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Jann Lee by ARdeMesa

Version: 1.2 | Updated: 04/08/2002

~+~+~+~+~+ DEAD OR ALIVE 3: Jann Lee FAQ +~+~+~+~+~

by  ARdeMesa (“Raigaa”)

Jann Lee character guide
Dead or Alive 3 (XBoX)
version 1.2: Feb, 2002
By A.R.deMesa, ardemesa@hotmail.com

This FAQ has been happily provided to the following:

~+~+~+~+~+ update history +~+~+~+~+~

Apr 2002 - version 1.2
Feb 2002 - version 1.1
Jan 2002 - created version 1.0

~+~+~+~+~+ copyright information +~+~+~+~+~
All information contained in this document Copyright 2002 A.R.deMesa.
This document may be distributed freely (and ONLY freely) and electronically.  
If reproduced anywhere in whole or in part, this document may not be used for 
promotional or profitable purposes.
If placed on a webpage or website or any other public domain, this document 
must be reproduced in its entirety without alteration in any form, unless given 
written permission by this author A.R.deMesa, and this auther only.  Any 
information from this document (whether quoted or not) that is used elsewhere 
should have this author's name stated clearly in acknowledgment.

This document created by A.R.deMesa [ardemesa@hotmail.com]

Any print-based, broadcast-based, or electronic-based publishers or 
publications are expressly forbidden from usage of any information or ideas 
expressed within this document.

Dead Or Alive 3 and characters are (c) Tecmo
Tekken, Soul Calibur, and characters are (c) Namco
Capcom and characters are (c) Capcom
Virtua Fighter and characters, DreamCast, are (c) Sega
PlayStation are (c) Sony
XBoX are (c) Microsoft

All copyrights and trademarks not mentioned as such are acknowledged and 
respected.  If any violation has occurred please contact the author for the 
situation to be remedied immediately.

1) ~+~+~+~+~+ TABLE OF CONTENTS +~+~+~+~+~

 1) Table of Contents
 2) Introduction
 3) FAQ Conventions

 4) Attack Analysis
 5) Throw Analysis
 6) Hold Analysis

 7) Critical Stun descriptions
 8) Glossary of Terms

 9) Revision history, Planned future updates
10) Acknowledgements

2) ~+~+~+~+~+ INTRODUCTION +~+~+~+~+~
     I'm a big fan of fighting games, from the good 'ol Capcom classics to the 
current 3D fighters. 
     Why this game?  Because I love it.  Have been a fan since DOA2 on the DC, 
although I did own the first DOA on the PlayStation before I got my DC.  I enjoy 
others, such as Soul Calibur, Virtua Fighter, and yes, even Tekken (*gasp*).  
But those games have enough faqs and fans.
     Why Jann Lee?  Good question.  He's not even my favorite character.  But 
he was the first character I started using, and I still the enjoy using the guy 
(c'mon, he's Bruce Lee!).  Plus, I'm sure everyone is a bit familiar with him, 
so I thought he'd give the guide a broader reach (as opposed to making a guide 
on Bass or Gen Fu - which I might even do).
     I'm not going to add any information on his background, or just a general 
movelist, because everyone who has the game ALREADY has all that, from in-game 
or in the manual.  Besides, he's just a fictional character, who cares what his 
blood type is?  All I know is that he's a Bruce Lee clone, and the best one 
EVER, in fact.  And that rocks.

     Also, combos are easy to make/find, so I didn't add any (yet - although I 
do have a combo FAQ that I'm always working on), because I think the 
move/throw/hold "analysis" is more important.  I also didn't add anything about 
general pros or cons of the character, because I think his effectiveness depends 
on how you play.  And since everyone plays differently (I'm sure SOME people 
reading this guide are going to say "What the hell?" a few times), I think such 
"pro vs con" or "general..." lists are stupid.  
     Besides, some things are obvious.  That a player would go for the most
damaging, most reliable, easiest to execute, move/combo is a given.  I think you 
can figure out how I play "my" Jann Lee, just from the analysis.

     So instead of a FAQ that simply tells you what the best moves are, or what
his best combos/follow-ups are, I'm writing a FAQ that does something much, much
more important.  I will also describe WHEN to use his best moves, and WHEN to 
use his best combos/follow-ups.  

     Because what separates a "very good player from being simply a "decent 
player" is not WHAT to they do, but WHEN they do it.  Execution is one thing - 
ANY difficult combo will come easier enough practice in "sparring mode".  And it 
is true that it is often execution that separates the "master" players from the 
"very good players".  

     But a player who has better tactics, strategy, and psychology, will most 
often beat a player who has better "combo skillz" any day of the week.

     So this guide does away with the regular "movelists", "combo sections", 
that you may be used to.  All that - and more - is located within the "analysis" 
sections.  You'll find what to do and when, for knowing what situations - better 
yet, how to CREATE those situations - to perform certain moves is the key to 
being a "very good player".  

3) ~+~+~+~+~+ FAQ CONVENTIONS +~+~+~+~+~


   u = press up          U = hold up
   d = press down        D = hold down
   f = press forward     F = hold forward     
   b = press back        D =hold down        

 qcf = "quarter circle forward" = press d,d/f,f        in one motion
 qcb = "quarter circle back"    = press d,d/b,b        in one motion
 hcf = "half-circle forward"    = press b,d/b,d,d/f,f  in one motion
 hcb = "half-circle back"       = press f,d/f,d,d/b,b  in one motion

   P = Punch button
   K = Kick button
Free = Free button

   H = High-Level
   M = Mid-Level
   L = Low-Level
   G = Ground-Level

~+~+~+~+~+ Notation Notes +~+~+~+~+~

/ = denotes a diagonal direction pad (e.g. d/f means press down & forward)
+ = press buttons together (e.g. P+K = press Punch and Kick simultaneously)
. = button presses are to be performed in succession, but with a delay
~ = button presses are to be pressed in quick, but discrete, sequence

- buttons and directions are to be pressed in succession WHETHER OR NOT they 
  are separated by a comma (",")
  for example:     P,PP,P = press Punch button 4 times
                     PPPP = press Punch button 4 times

- moves are labeled as follows ->  "name of move" : "buttons to press"     

  For example:
     Dragon Cannon: PPP,P
The "Dragon Cannon" is performed by pressing Punch button 4 time in succession. 

     Combo Low Spin Kick: P,D+P,d+K
The move "Combo Low Spin Kick" is performed by pressing Punch, then holding 
Down and pressing Punch, then (while still holding Down) pressing Kick.

- the information following the button motions within the parentheses describe
  the attack heights (High, Middle, Low) of each successive hit, as well the
  base damage for each hit.

  For example:
     Combo Low Spin Kick: P,D+P,d+K (H10,M18,L25)
The first punch hits High-level and gives 10pts of damage
The second punch hits Mid-level and gives 18pts of damage
The third kick hits Low-level and gives 25pts of damage

4) ~+~+~+~+~+ ATTACK ANALYSIS +~+~+~+~+~

Game Engine rules:

- STRIKES BEAT THROWS.  Doing so is a "hi counter blow" and rewards you by
  adjusting damage of blow by 150% (40pts becomes 60pts of damage).  Each 
  subsequent ground hit is adjusted by 60%, each juggle hit is adjusted by 75%

- Striking a STRIKING opponent in their strike animation is a "counter blow"
  and rewards you by adjusting damage of blow by 125% (40pts becomes 50pts of 
  damage).  Each subsequent ground hit is adjusted by 50%, each juggle hit   
  is adjusted by 62%

- Forcing an opponent into a "critical hit" state rewards you by forcing 
  the victim into a stun - a state where they can only perform holds.  Each 
  subsequent ground and juggle hits are adjusted by 50%.  This adjustment comes 
  from forcing the victim into a critical hit state through a NORMAL hit(refer 
  to the preceding rules regarding counter blow adjustments).  These include: 
  striking victim on a "slick" surface, striking a crouching opponent with a 
  mid-level hit, or through a move that gives a critical hit as part of its 
  property.  The *initial* hit may be adjusted by 125%, depending on the 
  circumstances.  These include: hitting a back-turned opponent, and striking a 
  crouching opponent with a mid-level hit.

- Striking a CROUCHING opponent with a mid-level-blow is a "critical hit" and is
  modified by 125% damage bonus.  Additionally, these blows usually have
  different hit properties on crouching opponents (causing different stuns,
  launches, knocking down, etc.)

- Striking a JUMPING opponent, before they reach the apex of the jump, is a "hi
  counter blow" (150% damage bonus) and adjusts subsequent juggle hits by 75% 
  (40pts becomes 30pts damage) or ground hits by 60% damage.

- "Close hit" bonus is given to certain moves, and are rewarded by a 150% damage 
  bonus.  A "close hit" on any type of counter blow (an attacking opponent, a 
  hit from behind, etc.), however, is modified by a whopping 160% bonus! The 
  bonus will not be rewarded if the opponent is already in a "critical hit" 
  state when hit.  

- Critical Hit Stun "threshold."  A "critically stunned" victim can only take a  
  limited amount of "stun damage" before a hit (any hit) will knock down.  I 
  don't know exactly what the formula is that calculates this threshold.  I will   
  say that "hi counter blow" stun threshold is greater than a "counter blow"   
  stun threshold (i.e., they can take more hits before being knockdown when if 
  they got hit with a hi counter blow).  Why won't Tecmo publish any game engine 
  data?  The weird thing?  A "normal blow" stun threshold is more than a    
  counter blow (!?!).  So the "threshold" hierarchy flows like this: 

     - hi counter blow > normal blow > counter blow. (from largest to smallest).

- Hi-level blows can be avoided by a standing guard or crouch
- Mid-level blows can be avoided by a standing guard
- Low-level blows can be avoided by crouching guard or jumped-over

- Back-turned characters CANNOT Guard or Hold.

- All blows from behind are counter blows.

- Blows in "automatic combos" can be delayed to a certain degree.

- Wall damage varies (5-20pts?) depending on distance, type of wall, etc.

- HOLDS BEAT STRIKES.  They must be performed at the correct height 
  (hi,mid, or low) and timing.

     Sway Jab: u/b+P (H12)
     Quite different from the regular "jab".  Yes, there is a little delay (due
to the sway) and there is an extra 2 points of damage.  But that's not all.  
The sway-version gives a "head dizzy stun" in ALL hit situations (even on a mere
normal hit), whereas the regular jab only gives a "head dizzy stun" as a hi 
counter blow, a critically stunned opponent or as a counter blow from behind.  
It can be used in place of the regular jab in all combos that start with the jab

     Upper Knuckle: u/f+P (H16)
     A quick, hi punch that advances a bit forward.  Good for extending stuns 
(when you're probing for a hi counter throw), although it doesn't itself stun 
unless it hits as a counter-hit (in that case, the "head dizzy stun").  So use 
it when the opponent is stunned (for extending ground combos, or even better, 
probing for a hi counter throw). 
     Gives the "head dizzy stun" from behind.
     It is also a good move to perform a "switch stance" while attacking.  For 
those instances when you're going for the "limbo stun", and you have the 
opponent stunned - but your stance is wrong (open as opposed to closed).  You 
can use this move to extend the stun, and switch your stance.

     Upper Blow: u+PP (H24,M26)
     The second punch is the key hit here.  As a normal hit it causes a "lift 
stun", but on a counter blow, it launches.  Although you need to do the first
"Back-fist" (which at best, gives you the ordinary "nasty hook stun" on a 
critical hit) before the actual "upper blow", the full move is relatively quick 
enough to be useful.  However, the first hit, the back-fist, is useful when you 
have the opponent's back.  It causes the lengthy "rabbit punch" stun.  
     From behind, the full move launches.

     Uppercut: d/f+P or D/F+P (M20, unlisted)
     This isn't in the games "command list".  Jann Lee comes up straight from a 
crouching position with a leading-hand uppercut.  It produces a "lift stun" as a 
counter blow, and a "back stings stun" from behind.  Since it is a crouching 
move, it CAN bypass high-level attacks - though it is not as useful as other 
characters' who have similar moves.  If successful in interrupting your 
opponent's move, you'll get that "lift stun" on a counter hit.  In all honesty 
though, I've only used it when I think that the opponent might try and go for a 
throw - and there isn't time to do anything else.  This option will get you a 
stun, while your other crouching options (crouch jab, low dragon hammer, side 
kick, low dragon kick) all either knock your opponent away, or knockdown.  So if 
you want to stun from a crouch, this is really your only option.
     Also, if this hits a crouching opponent as a normal hit, it lifts the 
victim to their feet.  Although the victim appears as if in a short stun, the 
blow does NOT register as a critical hit (?!?)  This means you can immediately 
throw them!  This is similar in property to the Bayman/Leon "Upper smash" (u+P), 
in that after the blow, the opponent recovers in a crouch, allowing a crouch-
throw to be performed soon after.  The key is that the opponent IN NEVER IN A 
CRITICAL STUN!  You can attempt a throw as soon as you can!  It is not, 
guaranteed, however - the moment the victim is vulnerable to a throw, they can 
interrupt the "stun" animation with a strike.

     Sekkan Chop: b+P (M26)
Great move.  Great range.  One of the best to try and get hi counter 
throws.  It gives a "ribs hurt stun" in ALL situations, whether it hits as a 
normal hit, counter blow, or hi counter blow.  If performed on a opponent's 
back, it gives a "back stings stun".  As a counter blow on an opponent's back, 
it produces a "knocked forward on knees stun".  
     If you're in need of that hi counter throw to turn the tide of the match, 
THIS is the move that will help you get it.  

     Low Dragon Hammer: d/b+P or D/B+P (L20)
     Although there really isn't a need for a "poking" style in DOA, like there 
is in Tekken or old school Capcom fighters - in fact, poking can be downright 
dangerous due to the importance of holds - this is one of the few pokes Jann 
Lee CAN use, especially when mixed up with "triple jab", "sekkan punch", and 
"side kick" pokes.  It's quick, has great range, good recovery (in that it 
recovers fast and even has Jann hopping back a bit right after).  It never 
stuns (oh god, wouldn't that make hi counter throws TOO easy?), but ALWAYS 
KNOCKS DOWN as a counter blow.  All in all, it's a pretty safe move to do 
(especially since Jann Lee ducks low enough to avoid hi-level hits) so long as 
you're not predictable with the low hits.  Once you ARE predictable with the 
low hits (or at least, your opponent THINKS you're predictable), and your 
opponent starts to hold-low, bust out those hi counter low-throws.  It is THIS 
move, that makes setting up low-throws with Jann Lee a snap.
     Just don't use it from behind.  Since all hits from behind are counter 
hits, this will always knocks down - a waste of good juggle potential.

     Hook Kick: b+K (M24)
     The full move is listed as the "double hook kick" (b+KK, M24,H25), but I 
have again found that it's best to omit the last part of the move.  Normally 
the full move gives the ordinary "nasty hook stun", which isn't really useful.  
As a counter blow it gives the "face stagger FAR stun" which pushes your 
opponent back - which is lame, because its Jann Lee, who has much better (i.e. 
more damaging) ways to drive his opponent back.  On a stunned opponent, the 
full move causes the "ribs hurt stun" sometimes making the 2nd hit miss!  So 
really, just stick with the single hook kick.
     What the hook kick is good for is simply to stun - as a critical hit, it 
gives the "ribs hurt stun".  
     From behind, it always gives the "back stings stun" in all hit situations.
     On a crouching opponent as a normal hit, it gives the "belly blow stagger 
stun."  As a counter blow on a crouching opponent, it gives the "ribs hurt 

     Dragon Low Kick: d/b+K or D/B+K (L24)
     A great move if the opponent is susceptible to low hits.  While there is a 
bit of lag - like the "low dragon hammer" (d/b+P) - the range is decent.  It may 
be a little bit safer than the "low dragon hammer" because as a normal hit it 
gives a "trip stun" (while the "low dragon hammer doesn't stun as a normal hit), 
and likewise ALWAYS KNOCKS DOWN on a counter-hit.  So no matter what the 
hit situation, if it connects, the victim ends up either in a lengthy stun 
(ready that hi-counter throw if the victim performs a hold), or knocked down.  
All in all, the safest option for poking low.

     Low Spin Kick: d+K+Free (L25)
     The "dragon low kick" pretty much makes this move obsolete (i.e. 
worthless).  The only thing that makes it worth mentioning here is that Jann 
Lee ducks quite low during the move, making all hi-level hits (as well as some 
mid-level hits) totally miss - and there are few low-level hits that can beat 
it's range.  Otherwise, the "dragon low kick" is a better move.  Both moves 
share the same hit characteristics - both give a "trip stun" on a normal-hit, 
and knockdown on any counter hit.  But the "low spin kick's" range is shorter, 
and more importantly, has so much recovery that even if you do get the "trip 
stun", you can't really follow-up (unlike the "dragon low kick").

     Rear High Kick: u+K (H35)
     A powerful knock-back kick, that sends your opponent spinning head over
heels away.  Serves no other purpose than to knock them away if you need to
"reset" the match.  It also has a potential for wall damage.  However, "Dragon 
Blow" (qcf+P, H40) is always a better choice IMO - for it has more power and 
range, greater wall damage potential, and close-hit properties.  
     Still, it is a bit safer than the "dragon blow", due to its superior 

     Upper Kick: u/f+K (M23)
     Probably the most useful single-attack in Jann Lee's arsenal, for its 
application in many different situations.

     Technically, the full move is "double upper kick" (u/f+KK).  The second
kick hits for H25, but I think the move is better with just the single kick (the 
only time I use both kicks is after a mid-punch-hold).  If you use the full 
move, on a normal hit, it only produces a small launch with little juggle 
potential.  Most of the time, the full move hits as a counter blow, which flips 
your opponent head over heels (first hit launches, second hit knocks down), and 
while it looks super-cool, I think wastes good juggle potential.  The only 
reason for using the full move IMO is if you're late in exploiting a launch, and 
need a quick finisher, since the full move does catch juggled opponents 
relatively low to the ground.
     Most of the time, the "single upper kick" is your primary launcher.  SUPER 
PRIORITY, good range, good launch height.  You usually land this as a counter 
hit - but even if you land it as a normal hit and don't get the launch, the 
VERY LEAST that you get is a "lift stun" (good for probing for hi-counter 
throws).  Mix this up with the "High Shin-Knee Kick", and you've got 2 great 
launchers that hit on 2 different levels - making Jann Lee a super juggle 
     This move ALWAYS launches on a counter blow.  And since ALL HITS TO AN
OPPONENT'S BACK ARE COUNTER BLOWS, this move, with it's awesome range, is Jann 
Lee's favorite attack to begin a juggle from behind.
     Also worth mentioning is the fact that Jann Lee switches stance.  I often 
use this at a distance to find the correct stance.  Useful when going for the 
super-special "limbo stun" (refer to my notes on the "Shin-Knee Kick" for more 
details on this special stun), and you need to get into that "closed stance".
     As a final note, I should mention again the great priority this move has.  
If you think the opponent is going to strike, but you're not sure as to the 
height (and therefore making a hold-attempt an "uneducated" guess), you can use 
this move to snuff them out (which ALWAYS launches).  It has a chance to snuff 
almost anything - I have even countered another Jann Lee's unblockable "dragon 
kick" with this move, which brings to mind another note.  If the opponent is in 
the air whether by a certain move or by jumping (i.e. not because of a juggle), 
this move, if successful, will launch them WAY UP in the air.  So high, that its 
easy to whiff moves UNDER them.  This move can launch opponents TOO high if 
you're not paying attention.

     High Shin-Knee Kick: u/b+K (H25)
     A VERY important move in Jann-Lee's arsenal.  It's a hi-level single hit 
move that as a normal hit gives a "lift stun", but launches as a counter blow.  
I repeat: a single-hit move that launches AND HITS HI(!).  
     One of the few in the game (most launchers hit mid-level, and most of 
those that are hi-level come in as a 2-parter, e.g. Bayman's "Blast Trass"). 
Along with the "Upper Kick", this should be one Jann Lee's primary launchers - 
as most players are conditioned to performing a mid-hold when they think they 
are about to be launched (say, after they've been stunned).  Although the 
"single upper kick" has better range, this should be used ALMOST as much - the 
combination of these two moves makes Jann Lee a master juggler.
     From behind, this moves launches, but since it can be avoided by crouching 
(and dashing for that matter, since many opponents try to dash away if their 
back is unintentionally turned), the "single upper kick" should be used instead.  
It hits mid-level and so hits crouching opponents, and its greater range makes 
avoidance by dashing less likely.

================"Jumping Attacks"====================
     Jumping Punch: u/f~P (M15)
     Jumping Kick:  u/f~K (M30)
     Landing Upper Knuckle: u/f.P (H18)
     Landing Low Spin Kick: u/f.P (L25)
     These are not in the "command list", however they are worth noting.
The "jumping" punch/kick versions have to have the attack button pressed after 
the jump, but before the apex (i.e. on the way up).
     I remember abusing the "jumping punch" back in the original DOA2 (it 
caused the "head down stagger stun" on a normal hit and a "head dizzy stun" on a 
counter-hit) simply because there was no way to hold.  This made it safe: I had 
a good chance to stun, with no risk of a counter-hold, as well as instantaneous 
recovery upon landing, and even if I was hit out of it, the opponent couldn't 
really follow-up with a juggle (either the launch was too small or opponents 
simply wasn't ready to follow-up).  And the Jumping kick always knocked-back.
     This was remedied in updated versions of DOA2.  Now, the jumping punch can 
be countered by ANYBODY with a mid-punch-hold, and a few characters can counter 
a "jumping kick" with a mid-level hold (although, even if the opponent doesn't 
have a jumping-mid-kick-hold, the attacker is still left at a disadvantage - 
back turned, and close distance - that is potentially more damaging).
     The "landing" versions have to have the attack button pressed after the 
apex of the jump, or while landing.  The "landing" versions are just the same as 
their regular standing versions, and have the same properties.  Hey wait, that's 
odd - the "jumping upper knuckle" does an extra 2pts of damage.  But there 
really isn't anything worth noting, except that you can use the delay to fake 
out your opponents.  

     Triple High: KKK (H30,H32,H36)
     Even though its listed as a triple-hit combo, you'll almost never see all 
three connect.  That's OK though, I guess, because each kick is pretty damaging.  
I've seen numerous conditions under which only the first hit connects, only the 
first 2, just the second, and even just the 1st and 3rd - all dependant on 
distance, what kind of stun their in, if and when they perform a hold, etc.  
Too many situations to list here.
     All that I could tell you is that the full move isn't really that useful. 
The only quality it has is that the 1st 2 do not hit as a combo so there is the 
potential to get 62pts of damage as they connect as normal-hits. Even if the 
hits are modified by the opponent being in a critical-stun (and therefore hits 
only give half their damage values) you'll still get 53pts damage, as well as a 
"reset" to the match (the second hit is the "rear high kick" knock-back).
     Another interesting thing is (and it makes this move even more worthless) 
is that the 3rd kick is SO HIGH (and so short in range), that unless they're 
right beside you, it can even miss opponents who are standing!

     Combo High Kick: PPK (H10,H10,H26)
     This is one of the few moves that I regularly use on the ground.  I do 
feel that it's power is too weak to use in juggles.  However, I turn to this 
move if I'm in a situation where I need a quick breather, and need to knock 
them away far to "reset" the match.  The distance it gives is just enough to 
get a running move in - the occasional unblockable "Dragon Kick" (qcf+K, H55) 
mixed with a low-throw (as they learn to avoid the "dragon kick" by crouching)
is a tactic I sometimes use.  

================"Sonic Combo" series==================
     Sonic Spin Kick:     P,f+PK    (H10,H18,M30)
     Sonic Low Spin Kick: P,f+P,d+K (H10,H18,L25)
     Sonic Uppercut:      P,d+PP    (H10,M18,M20)
     Sonic Step Middle:   P,d+PK    (H10,M18,M30)
     Combo Low Spin Kick: P,D+P,d+K (H10,M18,L25)
     Only useful in a juggle, IMO.  Although if Jann Lee's opponent isn't one 
to anticipate initial moves well, and seems to only perform holds while stunned 
in a combo (and not for the first hit), then there are certainly mix-up 
possibilities so that you can avoid holds.  My philosophy is though, is that IF 
     But, IF YOU INSIST on risking holds by performing these canned combos
on the ground, here are my suggestions:
     First, all these moves are just the "body..." and "flash spin..." moves 
with an extra starting jab thrown in.  So, if an opponent is good at 
anticipating inital hits, these give viable options to avoiding that attempted 
hold.  You can jab, sway jab, or no-jab (so that you can start combos mid).  In 
other words, you can use the jab to condition the opponent to hold-hi, and then 
omit the jab and start hitting mid or low.
     Second, and much more useful IMO, is that you can also omit the final
knockdown/knock-back finishers (the 3rd hit), if the opponent tends to hold
those.  Then continue to stun at the appropriate level.
     Although I firmly believe its still better (in both risk factor, and in 
terms of damage inflicted) to go for that hi-counter throw once you've
conditioned them to hold.  But anyway...
I admit you do have to use these on the ground (I do), for variety and being 
unpredictable is always good.  I tend to use these when I'm "feeling" for 
opponent tendencies (which is necessary for conditioning), usually at the start 
of a match or session (my matches are set at five rounds, to minimize fluke 
wins).  These are good to find out what "kind" of "hold-type" a person is.
     I particularly like the "sonic spin kick", and the "sonic step middle", 
for their power and wall damage potential - that said, I still usually use them 
in a juggle.  The "low spin kick" versions are nice knockdown combos as well, 
if you need the final hit to be low-level. 

======="Body Combo" & "Flash Combo" Series=======
     Body Uppercut:       f+PP     (M18,M20)
     Body Step Middle:    f+PK     (M18,M30)
     Body Low Spin Kick:  f+P,d+K  (M18,L25)
     Flash Spin Kick:     ff+PK    (H18,M30)
     Flash Low Spin Kick: ff+P,d+K (H18,L25)
     These are just the "sonic combo" series without the extra initial jab.  
Same philosophy applies, although I do like "Body Step Middle" as an alternate 
to the "Combo High Kick", because it achieves the same tactical benefit (that 
of giving you some breathing room) while having all the hits mid-level instead 
of hi-level.
     I also like the "...low spin kick" versions, when I need a knockdown,
especially the "flash low spin kick", simply because it avoids hitting mid-
level entirely.  
     Surprisingly, the "body uppercut" has proved useful, though on paper it 
looks rather ordinary.  It gives you the "lift stun" on any counter blow, and 
its priority seems pretty good.  I have often used this after I have been 
knocked down, and have gotten counter blows in the process.

================"Triple Jab" series===============
     Dragon Cannon: PPP,P   (H10,H10,H10,M45)
     Dragon Rush:   PPP,K   (H10,H10,H10,H47)
     Dragon Slicer: PPP,d+K (H10,H10,H10,L24)
     Again, the safest situation to use Jann Lee's trademark "triple jab" 
series is during a juggle, but if used properly against the right-minded 
opponent, these can cause havoc for an opponent when used on the ground.  The 
special property of Jann Lee's PPP allow for this.
     If the opponent tends to not attempt holds for initial hits (i.e. opponent 
attempts holds in the 3rd or 4th hit of the combo, and not the first), Jann Lee 
will have found a personal punching bag.
     As a *normal* hit, once the first jab of the "triple jabs" connects, the 
other 2 are guaranteed (unless you delay them, of course).  Triple jab the 
opponent - but delay/omit the 4th "finisher", and your opponent's holding 
tendencies will soon reveal itself.  The 3 different finishers have 3 different 
attack heights, but you really don't need to use them right after the jabs - the 
safety of the jabs permit this, particularly if you've got them in a critical 
hit situation and they're reeling from a "head dizzy stun".  Of course the 
"cannon" and "rush" are best versions (for their power and wall damage 
potential), with the occasional low kick "slicer" thrown in just to keep the 
opponent honest.
     Once the opponent is conditioned to hold high BEFORE he gets hit (if he 
doesn't, playing with Jann Lee will prove too easy), by attempting to high-hold 
the first jab (since it's the only one of the "triple jabs" that can suffer a 
hold), you can then REALLY start to mess with them.  Once they start 
anticipating the jabs and start performing high-holds early, you can start 
using "dragon low kicks", "sekkan chops", "single upper kicks", or even better, 
THROWS ("Way of the Dragon" is my fave).
     Because the jabs are so quick, once the opponent becomes scared of them 
(you can tell because they start to try to intercept the first jab like crazy), 
I often throw out single jabs just out of hold-range (so that they can't be 
hold-countered), and often get the opponent biting the bait and attempting to 
hold.  Hi-counter throw city!
     In the end though, the "dragon cannon" will be used in juggles.  Very easy 
to do (c'mon, you can hit the P button 4x really fast can't you?), great power, 
and great wall damage potential.  You can use the "slicer" if you WANT to keep 
them close (you can even try to get a down attack in), but really, the "cannon" 
will be used exclusively in juggles.  The "dragon rush" is only good on the 
ground, because the knock-back finisher almost never hits in a juggle.  You can 
get it to connect if the conditions are right - you launch someone who is 
throwing (hi-counter) with the "high shin-knee kick" for example - IF you're 
quick enough.  But IMO, the extra 2pt of damage you get isn't worth it when the 
"dragon cannon" oh is so easy.

     Dragon Fist: PP,b+PP (H10,H10,M18,H40)
     A nice alternative to the "triple jab" series, if you like using those 
combos on the ground - which this move is, a "ground combo" since the knockback 
finisher will often whiff in a juggle.  Personally, I just like that the 
3rd hit (mid-level elbow) ALWAYS gets the "ribs hurt stun", no matter what the 
hit condition.  Therefore, this is another move used to probe for hi-counter 
throws (well, the first 3 hits anyway).  Again, IF THEY'RE HOLDING, YOU SHOULD 
     I also use the 1st 3 hits when I want my back turned.  Only a few 
characters in the game are comfortable with their back turned - and Jann Lee 
isn't one of them.  So why would I want to turn my back?  Variety, again, and 
also because the unexpected vulnerability is good for having defensive turtles 
break out of their shell - since Jann Lee isn't that good with his back turned, 
this may get defensive-minded opponents out of their game, and take the 
initiative with so tempting a target.
     OK, so your back is turned, now what?  What's so good about having your 
back turned?  Can't block, can't hold, and you've only a few moves (as Jann 
Lee).  Well, a couple of the back-turned moves Jann Lee does have are quite 
good - but again, it depends on what your opponent has a tendency to do if he 
sees your back.  If they tend to go for back throws, you can achieve a damaging 
hi counter blow through the mid-level "Blind Elbow" (P+K).  This move has a 
normal damage value of M35, but in this particular situation, you get damage 
bonuses - 150% damage due to a hi counter (they were attempting to throw 
remember) as well as a close hit bonus.  That brings the damage to a hefty 
56pts, and that's without the potential wall damage as well.  EVEN BETTER, the 
"blind knuckle" (back turned, b+P), which has a normal damage value of H45 
(notice it also hits at a different height level than the "dragon elbow" just in 
case...).  But likewise, with all the bonuses above, gets you 72pts of damage in 
this particular situation (you notice that the "blind knuckle" is essentially 
the 4th hit of the original canned combo in terms of appearance anyway).  
	Though not as damaging, your "low spin kick" sweep move (back turned, 
d/b+K, L25) comes out quicker than the regular version (d+K+Free).  So you can 
toss that out if they've been successful in their mid or hi holds, or like to 
juggle instead of throwing when they see your back.
     So basically, what you can do is perform the first 3 hits of this move, to 
get the "ribs hurt stun" (or not, if they've blocked it all).  Omit the 4th hit 
and wait and see what they do.  If, seeing your back turned, they go for the 
back-throw - LET 'EM HAVE IT.  
     Not a tactic to use all the time, but it can be useful if your opponent is 
overly defensive.  Some would surely argue that the risk is too great - after 
all, if you guess wrong and they block, the horrible lag for these moves 
guarantees that you'll get launched.  But hey, its just a game, and this is a 
strategy to increase the chances that the cool-looking but risky "dragon elbow" 
will hit, and while risky, the payoff you get for success (in terms of damage 
inflicted) makes this strategy more appealing.
     Another simple "out" of a back-turned situation is his "triple jab" - 
there's no delay even though your back is turned.

     Flash Turn: bb+P (H18)
     This is similar to the "flash punch" - same animation, same damage, same 
"nasty hook stun" (or "rabbit punch stun" if done from behind) inflicted.  The 
difference is that this leaves you with your back turned (and therefore doesn't 
have the automatic follow-ups that the "flash punch" has).  The reasons for why 
Jann Lee would want his back turned and what his best options/tactics are 
described above in the "dragon fist" section.  To summarize the options: "dragon 
elbow" (P+K, M35), "blind knuckle" (back turned, b+P, H45) and "low spin kick" 
(back turned, d/b+K, L25), and "triple jab" are your options.

================"Low Thrust Combo" series==================
     Dragon Storm:          PP,d+K,K (H10,H10,L12,M37)
     Combo Thrust Low Spin: PP,D+KK  (H10,H10,L12,L25)
     Mostly use the "Combo Thrust Low Spin" if the opponent is susceptible to 
low hits, i.e. he's conditioned to mid-hold (or high-hold) while getting hit.
     Again, I sometimes like to omit the 4th hit.  On any counter-hit, the 3rd 
strike ("low thrust") results in the "knee break stun".  As always, STUNS 
USUALLY CAUSE PEOPLE TO HOLD... do I really need to say it again? OK, one last 

     Shin-Knee Kick: K+Free Free (M24)
     No, that's not a typo, you should really get used to hitting "Free" right 
after this move.  Virtua Fighter veterans know this as "guard canceling" (where 
the technique originated, and is probably why DOA has it, since DOA began as 
VF's bastard child).  In the DOA world, we call this "F-Canceling" simply 
because the button is labeled "F".
     Additionally, the full move is listed as "Shin-Knee HIGH kick" (F+KK) -
titled after the finisher, but even if the 2nd kick does give 35pts of damage, 
you really should learn to "cancel" it.
     First of all, if you land this move as a counter blow from an "open 
stance", it gives the "stomach hurts A LOT stun" which causes the 2nd kick to 
totally miss!  
     Secondly, if you land this move as a counter blow from a "closed stance", 
you knock them away, giving up a whole lot of UNRECOVERABLE combo potential.  
So either way, it's best to forget that the 2nd kick even exists (and hope they 
take it out to make things easier!)
     Anyway... if you land the "shin-knee kick" normally, it boots them 
spinning the hell away.  No harm in that is there?  But if you land this as a 
critical hit, either from a stun, a slick surface, or as a counter blow, then 
the fun really starts.
     Landing this as a critical hit while in a "closed stance" gives you that 
oh-so-special "limbo stun".  This stun is really long, and since you're 
attacking from behind, the opponent cannot hold-counter "out" of it.  Once you 
see this particular stun, you have no worries about the opponent performing a 
hold, so use the "upper kick" and juggle to your heart's content.  Try using it 
when the opponent is stunned, I figure you have a 50% chance that you're in a 
"closed stance" (which makes it useful even if you don't even know what "closed 
stance is!), so if you do get the "limbo stun", hey, free juggle!
     Landing this as a critical blow while in a "open stance" gives you the 
lengthy "my stomach hurts A LOT" fall-down stun.  Just more time to prepare for 
a hi-counter throw I guess.
     Since all hits from behind count as a counter-hit, you'll always get 
either the "limbo stun" or the "stomach hurts A LOT" stun.

============"Dragon Spike" series============
     Dragon Spike:      bf+K    (M40)
     Thrust Spike Kick: d+K,K   (L12,M37)
     Thrust Spin Kick:  D+K,d+K (L12,L25)
     I love the "Dragon Spike".  It's similar in effect to that of the "Dragon 
Blow" (in terms of big damage and having "close-hit" and wall damage bonus 
potential), and although it doesn't have the quite the same reach or power, 
Jann Lee gives that cool Bruce Lee-like "shiver" after he connects with it.  For 
practical reasons, it also recovers quicker than the "Dragon Blow" if its 
blocked or whiffs.
     If the opponent is anticipating it (and so is performing mid-holds), you 
can perform the "thrust spike kick" instead, which adds a "low thrust kick" 
before the "spike" (which is quick enough to interrupt the attempted mid-hold).  
If the opponent catches on to that (and starts to mid-hold AFTER the "low 
thrust kick", you can toss in the "thrust spin kick" to throw them off, if 
you're not quite sure about performing a hi-counter throw. 
     The "low thrust" kick gives a "knee break stun" as any counter blow.  From 
behind, it gives a "back knee stun."

==========="Snap kick" series===============
     Snap Spin Kick:  f+KK    (M20,H32)
     Snap Spike Kick: f+K,b+K (M20,M37)
     If the "snap kick" didn't have noteworthy properties of its own, I 
probably would have included these in the "dragon spike" series, because the 
"snap kick" is another way to perform the "dragon spike".
     The "snap kick" (f+K) gives a "lift stun" on a counter-hit.  As mentioned, 
the "dragon spike" is an automatic follow-up hitting mid-level, while the "rear 
high kick" is the other automatic follow-up, hitting high-level.
     The "snap kick" gives the "feeling woozy stun" from behind.

============="Side kick" series==============
     Side Master Kick: d/f+K,K (M22,H32)
     Dragon Strike:    d/f+K,P (M22,M50)
     Dragon Knuckle:   D,bf+P  (M50)
     If you're using the "low dragon hammer" (d/b+P) and the "dragon low kick" 
(d/b+K) to poke low, and the "triple jab" series to poke high, the "side kick" 
(d/f+K), is probably the best mid-level poke.  It can be used similar fashion 
to the "triple jab" pokes, in that it has fearsome automatic follow-ups that 
turn your opponent into compulsive users of holds (in an attempt to counter the 
damaging knock-back finishers".  While I did recommend the "sekkan chop" to poke 
mid-level, that move is best used to poke for hi-counter throw opportunities 
(since it always gives a lengthy "ribs hurt stun"), or as a set-up for a 
launcher.  The "side kick" always carries with it the possibility of a "rear 
high kick" or a "dragon knuckle" as automatic follow-ups - a danger that the 
"sekkan chop" lacks.
     The "side kick" gives a "stomach hurt a bit stun" as a normal hit, but 
gives a "knocked back on ass" stun on a critical hit.  As always, be on the 
lookout for hi counter throw opportunities.  Do this by throwing out a few 
solitary side-kicks, with sporadic use of the "master kick" (hi-level) and/or 
"dragon strike" (mid-level).
     From behind, the "side kick" gives a "back stings stun" in all hit 
     The "dragon knuckle" is the 2nd most powerful single-hit move in Jann 
Lee's arsenal - only the "dragon kick" (qcf+K, unblockable H55) has more power.  
The only snag is that it must be performed from a crouch, which seems not to 
fit with Jann Lee's quick and agile fighting style.  But there is a way to get 
into that crouch quicker.
     Another technique that DOA has inherited from its VF ancestry is that 
performing a crouch-jab (d+P) is quicker than simply crouching.  In this case, 
I also use the crouch-jab animation to buffer the rest of the "dragon knuckle" 
motion.  So instead of going into a full crouch first, and then hitting bf+P, I 
simply input d+P,bf+P to get the knuckle.  The only drawback with this is that 
you lose any "close-hit" bonuses you might have had, since the crouch-jab 
pushes them away.  
     As always, you can play tricks with this simple technique.  After a while, 
the opponent will be conditioned to mid-hold after seeing the crouch-jab 
(because they are expecting the mid-level "dragon knuckle" to follow).  So IF 
...actually, this is one of the few times that I can endorse NOT going for a
hi-counter throw.
     What I like to do is perform the "crouch jab to dragon knuckle" a few 
times, and then perform a "crouch jab to (unblockable) dragon kick" when I 
think they're going for a mid-hold.  BAM!
     Another great time to use this move is right after a mid-punch-hold, as the 
hit is guaranteed, which means that if Jann Lee performs a mid-punch-hold and 
does this move, the victim will lose AT LEAST 70pts damage.  Good to do against 
the heavyweights (or you don't want to use the recommended follow-up against the 
lighter combatants).

     The reason that I included the "dragon knuckle" with the "side kick" 
series is that the "dragon strike" is essentially a pairing of the "side kick" 
and "dragon knuckle" i.e. an easier way to get the "dragon knuckle" along with 
the crouch-jab method. 

=========="sidestep" series==========
     Spinning Dragon: uu+P (M50)
     Dragon Sweep:    uu+K (L25)
     These are Jann Lee's sidestep moves.  They are useful, but must be applied 
     First of all, these moves have some start-up time, and can be snuffed out 
by quicker combos (such as a series of jabs), because quick combos track too 
well.  You cannot perform them while being hit, whether you're in a critical 
stun or not.  
     They're relatively slow moves, and are best against other similarly slow 
     In terms of distance, you should be a good distance away - just out of your 
opponent's reach (out of jab-combo range), which for most characters is 
just within "spinning dragon" range (1.5 dash-steps away).  This makes the 
dragon sweep" safer (it has a range of at least 2 dash steps).  Unless the 
opponent is performing a super quick attack, you should snuff their attack.  
Just don't be predictable - at that range, Jann Lee will suffer painful 
holds if the opponent "sees" them coming. 
     The BEST time to try these is when you EXPECT A THROW from your opponent - 
that what these moves were really made for, and they dodge throws so well.  As 
soon as Jann Lee starts to "spin" the game engine considers him as striking - 
which means he is IMMUNE to most throws as per the game engine rules.  I like to 
use the spinning dragon because you can easily get wall damage from this move - 
just spin the right way so that the opponent ends up between you and the wall.  
Since you hit them while they're throwing, you get hi counter blowsdamage, which 
causes 75pts of damage, and you can probably add another 10-20pts from the wall 
as well.
     Once you can discern your opponent's throwing tendencies, the "spinning 
dragon" gives you a viable alternative to going for a juggle.

=========="Dragon Step" series==============
     Dragon Step Middle: ff+K     (M35)
     Dragon Step High:   f+Free+K (H36)
     I use these moves for the same reason as I use the "combo high kick" - to 
blast them the hell away.  Very quick, with different hit-levels (so that you 
can mix them up), with great wall damage potential.  And while they're not as 
powerful as the "dragon blow", "dragon knuckle", or the "dragon elbow", they 
are much safer to do since the recovery time is very good.  In fact, a player 
who is attempting to learn how to use Jann Lee effectively should ignore those 
"scrubby" moves and learn to apply these properly instead.  
The "Dragon Step High" gives a "Standing KO Stun" on a normal-hit, while on 
a counter-hit it's a knock-back sending the opponent flipping head over heels 
     The "Dragon Step Middle" is one of my favorite moves.  It's available in 3 
versions ("sonic step middle", and "body step middle"), which merely add to 
minor punches this kick.  It is a knock-back in ALL hit situations (with 
tremendous wall damage potential).  It's very quick, great range, decent damage, 
and most important, good recovery.
     Once one can setup these moves properly so as to not get punished, then 
you may CONSIDER using those more powerful but risky moves in place of the 
"dragon step".  Until then, think of these moves as training wheels.

     Dragon Blow:  qcf+P (H40)
     Dragon Kick:  qcf+K (H55, unblockable)
     Dragon Elbow: P+K   (M35)
     I don't really know how I should nickname these moves.  "Trademark" moves?  
"Signature" moves?  "Scrub-spotting" moves?  Because its these moves that make 
Jann Lee, Jann Lee.
     These moves give Jann Lee his character and style: lightning quick, brute 
power, and fearless.
     These moves come out almost instantaneously (especially the "blow" and 
"elbow").  They all cause tremendous damage, especially considering they all 
feature godly wall damage potential (an extra 10-20 damage pts), and close hit 
properties (150% damage bonus).  
     And they all leave Jann Lee very vulnerable if they don't connect.  Since 
the good points for these moves are (painfully) obvious, I'll focus on their 
     First, the "dragon blow".  The lag makes using this move on the ground 
very hazardous.  My natural reaction to seeing this move miss or get blocked is 
to grit my teeth, because I know that Jann Lee is going to get punished really 
bad.  It's safe enough to use in a juggle - but the "dragon cannon" (PPPP) seems 
just as reliable.  This is another guaranteed follow-up to a mid-punch hold, 
although the "Dragon Knuckle" does 10pts more damage.
     Next, the "dragon elbow".  Not only is there god-awful lag, but your back 
is turned as well!  If this misses, or is blocked, be ready to be punished, 
probably via juggle.  I should also mention that the range is HORR-EE-BULL, 
making whiffing this move as easy as it being blocked.  On the flip-side, this 
necessitates that it's used in close, which almost guarantees that you'll get 
the close-hit bonus if it connects, which makes the damage rating a hefty 52pts 
more realistic than the still-decent 35pts.  I think the move just looks bad-
ass, however, and am always trying to figure out ways to make it almost 
guaranteed.  Like the "dragon blow", it is guaranteed after a mid-punch hold, so 
while you sacrifice some damage by using this instead (a mere 5pts damage less), 
this follow-up has da steez.  Likewise, it is an easy and stylish (though 
wasteful) follow-up to a launcher, which makes using this move in a juggle 
almost like a taunt.  Also, if you do this with your back turned - like through 
a "flash turn" (bb+P, H18) or an "aborted" "dragon fist" (PP,b+P, H10,H10,M18), 
the "dragon elbow" becomes the "blind elbow" and is worth 40pts instead of 35pts 
of damage.
     Now, remember how I described these moves as being "scrub-spotting" moves?  
It's because poor Jann Lee players use these all the time, WITHOUT SETTING THEM 
UP.  Which makes these players easy enough to beat - just block most of the 
time, be ready to duck the unblockable, and use these players to practice your 
juggles with.  Which brings me to...
     The "dragon kick".  I believe that you can identify a beginner solely by 
the way they employ this move.  Though the move is relatively quick when you 
compare it to other "power" moves (it only seems so slow because the rest of 
Jann Lee's moves are so quick), and because the range of the move is great, 
novice players will use this move from a distance.  Which is WRONG WRONG WRONG.  
     Why?  Though quick, the move is badly telegraphed by the running start, as 
well as Jann Lee's trademark roar.  Furthermore, when two players are at a 
distance, the match is "reset" - there is no pressuring done by either player - 
because most moves just don't have the reach, which makes it easy enough to 
avoid (by a simple crouch) on reaction, even if you weren't expecting it.  And 
thirdly, at a distance, BECAUSE most moves cannot reach, most players are aware 
of the "dragon kick" simply because its the only move that has a "chance" that 
it will connect.  Which therefore gives the move ABSOLUTELY NO CHANCE that it 
will connect at all - because they are READY for it.
     This is a devastating move, and when set-up properly, is so reliable as to 
make the move almost unfair.  But first, the bad.  While the move is relatively 
quick for its type, there's still some startup time.  It's easy to spot from 
afar (for the aforementioned reasons above), and while it's unblockable, and 
performing hi-holds against it only avoids it and has the players end up a FAR 
distance from each other (leaving Jann Lee perfectly safe), IF DUCKED, Jann Lee 
will most likely end up recovering right in front of the opponent - ready to be
punished.  So, here are my suggestions:
     1) The move should be used under pressure.  It should be tossed out after 
a barrage of "triple jabs" and mid-level pokes, after knockdowns and "sway 
jabs" and numerous stuns, and amongst the general chaos of a quick-paced, 
close-distance match.  In fact, the less you are thinking about landing the 
"dragon kick" the better.  Fight like it doesn't even exist, and your opponent 
will feel the same.  I mean, it's not like you have to connect with this move a 
lot - the damage of this move (especially if set up properly so you get all the 
damage bonuses) ensures that if you hit with it JUST ONCE in the round, its 
enough of it to win.  Just once per round is all you need for an easy win, so 
don't be obsessed with landing it.
     2a) The move should be used in close.  This is not as hard as some may 
think - if you've set up the conditions for it like the above step suggests.  
It's unblockable.  Remember that.  Just condition the character to do ANYTHING 
BUT crouch.  Easy enough - a crouching opponent who's attacking will be easily 
juggled by the "upper kick" (remember how I said how important that move is? 
It's super priority out-hits virtually any crouching move).  And don't have 
them performing low-holds either.  The best is when you have the opponent a 
little bit defensive - have them performing mid-holds and hi-holds, going for 
throws (which is gives the most damage if the "dragon kick" connects).
     2b) The move should be used in close.  Why? The move has the close-hit 
bonus.  This makes the damage 82pts!  
     2c) The move should be used in close.  Why? In close is where most throws 
happen.  Since hitting an opponent while they're throwing gives you a hi-
counter bonus, that makes the damage an unspeakably evil 88pts!  
     Add to these conditions the "more-than-likely" wall damage potential, and 
the "dragon kick" could easily be getting you 102-108pts of damage, all from a 
simple "quarter-circle motion!"
     3) The move should be hidden.  Have the opponent trying to figure out your 
"other" patterns, tendencies, and techniques.  Have them preoccupied about your 
juggles, your stun ability, and hi-counter-throws.  Have them trying to solve 
the puzzle that is your "dragon spike" and "dragon knuckle" patterns, with 
their "snap kick" and "side kick" set-ups.  Have them trying to mid-hold your 
annoying "sekkan punch" that ALWAYS stuns.  Once you have them focused on 
performing mid-holds - you're 100% guaranteed the "dragon kick" connects.  Is 
your Jann Lee being stymied by mid-holds?  The "dragon kick" IS THE PERFECT 
COUNTER TO MID-HOLDS (other than hi-counter throws, of course).

     There's a reason why I put these moves AT THE END of Jann Lee's attack
analysis.  You should be a competent Jann Lee player WITHOUT the "dragon kick" 
FIRST, able to win without it first, using all his other moves.  After you've 
done that, landing the "dragon kick" is almost too easy.  That goes for all 3 
of these moves.  YOU HAVE TO SET THEM UP, so that when you do use them, a hit 
is virtually guaranteed.  The drawbacks that they have (mainly the horrid 
recovery time) make it necessary that you do whatever possible to guarantee 
that they hit.  Otherwise, stick with the safer "dragon step" kicks instead. 

====="Down Attack" series===================
     Trample:          u+P+K      (G20)
     Enter The Dragon: u+P+K+Free (G25)
     Low Snap Kick:    d+K        (G10)
     Down attacks are pretty straightforward.  You can only perform them on an 
opponent who is knocked to the ground.  You can even initiate the down attack 
before the opponent hits the ground so long as you're not performing an 
automatic combo at the time you input the command.  
     The damage values correspond to the amount of risk and ease of execution - 
the higher the damage, the greater the risk harder the execution.
     The "low snap" kick makes Jann Lee kick at the opponent at his feet like 
he's kicking a pebble off the street.  Very easy, little risk, little damage.  
Range is relatively decent.
     The "trample" has Jann Lee jumping high in the air to come down at his 
opponent with both feet.  Range is relatively short compared to other 
characters'.   If he misses, Jann Lee recovers quickly.
     "Enter the Dragon" is similar to the trample, but Jann Lee crunches down 
with each foot right after he lands (just like in the movie!).  Very Cool.  I'm 
not 100% sure, but I think the range is a bit better than the "trample".  One 
thing is for sure, if Jann Lee misses, he'll probably pay for it, since the 
recovery time is pretty long.

================Special Moves========================
                    Step Out: b+P+K        (0)
                 Switch Step: d+P+K        (0)
     Appeal: Dragon Pressure: bfb+P+K+Free (0)
      Appeal: Dragon Counter: dd+P+K+Free  (M50)
     In the "Step Out" Jann Lee hops back a dash-step away.  Although he does 
some rather lengthy kung-fu posturing, Jann Lee isn't really that vulnerable, 
as he's able to attack as soon as his feet touch the ground from the hop.  He 
is in effect, performing a taunting back-dash.
     In the "Switch Step" Jann Lee hops straight up a bit, switching his stance 
in mid-air.  Again, the lengthy posturing after he lands can be interrupted by 
any action.  Since some moves are stance-specific (like the "shin knee kick") 
this move does have its uses.
     "Dragon Pressure" is just a taunt.  Jann Lee does a little bounce-dance in 
place (bouncing twice) and then scoots forward, in a pose.  Jann Lee is able to 
attack as soon as he stops bouncing and begins to scoot forward, making this a 
great taunt, since he's vulnerable for only a short period.
     "Dragon Counter" is actually a counter-hold.  Jann Lee rears up on his 
back leg, lifting his front leg off the ground and bent at the knee.  Should 
the opponent attack with a mid-level kick (and ONLY a mid-level kick), Jann Lee 
will quickly spin around it and perform the "spinning dragon".

5) ~+~+~+~+~+ THROW ANALYSIS +~+~+~+~+~

Game Engine rules:

- THROWS BEAT HOLDS.  Doing so is a "hi counter throw" and rewards you by 
  adjusting damage of throw by 150% (40pts becomes 60pts of damage)

- Throwing a THROWING opponent is a "counter throw" and rewards you by
  adjusting damage of throw by 125% (40pts becomes 50pts of damage)

- An opponent in a "critical hit" stun CANNOT be thrown.

- Standing throws can only be performed on standing opponents.  
- Crouching throws can only be performed on crouching opponents.  
- Ground throws can only be performed on grounded opponents.
- Air throws can only be performed on airborne (juggled) opponents.

- Throws cannot be avoided by guarding.

- Only basic throws (P+Free) can be escaped, by inputting a well-timed P+Free.
- Command throws (direction+P+Free) CANNOT be escaped.
- "Combo throws" can be escaped after the initial throw is performed.

- Wall damage varies (5-20pts?) depending on distance, type of wall, etc.

  As always, the best time to attempt to throw is when the opponent is
  performing a hold.  That's when you are SUPPOSED to throw (you're rewarded
  handsomely if you do), and that's how the game was designed.  If you find the
  adjustment too hard to make, stop bitching and don't play this game.  You just
  don't get it.  YOU CAN'T THROW WHEN OPPONENT IS STRIKING!  That's the rule,
  if you don't wanna play by the rules, then you don't wanna play.  End Rant.

- There are a "special throws" that seem to defy the "Strikes beat Throws" rule
  to some extent.  These throws usually have a markedly different throw
  animation than the normal throw.

- The one caveat about "special throws" is that normal throws have the better
  priority against them i.e. normal throws are more likely to get the counter-
  throw should one person perform a normal throw and the other perform a
  special throw.  This is probably due to the lengthier start animation "special
  throws" have, and are probably determined by such (I sure wish I had the
  frame data).  This is not so bad for the "special throws" however, as they
  usually have the better reach: if player-one's performs a normal throw and the
  "reaching hand" of his fighter doesn't actually touch player-two who is
  performing a "special throw", than player two will win, of course (this is
  assuming everything was done at the proper throw-height).

     Hell Drive: P+Free (M40)
     Jann Lee quickly steps to opponent's side, grabs the back of his/her your 
head, and slams the opponent face-first to the ground.  Victim is out of reach 
of a Down-kick, and recovers running distance away.

     Dragon Gunner: f+P+Free (M28)
     Jann Lee's "special throw" (a throw that has a distinctly different 
animation than the regular "Reach out and grab" animation).
     Jann Lee hooks his front leg behind the opponent's front knee, lifts both 
legs high in the air, then stabs down with his front heel on the back of the 
opponent's other knee, driving him/her to the ground.  Victim is out of reach 
of a Down-kick - in fact, is never even knocked down as the opponent recovers 
quickly at a running distance away.  
     But the damage compared to his other throws is poor.  Why even bother?
     For one, the range is greater than a normal throw.  Though the range is not 
as great as the ninja girls "special throws", it's a bit safer since you can 
never be TOO close (such as Kasumi's, who's in danger of having her jumping 
"Hien-Saka-Otoshi" throw avoided by an opponent dashing, ducking UNDER her 
throw, or free-stepping).  Furthermore, it is less obviously punishable because 
of its relative quickness in recovery (unlike Ayane or Bayman's "special 
     As a "Special throw", the "Dragon Gunner" can interrupt strikes, so long as 
the opponent's hit animation doesn't hit Jann Lee.  Since this is a standing 
throw, that means it can still throw an opponent who is striking high or mid-
level (and so long as they are standing on the ground, of course).  Admittedly, 
this property is not as good as Tina's "tackle" or Bayman's "STF" in terms of 
ducking many high attacks.  
     Because of its longer start animation, a normal throw reliably beats the 
"Dragon Gunner" in "priority" contests.  However, the "Dragon Gunner" does have 
the slight reach advantage.  I guess this is another way of saying that the 
biggest advantage is its reach - use it BECAUSE a normal throw WON'T reach.  It 
is a "special throw", but not as abusable in terms of priority as most other 
"special throws" in the game.  If a normal throw CAN reach, then use that 

     Fireman's Carry: b+P+Free (M48)
     Jann Lee hoists opponent up onto his shoulders and drops them over him 
onto the other side.  Victim is in reach of a Down-attack ("low snap kick" is 
pretty much guaranteed), as the victim recovers really close to Jann Lee.

     Way of the Dragon: qcb+P+Free (M55, M5-20 wall damage potential)
     Probably my favorite.  Jann Lee pulls opponent forward to his front.  He 
then fires 5(?) palm-thrusts into their chest in the blink of an eye, grabs an 
arm, lifts his leg up high and wide, and kicks them in the head, blasting them 
back in the direction them came.  Very cool, and there is potential wall damage 
for this throw.  The reach is (slightly) greater than a normal throw.

     Head Lock to Bulldog: qcf+P+Free . P+Free (M53,M25)
     Jann Lee pulls opponent into a headlock, and snaps their neck upward.  
Now, while the game does tell you when you can perform the next motion for the 
multi-part throw by flashing in the corner "combo throw", you can just use 
audio/visual cues from the combatants themselves.  Right after Jann Lee "snaps" 
the neck, you can input the throw command.  I suspect that this is better, since 
the "combo throw" message fades-in, so you can actually input the command 
sooner than the game tells you.
     If the command is successful, he dives into a bulldog, straight back from 
his original position.  Victim recovers a dash-step away from Jann Lee.  The 
reach is (slightly) farther than a normal throw.

     Dragon Smasher: qcf+P+Free . P+Free (M53,M35-44, next to wall)
     Jann Lee has back to wall.  Starts with the same headlock, snapping of 
neck, then drives the opponent headfirst into he wall behind him.  Victim is in 
range of a down attack ("low snap kick" is pretty much guaranteed), and victim 
recovers a step away from Jann Lee, with both combatants beside the wall.

     Fall of the Dragon: qcb+P+Free (M65-80, opponent next to wall)
     Kind of like a combination of the "way of the dragon" and "hell drive".  
Jann Lee pushes opponent up against wall, palm-thrusts the hell out of them in 
the chest, then drives them face-first to the ground.  Although Jann Lee is 
close, there is a bit of recovery so that a down-kick is not guaranteed.

     Fists of Fury: b+P+Free (M58-64, opponent next to wall)
     Jann Lee pushes opponent against wall, delivers 3 brutal hooks, and a 
final punch to the gut.  Victim slumps to the ground in a seating position.

     Dragon Rave: P+Free (M55, from behind)
     Jann Lee grabs victim's head, slams them head-first and backward to the 
ground, then viciously stomps on their face.

     Sekkan Punch: qcf+P+Free (M58, from behind)
     Jann Lee grabs victim's head, winds-up and punches the small of the back.

     Punish Punch: d+P+Free (L63, opponent crouching, from behind)
     Same as the "sekkan punch"

     Front Face Lock: d+P+Free (L55, opponent crouching)
     Jann Lee pulls opponent into a front face lock, then brings his opposite 
leg up behind himself and kicks victim in the head with his heel.  Very cool.

     Side Buster: d/b+P+Free (L60, opponent crouching)
     Jann Lee reaches over opponent's back with one arm, and grabs them around 
the waist.  He lifts them up-side down, then falls backward slamming them into 
the ground.

6) ~+~+~+~+~+ HOLD ANALYSIS +~+~+~+~+~

- HOLDS BEAT STRIKES.  And only strikes.

- Performing a hold early (so that it catches the blow late) gets normal damage.

- Performing a hold "close" to when the strike connects is a "counter hold" and
  rewards you by adjusting damage of hold by 125% (40pts becomes 50pts damage).

- Performing a hold the instant the strike connects is a "hi counter hold" and 
  rewards you by adjusting damage of hold by 150% (40pts becomes 60pts damage).

- Most "critical hit" stuns can be interrupted by performing a hold.

- In addition to correct timing, holds must be performed at the correct height:
- High-level holds reverse high-level blows
- Mid-level holds reverse mid-level blows
- Low-level holds reverse low-level blows

- Back-turned characters cannot Guard or Hold.

- Wall damage varies (5-20pts?) depending on distance, type of wall, etc.

  The game severely punishes ill-timed holds.  Throwing an opponent performing
  a hold is an automatic "hi counter throw" - which are one average THE MOST  
  DAMAGING SINGLE MOVES IN THE GAME.  There should no complaints that "holds are 
  cheap" - if you're getting counter-holds against you all the time it means you 
  are not throwing enough, and you are most likely a button-masher and/or just 
  suck.  Stop being so predictable and start punishing hold-crazy opponents.  
  Facing opponents who counter-hold too much IS A GOOD THING - just throw man, 
  throw.  End rant.

     Godless Short Knee: u/b+Free (H43, high-punch hold)
     Jann Lee intercepts punch, lifting arm high into the air.  He then lifts 
his knee into opponent's face, crouches, and pulls opponent over his back, 
slamming them to the ground.

     Trace Gunner: u/b+Free (H43, high-kick hold)
     Like the "dragon gunner".  Jann Lee intercepts kick, lifting leg high into 
the air.  He then stabs down with his front heel on the back of the opponents 
leg, driving opponent to the ground.

     Double Bind: b+Free (M20, mid-punch hold)
     Damage wise, Lee's weakest hold.  Jann Lee intercepts the punch, kicks the 
ribs/back of the opponent, then (without foot touching the ground) kicks the 
back of the head - like the "double hook kick".
     Although the damage is weak, Jann Lee recovers quicker than the opponent, 
allowing for a free hit.  As mentioned before, the "Dragon Blow" (qcf+P) is a 
good choice, and since Jann Lee is considered crouching while performing the 
hold, the crouch of a "Dragon Knuckle" is already buffered in - all you have to 
do is input motion: bf+P - for even more damage.  
These are guaranteed followups, good choices against the heavyweights (Leon, 
Bass, and Bayman).  Against everyone else I recommend this follow-up:

- u/f+KK, f+PK

- "(double) upper kick" to "body step middle"

This gets you a minimum of 79pts of damage, assuming that there is no wall 
damage, and that Jann Lee didn't get any "counter-hold" bonuses of any sort.  So 
even though the base damage is weak, this probably should be considered Jann 
Lee's most dangerous hold.

     Sweep Spike: b+Free (M43 + wall damage, mid-kick hold)
     Lee's most devastating hold (due to the wall damage potential).  Jann Lee 
intercepts the kick, delivers a reverse spin kick to the back of the opponent's 
knee, and then (still spinning) delivers a "spike kick" to the back of the 
head, blasting the opponent away.

     Deep the Dragon: d/b+Free (L43, low-punch hold)
     Jann Lee intercepts the low punch, spins, drives his knee into the back of 
the opponents shoulder, forcing opponent face-first to the ground.  He then 
gives a little bounce and stomps down on the back of the head.

     Dragon Twist: d/b+Free (L43, low-kick hold)
     Ouch.  Jann Lee intercepts the low kick, pulling on the opponent's leg, 
forcing them to slide to their back on the ground.  He then stomps on the 
opponent's face, GRINDS with his foot, then viciously stomps again.  Painful.

     Dragon's Roar: b+Free (M43, jumping-punch hold)
     Jann Lee intercepts the jumping punch, sidesteps and spins out of 
opponents path, and stomps on the back of opponent's as they fall face first to 
the ground.

     "Jumping kick evade": b+Free (0, jumping-kick hold)
     Jann Lee lacks a jumping-kick-hold, as he will just sidestep the incoming 
kick.  The bright side is that he ends up facing the opponent's back, in close-
range - easy juggle or back-throw.

7) ~+~+~+~+~+ CRITICAL HIT/STUN DESCRIPTIONS +~+~+~+~+~


- I had attempted to use conventions common to other fighting games in 
  naming the various stuns (e.g. FS = Face Stun, CS = crumple stun, etc.),
  but I soon found that there were simply TOO MANY in this game.  I don't even
  have them all listed, as there a few that Jann Lee cannot obtain.  I'm
  thinking of making this part a separate FAQ, if I see a need.

- I've simply named the stuns as literal and as brief as possible, followed by
  a description in terms of relative length of time of stun (short, moderate,
  long), and appearance.

- the information contained within the parentheses contains an example of a
  move that could cause the stun.  Any additional circumstances (critical hit,
  from behind, attack height, etc) that are required are also listed within. 
- The "critical stun" is a state where a victim cannot block, attack or throw.
  Most stuns can be "broken" by performing a hold.  Most, but not all.

- The game engine also has a formula under which a stunned victim will   
  eventually fall after taking too much damage, whether hit from a knockdown
  move or not.  I have yet to figure out the formula.

- When on a slippery surface (ice and water), a critical hit will extend the
  length of certain stuns dramatically.  Generally, there is a bit of animation
  where the victim slips and stumbles a bit more.  Also note that some moves
  don't get the stun like they would on non-slip ground, but simply knock down
  (as if being on a slippery surface is akin to being in a critical hit).
  This seems to be very move specific (you are obviously NOT in a critical hit
  situation just for being on water).  Some moves simply cause different stuns,
  and yet some other moves, are modified by being on slippery surface, such as
  not requiring a "critical hit" condition in order to get the stun (i.e. being
  on a slippery surface is like a "critical hit" situation).

- For stuns that are extended I will simply note "EXTENDED on slippery surface".
  For stuns replaced I will simply note "REPLACED by ____ on slippery surface".
  For stuns modified I will note "MODIFIED:" and then the changes made.

- Also note, that because the extended animations leave the victim closer to the
  ground, that combos that worked on non-slick ground will not work, simply
  because the moves will whiff.  So be aware whenever you are fighting on
  slippery ground.

- In addition, a victim suffering from a "trip stun" is susceptible to being
  launched when on slippery ground, whereas on non-slick ground they are not.

     "BACK STINGS STUN" (high kick or side kick, from behind)
UNRECOVERABLE (cannot perform a hold during this stun, i.e. totally 
helpless).  Moderate Stun.  Caused by well, almost any hit high-level or mid-
level, I've found.  If you're hitting from behind, and don't get any of the 
other stuns mentioned, you'll get this generic one.  It looks like the "stomach 
hurts stun", except victim is turned around, and you didn't hit their stomach, 
but their back or head.  Victim scoots a dash-step away.
     EXTENDED on slippery surface.

     "BELLY BLOW STUN" (body blow, crouching opponent)
Moderate Stun.  Caused by a mid-level blow (punch only?) delivered in a straight 
fashion, on a crouching opponent.  Usually, a crouching opponent is also 
attacking in some way, so that another stun or launch occurs instead (since this 
seems to only occur on a normal-hit).  Victim staggers back in a crouch, with 
arms stretched forward low to ground (not grasping hurt stomach).
     EXTENDED on slippery surface.

     "BELLY BLOW STAGGER STUN" (hook kick, crouching opponent)
Moderate Stun.  Caused by a mid-level blow (kick only?) delivered in a straight 
fashion, on a crouching opponent.  Usually, a crouching opponent is also 
attacking in some way, so that another stun or launch occurs instead (since this 
seems to only occur on a normal-hit).  Victim staggers back standing, with arms 
stretched forward straight out (not grasping hurt stomach).
     EXTENDED on slippery surface.

     "FACE STAGGER CLOSE STUN" (high kick: K)
Short Stun.  Caused by hi-level blow to the head delivered in a straight 
fashion.  Victim staggers backward a hop-step away.
     REPLACED by "standing KO stun" on slippery surface.
     "FACE STAGGER FAR STUN" (high kick: K, mid-level critical hit)
Short Stun.  Caused by hi-level blow to the head delievered in a straight 
fashion, but after a mid-level critical hit, such as the "ribs hurt stun".  
Victim staggers quite a ways back - running distance away.

     "FEELING WOOZY STUN" (snap kick: f+K, from behind)
UNRECOVERABLE (cannot perform a hold during this stun, i.e. totally 
helpless).  Moderate Stun.  Caused by a mid-level blow to the upper back/head.  
Victim wobbles unsteadily on their feet.
     EXTENDED on slippery surface.

     "HEAD DIZZY STUN" (sway jab: u/b+P)
Moderate stun.  Caused by a hi-level blow to the head delivered in a straight 
motion.  Victim stumbles back a dash-step away, appearing shaken by the blow.  
     EXTENDED on slippery surface.

     "HEAD DOWN STUN" (jumping punch: u/f, P)
[version 1.1 addition] Moderate stun.  Cause by a mid-level blow to the top of 
the head delivered in a downwards motion.  Victim's head is forced down low 
between the knees and staggers a half-step back.
     REPLACED by "extended head dizzy stun" on slippery surface.

     "LIFT STUN" (upper kick: u/f+K)
Moderate Stun.  Caused by a mid-level blow to the head delivered in an 
upwards motion.  Victim is "lifted" (and not in a spiritual way) off his/her 
feet, and comes down awkwardly, and stumbles back a half-step.
     EXTENDED on slippery surface.

     "KNEE BREAK STUN" (thrust kick: d+K, critical hit)
Moderate Stun.  Caused by a low-level blow to the legs delivered in a 
downward motion.  Victim slowly steps back a dash-step away, with front leg 
snapped straight.

     "KNOCKED BACK ON ASS STUN" (side kick: d/f+K, critical hit)
Long Stun.  Caused by a mid-level blow to the mid-section delivered in a 
straight motion.  Victim is propelled backwards a two strides away, falling 
hard on his/her butt. 

     "FALLING FORWARD ON KNEES" (sekkan chop: b+P, critical hit, from behind)
Long Stun.  Caused by a mid-level blow to the lower back delivered 
in a straight motion.  Victim is knocked forwards onto his/her hands and knees 
two strides away.  Though the stun is long (victim has to get up from the 
ground after all), the distance it makes it hard to exploit.  And although the 
stun appears to be back-turned, they really are not.  Evidence of this comes 
from the fact that the victim recovers front-facing!
     EXTENDED on slippery surface.

     "LIMBO STUN" (Shin-Knee kick: F+KF, critical hit, closed stance)
UNRECOVERABLE (cannot perform a hold during this stun, i.e. totally 
helpless).  Long Stun.   Caused by a mid-level blow to the back delivered in a 
sideways motion.  Victim bends backward in great pain, as if to "do the limbo".  
Falls backward to ground.  THE BEST STUN IN THE GAME - since you can get this 
stun FROM THE FRONT!  Other "unrecoverable" stuns require the opponents to be 
     MODIFIED: on slippery surface, a critical hit situation is NOT required.

     "NASTY HOOK STUN" (flash punch: ff+P)
Short Stun.  Caused by a hi-level blow to the head in a sideways motion.  
Victim reels a half-step sideways and a half-step back, recovering quickly.
     EXTENDED on slippery surface.

     "NECK FLINCH STUN" (jab: P, from behind)
UNRECOVERABLE (cannot perform a hold during this stun, i.e. totally 
helpless).  Short stun.  Caused by a hi-level blow to the back of the head.  
Victim stiffens as if flinching, slides a minute distance.  It's unrecoverable, 
but the stun is short, but so is the jab performed to get this stun.  In the 
end, it's not really noteworthy since jabs are usually immediately followed by 
another blow - many do not even notice this particular critical hit.  It's 
included, simply because it is still recognized as a critical hit by the game 

     "PUNISHABLE WALL STUN" (knock-against wall)
I haven't fully explored the conditions under which you can get that 
punishable wall stun.  Victim gets blasted against the wall, and SLOWLY drops 
   While the victim cannot break out of THIS stun by performing a hold, the 
victim can break out of any subsequent stun.  I guess this is another way of 
saying that if you get this stun, you should immediately launch, so that the 
victim cannot retaliate.  
   If victim gets knocked against wall a second time, the victim will NOT get 
this stun again.  I don't know if performing a hold after the first one affects 
this.  Can the victim keep getting "wall stunned"?  Say, if you knock them 
against the wall, hit them into a different stun, they "break" stun with a hold 
(but guess wrong), and you hit them into the wall again?  Got to explore this.

     "RABBIT PUNCH STUN" (flash punch: ff+P, from behind)
UNRECOVERABLE (cannot perform a hold during this stun, i.e. totally 
helpless).  Moderate Stun.  Caused by a hi-level blow to the back of the head 
(having the opponent's back is therefore necessary).  Victim is knocked 
forwards off-balance a dash step away.
     EXTENDED on slippery surface. 

     "RIBS HURT STUN" (sekkan chop: b+P)
Moderate Stun.  Caused by a mid-level blow to mid-section.  Victim scoots a 
dash=step back quickly, covering ribs with elbows and face with hands, hunched 
over, standing sideways.
     EXTENDED on slippery surface.

     "STANDING KO STUN" (high kick: K, hi-level critical hit)
Moderate Stun.  Caused by hi-level blow to the head in a straight fashion, but 
after a hi-level critical hit, such as the "head dizzy stun".  Victim stiffens 
straight as if already KO'd, then limply falls sideways on their face.  Because 
of the way the victim falls, it is often hard to exploit into a launch.
     MODIFIED: on a slippery surface, a critical hit situation is NOT required.
     "STOMACH HURTS STUN" (body punch: f+P, critical hit) 
Moderate Stun.  Caused by a mid-level blow to mid-section.  Victim hops back 
with feet together, clutching stomach with arms, hunched over, facing opponent.
     EXTENDED on slippery surface.
     MODIFIED: on slippery surface, a critical hit situation is NOT required.

     "STOMACH HURTS A BIT STUN" (side kick: d/f+K)
Short stun.  Caused by a low damage hit to the mid-section, such as a mid-
level side kick, or a low-level crouching jab during a "non-tripping" critical 
hit (huh?).  Or, a crouching jab counter-hit.  Similar to the "stomach hurts 
stun", except the victim recovers a tad quicker, but more importantly, scoots 
back a dash-step away (unfortunately out of range as well).
It also worth noting that the victim CANNOT BE LAUNCHED while in this particular 
stun.  That may be due to the distance caused or the short length of the stun - 
the victim simply recovers before you can get close enough to launch (so a tag-
combo may defeat this).
     REPLACED by "knocked back on ass stun" on slippery surface. 

     "STOMACH HURTS A LOT" (Shin-Knee kick: F+KF, critical hit, open stance)
Long Stun.  Caused by mid-level blow to the mid-section delievered in a 
sideways motion.  Victim stumbles a step sideways and a half-step back, 
clutching stomach with arms, hunched over.  Falls forward to ground.
     MODIFIED: on slippery surface, a critical hit situation is NOT required.

     "TRIP STUN"  (dragon low kick: d/b+K)
Long Stun.  Caused by a low-level blow to the legs delivered in a sideways 
motion.  Victim trips in place, falling either flat on their face (if shins 
were struck), or back on their butt (if calves were struck), using hands to 
prevent from being knocked down completely.
It's also worth noting that it seems that the victim CANNOT BE LAUNCHED while in 
this particular stun.  Any subsequent hits will either leave the victim in a 
different stun, or knocked down.
     EXTENDED on slippery surface.
     MODIFIED: a launch is possible on a slippery surface.

8) ~+~+~+~+~+ GLOSSARY OF TERMS +~+~+~+~+~

     Upon writing this faq I realized that some people reading it may not be 
certain as to what some of the terms mean.  Most of these are just "fighting 
game slang" that many hardcore fighting-game fans would probably know.  But 
just in case, I've listed some here.  I don't plan to define any of them, but 
feel free to email me (or even just ask around on any fighting game forums) if 
you want to know what they might mean.
     I've also grouped "alike" terms together.

"switch stance", "closed stance", "open stance"

"conditioning", "hold type"

"automatic combo", "custom combo"


"stun", "critical hit"

"normal-hit", "counter-hit", "hi-counter hit"

"counter-blow", "counter-throw", "counter-hold", "counter damage"

"hi-counter-blow", "hi-counter-throw", "hi-counter-hold", "hi-counter damage"

"attack height", "high-level", "mid-level", "low-level"

"launcher", "juggle"

"knockback", "knockdown", "finisher"

"wall damage"


"back-turned", "opponent's back", "from behind"

"dash", "crouch dash"


9) ~+~+~+~+~+~ REVISION HISTORY AND ~+~+~+~+~+~
   ~+~+~+~+~+ PLANNED FUTURE UPDATES +~+~+~+~+~


Version 1.1

   - Kenaras (from the Gamefaq forums) pointed out that Jann Lee's "Dragon 
     Gunner" is one of those "special throws" that can defy the "Strikes beat 
     throws" rule.  As a result, the "Dragon Gunner" analysis has been revised.

   - Kenaras also revealed to me that Jann Lee recovers from a mid-punch-hold as
     crouching, and therefore advising me to perform a "Dragon Knuckle" instead 
     of a "Dragon Blow" for extra damage - which I now ALWAYS do against the
     heavyweights.  Thanks Kenaras!  As a result, the "Dragon Blow", "Dragon
     Knuckle" and "mid-punch-hold" analysis sections have been revised.

   - Wind-X also contributed some insight as to the "strike-interrupting"
     properties of "special throws" ("catch throws").  Such information 
     influenced the "Dragon Gunner" section as well.

   - Added some follow-ups to the mid-punch-hold.

   - Added jumping attacks

   - Added some more "critical stuns"

   - Added information on "slippery surfaces" and their effect on "critical 

   - Added/revised/removed some information in the "analysis" sections.  As I 
     play, I learn more, and as such, my gameplay tactics change over time - 
     making this faq perpetually incomplete.

Version 1.2

   - Changed information on the "Falling forward on knees stun."  This occurred 
     due to changes in the Combo FAQ v1.40

   - Revised "game engine rules" descriptions

   - revised information on "triple jab"

   - grammatical and formatting corrections


  - expand on the "slippery surface" stuns.  The information is incomplete and
    requires further testing.

  - add a "tag" section, which includes his tag-throws

  - add the requisite "combo" lists, although I don't really think they're that
    important in this game as in others

  - make a general faq, as well as other character faqs (just not sure which 
    character to do next, the only characters I don't use are Hayabusa and Wong,  
    any requests?)

  - Possibly separate the "critical stun" section as a separate faq?

10) ~+~+~+~+~+ Acknowledgements +~+~+~+~+~

- Microsoft for XBoX.  Almost makes up for crappy Windows(tm).  Almost.
- Tecmo and Team Ninja for the DOA series
- GameFAQS and Jeff "CJayC" Veasey for feeding addictions worldwide
- Chris Macdonald aka "Kao Megura", for his great move notation conventions
- Wind-X for creating DOAOnline.  Though I was only there for about a month 
  before it closed down (was it something I said?) it was a great site.  I'm
  hoping he finds the time and the will to do it all again. [crosses fingers]
- The "homeless" DOAOnline vets who are still enthusiastic about this game.
- Kudos to "The Faceless Master" (fighters.net) for pointing out that you can 
  perform a hold during the "falling forward on knees" stun.  As it turns out, 
  that stun ISN'T a "back-turned" stun at all!  (gee...sure looks like it).  
  This prompted the removal of all "additional hits" in the combo FAQ that 
  caused this stun, in revision 1.40.  Thanks TFM!
- Myself for coming up with the term "LS".  I didn't invent it or anything, and 
  I know people have been doing this (I'm sure) since DOA2.  But while naming 
  that particular hit animation "Limbo Stun" IS pretty lame ("Limbo?" WTF is 
  THAT?  Oh that?  HAHAHA!") it IS MY lame name.  I claim to be the person 
  who first coined the term.  In an attempt to make it sound less stupid, I 
  think I'll start calling it "LS" instead.  Besides, it's still better than 
  calling it "bend over backwards until falling down stun", isn't it?  Just 
  kidding.  Call it what you want, it doesn't matter.  But doesn't it look like 
  they're doing the limbo for a second?  Don't you think it's hella funny? :)

No thanks:
- The idiots who designed the XBoX controller.  The button layout and the
  direction pad sucks.  And no, its not the size.  It's the layout.
- The people who make the Tecmo DOA forums the stinking cesspool it is.
- IGN and its "Insider" crap.  I used to like the forums, but it's not like you
  guys are offering anything that I can't get elsewhere FOR FREE. Yes, I may 
  just be cheap, but if other sites can do the same things you guys do for free,
  why can't you? Stuff like "Insider" destroys the potential for the internet to
  allow people to communicate on a level not possible with previous media. Stop
  the Commercialization of the Internet!  2-way communication that has the
  potential to transcend space, borders, race, gender, language, and class!
  End rant.    
- The people who prevent this game from getting the proper respect it
  deserves, because of their fascination with CG girls with virtual boobs.
- The people who disrespect this game because its simply not game they
  love.  No ones forcing you to play this game.  Ignore it and shut up.
- The people who are insecure enough to feel "threatened" by a videogame,
  and so have to show up at forums and flame and troll.  If "your" game is
  so good, why are you wasting all your time in forums of other games just to
  piss the people who like those games off?  Shouldn't you be playing your so-
  called "awesome" game?  Get a life.
- The people who steal info from this document and pass it off like their
  own.  That's just lame man, lame.  But we both know the truth, don't we?

Contact Info:
Email: ardemesa@hotmail.com
Forums: Can be found lurking in the gamefaq, IGN, and Tecmo forums as "Raigaa"

If you found anything in this guide to be helpful, write me.  If you disagree 
with anything in this guide, write me.  It's all good.  Just be sure to add 
"DOA" somewhere in the subject heading - with the amount of junkmail hotmail 
sends, my automatic reaction to seeing an e-mail from someone I don't know is to 
delete AND block it.

Any suggestions, tips, constructive criticisms, and compliments, are welcome.  
Any e-mails I don't like (hate-mail, junk-mail, etc.) I just block.  Any 
flames found in forums I simply ignore.  So go ahead.  Waste your time.  I'll 
not waste mine by responding.  Loser.

Have a nice day!

Copyright 2002 A.R.deMesa

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