Street Fighter 6/JP/Strategy

From SuperCombo Wiki


Neutral

midrange/close

JP does surprisingly well at this range except vs a few characters who have faster buttons than him. The main neutral pokes JP may want to use are neutral jump j.MP, 5MP, 2MK, 5MK, 5HP, and 5HK. Each one has it's strengths and weaknesses. The overall weakness is the strength of special cancels from his moves. Most of these when special canceled can be Drive Impacted(DI), jabbed, or jumped. The goal is to make it difficult for the opponent to pick up on the correct option to use in these situations.

neutral jump j.MP

Can be good to gauge what the opponent will do. Certain characters with fantastic anti airs can anti air at range but most will have to decide on what they want to do. From there JP needs to see what options they take and go from there. If opponent gets closer throwing out j.MP is good. If they will be outside of grounded range when he lands it is good to keep in mind what option JP should do once he lands. overall the main strength of this is seeing what options your opponent will take with the weakness of it being possible to be anti aired or crouched

5MP

Fantastic reacting neutral poke. Hits extremely far but is prone to Drive impact.

2MK

Great low poke even though it is not special cancelable. Can combo on counter hit and generally can DI back and DI's unless opponent performed DI very early during startup. On hit leaves JP fairly plus and allows for him to threaten with other buttons such as 5MK and 5HP. This move does move JP forward which is great on hit but less so on on block. Even still on block certain characters may be out of range to follow up or make predictable attacks to be easily Perfect Parried.

5MK

surprisingly far hitting normal that can check opponents approaching. Somewhat low recovery and low hitbox makes it really good vs Marisa.

5HK

This move is best used in neutral as it's much easier to hit standing opponents with this move. It allows for going into 5HK~5HP target combo which has pretty good followup options on block and goes into combos on hit.

Fullscreen

This situation is great for JP as he is able to setup his zoning with clones, and spikes. Generally this will most often occur after opponent gets hit by 22P or 236P. If possible JP wants to setup Departure(214P) as it makes getting closer to JP difficult for the opponent.

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
backdash > 5MK > 236LP > DR 5HK(+6) or DR 2MK(+1) backdash > 5MK > 236LP > 214P(auto) > 5HP > 236KK > 22P backdash to try and bait throw
4MP~MP > 236LP (DR 6MK) 4MP~MP > 236LP > 214P(auto) > 5HP > 236KK > 22P Allows for JP to be plus enough to setup a Drive rush 6MK while adding multiple small frame traps


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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