WAZAAAAA

Well-Known Member
When you land High Kick (the first kick contained in the strings PK or KKK) versus the enemy as a deep stun, you can follow it with an "uninterruptible" Dragon Kick (236K).


This combination has quite a few pros:
- the 236K will land OUTSIDE of the combo threshold at any Stagger Escape speed, which means that it will do 100% damage instead of 50% (will combo only if the opponent extends the stun duration by holding);
- the 236K itself is usually one of the most damaging strikes in DOA complete with wall splat properties;
- should the K unexpectedly wall splat, the 236K is still a good wall follow up combo that works on all weights and distances (except with back turned wall splats, they're rare and nothing works on them anyway);
- PK > 236K is hit-confirmable, doesn't need incredible reflexes;
- PK on normal hit is actually an Unholdable
- mistakenly delaying PK too much will still result in doing the same exact kick (which exists with identical frame data in another string: KKK).

It shuts downs several options and employs some little tricks that make it harder to punish:
- can't guard it, since it's an Unblockable Attack;
- Jann's 236K is the fastest Unblockable Attack in the game, which means it's also the hardest one to react to, especially from close range which may be kind of unexpected;
- can't interrupt it in time with another strike because it's too fast;
- since it's an hold resistant attack, holding or sidestepping it doesn't guarantee a punish if the opponent doesn't understand the situation in time;
- since it's also a jumping attack that moves Jann Lee very far away, doing crouching stuff may put both opponents back turned, giving Jann more time to get away with it.

Once the PK lands, the only ways for the opponent to avoid this is are to:
- transition to crouching status somehow > character-specific follow up depending if the Jann ends up being back turned or not;
- sidestep > character-specific follow up;
- high hold > character-specific follow up.

Technically, the only way to interrupt the 236K before it's active with a faster strike is to:
- use one of the few characters with a 9 frames startup 5P;
- by Stagger Escaping FASTER than COM option "Fastest" (humans can SE faster by like 1 frame, known bug);
- by somehow managing to precisely input the neutral P without the direction spam coming from the SE affect it;
- possible only during Open Stance. Closed Stance will result in the 5P to whiff below the 236K in its first active frame (verified with Pai and Alpha-152).
...so yeah, not going to happen. Just adding this for completeness.



TL;DR
PK > 236K = cool DK which is tricky to punish
 
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