@RE0: It's not always about obtaining the highest amount of damage every time you have opportunities to get damage. Ayane is a character who can obtain 60+ damage consistently throughout the match through; normal hit launchers, counter hits (especially this), stun to launch (especially this), sit down stun to launch, 64H+P throw setups (especially this), 64H mid punch holds, 46H mid kick holds, environmental hold damage, throw punishment, and critical burst setups. All of these options net Ayane very good damage on a regular basis, especially counter hit damage, which is usually 70+ or higher.
Using BTPP4PP7K instead of P+PP7K is an overall better choice as Ayane's bread and butter juggle because the additional BTPP potentially brings opponents closer to the wall for wall splat damage. It doesn't matter if they do the same damage or not. It's about doing things that keep you consistent throughout the match. Doing things such as ending a juggle that uses 66KK4, BT7K is overall better than ending a juggle with 66KKK because 66KK4, BT7K gives you no worries about your combo being dropped. Doing BTPP4PP7K BnB is better than P+PP7K overall as it's always has been since it brings opponents that much closer to being sent into a wall or object for additional damage.
@Vie du Soleil: Here's a link to some lesson matches I had last week with Red Reaper if you'd like a better example of how well Ayane's intergrated movement is used;
http://www.freestepdodge.com/threads/バッカみたい-the-ayane-video-thread.1369/page-3#post-81802
And to answer your question; approaching with P+K variants is pretty unsafe since they can all be hit easily by moves like Hitomi/Hayate's 236P and Jann Lee's 66K. Your best moves for approaching are;
- 3P
- 3H+K
- BT P/PP
- BT 2P
- BT 2K
- BT 6P
- BT 6K
- BT 4K
- BT 3KK *use sparringly*
- 11P *Whiff punishment only*
- 11K *Whiff punishment only*