DOA5U "Prepare" - Ayane General Gameplay Discussion

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iHajinShinobi

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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.

Naw it should have stayed as 22 lol. :cool:

But yeah, a lot of the time when Ayane is receiving changes, she's actually just being balanced out and not changed to be incredibly dumb or really bad. The buffs she's received are there to keep influencing that her tools are going to be what they are. The damage buff to her 3H+K from 23 to 26, for example, was rightly deserved. She had problems before that dealing with the roster when characters have ranged strikes that were 24-25 damage on average.

Ayane is that kind of character designed to have her range work towards her advantage, which is also why her 236K and 4P~K variants all have a farther knock back. The damage from 22 to 18 on her 6P also makes sense (as Tenryuga already explained so need to repeat it) because it already does quite a lot.

The nerfs she's received also do not actually make her any worse, they're literally there to compensate for the buffs she's received in the right places. There's probably one nerf I don't agree with (less blockstun on her BTPP6KK4), but when I think about it, it's basically to ensure she never gets brain dead just from doing it alone.

Ayane is probably one of the most balanced characters in this game right now. She's strong, solid, has very good tools, has a very good damage output. She's got good mobility and block pressure that gets the job done.

She has everything and does everything a DOA character is supposed to. Interact with stage environments, has a good balance of risk/reward, able to punish just fine, has a solid neutral game. Her CQC and range are intact and she has a very good match up board. She doesn't necessarily have a lot of problems, but she also doesn't overly exceed the boundaries either (no broken tech, no infinites, no Genfu silliness, etc).

TN has done really well with this character's play and balance design. There are a few things I'd like to see for her, but really, the character is a fair one.
 

LunaKage

Member
>Game has characters with 11 frame mids
>Nerfs one of the 13 frame mids
>"Justified"

Naw, stop hatin just cuz you play the Karate character without a vagina.
 

Aerospark

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Also, the input for Ayane's BT Roll really pisses me off when I'm trying to dash backwards and she decides to just roll like, Ayane, sweetie, no stop rolling you're fucking up my flow. They should change it to something different .________.
 

Aerospark

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That would be the day I praise Jesus for that. I still miss the days when BTPPPP naturally guard broke.
 

LunaKage

Member
I haven't had an issue with the back rolling yet, but I would still like it to be a notation.

The only thing I'm really having issues with is her back spin into K or P, there are a lot of instances where I'll be mashing the button, but she'll just let her spin recover instead of using the moves, so I just mash the button harder and it seems to work lol.
 

Force_of_Nature

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Also, the input for Ayane's BT Roll really pisses me off when I'm trying to dash backwards and she decides to just roll like, Ayane, sweetie, no stop rolling you're fucking up my flow. They should change it to something different .________.

I agree with this. The change to her backspin from 11 to 1P+K was a great move. The 6(6) being the roll input is really annoying. BT6P+K, as suggested, would be perfect. It doesn't help that the backroll stance is mostly ass. I wanna BT dash to my heart's content lol.
 

LunaKage

Member
It would be cool if the Backroll got a buff or two.

Like a midpunch, or maybe an OFFENSIVE HOLD FUCK SHIT PISS I NEED IT I NEED IT I NEED IT.

That feel when you start playing the game after they take it away from her ;w;
 

Force_of_Nature

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Lol, the backroll is already kinda stupid with how about 90% of Ayane players use it. Adding a Mid P would be unnecessary. Backroll H+P is kinda silly even as a throw. Hell online, that, and BT 6T, already feel like OH's >.< lol!
 

Force_of_Nature

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Fair enough, but that nonsense is ridiculous online on top of there being a shitload of Ayanes. I need to play Ayane offline more often instead of dealing with the bullshit that most online Ayanes toss out. Offline she's incredibly punishable in comparison.
 

Force_of_Nature

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Lol, Me too >.<.

Once you fight someone that knows how to punish Ayane, you realize just how complex this character is beyond all the flippy, spinny shit.
 

LunaKage

Member
A couple of notes from today:

- Start using BT 6K
- Start using 8H+KK/8H+K2K/8T mixups
- Start using 2H+K as a way to setup P>Free cancel mixups
- Stop ruining my force tech setups by only using 2H+K and 64T afterwards, incorporate more mids
- Use 4K less, use safer whiff punishing moves in situations where an opponent is likely to block
- When 4K IS blocked, stop hitting buttons afterwards, even if my opponent doesn't throw punish, they are still at advantage
- Get more comfortable spacing against Jann Lee, there's no reason I should be the one nervous at neutral, especially against him
- Get used to doing stun setups off of 64T and 64H, I was using them last Friday, but didn't even try using them last night for whatever reason
- FUCK KOKORO AND HER BITCH ASS
 

iHajinShinobi

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I wouldn't necessarily take 4K out of your arsenal (not implying you are), you have to be on point with that or you'll be too late (it gets blocked or whiffs).

Notes are good though, definitely start implementing that BT6K more, you'll love that tool once you're really comfortable using it. :cool:
 

iHajinShinobi

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XD

- Spam 2P
- Sidestep
- Space her ass

You need to be mindful with the i12 low versus characters with an i12 frame mid. Also Kokoro is actually very good with the range game. It's not any better than what Ayane has, but do not underestimate it, and Kokoro's 66P is deadly, no matter what character she's fighting.
 
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