Blocking and approaching.....I'm new to this game and I still don't understand at least with Jann Lee how to make people respect me more, along along with getting in.In what regards?...how to deal with people blocking you?
I pretty much fully agree with your list.So i came up with my own list of his 10 best moves as of LR in no specific order, open to all opinions and answers
4PPP: really good move, can be used in a multitude of ways such as, poking, force teching and frame trapping.
66K: strong poke, essential for keep away and whiff punishing.
6P: 11 frame mid, nuff said XD.
6K: Second best poke, gives good stun and catches BT
66T: Its the dragon gunner for God´s sake XD.
H+K: Crushes highs and of course sets up a sit down stun.
6H+K: Good poke and if it lands it gives good mix-up in DS or without it.
P6P: Stuns on normal hit and sets up easy mix-ups.
7K: Yet another poking tool, second best launcher, good for frame traps and on counter hit gives a full combo.
236P: Good poke and keep away tool, damage and CH range got increased so it is incentivized to use mid threshold.
So there you have it, remember this is just a personal opinion based on my experience from playing both U and LR .
I pretty much fully agree with your list.
The only things I would replace are 4PPP to 4H+K (because of limbo stun opportunities and delayable follow-up) and 236P to 3P (lift stun, very good stun extender that is hard to slow escape).
Also, do you know what a frame trap is? Because 4PPP and 7K are not frame traps, as you listed.
Well sorry for my laziness but this my top 10 for Jann Lee's moves.
6p: His fastest mid going at 11 frames. One of his most used moves.
66t: his dragon gunner which can lead to resetting the whole situation over again.
9p: good ranged poke of his and safe on block -1 and gives +3 on hit and gives a lot of advantage on CH. Very useful.
66k: great for keep out and whiff punishing.
7k: good ch tool. Very effective against players who hit buttons when left negative as it launches on ch and good useful to against Hayate's 8p+k
6k: his 2nd fastest mid and has 2 follow ups from it. Good defensive option.
3k: good for keep out and you have follow ups from 3k.
P+k: Strange no one mention this one. Great when people love rushing in at you and safe on block as it a gb and gives good pushback. I view this as his get off me type move.
H+k: his best low crush move and when used in stun causes sit down which guarantees 9k. Unsafe on block.
4h+k: if used in dg causes opponent to go bt which guarantees 7k or 236p, and out of dg happens if you and your opponent are facing different ways like your front facing you and opponent back showing.
Sry, missed this XD.
P6P has the same range as 9P and is only -10 on SH and on hit is +14, overall just a better tool imo.
P+K is also another notable mention, its use is limted to the matchup tho being 15 frames, you put yourself at the danger of getting hit BT.
I already said my toughts on 4H+K its use is very limited and its -18 on block so thats a big no-no XD