What are your thoughts on the bound system guys? I like it myself it allows my tag combos to work as well as my Hitomi and Ayane combos to really have some legs.
I kinda don't like ground bounce, because as others have already said it just looks bad. But if they need to put it in they should just let the VF characters have it, since they're kinda faithfully ported to DoA, including damage at least in the vanilla version.
I'd also prefer if they would reduce the juggling and making combos more ground based as well as reducing the length of combos.
I have no issue with Rachel or other grapplers grabbing you out the air, it's a good way for them to have garenteed throws. You just have to read these and counter them or stuff them outright.
I think I found my first Ayane option selects but I need more research before I call it that 100%.
I like bounds myself because as a Hitomi player I use some of hers to launch people away. Also in tag it's so sublime. Hit somebody with Ayane's 4K and then launch and finish your combo unhindered.
Here are my Matches I uploaded today:
http://www.youtube.com/watch?v=OhVsefvbj9U
http://www.youtube.com/watch?v=-RIfTf5IaGs
http://www.youtube.com/watch?v=lflfZNhvh2I
http://www.youtube.com/watch?v=491GNrqQiW8
http://www.youtube.com/watch?v=uRnHveII8BY
For those wondering how to use bounds watch my third video, my Hitomi lives on them.
I can only write about Ayane since she's the only free character in your rotation:
You should think about uploading some of the matches you've lost, if you're not uploading at least watch them. Usually those are more important and have more information for what to refine in your play, since a loss is most of the time a pile of bad habbits or some bad decision making.
I see you like to use 6PP, which is usually unsafe(more than -10 on block). Depending on lag situation you should try to hitconfirm 6P if your opponent blocks you should either delay the follow up P to provoke a counter hit or use the follow up K which hits mid, resets position on hit and is much safer on block (-7 and usually pushes far enough away to prevent throw punish).
In one of your vids I saw you often missing the Face-Backward 6T. In those cases at least try to train your opponent into blocking high otherwise they'll probably just throw some punches out and punish the throw. Establishing the pressure is important if you want to use it. The backward jumping spinning kick is pretty low on block so it should be useful for that unless your opponent can react to it due to the long startup.
In mid range you can try to punish whiffs with 236K. It has a far reach(about 3m) and relatively fast startup with 16 frames. Face-Backward H+K is pretty good as whiff punish too putting them in stun as well, furthermore the follow up K is nice to mix it up in case the first part gets crouched under due to it being a mid attack.
If you're trying to get in in mid range I think 1P+KK(low backward spin into kick) doesn't seem bad it has far reach and is about -5 on block which is safer than either of those mentioned before, but make sure to not use it when your opponent is privy to it with 30 frames startup it can be easy to counter it depending on distance since the P follow up doesn't have as much range as the K one.
Also try to do more hit confirms. The risk-reward ratio of a yolo PPPK is far too high when blocked you're facing backwards and are high on disadvantage(more than -10).
Whiffing on mid range in general isn't a good idea either. Seasoned players will probably have an easy time to punish that mid-string. If you're dead set on whiffing at least try some strings with mixup possibilty.
Feel free to correct me on any bad suggestions.