DOA5U "Prepare" - Ayane General Gameplay Discussion

Status
Not open for further replies.

iHajinShinobi

Well-Known Member
Standard Donor
I'm just going to say--P, 2P and BT6K are Ayane's best single pokes, hands down. And I'm not going to say why either. This time, I'm going to let you guys take a good guess at it.

I want to see if we're actually on the same page.
 

Aerospark

Well-Known Member
Standard Donor
I'm just going to say--P, 2P and BT6K are Ayane's best single pokes, hands down. And I'm not going to say why either. This time, I'm going to let you guys take a good guess at it.

I want to see if we're actually on the same page.
Let's see, uhhh, P and BT6K are good for range and 2P is good for interrupting your opponent and exhausting their options??? I don't know. :|
 

Force_of_Nature

Well-Known Member
Standard Donor
I'm just going to say--P, 2P and BT6K are Ayane's best single pokes, hands down. And I'm not going to say why either. This time, I'm going to let you guys take a good guess at it.

I want to see if we're actually on the same page.

P = Fast startup at i10, only -1 on block, one of the safest and efficient ways to enter BT stance (and to bait reactions by transitioning back to FT with P~BT8P). Excellent way to transition between FT & BT mix-ups seamlessly, along with P~BTH+P being one of the best (if not the best) tick throw setups in the game. A great move for frametrapping slower characters when coupled with...

2P = Best low jab in the game at i12, 0 on NH, -4 on block and great range at approximately 1.46 M. This move combined with P can frametrap and lock down quite a lot of characters, especially characters that have i13 mids and lows or slower. Just the i9 jabbers/i11 mid strikers can really break the frametrap effectively. There's pretty much no downside to Ayane's 2P and it can even be used as a keepout tool if you wanted because of the pushback on CH, especially if you can hit the opponent at tip range. There's also the beauty of the Low Jab Trap pressure technique, where you can frametrap opponents by just doing 2P over and over and then eventually poking with either P, 6P, or 6K for example. Annoys the hells out of characters that lack i12 lows, and have i13 or slower mids.

BT6K = Decent speed at i15, slight advantage on NH, SDS on CH (and bound on critical threshold hit), 0 on block and +1 at tip range. The risk/reward for this move is in your favour for the most part though spacing that tip range hit on block can be tricky. The SDS on CH is amazing thanks to getting either a free 4K bounce launch combo or a free 236K and further ranges for a nice blast back hit. This should generally be your go to Mid K from BT unless you're out of range (in that case BT4H+K reaches further). BT4K suffers from being unsafe on block despite having good range and a pretty good launch.

Yeah, I spam these moves sometimes...
 

iHajinShinobi

Well-Known Member
Standard Donor
Okay, so it seems as though I'm being accused of intentionally deleting someone's post out of spite or whatever they wish to see it as.

Aerospark asked a question about BT4P+KP usage, His Reverence brought up the 236H+K guard break set up.

I wanted to merge both mine and Force of Nature's earlier posts about 236H+K guard break options so that everyone can see more ways of utilizing them, adding in to Reverence's post.

http://www.freestepdodge.com/thread...-gameplay-discussion.2970/page-12#post-183907

The post deletion was an accident, not intentional. Thus no reason for deletion as it was not intended. Looks like it took under Force of Nature's however, this is something I'm not used to, the merging.

However, I do not have the ability to undo someone's deleted post immediately, so I could not recover the mistake I made. The only reason it's undeleted now, is because I was able to recover it through a link Cyber Evil gave me in a PM asking about the situation.

Deleting good forum contribution is not my intention, doesn't matter who it's from. I will be more careful next time, trying to merge things is still a bit new to me so I apologize for the misunderstanding.
 

iHajinShinobi

Well-Known Member
Standard Donor
Also, 1H+K does not guarantee a 4P+K after guard break. Infact the only strike that is guaranteed midscreen is BT6P after doing a microdash of 66. Unless the opponent has their back to the wall, nothing is a guarantee after a 1H+K guard break.

236H+K's guard break is higher advantage than 1H+K's guard break, they are not the same and do not equate the same kind of set ups unless the opponent's back is to the wall (BT4K will not connect after 1H+K is blocked).
 

Force_of_Nature

Well-Known Member
Standard Donor
A deceptive thing I've noticed about 1H+K is that it's +19 on block but the pushback on guard really hurts the follow-up potential in open space with moves such as BT 4P getting blocked despite being i15 (Though I can occasionally hit BT PP if you buffer a dash up). 236H+K is pretty nice when it's blocked though, however you need to be pretty crafty to get someone to block that regularly.
 

iHajinShinobi

Well-Known Member
Standard Donor
The same with 1H+K, really. But that is a lot easier to set up because of the 236H+KH spin feint during mix up and okizeme.

You can do BT6K afterward for a +1 frame trap as well, something I've been utilizing a lot recently. If you mash, you get put into a sitdown stun. If you block, I get a +1. Win win situation.
 

iHajinShinobi

Well-Known Member
Standard Donor
I have another question, er, quiz for you folks.

66KK4 is +1 on block, and you decide to use your BT6P as your option. Your mid is i12 frames because of the +1 and your opponent tries to use their i12 frame 6P as strike retaliation, but gets counter hit and launched instead of clashing strike per strike.

Why is our BT6P counter hitting the opponent's i12 6P?
 

iHajinShinobi

Well-Known Member
Standard Donor
I actually do not mind using 6K at all, but that's because I've always used it anyway. Good stun on neutral that creates an offense.
 

Aerospark

Well-Known Member
Standard Donor
Why the fuck would Team Ninja do something like that, Team Ninja please love yourselves more
 

Tenryuga

Well-Known Member
Because your mid is already retarded as is. It crushes jabs in neutral and people with 13i mids had to deal with being outdamaged by it on top of that? No. That was stupid and TN was right to make that damage reduction. It should never have had that amount of damage.
 
Status
Not open for further replies.
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
Top