View Full Version: The fundamentals of Jann-Lee

DOA Kunoichi - Forums > Jan Lee > The fundamentals of Jann-Lee



Title: The fundamentals of Jann-Lee


blueboy - August 15, 2004 09:34 PM (GMT)
The Mid-Kick:

Since the 3rd installment, this has become one of his fastest attacks within his arsenal of moves.
a) excellent priority from a previous command (ex. combo hold, jab etc.)
b) extremely fast, does great damage and has a very high priority factor
c) because of it's range, highly effective when playing a "keep away" game
d) excellent move for the "setup game"

The Dragon Kick:
His trademark/signature move since the 1st installment of the series.
a) highly effective for a long distance attack
b) useful for keep-away tactics and deals good damage also
c) even if successfully dodged, his recovery time is still high, resulting in an attack from his back
d) becomes very useful when playing the "setup game"

Of these two moves, the "mid-kick" is more useful than his dragon kick because of the following:

The Dragon kick begins with a little lag time, resulting in a pre-emptive attack from an opponent. You can be canceled from this move. Also, an opponent can duck under this kick. This WILL result in a grab/throw from an opponent. Just be absolutely sure that you use an accurate throw, one that he cannot escape from to ensure maximum damage.

The Mid-kick on the other hand....is extremely fast. It also hits mid, resulting in one of the fastest yet high damaging mid's found within DoA3. The impact from this attack is just as powerful if not more powerful than the standard dragon kick, and it also sends you across the screen, which keeps Jann safe. An "aggressive" player will find it extremely difficult and fustrating to compete against an expert Jann-lee player.

The "setup game", which you can perform with Jann from these two moves alone can result in some very high-damaging combo's.

It is also these two high prioritizing moves that makes me hate Jann-lee. Depending on the character used, his potential for keeping opponents away with his damaging one-hitters along with the infamous "setup game", makes him an extremely difficult character to contend with. Even accurately countering the mid-kick can result in the activation of the dragon kick, which constantly keeps you on a guessing game with him.

However....his one main weakness is from any character who remains "in the face". As long as an opponent remains within Jann's face, many of his attacks becomes useless because of the inability to create distance between himself and his opponent.

"Certain" characters that i use have no problem dealing with Jann, yet some i find it a difficult task because of his "keep away" priority....

Remember to keep a cool and collective head when playing against him, for Jann can make you extremely fustrated within a matter of minutes...

EXSetUp - August 15, 2004 11:08 PM (GMT)
The Dragon kick is a throw back. Nothing competes with :right: :right: K or :diagupright: K. What makes Jann Lee deadly is that he can pull off 7-8 hit juggles consistently and all of them will have knockback/wall damage. With fast counter launchers like :diagupright: P and :diagupright: K, not to mention the fastest high launcher in the game :diagupleft: K he can set up juggles like a madman. His setup throw gives you a FREE (guaranteed) :right: :right: K and his Mid punch hold gives you a free :down: :diagdownright: :right: P. And his high kick hold is a clone of his setup throw.


I don't play Jann as a keep away character since it's just stupid. He has so many good attacks that will wall stun.... and wall stun=free launcher.... freelauncher(from jann)=massive loss of life bar.

blueboy - August 16, 2004 03:50 PM (GMT)
QUOTE (EXSetUp @ Aug 15 2004, 03:08 PM)
I don't play Jann as a keep away character since it's just stupid. He has so many good attacks that will wall stun.... and wall stun=free launcher.... freelauncher(from jann)=massive loss of life bar.

Hmm, may me interesting to play against you sometime......every Jann player that i've faced use the "keep away" tactic.....mainly because i stay in their faces way too much. In order to achieve momentum, i must be knocked away......

Mr.Cruncher - September 1, 2005 04:02 PM (GMT)
A nice little combo that most people don't catch on to before it ends is his P6PK. Just don't abuse it. however... this only works well on DOA2U.

Another nice tip... When in close range with an opponent... it's best to jab at them once or twice just to see if they have nervous reflexes and counter... then abuse them by grabbing them, thus getting the bigger crunch off of their energy. But you gotta be quick like me.




Hosted for free by InvisionFree