Street Fighter 6/JP

From SuperCombo Wiki


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)
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
    • Auto-hitconfirm if opponent is hit by the 2nd light in the string
  • 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

Normals

Standing Normals

5LP
Standing Light Punch
5LP
SF6 JP 5lp.png

5LP
Standing Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 3 10 Chn Sp SA 300 LH +4 -2

5MP
Standing Medium Punch
5MP
SF6 JP 5mp.png

5MP
Standing Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 3 21 - 700 LH +1 -6

5HP
Standing Heavy Punch
5HP
SF6 JP 5hp.png

5HP
Standing Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 2 22 Sp SA 800 LH +3 -3

5LK
Standing Light Kick
5LK
SF6 JP 5lk.png

5LK
Standing Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 11 Sp SA 300 LH +3 -2

5MK
Standing Medium Kick
5MK
SF6 JP 5mk.png

5MK
Standing Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 3 19 Sp SA 600 LH +3 -3

5HK
Standing Heavy Kick
5HK
SF6 JP 5hk.png

5HK
Standing Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 4 17 TC 800 LH +7 +2

Crouching Normals

2LP
Crouching Light Punch
2LP
SF6 JP 2lp.png

2LP
Crouching Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 2 11 Chn Sp SA 300 LH +4 -1

2MP
Crouching Medium Punch
2MP
SF6 JP 2mp.png

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

2HP
Crouching Heavy Punch
2HP
SF6 JP 2hp.png

2HP
Crouching Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 6 20 Sp SA 800 LH +1 -6

2LK
Crouching Light Kick
2LK
SF6 JP 2lk.png

2LK
Crouching Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 2 10 Chn 200 L +2 -2

2MK
Crouching Medium Kick
2MK
SF6 JP 2mk.png

2MK
Crouching Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 3 17 - 700 L +3 -3

2HK
Crouching Heavy Kick
2HK
SF6 JP 2hk.png

2HK
Crouching Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 3 21 - 900 L HKD +27 -6

Jumping Normals

j.LP
Jumping Light Punch
j.LP
SF6 JP jlp.png

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)

j.MP
Jumping Medium Punch
j.MP
SF6 JP jmp.png

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)

j.HP
Jumping Heavy Punch
j.HP
SF6 JP jhp.png

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)

j.LK
Jumping Light Kick
j.LK
SF6 JP jlk.png

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)

j.MK
Jumping Medium Kick
j.MK
SF6 JP jmk.png

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)

j.HK
Jumping Heavy Kick
j.HK
SF6 JP jhk.png

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)

Command Normals

Target Combos

Universal Mechanics

Throws

Forward Throw (LPLK)
Forward Throw
LPLK
SF6 JP lplk.png

LPLK
Ravina
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +24 -

Back Throw (4LPLK)
Back Throw
4LPLK
SF6 JP 4lplk.png

4LPLK
Uragan
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +36 -

Drive Moves

Drive Impact (HPHK)
Drive Impact
HPHK
SF6 JP hphk.png

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.

Drive Reversal (6HPHK)
Drive Reversal
6HPHK (in blockstun)
SF6 JP 6hphk.png

6HPHK
Exilio (Block)
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 3 26(31) - 500 recoverable LH KD +23 -6

Armor Break; See Drive Reversal.

Drive Parry (MPMK)
Drive Parry
MPMK
SF6 JP mpmk.png

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 Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery.

Drive Rush (66)
Drive Rush
66
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See Drive Rush. Framedata shown in parentheses refers to the Drive Rush version used from a Parry.

Taunts

Neutral Taunt (5PPPKKK)
Neutral Taunt
5PPPKKK
SF6 JP 5pppkkk.png
""

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
""

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
""

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

Special Moves

Move Name (236P)
Placeholder
236P
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Super Arts

Level 1 Super (236236P)
Level 1 Super Art
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             No results

Level 2 Super (214214P)
Level 2 Super Art
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             No results

Level 3 Super ()
Level 3 Super Art
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).
CA version grants 500 extra damage

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No results


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