Street Fighter 6/JP/Data

From SuperCombo Wiki


Character Vitals

JP
Portrait Icon HP Throw Range / Hurtbox Jump Speed Jump Apex Drive Rush Min. Distance (Throw)
SF6 JP Portrait.png SF6 JP Face.png 10000 0.8 / 0.33 4+38+3 2.115 0.525
Forward Walk Speed Forward Dash Speed Forward Dash Distance Forward Jump Distance Drive Rush Min. Distance (Block)
0.037 22 1.454 1.90 1.857
Back Walk Speed Back Dash Speed Back Dash Distance Back Jump Distance Drive Rush Max Distance
0.025 23 1.003 1.52 3.628


Normals

Standing Normals

5LP
JP
jp_5lp

5LP

Standing Light Punch
SF6 JP 5lp.png
SF6 JP 5lp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - 10% Starter LH Chn Sp SA 13
Startup Active Recovery Total Hitstun Blockstun
6 3 10 18 17 11
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
500 [2000] 250 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-11 +8 +2 +6 0
Punish Advantage Hit Advantage Block Advantage
+8 +4 -2
Notes
Chains into 5LP/2LP/2LK; DR cancel is delayed until after 2nd active frame
5MP
JP
jp_5mp

5MP

Standing Medium Punch
SF6 JP 5mp.png
SF6 JP 5mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
700 - - LH - -
Startup Active Recovery Total Hitstun Blockstun
12 3 21 35 25 18
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [6000] 2000 500 (250) 350 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-22 +5 -2 - -
Punish Advantage Hit Advantage Block Advantage
+5 +1 -6
Notes
Long-range poke with great hitbox priority; susceptible to Drive Impact due to lack of cancelability
5HP
JP
jp_5hp

5HP

Standing Heavy Punch
SF6 JP 5hp.png
SF6 JP 5hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - 20% Starter LH Sp SA 16 (PC 23)
Startup Active Recovery Total Hitstun Blockstun
12 2 22 35 27 21
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
5000 [8000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-22 +7 +1 +17 +11
Punish Advantage Hit Advantage Block Advantage
+25 Stagger +3 -3
Notes
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
JP
jp_5lk

5LK

Standing Light Kick
SF6 JP 5lk.png
SF6 JP 5lk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - 10% Starter LH Sp SA 13
Startup Active Recovery Total Hitstun Blockstun
5 3 11 18 17 12
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
500 [2000] 250 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-12 +7 +2 +6 +1
Punish Advantage Hit Advantage Block Advantage
+7 +3 -2
Notes
DR cancel is delayed until after 2nd active frame
5MK
JP
jp_5mk

5MK

Standing Medium Kick
SF6 JP 5mk.png
SF6 JP 5mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600 - - LH Sp SA 15
Startup Active Recovery Total Hitstun Blockstun
8 3 19 29 23 19
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
3000 [4000] 1500 500 (250) 350 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-20 +5 +1 +11 +7
Punish Advantage Hit Advantage Block Advantage
+5 +1 -3
Notes
Cancelable poke and combo tool; special/DR cancel is delayed until after active frames
5HK
JP
jp_5hk

5HK

Standing Heavy Kick
SF6 JP 5hk.png
SF6 JP 5hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - - LH TC 18 TC
Startup Active Recovery Total Hitstun Blockstun
12 4 17 32 28 23
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
6000 [10000] 3000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
9-15 Air (Head), 12-17 Air (Leg) - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-19 +11 +6 - -
Punish Advantage Hit Advantage Block Advantage
+11 +7 +2
Notes
Useful anti-air and combo/pressure starter with a confirmable Target Combo follow-up; whiffs on crouching opponents from farther away

Crouching Normals

2LP
JP
jp_2lp

2LP

Crouching Light Punch
SF6 JP 2lp.png
SF6 JP 2lp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - 10% Starter LH Chn Sp SA 12
Startup Active Recovery Total Hitstun Blockstun
4 2 11 16 17 12
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
500 [2000] 250 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-11 +8 +3 +6 +1
Punish Advantage Hit Advantage Block Advantage
+8 +4 -1
Notes
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
2MP
JP
jp_2mp

2MP

Crouching Medium Punch
SF6 JP 2mp.png
SF6 JP 2mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600 - - LH Sp SA 16
Startup Active Recovery Total Hitstun Blockstun
7 4 14 24 24 16
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
3000 [4000] 1500 500 (250) 350 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-16 +10 +2 +11 +3
Punish Advantage Hit Advantage Block Advantage
+10 +6 -2
Notes
Good poke and combo/buffer tool; special/DR cancel is delayed until after active frames
2HP
JP
jp_2hp

2HP

Crouching Heavy Punch
SF6 JP 2hp.png
SF6 JP 2hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - - LH Sp SA 20
Startup Active Recovery Total Hitstun Blockstun
9 6 20 34 27 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
5000 [8000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-24 +5 -2 +17 +10
Punish Advantage Hit Advantage Block Advantage
+5 +1 -6
Notes
Solid anti-air but cannot hit cross-up; 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
JP
jp_2lk

2LK

Crouching Light Kick
SF6 JP 2lk.png
SF6 JP 2lk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
200 - 10% Starter L Chn -
Startup Active Recovery Total Hitstun Blockstun
6 2 10 17 14 10
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
500 [2000] 250 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-10 +6 +2 - -
Punish Advantage Hit Advantage Block Advantage
+6 +2 -2
Notes
Chains into 5LP/2LP/2LK
2MK
JP
jp_2mk

2MK

Crouching Medium Kick
SF6 JP 2mk.png
SF6 JP 2mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
700 - - L - -
Startup Active Recovery Total Hitstun Blockstun
9 3 17 28 23 17
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [6000] 2000 500 (250) 350 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-18 +7 +1 - -
Punish Advantage Hit Advantage Block Advantage
+7 +3 -3
Notes
Long range low poke that moves JP forward; after Drive Rush or Punish Counter, can confirm into 2MP
2HK
JP
jp_2hk

2HK

Crouching Heavy Kick
SF6 JP 2hk.png
SF6 JP 2hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
900 - - L - -
Startup Active Recovery Total Hitstun Blockstun
10 3 21 33 - 18
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
5000 [10000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-22 HKD +27 -2 - -
Punish Advantage Hit Advantage Block Advantage
HKD +48 HKD +27 -6
Notes
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)

Jumping Normals

j.LP
JP
jp_jlp

j.LP

Jumping Light Punch
SF6 JP jlp.png
SF6 JP jlp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - - H - -
Startup Active Recovery Total Hitstun Blockstun
5 10 3 land - 13 9
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1500 [2000] 500 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-2 - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
j.MP
JP
jp_jmp

j.MP

Jumping Medium Punch
SF6 JP jmp.png
SF6 JP jmp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
700 - - H - -
Startup Active Recovery Total Hitstun Blockstun
12 3 3 land - 17 13
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500 [4000] 1000 500 (250) 350 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-2 - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Very long horizontal range; extends a large hurtbox 2f before active that makes it easily counterpoked out of the air
j.HP
JP
jp_jhp

j.HP

Jumping Heavy Punch
SF6 JP jhp.png
SF6 JP jhp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - - H - -
Startup Active Recovery Total Hitstun Blockstun
9 5 3 land - 19 15
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [5000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-2 - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Causes spike knockdown vs. airborne opponents on Counter-hit/Punish Counter; good downwards hitbox priority
j.LK
JP
jp_jlk

j.LK

Jumping Light Kick
SF6 JP jlk.png
SF6 JP jlk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - - H - -
Startup Active Recovery Total Hitstun Blockstun
6 8 3 land - 14 11
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1500 [2000] 500 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-2 - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Cross-up; can be used as a fuzzy instant overhead (requires perfect safe jump timing)
j.MK
JP
jp_jmk

j.MK

Jumping Medium Kick
SF6 JP jmk.png
SF6 JP jmk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600 - - H - -
Startup Active Recovery Total Hitstun Blockstun
7 6 3 land - 17 13
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500 [4000] 1000 500 (250) 350 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-2 - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
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
jp_jhk

j.HK

Jumping Heavy Kick
SF6 JP jhk.png
SF6 JP jhk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - - H - -
Startup Active Recovery Total Hitstun Blockstun
11 6 3 land - 19 15
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [5000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-2 - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
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

Command Normals

4MP
JP
jp_4mp

4MP

Grom Strelka 1st
SF6 JP 4mp.png
SF6 JP 4mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500 - - LH Sp SA TC 17 (23 TC)
Startup Active Recovery Total Hitstun Blockstun
8 3 16 26 24 18
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
3000 [4000] 1500 400 (280) 200 (100) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-17 +9 +3 +14 +8
Punish Advantage Hit Advantage Block Advantage
+9 +5 -1
Notes
Cancelable to Grom Strelka Target Combo with a very lenient hitconfirm window (1f blockstring gap if canceled into TC)
6MK
JP
jp_6mk

6MK

Guillotinna
SF6 JP 6mk.png
SF6 JP 6mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
700 - - H - -
Startup Active Recovery Total Hitstun Blockstun
22 2 19 42 24 18
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500 [5000] 1500 500 (250) 350 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-19 +7 +1 - -
Punish Advantage Hit Advantage Block Advantage
+7 +3 -3
Notes
Safe overhead that can link into 2LP with a meaty connect, or 2MP with a Drive Rush or Punish Counter
3HP
JP
jp_3hp

3HP

Malice
SF6 JP 3hp.png
SF6 JP 3hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
900 - - L - -
Startup Active Recovery Total Hitstun Blockstun
16 3 31 49 - 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [10000] 3000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-32 HKD +17 -10 - -
Punish Advantage Hit Advantage Block Advantage
HKD +39 HKD +17 -14
Notes
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
JP
jp_6hk

6HK

Bylina
SF6 JP 6hk.png
SF6 JP 6hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300,600 - - LH Sp SA (2nd) 34
Startup Active Recovery Total Hitstun Blockstun
11 2,4 24 40 - 25(22)
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500x2 [5000x2] 1250x2 500x2 (250x2) 350x2 (125x2) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
8-16 Air (Head/Leg) - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-28 KD +38 -1(-4) KD +55 +12
Punish Advantage Hit Advantage Block Advantage
KD +38 KD +38 -5(-8)
Notes
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 crouch blocking opponents for 3f worse advantage; only 2nd hit is cancelable, so JP cannot make himself safe on a crouch blocking opponent; useful in many Drive Rush juggle routes; special/DR cancel is delayed until after 4th active frame (2nd active frame of 2nd hit)

Target Combos

4MP~MP
JP
jp_4mp_mp

4MP~MP

Grom Strelka
SF6 JP 4mp mp.png
SF6 JP 4mp mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500 - - LH Sp SA 46(15)
Startup Active Recovery Total Hitstun Blockstun
10 3 20 32 26 17
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2000 [3000] 800 400 (280) 200 (100) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-21 - - +16 +7
Punish Advantage Hit Advantage Block Advantage
+7 +3 -6
Notes
Cancelable combo tool that can be hitconfirmed from 4MP; 1f gap between hits on block
5HK~HP
JP
jp_5hk_hp

5HK~HP

Zilant
SF6 JP 5hk hp.png
SF6 JP 5hk hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500 - - LH Sp SA TC 51-54(18) / 54-57(21) TC
Startup Active Recovery Total Hitstun Blockstun
20 3 20 42 26 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500 [4000] 1000 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-21 - - +15 +9
Punish Advantage Hit Advantage Block Advantage
+7 +3 -3
Notes
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
JP
jp_5hk_hp_hp

5HK~HP~HP

Zilant High
SF6 JP 5hk hp hp.png
SF6 JP 5hk hp hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1000 - - H - -
Startup Active Recovery Total Hitstun Blockstun
21 3 22 45 28 21
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
5000 [10000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-23 - - - -
Punish Advantage Hit Advantage Block Advantage
+7 +3 -4
Notes
TC overhead ender; does not combo naturally from 5HK~HP; 8f blockstring gap makes it easily interruptible
5HK~HP~HK
JP
jp_5hk_hp_hk

5HK~HP~HK

Zilant Low
SF6 JP 5hk hp hk.png
SF6 JP 5hk hp hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1000 - - L - -
Startup Active Recovery Total Hitstun Blockstun
21 3 22 45 28 21
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
5000 [10000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-23 - - - -
Punish Advantage Hit Advantage Block Advantage
+7 +3 -4
Notes
TC low ender; does not combo naturally from 5HK~HP; 8f blockstring gap makes it easily interruptible


Throws

LPLK
JP
jp_lplk

LPLK

Ravina
SF6 JP lplk.png
SF6 JP lplk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1200 (2040) - 40% Starter; 20% Immediate T - -
Startup Active Recovery Total Hitstun Blockstun
5 3 23 30 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- [10000] 2000 2000(1400) [4000(2800)] - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +24 KD +24 -
Notes
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
JP
jp_4lplk

4LPLK

Uragan
SF6 JP 4lplk.png
SF6 JP lplk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1200 (2040) - 20% Immediate T - -
Startup Active Recovery Total Hitstun Blockstun
5 3 23 30 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- [10000] 2000 2000(1400) [4000(2800)] - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +36 KD +36 -
Notes
Side switch; throws opponent almost full screen away; after throwing opponent into corner, can dash for oki (+14); 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
JP
jp_jlplk

j.LPLK

Tornado
SF6 JP jlplk.png
SF6 JP jlplk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1200 (2040) - - T - -
Startup Active Recovery Total Hitstun Blockstun
5 3 3 land - - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- [10000] 2000 2000(1400) [4000(2800)] - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +32 KD +32 -
Notes
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)

Drive Moves

HPHK
JP
jp_hphk

HPHK

Espada
SF6 JP hphk.png
SF6 JP hphk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 200 20% Starter LH - -
Startup Active Recovery Total Hitstun Blockstun
26 2 35 62 - 34
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
5000 10000 [15000] -10000 [3000(2100)] - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- 1-27 - 0 1 0
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-35 - - - -
Punish Advantage Hit Advantage Block Advantage
Crumple (Standing +21, Juggle +46, HKD +104) KD +35 / Wall Splat KD +65 -3 / Wall Splat HKD +72
Notes
See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height.
6HPHK
JP
jp_6hphk

6HPHK

Exilio
SF6 JP 6hphk.png
SF6 JP 6hphk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500 recoverable 125 recoverable - LH - -
Startup Active Recovery Total Hitstun Blockstun
20 3 26(31) 48(53) - 21
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - -20000 - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-22 Full Break - 200 100 1
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-27 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +23 KD +23 -8
Notes
5f extra recovery on hit; see Drive Reversal.
MPMK
JP
jp_mpmk

MPMK

Drive Parry
SF6 JP mpmk.png
SF6 JP mpmk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - 50% Multiplier (Perfect) - - -
Startup Active Recovery Total Hitstun Blockstun
1 8 or until released 29(1)(11) 37(3) - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - -5000,250~ - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
6 Full (after Perfect Parry) - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
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.
66
JP
jp_66

66

Drive Rush
SF6 JP 66.png
SF6 JP 66 hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - 15% Multiplier (Mid-Combo) - - -
Startup Active Recovery Total Hitstun Blockstun
9(11) 45(46) 24(23) - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - -10000(-30000) - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
See Drive Rush. Frame data shown in parentheses refers to the Drive Rush version used from a Parry. Distance: 0.525 (min/throw), 1.857 (min/block), 3.628 (max/final DR frame)

Special Moves

Triglav

22P
JP
jp_22p

22P

Triglav
SF6 JP 22p.png
SF6 JP 22p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 200 - LH SA3 17
Startup Active Recovery Total Hitstun Blockstun
22 10 24 55 - 32
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500 [3000] 1000 800 (560) 400 (200) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-23 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +44 KD +44 -2
Notes
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
JP
jp_22pp

22PP

Triglav
SF6 JP 22pp.png
SF6 JP 22PP hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500x2 125x2 - LH SA2 SA3 19
Startup Active Recovery Total Hitstun Blockstun
20 10,10 14 53 - 37(27)
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1500x2 [2500x2] -20000 500x2 (350x2) 250x2 (125x2) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
+3(-23) - - - -
Punish Advantage Hit Advantage Block Advantage
KD +57(+50) KD +53(+50) +3
Notes
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

Stribog

236LP
JP
jp_236lp

236LP

Stribog
SF6 JP 236lp.png
SF6 JP 236lp hitbox1.pngF6 JP 236lp hitbox2.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300,700 75,175 - LH SA3 27(11 proj)
Startup Active Recovery Total Hitstun Blockstun
16 3,3 28 49 - 24(21)
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1000,2500 [2000,3000] 500,1500 300,500 (210,350) 150,250 (75,125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-32(-20) - - - -
Punish Advantage Hit Advantage Block Advantage
KD +38 KD +38 -10
Notes
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)
236MP
JP
jp_236mp

236MP

Stribog
File:SF6 JP 236mp1.png
SF6 JP 236mp hitbox1.pngSF6 JP 236mp hitbox2.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
400,800 100,200 - LH SA3 30(13 proj)
Startup Active Recovery Total Hitstun Blockstun
20 3(1)3 27 53 - 26(22)
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1000,2500 [2000,3000] 500,1500 300,500 (210,350) 150,250 (75,125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-32(-19) - - - -
Punish Advantage Hit Advantage Block Advantage
KD +42 KD +42 -8
Notes
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)
236HP
JP
jp_236hp

236HP

Stribog
File:SF6 JP 236hp.png
SF6 JP 236hp hitbox1.pngSF6 JP 236hp hitbox2.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300,500 75,125 - LH SA3 31(6 proj)
Startup Active Recovery Total Hitstun Blockstun
28 3(9)3 19 61 - 36(26)
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1000,2500 [2000,3000] 500,1500 300,500 (210,350) 150,250 (75,125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-11 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +67(+87) KD +67(+87) +4
Notes
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
236PP
JP
jp_236pp

236PP

Stribog
SF6 JP 236pp.png
SF6 JP 236pp hitbox1.pngSF6 JP 236pp hitbox2.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300,500 75,125 - LH SA2 SA3 39(17 proj)
Startup Active Recovery Total Hitstun Blockstun
22 3(6)3 22 55 - 36(27)
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1000,2500 [2000,3000] -20000 300,500 (210,350) 150,250 (75,125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-14 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +67(+87) KD +67(+87) +2
Notes
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); direct SA3 cancel will not usually juggle

Departure

214P
JP
jp_214p

214P

Departure
SF6 JP 214p.png
SF6 JP 214p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 200 - LH - -
Startup Active Recovery Total Hitstun Blockstun
50+100 [10] 50 total 50 - 31
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500 [3000] 1000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 0 0
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
KD ~ KD ~ -
Notes
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
214PP
JP
jp_214pp

214PP

Departure
File:SF6 JP 214pp.png
File:SF6 JP 214pp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500x2 125x2 - LH - -
Startup Active Recovery Total Hitstun Blockstun
40+70 [10(20)10] 40 total 40 - 31 each
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1500x2 [5000] -20000 400x2 (280x2) 200x2 (100x2) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 0 0
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
KD ~ KD ~ -
Notes
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

Departure: Window

214P~214LP/MP
JP
jp_214p_214lp_mp

214P~214LP/MP

Departure: Window
SF6 JP 214p 214lp mp.png
File:SF6 JP 214p 214lp mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
6 [20] 16+3 land 44 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
6-25 Full - 26-41 (FKD) - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
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


Departure: Shadow

214P~214HP
JP
jp_214p_214hp

214P~214HP

Departure: Shadow
SF6 JP 214p 214hp.png
File:SF6 JP 214p 214hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 200 20% Starter LH - -
Startup Active Recovery Total Hitstun Blockstun
19(21) [10] 21 40 - 31
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500 [3000] 1000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 0 0
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-9(-11) - - - -
Punish Advantage Hit Advantage Block Advantage
KD +58(+60) KD +58(+60) +9(+11)
Notes
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
214PP~214HP
JP
jp_214pp_214hp

214PP~214HP

OD Departure: Shadow
File:SF6 JP 214pp 214hp.png
File:SF6 JP 214pp 214hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500x2 125x2 20% Starter LH - -
Startup Active Recovery Total Hitstun Blockstun
19(21) [10(20)10] 21 40 - 31 each
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1500x2 [5000] -20000 400x2 (280x2) 200x2 (100x2) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - 0 0
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
+20 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +92 KD +92 +39(+40)
Notes
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

Torbalan

236LK
JP
jp_236lk

236LK

Torbalan
SF6 JP 236lk.png
SF6 JP 236lk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 200 - LH SA3 20
Startup Active Recovery Total Hitstun Blockstun
14+8 6 50 total 50 - 23
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500 [3000] 1000 600 (420) 300 (150) 0.13
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-18~ - - - -
Punish Advantage Hit Advantage Block Advantage
KD +42~ KD +42~ -6~
Notes
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
JP
jp_236mk

236MK

Torbalan
SF6 JP 236mk.png
SF6 JP 236mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1000 250 - H SA3 16*
Startup Active Recovery Total Hitstun Blockstun
14+12 6 50 total 50 31 17
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500 [3000] 1000 600 (420) 300 (150) 0.13
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-14~ - - - -
Punish Advantage Hit Advantage Block Advantage
+10~ +6~ -8~
Notes
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
JP
jp_236hk

236HK

Torbalan
SF6 JP 236hk.png
SF6 JP 236hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1000 250 - L SA3 16*
Startup Active Recovery Total Hitstun Blockstun
14+12 6 50 total 50 31 17
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500 [3000] 1000 600 (420) 300 (150) 0.13
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-14~ - - - -
Punish Advantage Hit Advantage Block Advantage
+10~ +6~ -8~
Notes
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
JP
jp_236kk

236KK

Torbalan
SF6 JP 236kk.png
SF6 JP 236kk hitbox1.pngSF6 JP 236kk hitbox2.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
400x2 100x2 - LH - -
Startup Active Recovery Total Hitstun Blockstun
22 6(14)6 50 total 50 - 54 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500x2 [2500x2] -20000 400x2 (280x2) 200x2 (100x2) 0.13
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-18(+13) - - - -
Punish Advantage Hit Advantage Block Advantage
KD +66~ KD +66~ +25~
Notes
Spawns a "ghost" that travels toward opponent and clashes with 2-hit OD projectiles; upon reaching the opponent, begins an 8f OD 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; 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]
JP
jp_236k_hold

236[K]

Torbalan Feint
SF6 JP 236k hold.png
File:SF6 JP 236k hold hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
34 total - - 34 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Great tool for baiting the opponent into whiffing Parry, jumping, or using anti-projectile attack

Embrace

214K
JP
jp_214k

214K

Embrace
SF6 JP 214k.png
SF6 JP 214k hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1800 (2070) - - T - -
Startup Active Recovery Total Hitstun Blockstun
26~ 3 44 72 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- [10000] 2500 3000 (2100) - 0.13
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +18 HKD +18 -
Notes
1-hit projectile command grab; clashes with non-OD projectiles; 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
JP
jp_214kk

214KK

Embrace
SF6 JP 214kk.png
File:SF6 JP 214kk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
2600 (2990) - - T - -
Startup Active Recovery Total Hitstun Blockstun
26~ 3 44 72 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- [10000] -20000 3000 (2100) - 0.13
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +18 HKD +18 -
Notes
1-hit OD projectile command grab; clashes with OD projectiles (can destroy non-OD projectiles, allowing the throw to continue); 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

Amnesia

22K
JP
jp_22k

22K

Amnesia
SF6 JP 22k.png
SF6 JP 22k hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
3 18 35(17) 55 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - 10000 2000 (0) - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
3-20 Strike - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
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
JP
jp_22k_bomb

22K (Bomb)

Amnesia Bomb
SF6 JP 22k bomb.png
SF6 JP 22k bomb hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 200 50% Starter; 60% Immediate LH - -
Startup Active Recovery Total Hitstun Blockstun
59 10 - - - 28
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500 [3000] 1000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
KD ~ KD ~ -
Notes
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
JP
jp_22kk

22KK

Amnesia
SF6 JP 22kk.png
File:SF6 JP 22kk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
1 20 35(17) 55 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - -20000 2000 (0) - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-20 Strike/Throw - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
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
JP
jp_22kk_bomb

22KK (Bomb)

Amnesia Bomb
SF6 JP 22kk.png
File:SF6 JP 22kk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600x2 150z2 50% Starter; 60% Immediate LH - -
Startup Active Recovery Total Hitstun Blockstun
59 10(32)10 - - - 28 each
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1500x2 [5000] - 600x2 (420x2) 300x2 (150x2) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
KD ~ KD ~ -
Notes
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

Super Arts

236236P
JP
jp_236236p

236236P

Chornobog
SF6 JP 236236p.png
SF6 JP 236236p hitbox1.pngSF6 JP 236236p hitbox2.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
400,1600 (2000) 100,400 (500) 30% Minimum LH - -
Startup Active Recovery Total Hitstun Blockstun
8 14,1~ 62 84 - 44(30)
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500 5000 - -10000 -10000 0.3 (2nd hit)
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1 Full, 2-10 Strike/Throw Break -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-52(-42) - - - -
Punish Advantage Hit Advantage Block Advantage
KD +22(+32) KD +22(+32) -33(-23)
Notes
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
214214P
JP
jp_214214p

214214P

Lovushka
SF6 JP 214214p.png
SF6 JP 214214p hitbox1.pngSF6 JP 214214p hitbox2.pngSF6 JP 214214p hitbox3.pngSF6 JP 214214p hitbox4.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500x4 (2000) 75x4 (300) 40% Minimum; 25% Starter (3rd hit); 25% Immediate LH,H,L,H - -
Startup Active Recovery Total Hitstun Blockstun
1 - 7 8 41 each 20 each
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1000x4 2500x4 - -20000 -20000 -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1 Full Break (all) -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
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 29f, 66f, 103f, 140f; leaves a 17f gap between each projectile on block; hitstun/blockstun values include the 13f hitstop inflicted on the defender
236236K
JP
jp_236236k

236236K

Interdiction
SF6 JP 236236k.png
SF6 JP 236236k hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
4000 1000 50% Minimum; 10% Immediate (Sp) LH - -
Startup Active Recovery Total Hitstun Blockstun
18 6 62 85 - 18
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
7500 15000 - -30000 -30000 -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-23 Full Break -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-66 - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +44 HKD +44 -50
Notes
Teleports to the opponent's location (can whiff if too high in the air); can be comboed into from anywhere on the screen; cinematic time regenerates ~1.8 Drive bars for JP
236236K (CA)
JP
jp_236236k(ca)

236236K

Interdiction (CA)
SF6 JP 236236k(ca).png
File:SF6 JP 236236k(ca) hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
4500 1250 50% Minimum; 10% Immediate (Sp) LH - -
Startup Active Recovery Total Hitstun Blockstun
18 6 62 85 - 18
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
10000 20000 - -30000 -30000 -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-23 Full Break -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-66 - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +44 HKD +44 -50
Notes
Teleports to the opponent's location (can whiff if too high in the air); can be comboed into from anywhere on the screen; available at 25% HP or below; cinematic time regenerates ~2.2 Drive bars for JP

Taunts

5PPPKKK
JP
jp_5pppkkk

5PPPKKK

Neutral Taunt
SF6 JP 5pppkkk.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
220 (total) - - 220 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
"Is... something the matter?"
6PPPKKK
JP
jp_6pppkkk

6PPPKKK

Forward Taunt
SF6 JP 6pppkkk.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
395 (total) - - 395 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
"Do you need to take a rest?"
4PPPKKK
JP
jp_4pppkkk

4PPPKKK

Back Taunt
SF6 JP 4pppkkk.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
202 (total) - - 202 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
"Is this fight not what you wanted?"



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