts for combat against our foes.

This will be our Combo Discussion thread. All viable combos will be included in the combo list. In other words, anything involving Normal Hit Launchers (8K, BT4K, 4P+K, and BT3P), Counter Hits, High Counter Hits, Counter Holds and her 64H+P throw. But let's try to focus only on viable combos for our Killer Kunoichi.

I will update this post with a list of combos, and keep it updated when more combos are found over time.

Combo list will be divided into sections of different attack setups, from basic combos, to optimal combos, force techs, and possibly "viable" critical burst combos and power launcher combos. A section for attacks that launch on counter and hi counter will be added as well. The list will continue to grow over time.

I've gone ahead and updated the OP of this thread for DOA5LR. If anyone wants combos for DOA5 Vanilla, I have the original list archived and is available as a download at the bottom of the OP as a .txt file.

The OP now consists of a section for Power Launcher Combos and a section for 3H+K's bound combos. Power Launcher section is underneath Critical Burst, the very bottom of the OP. 3H+K bound section is right above the Sitdown stun into Launch section.

Both sections will need to be updated and filled with combos, so let's get to work on those. I'll be adding my own viable content there once I get the game.

Legend

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

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

Example: 2K = Down and Kick

NH = Normal Hit
CH = Counter Hit
HCH = Hi Counter HIt
Optimal = The best choice due to being completely guaranteed on all weight classes and any ground terrain.
Starter = The attack that is used as the attack launch, which is followed by a juggle. Unless specified otherwise.

Example: Starter 4P on Hi counter
4P > BTPP4PP7K

4P being the launch attack, and BTPP4PP7K being the followup juggle.

Weight Classes;

Feather
:alpha152:
Super Light
:eliot: :hitomi: :kokoro: :mila::momiji: :sarah:

Light
:ayane: :kasumi::marierose::phase4:

Welter
:leifang: :pai:

Middle
:akira: :bradwong: :christie::ein: :hayate: :jacky::hayabusa: :jannlee: :lisa::nyotengu: :rig: :tina: :zack:

Cruiser
:helena:

Heavy
:genfu:

Super Heavy
:bass: :bayman::leon::rachel:
NOTE: I am going cram Super Light weight and Light weight for Ayane's juggle height. As being a Super Light or Light makes no difference to her combo potential. So, anything that includes Light weight, will include Super Light weight as well.

Anything that says "Universal" means that combo can be hit confirmed on all weight classes.

COMBO LIST

Basic but Effective

Starter 6K

6K > 6KK - NH = 42/CH = 52/HCH = 63 *Optimal*
6K > 6PK - NH = 44/CH = 54/HCH = 65
6K > 6P3P > BTPP4PP7K - NH = 69/CH = 85/HCH = 103
6K > 6P3P > BTPP6KK4 > BT7K - NH = 80/CH = 99/HCH = 119
6K > 6P > BT6K > 66KK4 > BT7K - NH = 77/CH = 96/HCH = 115

Normal Hit Launchers

Starter 8K

8K > PP6PP - NH = 41/CH = 62/HCH = 62
8K > PP6PK - NH = 42/CH = 53/HCH = 63 *Optimal*
8K > PPPK - NH = 47/CH = 59/HCH = 70 *Viable on Light/Mid weights*
8K > PP6KK - Does not hit confirm on Normal Hit/CH = 57/HCH = 68
8K > PP6P > BT7K - Hi counter only = 73 *Light weights only*
8K > 66KK4 > BT7K - Hi counter only = 80 *Viable on Light/Mid weights*

Starter 8KK

8KK > BTPP4PP7K - NH = 52/CH = 65/HCH = 78 *Viable on Light/Mid weights*

Starter BT4K

BT4K > BTPP4PP7K - NH = 48/CH = 60/HCH = 72 *Optimal*
BT4K > BT4P, BTPP4PP7K - Counter and Hi counter Only/CH = 72/HCH = 86 *Viable on Light/Mid weights*
BT4K > BTPP6KK4K, BT7K - NH = 59/CH = 74/HCH = 88 *Optimal*
BT4K > BT6P, PPPK - Counter and Hi counter only/CH = 74/HCH = 87
BT4K > BT6P, 66KK4, BT7K - Counter and Hi counter only/CH = 81/HCH = 97

Normal Hit Stuns

Starter 4H+K Limbo

4H+K >4P+K > BT4P > BT PP4PP7K

Starter 66KK4

66KK4 > BT6K > 4K > 66KK4 > BT4PK = 95

Starter 1P+K P

1P+K P > H+K > PPPK - NH = 63/CH = 79
1P+K P > H+K > PK > BT7K - NH = 64/HCH = 80
1P+K P > H+K > 8KK > BTPP4PP7K - NH = 75/CH = 94 *Works on lightweights only*
1P+K P > H+K > 66KK4 > BT 7K - NH = 69/CH = 86
1P+K P > 8KK > BT PP4PP7K - NH = 67/CH = 84
1P+K P > 4P+K > BT PP6KK4 > BT7K - NH = 77/CH = 96
1P+K P > 4P+K > BT6P > 66KK4 > BT7K - NH = 82/CH = 103
1P+K P > 4K > PPPK - NH = 63/CH = 71
1P+K P > 4H+K > 4P+K > BT6P > 66KK4 > BT7K - NH = 94/CH =118
1P+K P > 4H+K > 8KK > BTPP4PP7K - NH = 79/CH = 99
1P+K P > 4H+K > 4K > PPPK - NH = 75/CH = 86

KK > 4P+K > BT4P > BTPP4PP7K - NH = 89/CH = 110/HCH = 133
KK > 4P+K > BT6P > 66KK4 > BT7K - NH = 94/CH = 117/HCH = 141
KK > 4P+K > BT6P > 66KK4 > BT4P~K - NH = 103/CH = 129/HCH = 155
KK > 4P+K > BT6P > 4P+K > BTPP4PP7K - NH = 99/CH = 124/HCH = 149
KK > 4P+K > BT6P > 8KK > BTPP4PP7K - NH = 102/CH = 127/HCH = 152
KK > H+K > 66KK4 > BT 7K = 81
KK > H+K > 66KK4 > BT4P~K = 90
KK > 8K > PPPK = 76
KK > 8KK > BTPP4PP7K = 81
KK > 6PP > 66KK4 > BT 7K = 96
KK > 6P > 3P > BT 4P > BT PP4PP7K = 96
KK > 3P > 66KK4 > BT 7K = 85
KK > 3P > H+K > 66KK4 >BT 7K = 93
KK > 3PP > BT PP4PP7K = 88
KK > 4P > BT PP4PP7K = 78
KK > 236K = 58
KK > 4K > 8KKK = 77
KK > 4K > PPPK = 77
KK > 4K > 66KK4 > BT 7K = 83
KK > 3K > H+K > 8KK > BT PP4PP7K = 101
KK > 3K > 4K > 8KK > BT PP4PP7K = 101
KK > 3K > 4P > BT PP4PP7K = 90


Counter Hit Stuns

Starter 6P

6P3 > BT3KK > BT6K > 236K - CH = 87
6P3 > BT3KK > BT6P > 66KK4 > 66H+K - CH = 110

Credit goes to 866AiN999 for these.

Starter 6P

6P > BT4P~K - 57
6P > 4P > BTPP4PP7K - 72
6P > BT4K > BTPP6KK4 > BT7K - 83
6P > BTPPKK > BTPP4PP7K - 88
6P3P > BTPP4PP7K - 69
6P3P > BTPP6P~K - 69
6P3P > BTPP6KK4 > BT7K - 83
6P3 > 4P+K > BT6P > 66KK4 > BT7K - 93
6P3 > 4P+K > BT4P > BTPP4PP7K - 86
6P3 > 4P+K > BT6P > 4P+K > BT7K - 85

Credit to HajinShinobi.

Launchers on Counter and Hi Counter

Starter 4P/BT4P/BTPP6P

4P > BTPP4PP7K - CH = 65/HCH = 78
BT4P > BTPP4PP7K - CH =65 /HCH = 78
BTPP6P > BTPP4PP7K - CH = 60 /HCH = 79
4P > BTPP6P~K - CH = 65/HCH = 78
BT4P > BTPP6P~K - CH = 65/HCH = 78
BTPP6P > BTPP6P~K - CH = 60 *Does not hit confirm on HCH at all*

Starter H+K

H+K > PPPK - CH = 62/HCH = 73
H+K > PK > BT7K - CH = 63/HCH = 74
H+K > PP6PK - CH = 56/HCH = 66
H+K > PP6P > BT7K - CH = 64/HCH = 76 *Optimal*
H+K > 66KK4 > BT7K - CH = 69/HCH = 83 *Optimal*

Starter BT6P

BT6P > 66KK4 > BT7K - CH = 74/HCH = 89 *Midscreen Only*
BT6P > PP6P > BT7K - CH = 74/HCH = 87 *Only when nearing a wall or object, causes Wall Splat*
BT6P > 66KK4 > BTPP4PP7K - CH = 94 /HCH = 117 *Only when nearing a wall or object, causes Wall Splat*

HajinShinobi's Note: 66KK4 or BTPP6KK4 > BTPP4PP7K can be used from any combo that involves 66KK4 or BTPP6KK4 as the air juggle when nearing a wall or object. This type of combo into Wall Splat will deal a considerable amount of damage. Taking either a quarter or nearly half the opponent's health.

3H+K Bound Combos

3H+K > 66 > BT4K > BT7K - NH - 47
3H+K > 66 > BT4P~K - NH = 48
3H+K > 66 > BTPP4PP7K - 68 dmg *When 3H+K knocks opponents close to a wall, not into one*
3H+K > 66 Free Cancel > 66KK4 > BT7K - NH = 56
3H+K > 66 Free Cancel > 66KK4 > BT4P~K - NH = 65 *Feather to Welterweight only

Sitdown Stun into Launch

Starter 4K

4K > 4P > BTPP4PP7K - NH = 60/CH = 75 *Optimal*
4K > 4P > BTPP6P~K - NH = 60/CH = 75 *Viable on Light/Mid weights*
4K > 4K > PPPK - NH = 59/CH = 66 *Optimal*
4K > 4K > PP6PK - NH = 54/CH = 61 *Optimal*
4K > 4K > PKK - NH = 44/CH = 51 *Optimal*
4K > 4P+K > BT6P > 66KK4 > BT7K - NH = 78/CH = 98 *Viable on Lightweights*
4K > 4P+K > BT4P > BTPP4PP7K - NH = 71/CH = 89 *Viable on Lightweights*
4K > 4P+K > BTPP4PP7K - NH = 62/CH = 77 *Super Heavyweight only*
4K > 4P+K > BTPP6KK4 > BT7K - NH = 73/CH = 81 *Viable on Mid/Heavy/Super Heavy weights*

HajinShinobi's Note: 4K now gives an unholdable stun on normal hit and counter hit. It will still cause a ground bounce launch on hi counter hit. 4K can still be stagger escaped but all of your launchers listed above are still guaranteed. Although 4P+K will probably get a lower launch height if 4K is stagger escaped. This is post 1.03a patch update.

Sidestep Stun into Launch

Starter Sidestep P

SS~P > 4P~K - 50
SS~P > 4P > BTPP4PP7K - 62
SS~P > 4K > PK > BT7K - 62
SS~P > 4K > PPPK - NH =61 /CH =68 /HCH =77
SS~P > 4K > PP6PK - NH =56 /CH =63 /HCH =72
SS~P > H+K > PPPK - NH =61 /CH =76 /HCH =91
SS~P > H+K > PP6PK - NH =56 /CH =70 /HCH =84

Starter Sidestep K

SS~K > 4P > BTPP4PP7K - NH =62
SS~K 4K > PPPK - NH =61
SS~K > 4K > PP6PK - NH =56
SS~K> H+K > PPPK - NH =61
SS~K > H+K > PP6PK - NH =56

Sidestep Ground Bounce on Counter and Hi Counter

Starter Side Step K

SS~K > PPPK - CH =64 /HCH =76
SS~K PP6PK - CH =58 /HCH =69

Guard Breakable Combos

Starter 236H+K

236H+K > BT4K > BTPP6KK4 BT7K

Combo Holds

Starter 64H

64H > 4P > PP4PP7K - NH = 56
64H > 4P+K > 6P > 66KK4 > BT7K - NH = 65
64H > 4P+K > BTPP6KK4 > BT7K - NH = 62 *Universal, but is your BnB on Super Heavyweights*
64H > 4P+K > BT4P > BTPP4PP7K - NH = 60 *Best by walls*
64H > H > PK > BTPP4PP7K - NH = 65 *Genfu specific, Midscreen*
64H > 4P+K > BT6P > 8KK > BTPP4PP7K - NH 73 *Midscreen*
64H > 4P+K > BT6P > 66KK4 > BT4P~K - 74 dmg *Lightweights only, Midscreen and has very good wall carry*

64H > 236K wall rope combos

Aerospark's;

64H > 236K > 6PP > PP6P > BTPP4PP7K = 145 (155 with electric rope) *Feather to lightweight only*

Bits on the above; 6PP can be stagger escaped to lessen the height. However, you can still get 132 (142 with electric rope) even if they stagger escape.

64H > 236K > 9PP > PP6P > BTPP4PP7K = 149 (159 with electric rope) *Feather to lightweight only*

This is completely inescapable and stagger escape does not lessen 9PP's launch height.

The following underlined can be hit confirmed on from Feather weight to Heavy weight (Genfu)

64H > 236K > H+K > P4P > 7K = 116 (126 with electric rope)
64H > 236K > H+K > 4P+K > BT7K = 114 (124 with electric rope)
64H > 236K > H+K > 4P+K > BTPP4PP7K = 129 (139 with electric rope)
64H > 236K > 4K > 4P+K BTPP4PP7K = 129 (139 with electric rope)
64H > 236K > 8K > 8KK > BT7K = 116 (1126 with electric rope)
64H > 236K > 8KK > BTPP4PP7K = 122 (132 with electric rope)
64H > 236K > 8KK > BTPP6P~K = 122 (132 with electric rope)
64H > 236K > 4P+K > Free Cancel > 4P+K > BTPP4PP7K 133 (143 with electric rope)


HajinShinobi;

64H > 236K > 4P+K > BT4P > BTPP4PP7K or BTPP6P~K = 131 (141 with electric rope)
64H > 236K > 3PP > BTPP4PP7K or BTPP6P~K = 127 (137 with electric rope)
64H > 236K > 3PP > Free Cancel > PP6PK = 126 (136 with electric rope)
64H > 236K > 4P+K > BT4P > Free Cancel > PP6PK = 130 (140 with electric rope)
64H > 236K > 66KK4 > BTPP4PP7K = 127 (137 with electric rope)
64H > 236K > 66KK4 > Free Cancel > PP6PK = 126 (136 with electric rope)
64H > 236K > 9PP > 4P+K > BTPP4PP7K or BTPP6P~K = 144 (154 with electric rope)

64H > 236K > 9PP > 4P+K > Free Cancel > PP6PK = 143 (153 with electric rope) *Does not hit Heavy and Super Heavyweight*

When combo'ing the Super Heavyweight characters, you will need to go straight for the juggle after launch instead. Relaunching them will not allow you to juggle them afterward.

Example: 64H > 236K > 4P+K > BTPP4PP7K or Free Cancel > PP6PK will be ideal.

None of the above can held out of, and that's all neutral hit damage.

When you hit a back facing opponent with 236K at a fair range from the ropes, it'll bounce them back near the center of the ring with their back facing toward you. They're unable to do anything for 46 frames (33 frames at faster stagger escape). This gives you plenty of time to set up your next attack, which SHOULD be a launcher because further damage into threshold allows the opponent to get out of this situation. SO LAUNCH!

All of the above are 100% inescapable up to the launcher of choice after the 236K. This is only ever false if you end up in front or to the side of the opponent.

64H Wall Combos

This is only done when your back is near the wall.

64H > 236K > PP6PK = 97 *Universal*

Starter 46H

46H > 8KK > BT4P > BTPP4PP7K - NH = 66/CH = 88/HCH = 102

Tips on timing this juggle: After successfully holding a non-jumping mid kick with 46H. Walk forward once (two footsteps for Ayane), then proceed to do the 8KK and followup with the rest of the juggle. In addition, BT4P after 8KK can always be left out if you're missing the timing on it. The additional walk to hit confirm 8KK isn't necessary when close to the wall either.

46H > 8K > 8KK > BTPP4PP7K - HCH = 101
46H > 8K > 66KK4 > BT7K - HCH = 101
46H > 8K > 66KK4 > BT4P~K - HCH = 104
46H > 44[P+K] > 8KK > BTPP4PP7K - HCH = 115
46H > 44[P+K] > 66KK4 > BT4P~K - HCH = 118 *Lightweight only*

Ceiling Combos

Starter 46H

46H > 8KK > BTPP4PP7K - NH = 91/CH = 114/HCH = 135
46H > 8KK > BTPP6P~K - NH = 91/CH = 114/HCH = 135
46H > 4H+K > 4P+K > BT4P > BT PP4PP7K - NH = 113/CH = 125/HCH = 137
46H > 4H+K > 4P+K > BT6P > BT PP6KK4 > BT7K - NH = 120/CH = 132/HCH = 144
46H > 4H+K > BT6P > 4P+K > BT PP4PP7K - NH = 123/CH = 135/HCH = 147
46H > 4H+K > BT6P > BT PP6KK4 > BT PP4PP7K wall splat = 161 HCH

Throw Combos and Set Ups

Starter 64H+P

64H+P > 4P > PP4PP7K - NH = 56
64H+P > 4P+K > 6P > 66KK4 > BT7K - NH = 65
64H+P > 4P+K > BTPP6KK4 > BT7K - NH = 62 *Universal, but is your BnB on Super Heavyweights*
64H+P > 4P+K > BT4P > BTPP4PP7K - NH = 60 *Best by walls*
64H+P > 236K - NH = 64 Close Hit
64H+P > H > PK > BTPP4PP7K - NH = 65 *Genfu specific, Midscreen*
64H+P > 4P+K > BT6P > 8KK > BTPP4PP7K - NH 73 *Midscreen*
64H+P > 4P+K > BT6P > 66KK4 > BT4P~K - 74 dmg *Lightweights only, Midscreen and has very good wall carry*

64H+P > 236K Wall Rope Combos

Aerospark's;

64H+P > 236K > 6PP > PP6P > BTPP4PP7K = 148 (158 with electric rope) *Feather to lightweight only*

Bits on the above; 6PP can be stagger escaped to lessen the height. However, you can still get 132 (142 with electric rope) even if they stagger escape.

64H+P > 236K > 9PP > PP6P > BTPP4PP7K = 152 (162 with electric rope) *Feather to lightweight only*

This is completely inescapable and stagger escape does not lessen 9PP's launch height.

The following underlined can be hit confirmed on from Feather to Heavy weight (Genfu).

64H+P > 236K > H+K > P4P > 7K = 122 (132 with electric rope)
64H+P > 236K > H+K > 4P+K > BT7K = 132 (142 with electric rope)
64H+P > 236K > H+K > 4P+K > BTPP4PP7K = 132 (142 with electric rope)
64H+P > 236K > 4K > 4P+K BTPP4PP7K = 132 (142 with electric rope)
64H+P > 236K > 8K > 8KK > BT7K = 122 (132 with electric rope)
64H+P > 236K > 8KK > BTPP4PP7K = 127 (137 with electric rope)
64H+P > 236K > 8KK > BTPP6P~K = 127 (137 with electric rope)
64H+P > 236K > 4P+K > Free Cancel > 4P+K > BTPP4PP7K 136 (146 with electric rope)


HajinShinobi;

64H+P > 236K > 4P+K > BT4P > BTPP4PP7K - 135 (145 with electric rope)
64H+P > 236K > 3PP > BTPP4PP7K or BTPP6P~K = 134 (144 with electric rope)
64H+P > 236K > 3PP > Free Cancel > PP6PK = 133 (143 with electric rope)
64H+P > 236K > 4P+K > BT4P > Free Cancel > PP6PK = 134 (144 with electric rope)
64H+P > 236K > 66KK4 > BTPP4PP7K = 131 (141 with electric rope)
64H+P > 236K > 66KK4 > Free Cancel > PP6PK = 130 (140 with electric rope)
64H+P > 236K > 9PP > 4P+K > Free Cancel > PP6PK = 146 (156 with electric rope)


None of the above can held out of, including Aerospark's. That's all neutral hit damage.

When combo'ing the Super Heavyweight characters, you will need to go straight for the juggle after launch instead. Relaunching them will not allow you to juggle them afterward.

Example: 64H > 236K > 4P+K > BTPP4PP7K or Free Cancel > PP6PK will be ideal.

When you're knocked into the ropes from a good distance with 236K, it'll bounce you back near the center of the ring with your back facing the opponent, you're unable to do anything for 46 frames (33 frames at faster stagger escape). This gives you plenty of time to set up your next attack, which SHOULD be a launcher because further damage into threshold allows the opponent to get out of this situation. SO LAUNCH!

All of the above are 100% inescapable up to the launcher of choice after the 236K. This is only ever false if you end up in front or to the side of the opponent.

64H+P Wall Combos

This is only done when your back is near the wall.

64H+P > 236K > PP6PK = 111 *Universal*

This is devastating as neutral hit damage because the 236K will always hit the opponent as Close Hit from upclose BT position.

Community Contributed Critical Burst Setups

These are just setups for viable Critical Bursts. No followup combos will be listed for them. Refer to the list below Critical Burst Setups for Critical Burst Combos.

66KK4 > BTPP > 6P+K
66KK4 > BT2P > 3P > 6P+K
66KK4 > BTH+K > 6P+K
66KK4 > BTH+K > BT4H+K
4K > 66KK4 > BT4H+K
4K > 66KK4 > 6P+K

*Credit goes to HajinShinobi and Xdest for these*

*Credit goes to 866AiN999 for these*

1P+K P > SSP (side step punch) > PK > BT4H+K
1P+K P > 6P > BTPP > 6P+K
1P+K P > 6K2K > P > BT4H+K
1P+K P > PP6P > BTP > 6P+K
1P+K P > 66K > PP > 6P+K
1P+K P > P > BT4H+K > 6P+K
1P+K P > 66K > P > BT4H+K
1P+K P > 6P+K > P > BT4H+K

Critical Burst Combos

These will be listed under the assumption you landed a successful Critical Burst.

8P > BT4K > BT4P > BTPP4PP7K - 101 dmg *Viable on Light/Mid weights*
8P > BT4K > BT6P > 66KK4, 7K - 108 dmg *Viable on Light/Mid weights*
8P > BT4K > BTPP6KK4, 7K - 103 dmg *For Super Heavyweights*
8P > BT4K > BTPP6KK4 > BTPP4PP7K - 125 dmg *Viable on Light/Mid weights only when nearing a wall or object, causes Wall Splat*
8P > BT4K > BT6P > 66KK4 > BTPP4PP7K - 130 dmg *Viable on Light/Mid weights only when nearing a wall or object, causes Wall Splat*
4K > 8KK > BTPP4PP7K - 105 dmg *Viable on Light/Mid/Heavy weights*

Credit goes to 866AiN999 for the following Critical Burst Combos:

BT3P > BT4P > BTPP4PP7K - 137 dmg *Optimal near a wall/object*
H+K > 66KK4 > BT4P~K - 141 dmg *Viable on Lightweights*
11 > BT4K > BT6P > 8KK > BTPP4PP7K - 149 dmg *Viable on Lightweights*
4P > BTPP4PPP into breakable object > BT6K > BTPP6KK4 by the wall > BTPP4PP7K - 207dmg *Viable on Lightweights*

Power Launcher Combos

These will be listed under the assumption you landed a successful Critical Burst.

Critical Burst > 44P+K > 8KK > BT4P > BTPP4PP7K - 140 *Midscreen*
Critical Burst > 44P+K > 8KK > BT4P > BTPP4PP7K - 150 *By a wall*
Critical Burst > 44P+K>44P+K>8KK>PP4PP7K -

No Timing Power Launcher Combos
For information about the format of these combos go here

Unless specified otherwise, assume the next input after a stance transition is in that stance.

No wall:
Alpha-Med: 44[P+K] > 8KK > BTPP4PP7K = 112
Alpha: 1P+K > BT4K > BT6P > 66KK4 > BT7K = 104
Light: 2H+P > 8KK > BT6P > P+KP7K = 98
Med: 2H+P > 8KK > BT6P > 4PK = 96
Heavy: 4H > 8KK > BTPP4PP7K = 92

Wall:
Alpha: H+P > 6K > 8KK > BTPP4PP7K = 102
Everyone Else: 4H > 8KK > BTPP4PP7K = 92

Power Launcher Ceiling Combos

These will be listed under the assumption you landed a successful Critical Burst.

To be updated.v
 

Attachments

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EMPEROR_COW

Well-Known Member
Premium Donor
Hey! thanks for doing this ! here's the list of combos from my video... you guys can confirm them .. and if they dont work just PM me and I'll either edit or delete them :)

66K,2K,4K,PPPK

6K2K,K,(BT)4K,(BT)PP6KKK

6P+KK,3P,H+K,PPK6H+K

3H+K,(dash),(BT)4K,(BT)6P,PPPK

3H+K,(BT)6K, 236K

6K,6P,(oroshi)P,PP6PP7K

(Oroshi)KK,(BT)6K,66KKK

6K2K,PK,(BT)4K,(BT)6P,8KK,(BT)7K

(closed stance)(BT)4P,(BT)6K,4H+K,4P+K,(BT)4P,(BT)PP4PP7K

(high counter)(vs MID K)8KK,(BT)4P,PP4PP7K

64H+P,4P,(BT)PP4PP7K

(opp crouch BT)2H+P,4P+K,(BT)4P,(BT)PP4PP7K

6K2K,3P,6P+K,(BT)4K,(BT)4P,(BT)PP6PP7K
(closed stance)6K2K,3P,6P+K,(BT)4K,(BT)6P,PPPK
6K2K,3P,6P+K,PB

(Soka)P,33P2K,6P+K,(BT)4K,(BT)4P,(BT)PP4PP7K
(closed stance)(Soka)P,33P2K,6P+K,(BT)4K,(BT)6P,PPPK
(Soka)P,33P2K,6P+K,PB

3KK,(BT)H+K,(BT)P,6P+K,(BT)4K,(BT)4P,(BT)PP4PP7K
(closed stance)3KK,(BT)H+K,(BT)P,6P+K,(BT)4K,(BT)6P,PPPK
3KK,(BT)H+K,(BT)P,6P+K,PB
 

Scott

Member
At the moment I'm seeing 8KK 6P P+KPP7K as her strongest advanced mid kick hold juggle at 98 points of damage. If anyone has any higher let me know.
 

SkatanMilla

Member
I think combos should be written in this format for easier reading

4P/BT 4P/BT PP6P
HCH BT 6P, PPPK
CH BT PP4PP8K

BT 4K
HCH BT 6P, PPPK
CH BT 4P, PP4PP8K
NH BT PP4PP8K

8KK
BT PP4PP8K
 

Genesis

Member
Easier would be with the arrow icons. The number designations are much more frustrating for quick reference.
 

iHajinShinobi

Well-Known Member
Standard Donor
I believe what Skatan is really pointing out is that our combos should be layed out with the Launch Attack THEN lay out what combos can be done from that. And yeah, I say we should start using this format as well.

BT 4K
HCH BT 6P, PPPK
CH BT 4P, PP4PP8K
NH BT PP4PP8K

This is basically saying what combos can be performed from BT 4K if the right criteria is met. If BT 4K hits as a High Counter Hit, then you can perform HCH BT 6P, PPPK for the combo.

I will of course be using the Icons for combo layout in the OP.

What people can start doing now (since I can't do so yet @_@) is listing combos that can be done on Normat Hit, Counter Hit, High Counter Hit, Advanced Mid Punch Hold, and her throw that puts her behind the opponent if that still gives you guaranteed damage, anyway. So that I can go ahead and update the OP with what you folks have so far.
 

MeanMrMustard

Active Member
I haven't really tested it as I've just been playing matches, but I think on HCH and ducking opponents it's a knockdown. Not sure about CH yet though.
 

J.D.E.

Well-Known Member
Standard Donor
I've learned her moves, but I'm not sure about which pokes to use for the stuns & critical burst. Anybody know some good Ayane pokes to trigger critical stuns?
 

Ayane

Member
would be good to post damage next to combos as well
ex 3H+K, 66, 4k, 6p, 66kkk 79 dmg; unholdable

At the moment I'm seeing 8KK 6P P+KPP7K as her strongest advanced mid kick hold juggle at 98 points of damage. If anyone has any higher let me know.
that combo is 98 on hi counter; emperor cows combo: advanced mid kick counter, 8KK, 4P, PP4PP7K is 102 dmg on hi counter
 

iHajinShinobi

Well-Known Member
Standard Donor
@Allan: 3F+K is the move where Ayane does a mid range mid kick that puts her back turn. The move you're referring is 4F+K.

@Skatan: I see, makes sense. Just wanted to make sure.

@JDE: If you mean you want to attempt to get further into the stun threshold, you can use the following to make it happen; P/PP, 6K, 6P, 3K, 3P. This is assuming you want to do stun > threshold > launch.

@Ayane: Yeah, posting a combos damage is a good idea.

A lay out I plan to use for a combo list will be the following;

Move Launch (ex. 6P/4P/etc)
Combo on NH - Damage
Combo on CH - Damage
Combo on HCH - Damage

Advanced Mid Punch Hold (46P)
Combo 1 - Damage
Combo 2 - Damage
etc.

Advanced Mid Kick Hold (46K)
Combo 1 - Damage
etc.

etc etc.

Once more combos are posted up, I'll begin editing the OP.
 

MeanMrMustard

Active Member
Off of :6: :4: :F: :+: :P: against light weights:

:4: :P: :+: :K:, :6: :P:, :8: :K: :K:, :P: :P: :4: :P: :P: :8: :K:

or
:4: :P: :+: :K:, :6: :P:, :6: :6: :K: :K: :4:, :4: :P: pause :2: :K: This one causes a force tech but does slightly less damage than the former.

Also against light weights:

:3: :F: :+: :K:, :4: :K:, :6: :P:, :6: :6: :K: :K: :4:, :4: :P: pause :2: :K: This also causes a force tech and I believe is stronger than doing the flip kick at the end that you would do vs mid weights and above.

Also off of her advanced mid punch hold, if they do not stagger escape you can do:

:6: :P: :P:, :6: :6: :K: :K: :4:, :4: :P: pause :K: However the launch is not high enough if they stagger escape and the second punch is even holdable. For guaranteed damage use :4: :P: :+: :K: to launch and use the :6: :4: :F: :+: :P: combo.
 

unseen wombat

New Member
I know I'm a noob to DOA, so take my opinion as such, but I prefer the numerical notation. In a long post those arrows all start to look alike to me.
 

J.D.E.

Well-Known Member
Standard Donor
Is it better to play the stun game with Ayane or just a defensive game? Because so far, I played a lot of people with Ayane & beat them by baiting them into whiffing out attacks.
 

bingsoo

Well-Known Member
Is it better to play the stun game with Ayane or just a defensive game? Because so far, I played a lot of people with Ayane & beat them by baiting them into whiffing out attacks.
I think she can be played both offensively and through whiff punishment tactics. I usually play the whiff punish game for now, but I'm still learning her strings. I agree that people online tend to lose to defensive players because they're just mashing strings nonstop and never block.
 
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