DOA5U "Prepare" - Ayane General Gameplay Discussion

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Mesharey

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It's been a while. :p
How's everyone?

After 4K, what's the best combo?
Can you do 4K, 4P+K, 6P, 66KK4, 7K?
Can't use my console now so I'm just wondering.
 

Force_of_Nature

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It's been a while. :p
How's everyone?

After 4K, what's the best combo?
Can you do 4K, 4P+K, 6P, 66KK4, 7K?
Can't use my console now so I'm just wondering.

I think 4K~4P+K can be SE'ed and blocked.

Usually safest to go for 4K~4P~BT PP4PP7K against all weights (you can try BT PP6P~K as an ender against Middleweights and Lightweights).
 

iHajinShinobi

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4K > 4P > BTPP6P~K is actually universal, but you have to be on point. But using BTPP4PP7K is definitely your safer bet for that.

Also, keep in mind that all i15 frame strikes can be stagger escape at "fastest" (which happens every once in a blue moon, hardly) after 4K hit confirms. However, i13 mids are guaranteed completely.

4K > 6P3 is a must hold situation and very strong. You opt for it if you choose to use a mix up over 60+ damage, or if someone is actually SE'ing at fastest.
 
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Force_of_Nature

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Yeah, I don't think I've ever had 4K~4P ever SE'ed and blocked, but I have had 4K~4P+K blocked before. There are a lot of juggles where BT PP6P~K works easily against Lightweights, and Middleweights, but have tight timing on Super Heavyweights. In those cases, BT PP4PP7K is the safer bet since it does the same damage. Out of curiosity, does Ayane have any i14 Mids from Front Stance? I know from BT she gets 4P+KP.
 

Force_of_Nature

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Alright, no worries. i13 mids are good! I just thought Ayane had some hidden i14 swag that I didn't know about.
 

iHajinShinobi

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I believe the only i14 mid she has is BT4P+K. Her i14 high is 8K, which is a hi crush and normal hit launcher.
 

Force_of_Nature

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Hey guys, what do you think of Ayane's 33P2K or just 33P? This appears to be one of her longest range ground-hitting lows. The move seems like it can be handy and I'm trying to find applications for it. It's slightly faster than 2H+K and technically has "2H+K" as a follow-up low strike. I'm suspecting that it can serve as a slight ranged low for hitting grounded opponents.
 

iHajinShinobi

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Hey guys, what do you think of Ayane's 33P2K or just 33P? This appears to be one of her longest range ground-hitting lows. The move seems like it can be handy and I'm trying to find applications for it. It's slightly faster than 2H+K and technically has "2H+K" as a follow-up low strike. I'm suspecting that it can serve as a slight ranged low for hitting grounded opponents.

33P and 3H+K are practically a mix up at long range. So yeah, 33P is very good, counter hit is rewarding as well.
 

J.D.E.

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Ayane cliffhanger combo (it may be posted though):

8KK > BT PP6KK4 > BTPP4PP7K

Cliffhanger combos are combos on the scramble stage that can be followed up on the edge of the scramble stage when the lever (danger zone) breaks & the stage goes warp-sided. Once the lever breaks it triggers the cliffhanger option. These combos can be used to follow up right after the lever breaks since you have a higher launch that keeps them into the air once it breaks because of the things around you are falling apart. If you don't understand what I mean, then here's a video explaining what it would look like:



I didn't think to try 4P+K or 4P as a relaunch after the wall hit so whenever I go back into the lab, I'll look again.
 
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Force_of_Nature

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I have a question, how can I utilize Ayane's BT 4P+K? I think that's the input for it. I've never been able to put it to good use. ://

Its perfect after a guardbreak 236H+K or 1H+K. Guaranteed hit.

If you watch Gill Hustle, he likes to use it after landing a sidestep P4.

Hey guys, I've been looking over Ayane's Guard Breaks and wondering how I can incorporate them into my play. I'm not too fond of (1)P+K~P because of the need for the charge (and it being -8 if not adequately charged), though it does come in handy off of P+KP(1) and the like occasionally.

However, all her other GB's guarantee good follow-ups, particularly when at the wall (though they did in Vanilla too for the most part).

236H+K = +23 (Free 4K into Mid-height juggle, same as Vanilla)
1H+K = +19 (Free BT 6P (not reliable), but can't exactly juggle off it)
KK2K = +19 (Nothing in open space unfortunately)
BT 3KK2K = +17 (BT 4P+KP for gut stun)

236H+K & 1H+K are essentially just like they were in Vanilla but any variation of the BT 3KK2K +17 GB guarantees BT 4P+KP which sets up a 21/28 Critical gut stun mix-up including a potential Critical Burst. Also, if you hit any of the 3 GB's and their variations when the opponent's back is to the wall (such as KK2K), you can always hit BT 4P+KP (or BT P+KPP) for a wall slam combo.

I dunno how useful this shit will be, and I'm pretty certain that this was probably discovered months ago anyway, but it's always cool to have GB's that can guarantee stuff. BT 4P+KP after a GB seems very attractive to me! Of course setting up the GB's is another issue altogether...
 
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Aerospark

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I have a question. After Ayane's 3H+K, I've seen people like scoot backwards or something and get a 4P~K back. :| But whatever I try to do it, she just rolls towards her opponent. How do you pull that off? I really wanna get that 4P~K off of 3H+K but I can't do it.
 

Force_of_Nature

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After you hit 3H+K, double tap 66 while Ayane is BT'ed then input BT4P~K. It works consistently if you hit it from fairly close range or a little out. It doesn't work well if you hit 3H+K at tip range. It's the same for 3H+K~66~BT4K~BT7K (though BT4K has more range than BT4P~K).
 

LunaKage

Member
So what's the deal with 1P+K~P? Didn't that used to be chargable? Did they remove it or am I somehow just doing it wrong?
 
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