Street Fighter 6/JP: Difference between revisions

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(2MP repetition removed, 2LK MK, j.LK MK HK, 4MP, 6HK error,)
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If you Counter an aerial move (like Ken's Dragonlash), you can juggle 5HP and combo from there. This only applies to grounded moves, and not jump-ins.
If you Counter an aerial move (like Ken's Dragonlash), you can juggle 5HP and combo from there. This only applies to grounded moves, and not jump-ins.


2MP is also an important combo tool for JP, as it can link from 5HK and then cancel into MP Stribog (except at maximum range where it falls out, in that case use LP Stribog). It can also be Drive Rush canceled into 2HP for HP Stribog combos. Links into itself on Counter Hit/Punish Counter, which can make hitconfirming a bit easier.
2MP is also an important combo tool for JP, as it can link from 5HK and then cancel into MP Stribog (except at maximum range where it falls out, in that case use LP Stribog). It can also be Drive Rush canceled into 2HP for HP Stribog combos.
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* Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)
* Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)
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JP's fastest low, and only move for chaining multiple lows during pressure. Also good for catching opponents trying to walk out of pressure (such as when they are covered by an Amnesia bomb) or close range-shimmy.
JP's fastest low, and your only way to chain multiple lows during pressure. Also good for catching opponents trying to walk out of pressure (such as when they are covered by an Amnesia bomb). The 6 frames of startup makes it harder to mash during your opponent's pressure, but it still useful for countering shimmy, which will happen often as your opponents attempt to bait OD Amnesia or Delay Tech.
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{{AttackDataCargo-SF6/Query|jp_2mk}}
{{AttackDataCargo-SF6/Query|jp_2mk}}
<br>
<br>
Fantastic neutral poke as it hits low, has great range, combos on Counter Hit and moves him forward. The downsides include not being cancelable and being vulnerable to early Drive Impacts. Using it after Drive Rush improves it to +1 on block and +7 on hit making it JP's best low from Drive Rush.
Fantastic neutral poke. First, it's a low with great range as it moves you forward during the animation. Secondly, it gives good reward on Counter-hit (links to 5LK) and Punish Counter (links to 2MP). Not cancelable, making it a bit vulnerable to early Drive Impacts, though this is a risky read for your opponent.


Great for fishing for counter-hits in neutral as it links into 5LK on Counter-Hit and 2MP on Punish Counter, allowing for strong conversions.
Using it after Drive Rush improves it to +1 on block and +7 on hit making it one of JP's best buttons out of Drive Rush, and your best way to start a combo from a low.
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* Can hit cross-up
* Can hit cross-up
* Can hit as a fuzzy instant overhead
* Can hit as a fuzzy instant overhead
This simple kick is one of your most versatile air normals for pressure: It works great as a jump-in after a Teleport, can crossup from Teleport, allows fuzzy overhead setups with OD Portals, punishes Delay Tech when covered by a portal or [https://twitter.com/Mark_FGC/status/1672152762732388354 reset combos during Level 2].
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{{AttackDataCargo-SF6/Query|jp_jmk}}
{{AttackDataCargo-SF6/Query|jp_jmk}}
* Puts airborne opponents into a [[Street_Fighter_6/Glossary#Juggles|limited juggle state]], and has juggle potential itself
* Puts airborne opponents into a [[Street_Fighter_6/Glossary#Juggles|limited juggle state]], and has juggle potential itself
Has worse range but better rewards for air-to-airs than j.MP thanks to the juggle state giving good Okizeme, but mainly a combo tool during OD Departure combos.
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| info    =  
| info    =  
{{AttackDataCargo-SF6/Query|jp_jhk}}
{{AttackDataCargo-SF6/Query|jp_jhk}}
JP's best air normal. Works for jump-ins, air to airs, covering yourself during a back jump, etc.
* Hurtbox extends 1f before hitbox becomes active
JP's best air normal. The massive hitbox covers both air and ground approaches and works great for both jump-ins, retreating jumps and Teleports if you manage to avoid moves with high recovery.
 
Do note that it won't link to 5HK on normal hit if you land it too high up, so be ready to follow up with 4MP in those situations.
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<br>
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* '''Cancel Hitconfirm Window:''' 17f / 23f TC
* '''Cancel Hitconfirm Window:''' 17f / 23f TC
<br>
<br>
Short range strike that's disjointed and can be confirmed into a target combo with 5MP. Situational punish starter when 5HK would be too slow as canceling the target combo is stronger than canceling 2MP/5MK.
Short range strike that's disjointed and can be confirmed into a target combo with 5MP. Situational alternative to 5MK that trades range for disjoint making it a safer poke and more suited to beat advancing moves or other disjoints. The Target Combo also allows for easiers hitconfirms.
 
Is fast and disjointed in the front of JP, so can be used to stuff-out advancing attacks too close for JP 5HP to avoid trading, or as a situational whiff-punish.
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* '''Cancel Hitconfirm Window:''' 34f
* '''Cancel Hitconfirm Window:''' 34f
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<br>
Two-hit launching kick. Excellent combo starter and has the same speed as 5HK. 6HK is generally better in the corner while 5HK is better mid-screen.
Two-hit launching kick. Your main combo starter in the corner, either raw (goes into HP Striborg) or after a Drive Impact wallsplat (MP Striborg).


Doubles as an anti-air for distant jumps with great reward as it keeps the opponents juggled and cancels, allowing it to combo into Triglav.
Doubles as an anti-air for distant jumps with great reward as it keeps the opponents juggled and cancels, allowing it to combo into Triglav.

Revision as of 07:33, 28 November 2023


Introduction

Head of an international NGO responsible for many successful investment projects, and the man behind Nayshall's present prosperity. Has a beloved cat named Cybele.

The elegant ex-Shadaloo financier saunters onto the battlefield as a slow but powerful zoner. Unlike other zoners who focus on firing off quick projectiles or pestering opponents with fast and long-ranged normals, JP chooses instead to bury his opposition in a barrage of psychic power. JP wants his opponents sitting still, for it is when they feel there is no hope of escape that he can set them up for a devious mixup situation.

JP's central special moves are Torbalan and Triglav. The former is a slow but large projectile that can be fired along three different lanes of movement, and the latter is a nearly instant spike attack that can come out at nearly any part of the screen. While Torbalan is slow, it has a ton of uses and can even mix up your opponents as one variant is a low and another is an overhead. Triglav meanwhile acts as both a detterent and anti-air, catching people trying to move towards JP and sniping out poor air approaches. With these two special moves, JP forces his opponents back towards the corner and continues to bury them in full-screen pressure. Once an opponent has eaten a combo or chooses to sit still for long enough, JP can deploy his signature Departure, a portal that will either shoot out a tracking spike or act as a teleport point for JP to warp to at any time.

While JP's zoning is strong, any good opponent will eventually get past it. Once they are within striking distance, JP likes to use his midrange pokes to bat opponents backwards. 5HP is a great callout tool that can be special canceled, while his 2HP is a solid anti-air and his 2MK is a fantastic poke. Any good hit JP gets can be instantly canceled into a Drive Rush combo that sends your opponent to the opposite end of the screen and allows him to resume his zoning. Opponents who make overly-deliberate plays can be hit with JP's counter Amnesia, which deals no damage but leaves opponents stuck to a timed bomb.

JP has an extremely large mixup toolbox. His throw game is very strong and has high reward, but he can also perform powerful high/low mixups if he has Depature set up above you. His level 2 super is an incredible mixup tool that can be used to create airtight mixups, resets, and even full-on unblockables to melt your health bar. JP has mixups everywhere- he has mixups in his Target Combos, he has mixups in his pressure sequences, and he even has mixups in his zoning! JP has access to Embrace, a fullscreen projectile command grab that gives JP excellent pressure opportunity on hit, looks just like Torbalan, and does high damage.

It's important to stress that all this offensive power comes at a steep cost, that being JP's movement. Unlike other zoners who don't necessarily sacrifice movement for their zoning prowess, JP has terrible movement stats and must rely on Drive Rush for any considerable mobility. In addition, JP's zoning specials are very slow and open him up to punish opportunities on an incorrect play that other zoners might be safe from. JP also has a notable deadzone within the midrange, where his pokes are either fast, but too stubby, or long, but too slow. His tall standing hurtbox and wide frame also make him vulnerable to mixups at a greater extent than other members of the cast, and while he does have Amnesia to bail him out of bad scenarios, that too carries immense risk. In general, JP is great for players who love to keep their opponents at a constant disadvantage and can manage to get around his slower movement. If you love overwhelming offensive might without having to get your hands too dirty, then there's no better pick than this master of Psycho Power.


Pick if you like: Avoid if you dislike:
  • Having a varied zoning kit comprised of Projectiles and Strikes, with mixups and counters to Drive Parry built in
  • Using a variety of strong and safe close-range buttons with options for mixups
  • Crafting tons of setups which can lead to resets, mixups, and even unblockables
  • A unique counter reversal that works on both strikes and throws and allow for custom follow-ups and punishes
  • Needing momentum in life or frames to win zoning wars due to slower startup on projectiles and Triglav trading most of the times
  • Being slower than average, both in walkspeed and Drive Rushes
  • Having to deal with unique counters to your zoning present on most of the cast


Classic & Modern Versions Comparison

List of differences with Modern JP
Missing Normals
  • Standing Light Kick (5LK)
  • Crouching Medium Punch (2MP)
  • Crouching Heavy Kick (2HK)
  • Jumping Light Punch (j.LP)
  • Jumping Medium Kick (j.MK)
  • Jumping Heavy Punch (j.HP)
Missing Command Normals
  • N/A
Shortcut-Only Specials
  • Stribog (5S)
    • Light/OD Only
  • Amnesia (6S)
  • Embrace (4S)
Assist Combos
  • A[L~L~L]: 2LK ~ 5LP ~ L Stribog
    • On Block: stops at 5LP
  • A[M~M~M~M~M~M]: 5MK ~ OD Stribog (1 hit) ~ SA2 ~ 3HP ~ H Departure ~ M Stribog
    • No SA2: 5MK ~ OD Stribog (Wall Bounce) ~ H Triglav; can also just delay A[M] until 2nd hit of OD Stribog even with 2+ bars
    • On Block: stops at OD Stribog
    • Burnout: 5MK ~ M Stribog
  • A[H~H~H~H]: 5HP ~ OD Torbalan ~ H Triglav ~ SA3
    • Burnout: 5HP ~ L Torbalan ~ SA3
    • On Block: stops at OD/L Torbalan
Miscellaneous Changes
  • 2LK cannot be chained into from other lights


JP
SF6 JP Portrait.png
Vitals
Life Points 10000
Ground Movement
Forward Walk Speed 0.037
Backward Walk Speed 0.025
Forward Dash Speed 22
Backward Dash Speed 23
Forward Dash Distance 1.454
Backward Dash Distance 1.003
Drive Rush Min. Distance (Throw) 0.525
Drive Rush Min. Distance (Block) 1.857
Drive Rush Max Distance 3.628
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
Frame Data Glossary - SF6
Hitbox Images

🟥 (Red): Attack hitbox

  • Appears pink for Throw hitboxes

🟩 (Green): Vulnerable hurtbox that can be hit by strikes/projectiles

  • If a move's hitbox and hurtbox overlap, the colors blend to appear orange

🟦 (Blue): Vulnerable throw hurtbox

  • Will be thrown if Pink throw hitbox touches Blue throw hurtbox



Active

How many frames a move remains active (can hurt opponents) for. For projectiles with a maximum active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.

  • For multi-hit moves with no gaps between the active hitboxes, active frames are listed as X,Y (or sometimes X*Y)
  • For multi-hit moves with gaps between hits, active frames are listed as X(n)Y where n = the frame gap between hitboxes.



Cancel

Available options for canceling one move into another move.

  • "Chn": Chain cancel (Light normals; specific chain options listed in Description)
  • "TC": Target Combo
  • "Sp": Special move
  • "SA": Super Art (if a number is listed, refers only to that specific Super; SA3 = Lv.3 Super Art)
  • "Jmp": Jump cancel (usually on hit only, if applicable)
  • "SS": Serenity Stream (Chun-Li's stance)
    • If one hit of a multi-hit attack is cancelable, this can be indicated with (1st), (2nd), etc.
    • Occasionally, a move can be canceled only into a specific follow-up (e.g. Dee Jay [4]6P > 22PP); this can be indicated by listing the move input in the Cancel field, or with an asterisk that is explained in the move notes (Sp*)



Cancel Hitconfirm Windows

Hitconfirm reaction windows into Special Moves, Target Combos, and Super Arts.

  • Refers to the amount of time (in frames) you have to cancel one attack into another attack on reaction
    • e.g. most cancelable 2MKs have a 13 frame window to cancel into a Special/Super on reaction, making them nearly impossible to hitconfirm
  • Counts from the first frame the attack connects until the final cancelable frame
    • Visual effects like hitsparks and HP drain do not actually occur until frame 2; the first frame is still counted to keep the numbers consistent with previous games, and because it is technically possible to start reacting to the character's reeling animation on frame 1
  • If a Target Combo is cancelable into another attack, the hitconfirm window will include the entire sequence starting from the first hit
    • If there is a frame gap on block between hits of the TC, the hitconfirm window may also be included for just the followup hit
    • Some sequences like Ken's 5MP~HP TC may have a range of values listed (43f~47f). In this example, inputting 5MP~HP at its usual timing gives a 43f hitconfirm into a Special/Super. Delaying the chain into HP gives more total time for the final hitconfirm.



Damage

Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y (or sometimes X*Y). Sometimes a move's damage changes depending on which active frame connects, or on cinematic vs. non-cinematic hits; in this case, multiple values may be listed, and it will be clarified in the move description.

Damage Scaling

Some moves cause additional damage scaling in combos. Refer to Game Data page for a more detailed breakdown.

Scaling Types:

  • Starter: When a move begins the combo, the next attack is scaled by X percent
    • e.g. Ryu 2MK (20% Starter) > Hadoken: Hadoken is at 80% damage scaling
  • Combo: When a move is comboed into, the next attack is scaled by X percent or X number of hits
    • e.g. Ryu 2HP > OD High Blade Kick (2-Hit Combo Scaling) > Shoryuken: Shoryuken is at 70% damage scaling (100% > 100% > [skip 80%] > 70%)
    • e.g. Cammy 5HP > OD Spiral Arrow (5% Combo Scaling) > Cannon Spike: Cannon Spike is at 75% damage scaling (100% > 100% > [80-5 = 75%])
  • Immediate: When a move is comboed into, this attack is scaled by X percent
    • e.g. Drive Impact Crumple (20% Starter) > Throw (20% Immediate): Throw is at 60% damage scaling
  • Multiplier: A damage scaling multiplier applies after Perfect Parry (50%) and mid-combo Drive Rush (15%). Any hits in the combo continue their usual damage scaling, but reduced by these amounts. These can bring the minimum scaling below the usual 10%, and they stack with each other; as a result, the minimum scaling can reach 4% using a long Drive Rush combo after Perfect Parry.
  • Minimum Scaling: The lowest damage scaling that can be applied to an attack. Super Art Level 1/2/3 generally has 30%/40%/50% minimum scaling respectively. This ensures the attack will still do reasonable damage even at the end of a heavily scaled combo.



Drive Rush Cancel Advantage

Refers to the frame advantage when canceling a normal, command normal, or Target Combo into Drive Rush on hit or block (abbreviated as DRC for Drive Rush Cancel). This is calculated at the moment a follow-up attack can be input, not at the moment the character can block or perform movement options. An attack that with DRC +8 on Hit can link into an 8-frame attack, and DRC +4 on Block can create a true blockstring into a 4-frame attack.

Note that any DRC on Block worse than +4 cannot form a true blockstring, allowing the opponent to interrupt with an invincible reversal. Most light normals are slightly negative after a DRC on block, meaning the opponent can mash their fastest normal to guarantee a counter-hit (though this requires fast reactions). The attacking character could punish this with Light > DRC into an immediate invincible attack, but this would be an incredibly expensive and high-risk gambit.

Forced Knockdown

Most airborne command normals, special moves, and Super Arts put the user in a "Forced Knockdown" state. While in this state, an air knockdown will occur when being hit by any attack, even if it would otherwise cause an air reset.

As an example, Ryu's 2HP causes an air reset when used as an anti-air. Against a move like Cammy's Hooligan Combination, however, the 2HP puts her into an air knockdown state. This allows Ryu to successfully cancel 2HP into Shoryuken for a juggle, similar to how a Drive Impact wall splat works. Taking advantage of Forced Knockdown juggles is important for dealing with moves like Ken's Dragonlash, Dhalsim's Air Teleport, or Kimberly's 6HK~Hop sequence.

Moves that already cause an air knockdown, like most j.MP air-to-airs, will not display the "Forced Knockdown" message.

Guard

Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), LH is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked.

Juggles

When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:

  • Free Juggle: any attack can juggle, causing an Air Reset or an Air Knockdown
  • Limited Juggle: only specific attacks with juggle potential may juggle


The following is a more detailed overview of the SF6 juggle system:

Juggle Count (JC): The status of the character being juggled. A high JC limits which attacks can work in juggles.

  • JC0: free juggle state - any attack that can hit an airborne opponent will work
  • JC1+: limited juggle state - juggle only works if the attack's Juggle Limit ≥ defender's Juggle Count
    • A juggle count of -1 represents a crumple state; this can lead to a grounded or airborne hit depending on timing

Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value. May be different vs. standing and airborne opponents.

  • Attack with Juggle Start value of 3 will put opponent at JC3, so only attacks with Juggle Limit value ≥ 3 can follow up
  • Even for attacks that don't normally start a juggle, this is relevant for Forced Knockdown and Crumple situations

Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.

  • Airborne opponent at JC1 followed by attack with Juggle Increase value of 3 will set opponent to JC4

Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.

  • An uppercut with a JL value of 5 will connect on an opponent at JC5 or below, but will whiff on JC6 opponent
  • Most normals have a JL value of 0, meaning they only work in Free Juggle (JC0) states
  • Some multi-hit attacks have different JL values on each hit, so a 3-hit move may only hit twice in juggles

An example to tie everything together:

  • An attack (JS3) launches opponent into the air (Opponent now at JC3)
  • Followed up with an attack (JI2/JL4); it connects, because JL4 ≥ JC3 (Opponent now at JC5)
  • Attempts to juggle again with same attack (JL4), but whiffs because JL4 < JC5 (Opponent hits the ground)

Drive Rush notes:

  • DR normals have a Juggle Start/Increase value of 0
  • DR normals have +3 added to their usual Juggle Limit

More recently, the official definitions used by Capcom are slightly different than these community-designated terms. When reading official patch notes, the following terms are used instead:

  • Combo Count Initial Value
  • Combo Count Additional Value
  • Combo Count Upper Limit



On Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit, and the listed KD Advantage refers to how many frames the attacker can act before the defender finishes their wakeup animation.

  • Note that generally, there is an extra +2 hit advantage on Counterhits and +4 hit advantage on Punish Counters (exceptions are noted in the description).



Recovery

How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.

  • Moves with different recovery values on hit/block/whiff may have multiple values listed like X(Y), with specific details listed in the description.



Startup

How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

  • Moves with multiple relevant startup values may be listed as X(Y); for example, a move that hits airborne first before hitting grounded opponents, or a 2-hit move where the first hit whiffs at some ranges.



IASA / Actionable Recovery

Some moves play out an extended recovery animation when no other button/direction is input (for crouching moves, it applies when holding any down direction). These are often referred to as "actionable recovery" frames; in some games, the term IASA (Interruptible As Soon As) refers to the frame that Actionable Recovery begins.

Letting the Actionable Recovery frames play out can change the character's position, potentially setting up spacing traps by recovering farther away. For example, Manon 5HP will recover much farther away from the opponent if no input is performed immediately after her recovery; holding back or down-back to block will keep her much closer to the opponent.



Normals

Standing Normals

5LP
Standing Light Punch
5LP
SF6 JP 5lp.png
SF6 JP 5lp hitbox.png
Hitboxes Off
Hitboxes On

5LP
Standing Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 3 10 Chn Sp SA 300 LH +4 -2
  • Chains into 5LP/2LP/2LK
  • Cancel Hitconfirm Window: 13f
  • Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)


JP's farthest reaching light normal, and can be chained into from his 2LP or 2LK, making it good for confirming light chains into LP Stribog.

At 6 frames startup, this is not a move that you should try to mash on defense.

5MP
Standing Medium Punch
5MP
SF6 JP 5mp.png
SF6 JP 5mp hitbox.png
Only a spoonful of disjoint
Hitboxes Off
Hitboxes On

5MP
Standing Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 3 21 - 700 LH +1 -6
  • Good disjoint on the far half of the cane


JP's farthest reaching poke, with a good disjoint at the tip. 5MP is a great neutral tool to control space, whiff punish when 5HP wouldn't reach, and stop Drive Rushes which is a common counter to his projectiles and zoning. It works great for harassment and keepaway too as it provides heavy pushback on block, which makes it safe at most range where you would use it.

Has no reward on hit even with Drive Rush or Punish Counter, and lack of cancel makes it vulnerable to Drive Impact. Know when to swap it for 5HP.

As a round start option, it can trade with fireballs and interrupt some Drive Rushes, but beware of buttons like Chun-Li's 5HP that can potentially whiff punish it hard.

5HP
Standing Heavy Punch
5HP
SF6 JP 5hp.png
SF6 JP 5hp hitbox.png
Hitboxes Off
Hitboxes On

5HP
Standing Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 2 22 Sp SA 800 LH +3 -3
  • Punish Counter: +25 Stagger
  • Projectile-vulnerable hurtbox extends 1f before active
  • Cancel Hitconfirm Window: 16f (PC: 23f)
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)


Important midrange and combo tool for JP thanks to its disjointed hitbox and great reward on hit. It is cancelable unlike many of his other midrange moves, which is important for shutting down Drive Impacts in neutral or converting stray hits into combos.

On hit, it's heavy hitstun allows combos into L Torbalan on hit from any range. It and 2HP are also used in Drive Rush combos as the extra hitstun allows them to combo into HP Stribog for big launches. It also has juggle potential, and sees a lot of use in JP's launch combos. On Punish Counter you get massive frame advantage, which makes it JP's optimal punish starter for very unsafe attacks (like a blocked DP).

5LK
Standing Light Kick
5LK
SF6 JP 5lk.png
SF6 JP 5lk hitbox.png
Hitboxes Off
Hitboxes On

5LK
Standing Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 11 Sp SA 300 LH +3 -2
  • Hitbox is low enough to the ground to break Upper-Body armor (like Marisa's meterless parry)
  • Cancel Hitconfirm Window: 13f
  • Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)


Can't be chained into, and has less range than 5LP. Still useful for some specific punishes or mashing situations where 2LP lacks range, like frame trapping after a blocked 5HK at longer distance.

5MK
Standing Medium Kick
5MK
SF6 JP 5mk.png
SF6 JP 5mk hitbox.png
Hitboxes Off
Hitboxes On

5MK
Standing Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 3 19 Sp SA 600 LH +3 -3
  • Cancel Hitconfirm Window: 15f


1f slower, but farther reaching than 2MP which generally makes this button JP's main special cancelable button in neutral. It can be especially threating off Drive Rush and has the same enders as 2MP for combos. One of JPs normals with the most pushback on block, which makes it particularly safe and useful for pressure. Uniquely, when 5MK is special canceled it also moves JP forward.

5HK
Standing Heavy Kick
5HK
SF6 JP 5hk.png
SF6 JP 5hk hitbox.png
Hitboxes Off
Hitboxes On

5HK
Standing Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 4 17 TC 800 LH +7 +2
  • Whiffs on crouchers at farther ranges
  • Cancel Hitconfirm Window: 18f (TC)


A very strong heavy kick that has many uses for JP. It's great on block as it goes into a cancelable target combo and is +2 on block, letting you mix in a frame trap with 2LP or 5LK. It's also his best combo starter as it links into 2MP (or the 5HP target combo if you're too far away). Fast enough to work after jump-ins or Drive Impact crumples. It's also a usable anti-air for jumps-ins that might make 2HP or 6HK whiff, though it has less reward than 6HK in those situations.


Crouching Normals

2LP
Crouching Light Punch
2LP
SF6 JP 2lp.png
SF6 JP 2lp hitbox.png
Hitboxes Off
Hitboxes On

2LP
Crouching Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 2 11 Chn Sp SA 300 LH +4 -1
  • Chains into 5LP/2LP/2LK
  • Cancel Hitconfirm Window: 12f
  • Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)


JP's fastest attack, good for contesting the opponent's blockstrings. Can combo into LP Stribog. After a Punish Counter for -4 attacks, can combo into 2MP.

2MP
Crouching Medium Punch
2MP
SF6 JP 2mp.png
SF6 JP 2mp hitbox.png
Hitboxes Off
Hitboxes On

2MP
Crouching Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 4 14 Sp SA 600 LH +6 -2
  • Cancel Hitconfirm Window: 16f


Great mid-range poke, and the least committal of JP's mediums thanks to low recovery, on top of being safe against Drive Impact. A bit stubbier than 5MK, but the faster speed and the good disjoint will help in some situations. Links into itself, 5MK or 4MP if you can score a Counter-hit in neutral and aren't too far, but can't link into anything if you hit at the tip. Its hitbox is also high enough to sometimes work as an anti-air, though this isn't very reliable or rewarding.

If you Counter an aerial move (like Ken's Dragonlash), you can juggle 5HP and combo from there. This only applies to grounded moves, and not jump-ins.

2MP is also an important combo tool for JP, as it can link from 5HK and then cancel into MP Stribog (except at maximum range where it falls out, in that case use LP Stribog). It can also be Drive Rush canceled into 2HP for HP Stribog combos.

2HP
Crouching Heavy Punch
2HP
SF6 JP 2hp.png
SF6 JP 2hp hitbox.png
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2HP
Crouching Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 6 20 Sp SA 800 LH +1 -6
  • Anti-Air Invuln: 6-14f (Head/Arm)
  • Forces stand on hit
  • Cancel Hitconfirm Window: 20f


JP's main anti-air, with a good vertical hitbox and some disjoint at the tip. Has a dead zone behind JP making it vulnerable to cross-ups and some close jumps. In those situations, try to use j.LP or air throw.

Special-cancelable, allowing for potential setups or mixups after anti-airing: Cancels to Torbalan can mixup your opponent or provide advantage on block (safe to Drive Impact but can be interrupted by some supers), fake Torbalan is barely minus/advantageous after the reset and can bait reversals, Departure is riskier but more rewarding (OD Departure is around -4, unpunishable even with supers unless absolutely point blank). Embrace is the riskiest of the followups but can catch opponents looking for the other options.

Has the highest juggle potential of JP's normals, and will cause an aerial reset when used in combos. In the corner, JP can get unmashable high/low mixups if you hit 2HP very low and cancel into MK/HK Torbalan (or fake the projectile to bait reversals and Drive Parry/Impact)

If you get a Punish Counter against some aerial special moves like Dhalsim's Teleport or Cammy's Hooligan Combination, 2HP launches into a juggle that you can convert by Drive Rushing into 5HP > HP Stribog.

2LK
Crouching Light Kick
2LK
SF6 JP 2lk.png
SF6 JP 2lk hitbox.png
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2LK
Crouching Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 2 10 Chn 200 L +2 -2
  • Chains into 5LP/2LP/2LK
  • Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)


JP's fastest low, and your only way to chain multiple lows during pressure. Also good for catching opponents trying to walk out of pressure (such as when they are covered by an Amnesia bomb). The 6 frames of startup makes it harder to mash during your opponent's pressure, but it still useful for countering shimmy, which will happen often as your opponents attempt to bait OD Amnesia or Delay Tech.

2MK
Crouching Medium Kick
2MK
SF6 JP 2mk.png
SF6 JP 2mk hitbox.png
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2MK
Crouching Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 3 17 - 700 L +3 -3


Fantastic neutral poke. First, it's a low with great range as it moves you forward during the animation. Secondly, it gives good reward on Counter-hit (links to 5LK) and Punish Counter (links to 2MP). Not cancelable, making it a bit vulnerable to early Drive Impacts, though this is a risky read for your opponent.

Using it after Drive Rush improves it to +1 on block and +7 on hit making it one of JP's best buttons out of Drive Rush, and your best way to start a combo from a low.

2HK
Crouching Heavy Kick
2HK
SF6 JP 2hk.png
SF6 JP 2hk hitbox.png
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2HK
Crouching Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 3 21 - 900 L HKD +27 -6
  • Counter-hit/Punish Counter: +48 HKD
  • Has a small juggle potential: Will work after Triglav or OD Torbalan in the corner


Relatively short range (even shorter than 2MK), but compensates by being much safer on block than most sweeps. Difficult for most characters to punish unless done at close range.


Jumping Normals

j.LP
Jumping Light Punch
j.LP
SF6 JP jlp.png
SF6 JP jlp hitbox.png
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j.LP
Jumping Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 10 3 land - 300 H +8(+9) +4(+5)

JP's fastest air attack alongside air throw if you're not sure your other air-to-airs will be fast enough.

j.MP
Jumping Medium Punch
j.MP
SF6 JP jmp.png
SF6 JP jmp hitbox.png
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j.MP
Jumping Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 3 3 land - 700 H +12(+13) +8(+9)
  • Whiffs on crouching opponents


JP's longest air-to-air, useful for distant air-to-airs and after neutral jumps to poke at opponents standing normals or special moves (like fireballs).

j.HP
Jumping Heavy Punch
j.HP
SF6 JP jhp.png
SF6 JP jhp hitbox.png
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j.HP
Jumping Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 5 3 land - 800 H +9(+15) +5(+11)
  • Causes spike knockdown vs. airborne opponents on Counter-hit/Punish Counter


j.LK
Jumping Light Kick
j.LK
SF6 JP jlk.png
SF6 JP jlk hitbox.png
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j.LK
Jumping Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 8 3 land - 300 H +4(+10) +1(+7)
  • Can hit cross-up
  • Can hit as a fuzzy instant overhead

This simple kick is one of your most versatile air normals for pressure: It works great as a jump-in after a Teleport, can crossup from Teleport, allows fuzzy overhead setups with OD Portals, punishes Delay Tech when covered by a portal or reset combos during Level 2.

j.MK
Jumping Medium Kick
j.MK
SF6 JP jmk.png
SF6 JP jmk hitbox.png
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j.MK
Jumping Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 6 3 land - 600 H +9(+13) +5(+9)

Has worse range but better rewards for air-to-airs than j.MP thanks to the juggle state giving good Okizeme, but mainly a combo tool during OD Departure combos.

j.HK
Jumping Heavy Kick
j.HK
SF6 JP jhk.png
SF6 JP jhk hitbox.png
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j.HK
Jumping Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 6 3 land - 800 H +9(+15) +5(+11)
  • Hurtbox extends 1f before hitbox becomes active

JP's best air normal. The massive hitbox covers both air and ground approaches and works great for both jump-ins, retreating jumps and Teleports if you manage to avoid moves with high recovery.

Do note that it won't link to 5HK on normal hit if you land it too high up, so be ready to follow up with 4MP in those situations.


Command Normals

4MP
Grom Strelka
4MP
SF6 JP 4mp.png
SF6 JP 4mp hitbox.png
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4MP
Grom Strelka 1
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 3 16 Sp SA TC 500 LH +5 -1
  • Cancel Hitconfirm Window: 17f / 23f TC


Short range strike that's disjointed and can be confirmed into a target combo with 5MP. Situational alternative to 5MK that trades range for disjoint making it a safer poke and more suited to beat advancing moves or other disjoints. The Target Combo also allows for easiers hitconfirms.

6MK
Guillotinna
6MK
SF6 JP 6mk.png
SF6 JP 6mk hitbox.png
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6MK
Guillotinna
Startup Active Recovery Cancel Damage Guard On Hit On Block
22 2 19 - 700 H +3 -3

Safe on block overhead. On top of the universals combos on Counter-Hit or out of Drive Rush, JP has a lot of ways to setup combos from his overhead with Amnesia's bomb or Departure's followup

3HP
Malice
3HP
SF6 JP 3hp.png
SF6 JP 3hp hitbox.png
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3HP
Malice
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 3 31 - 900 L HKD +17 -14
  • Counter-hit/Punish Counter: HKD +39


Long-range sweep with the cane. Great range, but slow and unsafe unless you cover yourself with Departure/Amnesia. A good tool against people trying to shimmy you or back walk out of pressure.

6HK
Bylina
6HK
SF6 JP 6hk.png
SF6 JP 6hk hitbox.png
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6HK
Bylina
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 2,4 24 Sp SA (2nd) 300,600 LH KD +38 -5(-8)
  • Cancel Hitconfirm Window: 34f


Two-hit launching kick. Your main combo starter in the corner, either raw (goes into HP Striborg) or after a Drive Impact wallsplat (MP Striborg).

Doubles as an anti-air for distant jumps with great reward as it keeps the opponents juggled and cancels, allowing it to combo into Triglav.


Target Combos

4MP~MP
Grom Strelka
4MP~MP
SF6 JP 4mp mp.png
SF6 JP 4mp mp hitbox.png
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4MP~MP
Grom Strelka 2
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 3 20 Sp SA 500 LH +3 -6
  • Cancel Hitconfirm Window: 16f (single hit) / 46f (full TC)


Special-cancelable target combo. Has a bit more hitstun than 2MP/5MK, allowing it to combo into Triglav or LK Torbalan for corner juggles.

5HK~HP~HP/HK
Zilant
5HK~HP~HP/HK
SF6 JP 5hk hp.png

SF6 JP 5hk hp hp.png

SF6 JP 5hk hp hk.png
SF6 JP 5hk hp hitbox.png

SF6 JP 5hk hp hp hitbox.png

SF6 JP 5hk hp hk hitbox.png
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5HK~HP
Zilant
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 3 20 Sp SA TC 500 LH +3 -3
  • Special Cancel Hitconfirm Window: 18f (single-hit) / 51-54f (full TC)
  • TC Cancel Hitconfirm Window: 21f (single-hit) / 54-57f (full TC)

A target combo that does everything you could ask it to. It is safe on block, cancels, easy to hit confirm in neutral, and has mixups attached to it.

Canceling into MP Stribog frame traps everything that's isn't invincible but is unsafe on block, while canceling into Triglav trades with 4 frame attacks but leaves you so plus that you will have the time to setup Departure and still be advantageous.

If the opponents decides to block/parry the followup, you can cancel into Embrace to surprise them.

Finally, as the target combo is only -3, you can end it with no followup to bait DPs and Drive Impacts.

5HK~HP~HP
Zilant High
Startup Active Recovery Cancel Damage Guard On Hit On Block
21 3 22 - 1000 H +3 -4

Overhead followup. Loses to mash.

5HK~HP~HK
Zilant Low
Startup Active Recovery Cancel Damage Guard On Hit On Block
21 3 22 - 1000 L +3 -4

Low followup. Loses to mash.

You can substitute the overhead and low followups with cancels to MK or HK Torbalan. Torbalan mixups leave the same gap on block, but have better reward on hit (allowing combos in the corner without counter-hit), are safe to Drive Impact unlike the built-in followups, and being projectiles, they can beat some reversal level 1 (useful for characters without an OD reversal) or JP's OD parry if the opponent tries to reversal the mixup. The built-in followups are safer on block but still punishable (-4 for the followups, -8 for Torbalan).


Throws

Forward Throw (LPLK)
Forward Throw
LPLK
SF6 JP lplk.png
SF6 JP lplk hitbox.png
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LPLK
Ravina
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +24 -
  • Punish Counter: HKD +24
  • Applies 40% damage scaling to next hit when beginning a combo (into SA2/Departure/OD Amnesia)
  • Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)


JP has access to a corner throw loop without walking or dashing, but it must be manually timed.

JP can combo out of Forward Throw with either SA2 or a Departure spike. To land this juggle, JP must throw immediately after setting up a Departure portal or after activating SA2. In the corner it's also possible for the opponent to block 1 hit of SA2 before getting thrown and juggled by the last hit, but this is very precise. The 2nd OD Amnesia bomb can also juggle after a throw, but it doesn't lead to any further damage.

Back Throw (4LPLK)
Back Throw
4LPLK
SF6 JP 4lplk.png
SF6 JP lplk hitbox.png
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4LPLK
Uragan
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +36 -
  • Side switch
  • Punish Counter: HKD +36
  • Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)
  • No additional scaling if opponent is juggled into SA2/Departure/OD Amnesia (throw does 0 damage in this case)


JP throws the opponent nearly a full screen away; after throwing the opponent back into the corner, he can dash to get strike/throw oki at +14.

Just like Forward Throw, it's possible to juggle into SA2 or a Departure spike, and can even juggle into the 2nd bomb of OD Amnesia with a true follow-up combo. When this happens, the throw itself does 0 damage; this is great for scaling purposes when throwing the opponent back into the corner, where JP can follow up with further juggles. Midscreen, a combo after back throw is fairly useless; the Departure spike does less damage than just letting the throw play out on its own and has no follow-up, and an immediate SA2 into throw doesn't even juggle (JP must throw after the first projectile is blocked).

Air Throw (LPLK Air)
Air Throw
LPLK (air)
SF6 JP jlplk.png
SF6 JP jlplk hitbox.png
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j.LPLK
Tornado
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 3 land - 1200 (2040) T KD +32 -
  • Side switch
  • Punish Counter: HKD +32


Jump back air throw is a good anti-air against close jumps and cross-ups that could make 2HP whiff. Midscreen, this leads to very weak oki; it's better to just set up a Departure or throw a projectile. If throwing the opponent backwards into the corner, it's possible for JP to force some real oki.


Drive System

Drive Impact (HPHK)
Drive Impact
HPHK
SF6 JP hphk.png
SF6 JP hphk hitbox.png
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HPHK
Espada
Startup Active Recovery Cancel Damage Guard On Hit On Block
26 2 35 - 800 LH KD +35 / Wall Splat KD +65 -3 / Wall Splat HKD +72

See Drive Impact

When canceled from a normal, these are the important blockstring gaps; a gap of N will trade with an N-frame startup attack; [] = Burnout

  • 6HK: 5[1]
  • 5HP: 6[2]
  • 2HP: 7[3]
  • 5HK~5HP: 8[4]
  • 4MP: 9[5]
  • 5MK, 4MP~MP: 10[6]
  • 2MP: 14[10]
  • Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters

Drive Reversal (6HPHK)
Drive Reversal
6HPHK (in blockstun)
SF6 JP 6hphk.png
SF6 JP 6hphk hitbox.png
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6HPHK
Exilio (Block)
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 3 26(31) - 500 recoverable LH KD +23 -6

See Drive Reversal

  • Full Invuln: 1-22f; Armor Break

Drive Parry (MPMK)
Drive Parry
MPMK
SF6 JP mpmk.png
SF6 JP mpmk hitbox.png
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MPMK
Drive Parry
Startup Active Recovery Cancel Damage Guard On Hit On Block
1 12 or until released 33(1)(11) - - - - -

See Drive Parry

  • Perfect Parry has only 1f recovery, and disables the opponent from canceling their attack
  • Perfect Parry vs. projectiles puts you into a fixed 11f recovery

Drive Rush (66)
Drive Rush
66
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Lua error in Module:MoveDataParser at line 117: attempt to index field '?' (a nil value).
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                  No results

See Drive Rush. Frame data shown in (parentheses) refers to Parry Drive Rush.

  • Distance:
    • 0.525 (min, cancel into immediate Throw)
    • 1.857 (min, earliest blocking/movement frame)
    • 3.628 (max, final DR frame)
  • See Strategy page for Blockstring Gaps and Combo Routes


Special Moves

Triglav (22P)
Triglav
22P
SF6 JP 22p.png
"Pierce!"

SF6 JP 22pp.png
"Break through!" - colors used for clarity, does not reflect actual game
SF6 JP 22p hitbox.png
"Pierce!"

SF6 JP 22PP hitbox.png
"Break through!" - colors used for clarity, does not reflect actual game
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22P
Triglav
Startup Active Recovery Cancel Damage Guard On Hit On Block
22 10 24 SA3 800 LH KD +44 -2
  • Counts as a projectile
  • Cancel Hitconfirm Window: 17f (Super)

JP summons a spike from the ground, with the button used determining the location.

Important zoning tool: First, it's a great way to force opponent to sit still after blocking Torbalan or Departure's followup, which are highly plus when done from fullscreen. It will catch them jumping or dashing, forcing them to walk and block or wait for the spike to come out before acting. It's also great for anti-zoning as it will ignore your opponent's fireball and strike them directly, at the price that you will trade with their fireball instead of nullifying it, which can be a viable strategy if you have life lead. Also works as a full-screen check against characters that might try to use the distance for setups (like Ryu's Denjin Charge).

The best counter-play to Triglav is to attempt to perfect parry and punish with either a fast traveling move (Spiral Arrow, Blanka Ball) or with Drive Rush into a fast normal.

Triglav is also an important combo tool for JP. The spikes launch the opponent into a juggle state, and have juggle potential themselves. On regular grounded hit, you can only land 2HP or level 1 in the corner. But on a high air connect, you can land a second spike anywhere on screen. The importance of Triglav comes in completing launch combos for JP, such as after an HP Stribog wall bounce, after an enemy has been hit by Departure's followup and many of JP's other launches.

22PP
Triglav
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 10,10 14 SA2 SA3 500x2 LH KD +53(+50) +3
  • Cancel Hitconfirm Window: 19f (Super)

JP summons two spikes. The button combination determines the location, with LP+MP using the LP location, LP+HP using the MP location and MP+HP using the HP location.

Hits two times, useful for single-hit armored moves that might beat regular Triglav, and is also plus on block allowing for pressure reset if you cancel it from a heavy normal or the 4MP target combo. On hit, the juggle state is a little more limited as you can't land 2HP anymore but can still juggle SA1.

Stribog (236P)
Stribog
236P
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236LP
Stribog
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 3,3 28 SA3 300,700 LH KD +38 -10
  • First hit counts as a strike, the 2nd hit as a projectile.
  • Cancel Hitconfirm Window: 27f (Super); 11f if only projectile hits

JP swipes his cane in front of him, sending his opponent away on hit. LP and MP are both combo enders, and can confirm into level 3.

Midscreen, your opponent is thrown far enough that you can setup Departure without too much risk, but in the corner your opponent will be able to interrupt you.

236MP
Stribog
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 3(1)3 27 SA3 400,800 LH KD +42 -8
  • First hit counts as a strike, the 2nd hit as a projectile.
  • Puts opponents into a limited juggle state on hit
  • Cancel Hitconfirm Window: 30f (Super); 13f if only projectile hits

On a cornered opponent, you can follow MP Stribog with 2HP or SA1.

236HP
Stribog
Startup Active Recovery Cancel Damage Guard On Hit On Block
28 3(9)3 19 SA3 300,500 LH KD +67(+87) +4
  • First hit counts as a strike, the 2nd hit as a projectile.
  • Cancel Hitconfirm Window: 31f (Super); 6f if only projectile hits

HP Stribog wall bounces and acts as a combo extender. This version is way slower and won't combo from any normal on normal grounded hit. To land it, you have to use a Drive Rush heavy, or juggle into it after 6HK in the corner.

As it is plus on block, you can use it to reset pressure on opponents that respects you too much, but keep in mind that any cancel into HP Stribog outside of burnout leaves at least 6-frames gaps for your opponent to attack.

236PP
Stribog
Startup Active Recovery Cancel Damage Guard On Hit On Block
19 3(6)3 22 SA2 SA3 (1st) 600,400 LH KD +56(+72) +2
  • First hit counts as a strike, the 2nd hit as a projectile.
  • Cancel Hitconfirm Window: 39f (Super); 17f if only projectile hits

Faster than the HP version, allowing it to combo after heavies or the 4MP target combo. It still wall bounces, but not as long as HP Stribog, which makes the followups a bit more limited.

Still plus on block, but unlike OD Triglav doesn't true string from heavies, however the gap is small enough that anything that isn't invincible will get countered.

Departure (214P)
Departure
214P
SF6 JP 214p.png
"Now observe."
SF6 JP 214p hitbox.png
"Now observe."
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214P
Departure
Startup Active Recovery Cancel Damage Guard On Hit On Block
50+100 [10] 50 total - 800 LH KD ~ -
  • Portal placement depends on button strength (LP close, MP mid, HP far)
  • Portal disappears if JP is hit, or if portal disappears off-screen


JP places a mid-air portal that can be followed up with a teleport or a spike projectile. If no follow-up is input, it automatically performs a spike in the direction of the opponent. The portal cannot be placed beyond the corner of the screen, so in the corner there is no difference between strengths.

Useful for zoning, okizeme and mixups. Having Departure set up and close to your opponent forces them to respect JP's options, otherwise they risk being hit by the followup. However, Departure's animation is very long, and JP usually needs a knockdown to set it up safely. The automatic spike projectile will come out even if JP is blocking, making it risky for the opponent to attempt any offense besides a throw.

214PP
Departure
Startup Active Recovery Cancel Damage Guard On Hit On Block
40+70 [10(20)10] 40 total - 500x2 LH KD ~ -

OD Departure places two portals. The button combination determines where each portal is located, allowing for 3 possible placement configurations. In the corner, both portals will occupy the same space since they cannot be placed off-screen.

The spike follow-ups are always triggered from the closest summoned portal first, with a slight delay before the farther spike activates. The teleport follow-up travels to the closest portal if input with 214LP, or the farthest portal if input with 214MP.

Due to having 10 fewer frames of recovery, OD Departure is safer to set up in neutral or after knockdowns. The staggered double spike hit also gives more combo and mixup opportunities. Punish Counter 5HP can be canceled into OD Departure, leaving enough time for an extended combo follow-up. This gives JP a high damage punish and the opportunity to side switch with the LP+HP version.

Departure: Window (214P~214LP/MP)
Departure: Window
214P~214LP/MP
SF6 JP 214p 214lp mp.png
"Excuse me."

214P~214LP/MP
Departure: Window
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 [20] 16+3 land - - - - -
  • Full Invuln: 6-25f; Airborne 26-41f (Forced Knockdown state)


JP teleports to his portal, and can act out of it after reappearing in the air. Depending on the position of the portal, this can set up a left/right mixup or an empty jump into 2LK or throw. If the opponent has a strong horizontal attack like Sumo Headbutt or Blanka Ball, JP can use Departure: Window to reposition (though this is difficult to do on reaction).

If the opponent is attempting to parry projectiles like the Departure spikes, mixing up with the teleport allows JP to land and punish the parry recovery with a throw. It can also be used if you predict the opponent will throw their own projectile, giving JP a full jump-in punish from anywhere on the screen. There is a visual/audio cue to differentiate between teleport and spike, so opponents with decent reactions can hit JP out of the air if done predictably.

Departure: Shadow (214P~214HP)
Departure: Shadow
214P~214HP
SF6 JP 214p 214hp.png
"There."

214P~214HP
Departure: Shadow
Startup Active Recovery Cancel Damage Guard On Hit On Block
19(21) [10] 21 - 800 LH KD +58(+60) +9(+11)
214PP~214HP
OD Departure: Shadow
Startup Active Recovery Cancel Damage Guard On Hit On Block
19(21) [10(20)10] 21 - 500x2 LH KD +92 +39(+40)


Summons a spike projectile aimed diagonally downward toward the opponent regardless of which side they are on. The spike itself is identical to the version that triggers automatically, but since JP has to snap his fingers, he is less free to mix up the opponent with the spike covering his approach. However, the ability to mix up the timing of his various projectiles makes the manual spike activation a more potent zoning tool.

Opponents will find the spike difficult to avoid once JP has a portal set up at mid/long range. The threat of the spike projectile makes opponents want to parry more frequently, which can be exploited with a teleport instead. Because it's so hard to avoid, it becomes an invaluable tool for chipping away at the Drive gauge (or the HP gauge, if the opponent is in Burnout). If the spike is blocked, JP has enough frame advantage for a nearly guaranteed Triglav to chip away even further.

A stray hit with Departure: Shadow can be very rewarding to land due to its free juggle state; from certain ranges, JP can react with a Drive Rush 5HP for a high damage juggle sequence. Even at full screen, JP can simply juggle Triglav > SA3, or simply set up another Departure to continue zoning.

Torbalan (236K)
Torbalan
236K
SF6 JP 236lk.png
"Go!" - Mid, knocks down

SF6 JP 236mk.png
"Go!" - Overhead

SF6 JP 236hk.png
"Go!" - Low

SF6 JP 236kk.png
"To shreds!" - Extremely plus on block
SF6 JP 236lk hitbox.png
"Go!" - Mid, knocks down

SF6 JP 236mk hitbox.png
"Go!" - Overhead

SF6 JP 236hk hitbox.png
"Go!" - Low

SF6 JP 236kk hitbox1.png
"To shreds!" - Extremely plus on block
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Hitboxes On

236LK
Torbalan
Startup Active Recovery Cancel Damage Guard On Hit On Block
14+8 6 50 total SA3 800 LH KD +42~ -6~
  • Cancel Hitconfirm Window: 20f (Super)
236MK
Torbalan
Startup Active Recovery Cancel Damage Guard On Hit On Block
14+12 6 50 total SA3 1000 H +6~ -8~
  • Cancel Hitconfirm Window: 16f (Super, no combo at close range without CH/PC)
236HK
Torbalan
Startup Active Recovery Cancel Damage Guard On Hit On Block
14+12 6 50 total SA3 1000 L +6~ -8~
  • Can be feinted by holding down the button
  • Cancel Hitconfirm Window: 16f (Super, no combo at close range without CH/PC)

Torbalan is an unique projectile as it does not have a hitbox while traveling, but will instead "activate" upon contact with the opponent.

One of JP's core zoning tools, as they provide frame advantage when blocked at a distance which lets JP threaten with Triglav to enforce the plus frames. Once the opponent is scared of the spike, you can go for greedier things like Departure or another Torbalan. They are also essential in zoning wars to cancel out your opponent's projectiles.

Uniquely for projectiles, MK hits overhead while HK hits low, allowing JP to mixup his opponent from a distance. While slow when done from far away, the low property of HK can be used to prevent opponents from walking back out of pressure or making the threat of Departure Teleport into a jump normal harder to defend against, while MK's property as a high can disrupt opponents using a charge anti-air like Flash Kick looking to anti-air the teleport.

From up-close, they are a bit more efficient as raw mixup thanks to their ability to be canceled into from normals and their similar animations and startup sound, although any cancel outside of Drive Rush/Burnout will leave big mashable gabs. Those gaps can be made scarier to challenge thanks to LK Torbalan being fast enough to frame trap and Embrace being able to catch Parries and Drive Impacts.

On hit, LK Torbalan knocks enemies into a limited juggle state similar to the one of MP Stribog, while MK and HK leaves the opponent standing. Combos out of MK/HK are possible on regular hit but difficult outside of the corner as the pushback prevents JP's light from reaching unless they were used raw and point blank. On counter-hit, you can link 5MK and get a combo. At long-range, you can usually follow any version with Triglav.

Due to their nature of only activating once close, a big counter-play to Torbalan is rapid forward movement, be it from special moves (Ken's Dragonlash), Drive Rushes (Dee Jay) or even dashes (Juri). If the opponents passes through Torbalan too fast, it will miss and leave JP punishable.

236KK
Torbalan
Startup Active Recovery Cancel Damage Guard On Hit On Block
22 6(14)6 50 total SA2 SA3 (1st) 400x2 LH KD +66~ +25~

OD Torbalan is a great way to either force JP's turn, with great advantage on block up-close, or to win fireball wars thanks to going through meterless ones. If the opponent respects it from a distance, you can usually get away with summoning Departure. It's also fast enough to frame trap from heavy buttons and resets pressure on block. On hit, can be followed up anywhere with Triglav or SA1 when close.

Embrace (214K)
Embrace
214K
SF6 JP 214k.png
"Shall we?"

SF6 JP 214kk.png
"Prepare!"
SF6 JP 214k hitbox.png
Hitboxes Off
Hitboxes On

214K
Embrace
Startup Active Recovery Cancel Damage Guard On Hit On Block
26~ 3 44 - 1800 (2070) T HKD +18 -
  • Counts as a strike: However it will still dissipate on contact with other projectiles, so it will rather confusingly lose to strike-invuln moves rather than projectile-invuln moves. Will beat JP's own OD Amnesia.
  • Cannot be performed while Departure is active

JP summons a clone that will go full screen and grab a grounded opponent. On top of adding an additional layers to JP's zoning that opponents need to be constantly aware of, preventing them from reaction blocking/parrying, it allows JP to counter universal options against Torbalan and Triglav, such as Drive Parries on reaction, or Drive Impacts. Just like Torbalan, the hitbox is not present until the clone makes contact with the opponent.

At close range, it's slow for a command grab, but the threat of being able to cancel into it from any normal that could cancel to safe frame traps or high/low mixups, while having similar visuals to Torbalan, can make it a viable option if used sparingly. Leaves at least 6-frames gap when canceled into, however using Drive Rush/Burnout 5HP into Embrace becomes a frame trap.

214KK
Embrace
Startup Active Recovery Cancel Damage Guard On Hit On Block
26~ 3 44 - 2600 (2990) T HKD +18 -
  • Can absorb non-OD projectiles

OD Embrace has some extra damage and can go through opponents projectiles for more reward than OD Torbalan (although punishing fireballs with it is harder due to the slower speed). Otherwise has similar speed and knockdown advantage.

Amnesia (22K)
Amnesia
22K
SF6 JP 22k.png

SF6 JP 22kk.png
SF6 JP 22k hitbox.png
Hitboxes Off
Hitboxes On

22K
Amnesia
Startup Active Recovery Cancel Damage Guard On Hit On Block
3 18 35(17) - - - - -
  • Counters any physical attack (not projectiles) from frame 3 onward. Loses to throws.
  • 17f of recovery on successful counter

JP takes a pose, and will counter any attack while he is glowing. If Amnesia successfully catches an attack, JP will place a bomb behind him that tracks enemies and explodes after a certain moment. The frame advantage after a parry heavily depends on the attack that was countered. Mediums attacks usually won't give enough frame advantage to punish but still leave JP in an advantageous position, while Heavies can often be punished with light or mediums. Drive Impacts leave JP +19 allowing for 5HP punishes. Be careful, as light will leave you at disadvantage while jump-ins makes you punishable on catch.

When used mid-screen, JP will take a big step back after a catch, which makes optimal punishes harder (5HP will usually not reach unless the move had very high recovery). 2MK or 5MP are your best moves post-counter to knock your opponent into the bombs. When JP has his back to the corner, punishes are way easier

22KK
Amnesia
Startup Active Recovery Cancel Damage Guard On Hit On Block
1 20 35(17) - - - - -
  • Counters physical attacks AND throws from frame 1.
  • 17f of recovery on successful counter

OD Amnesia is a true reversal that is frame 1 and will work on throws, making it very useful on wakeup and in any telegraphed blockstring gaps. This version also leaves two bombs behind. Keep in mind that this will still lose to projectiles, so a wary opponent can still meaty a fireball and stuff your counter.

Being a parry rather than an invincible attack has its pros and cons. If you parry an attack with a particularly high recovery, JP's reversal damage can greatly exceed the one usually seen on other OD reversals. On the other hand, damage isn't always guaranteed either due to spacing or attacks not having enough recovery, forcing JP to try to mixup his opponent if he wants to get damage off of his reversal.

22K (Bomb)
Amnesia Bomb
Startup Active Recovery Cancel Damage Guard On Hit On Block
59 10 - - 800 LH KD ~ -
  • Puts opponents into a free juggle state on hit
  • Doesn't go away if JP is hit
  • Applies 15% damage scaling to 3rd hit when beginning a combo; applies 15% immediate damage scaling when comboed into

Almost uncontestable tools which allow JP to setup whatever he wants as long as they are on the opponent and outside of throw or super range. If the opponent attempts to OD Reversal out, the bomb will usually hit them after their invincibility end and give a free combo to JP.

The only real way of going around the bombs is to use an attack with a cinematic, such as any throw/command grab, or a level 3.

22KK (Bomb)
Amnesia Bomb
Startup Active Recovery Cancel Damage Guard On Hit On Block
59 10(32)10 - - 600x2 LH KD ~ -
  • Puts opponents into a free juggle state on hit
  • Doesn't go away if JP is hit
  • Applies 15% damage scaling to 3rd hit when beginning a combo; applies 15% immediate damage scaling when comboed into

Two bombs instead of one, the first one explodes at the same time the regular one would while the second one is delayed. This allows JP to combo out of his throw if used immediatly after the counter.


Super Arts

Level 1 Super (236236P)
Chornobog
Level 1 Super Art
236236P
SF6 JP 236236p.png
SF6 JP 236236p hitbox1.png
SF6 JP 236236p hitbox2.png
Hitboxes Off
Hitboxes On

236236P
Chornobog
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 14,1~ 62 - 400,1600 (2000) LH KD +22(+32) -33(-23)
  • Strike/Throw Invuln: 1-10f; Armor Break
  • Depletes 1/2 Drive bar from opponent on hit
  • 30% minimum damage scaling
  • Both hits count as a projectile


Chornobog is a solid Level 1 reversal, sending off a projectile full-screen on the 2nd hit. It can go through and punish some slower fireballs (like JP's own Torbalan). The vertical hitbox isn't that great and will whiff on a lot of neutral jumps.

Has some of the highest juggle potential of JP's move, and can be used at the end of most of his launches for extra damage.

Level 2 Super (214214P)
Lovushka
Level 2 Super Art
214214P
SF6 JP 214214p.png
SF6 JP 214214p hitbox1.png
SF6 JP 214214p hitbox2.png
SF6 JP 214214p hitbox3.png
SF6 JP 214214p hitbox4.png
Hitboxes Off
Hitboxes On

214214P
Lovushka
Startup Active Recovery Cancel Damage Guard On Hit On Block
1 - 12 - 500x4 (2000) LH,H,L,H - -
  • Full Invuln: 1f (until freeze); Armor Break
  • Summons four 1-hit projectile clones with Super priority (disappears if JP is hit)
    • Total startup of each projectile: 29f / 66f / 103f / 140f
  • JP cannot use Torbalan or Embrace while active
  • Depletes 1/4 Drive bar from opponent for each clone hit (up to 1 bar total)
  • 40% minimum damage scaling (applies to projectile clones only)
  • Applies 25% damage scaling to 3rd hit when beginning a combo (100/100/55...)
  • Applies 25% immediate damage scaling when comboed into


JP summons 4 projectile clones that track the opponent's location, attacking one at a time. Great as a combo extender or to start pressure from anywhere on the screen. The invincibility only lasts until the Super freeze, so it shouldn't be used as a defensive option.

The projectiles always have the same attack pattern and must be blocked in the order: Low/High > High > Low > High. On block or parry, there is a 17 frame gap between each projectile; this allows JP to threaten the opponent with a throw, which prevents the opponent from simply holding parry to avoid the mixup. Depending on the timing, a throw can even combo into one of the clones, allowing a (heavily scaled) follow-up juggle. The blockstring gaps give the opponent an opportunity to counter with an invincible reversal, but JP can use other moves to extend the blockstun and prevent this.

The game does not allow simultaneous Low and Overhead hits to break the opponent's guard, so there are no true unblockable setups with this Super. However, even a 1 frame difference between hits will require the opponent to block both in the proper direction. Combining an overhead projectile with 2LK/2MK or a low projectile with 6MK creates a "pseudo-unblockable" sequence. While parry can block both directions, the opponent cannot activate their parry if they are already stuck in blockstun.

The 4 projectiles all combo into each other on hit, allowing JP to add a few strong hits of his own before the Super ends or reposition for optimal screen position. He is locked out of any other ghost projectile specials (236K/214K) for the duration of the Super, but can still set up Departure portals for increased damage or a tricky reset.

Level 3 Super (236236K)
Interdiction
Level 3 Super Art
236236K
SF6 JP 236236k.png

SF6 JP 236236k(ca).png
CA version grants 500 extra damage
SF6 JP 236236k hitbox.png
Travels across the screen
Hitboxes Off
Hitboxes On

236236K
Interdiction
Startup Active Recovery Cancel Damage Guard On Hit On Block
18 6 62 - 4000 LH HKD +23 -50
  • Strike/Throw Invuln: 1-23f; Armor Break
  • Depletes 1.5 Drive bar from opponent on hit
    • Cinematic time regenerates ~1.8 Drive bars for JP
  • 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves
236236K
Interdiction (CA)
Startup Active Recovery Cancel Damage Guard On Hit On Block
18 6 62 - 4500 LH HKD +44 -50
  • Strike/Throw Invuln: 1-23f; Armor Break
  • Available at 25% HP or below
  • Depletes 2 Drive bar from opponent on hit
    • Cinematic time regenerates ~2.2 Drive bars for JP
  • 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves


JP teleports to the opponent's location, allowing combo conversions from full screen or a projectile punish with good reactions. The attack can whiff if the opponent is too high in the air, like after a HP Stribog wall bounce. The startup is quite slow, making it risky as a reversal option; SA1 is the better Super reversal unless the opponent is using a meaty projectile.

The Critical Art version has the same knockdown advantage as his regular SA3, but leaves JP and the opponent a full screen apart after the cinematic.


Taunts

Neutral Taunt (5PPPKKK)
Neutral Taunt
5PPPKKK
SF6 JP 5pppkkk.png
"Is... something the matter?"

5PPPKKK
Neutral Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
220 (total) - - - - - - -

Forward Taunt (6PPPKKK)
Forward Taunt
6PPPKKK
SF6 JP 6pppkkk.png
"Do you need to take a rest?"

6PPPKKK
Forward Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
395 (total) - - - - - - -

Back Taunt (4PPPKKK)
Back Taunt
4PPPKKK
SF6 JP 4pppkkk.png
"Is this fight not what you wanted?"

4PPPKKK
Back Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
202 (total) - - - - - - -



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