Street Fighter™ 6

Street Fighter™ 6

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vortex Jun 7, 2023 @ 4:45pm
Are JP's moves unblockable?
Not sure how this guy works.
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Showing 1-11 of 11 comments
He has a command grab with one of his goobers that he sends out, otherwise no.
JasonS Jun 7, 2023 @ 5:14pm 
He only has one unblockable projectile and that one can't hit airborne.
Rook Jun 7, 2023 @ 11:55pm 
JP has a ranged command grab that is unblockable, while his Torbalan special (the one where he sends out a shadow demon to attack you) can hit mid, low, or high depending on the version. Light Torbalan is a mid, Medium is an overhead, and Heavy is a low.
orig4mi Jun 8, 2023 @ 12:31am 
He has a command grab that you can't block, and also a ranged overhead that you have to stand to block, as well as a ranged sweep that you have to duck to block. You can tell from the animation though which one he is sending out, so you can react accordingly. If he goes for the command grab one, jump over.
-JFY- 420 Jun 8, 2023 @ 12:54am 
You can easy figure out if he does the Command Grab or the Range Attack by listening to his Voice Lines. Go to the Lab and input this Moves and try to Remember his Voice Lines.
Happy Birthday! Jun 10, 2023 @ 9:21am 
Originally posted by orig4mi:
He has a command grab that you can't block, and also a ranged overhead that you have to stand to block, as well as a ranged sweep that you have to duck to block. You can tell from the animation though which one he is sending out, so you can react accordingly. If he goes for the command grab one, jump over.

All true. The real counter though, is jumping. He has no real anti air from a distance, and his moves can't come out quick enough to punish a forward jump. You can still be uppercut if you jump in on him though. If you jump backwards to far range, he can hit you with his spike.
Last edited by Happy Birthday!; Jun 10, 2023 @ 9:22am
Ahriman Jun 10, 2023 @ 9:39am 
Originally posted by Happy Birthday!:
Originally posted by orig4mi:
He has a command grab that you can't block, and also a ranged overhead that you have to stand to block, as well as a ranged sweep that you have to duck to block. You can tell from the animation though which one he is sending out, so you can react accordingly. If he goes for the command grab one, jump over.

All true. The real counter though, is jumping. He has no real anti air from a distance, and his moves can't come out quick enough to punish a forward jump. You can still be uppercut if you jump in on him though. If you jump backwards to far range, he can hit you with his spike.
His ghosts have short blockstun as well. you can actually just drive rush through the ghosts while they're traveling. the blockstun is so short that you can just dash immediately after blocking a ghost and JP's ground spike will miss unless he predicts you're gonna dash and preemptively places a spike in front of you
Originally posted by Happy Birthday!:
Originally posted by orig4mi:
He has a command grab that you can't block, and also a ranged overhead that you have to stand to block, as well as a ranged sweep that you have to duck to block. You can tell from the animation though which one he is sending out, so you can react accordingly. If he goes for the command grab one, jump over.

All true. The real counter though, is jumping. He has no real anti air from a distance, and his moves can't come out quick enough to punish a forward jump. You can still be uppercut if you jump in on him though. If you jump backwards to far range, he can hit you with his spike.
6hk should work for distance jumps but needs spacing/timing
Spaceboy Jun 10, 2023 @ 10:16am 
If your character has a fast enough Drive Rush like Juri for example, I found DR into MP on reaction to his projectiles was working for me. And yes jumping forward HK is an excellent counter as well, just make sure to jump on reaction or on read, otherwise you'll get hit with his cHP all day
EDIT: also you can always parry to bait his command grab which has longer recovery
Last edited by Spaceboy; Jun 10, 2023 @ 10:18am
Semper Fudge Jun 10, 2023 @ 10:43pm 
The problem I have with JP is his projectile speed. His pierce can be thrown out VERY quickly because it disappears almost as fast as it appears. You can parry it out, sure, but if you run out of drive meter, it's a guaranteed KO from him by chip damage.
Higon Jun 11, 2023 @ 12:06am 
JP's projectiles are easier to handle if you can hear the difference.

JP's voices
  • "Go." or "Go Shreads!": Low or Mid or High attack projectile
  • "Shall we?" or "Prepare": Grabbing projectile
  • SA2 "Do enjoy this": High-Mid-Low-Mid attack projectiles

JP's voices (in JP)
  • "Yuke (行け)" or "Kirisake! (切り裂け)": Low or Mid or High attack projectile
  • "Ideyo (出でよ)" or "Toraeyo (捉えよ)": Grabbing projectile
  • SA2 "Tanoshinde kudasai (楽しんでください)": High-Mid-Low-Mid attack projectiles

You can jump everything but his consecutive "Pierce!" can hit you in that case.
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Date Posted: Jun 7, 2023 @ 4:45pm
Posts: 11