"This is Your Last Chance to Run Away!" The Official DOA6 Ayane General Discussion Thread

Force_of_Nature

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This thread will be used to discuss all things Ayane in Dead or Alive 6!

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Mayor-Of-Mustard

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1H+K (and any followup) all day every day baybeeeeeeeeeeeeeeeee. and we cannae forget that 6p (or the 4p followup) . Anyone got tips for Ayane mirror matches?

I'm actually better at playing as Ayane on the right than the left, not sure what it is as I usually prefer left O.O
 

Force_of_Nature

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Here's a few combos for the Pteron Danger Zone - since it's really hard to time, at least for me, these (basically) zero-timing combos can be done from the PDZ pretty much every time.


Combo 1: PDZ > 8K > 4P+K > PP4PP7K

With Meter:

Combo 2: PDZ > 8K > SSSS > BB

Combo 3: PDZ > 8K > SSSS > BB Cancel > 4P+K > H (quick turn around) > PKK > 66 > 236K

The first combo works on all weights - the last two only work up to mid weights.

You still have to wait for the cinematic to end, so it's not technically zero timing, I guess?
You can press 8K at the very first frame you regain control and it will connect.

The first combo always works on both of the pteron dz that are on the same side of the water.
The lone DZ near the slide has a slope that makes Ayane's 8K not connect while in open stance.

As long as her back is turned to the camera for the little cinematic part, the first combo will always (should always...) work.
The second and last combos sometimes have trouble with tracking in air, and if you're at a bad angle, the FR will whiff weirdly - so I recommend just using the first combo - you lose a bit of damage, but it's more consistent.

Good stuff. I think this should be moved to the official DOA6 Ayane video thread. This DZ is nice for setting up some solid additional damage.

@Mayor-Of-Mustard In an Ayane mirror match you're essentially reading the opposing player and adjusting accordingly. Your frames are all the same so you can use the same pokes in close (P, 2P, 6K, 6P). If the Ayane does any unsafe stuff punish that shit. Basically, you can have Ayane hang herself until she starts doing safer stuff. If the Ayane plays safe, then you're going to have to make her impatient by turtling her until she tries to approach you (unless they have a life lead, then you have to approach). You can shake up the opponent with 1P's in close if you like and blow up approaches with 3PP, 3H+K, 4K, BT6P, BT6K or BT4H+K for example. Honestly, mirror matches are just about who's better at fighting against the character.
 

Force_of_Nature

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Heads up that Ayane's 236K after 64T does tremendous damage now (75 damage). A nice option if you have no meter or fighting super heavyweights. This is before environmental potential.
 

splslick

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Is hajin's guide still a good source on go to moves and stuff for the most part even though it's for doa5?
 

Force_of_Nature

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For the most part it should still be good, though you'll have to check the properties on the moves because some moves such as 3H+K have changed in DOA6 such as this move becoming unsafe on block now.
 

splslick

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For the most part it should still be good, though you'll have to check the properties on the moves because some moves such as 3H+K have changed in DOA6 such as this move becoming unsafe on block now.
Im surprised you didnt mention your vid from a few days ago :p
 

Force_of_Nature

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Lol, Which one? I've done quite a bit. For written material, Hajin's guides are perfectly fine for what you're looking for.
 

XxNoriakixX

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Hey, what's the most consistent way of doing her 3H+K into 66KK4, 4P*K? I got it down around 7/10 times back then when i saw Hajin's tutorial, but I had success with turning around directly and then doing the 66K but also by doing one backturned dash, then pressing h and buffering the 66KK but i never really feel in control doing it like this.
Thanks in advance!
 

iHajinShinobi

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@XxNoriakixX whenever you're doing any dash inputs from 3H+K. You're inputs should look like the following;

3H+K > 66H~6 > 66KK4

66H~6 will quickly transition you into facing forward and keep your momentum from dashing into running. This will make things like 66KK4 come smoothly. And running K (236K)
 

iHajinShinobi

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Sorry for double posting. Figured out new applications for something.

Alright, so here's the deal with the changes to Ayane's BT6K. As you are well aware, on block its +1, and +2 at tip range.
Neutral hit its +4 and +5 at tip. Counter hit (and threshold) its +19. This is where it gets interesting.

Two different things are going on here on counter hit. 1) If it hits as a counter hit (or stun threshold), Ayane can legitimately run up and be aggressive. You can get in their and take on the offense. No strike the opponent does will beat you out so long as you're not slow.

You can run up and do 66KK4 for example, as an additional frame trap. Or even run up jab.

2) If for some reason the opponent decides to hold out of stun after CH BT6K, you can start your stun game. Fastest standing hold speed gives +16. Low gold gives +21 (launchers).

This is fantastic because this allows Ayane to be a bit aggressive to due to a massive frame trap off CH BT6K.

In addition, if you land CH BT6K and go BT stance. You're at +3 if the opponent does not hold.

For frame advantage after CH BT6K > 8P on hold speeds:

Fastest = +0
Fast = +2
Normal = +9
Slow = +24 (mix up city)

Low holds:
Fastest = +5
Fast = +7
Normal = +14
Slow = +29 (mix up city)
 

splslick

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What other enders are there after a juggle besides 236k? And what do they setup if I opt for them besides getting damage from 236k?
 

Mesharey

Active Member
I didn't touch the game for like 5 days because I'm traveling but I keep wondering what's her sit-down stun, fatal stun from normal attacks if there's any?

They removed the sit-down stun from 4K, and limbo stun from 4H+K (unless they sidestep iirc) and is there anything guaranteed from the new stun motion after 4H+K?
 

Force_of_Nature

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What other enders are there after a juggle besides 236k? And what do they setup if I opt for them besides getting damage from 236k?

You can use 236H+K for decent damage plus setting up Ayane backturned. You can do dash up 6K2K if you want a splash bound for oki. Close hit 236K is likely max damage without break gauge meter.


Mesharey said:
I didn't touch the game for like 5 days because I'm traveling but I keep wondering what's her sit-down stun, fatal stun from normal attacks if there's any?

They removed the sit-down stun from 4K, and limbo stun from 4H+K (unless they sidestep iirc) and is there anything guaranteed from the new stun motion after 4H+K?

CH 4K on a crouching opponent is a Fatal Stun. 4H+K on a sidestepping opponent is a Fatal Stun. The 4H+K stun grants you +19 allowing you a launcher (or quick enough strike) of your choice if in range. 3H+K grants a roll-back bound allowing for free combos on NH (like in DOA5U onwards).
 

iHajinShinobi

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What other enders are there after a juggle besides 236k? And what do they setup if I opt for them besides getting damage from 236k?

I tend to stick with 236K as an ender for now because there really isn't any real advantageous oki situations in the game right now.
 

splslick

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I tend to stick with 236K as an ender for now because there really isn't any real advantageous oki situations in the game right now.
You can use 236H+K for decent damage plus setting up Ayane backturned. You can do dash up 6K2K if you want a splash bound for oki. Close hit 236K is likely max damage without break gauge meter.




CH 4K on a crouching opponent is a Fatal Stun. 4H+K on a sidestepping opponent is a Fatal Stun. The 4H+K stun grants you +19 allowing you a launcher (or quick enough strike) of your choice if in range. 3H+K grants a roll-back bound allowing for free combos on NH (like in DOA5U onwards).
Thanks for the info guys :D
 
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