----------------------------------------------- / Dead or Alive 2: Jann Lee Character Guide \ ------------------------------------------------ by Reno (alfonso@ica.net)
Written for Monospace format Do the '.'s line up with the numbers?
This document is Copyright (c) 2000 Andrew Alfonso, all rights reserved. This document may not be altered in any way, and may only be redistributed in its original electronic form. This document is not to be used for promotional and/or profitable purposes. Any information used from this document must be given proper acknowledgement.
All aspects of Dead or Alive 2 used in this document are Copyright (c) 1999, 2000 Tecmo Inc. All rights reserved.
************************************************************ -------------------- TABLE OF CONTENTS --------------------- ************************************************************
1 ... Version History 2 ... Introduction 3 ... Background Info 4 ... Conventions 5 ... Movelist (not complete?) 6 ... Jann Lee Strategy - General Thoughts - Guard Cancelling - Combos 7 ... To Be Done 8 ... Acknowledgements
************************************************************ ==================== VERSION HISTORY ======================= ************************************************************
02/06/00 - VERSION 0.01: first official release 02/12/00 - VERSION 0.05: Fixed up tab problems, edited a few words, and... that's about it. More strategy stuff to come when midterms are over.
This is my second FAQ, although my first on a fighting game. The first one I ever did was on Bust a Groove 2, and that was mainly to understand how FAQs were written. I've been playing Dead or Alive 2 since it arrived here in Toronto some 4 weeks ago, and I'm pretty sure I've gotten down the complete movelist, but if you know of something that I missed in the movelist or any other part of this FAQ, let me know. I've been planning to write this faq ever since I started playing Dead or Alive 2, but I know this faq is far from complete at this time. Hopefully you'll get something out of this, and if you have any questions about the game, go visit Wind-X's Dead or Alive site at
It's an awesome resource for anything Dead or Alive related, and if you don't find what you're looking for here, then you're SOL
************************************************************ ==================== BACKGROUND INFO ======================= ************************************************************
(Taken from Dead or Alive 1) Name: Jann Lee Birthdate: November 27th Height: 5 foot 9 inches Weight: 165 pounds Measurements: B=39" / W=32" / H=36" Nationality: Chinese Style: Jeet Kune Do Profession: Bodyguard Favorite Food: Hamburger, Grapefruit Hobby: Watching action movies
d/b - down-back b - back u/b - up-back d - down N - neutral u - up d/f - down-forward f - forward u/f - up-forward
, - Must be done right after the previous move ~ - Immediately after the previous move (faster than ",") > - Delayed after [ ] - Hold button(s) down ( ) - Guaranteed after initial attack {X_Y} - Choice between button presses, X and Y represent the choices ALL - Press all buttons together (Free, Punch, Kick)
BK - With back facing opponent WR - While rising from any prone position WL - While descending from jump
H - High Attack - Can be blocked high, or ducked H! - High Unblockable - Can only be ducked M - Mid Attack - Can only be blocked standing M/G - Mid/Ground - Also hits grounded opponents L - Low Attack - Can only be blocked ducking TA - Turn Around - Character shows back after move
Standing Throw - Used on a standing opponent Catch - Standing throw with execution time Low - Used on a crouching opponent Back - Used on a standing opponent, facing their back Multithrow - Used immediately after the previous throw when the words "Combo Throw" appear on the screen (2) - Second Multipart, following initial throw Wall (f) - Wall throw, used with wall at your front Wall (b) - Wall throw, used with wall at your back Prone Attack - May only be executed when opponent is prone
Primary Partner: Lei Fang Secondary Partner: Ein (Not Confirmed)
Basic Attacks ------------- Move Motion Location Damage ------------------------------------------------------------ Jab P H 10 Uppercut d/f+P M 20 Low Knuckle d+P L 5 High Kick K H 30 Sidekick d/f+K M 22 Thrust Kick d+K L 12
Turn Jab BK,P H 12 Turn Bodyblow BK,d+P M 15 Turn Low Knuckle BK,[d+P] L 10 Blind Knuckle BK,d/b+P H 45 Turn High Kick BK,K H 30 Turn Sidekick BK,d+K M 27 Turn Spin Kick BK,d/f+K L 25 Blind Elbow BK,P+K M 40
Front Jump Knuckle u/f~P M 15 Front Jump Spin Knuckle u/f,P H 18 Jump Knuckle u~P M 15 Jump Spin Knuckle u,P H 18 Back Jump Spin Knuckle u/b,P H 18
Front Jump Snap Kick u/f~K M 30 Front Jump Spin Kick u/f,K L 25 Jump Snap Kick u~K M 30 Jump Spin Kick u,K L 25 Back Jump Spin Kick u/b,K L 25
Strikes -------
Move Motion Hit Location Damage ------------------------------------------------------------ Knuckle Upper u/f+P H 16 Back Hook u+K H 24 High Shin Knee Kick u/b+K H 25 Rear High Kick u+K H 35
Chastisement Punch qcf+S+P OR WL S+P Back Throw 58
Front Facelock d+S+P OR WL d+S+P Low Throw 55
Side Buster d/b+S+P Low Throw 60
Punishment Punch d+S+P OR WL d+S+P Low Back Throw 63
Holds ----- Move Motion Description Damage -------------------------------------------------------------- Godless Shoto Knee f,u+S vs. H Punch 28+30 Trace Gunner f,u+S vs. H Kick 58 Double Bind f,b+S vs. M Punch 10+10 Leg Sweep b,f+S vs. M Kick 58 Deep the Dragon f,d+S vs. L Punch 28+30 Dragon Twist f,d+S vs. L Kick 58
Pounces ------- Trample u+P+K Down Attack 20 Enter the Dragon u+ALL Down Attack 15+5+5 Low Snap Kick d+K Down Attack 10
Special Moves ------------- Shout Taunt b,f,b+ALL Taunt 0
Tag Throws ---------- Skyscaper - Dragon Kick f,f+ALL Only with Lei Fang, Lei Fang must execute this throw Double Dragon Fist f,f+ALL Only with Lei Fang, Jann Lee must execute this throw Tag Deep the Dragon (f/anyone but Lei Fang) ff+ALL OR (f/anyone) b+ALL
************************************************************ ================= JANN LEE THOUGHTS ======================== ************************************************************
Jann Lee is one of the quicker characters of the game, much faster than brutes such as Leon and Bass and about on par with both Ryu and Ein.
When you first start off with Jann Lee, you'll probably learn most of his scrubby moves, such as P+K, qcf+P and qcf+K. Once you get a feel for Jann Lee's range and speed, you should attempt to learn other moves and strings and stray away from the three moves listed above.
The Dragon Kick is a High Power attack, meaning that you can only duck to evade this move. If ducked, Jann Lee is left extremely vulnerable, because he will not fly over the opponent's body. Rather, he will just land in front of the opponent, and be left wide open. Another disadvantage is has is the fact that it has a good deal of lag time before it, as well as moving you forward before the attack starts. These reasons should be enough for you to use it sparingly, but take advantage of any opportunities you might receive when in battle, such as:
u/f+P, PPP, d+K, qcf+K
This is Jann Lee's Dragon Slicer string, which ends in a low attack that causes a 'trip stun', which causes the opponent to fall on his hands and rise up against slowly. This is one of the better times to use qcf+K, since it's hard to time the defensive hold against the kick.
Both the Dragon Elbow and Dragon Punch are nice, but also leave Jann Lee extremely open for punishment, especially the Dragon Elbow. Short range + Back turned after move = extremely bad. Try to stay away from the three moves I've listed above, unless you are certain that they will connect or they're part of a string. All three have an insane amount of lag time once they're executed, and all of them leave you open for about a second afterwards.
Guard Cancelling ---------------- One of the more nifty things in Dead or Alive 2 is called Guard Cancelling, which was pioneered by the Virtua Fighter series and taken a step further with Soul Calibur. Guard cancelling allows you to put together strings of attacks that normally would be impossibly to string together. For example, a PPP, K string may give you three punches and a combo spin kick. However, if you want three jabs and then a regular high kick, you would have to input PPP~S,K. This mixes up your offensive game a lot, as you can stop your string anytime you want to and do something totally different than what your opponent is expecting. This is especially good if your opponent knows your character and is risking to do a defensive hold. You don't have to limit yourself to just normal attacks after the guard cancel either. You can tack on a throw at the end for even more damage. An example of this would be something like:
u/b+P, PP~S, qcf+S+P, bb+S+P
Here you're leading with the Sway Jab, cancelling the second of your jabs in the string and going straight into the headlock multithrow right into a bulldog. While it might take some practice, it's an extremely deadly tatic to once you perfect it because it gives three options while attacking: 1) complete the string 2) Guard Cancel into a standard attack 3) Guard Cancel into a throw
************************************************************ ===================== TO BE DONE ========================= ************************************************************
- Guard Buffering - More General Strategy - Inclusion of some neat combos - Completion of Movelist - Psychological tatics - Dreamcast changes - Clean up any grammar/spelling mistakes
Wind-X - The crazy Texan that let me read his overview so that I could learn how to play this F'n game, he's made a terrific site for all DoA fans to come and talk about their favorite game
Janiera - This girl has been sharing DoA2 related stuff with me ever since the game has been released over here. Oh, and she's also a porn star named Angelique
Funland Arcade - Providing me with some good (and often times, not so good) competition
BigCat - for his amazing DoA2 FAQ, where I picked up the translations for all the moves, without his faq, it probably would've taken me decades to get all the move names right :)