Gill Hustle
Well-Known Member
I'll find an appropriate use for BT PPPP.
I'm sure you will, atm I think it's been relegated to juggle ender though.
I'll find an appropriate use for BT PPPP.
The "upper tier players" in my country just use guard (online players too) so I used it a lot.Any of the upper tier players would let you get away with BT maybe once or twice, then start countering.
I think I saw a new move in the video I posted, it's 4P then a high kick? I'm not really sure.
I'm sure you will, atm I think it's been relegated to juggle ender though.
I wouldn't think BT PPPP would be so damaging for a juggle because BT PP4PP7K is there, as well as BT PP6P~K and both do a much better job than BT PPPP juggling does.
Ayane has to work harder for wins in 5U. The command spin and new gravity is something you gotta get used to.
PP still tracks
I'm not going to assume anything until "I" get my hands on the game and run through things myself. I highly doubt that is true. I am also treating her new back spin notation as a buff for obvious reasons.
Notable Changes for DOA5U Ayane:
- P: +0 on hit.
- PP: Still tracks.
- P4P: 10 frame jab into a mid punch, leaves Ayane back turned. -5 on block, does not track. +0 on hit (fuck yeah) This move is fucking great for critical stun because the mid punch puts opponents in a deep stun, making them have to guess at your launchers. This alone has greatly increased Ayane's chance for Critical Burst and her P/PP stun game mix ups.
- Side step P4: Her side step punch can now transition into back turn stance, it's something she's needed here. Adds mix up potential on hit just like 66P4 does.
- Side Step P+K: Ayane side steps then transitions into back turn stance. I really like this, I'm going to explore this some more once I get my copy of the game.
- 4H+K: It is a natural limbo stun in open stance now, and it is -17 on block. 4P+K combos are delicious here if this hits.
- 3H+K: It's properties remain intact, -3 on block, still very safe. We are no longer getting our guaranteed 70 damage anymore midscreen. However, the bound this has on hit can be followed up with various hits to get some damage. Right now for Day 1, I've been using 3H+K > 66 > BT4P~K for 48 damage (58 into wall slams). If 3H+K knocks opponents close to a wall, you can follow up with 66 > BTPP4PP7K for about 68 damage. There is obviously more to be explored with 3H+K combos.
- 1P+KP: Still very solid for whiff punishment, and it still delivers that delicious unstaggerable gut stun. But this is no longer to be considered as our keep out tool. Because it is now -8 on block and no longer guard breaks. If you're using this, be sure that you are precise with your spacing because you will get punished hard if you don't.
- 1P+KK: Still very solid for whiff punishment for sure and as a keep out tool. This move here recieved some tweaks. It no longer tracks, BUT, it is now -5 at it's closest range on block, -3 at a distance, and -1 at tip range. It was -6, -4 and -2 in vanilla. It's safe to say that you're not getting thrown out of this unless it whiffs close enough or it's -5 for a grappler to punish.
- BT 4P+KP: The short version of her BT PPPP string, which is the third and fourth hits of the string. Both are mid punches, BT 4P+K stuns on normal hit (and counter hit) and is -14 on block, BT 4P+KP puts opponents into an unstaggerable gut stun on hit and is -8 on block. This short version is a great option for Ayane when her opponents are in critical stun while she's back turned. More 50/50's~
Just an FYI, 1P+KP, BT PPPP, and BT 4P+KP are all -8 on block.
- 44P+K: Ayane's Power Launcher. The following combo is what I found (so far), and is essentially the same combo as her 46H advance mid kick hold combo;
44P+K > 8KK > BT4P > BTPP4PP7K - 140 damage midscreen after Critical Burst, and does 150 by the wall. That's half a health bar and a guaranteed KO if opponents have 50% or less health.
- 7P+K: This is now Ayane's Power Blow Notation.
- 4P/BT4P: Still the great hi crush it always was, and still launches on counter hit. The day that it doesn't will be the death of Ayane, lol. DO NOT let the new juggle airstate it has fool you. The launch height is still the same, BTPP4PP7K and BTPP6P~K are still hit confirrmable at their usual launch heights.
- 64H+P: Still just as advantageous as it was in vanilla, and all our of combos are still guaranteed here. No need to stress here, this throw is just as powerful as it ever was. That includes 64H advance mid punch hold as well.