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)