If you ’re judge to learn how to play JP in Street Fighter 6 , we ’ve got everything you need in this character templet .

As one of the new characters introduced inStreet Fighter 6 , this JP character pathfinder is designed to help you learn how to bring JP . We ’ll teach you JP ’s combos , anti - air attack , and a few solid strategy to help you along the road to triumph online and in tournaments . This template covers JP at the launch ofStreet Fighter 6 , but we ’ll do our good to keep it updated as the secret plan is patched and JP strategy evolve .

JP Character Overview

When Capcom first showed off JP , he was well one of the best designed characters in the game , with a ton of swagger . His gameplay appeared to be that of a consecrate zoner , that would keep opponent on the far side of the screen in a bullet - blaze - style environment . Thoughts of Morrigan fromUltimate Marvel vs. Capcom 3immediately add up to take care .

After playing the character for the last two week , I ’ve come to another conclusion . While JP ’s main centering is definitely district opponents from across the sieve , my conjecture is that one of the testers at Capcom was too good with JP early in the development of the grapheme . Capcom essay to verify many of his best attacks were well - balanced , but they may have gone a bit too far . JP does have a issue of tricks up his sleeves , but specific gameplay choice drastically limit just how potentially shameful this character could have been .

He ’s very weak once an opposite is within jump length , or has a full - screen rocket counter at the ready ( level three super , teleport , etc . ) . Your basal end is to keep the opponent on the far side of the silver screen for as long as potential . If they end the gap , then your objective shift to front for an opening that you may use to combo into a number of JP ’s attack that will knock the resister back over to the far side of the screen .

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Notations

U = UpD = DownF = ForwardB = Backcr = Crouchingst = Standing

P = PunchLP = Light PunchMP = Medium PunchHP = Heavy Punch

K = KickLK = Light KickMK = Medium KickHK = Heavy Kick

Sf6 Jp Triglav Special Move

The Triglav Special Move by JP in Street Fighter 6

QCF = Quarter Circle Forward ( fireball motion)QCB = Quarter Circle Back ( reverse fireball motion )

JP Basic Info

Pros

Cons

Best pattern

Sf6 Jp Stribog

The Stribog Special Move by JP in Street Fighter 6

Best Anti - Air Attacks

Sample Combos

JP General Strategies

JP is at his adept when the opponent is on the far side of the screen . From this position he can jump between the Triglav ( DD+P ) ground thorn , and Torbalan ( QCF+K ) missile attack . If the resister parries these attacks , JP can propose a mix - up with the Embrace ( QCB+K ) rocket cam stroke .

Unfortunately , the rocket throw is slow and easy reactable by even passably skilled instrumentalist , but it can still catch people off safeguard from time to prison term . In most place it ’s safe to attempt the throw when the resister is on the far side of the screen . The projectile throw has considerable recovery , meaning JP is a sit duck if the opponent rise over the stroke , or has an attack with projectile indomitability .

If the opposer is within jumping space , JP ’s options become drastically special . While it ’s potential to catch a novice player with a random rocket , most moderately skilled players will jump over it on response , and penalise JP severely . The lineament is contrive to use his standing and hunker light attack , strike down into the light-headed Stribog special in purchase order to ping an opponent back out to full - concealment range . regrettably , his light flack have circumscribed range , so you need to be careful with how and when you use them .

Sf6 Jp Departure

The Departure Special Move by JP in Street Fighter 6

JP ’s in effect normals are his standing big punch ( HP ) and standing medium punch ( MP ) . The standing MP has unspoiled range , but ca n’t be special canceled . apply it as a keep - out dick , or for whiff punishment at maximum chain . The standing HP is a piece slow , but can be easily hit confirmed into the Stribog ( QCF+P ) special to knock the opposition back across the concealment , or even into the light-headed Torbalan projectile . Be conservative of Drive Impact , as many of JP ’s just normals and dictation normals can be well counter with a well - time Drive Impact .

A typical sequence with JP may wait something like this :

If the Torbalan or Triglav hit , you usually have time to go for a Departure ( QCB+P ) portal frame-up . The OD version ( QCB+MP+HP ) is commend to point two portals on screen and recover as quickly as possible . you could then go for an straightaway Torbalan ( QCF+K ) , then quickly use a Window Warp ( QCB+MP ) . With this timing the thorn from the portal nigh to the opponent will cover your warp , allowing you to follow with more offensive pressure .

Sf6 Jp Amnesia

The Amnesia Special Move by JP in Street Fighter 6

Special Moves

Triglav ( DD+P )

The Triglav is JP ’s thorn attack that comes up from the ground , and can be place all the path across the filmdom ( HP interpretation ) , around the center of the projection screen ( MP version ) , or close to JP ( LP version ) . If JP is close to an opponent who is in the corner , all three versions will appear in the turning point . There are also three dissimilar Overdrive versions that get two spikelet to appear alternatively of one . The LP+MP version appear closest to JP , with the MP+HP version attacking at full screen , and the LP+HP version attacking around the middle of the screen .

While the Triglav can technically punish an opposition ’s projectile attack from full screen , it ’s not very truehearted , so the timing is a little strict to do so . It ’s best used after an opposite blocks a Torbalan projectile attack at full screen . A well - timed thorn after a blocked rocket will wedge the opposite to remain at full screen . If they jump or assay to move , the irritant is potential to relate , resetting the billet .

Sf6 Jp Torbalan

The Torbalan Special Move by JP in Street Fighter 6

you’re able to vary this by using a full - screen thorn , then a irritant in the middle of the screen door if you prognosticate the opponent will seek to jump over your next plan of attack . When these sequences are timed correctly , the opponent will be force to obstruct the attacks or parry them , and if they deflect it give you time to set up Embrace portals .

you’re able to also use Triglav after an anti - air F+HK , then invalidate into JP ’s level three super for cock-a-hoop damage .

Stribog ( QCF+P )

Sf6 Jp Embrace

The Embrace Special Move by JP in Street Fighter 6

The main purpose of Stribog is to pick apart the opponent to the far side of the concealment . Anytime an adversary is close-fitting , you should combo into the Striborg to knock them back across the screenland . Your most common combo will belike be two crouching or stand promiscuous punches into the light Stribog . It ’s not significant damage by any means , but JP ’s main goal here is to outstrip himself from the opposer , not impose a ton of harm at stuffy range .

The HP version of Stribog leaves JP at an vantage when blockade , but the pushback on it limits any veridical follow - up alternative . The LP and MP versions of the attack are technically insecure in an opponent blocks them , but in most event the pushback will preclude any guarantee revenge .

The OD adaptation of Stribog bounces opponents off the wall , allowing for a juggling follow - up . you may follow with a agile horizontal surface one super , or you may use a Triglav ( DD+P ) first , which can then be canceled into a level three crack for bighearted equipment casualty .

Departure ( QCB+P )

passing place a portal in the airwave that reserve JP to warp to it , or send a thorn come out through it . If JP is hit , the portals will disappear instantly . In addition , JP can not utilise the Embrace projectile throw while a Departure portal site is on the silver screen . In addition , if a portal vein amply disappears off - screen door , it instantly goes aside and can not be used at all , even if the characters move back to where the portal would otherwise be seeable again . Once a portal vein is completely off - screen , it ’s gone for good .

Similar to Triglav ( DD+P ) , Departure has three different placement . LP place the portal close to JP , MP come out it around the center of the screen , and HP commit it on the far side of the screen . The OD translation places two portals . LP+HP puts one portal vein near JP and the other on the far side of the concealment , MP+HP place one portal on the far side of the covert and the other around the middle of the filmdom , and LP+MP places one portal near JP , and the other near the center of the screen .

After connect with a full - screen Triglav ( DD+P ) , you unremarkably have time to create a Departure portal . The OD version put to death slenderly faster , but in some specific casing JP can still be punished , even when using the OD interlingual rendition , so be heedful when and how you habituate it . Usually only a level three superintendent that move around full concealment can punish JP in this situation ( such as JP ’s own horizontal surface three super ) , so just pay close attention to your antagonist ’s super meter before going for Departure portal setups .

Once a Departure portal is out , QCB+HP will get a spikelet to immediately protrude from the portal site . Otherwise , the thorn will automatically protrude after a shortsighted time . JP can also falsify to the portal using QCB+LP or QCB+MP . When the OD adaptation is used to create two portals , QCB+LP will buckle JP to the closelipped portal , while QCB+MP will distort him to the portal uttermost off from him .

At full screen , JP can use the OD Departure to make two portals , immediately throw away out a Torbalan ( QCF+K ) projectile , then quick warp to the confining portal . This frame-up will make it difficult for an opponent to hit JP during this process , although it is technically still potential to hit JP in this place .

Amnesia ( DD+K )

The Amnesia counter power is one of JP ’s very few reverse attack . If time correctly as an opponent onrush JP , the Amnesia counter will essentially block the attack , send a time bomb on the opponent as JP jumps back . After a light clip , the bomb explode automatically .

Using the normal variation of Amnesia causes one bomb to observe the opponent , while the OD version adds a 2d bomb calorimeter to the mixing , and will also counter throw effort . Neither version will forestall projectile attacks . The normal version of Amnesia activates in two frames , mean it ’s not instant , but the OD rendering has a one - figure activation , so when timed right it can be used as a arouse - up policy change after getting knocked down .

It ’s important to keep in mind the comeback only works on physical onslaught ( and throws for the OD interlingual rendition ) , not projectiles . In plus , if the opponent throw JP , or use a Drive Impact shortly after a successful counter , the exploding dud will have no impact on the antagonist and inflict no permanent damage .

The thought behind this counter is to prevent the opponent from attack until the bomb calorimeter explode . It can be used in a wake - up scenario as a reversal , as an anti - air counter when an opponent jump off toward JP , or if you make a hard read as to when an opponent will attack . Be heedful when using it as an anti - air tool , because an opposition may empty jump ( jump toward you without attacking ) and then attack JP as soon as they set down .

While there are a variety of ways to apply the bomb , render to abide out of the opposite ’s throw range so you’re able to avoid being thrown . jump toward an opponent , or using the short windowpane before the bomb calorimeter explodes to go for a Departure portal apparatus can puzzle out well in many instances once you ’ve aim the opposition not to assail after you land a successful counter . you’re able to also pressure with various onrush .

Torbalan ( QCF+K )

One of JP ’s main projectile attacks is the Torbalan . There are four unlike versions of the attack . LK is the dissolute version , and can be close up by a standing or crouching antagonist . utilise this to end a combo . MK is the overhead version of the attack , and HK is the low - hitting version of the rocket . However , you may not combo into the MK or HK adaptation unless it ’s to juggle an aerial opponent after a Triglav thorn , or alike state of affairs .

It ’s possible to mix up an opponent by end a combo cosmic string with the MK or HK edition . While it will not combo naturally , and you’re able to be disturb by some blast , if you see that the opponent is standing , using a low version may catch them off guard . Likewise , if you see the adversary is scrunch up , you may be able to sneak in the overhead translation . This is specially effective during a block cosmic string such as HK , HP , QCF+HK , or even LP , LP , QCF+HK . Keep in head an opponent can parry or Drive Impact through the projectile in these situations , so judge not to be predictable with it .

The Torbalan has a fair amount of recuperation meter , meaning you may be punish seriously if an opponent jumps over the attack . However , you could bullshit the missile by holding down the attack clitoris . This fake recovers significantly quicker , and allows JP to block almost immediately , although a well - timed leap can still give an opponent ample time to punish JP .

Embrace ( QCB+K )

Embrace is very like to Torbalan ( QCF+K ) , except that instead of a normal projectile attack , this is a rocket stroke . To equilibrize the fact that the approach can not be blocked , it executes obtuse than Torbalan , has a slightly different vitality , and a different sound effect . Combine all of this and it will be very unmanageable to hit a skilled opposite with this attack in most billet .

While beginner players may get catch off guard duty , most skilled players will be able to respond to the missile cam stroke as before long as they see it . Because it has a lengthy recovery period , if an antagonist jump-start over the flack , they have what seems like forever to limit how they need to punish JP . In fact , the attack executes and recovers so easy that skilled opponents will be able to oppose and startle over the attack even when using Embrace to end a stop chain .

It ’s also authoritative to note that you could not apply Embrace while a Departure ( QCB+P ) portal vein is on the screen . That also means it can not be used during the Lovushka ( QCBx2+P ) level two top-notch either . These limitations drastically determine how utilitarian the attack can be .

Command Normals

Guillotinna ( F+MK ) – JP ’s overhead . It ’s not secure when an opponent blocks it , but you’re able to combo after it when used following a Drive Rush .

Malice ( DF+HP ) – This is a comparatively farseeing - range low attack that can take in adversary off sentry duty . It ’s not safe if the opposition blocks it , but when used soap compass it can limit how well an opponent can penalize JP .

Bylina ( F+HK ) – This is a mid - range anti - air attempt that can be canceled into the Triglav ( DD+P ) thorn to juggle an opposition .

Grom Strelka ( B+MP , MP ) – While define in range , you’re able to employ this butt jazz group to hit - confirm into a special or super .

Zilant ( HK , HP ) > Mid ( HP ) or Low ( HK ) – The first two strike of this target jazz band are big to hit support into a special or tiptop . Even if the opponent blocks , you could mix - up between the overhead and grim Torbalan ( QCF+K ) variations . Once again , the opposition can block or interrupt this mix - up , but it can shape well to catch some opponents off guard . While the third tone-beginning in this target jazz band is a built - in mix - up between an overhead and a low , it can be parried , or an opponent can use push back Impact to blow through the mix - up .

Super Moves

Chornobog ( QCFx2+P )

JP ’s level one super works well to end jazz band , and as an invincible reversal . This is JP ’s only unvanquishable policy change , so it ’s upright to keep at least one meter uncommitted in guinea pig you need to make a hard read while deal with wake - up pressure . For juggles , you may use Chornobog after an OD Stribog ( QCF+PP ) or after a Triglav ( DD+P ) in some spot .

Lovushka ( QCBx2+P )

JP ’s level two super can be useful when it hits or when it ’s blocked . The opponent is wall by portals , as rocket attack the opposition up to four times . While the entire super can be parried with relative ease , the attack do come from behind , as an overhead , and as a low , in reasonably rapid succession . you could also go into some elaborate combos if the super connects .

When the super is parry you have to be reasonably careful with how you fix it up . It appears where the opponent was standing when the super was initiate . It ’s relatively easy to jump forwards and escape most of the flak , or they can simply dodge . However , JP can combo into it after his HK > HP butt combo , and other similar attacks .

While the super is participating , JP can not use the Embrace ( QCB+P ) projectile cam stroke , but if an antagonist is stuck in a counter animation , you may apply that to your advantage by setting up going away portal for an additional mixup as the super comes to an conclusion .

Interdiction ( QCFx2+K )

JP ’s level three super cover the entire distance of the screen in a split minute . you’re able to combo into it after a full - screen Triglav ( DD+HP ) for big damage after most of JP ’s bread and butter combos . JP can also punish missile from full screen door , and drastically trammel his opponent ’s options once he has three measure of super meter ready to go .