Introduction
Move List
QuickMovelist
Normal Attack: F+A
Special Attack: C,C,D,C
Advanced Attacks:
Near opponent Ax3, Crouching B Drunk Punch QCB+P,P Asking Road QCF+K,QCF+P Drunk Moon F,QCF+K Mixed Wine HCB+K Sand Storm HCF+P Straight Up F,QCF+P
F,Dn,Bk,F+P
Deadly Attacks:
Dead Drunk QCFx2+P Swallow Drunk QCBx2+K
Shadow Moves
Shadow Moves
Top Kick qcf + LK+HP must connect (not blocked)
to perform entire maneuver; launches opponent
Gourd Frenzy qcb + LK+HP Stagger Grab hcf + LP+LK connects close and is
unblockable; small window for free attack after landing maneuver
Throw Moves
Command Moves
Command Moves
Sake HP+HK can hit opponent for very
minor damage; taunt fills Super Meter considerably
Hopping Palm d + LP+LK overhead Backstep and Jump b + LP+LK can follow with air attack Drunken Claw f + LP Slide Kick d + HK must be blocked low Leg Drop d/u + LP/LK/HP/HK pursue attack
when opponent is on floor
Special Moves
Special Moves
Gourd Swing f, d, df + P second part must be
blocked low
Stagger Top hcf + P LP=short, HP=far
Drunken Smash cancel into hcf + LP overhead version or perform hcf + HP without canceling
Forward Roll qcb + P LP=short, HP=far
Crushing Forearm P launches opponent
Butterfly Strike hcb, f + P connects close and is
unblockable; wall bounces opponent; can be canceled into
Rotating Kick qcf + K LK=short, HK=far
Drunken Slide qcf + P
Sake Spit hcb + K HK version lasts longer;
auto counter
Drunken Dance f, d, df + K LK=4 hits with second hit
being an overhead, HK=6 hits with last hit being an overhead
Super Moves
Supers
Gourd Nunchaku qcf, qcf + P Strong Sake qcb, qcb + K auto counter super
Combos
Crossups: j.B, j.D
Normals:
6A C C D C
Specials:
41236A - When canceled into, Headbutts after last hit. Headbutt is High. 41236C - When done from neutral, Heatbutts after last hit. Headbutt is High. 214A/C - Invincible after brief startup. C version travels farther. -> P - Loses Invincibility. Launches. 623P - Last hit is Low. 632146P - Command Grab. Can be comboed into. Launches. 236B/D -> 236P - Can always be juggled after, seems to have 'Juggle Reset' property. 63214B/D - Parries Mid and High attacks. Staggers. D version lasts longer. 623B - Second hit is High. 623D - Last hit is High.
Supers:
236236P - Has a lot of invincibility. 214214K - Parries all strikes, no startup.
Combos:
5B 5A 6A 236B, 236A, ... - Easy, can lead to super or loop. 5B 5A 6A 214C C, 214P P - Easy, high damage.
5B 6A 632146P, 214P P, 214P P - Slightly stronger but doesn't work in some
situations.
5B 6A 632146P, 236236P - Will work in situations where the roll won't. 5B 5A 6A 632146P ... - May work in some situations but very distance dependant.
C C 6A ...
... 6A 214C P, 236D 236A, 236D 236A ... - Works when not in the corner.
Generally your BEST normal combo!
5B 6A 632146P, 214P P, 236D 236A, 236K 236A ...
- In case you throw, you can still do this loop.
... 236B, 236A, 236236P - End with super for very good damage. ... 214P P, 236236P
63214K, 66, C C 6A ... 63214K, 6, j.D (crossup), C C 6A ... - Crossup combo, very strong but hard.
5B 5A 6A 623C(3) 236B+C ... (2A+B) C C 6A 623C(3) 236B+C ...
... 236B+C, 214P P, 214P P, j.C, 214P, P or 236236P ... 236B+C, 214P P, 214P P, j.C, 236K 236P, ... - Advanced version.
41236A+B, C C 6A 214C C, 214C C - Basic super throw combo. 41236A+B, C C 6A 236236P - Strong but expensive. 41236A+B, C C 6A 214P P, 236236P - Need to have back near corner.
... C C 6A 41236C 236B+C, 66 C C 6A 214C C, 214C C or 236236P
- Delaunch. Must be done from crossup or 41236A+B.
... C C 6A 41236C 236B+C, 66 C C 6A 41236C 236B+C ...
- Delaunch loop.
... C C 6A 623C(3) 236B+C, 2A+B, C C 6A 623D
- Delaunch, must have your back to the corner before you crossup?
... 236B, 236A, 236B, 236A ...
- Infinite loop. Only works on a few characters, very hard to do.