DOA5LR Ayane General Gameplay Discussion

iHajinShinobi

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Sweet.

Welp! All of my theories on that will not become a reality with that, no one wants me launching them with Ayane, lol.
 

iHajinShinobi

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Not to mention 3H+K will give a guaranteed ground bounce on Danger Zone, so will PKK/BT H+KK (PKK just became immensely stronger because of that). Take that into consideration with the BTPP6P refloat and free cancel into PP6K2K knockdowns I do.

LAWLSUPERBDAMAGE+OKI=NIGGAUMAD?
 

Force_of_Nature

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It caused a small refloat, but I doubt you'd be able to get much off it in Singles (Tag maybe, but yeah Tag is retarded). On a downhill slope you may be able to connect an extra 4P or 4P~2K, but at this point I doubt it's much of a buff. Could probably lead to LOL combos on Alpha however.
 

Aerospark

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Yes, it refloated and you could hear ambulance sirens blaring in the distance when it did
 

iHajinShinobi

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Dude this is not a small refloat lol;

dicom-files-gif.7841


There are tons of things I can do with this. I NEED this damn game now...
 

Force_of_Nature

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Oh, you have that evil look in your eye :oops:. Hitomi is a super lightweight though. Kasumi didn't seem to launch that high on the stream demonstration. It might be tweaked in the final build.
 

Dabluprint4

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Hey everyone! I've read this entire thread and you guys give so much insight.. Which also lets me know how little I know about the character. Someone help! ! Lol I really want my ayane to level up and I have a long way to go... So ready for LR..
 

Force_of_Nature

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Force_of_Nature

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Everything.. I suck lmao.. Nah seriously... I really need to work on spacing and movement...

Movement with Ayane generally revolves around proper utilization of 1P+K, 7P, 8P/BT8P, BT'ed dashes, and generic back and forth movement (which can be coupled with KBD). Spacing is just about learning the ranges of your pokes with regards to your opponent's attack ranges. When you combine Ayane's ranged pokes with her movement, such as doing 3H+K~BT8P for instance, she can control space very effectively increasing the likelihood of the opponent whiffing attacks or becoming impatient and trying to run in on you.
 
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Jyakotu

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Ayane seems to have gotten slight buffs in the upcoming patch, but she still remains a great character! :)
 

iHajinShinobi

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Naw, I'm not assuming anything until there is a better translation.

I need to know what exactly changed for 6P and 3K. 3K's wording actually bothers me, it sounds like it means it has something to do with it's interaction on back turned opponents. So it could be something relating to the 3KK mix up were using after 64T.

(lower disabled) is probably meaning lows aren't going to touch you while in the air, which is a good thing if that's true.

No idea what that change to 236H+K is either. 66KK, the second kick isn't hold resistant anymore so you will take damage if someone holds out of it. I found that to be completely fair because as of right now, holding 66KK cannot be thrown at all. You're getting jabbed in the face for trying.

This will scare off scrubs from trying to abuse that shit online, and offline. When I tell people that 66KK4 is not good to approach with, I mean that, you guys need to believe that lol. Just because it's +1 on block doesn't make it amazing to approach with, it's obvious and super easy to blow up if you actually just crouch or fuzzy guard. That string is a lot better when used as pressure and for threshold mix up. You don't need to approach with 66KK4.

She's not changed much, relatively the same as her 5U iteration, which is just fine. The buff to BTPP6P will let her nab more damage and it'll make her Critical Burst damage relevant (because it's not), but the Critical Burst flowchart is still an awful way to play the character.
 

Jyakotu

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I rarely even go for CB with Ayane unless I know I can get it with her BTCB. Most of the time, I'm too busy spinning and flipping all over the place. Lol
 

Force_of_Nature

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Judging from the LR changes for Ayane, I can't really complain at anything since most of it seems pretty minor like SS~P being nerfed to 18 dmg. I'm also cool with the 2nd hit of 66KK being holdable now, since that move should be easy to blow up due to how much Ayane players abuse the fuck out of that move (though I tell people to just crouch the 2nd hit like Kasumi's 66PP). Though I still predict most Ayane players will abuse 66KK4 anyway, cuz y'know, +1. Would be cool if we could get some decent shit off of the new BTPP6P lol. She can already get some nice relaunch nonsense on Alpha :p.

I'm curious to see what they're doing to 236H+K, though I dunno what you can really do to it since I think it's fine the way it is. As for all the 'jump status frame' things, if this means that lows basically won't hit you when the move is in motion then I'm all for it (though it could mean something else). Not sure why 9P9 isn't listed. That's a move that needs proper low crush frames.
 
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