Jann Lee
----------+---------------------------------------+---+---+---+--------------
Starters  | Combos                                | H | M | L | Damage Range
----------+---------------------------------------+---+---+---+--------------
[P,P],f+P | P,P,P,f+P                             | C | C | C | - , 61, 72
          | P,P,f+P > f+K, b,f+K                 | - | C | C | - , 69, 83
----------+---------------------------------------+---+---+---+--------------
uf+K     | P,f+P,K                                 | C | C | C | - , 63, 76
          | P,P,P,f+P                                   | - | C | C | - , 74, 88
          | P,P,f+P > f+K, b,f+K                  | - | C | C | - , 82, 99
----------+---------------------------------------+---+---+---+--------------
ub+K      | P,P,P,f+P                               | C | C | C | - , 77, 91
          | P,P,f+P > f+K, b,f+K                   | - | C | C | - , 85,102
          | P,P,f+P > P,f+P,K                       | - | C | C | - , 85,102
          | uf+P > P,P,P,f+P                          | - | - | C | - , 87,103
----------+---------------------------------------+---+---+---+--------------
F+K      | [ f+K > ub+K > P,P,P,f+P ]                | C | C | C | - , 98,117
          | [ f+K > ub+K > P,P,f+P > f+K, b,f+K ]   | - | C | C | - ,106,128
          | [ f+K > ub+K > P,P,f+P > P,f+P,K ]       | - | C | C | - ,106,128
          | [ f+K > ub+K > uf+P > P,P,P,f+P ]          | - | - | C | - ,108,129
          | [ df+P > f+K > ub+K > P,P,P,f+P ]        | H | H | H | - , - ,129
          | [ df+P > f+K > ub+K > P,P,f+P >>             |   |   |   |
          | > f+K, b,f+K ]                                        | - | H | H | - , - ,140
          | [ df+P > f+K > ub+K > P,P,f+P >>             |   |   |   |
          | > P,f+P,K ]                                             | - | H | H | - , - ,140
          | [ df+P > f+K > ub+K > uf+P >>                  |   |   |   |
          | > P,P,P,f+P ]                                            | - | - | H | - , - ,141
----------+---------------------------------------+---+---+---+--------------
f+F+P   * | P,f+P                                               | N | N | N | 70, 80, 91
        * | f+S+K                                                  | N | N | N | 78, 88, 99
        * | QCF+P                                                 | N | N | N | 82, 92,103
----------+---------------------------------------+---+---+---+--------------
f,u+S * | P,f+P                                                 | N | N | N | 86,100,115
        * | f+S+K                                                   | N | N | N | 94,108,123
        * | QCF+P                                                  | N | N | N | 98,112,127
----------+---------------------------------------+---+---+---+--------------
f,b+S   * | P,f+P                                                  | N | N | N | 48, 52, 58
        * | f+S+K                                                    | N | N | N | 56, 60, 66
          | FC,b,f+P                                                 | N | N | N | 70, 74, 80
          | Close Hit QCF+P                                    | N | N | N | 80, 84, 90
----------+---------------------------------------+---+---+---+--------------


- The first two punches of P,P,f+P in the Starters section are not part of
  the combo.
The opponent can reverse after them, even on hi counter stun
  or during staggers.

- F+
K causes two different stuns on counter hit depending on stance. In
  open stance it will produce a double over stun which can be escaped. In
  closed stance it will produce a back stun which cannot be escaped
  because it turns the opponent around
. Combos listed for F+K are only
  guaranteed when the move hits in closed stance and causes the special
  back stun.


- Guard cancel the F+K to prevent the second kick from coming out. This
  can be done by pressing F (Free) right after the move. You can start
  buffering the commands for the next move right away.


- P,f+P and f+F+K both produce stuns when they connect on normal hit.
  Follow up P,f+P with fast attacks like P or f+K and f+F+K with  f+K >
  f+P,d+K or f+K > f+K,b,f+K on light characters.
Keep in mind that these
  follow ups can be escaped with a defensive hold.


- Combos listed for the
f,u+S defensive hold are for the kick counter only.

- Buffer a forward dash after a f+F+P or high kick counter to get in range
  for the follow ups.
A crouch dash works really well if you are going for
  the QCF+P.


- Buffer a "
Crouch Dash" (df,df) after a f,b+S counter to get into a
  crouching position to be able to pull off the FC,b,f+P.


-
The QCF+P will do more damage after a f,b+S counter if you can get close
  enough for a "Close Hit.
" Buffer a forward or (preferably) crouch dash
  after the counter and try to get as close as possible before doing the
  QCF+P.
Keep in mind that the move will do less damage than a FC,b,f+P if
  you are not close enough.
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