DOA5LR Ayane General Gameplay Discussion

Jyakotu

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I forget Power Launcher is a thing sometimes. Idk why they even introduced it when the Power Blow is usually just more effective, especially if you factor in environmental damage.
 

Aerospark

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Power Blows can net you like 95 damage at max I believe, while PLs do 40 on NH, 50 on CH, and 60 on HiC I think? And PL combos can easily get you around 100+ damage. Power Blows are a nice way of saying "who look better now?? me or da coffin ?? me duhh .. haha dead bitches" sometimes
 

His Reverence

Papa Reverence, the Ayane Enthusiast.
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...Ayane's PL combos are ugly as fuck compared to some other characters *cough*Kasumi*cough* *cough*Hayabusa*cough*

Reason enough for me to interject within the thread.

Dude, Ayane's PLs are amazing. She has plenty of options based on what situation you're in. I hope you aren't doing 8KK PP4PP7K...

236H+K's buff is welcome but not necessary. I feel like it will just take the place of 44P+K for the most part.

But umm...66KK avoids lows now? Mother of God.
 

Aerospark

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Reason enough for me to interject within the thread.

Dude, Ayane's PLs are amazing. She has plenty of options based on what situation you're in. I hope you aren't doing 8KK PP4PP7K...

236H+K's buff is welcome but not necessary. I feel like it will just take the place of 44P+K for the most part.

But umm...66KK avoids lows now? Mother of God.
My go to PL combo is 44P+K(PL) > 44P+K > 66KK4 7K. It gets me a good 102 damage on NH.

And what I meant was like.. visually [if that makes sense?], they're not all that appealing when you look at PL combos of other characters. :< idk, don't mind me. LOL.

Also, Ayane's 236H+K moves her forward a little bit so trying to connect it after the PL might be a little tricky? Or maybe with the buff they changed it so that she stays still while spinning.
 

Aerospark

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I started thinking of some possible 236H+K juggles after Ayane's PL. Feel free to tell me which ones don't make a bit of sense so I can delete them. (I'll more than likely delete a bunch of these once LR drops OOP)

(PL) > 236H+K > BT6P > 66KK4 > BT4P~K
(PL) > 236H+K > BT6P > 66KK4 > BTK7
(PL) > 236H+K > BT4P > BTPP6P > BTPP4PP7K
(PL) > 236H+K > FC > 4P+K > PP6PK
(PL) > 236H+K > FC > 4P+K > PP6K2K
(PL) > 236H+K > BT4K > BT6P > PP6PK
(PL) > 236H+K > BT4K > BT6P > PP6K2K
(PL) > 236H+K > BT4K > BT6P > 4P > 4P~K
 

iHajinShinobi

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Reason enough for me to interject within the thread.

Dude, Ayane's PLs are amazing. She has plenty of options based on what situation you're in. I hope you aren't doing 8KK PP4PP7K...

236H+K's buff is welcome but not necessary. I feel like it will just take the place of 44P+K for the most part.

But umm...66KK avoids lows now? Mother of God.

Ayane's power launcher combos were never any good, lol. The damage is mediocre to decent at best. If I'm able to do 130-162 from a hold or throw without a critical burst or PB/PL active, then something is wrong. The fact that I'm able to rack up 140-185 from a PB after a low hold to low punches from ceiling splats is also reason enough to make the PL damage bad.

Ayane's PL damage is about the same as she gets from a mid k hold from a ceiling splat. The damage isn't really any different.
 
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Jyakotu

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Then again, I never really saw Ayane as the type to rely on CB combos into PL. If anything, if I'm able to get a CB hit, then I just go for a typical juggle combo or just use the PB.
 

His Reverence

Papa Reverence, the Ayane Enthusiast.
Premium Donor
Ayane's power launcher combos were never any good, lol. The damage is medicore to decent at best. If I'm able to do 130-162 from a hold or throw without a critical burst or PB/PL active, then something is wrong. The fact that I'm able to rack up 140-185 from a PB after a low hold to low punches from ceiling splats is also reason enough to make the PL damage bad.

Ayane's PL damage is about the same as she gets from a mid k hold from a ceiling splat. The damage isn't really any different.

I meant aesthetically speaking, which is what Aero meant as well. In terms of usefulness, it depends. I really don't mind that it isn't any different from a 46H juggle - and ultimately, the PL I do is obviously dictated by whatever scenario/environment I find myself in. This is something I absolutely adore about Ayane's PL - the sheer number of options. (Let's ignore corners.)

Now, after a ceiling splat, yes - the best option would be PB. I agree.
 

iHajinShinobi

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The number of options do not matter much if the damage is mediocre compared to the damage she gets without it. Which is better damage, lol. I also know what @Aerospark was referring to. I am referring to it's damage in comparison to the kind of damage she gets without it.

Then again, I never really saw Ayane as the type to rely on CB combos into PL. If anything, if I'm able to get a CB hit, then I just go for a typical juggle combo or just use the PB.

And this is the right thing to do. It's always going to get roughly the same anyway. Ayane's Power Launcher damage is subpar. The fact that her regular damage is better along with environmental influence even speaks for itself.
 

iHajinShinobi

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Alright, so just a heads up everyone, Last Round is apparently having new danger zone triggers on certain stages (think of Hot Zone or Scramble when I say Danger Zone Triggers, things that set off stage interactions). Like I mentioned in the DOA5U General Discussion thread, I'm going to a create a thread we'll dedicate to damage potential and strategy from environmental influence.

Once the thread is created, we can start compiling everything we have and do "now" with Ayane's environmental influence. We can also add any other additional things including what's new with Last Round's new Danger Zone triggers, and the Danger Zone stage itself.
 
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iHajinShinobi

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I'm on Last Round Core Fighters right now. I'll have notes up by tomorrow or Monday.

But a few things;

6P on BT opponents is +24 (+16 at faster stagger), 6P3 is +27, 6P3[4] is +22. 6PP is a guaranteed launch. You cannot stagger it or hold it, at all. This is going to create loads of mix up. You cannot stagger or block follow ups from 6P3 when you get hit from behind, at all. I'm going to create so much vortex off of this.

3K does not stun on BT opponents at all anymore, it is only +1 now. 3KK can be held due to lack of stun. However, you cannot block 3KK, so it is still a decent mix up.

236H+K refloat doesn't seem to give Ayane much to work with for juggles, trying some things after the 46H mid k hold. Not racking up much.

Also, Ayane does not have any new moves. The increase into the movelist is just listing things that were not listed in her command list in Vanilla or 5U (which is exactly what I thought would happen).
 
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iHajinShinobi

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Another thing about BTPP6P; here is how the refloat is working, it's giving only enough launch to allow certain things to hit during juggles that normally wouldn't in 5U currently.

Example; 66KK4 > BTPP6KK4 > BTPP6P~K doesn't hit in 5U at all. That'll be a thing in LR. It's also only possible do BTPP6P free cancel front turn string juggles at higher launch heights (the PP6K2K and PP6PK I normally use). So, don't expect to get crazy combo launch heights with it, not happening. But it does leave enough height for creativity.

So, all in all, these universal refloats characters have received are not going to allow for crazy DOA3 loops. Don't expect that.
 
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Force_of_Nature

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Shit, this 6PP buff is gunna rock my socks! Thanks for the Valentine's day gift Team Ninja :<3: xoxoxo! Can't describe how sweet having an i13 launch punisher to BT unsafe moves will be. I can only imagine the 6P3 vortexing that you're gunna be doing to BT'ed opponents now!

Good shit @HajinShinobi!
 
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