Street Fighter 6/JP/Frame data

From SuperCombo Wiki


Frame Data Tables

Character Data

JP HP Throw
Range
Fwd Walk
Speed
Back Walk
Speed
Fwd Dash
Speed
Back Dash
Speed
Fwd Dash
Distance
Back Dash
Distance
Jump
Speed
Fwd Jump
Distance
Back Jump
Distance
Jump
Apex
SF6 JP Portrait.png 10000 0.8 0.037 0.025 22 23 1.454 1.003 4+38+3 1.90 1.52 2.115

Normals and Target Combos


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
5LP 300 6 3 10 18 +4 -2 LH Chn Sp SA 13
5MP 700 12 3 21 35 +1 -6 LH -
5HP 800 12 2 22 35 +3 -3 LH Sp SA 16 (PC 23)
5LK 300 5 3 11 18 +3 -2 LH Sp SA 13
5MK 600 8 3 19 29 +1 -3 LH Sp SA 15
5HK 800 12 4 17 32 +7 +2 LH TC 18 TC
2LP 300 4 2 11 16 +4 -1 LH Chn Sp SA 12
2MP 600 7 4 14 24 +6 -2 LH Sp SA 16
2HP 800 9 6 20 34 +1 -6 LH Sp SA 20
2LK 200 6 2 10 17 +2 -2 L Chn
2MK 700 9 3 17 28 +3 -3 L -
2HK 900 10 3 21 33 HKD +27 -6 L -
j.LP 300 5 10 3 land - - - H -
j.MP 700 12 3 3 land - - - H -
j.HP 800 9 5 3 land - - - H -
j.LK 300 6 8 3 land - - - H -
j.MK 600 7 6 3 land - - - H -
j.HK 800 11 6 3 land - - - H -
4MP 500 8 3 16 26 +5 -1 LH Sp SA TC 17 (23 TC)
6MK 700 22 2 19 42 +3 -3 H -
3HP 900 16 3 31 49 HKD +17 -14 L -
6HK 300,600 11 2,4 24 40 KD +38 -5(-8) LH Sp SA (2nd) 34
4MP~MP 500 10 3 20 32 +3 -6 LH Sp SA 46(15)
5HK~HP 500 20 3 20 42 +3 -3 LH Sp SA TC 51-54(18) / 54-57(21) TC
5HK~HP~HP 1000 21 3 22 45 +3 -4 H -
5HK~HP~HK 1000 21 3 22 45 +3 -4 L -

input Dmg Scaling Punish Adv PerfParry Adv DR Cancel onHit DR Cancel onBlock Hitstun Blockstun Hitstop
input Dmg Scaling Punish Adv PerfParry Adv DR Cancel onHit DR Cancel onBlock Hitstun Blockstun Hitstop
5LP 10% Starter +8 -11 +6 0 17 11 9
5MP +5 -22 25 18 11
5HP 20% Starter +25 Stagger -22 +17 +11 27 21 13
5LK 10% Starter +7 -12 +6 +1 17 12 9
5MK +5 -20 +11 +7 23 19 11
5HK +11 -19 28 23 13
2LP 10% Starter +8 -11 +6 +1 17 12 9
2MP +10 -16 +11 +3 24 16 11
2HP +5 -24 +17 +10 27 20 13
2LK 10% Starter +6 -10 14 10 9
2MK +7 -18 23 17 11
2HK HKD +48 -22 18 13
j.LP -2 13 9 9
j.MP -2 17 13 11
j.HP -2 19 15 13
j.LK -2 14 11 9
j.MK -2 17 13 11
j.HK -2 19 15 13
4MP +9 -17 +14 +8 24 18 13
6MK +7 -19 24 18 11
3HP HKD +39 -32 20 13
6HK KD +38 -28 KD +55 +12 25(22) 13,13
4MP~MP +7 -21 +16 +7 26 17 11
5HK~HP +7 -21 +15 +9 26 20 13
5HK~HP~HP +7 -23 28 21 13
5HK~HP~HK +7 -23 28 21 13

input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
5LP 500 [2000] 250 300 (210) 150 (75)
5MP 4000 [6000] 2000 500 (250) 350 (125)
5HP 5000 [8000] 2000 1000 (700) 500 (250)
5LK 500 [2000] 250 300 (210) 150 (75)
5MK 3000 [4000] 1500 500 (250) 350 (125)
5HK 6000 [10000] 3000 1000 (700) 500 (250)
2LP 500 [2000] 250 300 (210) 150 (75)
2MP 3000 [4000] 1500 500 (250) 350 (125)
2HP 5000 [8000] 2000 1000 (700) 500 (250)
2LK 500 [2000] 250 300 (210) 150 (75)
2MK 4000 [6000] 2000 500 (250) 350 (125)
2HK 5000 [10000] 2000 1000 (700) 500 (250)
j.LP 1500 [2000] 500 300 (210) 150 (75)
j.MP 2500 [4000] 1000 500 (250) 350 (125)
j.HP 4000 [5000] 2000 1000 (700) 500 (250)
j.LK 1500 [2000] 500 300 (210) 150 (75)
j.MK 2500 [4000] 1000 500 (250) 350 (125)
j.HK 4000 [5000] 2000 1000 (700) 500 (250)
4MP 3000 [4000] 1500 400 (280) 200 (100)
6MK 2500 [5000] 1500 500 (250) 350 (125)
3HP 4000 [10000] 3000 1000 (700) 500 (250)
6HK 2500x2 [5000x2] 1250x2 500x2 (250x2) 350x2 (125x2)
4MP~MP 2000 [3000] 800 400 (280) 200 (100)
5HK~HP 2500 [4000] 1000 500 (350) 250 (125)
5HK~HP~HP 5000 [10000] 2000 1000 (700) 500 (250)
5HK~HP~HK 5000 [10000] 2000 1000 (700) 500 (250)

input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
5LP
5MP
5HP
5LK
5MK
5HK 9-15 Air (Head), 12-17 Air (Leg)
2LP
2MP
2HP
2LK
2MK
2HK
j.LP
j.MP
j.HP
j.LK
j.MK
j.HK
4MP
6MK
3HP
6HK 8-16 Air (Head/Leg)
4MP~MP
5HK~HP
5HK~HP~HP
5HK~HP~HK

input Notes
input Notes
5LP Chains into 5LP/2LP/2LK; DR cancel is delayed until after 2nd active frame
5MP Long-range poke with great hitbox priority; susceptible to Drive Impact due to lack of cancelability
5HP JP's main combo/juggle/punish tool (essentially a cancelable version of 5MP with less range); Punish Counter allows a 1-bar Drive Rush follow-up, or a cancel into 214PP with enough frame advantage to link 2MP afterwards; has juggle potential even without Drive Rush; puts airborne opponents into a limited juggle state; has a large hurtbox extension 1f before active that is vulnerable to projectiles; hurtbox is extended horizontally during all active and recovery frames for easier whiff punishability
5LK DR cancel is delayed until after 2nd active frame
5MK Cancelable poke and combo tool; special/DR cancel is delayed until after active frames
5HK Useful anti-air and combo/pressure starter with a confirmable Target Combo follow-up; whiffs on crouching opponents from farther away
2LP Chains into 5LP/2LP/2LK; JP's only 4f normal, making it an important defensive option; DR cancel is delayed until after 2nd active frame
2MP Good poke and combo/buffer tool; special/DR cancel is delayed until after active frames
2HP 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 Chains into 5LP/2LP/2LK
2MK Long range low poke that moves JP forward; after Drive Rush or Punish Counter, can confirm into 2MP
2HK Short ranged sweep with good hitbox priority; very difficult for most characters to punish if well spaced; has juggle potential even without Drive Rush (no longer a Hard Knockdown if juggled into)
j.LP
j.MP Very long horizontal range; extends a large hurtbox 2f before active that makes it easily counterpoked out of the air
j.HP Causes spike knockdown vs. airborne opponents on Counter-hit/Punish Counter; good downwards hitbox priority
j.LK Cross-up; can be used as a fuzzy instant overhead (requires perfect safe jump timing)
j.MK Puts airborne opponents into a limited juggle state (similar to j.MP for most characters); useful for air-to-airs and juggles; shifts JP's hurtbox upward during startup
j.HK JP's best overall jump-in tool with decent hitbox priority; extends a hurtbox 1f before active, making it susceptible to being counterpoked out of the air
4MP Cancelable to Grom Strelka Target Combo with a very lenient hitconfirm window (1f blockstring gap if canceled into TC)
6MK Safe overhead that can link into 2LP with a meaty connect, or 2MP with a Drive Rush or Punish Counter
3HP Long range advancing sweep; can be difficult to punish if well spaced; high juggle potential even without Drive Rush; no longer a Hard Knockdown if juggled into
6HK Solid anti-air (but a little slow and cannot hit cross-up); launches opponent into limited juggle state; 1st hit forces stand on hit; 2nd hit whiffs on 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)
4MP~MP Cancelable combo tool that can be hitconfirmed from 4MP; 1f gap between hits on block
5HK~HP True blockstring from 5HK (up to 1f gap on block if delayed to final cancel frame); safe on block and easily confirmed into a follow-up special or Drive Rush on hit; TC follow-ups cannot be comboed into unless the HP itself lands as a Counter-hit/Punish Counter; special/DR cancel is delayed until after 2nd active frame
5HK~HP~HP TC overhead ender; does not combo naturally from 5HK~HP; 8f blockstring gap makes it easily interruptible
5HK~HP~HK TC low ender; does not combo naturally from 5HK~HP; 8f blockstring gap makes it easily interruptible

Drive and Throw


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
LPLK 1200 (2040) 5 3 23 30 KD +24 - T
4LPLK 1200 (2040) 5 3 23 30 KD +36 - T
j.LPLK 1200 (2040) 5 3 3 land - KD +32 - T
HPHK 800 26 2 35 62 KD +35 / Wall Splat KD +65 -3 / Wall Splat HKD +72 LH
6HPHK 500 recoverable 20 3 26(31) 48(53) KD +23 -8 LH
MPMK - 1 8 or until released 29(1)(11) 37(3) - - -
66 - 9(11) 45(46) 24(23) - - -

input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
LPLK 40% Starter; 20% Immediate HKD +24
4LPLK 20% Immediate HKD +36
j.LPLK HKD +32
HPHK 200 20% Starter Crumple (Standing +21, Juggle +46, HKD +104) -35 34 25
6HPHK 125 recoverable KD +23 -27 21 20
MPMK 50% Multiplier (Perfect)
66 15% Multiplier (Mid-Combo)

input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit
input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit
LPLK [10000] 2000 2000(1400) [4000(2800)]
4LPLK [10000] 2000 2000(1400) [4000(2800)]
j.LPLK [10000] 2000 2000(1400) [4000(2800)]
HPHK 5000 10000 [15000] -10000 [3000(2100)]
6HPHK -20000
MPMK -5000,250~
66 -10000(-30000)

input Invuln Armor Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Juggle Start Juggle Increase Juggle Limit
LPLK
4LPLK
j.LPLK
HPHK 1-27 0 1 0
6HPHK 1-22 Full Break 200 100 1
MPMK 6 Full (after Perfect Parry)
66

input Notes
input Notes
LPLK Can dash forward for a corner throw loop (+2 after dash), or walk for manual timing (making shimmy a more practical option); throws opponent almost full screen away; damage scaling is applied when juggling into SA2, Departure spike, or Amnesia projectiles
4LPLK Side switch; throws opponent almost full screen away; after throwing opponent into corner, can dash 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 Side switch; can get oki if throwing opponent backwards into the corner; midscreen oki is very weak (better to set up Departure or throw a projectile)
HPHK See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height.
6HPHK 5f extra recovery on hit; see Drive Reversal.
MPMK See Drive Parry. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery.
66 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)

Specials


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
22P 800 22 10 24 55 KD +44 -2 LH SA3 17
22PP 500x2 20 10,10 14 53 KD +53(+50) +3 LH SA2 SA3 19
236LP 300,700 16 3,3 28 49 KD +38 -10 LH SA3 27(11 proj)
236MP 400,800 20 3(1)3 27 53 KD +42 -8 LH SA3 30(13 proj)
236HP 300,500 28 3(9)3 19 61 KD +67(+87) +4 LH SA3 31(6 proj)
236PP 300,500 22 3(6)3 22 55 KD +67(+87) +2 LH SA2 SA3 39(17 proj)
214P 800 50+100 [10] 50 total 50 KD ~ - LH -
214PP 500x2 40+70 [10(20)10] 40 total 40 KD ~ - LH -
214P~214LP/MP - 6 [20] 16+3 land 44 - - - -
214P~214HP 800 19(21) [10] 21 40 KD +58(+60) +9(+11) LH -
214PP~214HP 500x2 19(21) [10(20)10] 21 40 KD +92 +39(+40) LH -
236LK 800 14+8 6 50 total 50 KD +42~ -6~ LH SA3 20
236MK 1000 14+12 6 50 total 50 +6~ -8~ H SA3 16*
236HK 1000 14+12 6 50 total 50 +6~ -8~ L SA3 16*
236KK 400x2 22 6(14)6 50 total 50 KD +66~ +25~ LH -
236[K] - 34 total - - 34 - - - -
214K 1800 (2070) 26~ 3 44 72 HKD +18 - T -
214KK 2600 (2990) 26~ 3 44 72 HKD +18 - T -
22K - 3 18 35(17) 55 - - - -
22K (Bomb) 800 59 10 - - KD ~ - LH -
22KK - 1 20 35(17) 55 - - - -
22KK (Bomb) 600x2 59 10(32)10 - - KD ~ - LH -

input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
22P 200 KD +44 -23 32 8
22PP 125x2 KD +57(+50) +3(-23) 37(27) 0,8
236LP 75,175 KD +38 -32(-20) 24(21) 13,(8)
236MP 100,200 KD +42 -32(-19) 26(22) 13,(8)
236HP 75,125 KD +67(+87) -11 36(26) 13,(8)
236PP 75,125 KD +67(+87) -14 36(27) 13,(8)
214P 200 KD ~ 31 13
214PP 125x2 KD ~ 31 each 13 each
214P~214LP/MP
214P~214HP 200 20% Starter KD +58(+60) -9(-11) 31 13
214PP~214HP 125x2 20% Starter KD +92 +20 31 each 13 each
236LK 200 KD +42~ -18~ 23 8
236MK 250 +10~ -14~ 17 6
236HK 250 +10~ -14~ 17 6
236KK 100x2 KD +66~ -18(+13) 54 total 13,13
236[K]
214K HKD +18
214KK HKD +18
22K
22K (Bomb) 200 50% Starter; 60% Immediate KD ~ - 28 (13)
22KK
22KK (Bomb) 150z2 50% Starter; 60% Immediate KD ~ - 28 each (13) each

input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
22P 2500 [3000] 1000 800 (560) 400 (200)
22PP 1500x2 [2500x2] -20000 500x2 (350x2) 250x2 (125x2)
236LP 1000,2500 [2000,3000] 500,1500 300,500 (210,350) 150,250 (75,125)
236MP 1000,2500 [2000,3000] 500,1500 300,500 (210,350) 150,250 (75,125)
236HP 1000,2500 [2000,3000] 500,1500 300,500 (210,350) 150,250 (75,125)
236PP 1000,2500 [2000,3000] -20000 300,500 (210,350) 150,250 (75,125)
214P 2500 [3000] 1000 1000 (700) 500 (250)
214PP 1500x2 [5000] -20000 400x2 (280x2) 200x2 (100x2)
214P~214LP/MP
214P~214HP 2500 [3000] 1000 1000 (700) 500 (250)
214PP~214HP 1500x2 [5000] -20000 400x2 (280x2) 200x2 (100x2)
236LK 2500 [3000] 1000 600 (420) 300 (150)
236MK 2500 [3000] 1000 600 (420) 300 (150)
236HK 2500 [3000] 1000 600 (420) 300 (150)
236KK 2500x2 [2500x2] -20000 400x2 (280x2) 200x2 (100x2)
236[K]
214K [10000] 2500 3000 (2100)
214KK [10000] -20000 3000 (2100)
22K 10000 2000 (0)
22K (Bomb) 2500 [3000] 1000 1000 (700) 500 (250)
22KK -20000 2000 (0)
22KK (Bomb) 1500x2 [5000] 600x2 (420x2) 300x2 (150x2)

input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
22P
22PP
236LP
236MP
236HP
236PP
214P 0 0
214PP 0 0
214P~214LP/MP 6-25 Full 26-41 (FKD)
214P~214HP 0 0
214PP~214HP 0 0
236LK
236MK
236HK
236KK
236[K]
214K
214KK
22K 3-20 Strike
22K (Bomb)
22KK 1-20 Strike/Throw
22KK (Bomb)

input Notes
input Notes
22P 1-hit projectile; button strength determines spike position (LP close, MP mid, HP far); spike appears from the ground and travels upward (takes 3f to reach max height); in the corner, all versions stop at the edge of the screen; puts opponent into limited juggle state on hit; useful tool for zoning, juggles, and block pressure (can be very plus on block with meaty timing)
22PP Spawns two separate 1-hit OD projectiles; spike position depends on button combination (LP+MP close, LP+HP mid, MP+HP far); each spike appears from the ground and travels upward (takes 3f to reach max height); in the corner, all versions stop at the edge of the screen; puts opponent into limited juggle state on hit; useful tool for zoning, juggles, and block pressure (can be very plus on block with meaty timing); frame advantage can increase slightly if the 2 spike hits are staggered; Punish Counter causes first spike to launch higher for increased KD Adv
236LP 1st hit is a strike hitbox that clashes with non-OD projectiles; 2nd hit is a 1-hit non-OD projectile (but can be Perfect Parried like a strike; together, both hits can nullify a 2-hit non-OD projectile; 2nd hit has more range than the 1st hit; puts opponents into limited juggle state on hit; cannot hit cross-up (behind JP)
236MP 1st hit is a strike hitbox that clashes with non-OD projectiles; 2nd hit is a 1-hit non-OD projectile (but can be Perfect Parried like a strike; together, both hits can nullify a 2-hit non-OD projectile; 2nd hit has more range than the 1st hit; puts opponents into limited juggle state on hit; in the corner, launched high enough to juggle into the first hit of SA1; cannot hit cross-up (behind JP)
236HP 1st hit is a strike hitbox that clashes with non-OD projectiles; 2nd hit is a 1-hit non-OD projectile (but can be Perfect Parried like a strike; together, both hits can nullify a 2-hit non-OD projectile (though the large gap between hits makes this impractical); 2nd hit has more range than the 1st hit; causes a wall bounce on hit (limited juggle state); cannot hit cross-up (behind JP); direct SA3 cancel will not usually juggle
236PP 1st hit is a strike hitbox that clashes with OD projectiles; 2nd hit is a 1-hit OD projectile (but can be Perfect Parried like a strike; together, both hits can nullify a 2-hit OD projectile; 2nd hit has more range than the 1st hit; causes a wall bounce on hit (limited juggle state); cannot hit cross-up (behind JP); direct SA3 cancel will not usually juggle
214P Spawns a portal in the air according to button strength (LP close, MP mid, HP far); while the portal is active, JP cannot use 214P command grab; portal disappears if JP is hit or thrown; can manually input 214LP/MP or 214HP follow-up while portal is active; if no follow-up is input, the portal automatically spawns a 1-hit spike projectile toward the opponent 100f after JP recovers (150f total startup); spike puts opponents into a free juggle state; the automatic spike activation allows for strong mixups, as JP is free to move while it occurs (unlike 214P~214HP version where he snaps his fingers); cannot spawn another portal until the first has disappeared
214PP Spawns 2 portals in the air according to button strengths used (LP close, MP mid, HP far); while the portals are active, JP cannot use 214P command grab; portals disappear if JP is hit or thrown; can manually input 214LP/MP or 214HP follow-up while portals are active; if no follow-up is input, each portal automatically spawns a 1-hit OD spike projectile (starting with the closest portal) angled toward the opponent 70f after JP recovers (110f total startup); spikes put opponents into a free juggle state; the automatic spike activation allows for strong mixups, as JP is free to move while it occurs (unlike 214PP~214HP version where he snaps his fingers); cannot spawn another portal until both have disappeared
214P~214LP/MP Fully invincible while off-screen; Punish Counter state while airborne; teleports to portal location and causes portal to disappear (after OD Departure, LP version goes to close portal while MP version goes to far portal); JP can act in the air on frames 31-41; JP always faces the opponent after reappearing; if no air attack is used, JP has 1 punishable landing frame, then can block on the next 2 landing frames
214P~214HP Spawns a 1-hit projectile spike from the active portal; spike is angled downward toward the opponent; 1st active frame only hits airborne or tall standing characters; 2nd active frame reaches regular-size standing characters; 3rd active frame reaches all crouching characters; useful tool for zoning, juggles, chip damage, and oki; puts opponent into free juggle state on hit; opponent builds 50% extra Drive meter when parrying the spike
214PP~214HP Spawns 2 separate OD projectile spikes beginning from the closest portal; spikes are angled downward toward the opponent; for each spike, 1st active frame only hits airborne or tall standing characters; 2nd active frame reaches regular-size standing characters; 3rd active frame reaches all crouching characters; useful tool for zoning, juggles, chip damage, and oki; puts opponent into free juggle state on hit; opponent builds 40% extra Drive meter when parrying the spikes
236LK Spawns a "ghost" that travels toward opponent and clashes with 1-hit non-OD projectiles; upon reaching the opponent, begins an 8f projectile attack; if the opponent moves forward quickly, it is possible to dodge the projectile entire since it is not active while traveling; from longer range, total startup increases and grants better frame advantage; cannot be used while SA2 is active; projectile speed decelerates by 0.01/frame when in proximity of opponent
236MK Spawns a "ghost" that travels toward opponent and clashes with 1-hit non-OD projectiles; upon reaching the opponent, begins an 12f overhead projectile attack; if the opponent moves forward quickly, it is possible to dodge the projectile entire since it is not active while traveling; from longer range, total startup increases and grants better frame advantage; cannot be used while SA2 is active; cancel into SA3 won't combo at close range without CH/PC; projectile speed decelerates by 0.01/frame when in proximity of opponent
236HK Spawns a "ghost" that travels toward opponent and clashes with 1-hit non-OD projectiles; upon reaching the opponent, begins an 12f low-hitting projectile attack; if the opponent moves forward quickly, it is possible to dodge the projectile entire since it is not active while traveling; from longer range, total startup increases and grants better frame advantage; cannot be used while SA2 is active; cancel into SA3 won't combo at close range without CH/PC; projectile speed decelerates by 0.01/frame when in proximity of opponent
236KK Spawns a "ghost" that travels toward opponent and clashes with 2-hit OD projectiles; upon reaching the opponent, begins an 8f OD projectile attack; if the opponent moves forward quickly, it is possible to dodge the projectile entire since it is not active while traveling; from longer range, total startup increases and grants better frame advantage; cannot be used while SA2 is active; if 1st hit is Perfect Parried, leaves a large gap where JP can be punished if close enough; projectile speed decelerates by 0.01/frame when in proximity of opponent
236[K] Great tool for baiting the opponent into whiffing Parry, jumping, or using anti-projectile attack
214K 1-hit projectile command grab; clashes with non-OD projectiles; minimum 72f total animation; startup increases at long range due to projectile grab travel time; cannot be performed if SA2 or a Departure portal are active on the screen; projectile speed decelerates by 0.01/frame when in proximity of opponent
214KK 1-hit OD projectile command grab; clashes with OD projectiles (can destroy non-OD projectiles, allowing the throw to continue); minimum 72f total animation; startup increases at long range due to projectile grab travel time; cannot be performed if SA2 or a Departure portal are active on the screen; projectile speed decelerates by 0.01/frame when in proximity of opponent
22K Counters strikes (but not projectiles or throws) on frames 3-20; JP is in a counter-hit state on frames 1-2, then a Punish Counter state until end of recovery; 17f recovery on a successful counter is fully invincible; resulting frame advantage depends on which move the opponent used (JP can be at frame disadvantage); successful counter places a bomb near the opponent that tracks their location; prevents the opponent from canceling their attack, similar to a Perfect Parry; cannot be input again until bomb detonates
22K (Bomb) Projectile hitbox; bomb tracks the opponent's location; before detonating, bomb destroys any non-Super projectile; bomb is destroyed if it interacts with Super projectile; bomb causes proximity guard, limiting the opponent's movement until it explodes; bomb detonates immediately if JP cancels a move into SA3 while active (preventing him from bypassing the damage scaling)
22KK Counters strikes and throws (but not projectiles) on frames 1-20; JP is in a Punish Counter state until end of recovery; 17f recovery on a successful counter is fully invincible; resulting frame advantage depends on which move the opponent used (JP can be at frame disadvantage); successful counter places 2 bombs near the opponent that track their location; prevents the opponent from canceling their attack, similar to a Perfect Parry; cannot be input again until both bombs detonate
22KK (Bomb) Projectile hitbox; bombs track the opponent's location; before detonating, bombs destroy any non-Super projectile; bombs are destroyed if they interact with Super projectile; bombs cause proximity guard, limiting the opponent's movement until they explode; bombs detonate immediately if JP cancels a move into SA3 while active (preventing him from bypassing the damage scaling); opponent builds 50% extra Drive meter from parrying the bombs

Supers


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
236236P 400,1600 (2000) 8 14,1~ 62 84 KD +22(+32) -33(-23) LH
214214P 500x4 (2000) 1 - 7 8 - - LH,H,L,H
236236K 4000 18 6 62 85 HKD +44 -50 LH
236236K 4500 18 6 62 85 HKD +44 -50 LH

input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
236236P 100,400 (500) 30% Minimum KD +22(+32) -52(-42) 44(30) 16,(10)
214214P 75x4 (300) 40% Minimum; 25% Starter (3rd hit); 25% Immediate 20 each (13) each
236236K 1000 50% Minimum; 10% Immediate (Sp) HKD +44 -66 18 13
236236K 1250 50% Minimum; 10% Immediate (Sp) HKD +44 -66 18 13

input DriveDmg Block DriveDmg Hit[PC] SuperGain Hit SuperGain Block
input DriveDmg Block DriveDmg Hit[PC] SuperGain Hit SuperGain Block
236236P 2500 5000 -10000 -10000
214214P 1000x4 2500x4 -20000 -20000
236236K 7500 15000 -30000 -30000
236236K 10000 20000 -30000 -30000

input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
236236P 1 Full, 2-10 Strike/Throw Break
214214P 1 Full Break (all)
236236K 1-23 Full Break
236236K 1-23 Full Break

input Notes
input Notes
236236P Super projectile hitbox; 1st hit (active frames 1-14) can be Perfect Parried like a strike; 2nd hit travels fullscreen; has high juggle potential, making it especially useful in combos where JP is close enough for the initial hit to connect
214214P Spawns 4 separate 1-hit Super projectiles that track the opponent; starter scaling applies to 3rd attack in the combo; immediate scaling applies to the SA2 projectiles if comboed into; total startup for each hit of the sequence is 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 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 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



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