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Pre-release information
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Introduction
This self-styled Chinatown peacekeeper aspires to the example set by Yun and Yang, the Twin Dragons. An expert dancer, Jamie places justice and friendship above all else, defending his town with martial skill.
Jamie is a close-range fighter that specializes in poking, footsies, and harassment, with quick normals that he can use once he's in. He also benefits from a powerup system that allows his damage potential and flexibility to snowball the more chances he gets to power up.
Jamie's key mechanic is based on taking drinks. By using his forward throw, The Devil Inside, the Freeflow Kicks ending to his Freeflow Strikes special move, or certain target combos, Jamie can increase his Drink Level, up to a maximum of 4. Each time he drinks, his damage increases, bringing him to standard damage at Drink Lv. 2 and putting him above it at Drink Lv. 3 and higher. He also unlocks more target combos and special moves at specific Drink Levels, gradually opening up the complexity of his moveset and increasing his flexibility significantly; his most notable special move unlocks, in ascending order from Drink Lv. 1 to 4, are his aerial special move Luminous Dive Kick, his anti-projectile and super cancel bridge Bakkai, the command throw Tenshin, and the super-cancelable follow-up to his advancing move Swagger Step, the Swagger Hermit Punch. Jamie can also temporarily boost himself to Drink Lv. 4 (if he isn't already there) by using his Lv. 2 Super Art, The Devil's Song; if he already has 4 drinks, it instead becomes a tool to quickly replenish Drive Gauge and lets him keep up the pressure.
As far as his selection of normals and specials go, Jamie has 5MK, 2MK, and 5HK as strong cancelable pokes, as well as a grounded overhead in 6MK. He can use these moves, as well as careful uses of Freeflow Strikes and Swagger Step, to pester the opponent at close and mid range until they make a mistake. He also has 2HP and Arrow Kick as anti-air options, with Overdrive Arrow Kick explicitly serving as a reversal against aggressive opponents. Successful hits with sweep, Freeflow Strikes, Punish Counters, or any moves that knock the opponent down and away will give Jamie more time to drink without fear of repercussion, especially against opponents that aren't able to establish strong enough ranged pressure to stop Jamie from drinking when he's farther away from them.
In exchange for how powerful drinks make Jamie, though, it is no exaggeration to say that his gameplan is very much reliant on getting them, even if he doesn't make it to Drink Lv. 4 in a given round. Without drinks, Jamie lacks a lot of his most powerful tools, in addition to missing out on damage; it becomes an uphill battle to keep up unless he's gotten a few sips in, even with The Devil's Song acting as a Hail Mary option to close the gap in emergencies. It is also worth noting that Jamie's Drink Level does not carry over between rounds, meaning that he has to be prepared to get set up all over again, but once he gets going, he's a real menace. If you're looking for a bit of breaking and swaying alongside an infighter that only gets stronger when he's loaded up, then Jamie is your man.
Pick if you like: | Avoid if you dislike: |
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Classic & Modern Versions Comparison
Missing Normals |
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Missing Command Normals |
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Shortcut-Only Specials |
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Assist Combos |
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Miscellaneous Changes |
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Jamie | |
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Vitals | |
Life Points | 10000 |
Ground Movement | |
Forward Walk Speed | 0.048 |
Backward Walk Speed | 0.035 |
Forward Dash Speed | 19 |
Backward Dash Speed | 23 |
Forward Dash Distance | 1.50 |
Backward Dash Distance | 0.85 |
Drive Rush Min. Distance (Throw) | 0.988 |
Drive Rush Min. Distance (Block) | 2.030 |
Drive Rush Max Distance | 3.002 |
Jumping | |
Jump Speed | 4+38+3 |
Jump Apex | 2.115 |
Forward Jump Distance | 1.90 |
Backward Jump Distance | 1.52 |
Throws | |
Throw Range | 0.8 |
Throw Hurtbox | 0.33 |
Normals
Standing Normals
5LP
No results
- Less frame advantage, but gains access to a Target Combo followup
No results
- Less frame advantage, but gains access to a Target Combo followup
No results
- Less frame advantage, but gains access to a Target Combo followup
No results
- Less frame advantage, but gains access to a Target Combo followup
5MP
No results
- Good combo/frame trap starter, but has no conversions near max range
No results
- Good combo/frame trap starter, but has no conversions near max range
No results
- Good combo/frame trap starter, but has no conversions near max range
No results
- Good combo/frame trap starter, but has no conversions near max range
No results
- Good combo/frame trap starter, but has no conversions near max range
5HP
No results
- 3 hits, making it a strong counter to Drive Impact if used early enough
- 3rd hit has very long range, with effectively 12f startup and better frame advantage from max range
- Counterhit/Punish Counter bonus frame advantage carries over to all 3 hits
- High juggle potential; final 2 hits maintain juggle state and can allow a followup if the opponent is high enough
No results
- 3 hits, making it a strong counter to Drive Impact if used early enough
- 3rd hit has very long range, with effectively 12f startup and better frame advantage from max range
- Counterhit/Punish Counter bonus frame advantage carries over to all 3 hits
- High juggle potential; final 2 hits maintain juggle state and can allow a followup if the opponent is high enough
No results
- 3 hits, making it a strong counter to Drive Impact if used early enough
- 3rd hit has very long range, with effectively 12f startup and better frame advantage from max range
- Counterhit/Punish Counter bonus frame advantage carries over to all 3 hits
- High juggle potential; final 2 hits maintain juggle state and can allow a followup if the opponent is high enough
No results
- 3 hits, making it a strong counter to Drive Impact if used early enough
- 3rd hit has very long range, with effectively 12f startup and better frame advantage from max range
- Counterhit/Punish Counter bonus frame advantage carries over to all 3 hits
- High juggle potential; final 2 hits maintain juggle state and can allow a followup if the opponent is high enough
No results
- 3 hits, making it a strong counter to Drive Impact if used early enough
- 3rd hit has very long range, with effectively 12f startup and better frame advantage from max range
- Counterhit/Punish Counter bonus frame advantage carries over to all 3 hits
- High juggle potential; final 2 hits maintain juggle state and can allow a followup if the opponent is high enough
5LK
No results
- Chains into 5LK/2LP/2LK
- Chain into 5LK is a Target Combo that chains infinitely on whiff (different animation than when chained from 2LP or 2LK)
No results
- Chains into 5LK/2LP/2LK
- Chain into 5LK is a Target Combo that chains infinitely on whiff (different animation than when chained from 2LP or 2LK)
No results
- Chains into 5LK/2LP/2LK
- Chain into 5LK is a Target Combo that chains infinitely on whiff (different animation than when chained from 2LP or 2LK)
No results
- Chains into 5LK/2LP/2LK
- Chain into 5LK is a Target Combo that chains infinitely on whiff (different animation than when chained from 2LP or 2LK)
No results
- Chains into 5LK/2LP/2LK
- Chain into 5LK is a Target Combo that chains infinitely on whiff (different animation than when chained from 2LP or 2LK)
5MK
No results
- Good poke and mid-range buffer
No results
- Good poke and mid-range buffer
No results
- Good poke and mid-range buffer
No results
- Good poke and mid-range buffer
No results
- Good poke and mid-range buffer
5HK
No results
- Grounded Punish Counter crumple is +8 before opponent becomes airborne
- After Punish Counter, can cancel to Drink and followup with 2LP juggle
- Puts airborne opponents into limited juggle state
- Very long range for a cancellable normal
No results
- Grounded Punish Counter crumple is +8 before opponent becomes airborne
- After Punish Counter, can cancel to Drink and followup with 2LP juggle
- Puts airborne opponents into limited juggle state
- Very long range for a cancellable normal
No results
- Grounded Punish Counter crumple is +8 before opponent becomes airborne
- After Punish Counter, can cancel to Drink and followup with 2LP juggle
- Puts airborne opponents into limited juggle state
- Very long range for a cancellable normal
No results
- Grounded Punish Counter crumple is +8 before opponent becomes airborne
- After Punish Counter, can cancel to Drink and followup with 2LP juggle
- Puts airborne opponents into limited juggle state
- Very long range for a cancellable normal
No results
- Grounded Punish Counter crumple is +8 before opponent becomes airborne
- After Punish Counter, can cancel to Drink and followup with 2LP juggle
- Puts airborne opponents into limited juggle state
- Very long range for a cancellable normal
Crouching Normals
2LP
No results
- Chains into 5LK/2LP/2LK
No results
- Chains into 5LK/2LP/2LK
No results
- Chains into 5LK/2LP/2LK
No results
- Chains into 5LK/2LP/2LK
No results
- Chains into 5LK/2LP/2LK
2MP
No results
No results
No results
No results
No results
2HP
No results
- Decent vertical anti-air
No results
- Decent vertical anti-air
No results
- Decent vertical anti-air
No results
- Decent vertical anti-air
No results
- Decent vertical anti-air
2LK
No results
- Chains into 5LK/2LP/2LK
No results
- Chains into 5LK/2LP/2LK
No results
- Chains into 5LK/2LP/2LK
No results
- Chains into 5LK/2LP/2LK
No results
- Chains into 5LK/2LP/2LK
2MK
No results
- 20% damage scaling penalty applied to followups when beginning a combo
- High pushback on block makes this generally safe to poke with
No results
- 20% damage scaling penalty applied to followups when beginning a combo
- High pushback on block makes this generally safe to poke with
No results
- 20% damage scaling penalty applied to followups when beginning a combo
- High pushback on block makes this generally safe to poke with
No results
- 20% damage scaling penalty applied to followups when beginning a combo
- High pushback on block makes this generally safe to poke with
No results
- 20% damage scaling penalty applied to followups when beginning a combo
- High pushback on block makes this generally safe to poke with
2HK
No results
- 2 hits; 2nd hit has much more range
- High juggle potential (2nd hit has more then 1st)
- Target Combo followup (HK) gives time for a Drink without sacrificing corner oki
No results
- 2 hits; 2nd hit has much more range
- High juggle potential (2nd hit has more then 1st)
- Target Combo followup (HK) gives time for a Drink without sacrificing corner oki
No results
- 2 hits; 2nd hit has much more range
- High juggle potential (2nd hit has more then 1st)
- Target Combo followup (HK) gives time for a Drink without sacrificing corner oki
No results
- 2 hits; 2nd hit has much more range
- High juggle potential (2nd hit has more then 1st)
- Target Combo followup (HK) gives time for a Drink without sacrificing corner oki
No results
- 2 hits; 2nd hit has much more range
- High juggle potential (2nd hit has more then 1st)
- Target Combo followup (HK) gives time for a Drink without sacrificing corner oki
Jumping Normals
j.LP
No results
- Crossup
No results
- Crossup
No results
- Crossup
No results
- Crossup
No results
- Crossup
j.MP
No results
- Puts airborne opponents into limited juggle state
No results
- Puts airborne opponents into limited juggle state
- Cancels into Divekick from forward jump
No results
- Puts airborne opponents into limited juggle state
- Cancels into Divekick from forward jump
No results
- Puts airborne opponents into limited juggle state
- Cancels into Divekick from forward jump
No results
- Puts airborne opponents into limited juggle state
- Cancels into Divekick from forward jump
j.HP
No results
- High juggle potential; causes spiked knockdown vs. airborne opponents
No results
- High juggle potential; causes spiked knockdown vs. airborne opponents
No results
- High juggle potential; causes spiked knockdown vs. airborne opponents
No results
- High juggle potential; causes spiked knockdown vs. airborne opponents
No results
- High juggle potential; causes spiked knockdown vs. airborne opponents
j.LK
No results
- Longest horizontal range of all Jamie's air normals
No results
- Longest horizontal range of all Jamie's air normals
No results
- Longest horizontal range of all Jamie's air normals
No results
- Longest horizontal range of all Jamie's air normals
No results
- Longest horizontal range of all Jamie's air normals
j.MK
No results
- Crossup
No results
- Crossup
No results
- Crossup
No results
- Crossup
No results
- Crossup
j.HK
No results
- 2 hits (only 1 connects vs. grounded opponents)
- Both hits put airborne opponents into limited juggle state
No results
- 2 hits (only 1 connects vs. grounded opponents)
- Both hits put airborne opponents into limited juggle state
No results
- 2 hits (only 1 connects vs. grounded opponents)
- Both hits put airborne opponents into limited juggle state
No results
- 2 hits (only 1 connects vs. grounded opponents)
- Both hits put airborne opponents into limited juggle state
No results
- 2 hits (only 1 connects vs. grounded opponents)
- Both hits put airborne opponents into limited juggle state
Command Normals
2KK
No results
- Jump cancels on hit only (forward jump regardless of which direction is input)
- Puts opponent into limited juggle state (free juggle is used after Drive Rush)
No results
- Jump cancels on hit only (forward jump regardless of which direction is input)
- Puts opponent into limited juggle state (free juggle is used after Drive Rush)
No results
- Jump cancels on hit only (forward jump regardless of which direction is input)
- Puts opponent into limited juggle state (free juggle is used after Drive Rush)
No results
- Jump cancels on hit only (forward jump regardless of which direction is input)
- Puts opponent into limited juggle state (free juggle is used after Drive Rush)
No results
- Jump cancels on hit only (forward jump regardless of which direction is input)
- Puts opponent into limited juggle state (free juggle is used after Drive Rush)
6MK
No results
- 10-19f Low Crush; can be spaced to hit later in active frames for better frame advantage
- At Drink Lv.2, gains extra range and a Target Combo followup
No results
- 10-19f Low Crush; can be spaced to hit later in active frames for better frame advantage
- Has extra range and a Target Combo followup
No results
- 10-19f Low Crush; can be spaced to hit later in active frames for better frame advantage
- Has extra range and a Target Combo followup
No results
- 10-19f Low Crush; can be spaced to hit later in active frames for better frame advantage
- Has extra range and a Target Combo followup
4HP
No results
- Drink Level 0 (90% Dmg Scaling); gains a Target Combo followup at Drink Lv.3
No results
- Drink Level 1 (95% Dmg Scaling); gains a Target Combo followup at Drink Lv.3
No results
- Drink Level 2 (100% Dmg Scaling); gains a Target Combo followup at Drink Lv.3
No results
- Drink Level 3 (105% Dmg Scaling); has a Target Combo followup
No results
- Drink Level 4 (110% Dmg Scaling); has a Target Combo followup
6HK
No results
- Very long range; gains a Target Combo followup at Drink Lv.4
No results
- Very long range; gains a Target Combo followup at Drink Lv.4
No results
- Very long range; gains a Target Combo followup at Drink Lv.4
No results
- Very long range; gains a Target Combo followup at Drink Lv.4
No results
- Very long range; has a Target Combo followup with 3 possible enders
Target Combos
5LK_Mash
No results
2HK_HK
No results
No results
5LP_LK_MP (DR1)
No results
No results
6MK_MK (DR2)
No results
No results
4HP_HP (DR3)
No results
No results
6HK_4HK (DR4)
No results
6HK_4HK_P (DR4)
No results
No results No results
- Effect changes depending on when you press the button for the last attack.
Universal Mechanics
Throws
LPLK
No results
- +4 after Forward Dash, allowing for corner throw loops (or midscreen loops if opponent doesn't Back Rise)
No results
- +4 after Forward Dash, allowing for corner throw loops (or midscreen loops if opponent doesn't Back Rise)
No results
- +4 after Forward Dash, allowing for corner throw loops (or midscreen loops if opponent doesn't Back Rise)
No results
- +4 after Forward Dash, allowing for corner throw loops (or midscreen loops if opponent doesn't Back Rise)
No results
- +4 after Forward Dash, allowing for corner throw loops (or midscreen loops if opponent doesn't Back Rise)
4LPLK
No results
- Side switches
No results
- Side switches
No results
- Side switches
No results
- Side switches
No results
- Side switches
Drive Moves
hphk
6HPHK
MPMK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
1 | 12 or until released | 33(1)(11) | - | - | - | - | - |
See Drive Parry. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery.
66
No results
See Drive Rush. Framedata shown in parentheses refers to the Drive Rush version used from a Parry.
Taunts
5PPPKKK
"You're still here? This... is your last chance."
No results
6PPPKKK
"Come on, let me see your sick flow!"
No results
- Changes with each Drink level
"You gonna show me some moves? Don't screw up!"
No results
- Changes with each Drink level
"You think you knew what I'm gonna do next?"
No results
- Changes with each Drink level
"I ain't through with you.... zzz .... oh man, oh man."
No results
- Changes with each Drink level
4PPPKKK
Special Moves
22p
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
48 | - | 2 | - | - | - | - | - |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
92(90) | - | 5 | - | - | - | - | - |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
141(139) | - | 5 | - | - | - | - | - |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
188 | - | 5 | - | - | - | - | - |
- Increases Drink Level by 1-4 depending on how long button is held; in DR4, regains 0.5 Drive bars per level increase (or equivalent Burnout reduction)
- Drink Level from 0-4 affects moveset and base damage scaling (90/95/100/105/110% respectively)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
1 | - | 4 | - | - | - | - | - |
- Happens automatically upon reaching DR4; Drink recovers more quickly, potentially giving stronger oki
236P
No results
No results No results No results
No results
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No results
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No results
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No results
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236P_6P
No results
No results No results No results
No results
No results No results No results
No results
No results No results No results
No results
No results No results No results
No results
No results No results No results
236P_6P_6P
No results
No results No results No results
No results
No results No results No results
No results
No results No results No results
No results
No results No results No results
No results
No results No results No results
236P_6K
No results
No results No results No results
No results
No results No results No results
No results
No results No results No results
No results
No results No results No results
No results
No results No results No results
236P_6K_6K
No results
No results No results No results
No results
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No results
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No results
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No results
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214P
No results
No results No results No results
- All versions have juggle potential, and 6P followup during DR4 only
- Can be made safe/plus at max spacing, or when timed meaty on wakeup
- OD version causes Tumble state, can OTG juggle
- Punish Counter will tumble into unique Wall Splat animation if near the corner
No results
No results No results No results
- All versions have juggle potential, and 6P followup during DR4 only
- Can be made safe/plus at max spacing, or when timed meaty on wakeup
- OD version causes Tumble state, can OTG juggle
- Punish Counter will tumble into unique Wall Splat animation if near the corner
No results
No results No results No results
- All versions have juggle potential, and 6P followup during DR4 only
- Can be made safe/plus at max spacing, or when timed meaty on wakeup
- OD version causes Tumble state, can OTG juggle
- Punish Counter will tumble into unique Wall Splat animation if near the corner
No results
No results No results No results
- All versions have juggle potential, and 6P followup during DR4 only
- Can be made safe/plus at max spacing, or when timed meaty on wakeup
- OD version causes Tumble state, can OTG juggle
- Punish Counter will tumble into unique Wall Splat animation if near the corner
No results
No results No results No results
- All versions have juggle potential and 6P followup
- Can be made safe/plus at max spacing, or when timed meaty on wakeup
- OD version causes Tumble state, can OTG juggle (only if no followup is input)
- Punish Counter will tumble into unique Wall Splat animation if near the corner
214P_6P
No results
No results No results
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
19 | 3 | 39 | SA2 SA3 | 880 | LH | KD +20 | -23 |
- Can be input at Drink Lv.4 only
- Both hits work in juggles for high damage
- Meterless versions have a 1f gap on block, while OD version is a true blockstring
- Followups can be delayed, allowing OD version to create a very risky frame trap
623K
No results
No results No results No results
- Followup comes out on hit only (fully invincible)
- OD version is Jamie's primary reversal
No results
No results No results No results
- Followup comes out on hit only (fully invincible)
- OD version is Jamie's primary reversal
No results
No results No results No results
- Followup comes out on hit only (fully invincible)
- OD version is Jamie's primary reversal
No results
No results No results No results
- Followup comes out on hit only (fully invincible)
- OD version is Jamie's primary reversal
No results
No results No results No results
- Followup comes out on hit only (fully invincible)
- OD version is Jamie's primary reversal
j.214K
No results
- Forward jump only; can be done low to the ground with Tiger Knee motion (214~9K)
- Button strength determines angle (LK close, HK far)
- Low connect gives better block/KD advantage, allowing followup juggles
- KD vs. airborne opponents but no juggle followup
No results
- Forward jump only; can be done low to the ground with Tiger Knee motion (214~9KK)
- Puts grounded opponents into limited juggle state; OTG ground bounce vs. airborne opponents
- 10% damage scaling penalty is applied to followup juggles
No results
- Forward jump only; can be done low to the ground with Tiger Knee motion (214~9K)
- Button strength determines angle (LK close, HK far)
- Low connect gives better block/KD advantage, allowing followup juggles
- KD vs. airborne opponents but no juggle followup
No results
- Forward jump only; can be done low to the ground with Tiger Knee motion (214~9KK)
- Puts grounded opponents into limited juggle state; OTG ground bounce vs. airborne opponents
- 10% damage scaling penalty is applied to followup juggles
No results
- Forward jump only; can be done low to the ground with Tiger Knee motion (214~9K)
- Button strength determines angle (LK close, HK far)
- Low connect gives better block/KD advantage, allowing followup juggles
- KD vs. airborne opponents but no juggle followup
No results
- Forward jump only; can be done low to the ground with Tiger Knee motion (214~9KK)
- Puts grounded opponents into limited juggle state; OTG ground bounce vs. airborne opponents
- 10% damage scaling penalty is applied to followup juggles
No results
- Forward jump only; can be done low to the ground with Tiger Knee motion (214~9K)
- Button strength determines angle (LK close, HK far)
- Low connect gives better block/KD advantage, allowing followup juggles
- KD vs. airborne opponents but no juggle followup
No results
- Forward jump only; can be done low to the ground with Tiger Knee motion (214~9KK)
- Puts grounded opponents into limited juggle state; OTG ground bounce vs. airborne opponents
- 10% damage scaling penalty is applied to followup juggles
236K
No results
No results No results No results
- Semi-reliable against projectiles from mid-range, especially the OD version
- Guile is an exception, as Bakkai is usually too slow to punish his projectiles on reaction
No results
No results No results No results
- Semi-reliable against projectiles from mid-range, especially the OD version
- Guile is an exception, as Bakkai is usually too slow to punish his projectiles on reaction
No results
No results No results No results
- Semi-reliable against projectiles from mid-range, especially the OD version
- Guile is an exception, as Bakkai is usually too slow to punish his projectiles on reaction
63214K
No results
No results
- Meterless version leaves the opponent standing for a followup combo
- After OD version, Jamie is +28 before the opponent goes airborne (can even combo after dash)
- The next hit after the grab is not scaled, but all further hits begin scaling at 60% (100-60-50...)
- Does not benefit from Counterhit/Punish Counter bonus frame advantage
No results
No results
- Meterless version leaves the opponent standing for a followup combo
- After OD version, Jamie is +28 before the opponent goes airborne (can even combo after dash)
- The next hit after the grab is not scaled, but all further hits begin scaling at 60% (100-60-50...)
- Does not benefit from Counterhit/Punish Counter bonus frame advantage
Super Moves
236236k
No results
- Drink Level 0 (90% Dmg Scaling)
- Armor Break
- Holding Down will end in a Drink (+1 Drink level, reduced Damage and KD Adv.)
No results
- Drink Level 1 (95% Dmg Scaling)
- Armor Break
- Holding Down will end in a Drink (+1 Drink level, reduced Damage and KD Adv.)
No results
- Drink Level 2 (100% Dmg Scaling)
- Armor Break
- Holding Down will end in a Drink (+1 Drink level, reduced Damage and KD Adv.)
No results
- Drink Level 3 (105% Dmg Scaling)
- Armor Break
- Holding Down will end in a Drink (+1 Drink level, reduced Damage and KD Adv.)
No results
- Drink Level 4 (110% Dmg Scaling)
- Armor Break
- Holding Down will end in a Drink (+1 Drink level, reduced Damage and KD Adv.)
214214p
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
1 | [900] | 5 | - | - | - | - | - |
- Puts Jamie at Drink Lv.4 until the timer runs out; returns to Drink Lv.0 afterwards, even if he started at level 1-3
- Timer drain slows down during hit/block freeze
- Jamie's damage scaling is only set to Lv.3 (105%) rather than the usual Lv.4 (110%)
No results
- Instantly refills 3 Drive bars or 50% Burnout gauge
- Does not start a timer, and Jamie does not revert to Drink Lv.0
- Can be useful as a cancel from OD specials for safety or combo extensions
236236p
No results
- Drink Level 0 (90% Dmg Scaling)
- Armor Break
- 1st hit goes to cinematic; 2nd hit is extremely weak
- Launches opponent into free juggle state; Jamie recovers quickly from cinematic for juggle followup
No results
- No juggle followup, but does higher base damage
No results
- Drink Level 1 (95% Dmg Scaling)
- Armor Break
- 1st hit goes to cinematic; 2nd hit is extremely weak
- Launches opponent into free juggle state; Jamie recovers quickly from cinematic for juggle followup
No results
- No juggle followup, but does higher base damage
No results
- Drink Level 2 (100% Dmg Scaling)
- Armor Break
- 1st hit goes to cinematic; 2nd hit is extremely weak
- Launches opponent into free juggle state; Jamie recovers quickly from cinematic for juggle followup
No results
- No juggle followup, but does higher base damage
No results
- Drink Level 3 (105% Dmg Scaling)
- Armor Break
- 1st hit goes to cinematic; 2nd hit is extremely weak
- Launches opponent into free juggle state; Jamie recovers quickly from cinematic for juggle followup
No results
- No juggle followup, but does higher base damage
No results
- Drink Level 4 (110% Dmg Scaling)
- Armor Break
- 1st hit goes to cinematic; 2nd hit is extremely weak
- Launches opponent into free juggle state; Jamie recovers quickly from cinematic for juggle followup
No results
- No juggle followup, but does higher base damage