Street Fighter 6/JP/Strategy: Difference between revisions

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Line 34: Line 34:
*throw > spike trigger > 5HP > 236KK...
*throw > spike trigger > 5HP > 236KK...
*etc
*etc
After 22P JP can go into level 1 or 236P > 236236K
{| class="wikitable sortable"
{| class="wikitable sortable"
|+ corner Juggle 236KK > 22P > 214P
|+ corner Juggle 236KK > 22P > 214P
! option!! combo!! Oki/Notes
! option !! combo !! Oki/Notes
|-
|-
| throw || throw > 214P(auto) > 5HP > 236KK > 22P (level 1 or 236P > 236236K)|| Allows for loopable oki on hit
| throw || throw > 214P(auto) > 5HP > 236KK > 22P|| Allows for loopable oki on hit
|-
|-
| 2LK > 2LP > 236LP || 2LK > 2LP > 236LP ||  
| 2LK > 2LP > 236LP || 2LK > 2LP > 236LP > 214P(auto) > 5HP > 236KK > 22P|| loopable and allows for jp to be fairly plus if done correctly
|-
|-
| 2LK > 2LP > 6MK || combo || has a pretty big gap but overhead does combo
| 2LK > 2LP > 6MK || 6MK > 214P(auto) > 5HP > 236KK > 22P || has a pretty big gap but overhead does combo
|}
|}



Revision as of 14:08, 30 June 2023


Neutral

TO-DO


Offense

Frame Traps

Light Chains -



Okizeme and Mixups

TO-DO

Corner throw

JP has the ability to throw loop by walking forward which is incredibly powerful. He also can setup a meaty drive rush 5HK.

  • Throw > Drive rush 5HK > 5HK
    • is a 4f frame trap that trades in JP's favor if done correctly. Combos if they were not blocking as well. And allows for several mixup options after blocked

236LP

Midscreen JP doesn't get too much however he can attempt to setup 214PP

236MP

TO-DO

Setups

+3~+4 Departure setups

  • DI > 6HK > 236MP > 5HP > 236KK...
  • 236HP > 5HP > 236KK...
  • throw > spike trigger > 5HP > 236KK...
  • etc

After 22P JP can go into level 1 or 236P > 236236K

corner Juggle 236KK > 22P > 214P
option combo Oki/Notes
throw throw > 214P(auto) > 5HP > 236KK > 22P Allows for loopable oki on hit
2LK > 2LP > 236LP 2LK > 2LP > 236LP > 214P(auto) > 5HP > 236KK > 22P loopable and allows for jp to be fairly plus if done correctly
2LK > 2LP > 6MK 6MK > 214P(auto) > 5HP > 236KK > 22P has a pretty big gap but overhead does combo


Knockdown Advantage: all scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated

Knockdown KD Adv. Oki/Notes
Forward Throw +24 throw loops in corner, also meaty DR 5HK
Back Throw +36 backthrow > dash > DR 5LP can be a simple setup when throwing opponent back into the corner
2HK HKD +27
HKD +48 (Punish)
22LP is good for an autotimed meaty which is +4; punish counter gives 214PP setup.
3HP HKD +17
HKD +39 (Punish)
2HK > DR > 5LK/2MK/2MP are some basic pressure option after.

vs. Burnout

Drive Rush

When cancelling a normal into Drive Rush on block and following it up with another normal, there may be an interruptible gap in the blockstring. The following table lists these blockstring gaps when performed at the fastest possible timing.

Gap Value Meaning
0 True Blockstring (no gap) if input with fastest button timing; can still lose to Drive Reversal
1 to 4 Small blockstring gap; opponent can interrupt with an invincible reversal; a 4f gap can trade with 4f normal attack
5+ Large blockstring gap; opponent can interrupt without an invincible attack
Drive Rush Cancel - Blockstring Gaps
5LP 5MP 5HP 5LK 5MK 5HK 2LP 2MP 2HP 2LK 2MK 2HK
5LP~DR ? ? ? ? ? ? ? ? ? ? ? ?


The following table lists the general BnB combo routes when cancelling a button into Drive Rush on hit.

Drive Rush Cancel - Combo Routes
Starter Hit Adv. Combo Route
5LP +? ?


Defense

Reversals


Anti-Airs


Anti-Projectile


Fighting vs. JP


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