Community "Don't think. Feel" The Jann Lee General Discussion Thread

charisma

Member
I want to get in some high level mirror matches. Add me on PSN: KPxSavagex, come prepared though. It will be a chess match. Much love gents, keep this thread alive.
 

Darkslay

Well-Known Member
I believe you added me a while ago, however I'm currently not on PS4, unfortunately. Our matches will have to wait, sir.
 

Darkslay

Well-Known Member
I've been having a little of a predicament lately. I either get a PS4, or I go to NEC this year. I still haven't made up my mind, we'll see how things go in the next few months.
 

Eks

Play Yakuza
Premium Donor
Definitely NEC for sure! I wanna see your JL win a major tournament Dogeslay! I'll gladly donate so you can get your PS4 sooner.
 

Darkslay

Well-Known Member
Haha, the only factor against going to NEC is, that I wouldn't be able to play at my best, specially now that Mai is coming out. But like I said before, nothing's set in stone yet, I guess we'll have to wait.

And I wouldn't be able to accept something like that, but that's an incredibly kind offer to make, thanks, Dogeks. :)
 
  • Like
Reactions: Eks

WAZAAAAA

Well-Known Member
Anyone having an hard time landing landing 33P > BT PP6P? You can simplify PP6P by holding 6 after the 33P and then just mash PPPPPPPP, it'll still work, that's what I do.
 

WAZAAAAA

Well-Known Member
k btw why is 33P launcher height so inconsistent against another Jann Lee? I've seen that shit range from 2.31m to 2.52m on Hi Counter. When it's too high I whiff my first P followup, maybe I should just test juggles inside of actual combos since that seems less glitched lol
 

Darkslay

Well-Known Member
I've seen it go up to 2.53m, lololololol.

Something I can clearly see it being related to his stance, this happens against other characters as well, other than that, I have no clue why it's so jank. Another weird property I've found was that in a LV.1 stun, 33P will launch even lower than a raw hit in neutral, that shit sucks as a quick launch unless you're fighting lightweights.

But yeah, stop testing it in HCH, who is going to ever blow up a throw with 33P, use 7K for God's sake.
 

Kberry14

New Member
I've seen it go up to 2.53m, lololololol.

Something I can clearly see it being related to his stance, this happens against other characters as well, other than that, I have no clue why it's so jank. Another weird property I've found was that in a LV.1 stun, 33P will launch even lower than a raw hit in neutral, that shit sucks as a quick launch unless you're fighting lightweights.

But yeah, stop testing it in HCH, who is going to ever blow up a throw with 33P, use 7K for God's sake.
yo why you got the mummy from courage though? lol
 

Darkslay

Well-Known Member
Well, H+K is godlike, and people love to abuse the shit out of that bullshit H+K > 6P+K setup, so maybe they had to do that so that the possibilities wouldn't be even more bullshit.

6KK, 8H+K, 214P and 6H+K all do the same damage too, lol.
 

WAZAAAAA

Well-Known Member
Holy shit I may have found a plausible explanation for the inconsistent launcher heights on Jann Lee. God only knows how many other situations may be affected by this.

In the DOA series launching opponents during their "pre-jump frames" will result in super high launchers like in this example:
1pSO52l.gif


Jann Lee is constantly doing "mini jumps" during his idle animation(s), so depending on when you hit the Jann Lee player, the launcher height will change too...
Consider Rachel's idle animation, she jumps back and forth too so she's affected by this to a lower extent.
 

Darkslay

Well-Known Member
Yep, that's totally it, that's why you're the DOA wizard.

Tested it on JL's 2P+K and noticed the launch height changed depending on the height of his jump, went on to test it on Jacky's 8H+K, same result even though the animation is much faster, for a last test, I did it on Rig's 6P+K and it also affected the height even though he only slighty hops from his position.

That means the characters are all increasing the size of their hurtboxes while remaining in a grounded state, more importantly, this could explain the deceptive range on some moves, like JL's P+K and the phenomenon of ''kara-throws''.
 
Last edited:
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
Top