input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard | Cancel | Hitconfirm |
---|---|---|---|---|---|---|---|---|---|---|
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard | Cancel | Hitconfirm |
5LP | 300 | 6 | 3 | 10 | 18 | +4 | -2 | LH | Chn Sp SA | 13 |
5MP | 700 | 12 | 3 | 21 | 35 | +1 | -6 | LH | - | |
5HP | 800 | 12 | 2 | 22 | 35 | +3 | -3 | LH | Sp SA | 16 (PC 23) |
5LK | 300 | 5 | 3 | 11 | 18 | +3 | -2 | LH | Sp SA | 13 |
5MK | 600 | 8 | 3 | 19 | 29 | +3 | -3 | LH | Sp SA | 15 |
5HK | 800 | 12 | 4 | 17 | 32 | +7 | +2 | LH | TC | 18 TC |
2LP | 300 | 4 | 2 | 11 | 16 | +4 | -1 | LH | Chn Sp SA | 12 |
2MP | 600 | 7 | 4 | 14 | 24 | +6 | -2 | LH | Sp SA | 16 |
2HP | 800 | 9 | 6 | 20 | 34 | +1 | -6 | LH | Sp SA | 20 |
2LK | 200 | 6 | 2 | 10 | 17 | +2 | -2 | L | Chn | |
2MK | 700 | 9 | 3 | 17 | 28 | +3 | -3 | L | - | |
2HK | 900 | 10 | 3 | 21 | 33 | HKD +27 | -6 | L | - | |
j.LP | 300 | 5 | 10 | 3 land | - | +8(+9) | +4(+5) | H | - | |
j.MP | 700 | 12 | 3 | 3 land | - | +12(+13) | +8(+9) | H | - | |
j.HP | 800 | 9 | 5 | 3 land | - | +9(+15) | +5(+11) | H | - | |
j.LK | 300 | 6 | 8 | 3 land | - | +4(+10) | +1(+7) | H | - | |
j.MK | 600 | 7 | 6 | 3 land | - | +9(+13) | +5(+9) | H | - | |
j.HK | 800 | 11 | 6 | 3 land | - | +9(+15) | +5(+11) | H | - | |
4MP | 500 | 8 | 3 | 16 | 26 | +5 | -1 | LH | Sp SA TC | 17 (23 TC) |
6MK | 700 | 22 | 2 | 19 | 42 | +3 | -3 | H | - | |
3HP | 900 | 16 | 3 | 31 | 49 | HKD +17 | -14 | L | - | |
6HK | 300,600 | 11 | 2,4 | 24 | 40 | KD +38 | -5(-8) | LH | Sp SA (2nd) | 34 |
4MP~MP | 500 | 10 | 3 | 20 | 32 | +3 | -6 | LH | Sp SA | 46(15) |
5HK~HP | 500 | 20 | 3 | 20 | 42 | +3 | -3 | LH | Sp SA TC | 51-54(18) / 54-57(21) TC |
5HK~HP~HP | 1000 | 21 | 3 | 22 | 45 | +3 | -4 | H | - | |
5HK~HP~HK | 1000 | 21 | 3 | 22 | 45 | +3 | -4 | L | - |
< Street Fighter 6 | JP
Frame Data Tables
Character Data
JP | HP | Throw Range |
Fwd Walk Speed |
Back Walk Speed |
Fwd Dash Speed |
Back Dash Speed |
Fwd Dash Distance |
Back Dash Distance |
Jump Speed |
Fwd Jump Distance |
Back Jump Distance |
Jump Apex |
---|---|---|---|---|---|---|---|---|---|---|---|---|
![]() |
10000 | 0.8 | 0.037 | 0.025 | 22 | 23 | 1.454 | 1.003 | 4+38+3 | 1.90 | 1.52 | 2.115 |
Normals and Target Combos
input | Dmg Scaling | Punish Adv | PerfParry Adv | DR Cancel onHit | DR Cancel onBlock | After DR onHit | After DR onBlock | Hitstun | Blockstun | Hitstop |
---|---|---|---|---|---|---|---|---|---|---|
input | Dmg Scaling | Punish Adv | PerfParry Adv | DR Cancel onHit | DR Cancel onBlock | After DR onHit | After DR onBlock | Hitstun | Blockstun | Hitstop |
5LP | 20% Starter | +8 | -11 | +6 | 0 | +8 | +2 | 17 | 11 | 9 |
5MP | +5 | -22 | +5 | -2 | 25 | 18 | 11 | |||
5HP | 20% Starter | +25 Stagger | -22 | +17 | +11 | +7 | +1 | 27 | 21 | 13 |
5LK | 20% Starter | +7 | -12 | +6 | +1 | +7 | +2 | 17 | 12 | 9 |
5MK | +7 | -20 | +13 | +7 | +7 | +1 | 25 | 19 | 11 | |
5HK | +11 | -19 | +11 | +6 | 28 | 23 | 13 | |||
2LP | 20% Starter | +8 | -11 | +6 | +1 | +8 | +3 | 17 | 12 | 9 |
2MP | +10 | -16 | +11 | +3 | +10 | +2 | 24 | 16 | 11 | |
2HP | +5 | -24 | +17 | +10 | +5 | -2 | 27 | 20 | 13 | |
2LK | 20% Starter | +6 | -10 | +6 | +2 | 14 | 10 | 9 | ||
2MK | +7 | -18 | +7 | +1 | 23 | 17 | 11 | |||
2HK | HKD +48 | -22 | HKD +27 | -2 | 18 | 13 | ||||
j.LP | +12(+13) | -3(-2) | 13 | 9 | 9 | |||||
j.MP | +16(+17) | -3(-2) | 17 | 13 | 11 | |||||
j.HP | +13(+19) | -8(-2) | 19 | 15 | 13 | |||||
j.LK | +8(+14) | -8(-2) | 14 | 11 | 9 | |||||
j.MK | +13(+17) | -6(-2) | 17 | 13 | 11 | |||||
j.HK | +13(+19) | -8(-2) | 19 | 15 | 13 | |||||
4MP | +9 | -17 | +14 | +8 | +9 | +3 | 24 | 18 | 13 | |
6MK | +7 | -19 | +7 | +1 | 24 | 18 | 11 | |||
3HP | HKD +39 | -32 | HKD +17 | -10 | 20 | 13 | ||||
6HK | KD +38 | -28 | KD +55 | +12 | KD +38 | -1(-4) | 25(22) | 13,13 | ||
4MP~MP | Combo (2 hits) | +7 | -21 | +16 | +7 | 26 | 17 | 11 | ||
5HK~HP | +7 | -21 | +15 | +9 | 26 | 20 | 13 | |||
5HK~HP~HP | +7 | -23 | 28 | 21 | 13 | |||||
5HK~HP~HK | +7 | -23 | 28 | 21 | 13 |
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit | SuperGain Block |
---|---|---|---|---|---|
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit | SuperGain Block |
5LP | 500 | [2000] | 250 | 300 (210) | 150 (75) |
5MP | 4000 | [6000] | 3000 | 500 (250) | 350 (125) |
5HP | 5000 | [8000] | 2000 | 1000 (700) | 500 (250) |
5LK | 500 | [2000] | 250 | 300 (210) | 150 (75) |
5MK | 3000 | [4000] | 1500 | 500 (250) | 350 (125) |
5HK | 6000 | [10000] | 3000 | 1000 (700) | 500 (250) |
2LP | 500 | [2000] | 250 | 300 (210) | 150 (75) |
2MP | 3000 | [4000] | 1500 | 500 (250) | 350 (125) |
2HP | 5000 | [8000] | 2000 | 1000 (700) | 500 (250) |
2LK | 500 | [2000] | 250 | 300 (210) | 150 (75) |
2MK | 4000 | [6000] | 2000 | 500 (250) | 350 (125) |
2HK | 5000 | [10000] | 2000 | 1000 (700) | 500 (250) |
j.LP | 1500 | [2000] | 500 | 300 (210) | 150 (75) |
j.MP | 2500 | [4000] | 1000 | 500 (250) | 350 (125) |
j.HP | 4000 | [5000] | 2000 | 1000 (700) | 500 (250) |
j.LK | 1500 | [2000] | 500 | 300 (210) | 150 (75) |
j.MK | 2500 | [4000] | 1000 | 500 (250) | 350 (125) |
j.HK | 4000 | [5000] | 2000 | 1000 (700) | 500 (250) |
4MP | 3000 | [4000] | 1500 | 400 (280) | 200 (100) |
6MK | 2500 | [5000] | 1500 | 500 (250) | 350 (125) |
3HP | 4000 | [10000] | 3000 | 1000 (700) | 500 (250) |
6HK | 2500x2 | [5000x2] | 1250x2 | 500x2 (250x2) | 350x2 (125x2) |
4MP~MP | 2000 | [3000] | 800 | 400 (280) | 200 (100) |
5HK~HP | 2500 | [4000] | 1000 | 500 (350) | 250 (125) |
5HK~HP~HP | 5000 | [10000] | 2000 | 1000 (700) | 500 (250) |
5HK~HP~HK | 5000 | [10000] | 2000 | 1000 (700) | 500 (250) |
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
---|---|---|---|---|---|---|---|
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
5LP | 1.22 | 1 | 1 | 0 | |||
5MP | 1.90 | 1 | 1 | 0 | |||
5HP | 1.58 | 1 | 4 | 4 | |||
5LK | 1.12 | 1 | 1 | 0 | |||
5MK | 1.47 | 1 | 1 | 0 | |||
5HK | 9-15 Air (Head), 12-17 Air (Leg) | 1.62 | 1 | 1 | 0 | ||
2LP | 1.07 | 1 | 1 | 0 | |||
2MP | 1.22 | 1 | 1 | 0 | |||
2HP | 0.87 | 1 | 4 | 6 | |||
2LK | 1.19 | 1 | 1 | 0 | |||
2MK | 1.74 | 1 | 1 | 0 | |||
2HK | 1.38 | 1 | 6 | 6 | |||
j.LP | 1.10 | 1 | 1 | 0 | |||
j.MP | 1.84 | 1 | 1 | 0 | |||
j.HP | 0.79 | 1 | 1 | 0 | |||
j.LK | 1.05 | 1 | 1 | 0 | |||
j.MK | 1.20 | 1 | 1 | 3 | |||
j.HK | 1.24 | 1 | 1 | 0 | |||
4MP | 1.15 | 1 | 1 | 0 | |||
6MK | 1.50 | 1 | 1 | 0 | |||
3HP | 2.414 | 1 | 20 | 20 | |||
6HK | 8-16 Air (Head/Leg) | 1.86 (1.56) | 1,1 | 0,1 | 1,1 | ||
4MP~MP | 1 | 1 | 0 | ||||
5HK~HP | 1 | 1 | 0 | ||||
5HK~HP~HP | |||||||
5HK~HP~HK |
input | Notes |
---|---|
input | Notes |
5LP | Chains into 5LP/2LP/2LK; DR cancel is delayed until after 2nd active frame |
5MP | Long-range poke with great hitbox priority; susceptible to Drive Impact due to lack of cancelability |
5HP | JP's main combo/juggle/punish tool (essentially a cancelable version of 5MP with less range); Punish Counter allows a 1-bar Drive Rush follow-up, or a cancel into 214PP with enough frame advantage to link 2MP afterwards; has juggle potential even without Drive Rush; puts airborne opponents into a limited juggle state; has a large hurtbox extension 1f before active that is vulnerable to projectiles; hurtbox is extended horizontally during all active and recovery frames for easier whiff punishability |
5LK | DR cancel is delayed until after 2nd active frame |
5MK | Cancelable poke and combo tool; special/DR cancel is delayed until after active frames |
5HK | Useful anti-air and combo/pressure starter with a confirmable Target Combo follow-up; whiffs on crouching opponents from farther away unless they extend a vertical hurtbox; pushback on block keeps JP out of throw range even after Drive Rush |
2LP | Chains into 5LP/2LP/2LK; JP's only 4f normal, making it an important defensive option; DR cancel is delayed until after 2nd active frame; topmost hurtbox on frames 1-5 is vulnerable only to aerial attacks, preventing its use as an anti-air |
2MP | Good poke and combo/buffer tool; special/DR cancel is delayed until after active frames; has an extended hurtbox on whiff until the end of recovery; topmost hurtbox on frames 1-10 is vulnerable only to aerial attacks, preventing its use as an anti-air |
2HP | Solid anti-air but cannot hit cross-up; arm hurtbox is anti-air invuln on active frames 2-6; very short horizontal range; fastest of JP's heavy normals, making it useful in some Drive Rush combo routes; high juggle potential even without Drive Rush |
2LK | Chains into 5LP/2LP/2LK |
2MK | Long range low poke that moves JP forward; after Drive Rush or Punish Counter, can confirm into 2MP; has an extended hurtbox on whiff until the end of recovery |
2HK | Short ranged sweep with good hitbox priority; very difficult for most characters to punish if well spaced; has juggle potential even without Drive Rush (no longer a Hard Knockdown if juggled into) |
j.LP | |
j.MP | Very long horizontal range; extends a large hurtbox 2f before active that makes it easily counterpoked out of the air |
j.HP | Causes spike knockdown vs. airborne opponents on Counter-hit/Punish Counter; good downwards hitbox priority |
j.LK | Cross-up; can be used as a fuzzy instant overhead (requires perfect safe jump timing) |
j.MK | Puts airborne opponents into a limited juggle state (similar to j.MP for most characters); useful for air-to-airs and juggles; shifts JP's hurtbox upward during startup |
j.HK | JP's best overall jump-in tool with decent hitbox priority; extends a hurtbox 1f before active, making it susceptible to being counterpoked out of the air |
4MP | Cancelable to Grom Strelka Target Combo with a very lenient hitconfirm window (1f blockstring gap if canceled into TC) |
6MK | Safe overhead that can link into 2LP with a meaty connect, or 2MP with a Drive Rush or Punish Counter |
3HP | Long range advancing sweep; can be difficult to punish if well spaced; high juggle potential even without Drive Rush; no longer a Hard Knockdown if juggled into |
6HK | Solid anti-air (but a little slow and cannot hit cross-up); launches opponent into limited juggle state; 1st hit forces stand on hit; 2nd hit whiffs on crouching opponents for 3f worse advantage on crouch block; only 2nd hit is cancelable, so JP cannot make himself safe on a crouch blocking opponent (but if 6HK hits and the 2nd hit whiffs, the cancel can still come out); useful in many Drive Rush juggle routes; special/DR cancel is delayed until after 4th active frame (2nd active frame of 2nd hit) |
4MP~MP | Cancelable combo tool that can be hitconfirmed from 4MP; 1f gap between hits on block |
5HK~HP | True blockstring from 5HK (up to 1f gap on block if delayed to final cancel frame); safe on block and easily confirmed into a follow-up special or Drive Rush on hit; TC follow-ups cannot be comboed into unless the HP itself lands as a Counter-hit/Punish Counter; special/DR cancel is delayed until after 2nd active frame |
5HK~HP~HP | TC overhead ender; does not combo naturally from 5HK~HP; 8f blockstring gap makes it easily interruptible |
5HK~HP~HK | TC low ender; does not combo naturally from 5HK~HP; 8f blockstring gap makes it easily interruptible |
Drive and Throw
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard |
---|---|---|---|---|---|---|---|---|
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard |
LPLK | 1200 (2040) | 5 | 3 | 23 | 30 | KD +24 | - | T |
4LPLK | 1200 (2040) | 5 | 3 | 23 | 30 | KD +36 | - | T |
j.LPLK | 1200 (2040) | 5 | 3 | 3 land | - | KD +32 | - | T |
HPHK | 800 | 26 | 2 | 35 | 62 | KD +35 / Wall Splat KD +65 | -3 / Wall Splat HKD +72 | LH |
6HPHK | 500 recoverable | 20 | 3 | 26(31) | 48(53) | KD +23 | -6 | LH |
6HPHK | 500 recoverable | 18 | 3 | 26(31) | 46(51) | KD +23 | -6 | LH |
MPMK | - | 1 | 12 or until released | 33(1)(11) | 45(3) | - | - | - |
MPMK~66 | - | 3+8 | - | 15(37) | 26(48) | - | - | - |
MPMK or 66 | - | 9 | - | 15(37) | 24(46) | - | - | - |
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
---|---|---|---|---|---|---|
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
LPLK | 40% Starter; 20% Immediate | HKD +24 | ||||
4LPLK | 20% Immediate | HKD +36 | ||||
j.LPLK | HKD +32 | |||||
HPHK | 200 | 20% Starter (Hit) 20% Multiplier (Block) | Crumple (Standing +21, Juggle +46, HKD +104) | -35 | 34 | 25 |
6HPHK | 125 recoverable | KD +23 | -27 | 21 | 20 | |
6HPHK | 125 recoverable | KD +23 | -27 | 21 | 20 | |
MPMK | 50% Multiplier (Perfect) | |||||
MPMK~66 | 15% Multiplier (Mid-Combo) | |||||
MPMK or 66 | 15% Multiplier (Mid-Combo) |
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit |
---|---|---|---|---|
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit |
LPLK | [10000] | 2000 | 2000(1400) [4000(2800)] | |
4LPLK | [10000] | 2000 | 2000(1400) [4000(2800)] | |
j.LPLK | [10000] | 2000 | 2000(1400) [4000(2800)] | |
HPHK | 5000 | 10000 [15000] | -10000 | [3000(2100)] |
6HPHK | -20000 | |||
6HPHK | -20000 | |||
MPMK | -5000,250~ | |||
MPMK~66 | -10000 | |||
MPMK or 66 | -30000 |
input | Invuln | Armor | Range | Juggle Start | Juggle Increase | Juggle Limit |
---|---|---|---|---|---|---|
input | Invuln | Armor | Range | Juggle Start | Juggle Increase | Juggle Limit |
LPLK | 0.80 | 2 | ||||
4LPLK | 0.80 | 0 | ||||
j.LPLK | 0.80 | |||||
HPHK | 1-27 | 2.535 | 0 | 1 | 0 | |
6HPHK | 1-22 Full | Break | 1.622 | 200 | 100 | 1 |
6HPHK | 1-20 Full | Break | 1.622 | 200 | 100 | 1 |
MPMK | 6 Full (after Perfect Parry) | |||||
MPMK~66 | ||||||
MPMK or 66 |
input | Notes |
---|---|
input | Notes |
LPLK | Can dash forward for a corner throw loop (+2 after dash), or walk for manual timing (making shimmy a more practical option); throws opponent almost full screen away; damage scaling is applied when juggling into SA2, Departure spike, or Amnesia projectiles |
4LPLK | Side switch; throws opponent almost full screen away; after throwing opponent into corner, can dash to become +14 (no true strike/throw oki without Drive Rush); opponent can be juggled into SA2, Departure spike, or Amnesia projectiles before damage is applied, in which case there is no additional damage scaling |
j.LPLK | Side switch; can get oki if throwing opponent backwards into the corner; midscreen oki is very weak (better to set up Departure or throw a projectile) |
HPHK | See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height. |
6HPHK | Performed by inputting 6HPHK during blockstun; 5f extra recovery on hit; freezes the screen for 4f during startup; see Drive Reversal. |
6HPHK | Performed by holding 6HPHK on wakeup; 5f extra recovery on hit; does not have any screen freeze; see Drive Reversal. |
MPMK | 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. After a Perfect Parry, all Super Gauge gain is reduced by 20% and Drive Gauge gain/damage is reduced by 50% for the entire punish combo. |
MPMK~66 | See Drive Rush; 1-bar version performed out of a Parry; startup refers to minimum time before an attack can cancel the Drive Rush animation (if performed immediately after a successful Parry, only 1+8 startup); the first 15 recovery frames are cancelable into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties; Distance: 0.525 (min/throw), 1.857 (min/block), 3.628 (max/final DR frame) |
MPMK or 66 | See Drive Rush; 3-bar version performed on hit/block from a cancelable normal; can also be performed on whiff from cancelable light normals; startup refers to minimum time before an attack can cancel the Drive Rush animation; the first 15 recovery frames are cancelable into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties |
Specials
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard | Cancel | Hitconfirm |
---|---|---|---|---|---|---|---|---|---|---|
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard | Cancel | Hitconfirm |
22P | 800 | 22 | 10 | 24 | 55 | KD +44 | -2 | LH | SA3 | 17 |
22PP | 500x2 | 20 | 10,10 | 14 | 53 | KD +53(+50) | +3 | LH | SA2 SA3 | 19 |
236LP | 300,700 | 16 | 3,3 | 28 | 49 | KD +38 | -10 | LH | SA3 | 27(11 proj) |
236MP | 400,800 | 20 | 3(1)3 | 27 | 53 | KD +42 | -8 | LH | SA3 | 30(13 proj) |
236HP | 300,500 | 28 | 3(9)3 | 19 | 61 | KD +67(+87) | +4 | LH | SA3 | 31(6 proj) |
236PP | 600,400 | 19 | 3(6)3 | 22 | 52 | KD +56(+72) | +2 | LH | SA2 SA3 (1st) | 17 (1st) |
214P | 800 | 50+100 | [10] | 50 total | 50 | KD ~ | - | LH | - | |
214PP | 500x2 | 40+70 | [10(20)10] | 40 total | 40 | KD ~ | - | LH | - | |
214P~214LP/MP | - | 6 | [20] | 16+3 land | 44 | - | - | - | - | |
214P~214HP | 800 | 19(21) | [10] | 21 | 40 | KD +58(+60) | +9(+11) | LH | - | |
214PP~214HP | 500x2 | 19(21) | [10(20)10] | 21 | 40 | KD +92 | +39(+40) | LH | - | |
236LK | 800 | 14+8 | 6 | 50 total | 50 | KD +42~ | -6~ | LH | SA3 | 20 |
236MK | 1000 | 14+12 | 6 | 50 total | 50 | +6~ | -8~ | H | SA3 | 16* |
236HK | 1000 | 14+12 | 6 | 50 total | 50 | +6~ | -8~ | L | SA3 | 16* |
236KK | 400x2 | 22 | 6(14)6 | 50 total | 50 | KD +66~ | +25~ | LH | SA2 SA3 (1st) | 10 (1st, close) |
236[K] | - | 34 total | - | - | 34 | - | - | - | - | |
214K | 1800 (2070) | 26~ | 3 | 44 | 72 | HKD +18 | - | T | - | |
214KK | 2600 (2990) | 26~ | 3 | 44 | 72 | HKD +18 | - | T | - | |
22K | - | 3 | 18 | 35(17) | 55 | - | - | - | - | |
22K (Bomb) | 800 | 59 | 10 | - | - | KD ~ | - | LH | - | |
22KK | - | 1 | 20 | 35(17) | 55 | - | - | - | - | |
22KK (Bomb) | 600x2 | 59 | 10(32)10 | - | - | KD ~ | - | LH | - |
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
---|---|---|---|---|---|---|
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
22P | 200 | KD +44 | -23 | 32 | 8 | |
22PP | 125x2 | 20% Starter | KD +57(+50) | +3(-23) | 37(27) | 0,8 |
236LP | 75,175 | KD +38 | -32(-29) | 24(21) | 13,(8) | |
236MP | 100,200 | KD +42 | -32(-28) | 26(22) | 13,(8) | |
236HP | 75,125 | KD +67(+87) | -35(-23) | 36(26) | 13,(8) | |
236PP | 150,100 | KD +56(+72) | -35(-26) | 36(27) | 13,(8) | |
214P | 200 | KD ~ | 31 | 13 | ||
214PP | 125x2 | KD ~ | 31 each | 13 each | ||
214P~214LP/MP | ||||||
214P~214HP | 200 | 20% Starter | KD +58(+60) | -9(-11) | 31 | 13 |
214PP~214HP | 125x2 | 20% Starter | KD +92 | +20 | 31 each | 13 each |
236LK | 200 | KD +42~ | -18~ | 23 | 8 | |
236MK | 250 | +10~ | -14~ | 17 | 6 | |
236HK | 250 | +10~ | -14~ | 17 | 6 | |
236KK | 100x2 | 20% Starter | KD +66~ | -18(+13) | 54 total | 13,13 |
236[K] | ||||||
214K | 10% Immediate | HKD +18 | ||||
214KK | 10% Immediate | HKD +18 | ||||
22K | ||||||
22K (Bomb) | 200 | 50% Starter; 60% Immediate | KD ~ | - | 28 | (13) |
22KK | ||||||
22KK (Bomb) | 150z2 | 50% Starter; 60% Immediate | KD ~ | - | 28 each | (13) each |
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit | SuperGain Block |
---|---|---|---|---|---|
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit | SuperGain Block |
22P | 2500 | [3000] | 1000 | 800 (560) | 400 (200) |
22PP | 1500x2 | [2500x2] | -20000 | 500x2 (350x2) | 250x2 (125x2) |
236LP | 1000,2500 | [2000,3000] | 500,1500 | 300,500 (210,350) | 150,250 (75,125) |
236MP | 1000,2500 | [2000,3000] | 500,1500 | 300,500 (210,350) | 150,250 (75,125) |
236HP | 1000,2500 | [2000,3000] | 500,1500 | 300,500 (210,350) | 150,250 (75,125) |
236PP | 1000,2500 | [2000,3000] | -20000 | 300,500 (210,350) | 150,250 (75,125) |
214P | 2500 | [3000] | 1000 | 1000 (700) | 500 (250) |
214PP | 1500x2 | [5000] | -20000 | 400x2 (280x2) | 200x2 (100x2) |
214P~214LP/MP | |||||
214P~214HP | 2500 | [3000] | 1000 | 1000 (700) | 500 (250) |
214PP~214HP | 1500x2 | [5000] | -20000 | 400x2 (280x2) | 200x2 (100x2) |
236LK | 2500 | [3000] | 1000 | 600 (420) | 300 (150) |
236MK | 2500 | [3000] | 1000 | 600 (420) | 300 (150) |
236HK | 2500 | [3000] | 1000 | 600 (420) | 300 (150) |
236KK | 2500x2 | [2500x2] | -20000 | 400x2 (280x2) | 200x2 (100x2) |
236[K] | |||||
214K | [10000] | 2500 | 3000 (2100) | ||
214KK | [10000] | -20000 | 3000 (2100) | ||
22K | 10000 | 2000 (0) | |||
22K (Bomb) | 2500 | [3000] | 1000 | 1000 (700) | 500 (250) |
22KK | -20000 | 2000 (0) | |||
22KK (Bomb) | 1500x2 | [5000] | 600x2 (420x2) | 300x2 (150x2) |
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
---|---|---|---|---|---|---|---|
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
22P | 1 | 6 | 26 | ||||
22PP | 1,1 | 10,10 | 10,20 | ||||
236LP | 1.56 (1st) | 2,1 | 1,1 | 1,50 | |||
236MP | 1.66 (1st) | 2,1 | 1,1 | 1,50 | |||
236HP | 1.80 (1st) | 1,3 | 1,2 | 1,2 | |||
236PP | 1.80 (1st) | 1,3 | 1,2 | 1,2 | |||
214P | 0 | 0 / 1 | 50 | ||||
214PP | 0,0 | 0,0 / 1,1 | 50,50 | ||||
214P~214LP/MP | 6-25 Full | 26-41 (FKD) | |||||
214P~214HP | 0 | 0 / 1 | 50 | ||||
214PP~214HP | 0,0 | 0,0 / 1,1 | 50,50 | ||||
236LK | 1 | 1 | 10 | ||||
236MK | 1 air | 1 | 10 | ||||
236HK | 1 air | 1 | 10 | ||||
236KK | 1,6 | 1,6 | 10,11 | ||||
236[K] | |||||||
214K | |||||||
214KK | |||||||
22K | 3-20 Strike | ||||||
22K (Bomb) | 0 | 0 | 100 | ||||
22KK | 1-20 Strike/Throw | ||||||
22KK (Bomb) | 0,0 | 0,0 | 100,100 |
input | Notes |
---|---|
input | Notes |
22P | 1-hit projectile; button strength determines spike position (LP close, MP mid, HP far); spike appears from the ground and travels upward (takes 3f to reach max height); in the corner, all versions stop at the edge of the screen; puts opponent into limited juggle state on hit; useful tool for zoning, juggles, and block pressure (can be very plus on block with meaty timing) |
22PP | Spawns two separate 1-hit OD projectiles; spike position depends on button combination (LP+MP close, LP+HP mid, MP+HP far); each spike appears from the ground and travels upward (takes 3f to reach max height); in the corner, all versions stop at the edge of the screen; puts opponent into limited juggle state on hit; useful tool for zoning, juggles, and block pressure (can be very plus on block with meaty timing); frame advantage can increase slightly if the 2 spike hits are staggered; Punish Counter causes first spike to launch higher for increased KD Adv |
236LP | 1st hit is a strike hitbox that clashes with non-OD projectiles; 2nd hit is a 1-hit non-OD projectile (but can be Perfect Parried like a strike; together, both hits can nullify a 2-hit non-OD projectile; 2nd hit has more range than the 1st hit; puts opponents into limited juggle state on hit; cannot hit cross-up (behind JP); 8f hitstop when clashing with opponent's projectile; 2nd hit expands if the 1st hit connects (for combo consistency) |
236MP | 1st hit is a strike hitbox that clashes with non-OD projectiles; 2nd hit is a 1-hit non-OD projectile (but can be Perfect Parried like a strike; together, both hits can nullify a 2-hit non-OD projectile; 2nd hit has more range than the 1st hit; puts opponents into limited juggle state on hit; in the corner, launched high enough to juggle into the first hit of SA1; cannot hit cross-up (behind JP); 8f hitstop when clashing with opponent's projectile; 2nd hit expands if the 1st hit connects (for combo consistency) |
236HP | 1st hit is a strike hitbox that clashes with non-OD projectiles; 2nd hit is a 1-hit non-OD projectile (but can be Perfect Parried like a strike); together, both hits can nullify a 2-hit non-OD projectile (though the large gap between hits makes this impractical); 2nd hit has more range than the 1st hit; causes a wall bounce on hit (limited juggle state); cannot hit cross-up (behind JP); direct SA3 cancel will not usually juggle; 8f hitstop when clashing with opponent's projectile; 1st hit has 3f extra recovery when Perfect Parried, allowing a Drive Impact punish (recovery is unchanged if the 2nd attack hits opponent); 2nd hit expands if the 1st hit connects (for combo consistency) |
236PP | 1st hit is a strike hitbox that clashes with OD projectiles; 2nd hit is a 1-hit OD projectile (but can be Perfect Parried like a strike); together, both hits can nullify a 2-hit OD projectile; 2nd hit has more range than the 1st hit; causes a wall bounce on hit (limited juggle state); cannot hit cross-up (behind JP); SA3 cancel will whiff at point blank (but works consistently after canceling normals into 236PP); 8f hitstop when clashing with opponent's projectile; 1st hit has 3f extra recovery when Perfect Parried, allowing a Drive Impact punish (recovery is unchanged if the 2nd attack hits opponent); 2nd hit expands if the 1st hit connects (for combo consistency) |
214P | Spawns a portal in the air according to button strength (LP close, MP mid, HP far); while the portal is active, JP cannot use 214P command grab; portal disappears if JP is hit or thrown; can manually input 214LP/MP or 214HP follow-up while portal is active; if no follow-up is input, the portal automatically spawns a 1-hit spike projectile toward the opponent 100f after JP recovers (150f total startup); spike puts opponents into a free juggle state; the automatic spike activation allows for strong mixups, as JP is free to move while it occurs (unlike 214P~214HP version where he snaps his fingers); cannot spawn another portal until the first has disappeared; Juggle Increase value becomes 1 when connecting mid-combo against opponent in a Free Juggle state (ensures that opponent will have Juggle Count 1 after the spike connects) |
214PP | Spawns 2 portals in the air according to button strengths used (LP close, MP mid, HP far); while the portals are active, JP cannot use 214P command grab; portals disappear if JP is hit or thrown; can manually input 214LP/MP or 214HP follow-up while portals are active; if no follow-up is input, each portal automatically spawns a 1-hit OD spike projectile (starting with the closest portal) angled toward the opponent 70f after JP recovers (110f total startup); spikes put opponents into a free juggle state; the automatic spike activation allows for strong mixups, as JP is free to move while it occurs (unlike 214PP~214HP version where he snaps his fingers); cannot spawn another portal until both have disappeared; Juggle Increase value becomes 1 when connecting mid-combo against opponent in a Free Juggle state (ensures that opponent will have Juggle Count 1 after the spikes connect) |
214P~214LP/MP | Fully invincible while off-screen; Punish Counter state while airborne; teleports to portal location and causes portal to disappear (after OD Departure, LP version goes to close portal while MP version goes to far portal); JP can act in the air on frames 31-41; JP always faces the opponent after reappearing; if no air attack is used, JP has 1 punishable landing frame, then can block on the next 2 landing frames |
214P~214HP | Spawns a 1-hit projectile spike from the active portal; spike is angled downward toward the opponent; 1st active frame only hits airborne or tall standing characters; 2nd active frame reaches regular-size standing characters; 3rd active frame reaches all crouching characters; useful tool for zoning, juggles, chip damage, and oki; puts opponent into free juggle state on hit; opponent builds 50% extra Drive meter when parrying the spike; Juggle Increase value becomes 1 when connecting mid-combo against opponent in a Free Juggle state (ensures that opponent will have Juggle Count 1 after the spike connects) |
214PP~214HP | Spawns 2 separate OD projectile spikes beginning from the closest portal; spikes are angled downward toward the opponent; for each spike, 1st active frame only hits airborne or tall standing characters; 2nd active frame reaches regular-size standing characters; 3rd active frame reaches all crouching characters; useful tool for zoning, juggles, chip damage, and oki; puts opponent into free juggle state on hit; opponent builds 40% extra Drive meter when parrying the spikes; Juggle Increase value becomes 1 when connecting mid-combo against opponent in a Free Juggle state (ensures that opponent will have Juggle Count 1 after the spikes connect) |
236LK | Spawns a "ghost" that travels toward opponent and clashes with 1-hit non-OD projectiles; upon reaching the opponent, begins an 8f projectile attack; if the opponent moves forward quickly, it is possible to dodge the projectile entire since it is not active while traveling; from longer range, total startup increases and grants better frame advantage; cannot be used while SA2 is active; projectile speed decelerates by 0.01/frame when in proximity of opponent |
236MK | Spawns a "ghost" that travels toward opponent and clashes with 1-hit non-OD projectiles; upon reaching the opponent, begins an 12f overhead projectile attack; if the opponent moves forward quickly, it is possible to dodge the projectile entire since it is not active while traveling; from longer range, total startup increases and grants better frame advantage; cannot be used while SA2 is active; cancel into SA3 won't combo at close range without CH/PC; projectile speed decelerates by 0.01/frame when in proximity of opponent |
236HK | Spawns a "ghost" that travels toward opponent and clashes with 1-hit non-OD projectiles; upon reaching the opponent, begins an 12f low-hitting projectile attack; if the opponent moves forward quickly, it is possible to dodge the projectile entire since it is not active while traveling; from longer range, total startup increases and grants better frame advantage; cannot be used while SA2 is active; cancel into SA3 won't combo at close range without CH/PC; projectile speed decelerates by 0.01/frame when in proximity of opponent |
236KK | Spawns a "ghost" that travels toward opponent and clashes with 2-hit OD projectiles; upon reaching the opponent, begins an 8f OD projectile attack; SA2 cancel is a true blockstring or combo into the projectile attacks; if the opponent moves forward quickly, it is possible to dodge the projectile entire since it is not active while traveling; from longer range, total startup increases and grants better frame advantage; cannot be used while SA2 is active; if 1st hit is Perfect Parried, leaves a large gap where JP can be punished if close enough; projectile speed decelerates by 0.01/frame when in proximity of opponent |
236[K] | Great tool for baiting the opponent into whiffing Parry, jumping, or using anti-projectile attack |
214K | 1-hit projectile command grab; clashes with non-OD projectiles; can be comboed into against grounded opponents; minimum 72f total animation; startup increases at long range due to projectile grab travel time; cannot be performed if SA2 or a Departure portal are active on the screen; projectile speed decelerates by 0.01/frame when in proximity of opponent |
214KK | 1-hit OD projectile command grab; clashes with OD projectiles (can destroy non-OD projectiles, allowing the throw to continue); can be comboed into against grounded opponents; minimum 72f total animation; startup increases at long range due to projectile grab travel time; cannot be performed if SA2 or a Departure portal are active on the screen; projectile speed decelerates by 0.01/frame when in proximity of opponent |
22K | Counters strikes (but not projectiles or throws) on frames 3-20; JP is in a counter-hit state on frames 1-2, then a Punish Counter state until end of recovery; 17f recovery on a successful counter is fully invincible; resulting frame advantage depends on which move the opponent used (JP can be at frame disadvantage); successful counter places a bomb near the opponent that tracks their location; prevents the opponent from canceling their attack, similar to a Perfect Parry; cannot be input again until bomb detonates |
22K (Bomb) | Projectile hitbox; bomb tracks the opponent's location; before detonating, bomb destroys any non-Super projectile; bomb is destroyed if it interacts with Super projectile; bomb causes proximity guard, limiting the opponent's movement until it explodes; bomb detonates immediately if JP cancels a move into SA3 while active (preventing him from bypassing the damage scaling) |
22KK | Counters strikes and throws (but not projectiles) on frames 1-20; JP is in a Punish Counter state until end of recovery; 17f recovery on a successful counter is fully invincible; resulting frame advantage depends on which move the opponent used (JP can be at frame disadvantage); successful counter places 2 bombs near the opponent that track their location; prevents the opponent from canceling their attack, similar to a Perfect Parry; cannot be input again until both bombs detonate |
22KK (Bomb) | Projectile hitbox; bombs track the opponent's location; before detonating, bombs destroy any non-Super projectile; bombs are destroyed if they interact with Super projectile; bombs cause proximity guard, limiting the opponent's movement until they explode; bombs detonate immediately if JP cancels a move into SA3 while active (preventing him from bypassing the damage scaling); opponent builds 50% extra Drive meter from parrying the bombs |
Supers
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard |
---|---|---|---|---|---|---|---|---|
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard |
236236P | 400,1600 (2000) | 8 | 14,1~ | 62 | 84 | KD +22(+32) | -33(-23) | LH |
214214P | 500x4 (2000) | 1 | - | 12 | 13 | - | - | LH,H,L,H |
236236K | 4000 | 18 | 6 | 62 | 85 | HKD +23 | -50 | LH |
236236K | 4500 | 18 | 6 | 62 | 85 | HKD +44 | -50 | LH |
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
---|---|---|---|---|---|---|
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
236236P | 100,400 (500) | 30% Minimum | KD +22(+32) | -52(-42) | 44(30) | 16,(10) |
214214P | 75x4 (300) | 40% Minimum; 25% Starter (3rd hit); 25% Immediate | 20 each | (13) each | ||
236236K | 1000 | 50% Minimum; 10% Immediate (Sp) | HKD +23 | -66 | 18 | 13 |
236236K | 1250 | 50% Minimum; 10% Immediate (Sp) | HKD +44 | -66 | 18 | 13 |
input | DriveDmg Block | DriveDmg Hit[PC] | SuperGain Hit | SuperGain Block |
---|---|---|---|---|
input | DriveDmg Block | DriveDmg Hit[PC] | SuperGain Hit | SuperGain Block |
236236P | 2500 | 5000 | -10000 | -10000 |
214214P | 1000x4 | 2500x4 | -20000 | -20000 |
236236K | 7500 | 15000 | -30000 | -30000 |
236236K | 10000 | 20000 | -30000 | -30000 |
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
---|---|---|---|---|---|---|---|
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
236236P | 1-10 Strike/Throw | Break | 1.50 (1st) | 10,100 | 10,100 | 90,100 | |
214214P | Break (all) | 1 | 1x4 | 100x4 | |||
236236K | 1-23 Full | Break | 100 | ||||
236236K | 1-23 Full | Break | 100 |
input | Notes |
---|---|
input | Notes |
236236P | Super projectile hitbox; 1st hit (active frames 1-14) can be Perfect Parried like a strike; 2nd hit travels fullscreen; has high juggle potential, making it especially useful in combos where JP is close enough for the initial hit to connect; 8f hitstop when clashing with opponent's projectile |
214214P | Spawns 4 separate 1-hit Super projectiles that track the opponent; starter scaling applies to 3rd attack in the combo; immediate scaling applies to the SA2 projectiles if comboed into; total startup for each hit of the sequence is 34f, 71f, 108f, 145f; leaves a 17f gap between each projectile on block; hitstun/blockstun values include the 13f hitstop inflicted on the defender |
236236K | Teleports to the opponent's location; extends a high combo-only hitbox but can still whiff if opponent is juggled too high; can be comboed into from anywhere on the screen; cinematic time regenerates ~1.8 Drive bars for JP; leaves opponent 3/4 screen away after cinematic |
236236K | Teleports to the opponent's location; extends a high combo-only hitbox but can still whiff if opponent is juggled too high; can be comboed into from anywhere on the screen; available at 25% HP or below; cinematic time regenerates ~2.2 Drive bars for JP; leaves opponent fullscreen after cinematic with enough time to set up a Departure portal |