WAZAAAAA
Well-Known Member
This is an extension of my "Infinite" backturned loop exploit thread, for DOA5.
What's so special about Jann Lee's 8K? It causes the enemy to start a very specific stun animation which leaves the opponent BT. The DOA series used to have a tons of these, but they have removed them en masse sometime in DOA5U, except for that one animation. Some of the characters who can also do it:
Bayman 8K
Gen Fu 9K
Hayate H+K
Hitomi PPK
Kokoro H+K
Tips for execution:
- better start the combo from closed stance. Open stance makes it much more unreliable and harder to land;
- don't HOLD forward the second time you input a forward dash, just TAP it, the dash alone covers enough distance. Holding it too long may result in your character to run which means switching stance from closed to open, and you don't want this to happen;
- the first punch on P2P must be landed outside of the actual combo counter. That's because in DOA characters don't transition instantly from BT to FT so they're vulnerable during that time.
This is NOT a guaranteed infinite, there are several ways to avoid it:
- crouching
- stagger escaping
- holding on multiple occasions
- getting wall splat
But it's kind of unorthodox, so it may catch lazy opponents who don't Stagger Escape by surprise for a few loops. At least now JL's 8K became slightly less useless lol. Other characters who can inflict the same stun animation may have a better loop than JL does. Only JL was tested because I'm familiar with him. Maybe some other character who can replace all high strikes with medium/low ones that do not wall splat can at least remove half of the ways to escape it, feel free to experiment with your own characters and post the results here.
The dummy is Rachel because if a combo works on her, it will most likely work against the rest of the cast too.
TL;DR
8K > forward dash > P2P > repeat = (escapable) infinite for Jann Lee
What's so special about Jann Lee's 8K? It causes the enemy to start a very specific stun animation which leaves the opponent BT. The DOA series used to have a tons of these, but they have removed them en masse sometime in DOA5U, except for that one animation. Some of the characters who can also do it:
Bayman 8K
Gen Fu 9K
Hayate H+K
Hitomi PPK
Kokoro H+K
Tips for execution:
- better start the combo from closed stance. Open stance makes it much more unreliable and harder to land;
- don't HOLD forward the second time you input a forward dash, just TAP it, the dash alone covers enough distance. Holding it too long may result in your character to run which means switching stance from closed to open, and you don't want this to happen;
- the first punch on P2P must be landed outside of the actual combo counter. That's because in DOA characters don't transition instantly from BT to FT so they're vulnerable during that time.
This is NOT a guaranteed infinite, there are several ways to avoid it:
- crouching
- stagger escaping
- holding on multiple occasions
- getting wall splat
But it's kind of unorthodox, so it may catch lazy opponents who don't Stagger Escape by surprise for a few loops. At least now JL's 8K became slightly less useless lol. Other characters who can inflict the same stun animation may have a better loop than JL does. Only JL was tested because I'm familiar with him. Maybe some other character who can replace all high strikes with medium/low ones that do not wall splat can at least remove half of the ways to escape it, feel free to experiment with your own characters and post the results here.
The dummy is Rachel because if a combo works on her, it will most likely work against the rest of the cast too.
TL;DR
8K > forward dash > P2P > repeat = (escapable) infinite for Jann Lee
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