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JP's Move List
JP's Special Move Breakdown
JP's Bread And Butter Combos
JP's General Strategy
After years of M. Bison running the show, Street Fighter 6 introduces a new big baddy, JP. This imposing figure hosts a martial arts tournament in the distant nation of Nayshall to cover up a money laundering scheme.
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Related: How Long Does It Take To Beat Street Fighter 6?
Yet, JP is not your average white-collar criminal. Like M. Bison, he, too, helms the deadly purple force known as Psycho Power. And in battle, JP can use that power to destroy his opponents mentally and physically.
Updated August 13, 2023, by Chris Sanfilippo: Our latest update adds a new demonstration video to JP's Bread And Butter Combo section.
JP's Move List
Key
Abbreviation | Meaning |
---|---|
L | Light Attack [Modern Controls] |
M | Medium Attack [Modern Controls] |
H | High Attack [Modern Controls] |
At | Any Attack Button [Modern Controls] |
S | Special Move [Modern Controls] |
N/A | This attack is not available in the Modern Control scheme |
Auto | The Auto button. Pressed simultaneously with Special Move inputs to perform Overdrive Attacks |
P | Punch |
K | Kick |
LP | Light Punch [Classic Controls] |
MP | Medium Punch [Classic Controls] |
HP | Heavy Punch [Classic Controls] |
LK | Light Kick [Classic Controls] |
MK | Medium Kick [Classic Controls] |
HK | Heavy Kick [Classic Controls] |
PP | Punch x2 (simultaneously) |
KK | Kick x2 (simultaneously) |
> | Used between buttons to denote a target combo |
N | Neutral movement (not pressing any directional buttons) |
OD | This move has an Overdrive version |
[c] | This attack can cancel into special moves |
J | Jumping |
Cr | Crouching |
↳ | This attack follows the one above it. |
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JP's Special Moves
Move Name | Classic Input | Modern Input | Gauge Cost [OD Moves Only] |
---|---|---|---|
Triglav [OD] | ⬇️⬇️ + P | ⬇️ + S | 2 Drive Gauge Bars |
Stribog [OD] | ⬇️↘️➡️ + P | N + S | 2 Drive Gauge Bars |
Departure [OD] | ⬇️↙️⬅️ + P | ⬇️↙️⬅️ + At | 2 Drive Gauge Bars |
↳ Departure: Window (While Departure is active) | ⬇️↙️⬅️ + LP or MP | ⬇️↙️⬅️ + L or M | |
↳ Departure: Shadow (While Departure is active) | ⬇️↙️⬅️ + HP | ⬇️↙️⬅️ + H | |
Amnesia [OD] | ⬇️⬇️ + K | ➡️ + S | 2 Drive Gauge Bars |
Torbalan [OD] (Hold the button to feint) | ⬇️↘️➡️ + K | ⬇️↘️➡️ + At | 2 Drive Gauge Bars |
Embrace [OD] | ⬇️↙️⬅️ + K | ⬅️ + S | 2 Drive Gauge Bars |
JP's Super Arts
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Move Name | Classic Input | Modern Input | Gauge Cost |
---|---|---|---|
Chornobog | ⬇️↘️➡️⬇️↘️➡️ + P | N or ➡️ + S + H | 1 Super Art Gauge |
Lovushka | ⬇️↙️⬅️⬇️↙️⬅️ + P | ⬅️ + S + H | 2 Super Art Gauges |
Interdiction (more powerful when vitality is at 25% or below) | ⬇️↘️➡️⬇️↘️➡️ + K | ⬇️ + S + H | 3 Super Art Gauges |
JP's Unique Attacks
Move Name | Classic Input | Modern Input |
---|---|---|
Guillotina | ➡️ + MK | ➡️ + M |
Malice | ↘️ + HP | ↘️ + H |
Bylina [c] | ➡️ + HK | ➡️ + H |
Grom Strelka [c] | ⬅️ + MP > MP | ⬅️ + M > M |
Zilant [c] | HK > HP | H > H |
Zilant Mid | HK > HP > HP | H > H > H |
Zilant Low | HK > HP > HK | H > H > ⬅️ + H |
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JP's Throws
Throw Name | Classic Input | Modern Input |
---|---|---|
Ravina (when near opponent) | N or ➡️ + LP + LK | N or ➡️ + L + M |
Uragan (when near opponent) | ⬅️ + LP + LK | ⬅️ + L + M |
Tornado (during a jump) (when near opponent) | LP + LK | L + M |
JP's Special Move Breakdown
Triglav
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Classic: ⬇️⬇️ + P
Modern: ⬇️ + S
When JP strikes his staff into the ground, it activates Triglav, a surprise attack that erupts Psycho Power thorns from the ground. Each attack strength has a different range, making Triglav an excellent zoning tool for JP.
JP's Triglav also works well in combos, especially when juggling his opponent in the air. If you can place and time Triglav right after a wall bounce, JP's opponent will ricochet around the stage like a volleyball!
OD Triglav adds more hits and increases knockback. So, it's a remarkable reversal tool when JP's opponent gets too close.
Stribog
Classic: ⬇️↘️➡️ + P
Modern: N + S
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JP's Stribog attack hits opponents with a Psycho Power barrier created by his staff. It's a good move to know because it works well in combos and has a substantial reach. Combo Stribog out of a fast attack to whip JP's opponent with a surprising impact!
OD Stribog amps up the attack's power to superhuman levels. It imparts more damage and triggers a wall bounce. In addition, it's a stellar counter-attack against incoming heavy attacks. The bounce leaves a small opening for a combo, making JP's OD Stribog a tremendous transitional tool from defensive to offensive play.
Departure
Classic: ⬇️↙️⬅️ + P
Modern: ⬇️↙️⬅️ + At
Departure is JP's master trap that limits opponent movement by sending thorny attacks from overhead Psycho Power voids. The attack has many options, including three ranges and two follow-up maneuvers.
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One option out of JP's Departure is Departure: Window, which transports JP through the void toward the opponent. A jumping kick out of Departure: Window is a simple yet effective ambush.
The second option is Departure: Shadow, which manually triggers Departure's thorn attack. When his foe has gotten wise to Departure's automatic timing, JP can use Shadow to trip them up.
OD Departure lets JP add a second void, unlocking even more possibilities! JP can transport himself twice in a row with Departure: Window. Or he can strike his opponent twice with Departure: Shadow. (Departure: Shadow attacks from the void closest to JP first.)
The two attack buttons you use to activate OD Departure will dictate where the two voids appear. For example, if you press LP and HP, you'll summon a short-range and long-range void.
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Amnesia
Classic: ⬇️⬇️ + K
Modern: ➡️ + S
Amnesia activates when JP gets hit with an opponent attack. So, it's a challenging move to pull off. But when he catches an opponent with it, JP attaches a Psycho Powered bomb that follows them across the stage.
As JP's foe tries to escape the Psycho Powered bomb, they'll quickly corner themselves. Thus, Amnesia is a great pressure tool.
JP's OD Amnesia attaches two bombs that instantly detonate. So, while normal Amnesia can pressure JP's opponent, its OD version can reverse the opponent's pressure when JP gets cornered.
Torbalan
Classic: ⬇️↘️➡️ + K
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Modern: ⬇️↘️➡️ + At
JP's Torbalan attack launches a Psycho Power-generated clone toward his opponent. The attack's nature changes with each attack strength:
- Light Torbalan is a quick attack with a short recovery.
- Medium Torbalan is an overhead attack that breaks through crouching guards.
- Heavy Torbalan is a crouching attack that breaks through standing guards.
- Feint Torbalan gets activated by holding down the attack button.
In addition, JP's OD Torbalan performs multiple attacks, allowing him to mix the technique into combos. However, this version is a tad slower than normal Torbalans.
With a fantastic range and a wealth of options, JP's Torbalan will delight any trickster who enjoys confounding their foe. Once JP's opponent gets wise to one version of Torbalan, he'll keep them guessing with another version.
Embrace
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Classic: ⬇️↙️⬅️ + K
Modern: ⬅️ + S
Embrace is JP's command throw that sends an exploding Psycho Power clone toward his opponent. It has a slower start-up but will grab an opponent from across the stage, making it a unique long-range attack.
One of the best features of JP's Embrace is that its start-up looks similar to Torbalan. So, if JP sends Embrace toward a foe expecting Torbalan, they'll likely try to Drive Parry the attack. But to their surprise, JP's throw will break through the parry.
Embrace is brutal to activate when JP's foe is too close. Fortunately, JP's OD Embrace has more power and less start-up time, making it ideal for close-range fighting.
Related: Street Fighter 6: World Tour Tips
JP's Bread And Butter Combos
Combo 1
JP's least complex attack to tack onto a combo is Light Stribog. Our first combo is the perfect intro combo to learn how to incorporate Stribog in battle.
- Cr. Light Kick
- Cr. Light Punch
- Light Stribog
Classic Input: ⬇️ + LK > ⬇️ + LP > ⬇️↘️➡️ + LP
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Modern Input: ⬇️ + L > ⬇️ + L > N + S
Combo 2
JP's Bylina is a fantastic anti-air attack that leads to juggling combos. Try using this combo to punish an opponent who attempts a jump-in.
- Bylina
- OD Triglav
- Heavy Triglav
Classic Input: ➡️ + HK > ⬇️⬇️ + PP > ⬇️⬇️ + HP
Modern Input: ➡️ + H > ⬇️ + S + Auto > ⬇️⬇️ + H
Combo 3
What's a good Bread And Butter combo without a super move finish? Our last combo uses OD Stribog's wall bounce to open your opponent to Chronobog.
- Grom Strelka
- OD Stribog
- Chornobog
Classic Input: ⬅️ + MP > MP > ⬇️↘️➡️ + PP > ⬇️↘️➡️⬇️↘️➡️ + P
Modern Input: ⬅️ + M > M > N + S + Auto > N or ➡️ + S + H
JP's General Strategy
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JP's key to victory is keeping his opponent as far away as possible. His most damaging specials and supers have incredible range. But as opponents close in, JP's options become limited.
Let's address JP's long-range assets first. Several of JP's special moves can push foes back and lead to stellar juggle combos. JP's Triglav is an essential juggling tool we cited a few times in our Bread And Butter combos.
JP's other fantastic long-range special moves include Torbalan and Embrace. The two actions work well for tricking opponents since their start-up animations look similar.
Lastly, all three of JP's Super Arts have great offensive potential. Chronobog's quick activation makes it easily incorporated into juggle combos. Luvushka stalls JP's opponents with four clone attacks so he can come in for the kill. And to top it all off, Interdiction quickly warps JP to his opponent, making a brilliant ambush.
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These tools are powerful, but only as long as JP controls the space. If a foe gets too close, he'll start to falter. So, how can you keep opponents positioned in that sweet long-range area? And what can you do if your opponent gets too close for comfort?
Departure is JP's primary trap. When a Psycho Power void gets placed in front of his opponent, they'll likely run into the corner. Furthermore, JP's OD Departure can flank the foe with voids on each side.
Still, Departure is an advanced tool that takes practice to use well. So, in the meantime, Triglav makes a suitable option for beginners. If you place Triglav between you and your opponent, it will keep them in check.
JP has some tricks if his opponent gets into melee range. His normal attacks can poke from mid-range. So that's one buffer you can use without sapping Drive or Super Art Gauge.
Then, if your opponent attempts to jump in, you can rely on JP's anti-air attacks, including his Cr. Heavy Punch, Bylina, and Tornado aerial throw.
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Suppose your opponent avoids your pokes and gets you cornered. In that case, you should use JP's OD Amnesia. It's a safe bet since your opponent will try to land a few hits on you in this situation. And OD Amnesia activates so fast your opponent won't see it coming.
Next: Street Fighter 6: Beginner's Guide To Chun-Li