DOA5LR Ayane Combo Discussion

iHajinShinobi

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An update; 4P+K launches higher with 64H+P and in Critical stun.

The following combos are now viable and optimal on mid weight class characters (not including Genfu);

- 64H+P > 4P+K > BT6P > 4P+K > BTPP4PP7K = 70 on normal hit
- 64H+P > 4P+K > BT6P > 8KK > BTPP4PP7K = 73 on normal hit
- KK > 4P+K > BT6P > 8KK > BTPP4PP7K
- KK > 4P+K > BT6P > 4P+K > BTPP4PP7K
- 6K > 6P3 (starts your 50/50s) > 4P+K > BT6P > 8KK > BTPP4PP7K
- 6K > 6P3 (starts your 50/50s) > 4P+K > BT6P > 4P+K > BTPP4PP7K

and etc. Before, these were only viable on light weight characters, now they are viable on both light and mid weight characters. 4P+K launching higher is definitely a buff.
 

Force_of_Nature

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Yeah I noticed that 4P+K launches higher than normal especially on any CH or BT hit. The combo potential for 64T was buffed I think because the lack of FT's that you could've used as enders in DOA5 vanilla and because of the buff to throws such as 214T now doing 99 dmg on hi-counter. Throws will likely now be a big method for getting damage with Ayane.
 

Force_of_Nature

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I need to find a way to work in throws I need to know when to throw...

Once you've got your opponent locked down and respecting your strings:

- You can work in throws by taking note of when your opponent uses critical holds. Ayane's Backturned Throw is very fast and almost always hits when in close range
- You can also work in throws when you've taken note of when your opponent is most likely to block your moves since they may be aware of how unsafe Ayane is. Even without hi-counter, Ayane's throws can be quite damaging.
-Generally throws work for Ayane when she's flustered her opponent to the point that they don't have a clue what she's gonna do next. This can be achieved nicely by regular use of free-cancels, such as on spinning moves like 236H+K~H or BT~33~H.

When do you normally attempt to throw your opponent? When I play Hitomi, I just run up and 6T.
 
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Darth Lotonic X

Active Member
This is from my "No-Timing" Power Launcher Guide.

For information about the format of these combos go here

Unless specified otherwise, assume the next input after a stance transition is in that stance.

No wall:
Alpha-Middle: :4::4::[[p+k]]:, :8::K::K:, :P::P::4::P::P::7::K: (112)
^Doesn't always work.
Alpha: (:1::P+K:) :4::K:, :6::P:, :6::6::K::K::4:, :6::H+K: (104)
Light: (:2::H+P:) :8::K::K:, :6::P:, :P+K::P::7::K: (98)
Middle: (:2::H+P:) :8::K::K:, :6::P:, :4::P::K: (No Delay) (96)
Heavy: (:4::h:) :8::K::K:, :P::P::4::P::P::7::K: (92)

Wall:
Alpha: (:H+P:) :6::K:, :8::K::K:, :P::P::4::P::P::7::K:(102)
Everyone Else: (:4::h:) :8::K::K:, :P::P::4::P::P::7::K: (92)
 
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iHajinShinobi

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Forgot to post this up awhile back, lol;

Genfu specific (heavyweight) 64H+P combo.

64H+P > 4P+K > H > PK > BTPP4PP7K = 65 damage. Does the same amount as the old 64H+P > 4P+K > BT6P > 66KK4 BT7K. Just more sexy lookin' and viable.

Mid kick hold combos for lights and middle weight, and heavyweight (Genfu);

46H > 8K > 8KK > BTPP4PP7K

46H > 8K > 66KK4 > BT7K

46H > 8K > 66KK4 > BT4P~K

Also, something I've started using more recently, whenever I get a 66KK4 or BTPP6KK4 wall slam;

66KK4 > H > PPPK

BTPP6KK4 > H > PPPK

Actually does 1 point more than the usual 66KK4 > BTPP4PP7K wall slam combos. Only 1 point in damage difference, but it does matter.

I've also started using 66KK4 > H > PP6PK for wall slam combos too, for my wall okizeme since the PP6PK allows me to re-position myself a lot faster.
 
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Mesharey

Active Member
Hmm .. strange I was looking at the CB combos but I didn't find this one, I saw it somewhere here. @@

After the CB, 4K, 8KK, PP4PP7K (or 8K) works always on light and middle weight and Gen Fu.
It gives 4 more points of damage than BT4K, 4P, PP4PP7K.
 

iHajinShinobi

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Updated the OP with more combos for recent Critical Bursts, 64H+P and 46H advance mid kick hold. Still have to fill in a few damage values on some combos, I'll get around to that.

I've also added in a listing of weight classes for every character as well. So players will know exactly what juggles work on what character(s).
 

tekkin88

Member
Looking at the first post i didn't see this cb setup listed: :6::6::K::K::4: , BT :2::P:, :P:, BT :4::H+K: CB!
I think it's really cool because it puts you in the perfect position to use :4::P+K: and get the full launch
 

Aerospark

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:6::4::F:, :1::K::K:, (BT):6::P+K:, :6::P+K:, (BT):H+K:, (BT) :P::P::4::P::~::K: = 103 on normal hit, 120 on counter hit, 145 on high counter hit. So far I've only tested it on Light weights: Ayane/Kasumi e3e. Dunno if it'd work on any other weight classes.
 
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Force_of_Nature

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:6::4::F:, :1::K::K:, (BT):6::P+K:, :6::P+K:, :H+K:, (BT) :P::P::4::P::~::K: = 103 on normal hit, 120 on counter hit, 145 on high counter hit. So far I've only tested it on Light weights: Ayane/Kasumi e3e. Dunno if it'd work on any other weight classes.

I just tried this combo out and, I'm guessing some inputs are incorrect?

Do you mean: 64H, 3KK, BT 4P+K, 4P+K, BT H+K, BT PP4PP7K?

For 64H & 64T I tend to like to keep them at "1-guess" setups with 3KKK. As for the juggle, it looks quite cool, but you can get ALOT more damage by doing:

64H, 3KK, BT 4P+K, 4P+K, BT 6P, 66KK4, 4P~K against Lightweights (4P+K, BT 6P, 8KK, BT PP4PP7K for middleweight)

I will also note that you can SE 3KK~4P+K on Slow SE.
 
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iHajinShinobi

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I just tried this combo out and, I'm guessing some inputs are incorrect?

Do you mean: 64H, 3KK, BT 4P+K, 4P+K, BT H+K, BT PP4PP7K?

For 64H & 64T I tend to like to keep them at "1-guess" setups with 3KKK. As for the juggle, it looks quite cool, but you can get ALOT more damage by doing:

64H, 3KK, BT 4P+K, 4P+K, BT 6P, 66KK4, 4P~K against Lightweights (4P+K, BT 6P, 8KK, BT PP4PP7K for middleweight)

I will also note that you can SE 3KK~4P+K on Slow SE.

64T > 3P followed by 3K/3KK/3KK3 or K/KK/K3 or H+K or 66KK4 or 6P3 or throw is just as solid as the 64T 3KK blender. Just an FYI.
 

Force_of_Nature

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64T > 3P followed by 3K/3KK/3KK3 or K/KK/K3 or H+K or 66KK4 or 6P3 or throw is just as solid as the 64T 3KK blender. Just an FYI.

Yeah, there's lots of mix-ups that you can do after 64T or 64H with the +16. I tend to hate the stun game so I try to keep things at 1-guess~launch if possible unless the opponent can't seem to catch on to what I'm doing.
 

iHajinShinobi

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Yeah, there's lots of mix-ups that you can do after 64T or 64H with the +16. I tend to hate the stun game so I try to keep things at 1-guess~launch if possible unless the opponent can't seem to catch on to what I'm doing.

The only mix ups strong enough to keep players in check are what I just mentioned, alongside the 3KK mix up. Keep things inbetween the two guarantees your damage from mix ups and loops, instead of just relying on the 3KK blender alone. Trust me, smarter players will tact onto 3KK blender so fast if you are only relying on it. I can deal with the single blender just fine, as well as Prince Adon, Requiem and Sweet Revenge.

No one has been holding anything since I've added the 3P mix up because it makes you scared to hold. If you add BT6H+K into this from 3KK3 and K3, it becomes a nightmare (like our vortex from Vanilla was once upon a time).

Just as well, after the 64H advance mid punch hold, KK is guaranteed like 3KK is, further increasing the blender mix ups and loops. Furthermore, during the 64H, KK will wall slam opponents, guaranteeing PP6PK (96 damage and gives you time to set up oki) and PPPK (99 damage) wall combos if you held and put opponents facing the wall after the hold.

In addition, mixing up the BT6H+K/BT6H+P/roll from 3KK3 and K3 during critical stun threshold is amazing. These strikes are such strong tools in critical stun and counter hit. It's a 50/50 all on it's own and opponents are guessing because you are NOT reacting to the option selects from the roll.

I love Ayane so much. <3
 
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Aerospark

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I just tried this combo out and, I'm guessing some inputs are incorrect?

Do you mean: 64H, 3KK, BT 4P+K, 4P+K, BT H+K, BT PP4PP7K?
Nooo, I inputted them like that because of the direction she was facing. e3e.. Guess I shouldn't have done that?
Edit: I edited the post fix the BT H+K e3e.
 
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