How to beat JP in Street Fighter 6

preview_player
Показать описание
Find my stuff:

#sf6 #streetfighter6
Рекомендации по теме
Комментарии
Автор

Couple of people have asked about groundspike. It's -2 on block/parry and 22 frames startup, so every character in the game (except dhalsim for whatever reason) can advance with a forward dash after blocking the spike and still be safe if another spike comes out. The only exception is doing groundspike into EX groundspike, which *will* hit a forward dash, but only if you have a 22f or worse forward dash (Dhalsim, JP, Juri, Marisa and Zangief), everyone else is safe.

Basically blocking/parrying spike is generally your cue to advance forward, but make sure to mix up your advance between dashing, jumping, forward walking and drive rush.

BroskiFGC
Автор

Juri doesn't even need to drive rush his fireballs. She can flat out dash through them normally.

aurorablaize
Автор

God that tid bit about the fireball not having a hitbox is insane, I play ken and I was never trying to dragon lash because I thougth I would just get stuffed

BiggBossChanel
Автор

Very well made however you forgot to mention JP's spike projectile for anyone who doesn't know once he throws the shadow clone you have to accept that the spike is most likely coming you cannot move until the spike hits your block
Once spike hits your block you can move forward or jump

karmakarp
Автор

Fighting JP weirdly feels like fighting Dracula on the Castlevania games.
Wonder if that was an inspiration for the character.

thisaintnoparty
Автор

The problem is that any good JP will alternate his offense with command grab, bait your parries to make you spend drive gauge or place the teleport shard. Personally I think that's ok. He's supposed to be a problem when zoning. My grip is that when you close the distance he has that fierce with disjointed hurtbox that is so hard to contest, and not to mention his OD counter for everything that makes you think twice before starting your offense. Frankly it's a lot to take into account when facing him.

greatf
Автор

>parry jps onslaught of zoning
>he launches out his projectile grab attack
>parry doesn't disengage in time to jump over it
>die

AlphabeticalNugget
Автор

As a Dhalsim main I enjoy the JP match. Air teleport feels like such a hard counter to JP’s entire gameplan.

justingoers
Автор

Something I've learned is that his 22X is -2, and 22f startup. This means if your forward dash is 23f or faster, you can forward dash after blocking a spike without worrying about getting hit by a second spike.

--.--.--.--.--.--
Автор

Every JP player I know...."Follow the animation" *eyeroll* lol

oscarore
Автор

So Nemo (I think) shared something *very* interesting recently that should help in... basically any matchup vs projectile characters.

See, if you parry a fireball and double-tap forward, you'll just parry the fireball... but if that parry happens to be a Perfect parry you'll OS to drive rush instantly after. If the opponent is just throwing fireballs without thinking then you can very easily land a counter-hit on their next fireball... and if they're waiting to react to drive rush then they're not throwing fireballs as fast as they can, and they're less ready to anti-air you or check your dash.

I think this OS even works with other things, like if you input parry and quickly input fireball before you recover from the parry animation, you'll throw a fireball with your perfect parry.

kevingriffith
Автор

i dont know why im doing this as i dont feel jp is that good but hey a couple of other things.
- forward jump whilst risky against a jp that waits, will beat 3 of his 4 options. only meaty spike and delay spike work against forward jump. the projectiles, cg and set up spike all miss against forward jump.
- cg doesnt work when reversal is in operation. so another thing to note. also the damage jp gets off of a reversal is only slightly more than di and sometimes requires back to corner to actually achieve this.
- jp lvl 3 is full screen and he does teleport. throwing projectiles full screen is risky.
spike is same as necalli slam, he can trade with projectiles or beat them most of the time. even guile loses.
- jp struggles to get anything off of lows. crmk doesnt cancel to anything. sweep range sucks, forward down hp has good range and knocks down but is massively punishable. think of it as his sweep. crouching lk is short and hard to convert to combo damage.
- most annoying thing as a jp player, he has one true block string. hk hp target combo. hk goes over crouching at range but converts into massive damage on an easy hp buffer.
so much of his stuff loses to mashing. however a good jp will bait di in light block strings.
- bait fireball is still hugely slow. the time of his stuff is based on how far away you are plus a long start up. bait can be jumped into and blocked with him not being able to do anything. its meant to be for a delayed jump to spike.
- full screen spike it pretty consistant hitting opponents either front or back but once closely jp has to be much more accurate with his spikes. there are spaces where jp doesnt hit at all but its pointless to use them in a real match.
- spikes height is a visual thing mostly. they can hit you out of pre jump frames and landing but they actually only hit opponents if they would land where spike is. surprisingly easy to jump over them.
- biggist thing that get people stuck is that people need to know what options come first that jp can do. the biggest gap from recovers and starts moves is from finishing a spike into anything else. if he forces a block on projectile then spike is free. but its not the other way. once you block a spike, the next attack is actually slow and you have plenty of time to move forward. thats why jp has to try to set up teleport to lock you down. but he has to choose between meaty spike or teleport placement.
- last bit of advice. the teleport actually glows and shimmers before jp portals through. if jp puts up a teleport then watch that rather than jp as he cant cg and if he teleports the shimmer will happen and anti air.

krypticavalanch
Автор

I watched plenty of your JP replays online, appreciate the technical breakdown of JP, learned a lot watching your YouTube vid

ReverenceQ
Автор

10mo later and almost all of this was still new information for me. Thanks Broski!

Azure
Автор

I feel like shimmy is a lot less threatening when going for throw is so much riskier. The threat of the OD counter does so much for JP.

Loggies
Автор

Super helpful and high SFIQ! Thank you!

yongxi
Автор

Thanks so much for this, Broski. I've been getting abused by my lack of MU knowledge so this is super helpful. I wish there was a more distinct visual differentiation between his projectiles and his command grab - I keep getting hit by that damned thing because my eyes aren't yet tuned to recognize them while getting zoned

slackerton
Автор

To add to the defence against level 2. If he gets hit after activating the Projectiles Go away.

adamcruz
Автор

are u saying that to counter a zoner i have to learn how to counter his actual moveset instead of just doing random stuff and getting frustrated it doesnt work? thats messed up and frankly i will not tolerate it

lukusridley
Автор

Valid tips, but I do think it highlights why people hate to fight him. If you're facing Sim or a shoto you don't need to identify fireballs, you can auto-pilot and save mental fatigue. I think most people don't know that the portal locks out the command grab, but it doesn't change the mix _that_ much because he does get to teleport to it and throw you up close either way. There's counterplay to that too, but round and round it goes. He's mentally exhausting to fight against, which is cool since he's a psycho power user and all, but also kind of cursed be Street Fighter standards. Much like Honda in previous entries you aren't really playing SF, you're playing the matchup minigame.
I'm not in the "nerf pls" camp but I am interested in seeing how they'll make him fit into the meta in a way that doesn't get too annoying as the game progresses.

Raxyz_
visit shbcf.ru