DOA5U "Prepare" - Ayane General Gameplay Discussion

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Jyakotu

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You know you're bad with Ayane when you can't use her in lag, since apparently, she's gdlk in lag. :rolleyes:
 

Force_of_Nature

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Been looking into a couple juggles after an Expert Mid Kick Hold, and am looking to implement a couple interesting ones:

44P+K~8KK~BTPP4PP7K for Middleweights (77 dmg)

44P+K~66KK4~4P.K for Lightweights (78 dmg)

The timing for 44P+K is around the amount of charge required for a PL. Relatively straightforward juggles and I like the damage, especially on Hi-counter Hold (115 & 118 dmg respectively + any potential environmental damage), though timing on the Lightweight juggle is noticeably tighter than the Middleweight juggle. Unfortunately neither work on Super Heavyweights, though that's no biggie. Also 44P+K can wall slam so it won't be too effective if used right in-front of a wall.
 

iHajinShinobi

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Those are pretty old, they're in the combo discussion thread and my combo video.

Jab (whiff) > BT6P > 66KK4 > BT4P~K is 108 on hi counter and is universal.

Another one I actually do that I think no one has thought of trying yet is;

Jab (whiff) > BT6P > 66KK4 > BT66 > BTPP4PP7K which is 112 on hi counter. Very consistent once you master the timing from the back turned dash into BTPP4PP7K. Hits everyone except for Super heavyweight.

Another I use is;

Jab (whiff) > BT6P > 66KK4 > Free Cancel to Front turn stance > 6K2K which is 96 on hi counter. Sacrifices a bit of damage, but gets me a hard knockdown for ground game (which gives me control+offense). Only midscreen.

Whenever I'm going to finish my juggles into a wall, I actually do not opt for anything ending in 7K unless it gets me the K.O.

Instead, I finish it as BTPP4PPP if I'm back turned, or PP6PK if I'm front turned. High damage+faster access for ground game = control+offense. Both recover in i29 frames so I get access to the exact same style of okizeme I want to proceed to pressure with.

I find 44P+K to be inconsistent because it's hit property actually changes once your powerblow is active. And "I think" it uses your powerblow if you actually use it that way. Haven't tested that yet.
 
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Force_of_Nature

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Yeah, the 44P+K~66KK4~BT4P.K doesn't work as well when the PB is active, though 44P+K~8KK~BTPP4PP7K connects consistently on Lightweights & Middleweights regardless whether the PB is active. P (Whiff) ~BT6P~66KK4~BT4P.K is indeed the strongest juggle on Super Heavyweights.
 

Jyakotu

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So I let my insecurities get the best of me and I tried to distance myself for Ayane. However, I couldn't stay away from my purple haired goddess. Taking all the advice everyone has given me, researching combos, viewing replays and watching top Ayane players, I feel so much more confident in my Ayane now more than ever. I'm using 3H+K more, using 64T more, and my stun launch game has improved dramatically. Still learning to get better at reads so that I can use her 64H and 46H expert holds more in my gameplay. Spinning to win continues, but there is still much for me to learn.
 

ShinMaruku

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I took a break and messed with other ladies but when I went into a pinch I had to call out my babies Ayane or Momiji.
I just need to learn how to space with her again. Last few games i played against fools who know what they were doing I had to space them out and put them in the wall to win. :p
 

Jyakotu

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My spacing is very basic, but still gets the job done. I'm addicted to using 1P+K and then using BT8P to quickly face forward in neutral position.
 

ShinMaruku

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I do the back flip to try to bait people into running into 4K or use HK HK the 4HK but sometimes I get smacked.
 

Jyakotu

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I back flip to get away from wake up kicks or I do 6P into back flip to get behind my opponents so that they'll whiff their wake up kick.
 

ShinMaruku

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I'd kill for the day somebody doesn't do a wake up kick, but I just need to punish is suffienctly. Just like on crazy Danger Zone :3
 

Jyakotu

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beyond-scared-straight.jpg
 

KING JAIMY

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I have a question regarding the wall version of Ayane's 4T. I realize that my opponent cannot do a wake-up kick and that I'm left at +2 frame advantage but I have no idea what my options are after 4T.
 

iHajinShinobi

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You're at +23 advantage, not +2. Your options are basically whatever you choose out of front turn and back turn stances. Even power blow/cancel is a 50/50 must hold mix up.
 

KING JAIMY

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You're at +23 advantage, not +2. Your options are basically whatever you choose out of front turn and back turn stances. Even power blow/cancel is a 50/50 must hold mix up.
Strange, the fight screen info clearly said +2 to me. Anyway, thanks for your reply. I'll see what I can do in the lab.
 
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