Best new moves/techniques

Dr Sexual

Member
Its pretty obvious that aside from a new stance Jann Lee got absolutely nothing new aside from some new mid power punch (probably the last thing he needed).

I understand that a new stance with extremely fast frame attacks is a big addition but as of yet I havent used it enough to really understand the benefits right now.

Seems like alot of properties on his moves have changed though.

So far (BY FAR) Im thinking his 1P K is his best "new" thing. Mainly for the fact that now the kick leaves your opponent in a deep stun on critical. As opposed to DOA4 where it was a knockdown.

Im also intrigued by the new guard crush properties of QCB Punch.

I can see it being a really useful move this time around as opposed to in 4 where it was a novelty mainly because it didnt really crush lows like it should have.

Im still experimenting with its low crush abilities this time around but if its good at that too im going to be pretty excited.

Anybody else have anything that immediately sticks out?
 

Tenren

Well-Known Member
i have been liking the 4PP4 into the new stance, it makes it easy to bait something out if they blocked the double fist. I tend to use the quick lil jab out of the stance just cuz it seem to beat out a lot. Also been messing around with CB that are not so mid punch heavy but still no real good setups. Other then thos i have been countered a few times after dragon gunner into dragon step. Its only happened online so believe lag is hurting the timing on the input.

Oh i hate how he doesn't have a low kick/punch that can hit grounded players muti times. It seem like everyone else can punch/kick 2-3 times if they don't roll out-not like it really matters ive been ending juggles with 3k most of the time lol
 

MaxwellMouse

Active Member
I'm unsure how to consistently get the opponent in feint stun after his 4H+K. That move seems amazing if I could do it.
Also does H+K guarantee anything after it? I've been getting 66K but people just may not be countering it.
 

Raansu

Well-Known Member
I'm unsure how to consistently get the opponent in feint stun after his 4H+K. That move seems amazing if I could do it.
Also does H+K guarantee anything after it? I've been getting 66K but people just may not be countering it.

Your stances have to be opposite for 4h+k to work, so if your feet/body are facing the screen, your opponents feet should be facing away and their back facing the screen.

9k and 66k are guaranteed after h+k but most of the time it pushes too far away for 9k.

@Dr Sexual.

Dragon stance into a 9 frame jab that leaves him at -3 on block and +3 on hit is amazing btw.
 

Jefffcore

Well-Known Member
You can get 4H+K after H+K, too, but you have to be right in their face. If you do get it and your stance is closed you can do 123P after the limbo then CB.

Everyone's been using 66k and p6p after the Dragon Gunner, but I think 6H+K is better. 66k is 55(?) damage, and 6H+K is 5 less, but it goes into Dragon Stance, which is infinitely better than the p6p. You can do 2p after 6H+K, too, it resets and give you +6.

9p gives +1, +0, and -1 from it's max range in.
 

NikkySan

Member
I haven't been able to get a relaunch out of 7K. 9K does relaunch but hardly gives you any height to really do anything with it.
 

TRI Mike

Well-Known Member
I think you're trying to launch after a wall hit like in DOA3 and 4. It doesn't work like that in DOA5, once your opponent hits the wall he/she is already in "air state" so you just juggle him/her. Example, if you hit the wall with Lee's 66K, just juggle with PP4PP or something else and forget the launcher.
 

NikkySan

Member
I think you're trying to launch after a wall hit like in DOA3 and 4. It doesn't work like that in DOA5, once your opponent hits the wall he/she is already in "air state" so you just juggle him/her. Example, if you hit the wall with Lee's 66K, just juggle with PP4PP or something else and forget the launcher.

Ahh, that makes sense now. I have been trying to play him like his DOA3 counterpart. Thanks.
 

StreamerX

New Member
Hello Jann Lee specialists. I'am new to DOA and looking for some strategy stuff. I do not have the guide and would be happy to get some infos about the best punishing moves, nice mixups/traps and guaranteed follwoups.

Thanky you for helping me!
 

x Sypher x

Active Member
Can anyone give me a list of Lee's unholdable stuns¿

:6::6::F+P: good ole dragon gunner, follow up with :6::6::K: or go for a reset.
:7::h: against a high kick, like dragon gunner. Follow up with :6::6::K: or go for a reset.
:4::h: against a mid punch, follow up with :4::6::P:, or :4::P::P::P: which is a natural combo so all hits will connect, or extend the stun.
:F+K: causes sit down stun on NH and CH, if you're close enough launch with :9::K: or go for a reset, or CB if at max threshold.
:4::F+K: causes limbo stun from closed stance, follow up with a launch.
:1::P::K: causes a faint stun but ONLY on CH or after initial stun, then follow up with a launch or CB if at max threshold.
:4::P::P::P: is a natural combo so it's guaranteed if the 1st hit connects. The 1st hit causes a sit down on NH and the rest are just unholdable. On CH or HCH the 1st hit will cause a ground bounce so the rest will land. This is good to mix up during stun sometimes.
 

Moritsuna

New Member
I was wondering what were Jann Lee's best low/mid moves? It seems to me maybe I'm doing too many high attacks because I keep gettig countered by my friend.
 

djynho

Member
:6::6::F+P: good ole dragon gunner, follow up with :6::6::K: or go for a reset.
:7::h: against a high kick, like dragon gunner. Follow up with :6::6::K: or go for a reset.
:4::h: against a mid punch, follow up with :4::6::P:, or :4::P::P::P: which is a natural combo so all hits will connect, or extend the stun.
:F+K: causes sit down stun on NH and CH, if you're close enough launch with :9::K: or go for a reset, or CB if at max threshold.
:4::F+K: causes limbo stun from closed stance, follow up with a launch.
:1::P::K: causes a faint stun but ONLY on CH or after initial stun, then follow up with a launch or CB if at max threshold.
:4::P::P::P: is a natural combo so it's guaranteed if the 1st hit connects. The 1st hit causes a sit down on NH and the rest are just unholdable. On CH or HCH the 1st hit will cause a ground bounce so the rest will land. This is good to mix up during stun sometimes.


:214: :P: on hit also guarantees a :6::P: :)
 
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