Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
13 | 2 | 24 | SA3 | 350 | LH | -1 | -6 |
- Damage DL0-DL3: 315/332/350/367
- Cancel Hitconfirm Window: 19f (Followup) / 14f (Super)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
16 | 2 | 24 | SA3 | 400 | LH | -1 | -6 |
- Damage DL0-DL3: 360/380/400/420
- Cancel Hitconfirm Window: 19f (Followup) / 14f (Super)
- 18f confirm window to combo into ~6K
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
19 | 2 | 24 | SA3 | 450 | LH | -1 | -6 |
- Damage DL0-DL3: 405/427/450/472
- Cancel Hitconfirm Window: 19f (Followup) / 14f (Super)
- 16f confirm window to combo into ~6P, 15f to combo into ~6K
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
13 | 2 | 24 | SA2 SA3 | 450 | LH | +1 | -3 |
- Damage DL0-DL3: 405/427/450/472
- Cancel Hitconfirm Window: 23f (Followup) / 15f (Super)
- 22f confirm window to combo into ~6K
- SA2 Cancel Advantage: +17/+14
Freeflow Strikes (or "Rekkas") are forward-moving strikes that can be confirmed into optional followups. Higher strength versions move farther but have slower startup, with the OD version gaining both speed and longer range. At Drink Lv.0 to Lv.3, each Rekka is a single hit, and only the first part of the sequence can cancel into Super. If well-spaced, the first meterless Freeflow Strike is often safe; the LP version is usually the best for this since it has less forward movement, but this can also cause it to whiff in max range cancels. The OD version is always safe.
When attempting to confirm into the 6P or 6K followups on hit, it's important to note that the followup speed depends on the strength of the first Rekka. Delaying the confirm too long, especially on HP Rekka, can cause the followup to come out without comboing. The 6K followup is slightly slower than 6P, which also makes the confirm slightly stricter. OD Rekka canceled into SA2 is a great option on hit or block, leading to great combos or block pressure from a mid-range poke.
This move and its followups can be used in juggles, but they can be very inconsistent depending on the screen position and opponent's juggle height; OD Rekkas are the most consistent overall, and the corner makes things easier as well.