DOA5LR Ayane Combo Discussion

iHajinShinobi

Well-Known Member
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It only works mid-stage, as PK slams them into the wall.

Yeah, I know. But yeah, I like the combo, does good damage, flashy AND viable. I'll update the OP with this and other things some others listed, as well as for other things I'll find later tonight (replaced my crappy 1st gen 360 with an elite so I'll be practicing hardcore tonight).
 

Mesharey

Active Member
Not sure if this has been stated, but PK, BT 7K is slightly stronger than PPPK as a juggle for low launch heights.
It works in Ultimate only?

I've been playing Ayane using her DOA5 techniques only, I was busy with Hitomi and her new 4KK re-launch. @@

I'll try to do CB video using the 2 new combos in Ultimate, I don't have capture card so I'll just record one round maybe lol. :p
 

iHajinShinobi

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Yeah it's 5U only, because PK offers the new body spin airstate animation to make opponent's float a bit longer, making a BT7K connect. That's also why 4P+K launches higher within' the stun threshold now, because it has the same juggle animation as PK does.

Same applies to H+K.

For the record, PK > BT7K only does 1 damage more than PPPK does. Still, it looks a lot better than PPPK and 1 extra damage is something, lol.

Also, BT4K is now a relauncher like BT4P and BT6P are.

I'd continue practicing right now, but I'm actully really tired and am going to sleep in a bit. More practice tomorrow though.
 
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phoenix1985gr

Active Member
Well they sure are different, but for me at least the 4p+k BT4K 6P 4p . k is just not worth it the timing is too difficult unlike with other setups like her 64T or after H+K launche, and BT4k is lower damage than BT4P if you want to try 4P+K BT4k/4p pp4pp7k the BT4p version does more damage (only two points but still)... And of course 6p 66kk4 4p.k is more damaging so i ll stick to these... if you manage to find another way to incorpotrate BT4k would be really cool though
 

J.D.E.

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"Hits 3H+K > Free > 66KK4 BT 7K over & over in the lab doing reps, feels amazing" "Plays in a free match gets constant rolling after 3H+K & then smh & :(" LOL. I think out of the times that I've played somebody, I hit it about maybe 3 times before I just said "fuck it" & used what I knew at that point (4P 7K & 4P ~K) until I I get on down packed.
 

iHajinShinobi

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3H+K > 66 Free cancel > 66KK4 BT7K is good but 3H+K > 66 BT4P~K and 3H+K > 66 BT4K > BT7K are more consistent, A LOT more consistent.

I think I'm going to stick with these until I see something more consistent than that.
 

J.D.E.

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Yeah I'm with you on that. It's damage. I'll take what it has to offer before dropping a juggle.
 
HIGH STARTER stun + launch as soon as possible on ligh weight only (Kasumi)

NEUTRAL HIT

KK > H+K > 66KK4 > BT7K 81/100/121 DMG
KK > 4P > BTPP4PP7K 78/96/116 DMG
KK > 4K > PPPK > 77/95/114 DMG

(BT)P+K PP > 8KK > BTPP4PP7K 83/95/115 DMG
(BT)P+K PP > 4P+K > BT6P > 8KK > BTPP4PP7K 104/122/147 DMG
(BT)P+K PP > 4K > PPPK 79/90/109 DMG

BT H+K > BTP > H+K > 66KK4 > BT7K 68/84/101 DMG
BT H+K > BTP > 4P+K > BT6P > 8KK > BTPP4PP7K 89/111/132 DMG
BT H+K > BTP > 4K > PPPK 64/79/ DMG
BT H+K > BT4P > BTPP4PP7K 60/74/89 DMG
BT H+K > BT4K > BTPP6KK4 > BT7K 69/85/94 DMG

8K > PPPK 47/59/70 DMG

8KK > BTPP4PP7K 52/65/78 DMG

236 H+K [BG] > BT4K > BTPP6KK4 > BT7K 49 DMG



COUNTER HIT

H+K > 8KK > BTPP4PP7K 77/91 DMG

K > HIGH see KK
K > BT6P > BT4PK 75/90 DMG
K > BT66H+K 58/70 DMG
K > BT6K ???

(BT) P+KP > HIGH see P+KPP
(BT) P+KP > BT6P > PPPK 81/97 DMG
(BT) P+KP1K 49/60 DMG



HI COUNTER HIT

P > HIGH see PP
P > 4P > BTPP4PP7K 75 DMG
P > 4K > BTPP6KK4 > BT7K 88 DMG


PP > 8KK > BTPP4PP7K 86 DMG
PP > 4P > BTPP4PP7K 82 DMG
PP > 4K > PPPK 80 DMG

BT P > 8KK > BTPP4PP7K 79 DMG
BT P > 4P+K > BT6P > 66KK4 > BBT7K 100 DMG
BT P > 4K > PPPK 73 DMG


BT PPKK > BTPP4PP7K 86 DMG
BT PP > 4P+K > BT6P > 66KK4 > BT7K 107 DMG
BT PP > 4K > PPPK 80 DMG

EDIT : typo
 
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iHajinShinobi

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^ I've said this before, I'm not going to add anything to the OP that's straight up telegraphed.

Example: BT H+K > BTP > H+K > 66KK4 > BT7K 68/84/101 DMG

That's just working the stun threshold because doing BT P is just an option.

That combo would become more viable as a 50/50 in your favor if you just leave out the jab. Because you can easily make that into the following;

BT H+K > BTPPKK
BT H+K > H+K
BT H+K > 8KK
BT H+K > 3PP
BT H+K > BT4P
BT H+K > 4K
BT H+K > BT4K

etc etc...

Most of the other combos in that list are already listed in the OP, by the way.
 
I think you misunderstood...

KK > H+K hi launcher > 66KK4 > BT7K 81/100/121 DMG
KK > 4P mid punch launcher > BTPP4PP7K 78/96/116 DMG
KK > 4K mid kick launcher > PPPK > 77/95/114 DMG

let's consider the KK as the starter. After KK, I present 3 options : high, middle punch, middle kick launchers.
It's the same for every combo presented.

BT H+K is different because Ayane has no BT high launcher but I still want a high option after BT H+K so I suggest the BT P and after the BT jab I suggest 3 options again :

BT H+K > BTP > H+K > Juggle
BT H+K > BTP > 4P+K > Juggle
BT H+K > BTP > 4K > Juggle

Oh well... I'm doing that because I wanna have options and stay imprevisible but if all I do is telegraphing there's something wrong somewhere.

EDIT : I'm presenting combos in that way, I'm not reinventing the wheel, I read the OP enough to notice those combos are already listed, I never meant to ask you to add twice the same combo; like I said, I'm just presenting those combos in a stater+launch options...
 
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iHajinShinobi

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Standard Donor
I didn't misunderstand anything.

BT H+K > H+K: This is her back turned H+K followed by her front turned H+K high launch. You don't actually have to throw in that jab. I was saying it was telegraphed because if you're going to be option selecting a back turned jab before your preferred launch, you're gonna be read easily with the hold (i.e. being telegraphed).

Not including the jab keeps your all of your launchers, both facing forward and with your back turned, as true 50/50 options. That includes any throw of your choice.

The KK starter combos you present are already in the OP. I know exactly what you're referring to, I'm not dimissing anything you're posting. I'm just saying, some combos you listed involves more use of the stun threshold, in which those combos aren't actual combos. They are just stun > whatever > launch. That can be done at any time (which is totally not a bad thing at all, you're suppose to be creative, but as far as listing what's the most optimal without the mix up, were not listing that here).
 
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