deleted

is Jann Lee OP?

  • Yes

    Votes: 1 4.2%
  • No

    Votes: 12 50.0%
  • I don't know

    Votes: 2 8.3%
  • You're retarded, please go fuck yourself with a cactus.

    Votes: 9 37.5%

  • Total voters
    24

grap3fruitman

Well-Known Member
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Jann Lee's :6::P: reset off of a :4::F+P: on the wall is pretty scary and doesn't get a lot of love (or is well known).
 

Matt Ponton

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Haha, I hit kof06 with that while in Japan. He responded, "Is that a glitch!?". Sad thing about it is that it doesn't work on Gen Fu...
 

kyokusanagi

New Member
I have no problems when playing against the CPU or against anyone who uses it. the problem as I have when I use the character, is too tall! many times I can not do the combos that I use because it falls to the other characters, this is because in standing position are slightly crouched and Jan Lee to be higher, not falling blows. I think most of his moves hit high
 

Matt Ponton

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I'm having trouble trying to picture this in my head, I don't think I've ever seen it. :confused:

As the opponent is falling down the wall, Jann Lee recovers from the throw and on most characters ca do :6::P: before the opponent has finished sliding down the wall. This causes the opponent to be reset to standing in a normal hit status where they can either (1) hold/guard the :6::P::K:, or (2) take the :6::P::K: to allow a full wall juggle from the wall crumple slam.

If they opt for Option (1) then there are two options for Jann Lee: (1a) Perform the kick on the guarding opponent and remain at +1 frame advantage, or (1b) Perform a free cancel from :6::P: into another :4::F+P: which will either HCT the holding opponent or T the guarding opponent, resetting the entire situation again.

In the end, Raansu the opponent just ends up crying.

Oh, and this is in all versions of DOA3: 3.0, 3.1, and 3.2. It's just in 3.0 his :6::P::K: is not frame advantage.
 

x Sypher x

Active Member
As the opponent is falling down the wall, Jann Lee recovers from the throw and on most characters ca do :6::P: before the opponent has finished sliding down the wall. This causes the opponent to be reset to standing in a normal hit status where they can either (1) hold/guard the :6::P::K:, or (2) take the :6::P::K: to allow a full wall juggle from the wall crumple slam.

If they opt for Option (1) then there are two options for Jann Lee: (1a) Perform the kick on the guarding opponent and remain at +1 frame advantage, or (1b) Perform a free cancel from :6::P: into another :4::F+P: which will either HCT the holding opponent or T the guarding opponent, resetting the entire situation again.

In the end, Raansu the opponent just ends up crying.

Oh, and this is in all versions of DOA3: 3.0, 3.1, and 3.2. It's just in 3.0 his :6::P::K: is not frame advantage.

:eek: That's very interesting. I would still love to see it in action though. Perhaps Gill Hustle would be willing to demonstrate it on his next DOA 3.1 stream. Whaddya say Gill!? :)

I'd try it out myself but I don't have the resources available atm.
 

grap3fruitman

Well-Known Member
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I was doing some testing with the intention of putting together a video but I'm lacking in capture equipment. It can work on the entire cast, there are just a lot of variables in play like a flat wall versus a slight slope and each character's hit box.
 

Raansu

Well-Known Member
As the opponent is falling down the wall, Jann Lee recovers from the throw and on most characters ca do :6::P: before the opponent has finished sliding down the wall. This causes the opponent to be reset to standing in a normal hit status where they can either (1) hold/guard the :6::P::K:, or (2) take the :6::P::K: to allow a full wall juggle from the wall crumple slam.

If they opt for Option (1) then there are two options for Jann Lee: (1a) Perform the kick on the guarding opponent and remain at +1 frame advantage, or (1b) Perform a free cancel from :6::P: into another :4::F+P: which will either HCT the holding opponent or T the guarding opponent, resetting the entire situation again.

In the end, Raansu the opponent just ends up crying.

Oh, and this is in all versions of DOA3: 3.0, 3.1, and 3.2. It's just in 3.0 his :6::P::K: is not frame advantage.

-_-

Edit:

:eek: That's very interesting. I would still love to see it in action though. Perhaps Gill Hustle would be willing to demonstrate it on his next DOA 3.1 stream. Whaddya say Gill!? :)

I'd try it out myself but I don't have the resources available atm.


I was doing some testing with the intention of putting together a video but I'm lacking in capture equipment. It can work on the entire cast, there are just a lot of variables in play like a flat wall versus a slight slope and each character's hit box.

It most definitely does not work on the entire cast.
 

Shinigamimatt

Active Member
That's weird, and I assume an obvious glitch. But congrats on whoever actually found it and capitalized on it. Gotta say, I love updates in today's gaming. A quick patch would fix it.
 

Matt Ponton

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That's weird, and I assume an obvious glitch. But congrats on whoever actually found it and capitalized on it. Gotta say, I love updates in today's gaming. A quick patch would fix it.

It's been known for years by the DOA3 competitive players. Just not enough people played the game to know haha.
 

Shinigamimatt

Active Member
It's been known for years by the DOA3 competitive players. Just not enough people played the game to know haha.
I'm one of them. DOAU2 was my choice DOA. I only recently bought DOA3, and even then, I doubt my nostalgia and memories of DOAU2 could get dethroned by it XD.

That and Bass's infinite and death combos. Dear god. The whole system had to change for the behemoth. 0_o
 

Matt Ponton

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Really, if they wanted to balance Bass in DOA3, just make it so his 9K and 9P9K don't relaunch. Other than that, stay out of the invisible wall danger zones.
 

Shinigamimatt

Active Member
Really, if they wanted to balance Bass in DOA3, just make it so his 9K and 9P9K don't relaunch. Other than that, stay out of the invisible wall danger zones.
True, that's not too big of a leap. The physics wouldn't even have to change as a whole, just the move.

Ryu has some unholdables in DOA4. I hope that's fixed in DOA5 as well.
 

grap3fruitman

Well-Known Member
Standard Donor
see, he keeps getting more OP as we speak Lol.
That's how fighting games evolve. The more they're played, the more that's discovered. Not that I'm an expert on the game but MVC2 was played for a decade and the tier lists at the start and end vary significantly because of this kind of evolution and extended playtime. It's a good thing and I wish DOA was a much healthier game so even more gems like this would be unearthed.
 

Shinigamimatt

Active Member
That's how fighting games evolve. The more they're played, the more that's discovered. Not that I'm an expert on the game but MVC2 was played for a decade and the tier lists at the start and end vary significantly because of this kind of evolution and extended playtime. It's a good thing and I wish DOA was a much healthier game so even more gems like this would be unearthed.
Well, good or bad, well get some more in DOA5, I'm sure of that.
 

Allan Paris

Well-Known Member
Ryu has some unholdables in DOA4. I hope that's fixed in DOA5 as well.

All of the characters have these. In the alpha demo they are still there. To get caught in them you literally have to put the controller down and let someone force tech you. Are they in the later builds of the game, I don't know.

DOA3.1 is a great game, even with all the 'OP' stuff. The game makes you play truthfully.
 
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