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    Ayane by sop_the_otaku

    Version: 1.5 | Updated: 09/14/05 | Search Guide | Bookmark Guide

    DEAD OR ALIVE 3 CHARACTER FAQ
    - AYANE -
    
    written by: Sop
    email: sop_the_otaku@hotmail.com
    version: 1.5
    created: 09/09/2005
    last updated: 14/09/2005
    
    
    ----------------------------------------------------------------------
    !!!UPDATES!!!
    ----------------------------------------------------------------------
    
    14/09/2005 - Added the "DOA 3 Gameplay Mechanics Section". Made minor
                 adjustments to the "Combo Time!" section.
    
    
    ----------------------------------------------------------------------
    CONTENTS
    ----------------------------------------------------------------------
    
    1.0 - INTRO
    2.0 - AYANE'S STATS
    3.0 - AYANE'S STORY
    4.0 - ABOUT AYANE'S FIGHTING STANCE
    5.0 - CONTROLS/LEGEND
    6.0 - DOA 3 GAMEPLAY MECHANICS
    7.0 - MOVESLIST
    8.0 - AYANE'S STUN MOVES
    9.0 - COMBO TIME!
    10.0 - LEGALITIES
    11.0 - CLOSING
    
    ----------------------------------------------------------------------
    1.0 - INTRO
    ----------------------------------------------------------------------
    
    Yo! My name's Sop (well that's what my homies call me anyway), and
    I'm a hardcore Team Ninja fan. I'm still working on my collection
    for the XBox, but the only game I currently own is the Platinum
    Hits version of Dead or Alive 3. Hopefully, in the near future
    when I get more Team Ninja games, I'll write some more FAQs, but
    I'll be dealing with DOA 3 for now.
    
    Before you continue reading this FAQ, I'd just like to inform you
    that I hate repition, and I'm pretty much aware that there are a
    lot of Ayane FAQs out there, where some guys went through the trouble
    of listing ALL of Ayane's moves and even went so far as to reveal
    their entire game strategy to everyone. I on the other hand, will
    only aim to 'educate' you, not to help you to think strategically 
    (I figured that you, the gamer, can do that yourself!)
    
    This FAQ will consist of a copy of the Moveslist taken from page 43 
    of the DOA 3 game booklet. I shall also include the moves used in
    initiating some of Ayane's deadliest combos, as well as how you
    can go about executing such manoeuvres.
    
    
    ----------------------------------------------------------------------
    2.0 - AYANE'S STATS
    ----------------------------------------------------------------------
    
    Nationality: Japanese
    Gender: Female (Duh!)
    Birthday: August 5th, Age: N/A
    Blood Type: AB
    Height/Weight: 5'2", 104 lbs
    Body Size: B37" W21" H33" (Don't ask me what's that supposed to mean!)
    Fighting Style: Mugen Tenshin Style Ninjitsu Hajin Mon
    Occupation: Ninja
    Likes: Marrons glaces
    Hobbies: Beauty Treatment
    
    You hear that guys?! If you so happen to get lucky and actually meet
    Ayane in real life, just give her some Marrons glaces and she'll
    probably give you a back massage instead of a back-breaker! Damn! 
    Those guys in Team Ninja sure put a lot of thought into their 
    characters!
    
    
    ----------------------------------------------------------------------
    3.0 - AYANE'S STORY
    ----------------------------------------------------------------------
    
    Ayane is a half-sister of Kasumi and Hayate. Ayane's former sensei
    and foster parent, Genra, the leader of the Mugen Tenshin style in
    Hajin Mon, learns that Genra has been turned into a puppet by
    DOATEC and its dastardly Omega Project. Seeing what has become of
    her beloved father figure, Ayane realizes that fate commands her
    to put Genra out of his misery.
    
    
    ----------------------------------------------------------------------
    4.0 - ABOUT AYANE'S FIGHTING STANCE
    ----------------------------------------------------------------------
    
    Ayane, like Kasumi and Hayate, also uses the Mugen Tenshin Stance.
    However, in my opinion, I believe that she's the fastest of the three.
    She's the kind of girl who will kick your ass and you'll enjoy it
    (if you're a guy that is ;P). Don't let that innocent expression and
    cuteness catch you off guard because under all that sweetness is
    a trueborn assassin! Most of Ayane's combos are 6 Hits and over and
    they will do over 60 pts damage! The way Ayane, twirls herself around
    when doing certain moves, can confuse opponents and make them use the
    wrong counter hold. She also has a tendency to turn her back to the
    opponent quite often, leading the opponent into thinking that she's
    defenseless, but they're sorely mistaken, because that's when she
    really let's you have it! Ayane has the most Back-Facing Attacks
    than any other character in the game (well Helena is exceptional)
    and she unleashes a mixture of Mid to High Attacks or Mid to Low
    Attacks at such lightning speed, making most of her combos hard to
    break (counter).
    
    I will admit, that I'm not that much of an expert on Ayane, since
    studying how Ayane moves in combat has a big part to play in 
    developing flawless attack strategies, but after defeat, after 
    merciless defeat from a Level 8 CPU Ayane, I've come up with a few
    combos that will have your opponent holding his/her head in disbelief!
    
    Hopefully, as I continue to train with Ayane, I'll post some more 
    combos and stuff, but for now let's just have a look at what I've 
    come up with so far.
    
    
    ----------------------------------------------------------------------
    5.0 - CONTROL LEGEND
    ----------------------------------------------------------------------
    
    b - Back
    f - Forward
    u - Up
    d - Down
    uf - Up/Forward
    df - Down/Forward
    ub - Up/Back
    db - Down/Back
    P - Punch (Soft Press)
    p - Tap Punch (Hard Press) or (P+K)
    K - Kick
    k - Tap Kick or (F+K)
    F - Free
    qcf - Quarter Circle Forward (d, df, f)
    qcb - Quarter Circle Back (d, db, b)
    
    
    Below shows a configuration which in my opinion, is the most 
    comfortable during hardcore gameplay i.e when you don't have time to 
    think about which button to press!
    
    X - Free
    Y - Punch
    A - F+P (Throw)
    B - Kick
    Black - F+K
    White - No use
    L Trigger - P+K
    R Trigger - F+P+K
    
    
    I'm not saying that you won't be able to do a thing without using
    this configuration, but at least try it, you've got nothing to lose
    (well probably a round or two...and well if you guys love gambling
    then blame it on the short guy! I gots nothing to do with it!)
    
    
    
    ----------------------------------------------------------------------
    6.0 - DEAD OR ALIVE 3 GAMEPLAY MECHANICS
    ----------------------------------------------------------------------
    
    I wasn't going to add this section at first, because it would make this
    FAQ a Walkthrough instead of a mere Character FAQ. However, I believe
    that this would give beginners a fair idea of how the gameplay mechanics
    of DOA 3 works. It should also make you appreciate the amount of thought
    and hard work that Team Ninja has placed into this game. Hence the 
    reason why I've added this section.
    
    As you all should know, DOA 3 isn't your average fighting game; It was
    the game that Team Ninja created to put Tekken 3/Tag out of its misery, 
    and boy did they do it in style! The environments in which you are 
    battling have a significant role to play in how your attacks connect
    with opponent. For example: In the FOREST stage, the land has slopes
    and trees, surrounded by small hills. Doing certain Throws next to a
    tree or wall will cause your character to slam his/her opponent against 
    it. Moves that will knock back your opponent, can also have the same 
    effect. You can also use the ditches or 'holes' in the environment to 
    avoid your opponent's attacks and the same goes for your opponent as 
    well.
    
    In the LOST WORLD stage, you can knock your opponent off the edge with
    knock-back attacks or certain throws when done on an opponent who is
    close enough to the edge.
    
    In the AZUCHI stage, you can send your opponent through certain walls,
    which will place you and your opponent in a different part of the stage.
    
    Even the weather in the SNOW stage affects the gameplay! Moves that
    wouldn't normally knock your opponent into the air, will do so, if
    the breeze blowing in the stage is strong enough!
    
    By knocking your opponent into the air when he/she is next to wall will
    prevent them from falling a great distance away from you, which means
    that your juggles will do more hits and damage. By knocking your
    opponent against a wall will stun your opponent for a much longer period,
    this will usually result in your opponent bouncing off the wall, making
    them the perfect target for a barrage of combos/juggles!
    
    The best way to know that your hits are connecting, is to enable the
    Vibration in the controller; every time the control vibrates, you will 
    know that your hits are connecting.
    
    The funniest instance is in the BEACH stage, when you knock your opponent
    against a coconut tree. If your opponent stays under the tree for too long
    a coconut will fall and hit them PLOP! on the head!
    
    In every one of these instances, your opponent will take extra damage for
    it, so utilize the environment to your advantage!
    
    DOA 3 also features a Soft Press-Hard Press system, which allows for any
    type of player (Precision Players and Button Mashers) to easily get into 
    the game. Basically, when pressing the Punch button softly will make your
    character do a Jab and pressing the button hard (or tapping it) will
    make your character hit the opponent with a much more powerful attack.
    With the inclusion of this system, players will find themselves being
    absorbed into the game; It would feel as if it is YOU who is fighting!
    However, there is a downside to this feature, since there is no way
    of turning it off, you will sometimes find yourself doing moves that you
    really didn't want to do, if you aren't accustomed with this system.
    
    
    
    ----------------------------------------------------------------------
    7.0 - MOVESLIST
    ----------------------------------------------------------------------
    
    This moves list has been copied directly from the book itself, it has
    absolutely no significance to the aim of this FAQ but I'm including it
    anyway.
    
    ATTACKS
    
    Renjin-Ryugaku-Sen : P, P, P, K
    Renjin-Koeiso : P, P, f P, P
    Fuzan-Ryubu : df P, P
    Jirai-Enjin : df, df P, K
    Rasen-Urajin : b P, K
    Sajin-Shu : charge db P, K
    Soten-Kyaku : u K
    Ryugaku-Sen : F + K
    Eiko-Fujin-Sai : P+K, P, K
    Genmu-So : qcf K
    Sho-Ayane : b F+K
    
    BACK-FACING ATTACKS
    
    Rashin-Eiko-Sai : P, P, b P, P, ub K
    Kaza-Matsuri : u K
    Ei-Getsurin : ub K
    Koku-So : F+K
    
    THROWS
    
    Kiri-Madoi : b F+P
    Ryugaku-Ko : u F+P
    Tsurara-Otoshi : f, f F+P, F+P (throw combo)
    Yami-Garasu : (with your back facing opponent) f F+P
    Setsuna-Otoshi : d F+P (low throw)
    
    
    
    ----------------------------------------------------------------------
    8.0 - AYANE'S STUN MOVES
    ----------------------------------------------------------------------
    
    These moves are the ones used for initiating combos. As you should
    know, combos aren't done by just mashing buttons, you have to stun
    your opponent first (by landing a critical hit) and then continue
    it with a series of moves in order for the hits to add up and also
    inflict extra (bonus) damage. By hitting your opponent against a wall
    will also leave them vulnerable to combo attacks or even a series of
    short chain combos that will sum up to some staggering damage totals!
    However, the combos I've listed doesn't really involve hitting your
    opponent against a wall to start or even continue one, but I shall
    give you some advice: If you really want a "GREAT VICTORY" that 
    badly, hit your opponent against a wall and don't allow them to fall
    to the ground.
    
    Now let's have a look at Ayane's stun moves (Please refer to the
    LEGEND if you are confused).
    
    Koeiso : f P, P (air launcher)
    Fuzan-Ryubu : df P, P (air launcher) (switches to Back-Facing)
    Jirai-Enjin : charge d p, K
    Soten-Kyaku : u K (air launcher)
    Roso-Kyaku : d k
    Sho-Ayane : b k
    
    
    The best combo starter is her Jirai-Enjin. Most air launching moves
    work well with this move or her Roso-Kyaku. By starting a combo with
    Jirai-Enjin, Roso-Kyaku or Sho-Ayane followed by an air launcher, 
    will always send your opponent into the air, so you can do some
    serious juggling with them!
    
    I would advise you to not use the Jirai-Enjin too often, since it's
    one of Ayane's more predictable moves. In my opinion, Sho-Ayane is
    the best combo starter since she does it pretty fast and it can
    confuse most opponents.
    
    
    
    ----------------------------------------------------------------------
    9.0 - COMBO TIME!
    ----------------------------------------------------------------------
    
    Here is a list of the combos I've managed to formulate so far, while
    Sparring with Ayane. Some of these combos are simple and straight
    forward, but others will take a while to master. Remember that timing
    is very important, because you want to make sure that the next hit
    connects otherwise you may very well end up being countered. Each
    combo will belong to a certain Set, which is distinguished by the 
    Stun Move used to initiate the combo. I made up names for each
    combo set (unofficial stuff!), but hopefully the names should at least
    suit the appearance of the combo!
    
    
    COMBO SET 1 - TWISTING DAGGER
    _____________________________
    
    Combo Starter - Jirai-Enjin : charge d p, K
    
    Continuation - Koeiso : f P, P
    
    Finishers - Koeiso: f P, P
              - Renjin-Koeiso: P, P, p, P
              - Renjin-Ryuso : P, P, k, K
              - Jinrai-Ryuso : f K, K
              - Eiko-Hajin-Geki : p, P, P
              - Eiko-Hajin-Sai : p, P, k
              - Rasen-Urajin : b P, K
              - Soten-Kyaku : u K (switches to Back-Facing)
              - Shu-Getsurin: ub K (switches to Back-Facing)
              - Gemmu-So : f k
    
    
    COMBO SET 2 - DANCE OF DEATH
    ____________________________
    
    Combo Starter - Jirai-Enjin : charge d p, K
    
    Continuation - Fuzan-Ryubu: df P, P (switches to Back-Facing)
    
    Finishers - Rashin-Eiko-Geki : P, P, p, P, P
              - Rashin-Eiko-Sai : P, P, p, P, k
              - Rajin-Urajin : P, P, f P, K
              - Rajin-Sajin-Shu : P, P, charge d P, K
              - Ei-Getsurin : b k
    
    
    COMBO SET 3 - TWISTING KATANA
    _____________________________
    
    Combo Starter - Jirai-Enjin : charge d p, K
    
    Continuation - Renjin-Koeiso : P, P, p, P
    
    Finishers - Koeiso: f P, P
              - Renjin-Koeiso: P, P, p, P
              - Renjin-Ryuso : P, P, k, K
              - Jinrai-Ryuso : f K, K
              - Eiko-Hajin-Geki : p, P, P
              - Eiko-Hajin-Sai : p, P, k
              - Rasen-Urajin : b P, K
              - Soten-Kyaku : u K (switches to Back-Facing)
              - Shu-Getsurin: ub K (switches to Back-Facing)
              - Gemmu-So : f k
    
    
    COMBO SET 4 - AYANE SPECIAL
    ___________________________
    
    Combo Starter - Sho-Ayane : b k
    
    Continuation - Soten-Kyaku : u K
    
    Finishers - Koeiso: f P, P
              - Renjin-Koeiso: P, P, p, P
              - Renjin-Ryuso : P, P, k, K
              - Jinrai-Ryuso : f K, K
              - Eiko-Hajin-Geki : p, P, P
              - Eiko-Hajin-Sai : p, P, k
              - Rasen-Urajin : b P, K
              - Soten-Kyaku : u K (switches to Back-Facing)
              - Shu-Getsurin: ub K (switches to Back-Facing)
              - Gemmu-So : f k
    
    
    COMBO SET 5 - ROLLING THUNDER
    _____________________________
    
    Combo Starters - Renjin-Roso : P, P, f K, d K
                   - Jinrai-Roso : f K, d K
    
    Continuation - Ayane Spinning Chop: b P (switches to BF)
    
    Finishers - Rashin-Eiko-Geki : P, P, p, P, P
              - Rashin-Eiko-Sai : P, P, p, P, k
              - Rajin-Urajin : P, P, f P, K
              - Rajin-Sajin-Shu : P, P, charge d P, K
              - Zanei-Hajin-Geki : b P, P, P
              - Zanei-Hajin-Sai : b P, P, k
              - Zanei-Hajin-Shu : b P, P, d K
              - Ei-Getsurin : b k
    
    
    COMBO SET 6 - STAIRWAY TO HEAVEN
    ________________________________
    
    Combo Starters - Renjin-Roso : P, P, f K, d K
                   - Jinrai-Roso : f K, d K
    
    Continuation - Soten-Kyaku : u K
    
    Finishers - Koeiso: f P, P
              - Renjin-Koeiso: P, P, p, P
              - Renjin-Ryuso : P, P, k, K
              - Jinrai-Ryuso : f K, K
              - Eiko-Hajin-Geki : p, P, P
              - Eiko-Hajin-Sai : p, P, k
              - Rasen-Urajin : b P, K
              - Saijin-Shu : charge db P, K
              - Soten-Kyaku : u K (switches to Back-Facing)
              - Shu-Getsurin: ub K (switches to Back-Facing)
              - Gemmu-So : f k
    
    
    COMBO SET 7 - AYANE'S VENGEANCE
    _______________________________
    
    Combo Starter - Renjin-Roso : P, P, f K, d K
                  - Jinrai-Roso : f K, d K
    
    Finishers - Koeiso: f P, P
              - Renjin-Koeiso: P, P, p, P
              - Renjin-Ryuso : P, P, k, K
              - Jinrai-Ryuso : f K, K
              - Eiko-Hajin-Geki : p, P, P
              - Eiko-Hajin-Sai : p, P, k
              - Rasen-Urajin : b P, K
              - Saijin-Shu : charge db P, K
              - Soten-Kyaku : u K (switches to Back-Facing)
              - Shu-Getsurin: ub K (switches to Back-Facing)
              - Gemmu-So : f k
    
    
    COMBO SET 8 - EXECUTION STYLE
    _____________________________
    
    Combo Starter - Renjin-Roso : P, P, f K, d K
    
    Continuation - Koeiso: f P, P
    
    Finishers - Koeiso: f P, P
              - Renjin-Koeiso: P, P, p, P
              - Renjin-Ryuso : P, P, k, K
              - Jinrai-Ryuso : f K, K
              - Eiko-Hajin-Geki : p, P, P
              - Eiko-Hajin-Sai : p, P, k
              - Rasen-Urajin : b P, K
              - Saijin-Shu : charge db P, K
              - Soten-Kyaku : u K (switches to Back-Facing)
              - Shu-Getsurin: ub K (switches to Back-Facing)
              - Gemmu-So : f k
    
    
    
    ----------------------------------------------------------------------
    10.0 - LEGALITIES
    ----------------------------------------------------------------------
    
    Please do not copy this document or any part of it elsewhere without
    proper approval from me, the author. Any modication of this document
    is prohibited as well. To gain my approval, please send me an email
    using the address stated at the top of this document. However, this
    document may be printed for personal use alone. If you have any
    questions about this document, then you may contact me by email as
    well.
    
    
    
    ----------------------------------------------------------------------
    11.0 - CLOSING
    ----------------------------------------------------------------------
    
    All credits to the production of this FAQ goes to me (Sop). I give my
    regards to Team Ninja at Tecmo for creating such a great game, may
    we see more from them for years to come!
    
    
    ----------------------------------------------------------------------
    2005. Copyright. Vishal Choonie (Sop)

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