Now featuring my dumb voice edition! Today we're going to talk about an interesting way I found for JL to mantain momentum after a successful wall combo, as well as a small history class and some implementation and insight on technical aspects of the game.
Check out the full Dragon Guide for an...
Cool set with a really solid Akira player and subscriber here at the channel. Fun stuff, I hope for more matches in the future. GGs here.
I do not own the music, all rights reserved to the respective owners.
I've always seen Leifang as a better version of Jann Lee. Leon enforces a more patient mindset than my usual one, so no, sir, Leon compliments my style more. Leifang is just fucking cheap, lol.
We already know I'm the bait master. But enough of that, now for some actual Doge Lee action, featuring Impossibru Lee. GGs here.
I do not own the music, all rights reserved to the respective owners.
What Brute said.
Some people say her range is bad (total bullshit) and that you can bait her sabakis easily (also bullshit). But I personally don't agree with those notions. Also, how 1P+K hasn't been nerfed to the ground yet is beyond me.
Going back a little bit as well. Counter hit throws should NOT be breakable. What if you properly punish someone's SS attempt and they can just ignore that anyway? That'd be pretty fucked up.
This would segment the game into a something like: you play against Hitomi and the only throw you ever willingly break is 6T, regardless if it's the correct one or not, since you're not going to try to guess between the other throws she has, as 6T is the only one that scares you.
Unbreakable reset throws would have the exact opposite effect, those characters would suddenly become top tier.
Force brings another good point. Reactability. You are not breaking a throw lower than 17 frames on reaction, it's just not possible. Tekken throws are 14 frames, and forward throws...
DOA is not like Tekken where you have 3 different types of throws with no variations. We have, 7, 10, 12 and even 17 frame throws, imagine if you could break out of throws like Hitomi, Zack and Bass' 6Ts, those characters would become worse than even characters like Ein.
Gone over this many times throughout the years. Part of me wants a throw break system and another one doesn't.
Question that raises the most often is; what would the break input be? It can't be over simplistic like just pressing T, and it can't be over complicated like VF3 *shudders*.
The Followups are back! This time we'll take a look at how Jann Lee can take advantage of those pesky slopes, as well as being able get quick damage or momentum, to balance out a life lead, or to reinforce an advantageous one.
Check out the full Dragon Guide for an in-depth breakdown of Jann...