Dead or Alive 5 Ultimate

HajinShinobi said:
Kasumi is fast and she has solid damage overall. Pretty good tools, good mix up, good pressure.
huh? that's weird, kasumi board told me that she's not easy to use and suggested ein instead, weird.

Well, if you want to use Kasumi as a relatively straightforward rush-down character that just pokes her opponents until she either yields a CB, launch or grab, then yes she is easy and a pain in the ass for slow characters. However, her combos & pressure require a lot of dedication and practise to get down. Referring to her as a "beginner character" is a little misleading. Her execution makes her intermediate-to-advanced.

what should be a beginner's approach to ayane? I saw the top 10 moves, your breakdown topic, and some combos and that's about it. what should a new ayane player focus on practicing?

Pay attention to the range of your zoning moves, and slowly familiarize your self with Ayane's movement options. For instance, you can practise a different movement technique in each practice session such as utilizing Back Twirls to set up BT mix-ups; Forward Twirls for offensive mix-ups; 8P and Hajin Dashes (8PH) for quickly alternating between FT and BT stances; or 7P's for creating space. As for Top 10 moves, use and abuse 3H+K, 4P, 6P, 2P, 1P, 3P, P (Don't underestimate this move's goodness), 8H+KK, P+KP(1) ,and when you feel more comfortable 66KK4 & BT PP6KK4. All these moves are good in some way and serve a purpose in Ayane's gameplay. Once you get comfortable with how Ayane plays, you'll be able to more effectively see what moves work for her and which don't. As a tip, please try to keep 236K usage to a minimum as tempting as it may be to throw this move out at every turn.

I'll be straight up and say that Ayane is in no way a beginner character and it will take you quite a while to get a handle on how she plays. You essentially can't play her in a straightforward way without limiting her potential heavily.

ZOo00OOm said:
What are some of her best tools to approach the opponent and build pressure? Also what is considered unsafe in this game?

Practice utilizing BT PP6KK4 if you want to pressure with Ayane. You can approach in a bunch of ways but don't worry too much about approaching with Ayane, let the opponent come to you instead. Anything about -8 or worse is considered unsafe. Once you start blocking stuff -10 or worse, you should be getting guaranteed i7 command grabs (i6 for grapplers). Technically you can throw punish -7 or lower, but it's not as reliable and is risky if your punishment isn't on point.
 
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Indeed. Her execution barrier was pretty high in 5, but 5U makes her one of the highest of the regular cast. Hayate's probably the closest to 'pick-up-and-play' the ninjas have anymore.

No, not counting Momiji. She's simple, but does require a little finesse to open up her massive damage regularly, and she's a shrine maiden for her day job.

I'd say this is about right. Ayane and Hayabusa are tough to use, and Kasumi has the hardest advanced combos. Hayate is kinda in between. He's not too taxing to use, but he's not exactly braindead easy either. Raijin is also a bitch.

Of the ninjas, Momiji is by far the easiest to pick up and play. One session in the lab and you can already be doing crazy shit with her that yields decent damage. Her 6P also seems to juggle off of almost any launch, low or high. Momiji's challenges pretty much revolve around her inability to pressure someone that knows how to fight her and doesn't fall for her gimmicks. It also doesn't help if she's fighting a ranged character like Ayane who can fight her just fine at mid-long range. Essentially you'll do great with Momiji against scrubs (6PKK mixups, all day, erry day!), but competent opponents will keep her honest. Rachel is the same deal, easy to use, but you need to be crafty in how you win with her thanks to her vortex getting destroyed.
 
huh? that's weird, kasumi board told me that she's not easy to use and suggested ein instead, weird.

what should be a beginner's approach to ayane? I saw the top 10 moves, your breakdown topic, and some combos and that's about it. what should a new ayane player focus on practicing?

Kasumi is only considered "difficult" if you're trying to execute her higher learning curve combos. She has simple and damaging combos that get the job done without her higher execution combos (those would come into play later with practice). Her higher execution combos include her KK7K6P+K, PKK7K6P+K, 9K6P+K and 7K6P+K.

Outside of this, yes, she is simple to pick up and play.

Pay attention to the range of your zoning moves, and slowly familiarize your self with Ayane's movement options. For instance, you can practise a different movement technique in each pactice session such as utilizing Back Twirls to set up BT mix-ups; Forward Twirls for offensive mix-ups; 8P and Hajin Dashes (8PH) for quickly alternating between FT and BT stances; or 7P's for creating space. As for Top 10 moves, use and abuse 3H+K, 4P, 6P, 2P, 1P, 3P, P (Don't underestimate this move's goodness), 8H+KK, P+KP(1) ,and when you feel more comfortable 66KK4 & BT PP6KK4. All these moves are good in some way and serve a purpose in Ayane's gameplay. Once you get comfortable with how Ayane plays, you'll be able to more effectively see what moves work for her and which don't. As a tip, please try to keep 236K usage to a minimum as tempting as it may be to throw this move out at every turn.

I'll be straight up and say that Ayane is in no way a beginner character and it will take you quite a while to get a handle on how she plays. You essentially can't play her in a straightforward way without limiting her potential heavily.

FoN summed it up for me already.

What are some of her best tools to approach the opponent and build pressure? Also what is considered unsafe in this game?

3P, 3H+K, BTPP6KK4, P4P, BT6K, BT2K, BT2P, and BT3KK are all very good ways to approach the opponent. But they also good to keep opponents out as well. You can always try to just inch your way in with just Integrated Movement or generic movement (or both) during footsies to close distance as well.

As far as throw punishment is concerned, in general, strings or single pokes that leave you at -8 or more is considered i7 throw punishable. -6 to -7 is considered semi-safe/risky because they are vunerable to i5 neutral throws. But those are breakable on reaction. For strikers, all of them (except for Alpha-152) have i7 throws for throw punishment. For Grapplers, all of them have i6 throws for throw punishment, so Grapplers can technically throw punish strings and single pokes that end at -7.
 
is there an easy command for hayate's Rajiin throw ?
rotate the analog stick as fast as you can, drop kick your television, and throw your controller throw a glass window, and take a nap. even then that's a 50% chance you will pull it off so good luck man.


but the easy solution is just to do Hayate's other throw. much easier to do and for about the same damage anyway. just my opinion though.
 
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