Jamie

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All of Jamie's normal and special attacks start at 90% Damage scaling with 0 Drinks. Each Drink increases the scaling by 5%, so: 1 Drink: 95% / 2 Drinks: 100% / 3 Drinks: 105% / 4 Drinks: 110%. Additionally, each Drink unlocks a new Target Combo and a new Special Move. At 4 Drinks, some of his attacks and Special Moves change as well. Attack data is listed at 0 Drinks unless otherwise specified.

Normal Attacks

0 DrinksHitbox Image 1+ DrinksHitbox Image
Standing Light Punch
5
13 [16]
270 [285...]
High
Special, Super, [Target Combo]
Requires at least 1 Drink to use Taret Combo, 1 Drink data listed in bracket.
--
+5 [+2]
0 [-3]
2 [3]
7 [9]
Hitbox Image
Standing Medium Punch
8
25
540
High
--
--
--
+5
+1
4
14
Hitbox Image
Standing Heavy Punch
5, 7, 12
34
90, 90, 630
High
Second Hit Only: Special, Super
--
--
+1
-3
1, 1, 3
20
Hitbox Image
Standing Light Kick
5
17
270
High
Chain, Special, Super
--
--
+3
-1
2
11
Hitbox Image
Standing Medium Kick
10
29
540
High
Special, Super
--
--
+1
-3
3
17
Hitbox Image
Standing Heavy Kick
15
38
720
High
Special, Super
Crumple of +71 on Punish Counter. Limited Juggle State on anti-air hit.
--
+1
-5
3
21
Hitbox Image
Crouching Light Punch
4
14
225
High
Chain, Special, Super
--
--
+5
-1
2
9
Hitbox Image
Crouching Medium Punch
6
21
540
High
Special, Super
--
--
+3
0
3
13
Hitbox Image
Crouching Heavy Punch
9
36
810
High
Special, Super
--
--
0
-8
5
23
Hitbox Image
Crouching Light Kick
5
17
180
Low
Chain
--
--
+1
-3
2
11
Hitbox Image
Crouching Medium Kick
7
27
450
Low
Special, Super
20% damage scaling to followup combo hits.
--
-1
-6
3
18
Hitbox Image
Crouching Heavy Kick
9, 13
43
360, 360
Low, Low
--
--
--
Knockdown +33
-10
2, 3
28

Unique Attacks

Hitbox Image
Down + KK
9
33
540
High
Jump
Limited Juggle State on hit.
--
Knockdown +53
-8
3
22
0-1 DrinksHitbox Image 2 DrinksHitbox Image
Forward + Medium Kick (Falling Star Kick)
22
44
540
Overhead
[Target Combo]
At 2 Drinks, can Target Combo (no other changes to data).
--
+1
-3
5
20
0-2 DrinksHitbox Image 3 DrinksHitbox Image
Back + Heavy Punch (Hermit's Elbow)
18
41
720
High
[Target Combo]
At 3 Drinks, can Target Combo (no other changes to data).
--
+1
-3
4
20
0-3 DrinksHitbox Image 4 DrinksHitbox Image
Forward + Heavy Kick (Senei Kick)
16
38
810 [990]
High
Super, [Target Combo]
At 4 Drinks, can Target Combo, 4 Drinks data listed in bracket.
--
+3
-3
3 [4]
20 [19]

Target Combos

Down + Heavy Kick, Heavy Kick, Punch
(9, 13), 12, --
(43), 57, 61
(360, 360), 450, --
(Low, Low), High, Drink
--
Third "hit" is a cancel into Drink.
--
(Knockdown +33), Knockdown +22, Knockdown +4
(-10), -28, -46
2, 4, 4
(28), 43, 61
Light Punch, Light Kick, Medium Punch (Bitter Strikes)
5, 6, 8
13, 23, 31
285
High
Special, Super
Requires at least 1 Drink to use, data listed at 1 Drink.
--
+2, -3, -2
-3, -8,- 10
3, 2, 5
9, 16, 21
Forward + Medium Kick, Medium Kick, Punch (Full Moon Kick)
22, 15, --
44, 52, 61
600, (200, 200), --
Overhead, (High, High), Drink
--
Requires at least 2 Drinks to use, data listed at 2 Drinks. Third "hit" is a cancel into Drink. If you transition to 4 Drinks with this target combo, the screen freeze adds +3 frames of advantage to the drink that activates it (Knockdown +2 on hit / -43 on block). Doesn't happen with other Target Combos or Drinks when tranistioning to 4 Drinks for some reason...
--
+1, Knockdown +31, Knockdown -1
-3, -14, -46
5, (3, 2), --
20, 28, 61
Back + Heavy Punch, Heavy Punch, Heavy Kick (Intoxicated Assault)
18, 21, 21
41, 44, 60
840, 630, 840
High
Second Hit: Super
Requires at least 3 Drinks to use, data listed at 3 Drinks. Second hit only combos on meaty or counter hit.
--
+1, +1, Knockdown +23
-3, -11, -20
4, 4, 3
20, 20, 37
Forward + Heavy Kick, Back + Heavy Kick, Punch (Ransui Haze)
Close: 16, 25...+17
Middle: 16, 51...+4
Close: 38, **, 48...
Middle: 38, **, 55...
Close: 990, --, 770
Middle: 990, --, (330, 330, 660)
High
Close: Special, Super
Middle: Special, Super
Requires 4 Drinks to use, data listed at 4 Drinks. B+HK sways backward for at least 25 frames after the first hit, then Punch activates a different followup based on range: Close is a Headbutt, Middle is a spinning triple punch, and Far is a Drink.
--
Close: +3, --, Knockdown +32
Middle: +3, --, Knockdown +35
Close: -3, --, -12
Middle: -3, --, -9
Close: 4, --, 4
Middle: 4, --, (2, 2, 2)
Close: 19, --, 28
Middle: 19, --, 27

Jump Attacks

Hitbox Image
Jump Light Punch
5
--
270
Overhead
--
--
--
+4...
+0...
9
3 Landing
Hitbox Image
Jump Medium Punch
7
--
630
Overhead
Special
Limited Juggle State on air hit.
--
+10...+11
+6...+7
4
3 Landing
Hitbox Image
Jump Heavy Punch
10
--
720
Overhead
--
Knockdown on air hit.
--
+8...
+4...
6
3 Landing
Hitbox Image
Jump Light Kick
6
--
270
Overhead
--
--
--
+6...
+2...
6
3 Landing
Hitbox Image
Jump Medium Kick
7
--
450
Overhead
--
Crosses up.
--
+9...
+5...
6
3 Landing
Hitbox Image
Jump Heavy Kick
8, 16
--
360, 360
Overhead
--
First hit is a Limited Juggle State on air hits, but the second hit automatically air resets the opponent and ends the juggle.
--
+11...
+7...
3, 4
3 Landing

Special Moves

The Devil Inside
--
Down, Down + P
50...
--
Drink
Grants 1 Drink. In a Counter-Hit state for duration. Can be held to continue drinking.

All of Jamie's normal and special attacks start at 90% Damage scaling with 0 Drinks. Each Drink increases the scaling by 5%, so: 1 Drink: 95% / 2 Drinks: 100% / 3 Drinks: 105% / 4 Drinks: 110%. Additionally, each Drink unlocks a new Target Combo and a new Special Move. At 4 Drinks, some of his Special Moves change as well. Drinking again while at 4 Drinks will instead generate Drive Gauge. No Overdrive version.
--
--
--
--
--
Freeflow Strikes (First Hit)
0-3 Drinks: 13 / 16 / 19 / 13
4 Drinks: 13 / 16 / 19 / 13
Down, Down-Forward, Forward + Punch
0-3 Drinks: 38 / 41 / 44 / 38
4 Drinks: 45 / 48 / 51 / 45
0-3 Drinks: 315 / 360 / 405 / 405
4 Drinks: 220, 220 / 220, 330 / 220, 440 / 220, 440
High
Data listed as "Light Punch / Medium Punch / Heavy Punch / Overdrive"

Is a Rekka style attack, so can be followed up with Forward + Punch once or twice (data for each followup is listed as a separate entry).
--
0-3 Drinks: -1 / -1 / -1 / 0
4 Drinks: +1 / +1 / +1 / +3
0-3 Drinks: -6 / -6 / -6 / -3
4 Drinks: -3 / -3 / -3 / -3
0-3 Drinks: 2
4 Drinks: 2, 2
0-3 Drinks: 24
4 Drinks: 20
Freeflow Strikes > Punch Followup 1
0-3 Drinks: 13 / 16 / 19 / 13
4 Drinks: 15 / 15 / 15 / 15
Freeflow Strikes > Forward + P
0-3 Drinks: 42 / 45 / 48 / 42
4 Drinks: 50 / 50 / 50 / 50
0-3 Drinks: 315 / 360 / 405 / 405
4 Drinks: 220, 275 / 220, 275 / 220, 275 / 220, 330
High
Data listed as "Light Punch / Medium Punch / Heavy Punch / Overdrive"
--
0-3 Drinks: -3 / -3 / -3 / -3
4 Drinks: -2 / -2 / -2 / -2
0-3 Drinks: -13 / -11 / -9 / -9
4 Drinks: -10 / -10 / -10 / -10
0-3 Drinks: 2
4 Drinks: 2, 2
0-3 Drinks: 28
4 Drinks: 27
Freeflow Strikes > Punch Followup 2
0-3 Drinks: 13 / 16 / 19 / 13
4 Drinks: 13 / 16 / 19 / 13
Freeflow Strikes > Forward + P > Forward + P
0-3 Drinks: 44 / 47 / 50 / 44
4 Drinks: 68 / 68 / 68 / 68
0-3 Drinks: 550 / 600 / 650 / 750
4 Drinks: :^)
High
Data listed as "Light Punch / Medium Punch / Heavy Punch / Overdrive". Third hit always scales to 72% (396 / 432 / 468 / 540). 4 Drinks version does more scaling, I'll farm that data out sometime when I hate myself more.
--
0-3 Drinks: Knockdown +27 / KD +27 / KD +27 / KD +28
4 Drinks: Knockdown +27 / KD +27 / KD +27 / KD +28
0-3 Drinks: -13 / -11 / -9 / -9
4 Drinks: -14 / -14 / -14 / -14
0-3 Drinks: 2
4 Drinks: 2, 2, 3
0-3 Drinks: 30
4 Drinks: 28
Freeflow Strikes > Kick Followup 1
14 / 17 / 20 / 14
Freeflow Strikes > Forward + K
47 / 50 / 53 / 47
225 / 270 / 270 / 315
High
Kick stregnth does not change data, it is based off of the originating Punch from Freeflow Strikes. Data listed as "Light Punch / Medium Punch / Heavy Punch / Overdrive".
--
-7
-15
2
28
Freeflow Strikes > Kick Followup 2
18 / 21 / 24 / 18
Freeflow Strikes > Forward + K
83 / 86 / 89 / 83
450 / 500 / 550 / 600
High
Kick stregnth does not change data, it is based off of the originating Punch from Freeflow Strikes. Data listed as "Light Punch / Medium Punch / Heavy Punch / Overdrive". Third hit always scales to 72% (324 / 360 / 396 / 432). Transitioning into 4 Drinks gives better advantage, listed in brackets.
--
Knockdown -1 / KD -1 / KD -1 / KD +1 [KD +24]
-49 / -49 / -49 / -49 [-26]
2
64
Swagger Step > Swagger Hermit Punch
19
Down, Down-Back, Back + P > Forward + P
60
990 (880)
High
Requires 4 Drinks to use. Limited Juggle Potential. Data listed as "Light Punch / Medium Punch / Heavy Punch / Overdrive". Overdrive version does less damage.
--
Knockdown +20
-23
3
39
Hitbox Image
Arrow Kick (Light Kick)
6
Forward, Down, Down-Forward + Light Kick
66
450, 450
High
Anti-air invincible on frames 1-12. Lower Body invincible on frames 6-22.
--
Knockdown +42
-44
7
54
Hitbox Image
Arrow Kick (Medium Kick)
8
Forward, Down, Down-Forward + Medium Kick
67
450, 630
High
Anti-air invincible on frames 1-14, Lower Body invincible on frames 8-23.
--
Knockdown +34
-43
7
53
Hitbox Image
Arrow Kick (Heavy Kick)
10
Forward, Down, Down-Forward + Heavy Kick
67
450, 360, 450
High
Anti-air invincible on frames 1-16, Lower Body invincible on frames 10-25.
--
Knockdown +39
-43
7
53
Hitbox Image
Arrow Kick (Overdrive)
6
Forward, Down, Down-Forward + KK
65
450, 405, 495
High
Fully invincibile on frames 1-9. Anti-air invincible on frames 10-12, Lower Body invincible on frames 10-21.
--
Knockdown +40
-43
7
53
Luminous Dive Kick
11
Forward Jump, Down, Down-Back, Back + K
**
950 (760)
High
Requires 1 Drink to use. Kick strength changes trajectory. Active until landing. Overdrive causes a Limited Juggle State, data in parenthesis.

Air to air hit: Normal versions force knockdown, Overdrive version gives ground bounce Limited Juggle State.
--
Knockdown +43...+52 (KD +59...+65)
-4...+2 (-3...+3)
**
13 Landing
Bakkai (Light Kick)
18
Down, Down-Forward, Forward + Light Kick
67
250, 250, 250, 650
High
Requires 2 Drinks to use. Projectile invincible on frames 3-24.
--
Knockdown +42
-12
**
24
Bakkai (Medium Kick)
22
Down, Down-Forward, Forward + Medium Kick
90
250, 250, 250, 250, 250, 350
High
Requires 2 Drinks to use. Projectile invincible on frames 4-26.
--
Knockdown +35
-16
**
31
Bakkai (Heavy Kick)
26
Down, Down-Forward, Forward + Heavy Kick
124
250, 250, 250, 250, 250, 250, 300
High
Requires 2 Drinks to use. Projectile invincible on frames 5-35.
--
Knockdown +34
-17
**
32
Bakkai (Overdrive)
21
Down, Down-Forward, Forward + KK
162
180x9, 380
High
Requires 2 Drinks to use. Projectile invincible on frames 3-28.
--
Knockdown +12
-46
**
62
Tenshin
8
Forward, Down-Forward, Down, Down-Back, Back + K
61
0 (682)
Throw
Requires 3 Drinks to use. A command grab that gives a free followup attack. Attack strength does not change data. Waiting after an Overdrive hit causes a delayed crumple into Limited Juggle State. Overdrive data in parenthesis.
--
+8 (Knockdown +86)
--
2
52

Super Arts

Breakin' (Level 1)
10
Down, Down-Forward, Forward, Down, Down-Forward, Forward + K
1755 (1575)
High
Strike/throw invincible on frames 1-11. Breaks armor. Can hold Down during animation to decrease damage but take a Drink at the end (data in parenthesis).
--
Knockdown +7 (Knockdown -1)
-60 (-93)
**
74 (107)
The Devil's Song (Level 2)
1
Down, Down-Back, Back, Down, Down-Back, Back + P
--
--
Temporarily enables 4 Drinks for the duration of the timer, but at only 105% strength for attacks (real 4 Drinks is 110%). If used when Jamie already has 4 Drinks, will instead refill 3 Drive Bars or 50% of Burnout Gauage. In February 27, 2024 patch: no longer removes drinks on ending (yay!).
--
--
--
**
5
Getsuga Saiho (Level 3)
10
Down, Down-Forward, Forward, Down, Down-Forward, Forward + P
2340 (4050)
High
Fully invincible on frames 1-11. Breaks armor. Critical Art in parenthesis. Non-CA version launches into a Free Juggle State on hit.
--
Knockdown +71 (Knockdown +18)
-27
**
42

Misc.

Stats
Health — 10,000
Forward Walk Speed — 4.80
Back Walk Speed — 3.50
Forward Dash — 19 frames / 150.00 distance
Back Dash — 25 frames / 85.000 distance
Prejump Frames — 4
Forward Throw
5
30 (whiff) / 124 (hit)
1200
Throw
--
Can hold throw to add a drink to the throw (added in February 27, 2024 patch). Data in parenthesis.
--
+23 (+7)
3
23
Back Throw
5
30 (whiff) / 124 (hit)
1200
Throw
--
--
--
+38
3
23