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...+15
Middle: 16, 51...+4
Close: 38, **, 48...
Middle: 38, **, 55...
Close: 990, --, 935
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
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 / +1
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 (Light Punch)
17
Down, Down-Back, Back + Light Punch
42
810
High
--
--
Knockdown +39
-6...+1
9
17
Swagger Step (Medium Punch)
20
Down, Down-Back, Back + Medium Punch
45
900
High
--
--
Knockdown +41
-3...-1
9
17
Swagger Step (Heavy Punch)
25
Down, Down-Back, Back + Heavy Punch
49
1080
High
--
--
Knockdown +42
-3...+4
9
16
Swagger Step (Overdrive)
20
Down, Down-Back, Back + PP
43
990
High
--
--
Knockdown blowback juggle +73
-1...+6
9
15
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
Arrow Kick (Light Kick)
5
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
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
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
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