Street Fighter 6/JP: Difference between revisions

From SuperCombo Wiki
(Striborg, Departure and Departure teleport, Amnesia, level 1)
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As a poke, 2MP has less range than your other mediums, but is faster and has less total frames, making it less commital.
As a poke, 2MP has less range than your other mediums, but is faster and has less total frames, making it less commital.


Its also an important combo tool for JP, as it can link from 5HK and then cancel into MP Striborg.
Its also an important combo tool for JP, as it can link from 5HK and then cancel into MP Striborg (except at maximum range where it falls out, in that case use LP Striborg).


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{{AttackDataCargo-SF6/Query|jp_236lp}}
{{AttackDataCargo-SF6/Query|jp_236lp}}
*Destroys normals projectiles (including multi-hitting ones) but not OD/super ones.
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.
{{AttackDataCargo-SF6/Query|jp_236mp}}
{{AttackDataCargo-SF6/Query|jp_236mp}}
*Destroys normals projectiles (including multi-hitting ones) but not OD/super ones.
*Puts opponents into a limited juggle state on hit.
On a cornered opponent, you can follow MP Striborg with 2HP or level 1.
{{AttackDataCargo-SF6/Query|jp_236hp}}
{{AttackDataCargo-SF6/Query|jp_236hp}}
*Destroys normals projectiles (including multi-hitting ones) but not OD/super ones.
HP Striborg wallbounces 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 Striborg outside of burnout leaves at least 6-frames gaps for your opponent to attack.
{{AttackDataCargo-SF6/Query|jp_236pp}}
{{AttackDataCargo-SF6/Query|jp_236pp}}
*Destroys normals and OD projectiles but still loses to supers.


Faster than the HP version, allowing it to combo after heavies or the 4MP target combo. It still wallbounces, but not as long as HP Striborg, wich 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.
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{{AttackDataCargo-SF6/Query|jp_214mp}}
{{AttackDataCargo-SF6/Query|jp_214mp}}
{{AttackDataCargo-SF6/Query|jp_214hp}}
{{AttackDataCargo-SF6/Query|jp_214hp}}
*Goes away if JP is hit
JP sets up a portal, with the button used determining the location.
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.
{{AttackDataCargo-SF6/Query|jp_214pp}}
{{AttackDataCargo-SF6/Query|jp_214pp}}
 
OD Departure sets up two portals. 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.
LP will teleport to the portal closest to JP while MP teleports to the second portal. HP will trigger spikes from both, with the first spike coming out of the portal closest to the opponent.
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{{AttackDataCargo-SF6/Query|jp_214p_214lp_mp}}
{{AttackDataCargo-SF6/Query|jp_214p_214lp_mp}}
JP teleports to his portal, and can act out of it. Fantastic repositioning tool, allowing for side switches and useful for avoiding some advancing moves like Spiral Arrow if used in time.
From it, you can use one of your jump-ins, either to punish their action like a fireball or get plus frames on block. You can also empty jump low for catching opponent asleep/not parrying/not mashing.
Another great aspect of Departure's teleport is catching the opponent parrying projectiles. When zoning with Triglav or Torbalan, opponents might start parrying to avoid losing more drive gauge. Teleport into throw can get you a punish throw.
{{AttackDataCargo-SF6/Query|jp_214p_214hp}}
{{AttackDataCargo-SF6/Query|jp_214p_214hp}}
LP and MP will teleport while HP will trigger the spike to attack with the closest spike to trigger first.  
*Puts opponents in a free juggle state
 
*Triggers even if JP is blocking.
For the OD version LP will teleport to the closest portal with MP teleport to the farther one
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{{AttackDataCargo-SF6/Query|jp_22k}}
{{AttackDataCargo-SF6/Query|jp_22k}}
*Counters any physical attack (not projectiles) from frame 3 onward. Loses to throws
JP takes a pose, and will counter any attack while he is glowing. If Amnesia successfully catches an attack, JP will a bomb behind him that explodes after a certain moment.
The frame advantage after a parry heavily depends on the attack that was countered.
{{AttackDataCargo-SF6/Query|jp_22kk}}
{{AttackDataCargo-SF6/Query|jp_22kk}}
*Counters physical attacks AND throws from frame 1.
OD Amnesia starts the counter immediatly and will works on throws, making it useful as a reversal on wakeup. This version also leaves two bombs behind.
{{AttackDataCargo-SF6/Query|jp_22k_bomb}}
{{AttackDataCargo-SF6/Query|jp_22k_bomb}}
*Doesn't go away if JP is hit
{{AttackDataCargo-SF6/Query|jp_22kk_bomb}}
{{AttackDataCargo-SF6/Query|jp_22kk_bomb}}
 
*Doesn't go away if JP is hit
On successful parry will leave behind a bomb that is stuck to the opponent and will explode after a set amount of time.
 
After successful parry the opponent will continue the active and recovery remaining which makes moves with long recovery ideal to parry.
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{{AttackDataCargo-SF6/Query|jp_236236p}}
{{AttackDataCargo-SF6/Query|jp_236236p}}
*'''Strike/Throw Invuln:''' 1-??f; Armor Break
*Depletes 1/2 Drive bar from opponent on hit


Chornobog is useful as a wake-up option to beat meaties. The super also has juggle potential and can work after many of JP's launches.
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Revision as of 12:52, 7 June 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 2HK 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 Light Kick (j.LK)
  • Jumping Heavy Punch (j.HP)
Missing Command Normals
  • N/A
Shortcut-Only Specials
  • Stribog (5S)
    • Light/OD Only
  • Amnesia (6S)
  • Embrace (4S)
Miscellaneous Changes
  • H Stribog will appear during M Auto Combo on hit
  • 5LP/2LP is missing 2LK chain
  • 2LK is missing 2LP/2LK chain
  • 2LK 5LP Auto Combo hitconfirms into 236LP on hit, but not on block


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

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

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



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.



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
  • Chains into 5LP/2LP/2LK

JP's farthest reaching light normal but also his slowest.

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

Long range poke that reaches farther than most of JP's buttons, but has no reward on hit, even on Punish Counter.

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
  • Punish Counter: +25

JP's longest range cancelable normal along with 6HK, it can work as a commital but safe on block poke in neutral, thanks to its heavy blockstun allowing you to frametrap into Triglav, wich is safe on block. Be careful about it not whiffing. On hit, its heavy hitstun also allows combos into Light Torbalan on hit. It also has juggle potential, and see uses in some of JP's launch combos.

Its high frame advantage on punish counter makes it a good punish starter for very unsafe attacks.

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

Can't be chained into, and has less range than 5LP.

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 +1 -3

A middle ground between 2MP and 5HP. Less commital that 5HP, making it better for buffering in neutral, but not as fast as 2MP. Has the same enders as 2MP.

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

Whiffs on crouchers at max range. Your best combo starter as it links into 2MP, or goes into the 5HP target combo if you're too far away. Fast enough to work after jump-ins or Drive Impact crumples. On block, this is JP's only plus on block normal, allowing you to frametrap with 2LP or 5LK.

It can also work as an anti-air for distant jumps that might make 2HP whiff.

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
  • Chains into 5LP/2LP/2LK

JP's fastest attack, making it good for contesting the opponent's blockstrings. Can combo into LP Striborg.

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

As a poke, 2MP has less range than your other mediums, but is faster and has less total frames, making it less commital.

Its also an important combo tool for JP, as it can link from 5HK and then cancel into MP Striborg (except at maximum range where it falls out, in that case use LP Striborg).

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

Good anti-air, and causes an aerial reset when used in juggles.

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
  • Chains into 5LP/2LP/2LK

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

Not cancelable, but has more range than JP's other mediums (except 5MP), and also moves him forward, making it better as a poke or for some punishes.

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
  • Counterhit/Punish Counter: +48 HKD

JP's sweep is generally safe if you use it at max range, and on hit leaves you plus after forward dash

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 - -

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

j.MP
Jumping Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 3 3 land - 700 H - -

Whiffs on crouchers

His longuest air-to-air, useful for distant jumps but terrible as an air-to-ground.

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 - -

Slams the opponent on Counterhit/Punish Counter.

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 - -

Can cross-up

Works as an instant overhead on standing opponents

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 - -

Knocks down on air hit.

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 - -

JP's best air normal. Works for jump-ins, air to airs, covering yourself during a back jump, etc.

Command Normals

4MP
Grom Strelka
4MP
SF6 JP 4mp.png

4MP
Grom Strelka 1st
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 3 16 Sp SA TC 500 LH +5 -1

Short range strike that confirms 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.

6MK
Guillotinna
6MK
SF6 JP 6mk.png

6MK
Guillotinna
Startup Active Recovery Cancel Damage Guard On Hit On Block
22 2 19 - 700 H +3 -3

Safe on block overhead. Can be linked out of on counter-hit or with Drive Rush.

You can also use Amnesia's bomb or Departure's followup to combo off it.

3HP
Malice
3HP
SF6 JP 3hp.png

3HP
Malice
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 3 31 - 900 L HKD +17 -14

Long-range sweep with the cane. Has more range than 2HK, but is slower, way more unsafe, and doesn't give oki on forward dash unlike his regular sweep.

6HK
Bylina
6HK
SF6 JP 6hk.png

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)

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.

Target Combos

4MP~MP
Grom Strelka
4MP~MP
SF6 JP 4mp mp.png

4MP~MP
Grom Strelka
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 3 20 Sp SA 500 LH +3 -6

Special-cancelable target combo. Works with the same enders as 2MP.

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

5HK~HP
Zilant
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 3 20 Sp SA TC 500 LH +3 -3

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

Canceling into MP Stribog frametraps 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.

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 -
  • Has access to corner throw loops without walking or dashing; throw must be manually timed

JP can combo out of his throw if Departure's automatic followup triggers right after the throw's hit. For this to work, you have to throw the opponent immediatly after setting up Departure.

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 -
  • Side switches

Departure can also hit your opponent during the throw's animation, but you will have no combo and it will do 400 less damage as the back throw's damage come from the hit when your opponent hit the floor.

Air Throw (LPLK Air)
Air Throw
LPLK (air)
SF6 JP jlplk.png

j.LPLK
Tornado
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 3 land - 1200 (2040) T KD +32 -
  • Side switches

Can work as a backup anti-air


Drive System

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

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

  • -
  • Note: gaps of 8f or less cannot be escaped by jumping

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

6HPHK
Exilio
Startup Active Recovery Cancel Damage Guard On Hit On Block
20(18) 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

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
SF6 JP 66.png

66
Drive Rush
Startup Active Recovery Cancel Damage Guard On Hit On Block
9(11) 45(46) 24(23) - - - - -

See Drive Rush. Frame data shown in (parentheses) refers to the version used after Parry.

  • Notable Drive Rush cancel combo routes:
  • Notable Drive Rush cancel blockstring gaps:

Special Moves

Triglav (22P)
Triglav
22P
SF6 JP 22p.png

SF6 JP 22pp.png
*colors used for clarity, do not reflect actual game.

22P
Triglav
Startup Active Recovery Cancel Damage Guard On Hit On Block
22 10 24 SA3 800 LH KD +44 -2

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

Useful for 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 them, which can be a viable tactic if you have life lead. The spikes don't count as projectiles, allowing them to strike projectile-invulnerable attacks.

Also works as a full-screen check against character that might try to use the distance for setups (like Ryu's Denjin Charge).

On hit, they launch the opponent into a juggle state. On regular 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. You can also use the long knockdown time to safely setup Departure.

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

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 level 1.

Stribog (236P)
Stribog
236P
SF6 JP 236lp.png

SF6 JP 236pp.png

236LP
Stribog
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 3,3 28 SA3 300,700 LH KD +38 -10
  • Destroys normals projectiles (including multi-hitting ones) but not OD/super ones.

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
  • Destroys normals projectiles (including multi-hitting ones) but not OD/super ones.
  • Puts opponents into a limited juggle state on hit.

On a cornered opponent, you can follow MP Striborg with 2HP or level 1.

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
  • Destroys normals projectiles (including multi-hitting ones) but not OD/super ones.

HP Striborg wallbounces 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 Striborg 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
22 3(6)3 22 SA2 SA3 300,500 LH KD +67(+87) +2
  • Destroys normals and OD projectiles but still loses to supers.

Faster than the HP version, allowing it to combo after heavies or the 4MP target combo. It still wallbounces, but not as long as HP Striborg, wich 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
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                  No results

No results No results

  • Goes away if JP is hit

JP sets up a portal, with the button used determining the location.

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.

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

OD Departure sets up two portals. 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. LP will teleport to the portal closest to JP while MP teleports to the second portal. HP will trigger spikes from both, with the first spike coming out of the portal closest to the opponent.

Departure Followups (214P~214P)
Departure Followups
214P~214P
SF6 JP 214p 214lp mp.png
Departure: Window

SF6 JP 214p 214hp.png
Departure: Shadow

214P~214LP/MP
Departure: Window
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 [20] 16+3 land - - - - -

JP teleports to his portal, and can act out of it. Fantastic repositioning tool, allowing for side switches and useful for avoiding some advancing moves like Spiral Arrow if used in time. From it, you can use one of your jump-ins, either to punish their action like a fireball or get plus frames on block. You can also empty jump low for catching opponent asleep/not parrying/not mashing.

Another great aspect of Departure's teleport is catching the opponent parrying projectiles. When zoning with Triglav or Torbalan, opponents might start parrying to avoid losing more drive gauge. Teleport into throw can get you a punish throw.

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)
  • Puts opponents in a free juggle state
  • Triggers even if JP is blocking.

Torbalan (236K)
Torbalan
236K
SF6 JP 236lk.png

SF6 JP 236mk.png

SF6 JP 236hk.png

SF6 JP 236kk.png

236LK
Torbalan
Startup Active Recovery Cancel Damage Guard On Hit On Block
14+8 6 50 total SA3 800 LH KD +42~ -6~
236MK
Torbalan
Startup Active Recovery Cancel Damage Guard On Hit On Block
14+12 6 50 total SA3 1000 H +6~ -8~
236HK
Torbalan
Startup Active Recovery Cancel Damage Guard On Hit On Block
14+12 6 50 total SA3 1000 L +6~ -8~
236KK
Torbalan
Startup Active Recovery Cancel Damage Guard On Hit On Block
22 6(14)6 50 total - 400x2 LH KD +66~ +25~

Embrace (214K)
Embrace
214K
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SF6 JP 214kk.png

                  No results

No results No results

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

JP summons a clone that will go full screen and grab a grounded opponent. This move is unable to be performed while Departure is active. The OD version can absorb one hit of a projectile making it useful for winning fireball wars.

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

SF6 JP 22kk.png

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

JP takes a pose, and will counter any attack while he is glowing. If Amnesia successfully catches an attack, JP will a bomb behind him that explodes after a certain moment. The frame advantage after a parry heavily depends on the attack that was countered.

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

OD Amnesia starts the counter immediatly and will works on throws, making it useful as a reversal on wakeup. This version also leaves two bombs behind.

22K (Bomb)
Amnesia Bomb
Startup Active Recovery Cancel Damage Guard On Hit On Block
59 10 - - 800 LH KD ~ -
  • Doesn't go away if JP is hit
22KK (Bomb)
Amnesia Bomb
Startup Active Recovery Cancel Damage Guard On Hit On Block
59 10(32)10 - - 600x2 LH KD ~ -
  • Doesn't go away if JP is hit

Super Arts

Level 1 Super (236236P)
Chornobog
Level 1 Super Art
236236P
SF6 JP 236236p.png

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-??f; Armor Break
  • Depletes 1/2 Drive bar from opponent on hit

Chornobog is useful as a wake-up option to beat meaties. The super also has juggle potential and can work after many of JP's launches.

Level 2 Super (214214P)
Lovushka
Level 2 Super Art
214214P
SF6 JP 214214p.png

214214P
Lovushka
Startup Active Recovery Cancel Damage Guard On Hit On Block
1 - 7 - 500x4 (2000) LH,H,L,H - -

JP summons multiple clones that perform 4 attacks that can be used as a mixup tool. While this move is active JP is unable to use Stribog or Departure.

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

236236K
Interdiction
Startup Active Recovery Cancel Damage Guard On Hit On Block
18 6 62 - 4000 LH HKD +44 -50
236236K
Interdiction (CA)
Startup Active Recovery Cancel Damage Guard On Hit On Block
18 6 62 - 4500 LH HKD +44 -50

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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