m (→Setups) |
m (→Setups) |
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*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 | | 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 || | | 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
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 |
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.
Starter | Hit Adv. | Combo Route |
---|---|---|
5LP | +? | ? |
Defense
Reversals
Anti-Airs
Anti-Projectile
Fighting vs. JP