DEAD OR ALIVE ULTIMATE
AYANE FAQ/STRATEGIES
 (v1.0, 11-16-04)
by Edward Chang (chang dot 459 at osu dot edu)

v1.0 (11-16-04)
 First Version.

Table of Contents:
1. Introduction
2. Basics
3. Extended Movelist
4. Combos
5. Strategies
6. Credits


1. INTRODUCTION

Dead or Alive Ultimate brings Dead or Alive 1 and 2 to the Xbox. While
1 is pretty much a straight port of the Saturn version of the game, 2
features enhanced graphics and tweaks that put it on par with Dead or
Alive 3.

With that said: this is a guide for the Dead or Alive Ultimate
character, Ayane. I'll be dealing with the remake of DoA2, and I
won't discuss DoA1. Here are the game-provided stats on Ayane:
Name: Ayane
Nationality: Japanese
Occupation: Ninja
Birthday/Age: August 5th, 16
Height: 5'2"
Weight: 104 lbs.
Measurements: 37-21-33
Bloodtype: AB
Seiyuu (Voice Actress): Yamazaki Wakana, AKA Okuni in Samurai Warriors,
Mystina(Meltina) in Valkyrie Profile, Mori Ran in Detective Conan, and
a host of other roles.

You perverts in the audience will note that despite being the youngest
character in the game, Ayane has the second largest bust. (If you set
the language to Japanese you can see that despite both being listed
as '37 inches', Tina's 95 cm whereas Ayane is 93 cm). Maybe that is
why her age used to be listed as N/A when you set the language to
English.

Ayane's fighting style is the Hajinmon (Conqueror-God) branch of
Mugen-Tenshin-Ryu ninjutsu. Hajinmon is a lot less direct and a lot
trickier than the standard Mugen-Tenshin-Ryu employed by Kasumi, and
indeed a lot of Ayane's attacks turn her around or make her flip around
in the air; Ayane also has the largest catalog of back-facing attacks
in the game.

Plotwise, as the new intro movie to DoA2 Ultimate makes clear, Ayane
has been sent by Genra to kill her half-sister/cousin Kasumi, who
has left the village, thus breaking all sorts of major rules. There really
isn't much more to it than that, but come on, you weren't expecting major
plot out of DoA, right?

Ayane has 20 costumes in DoAU:
C1: Purple ninja outfit, new to DoAU
C2: Classical purple ninja outfit from DoA2
C3: White variant of C2 from DoA3
C4: Schoolgirl outfit with sweater and skirt
C5: Schoolgirl outfit with sweater, skirt, and jacket
C6: Purple and black outfit (homage to Tecmo's Kagero: Deception)
C7: Black and white top, white skirt, and stockings ('clubbing outfit')
C8: Black leather outfit and stockings ('devil outfit')
C9: Red shirt and black overalls
C10: Blue lace-up corset and camouflage shorts
C11: White and red tanktop and blue sweatpants
C12: Black open jacket, bra, and pants with butterfly necklace
C13: Black tanktop and black and red sweatpants
C14: Jeans jacket and bra and jean shorts
C15: "Xbox" outfit
C16: Schoolgirl sports outfit
C17: Light blue bikini with "Bad Girl" and bunny (the Lamina from DoAX)
C18: Purple bikini (the Banshee from DoAX)
C19: Black overalls (no shirt...)
C20: Futuristic bodysuit and helmet (the training dummy outfit from DoA1)


2. BASICS
First, the conventions used in this guide.
f - tap forward
b - tap backward
d - tap down
u - tap up
u/f - tap up and forward
u/b - tap up and back
d/f - tap down and forward
d/b - tap down and back
[] - hold the button. For instance [f] means hold forward
qcf - roll the controller from the down position to forward
qcb - roll the controller from the down position to back
P - punch button
K - kick button
F - free button
+ - perform simultaneously
, - perform in succession
H - move hits high
M - move hits mid
L - move hits low
G - move hits grounded opponent
T - move is a throw
R - move is a reversal or parry (hold)
KD - move knocks opponent to the ground
KB - move knocks the opponent back; wall/ledge damage is possible
S - move staggers
(R)CS - move causes crumple or reverse crumple stun
NR - the move is not reversible; details in the description
C - on counter
HC - on high counter

Although in my Leifang FAQ I recorded various stuns, operationally they
are almost all the same. Thus for this Ayane FAQ I have limited my
descriptions of stuns to two types: Staggers and (Reverse) Crumple Stun.
RCS is important because Reverse Crumple Stun (only Reverse, not the
normal one) is NOT REVERSIBLE during the initial part of the animation.
Thus, RCS (and float) combos are the only guaranteed combos in DoA.
Unlike the definition of "combo" used in Tekken and others, a combo in Dead
or Alive 2 is defined as a string of moves which, once the first move
connects, cannot be blocked. However, combos may be interrupted by
reversal, even if the opponent is stunned. We will come back to this
point later in the combos section.

Speaking of combos, however, be aware that you cannot just add together
the component damages of the parts to get the total combo damage. The
reason for this is that the game "prorates", or changes the damage,
of moves inflicted during comboes. This is to make float combos not
cheap and stagger combos less deadly. When an opponent is staggered
or floating, moves hitting the character will be prorated 50% (in
other words, the move will only do 50% damage). In tag mode, this is
taken further; a character can start out a combo at 100%, and float
for 50%, tagging in their partner. The partner can continue the float
at 50% prorating. If the float continues even further and the original
character is tagged in, subsequent float moves on that character do
a measly 35% damage. Thus even ridiculous 16-hit comboes will not
do THAT much big damage.

Damage can be prorated in other ways. Certain power/impact moves,
such as Lei-Fang's shoulder ram or back ram, will score a "Close
Hit" if the enemy was extremely close when you hit them. Close Hit
will prorate moves 150%. On first inspection, however, it seems that
Ayane has no moves that can warrant Close Hit.

The game also defines "Counter" and "Hi Counter" moves. Note that
there are three general types of moves in DoA: "strikes" (normal
moves), "holds" (reversals), and throws. These moves arrange in
a sort of paper-rock-scissors formation: strikes beat throws, throws
beat reversals, and reversals beat strikes. The upshot of this is
that if you hit someone who is trying to throw you, or you throw
someone who just tried to reverse you, you will do a "Hi Counter".
This prorates moves 150%. If you do a move of the same type, or
do a move that does not follow the triangle formation (throwing
somebody as they're attacking or attacking somebody who missed
a reversal), you do a mere "Counter" and the move is prorated 125%.
There is another way to get "Counter" status: hitting an opponent
in the back. Moves that hit mid gain 125% damage bonus when hitting
a crouching opponent, but they do NOT count as Counter hits.

Reversals define "Hi Counter" and "Counter" a bit differently.
When you input the command for a reversal, your character does a
reversal animation, and for about a half second you will receive all
incoming moves at the specified height level and avoid them, instead
doing damage to the opponent in most cases. If you input the reversal
command quite early, and the opponent hits into it, you will get the
normal reversal. If the incoming attack comes in almost immediately
after the input command, you will get a "Counter" and the reversal
will do 125% damage. Finally, if you input a reverse command at the
exact moment when an attack hits you, you will get "Hi Counter" and
will do 150% damage.

Now note that if you combine say, Hi Counter, with a combo, the
proratings stack. For instance, if you start a float combo with
a Hi Counter, the first move will do 150% damage, while additional
moves in the float will do 50% -- but 50% of 150% damage, so it
will be a straight prorating of 75%. Likewise, counter moves
begin at 125% damage, and are then prorated to 62%.

Finally, stacking "Close Hit" and "Counter" or "Hi Counter" will
result in a single prorating of 160%.


3. EXTENDED MOVELIST

What follows is a listing of Ayane's moves, with a detailed
explanation of each one. The first line will have the move's name
and input command, as well as the attack level and damage done, and
any special properties of that move, following the conventions given
above. Then a brief description along with any applicable strategies
for that move will follow.

For instance, a line such as:
Hajin-Sosho PPP; H10,H10,M20; -,-,F; HC:S,S,F

means: The name of the move is Hajin-Sosho. It is performed by pressing
punch in succession three times. The first two hits do 10 damage and hit
high, and the third hit does 20 damage and hits mid. Normally the first
two hits do not have any special hit effects, and the third hit floats.
On high counter only, the first two hits stagger, and the last hit floats.

BASIC ATTACKS:
High Punch P; H10; HC:S
Punch to the face. This move leaves Ayane's back turned.

Mid Punch d/f+P; M20; C,HC:S
Downwards chop to the midsection.

Low Punch d+P; L5; C,HC:S
A simple low punch.

High Kick K; H27; C,HC:S
A turning kick to the face. This move leaves Ayane's back turned.

Mid Kick d/f+K; M24; C,HC:S
A kick to the midsection. Knocks backwards in a special stagger on counter
that can be followed up with a qcf+K.

Low Kick d+K; L10; C,HC:S
A turning kick to the shin. Trips on counter and can be comboed after.

Jump Punch P (in mid-air); M15; C,HC:S
A simple jumping punch.

Jump Kick (in mid-air); M30; KD; C,HC:S
A spinning kick in midair. Will stagger on counter hit.

Rising Kick K (getting up from ground); M20; S
Sideways kick to the midsection.

Rising Sweep d+K (getting up from ground); L20; S
Sweep to the feet.

Punch P (with back turned); H10; -; HC:S
A simple turn around punch, virtually identical to a normal high punch.

Side Swipe d+P (with back turned); M28; S; C,HC:F
Mechanistically the same as the last hit of f+PP, can be quite useful.

Kick K (with back turned); H30; KB
A turning spinning kick that's a little slow but does good damage.

Crescent Kick d+K (with back turned); M25; -; C,HC:KB
Faster than the regular kick, although no real combo possibility.

UNIQUE ATTACKS:
Hajin-Sosho PPP; H10,H10,M20; -,-,F; HC:S,S,F
Two punches and then a rising double punch. Floats anytime, but can only
be comboed after on counter or hi counter since those float higher.

Renjin-Renten PPKK; H10,H10,H27,H27; -,-,F,F: C,HC:S,S,S,F
Two punches and then two high kicks in succession. Although all hits hit
high, if performed after a stagger the third kick floats just high enough
to combo after. Otherwise, not all that useful, although if you've been
using PPP frequently and the opponent starts to reverse mid, use this
instead.

Renjin-Koeiso PPfPP; H10,H10,M22,M28; -,-,-,S; C,HC:S,S,S,F
Two punches and then two swipes to the midsection. A good floater and
also a good move to perform during a float. Easily reversed if the
opponent knows it's coming, though.

Hajin-Kyaku PK; H10,H25; -,KB
Simple punch-kick combo. Not all that useful although it will knock the
opponent off their feet.

Koeiso f+PP; M22,M28; -,S; C,HC:S,F
Similar to the last two hits of PPfPP, can be good for staggering and/or
floating the opponent, although again, it can be a little predictable.

Soha-Kyaku f,f+PfK; M25,L22; F,KD
The double rising punch and then a ground kick. The first hit always
floats so if it hits, the second hit will hit on the way down. On counter,
though, it's more damaging to stop at the first hit and follow up with
a normal air combo. Incidentally, the second hit of this move can be
performed alone by pressing K as you are landing from a jump. Pressing
P as you land from a jump will perform the first part of this move.

Fuzan-Ryubu d/f+PbP; M20,M23; -,-; C,HC: S,F
A mid punch followed by a rising backwards swipe. A good floater although
again, since both hits are mid, it can be reversed pretty easily.

Jirai-Enjin d/f,d/f+P,[d]+K; L18,L25; -,S; C,HC:S,S
A low punch and turn-around low kick to the shins. On counter the first
hit gives a sit-down stun, but the second hit will lift them to their
feet again. Pretty good move since most people don't tend to block low.

Rasen-Urajin b+PK; M23,H28; -,KB; C,HC:F,KB
Backwards rising swipe followed by a kick. This move and its variations
(the Rasen moves) SHOULD BE ABUSED BY ALL MEANS. Ayane crouches from
the very beginning of the animation, meaning you will automatically dodge
high attacks. To top it off, on counter or above, the first hit floats,
meaning you can ignore the second hit and do an air combo for more damage.
If the first hit is blocked, you can effectively confuse the opponent
by performing the second hit high, performing the second hit low,
delaying either second hit, or doing any back-turned combo.

Rasen-Hishu b+P,K; M23,H35; -,KB; C,HC:F,KB
Virtually the same as above although the second hit is delayed and does
more damage. If the opponent has been in the habit of reversing the second
hit high, the delay is long enough to avoid the reversal.

Rasen-Urachi b+PdK; M23,L25; -,S; C,HC:F,KD
Another Rasen move that ends low. On non-counter hit, it will trip the
opponent, but the stagger is not long enough to combo after.

Rasen-Hien b+P,d+K; M23,L30; -,S; C,HC:F,KD
Same as Rasen-Urachi with the second hit delayed, again causing more damage.

Fujin-Sosho u/f+PPP; H12,H10,M20; HC:S,S,F
Pretty much the same as the PPP although the first hit is a jumping punch.
I don't know why you'd want to do this except to close the distance between
you and the opponent or to dodge a low attack.

Fujin-Renten u/f+PKK; H12,H28,H22; -,S,F; HC:S,S,F
A jumping punch and then two high kicks. The float isn't really high enough
to combo even on hi counter, although a down attack will hit the opponent
on the way down.

Sajin-Shu [d/b]+PK; L18,L25; -,S; C,HC:S,KD
A nice double-low hit. Even when people know it's coming, they have
a hard time with this move. The first hit leaves Ayane crouching with her
back turned, and also staggers quite nicely on counter or above. On counter
or above, it's more damaging to simply do a back-turned combo rather than
the second hit; if the opponent begins to reverse the second hit, punish
them with a different back turned combo.

Renten-Kyaku KK; H27,H22; -,F; C,HC:S,F
Two high kicks. Just like the Fujin-Renten, this recovers too slowly to get
a float combo in even on counter or hi counter, so use this sparingly.

Jinrai-Ryuso f+KK; M26,M25; S,KD
A knee to the midsection and then a turn around kick. The knee staggers
quite nicely and instead of performing the second hit, you can always
attempt to float the opponent instead.

Jinrai-Roso f+KdK; M26,L22; S,S
A nice mixup for the Jinrai-Ryuso, the second hit is the low kick to the
shins which staggers very nicely.

Soten-Kyaku u+K; H25; S; C,HC:F
A high kick that staggers on normal hit for a decent amount of time. This
should be one of your primary staggering moves.

Ryubi-Ressen u/f+K; M45; KD; NR
A jumping somersault kick. Although this move has no combo potential, it's
great once you've knocked the opponent down. If you perform it from the
right distance and at the right time, it will beat out both rising kicks
and rising sweeps, and knock the opponent down again; great for frustrating
the opponent. Even better, the move is not reversible; successful reversal
leads to position change only, although the move recovers a little slowly
so you'll be a little vulnerable for a short time (better than taking
guaranteed damage, though).

Shu-Getsurin u/b+K; M40; F; NR
A backwards flip kick. Ayane recovers with her back turned. Doesn't
float high enough to combo, although this move, like the Ryubi-Ressen, is
not reversible.

Fujin-Kyaku b+K; M28; KD
An axe kick with decent range, speed, and priority. No combo potential,
but throw it in every now and then.

Retten-Kyaku F+K; H35; KB
A turning crescent kick. Hits high and knocks back, it's not all that
useful.

Rekku-Kyaku d/f+F+K; M30; KB
Almost the same as the Retten-Kyaku, although it hits mid. Technically
you could try and mix the opponent up with the two kicks, although they
aren't that great by themselves.

Roso-Kyaku d+F+K; L25; S
The low turning kick. A great stagger and good combo starter. After hitting
this move, you can try for a float, or do it again.

Eiko-Hajin-Geti P+KPP; H24,H15,H25; -,-,S; C,HC:S,S,S
Three fast spinning chops. Not useful alone, but a decent combo to use when
you've floated the opponent.

Eiko-Fujin-Sai P+KPK; H24,H15,H55; -,-,KB; C,HC:S,S,KB
Two spinning chops and then a windup kick. Not terribly useful as the kick
can be seen coming from a mile away, though I suppose if you used it once
every blue moon it could surprise an opponent.

Eiko-Hajin-Sai P+KPu/fK; H24,H15,M30; -,-,F; C,HC:S,S,F; -,-,NR
Two spinning chops and then a flip kick. Another decent combo to use when
you've floated an opponent, with the added bonus that the last hit is
not reversible.

Eiko-Hajin-Shu P+KPdK; H24,H15,L25; -,-,S; C,HC:S,S,KD
Two spinning chops and then a low sweep. Good for mixing up the opponent
though a little on the slow side.

Genmu-So qcf+K; M38; KB; NR
A spinning cannon kick with awesome range, the potential for knockback
into wall damage, and is also not reversible! A great move to use from
mid range or if the opponent has been trying to reverse all your mid
punches.

Fujin-sai qcf+F+K; H55; KB
The spinning windup kick performed alone. I generally wouldn't use this
move except after a mid kick reversal, although again you might surprise
an opponent with it if you used it once in awhile.

Sho-Ayane b+F+K; M32; (R)CS
A spinning double kick to the midsection. Has awesome range and good
damage. The biggest point to this move, however, is the fact that if it
hits on closed stance (that is, both you and your opponent have the
same foot forward), it will cause reverse crumple stun. Reverse crumple
stun cannot be reversed out of, so this spells guaranteed damage for you!
Don't overuse this move, however. It's not safe on block and the
priority is not all that great. Still, use it often enough to make
your opponents wary of simply rushing in.

BACK-FACING ATTACKS:
Rashin-Sosho PPP; H10,H10,M20; -,-,F; HC:S,S,F
Pretty much the same as the regular PPP combo, although starts slightly
slower.

Rashin-Eiko-Geki PPbPPP; H10,H10,H15,H10,H20; -,-,-,-,S; C:-,-,S,S,S;
HC:S,S,S,S,S
Two punches and then the three spinning chops. A great combo during
a float.

Rashin-Fujin-Sai PPbPPK; H10,H10,H15,H10,H55; -,-,-,-,KB; C:-,-,S,S,KB;
HC:S,S,S,S,KB
Two punches, two spinning chops, and the windup kick. Not all that
great.

Rashin-Eiko-Sai PPbPPu/bK; H10,H10,H15,H10,M30; -,-,-,-,F; C:-,-,S,S,F;
HC:S,S,S,S,F; -,-,-,-,NR
Two punches, two spinning chops, and the flip kick. Great during
float combos, and again, the last hit is not reversible.

Rashin-Eiko-Shu PPbPPdK; H10,H10,H15,H10,L25; -,-,-,-,S; C:-,-,S,S,KD;
HC:S,S,S,S,KD
As usual, the two punches, two spinning chops, and a low kick. Again,
good for mixups.

Rajin-Urajin PPfPK; H10,H10,M20,H28; -,-,-,KB; C:-,-,F,KB; HC:S,S,F,KB
Two punches followed by a turning punch (same as b+P from forward turned)
and then a kick. Again, the last hit can be delayed or changed up, making
this a rather effective combo.

Rajin-Hishu PPfP,K; H10,H10,M20,H35; -,-,-,KB; C:-,-,F,KB; HC:S,S,F,KB
Same as above with a delayed last hit.

Rajin-Urachi PPfPdK; H10,H10,M20,L25; -,-,-,S; C:-,-,F,KD; HC:S,S,F,KD
Same as above with a changed up last hit.

Rajin-Hien PPfP,d+K; H10,H10,M20,L30; -,-,-,S; C:-,-,F,KD; HC:S,S,F,KD
Same as above with a changed up last hit, and also delayed. Yes, Ayane
has a lot of variations of this move.

Rajin-Sajin-Shu PP[d/b]+PK; H10,H10,L18,L25; -,-,-,S; C:-,-,S,KD;
HC:S,S,S,KD
Two punches and then basically the same move as the [d/b]+PK from forward
stance; again, if you stagger with the third hit, you can go for a back-
turned combo instead. Nice to throw in every now and then.

Kaza-Matsuri u+K; M35; KD, NR
Use this in the same way as you would u/f+K from forward stance. Not
quite the same thing, but has pretty much the same properties.

Ei-Getsurin u/b+K; M40; F; NR
The flipkick from back stance. Whereas the forward stance makes Ayane
recover with her back turned, appropriately the back stance version makes
her recover turned forward. Still too slow to combo after, although this
version starts up faster than the forward version.

Zan'ei-Hajin-Geki b+PPP; H20,H15,H25; -,-,S; C,HC:S,S,S
Again with the spinning chops, only started directly from back stance.

Zan'ei-Fujin-Sai b+PPK; H20,H15,H55; -,-,KB; C,HC:S,S,KB
Ditto, with windup kick.

Zan'ei-Hajin-Sai b+PPu/bK; H20,H15,M30; -,-,F; C,HC:S,S,F; -,-,NR
Ditto, with flip kick.

Zan'ei-Hajin-Shu b+PPdK; H20,H15,L25; -,-,S; C,HC:S,S,KD
Ditto, with low kick.

Jakuko-Sajin-Shu [d/b]+PK; L18,L25; -,S; C,HC:S,KD
Pretty much the same as from forward stance.

Enbu-Sho u/b+P; M24; F
Nearly the same as b+P from forward stance, though starts up slightly
slower. Thus it's harder to dodge high attacks with this move. Still,
pretty decent to do if you find yourself with your back turned to the
opponent unawares.

Enshu-sen d+F+K; L30; S; C,HC:KD
A turning sweep. Knock-down staggers on regular hit, although it recovers
too slowly to combo, again.

Koku-So F+K; M43; F; NR
Ayane rolls backwards and then shoots upward with a rising kick. Floats
but cannot be comboed after. The plus side is that the roll will dodge
high attacks for you. Be prepared for some pain if it gets blocked, however.

THROWS:
Momiji-Kuzushi F+P; T40; KD
Ayane throws the opponent over her shoulder. Ok, but you should never do
this throw as normal throws can be broken.

Hajin-Enbu f+F+P; T42; KB
Ayane grabs the opponent by the neck, spins around them, and then kicks
them forward. Fairly decent, although if the opponent's back is to the wall
she'll kick them into the wall itself for some nice extra damage.

Kiri-Madoi b+F+P; T0
Ayane slips through the opponent's legs and ends up behind them. Does no
damage in itself but you can get guaranteed damage/float, such as with
f+PP.

Tosenka b,f+F+P; T52; KB
Ayane climbs up onto the opponent's shoulder and then kicks them in the
back of the head. Nice throw to do when your own back is to the wall, as
you'll kick them straight into the wall instead for extra damage.

Tsurara-Otoshi f,f+F+P, u+F+P; T48,T20; KD
Ayane's only chain throw. Pretty easy to do thanks to the built-in dash.
Practice the second part's timing so you can perform it without getting
it broken.

Kacho-Gengi qcf+F+P; T20,T35; KD
Ayane climbs up onto the opponent's shoulders, grabbing their arms, then
flips them backwards as she jumps off. This throw leaves Ayane with her
back turned, though it also knocks the opponent pretty far from you.

Kacho-Ranmu qcb+F+P; T60; KD
Ayane plants her feet into the opponent's face and jumps off. Her most
damaging single throw, it's worth trying for sometimes.

Nami-Gatana F+P (with back turned); T20,T23; KD
Ayane is the only character who can throw with her back turned. This throw
is nice and fast, and is a good alternative to any b+P followups.

Yami-Garasu f+F+P (with back turned); T58; KD
Ayane backflips, grabbing the opponent's neck with her legs and throwing
them. Has really good range, but also very long execution time. Still, this
surprises opponents more often than you would think.

Ryusa-Otoshi F+P (facing opponent's back); T52; KD
Ayane grabs the opponent around the neck and throws them backwards. OK
throw, but the next throw is better to do.

Midare-Tsubaki f+F+P (facing opponent's back); T55, KD
Ayane grabs the opponent back-to-back, then flips into the air and throws
them down, landing on them. Aside from looking impressive, it's also
probably the best throw to do from behind an opponent.

Ura-Yami-Garasu f+F+P (back-to-back with opponent); T58, KD
Same as the Yami-Garasu, and does the same damage as that.

Setsuna Otoshi d+F+P (crouching opponent); T55, KD
Ayane rolls over the opponent and uses the momentum to flip them onto the
ground. Decent damage.

Kamiyo-Kakushi d/b+F+P (crouching opponent); T55, KD
Ayane climbs onto the opponent's back and flips them. Does exactly the
same damage as the Setsuna Otoshi; however, a down attack is guaranteed
after this one, so this one is still the throw of choice.

Shusui-Gari d+F+P (with back turned and crouching opponent); T62, KB
Ayane grabs the opponent and throw them forward, then hits them in the
back of the head with a windup kick. Looks pretty painful and also has
pretty good damage. It's easier to get this than you would think; for
instance, if you've been doing [d/b]+PK, and the opponent starts trying
to reverse or block the second hit, you can get this throw instead.

Muso-Guruma d+F+P (facing crouching opponent's back); T57, KD
Unless you're facing another Ayane, you're not that likely to get this
throw. Ayane flips forward over the opponent and uses the momentum to
throw them down.

Tenbu-jin d/b+F+P (facing crouching opponent's back); T40,T20, F
Ayane climbs onto the opponent's shoulders, then flips them forward
floating them veeeeeeeeeeeery high. The 20 points of damage comes
from them hitting the ground; however, if you can hit them as they
fall for more than 20 points of damage, do that instead.

HOLDS:
Kamiyoi u/b+F (against high punches); R58; KB
Ayane grabs the opponent's hand then jumps and kicks them in the back of
their head. Has the nice possibility of wall damage if Ayane's back is
to the wall.

Hyorin u/b+F (against high kicks); R58; KD
Ayane grabs the opponent's leg, then uses her own to flip them over her
head.

Aya-Tsumuji b+F (against mid punches); R58; KD
Ayane grabs the opponent's arm, turns around and then flips backwards
with the opponent, landing on them.

Fubu-Jin f+F (against mid kicks); R30,R15; F
Ayane grabs the opponent's leg and then throws them upwards, floating
them insanely high. Landing causes an extra 15 points of damage, but
this still does less than a normal reversal. Thus, hitting them on the
way down is highly recommended. The simplest thing to do is the Fujin-sai
(qcf+F+K); not too tricky to time and knocks them far back, with the
possibility of extra wall damage. This gives you a total of 57 damage
on a regular hold without the wall damage, on par with a standard
reversal. However, the following combo, while tricky, gives you insane
damage: after the reversal, turn around with u+P, then as they land
perform: PPfP, PPfP,K. (Heavy characters - that is, Leon, Bayman, or
Bass - require the second PPfP to be dropped). On a hi counter reversal
this can net as much as 125 damage, plus more for wall or ledge.
If you can get this consistently, the opponent will try their best never
to use mid kicks against you, which is a huge advantage.

Kogarashi d/b+F (against low punches); R40,R18; F
Ayane grabs the opponent's hand, jumps over them and kicks them backwards.
This also floats the opponent, although no followup is possible. This
leaves Ayane with her back turned. It also leaves Ayane at the perfect
distance to try for a f+F+P backflip throw.

Futenro d/b+F (against low kicks); R58; KB
Ayane steps on the opponent's foot and then kicks them in the face. This
leaves Ayane with her back turned to the opponent.

Shunrai b+F (against jumping punches); R58; KD
Ayane uses the oppoennt's momentum against them and throws them to the
ground. Ayane cannot reverse jumping kicks (leads to position change
only if she does).

DOWN ATTACKS:
Hyomu-Sho u+P+K; G20
Ayane somersaults in the air and lands on the opponent with both feet.

Kawara-Kudaki d+P; G10
A simple downwards chop, can also be performed after low floats.

SPECIAL MOVES:
Haijin u+P
Ayane moves forward relative to the opponent while turning her back.
Can be useful in limited situations.

Fubu u/b+P
Ayane jumps backwards. If Ayane's back is to the opponent and she is
fairly close, pressing u/b+P (which would actually be u/f towards the
opponent) will cause her to land behind them, setting them up for
a f+F+P throw or something of that nature.

Furo f,f (with back turned)
Ayane simply dashes towards the opponent without turning around.

Ren-Futen f,[f] (with back turned)
Ayane rolls backwards towards the opponent. This allows her to travel
longer as well as dodge any high attacks. However, this recovers
slower than Furo.

Oroshi d/f (with back turned)
Ayane spins and turns around, facing forward again.

Shimo-Oroshi [d/f] (with back turned)
Same as Oroshi though Ayane recovers crouching.

Oroshi-Nagare d/f,[b] (with back turned)
Sort of a fake of Oroshi, Ayane spins but recovers with her back turned
to the opponent again.

Shimo-Oroshi-Nagare d/f,[d/b] (with back turned)
Like the Oroshi-Nagare, though Ayane recovers with her back turned and
crouching.

TAUNTS:
Warawaseru wa ne. b,f,b+F+P+K
Ayane waves her hands dismissively and says "You make me laugh!"

Baka mitai! d,d+F+P+K
Ayane cocks her head and says "You look like an idiot!"


4. COMBOS

When thinking of combos for Ayane, it's generally helpful to think of three
categories of moves: Stagger, Float, and Extend. Stagger moves do just that -
stagger the opponent. The reason Stagger moves are important is because
Float moves generally float staggered opponents higher than they would
alone, and thus allow for greater combo possibilities. Floats of course
knock the opponent into the air, and finally Extend moves/combo hit
the opponent while they are in the air.

Keep in mind that combos in Dead or Alive are NOT guaranteed damage, thanks
to the presence of reversals. Even if the opponent is staggered for a long
time, they can break the stagger with a reversal, and if they guess right,
they not only interrupt your combo, but in most cases you take damage.
Every rule has an exception, of course, and that is that opponents cannot
reverse if they are knocked into the air (hence floats) or if they
have their back turned to you (of which reverse crumple stun is a special
case).

Let's first take a look at what Ayane moves fall in what categories. Since
Ayane has a large repertoire of moves from when her back is turned, and
some moves may turn her around, each category has subdivisions for
Front Stance and Back Stance.

Stagger                 Float                  Extend
-------                 -----                  ------
(Front Stance)          (Front Stance)         (Front Stance)
PPfPP                   PPP                    PPP
f+PP                    PPK*                   PPK*
f+K                     PPfPP                  PPfPP
f+KdK                   f+PP                   qcf+K
u+K                     u+K                    u/b+K*
d+F+K                   b+P*                   P+KPP
b+F+K                   d/f+PbP*               P+KPu/fK
b+F+P
[d/b]+P* (CH)
d+K (CH)
(Back Stance)           (Back Stance)          (Back Stance)
d+P                     d+P                    b+PPP
[d/b]+P* (CH)           u/b+P*                 b+PPu/fK
                       PPfP                   PPbPPP
                                              PPbPPu/fK
                                              PPP
                                              PPfPK
                                              u/b+K
                                              F+K
*move leaves your back turned

Picking one move from each column may or may not yield a valid combo;
it's up to you to experiment. With that said, here are some useful
standard combos.

u+K, PPfPP, u/b+K (80 damage)

d+F+K, d/f+PbP, PPbPPP, d+P (88 damage)
If near a wall or ledge, replace PPbPPP with PPbPPu/bK.

f+K, PPK, PPbPPP, d+P (91 damage)
If near a wall or ledge, replace PPbPPP with PPbPPu/bK.

b+F+K, P, d+P, PPfPP (86 damage)

b+F+K, b+P PPbPPP, d+P (85 damage)
If near a wall or ledge, replace PPbPPP with PPbPPu/bK.

b+F+P, f+PP, P+KPP, d+P (82 damage)

You can mix and match parts for greater effect.


5. STRATEGIES

Strategy and mindgames are a big part of playing Ayane. A cursory
insepction of the combo flowchart above will reveal one of Ayane's
biggest weaknesses (shh, don't tell your opponents): by far the majority
of her floating attacks are mid punches. A savvy opponent can stuff
nearly all of your combos just by reversing mid punch every time you
successfully stagger. What to do, then?

Two of Ayane's floats hit high; namely, PPK and u+K. Although not the
most damaging or effective floats, mixing them in regularly will make
your opponent more wary about reversing mid punch. Still, it's a 50/50
game, and so you might not get in as many float combos as you'd like.

Another possibility is to forget the float combo altogether and use
something like u/b+K or qcf+K once you've staggered. Since DoAU treats mid
punches and mid kicks differently, if your opponent tries to reverse mid
punch, they'll end up eating one of these attacks. Of these two, qcf+K is
more recommended; first, it has an easier time of getting extra wall or ledge
damage; second, if your opponent wises up and begins reversing mid kick,
although both moves are not reversible, qcf+K takes you far enough away
from the opponent that you won't have to worry about reprisal even on
successful reversal (for the most part).

A third possibility for reversal-happy opponents is to throw them once
they attempt to reverse out of your stagger. Recommended for Ayane
in those cases are the f+F+P (if their back is to the wall), f,f+F+P ->
u+F+P (if you have the timing down well), or qcb+F+P.

For opponents who are quite aggressive, remember to abuse b+P! It ducks
high attacks, it floats on counter hit, it can lead to a K, (pause) K,
d+K, or (pause) d+K mixup, and if your opponent starts blocking low to
avoid the mixup, you can always do Ayane's d/b+F+P (with back turned)
low throw for a cool 62 points of damage (or 93 if they were foolish
enough to reverse low...) Of course, that is not to say that all you should
do is mash b+P; blocking is important (duh), but you'll have to be well
trained in how other characters' combos look to be able to block all of
the mixups well.

If you have a more defensive player on your hands, make frequent use of
the low combos such as [d/b]+PK or d/f,d/f+PK to trip them up. If they
start blocking low, punish them with powerful mid hits such as the qcf+K,
u/b+K, or ever-popular b+F+K. Or, just throw them low.

Once you've knocked the opponent down, what to do? You can always try
to reverse on reflex if they try a rising attack. If you hit the mid kick
reversal, don't forget the u+P, PPfP, PPfPK combo for a potential 125
points of damage. If you're a little further away from the opponent,
u/f+K will stuff both rising attacks. Once you've discouraged your
opponent from rising with an attack, greet them on wakeup with something
like d+F+K (low stagger) or a throw.

With all this said, DoA is less a game of knowing how to use your character
and more a game of knowing how to respond to the play style of your
opponent. Study them as you play them and modify your own play style
to take advantage of their weaknesses accordingly, and you should do just
fine.


6. CREDITS
A big thank you to:
Tecmo and Team Ninja for the obvious reasons.

This guide is copyrighted 2004 to Edward Chang. It may be distributed
freely as long as it is not altered in any manner.