JP
JP — 대책
Key Info
- Overhead that leads to combos on hit
- 6MK
- 236MK
- Defense
- OD parry available: 22KK
- Not projectile-invincible
- 236236P startup 8F, 1F invincible
- 214214P startup 29F, no invincibility
- Hits in order: high / overhead / low / overhead
- Only need to stand for the 2nd and 4th hits
- 236236K startup 18F
- SA2 Ravushka (214214P)
- Placement SA that lets J.P. move freely during activation
- OD parry available: 22KK
- Moves that are plus on block
- HK
- +2F
- 236HP
- +4F
- 236PP
- +2F
- 22LPMP
- +3F
- 22LPHP
- +3F
- 22MPHP
- +3F
- 236KK
- +25F
- HK
Neutral Game (Focus Points)
- Stay conscious of walking forward
- J.P. wants to play at long range, so walking in on him is essential
- Always walk forward after blocking a projectile
- Walking back hands him his preferred spacing
- Dealing with 22P (Trigraf placement)
- When you see the placement, walk forward or jump in
- If placed at long range, walk-guard your way in
- If placed at close range, engage the guessing game
- Dealing with 236K (Torbalran)
- Most strengths are punishable on block
- Only 236KK gives J.P. +25F on block — watch out
- Dealing with 236P (Stribog)
- 236HP (heavy) is +4F on block, 236PP (OD) is +2F — do not mash
- Light and medium versions are punishable on block
- Dealing with 214P (Veehat)
- The moment you see the placement motion, Rush in and attack
- The full animation is 50F — long enough to react
- Dealing with HK
- J.P. is +2F on block — do not mash
- Be conscious of not fighting at HK range
- Dealing with OD parry (22KK)
- 22KK counters every attack including throws
- It has no projectile invincibility — use fireballs to break it
- Hit once with a light attack to trigger the parry, then throw
- Waiting and letting it whiff is also a valid option
Jump-in Approach
His pokes are strong enough that honest ground war is unfavorable, and 2MP's hitbox is too large to stop Rush approaches. Jumping in at some point is a must.
When you do, figure out which normal anti-air J.P. is using.
Recommended Counter
J.P.'s anti-air options- 6HK anti-air
- High reward, but hard to react to if you're not watching
- If he's using this, the expected value of Raw Rush goes up
- High reward, but hard to react to if you're not watching
- 2HP anti-air
- Lower reward, but can be reacted to even without watching closely
- If he's using this, Raw Rush may not get through either
- Weak horizontal hitbox — mix in empty jumps
- Lower reward, but can be reacted to even without watching closely
- Planted HP
- J.P.'s answer to empty jumps other than 6HK
- Drive Impact beats everything except Cancel Rush, making it very effective
214P
J.P.'s placement move (Veehat). Each strength places the ghost at a different position with a different activation timing.
- 214LP
- Places close
- Activates quickly
- J.P. +9F to +11F on block
- 214MP
- Places at mid range
- J.P. +9F to +11F on block
- 214HP
- Places far
- J.P. +9F to +11F on block
The OD version (2-button press) further enhances placement.
- 214LPMP
- Places at light and medium distances
- 214LPHP
- Places at light and heavy distances
- 214MPHP
- Places at medium and heavy distances
Recommended Counter
When 214P is placed from long range, a shooting-gallery situation begins. The core counter-strategy is:
Mid-screen placement
- Focus on defense until you block the 214P
- Walk-guard while watching for J.P.'s 236P and 2PP movements
- If walk-guard is too difficult, hold Parry until the ghost hits
- Jumping immediately risks getting caught by 236MK, restarting the shooting gallery
Corner placement
- When J.P. places in the corner, he will teleport out via Veehat
- Generally, walk backward rather than forward
- Recommended: back off to a position where you can anti-air his teleport
236K
J.P.'s projectile (Torbalran) — changes between high, low, and overhead depending on strength.
- 236LK
- High attribute
- J.P. -6F on block
- Punishable at close range
- 236MK
- Overhead attribute
- Combo on hit
- J.P. -8F on block
- 236HK
- Low attribute
- J.P. -8F on block
- Always punishable
- 236KK
- J.P. +25F on block
Recommended Counter
Watch the animation and guard low or stand accordingly.
- 236LK
- -6F at close range — punish with a medium attack
- 236MK
- Overhead — be mindful of standing guard
- -8F — punish with a heavy attack
- 236HK
- -8F — punish with a heavy attack
22K
J.P.'s parry move (Amnesia).
- 22LK
- High parry
- 22MK
- Overhead parry
- 22HK
- Low parry
- 22KK
- OD version: catches high, overhead, and low
- Also catches throws
- Not projectile-invincible
Recommended Counter
- Against normal parry (22LK/MK/HK)
- Throw is the most reliable way to break it
- Use an attack from a different attribute than what the parry covers (e.g., low against a high parry)
- Against OD parry (22KK)
- Catches every attack type including throws
- Hit once with a light to trigger it, then throw
- Waiting for the whiff and punishing is also a safe, consistent option
- Counter with fireballs
- The parry has no projectile invincibility — fireball characters should throw one out
Warning
Unlike normal parry, OD parry (22KK) absorbs every type of attack — including throws. Attempting to throw him out of it will get you countered. Either trigger it with a light attack and then throw, or wait for the whiff and punish.
HK
A normal that leaves J.P. +2F on block. Its long range makes it a go-to poke.
Recommended Counter
- +2F on block — do not mash
- What J.P. commonly does after HK
- 2MK → low
- Throw → walk throw
- HK → goes for another advantage frame situation
- 236K → rushes in to break defense
- Being conscious of fighting inside HK range is key
- At distances where HK cannot reach, J.P.'s neutral game becomes much harder
6MK
J.P.'s overhead (Guillotine). Leads to combo on hit.
Recommended Counter
- Slow startup — you can react and stand guard on reaction
- J.P. is negative on block — punish it
- Commonly used in okizeme and as a poke
- If you are primarily crouch-guarding, this will hit you — build in moments to stand guard
Meaty Jump-in
Key points when going for okizeme on J.P.
- 22KK (OD parry)
- Catches all attack types including throws
- Trigger it with a light, then throw — or wait for the whiff
- 236236P startup 8F
- 1F invincible
- 9F or later meaty jump-in works safely
- 214214P startup 29F
- No invincibility — can be blocked on reaction
- Hits high / overhead / low / overhead in order
- Only need to stand for the 2nd and 4th hits
- 236236K startup 18F
- SA2 Ravushka
- Placement SA — J.P. can act freely during activation
- During activation, J.P. attacks simultaneously with his normals
Recommended Counter
- Dealing with J.P. who relies on OD parry
- OD parry catches throws, so normal throw-based offense will not work
- Hit once with a light to trigger it, then throw
- Waiting for the whiff is also a consistent option
- When SA1 (Chernobog) gauge is available
- Startup 8F with 1F invincibility — be careful
- 9F meaty jump-ins are effective
- When SA2 activates
- Startup 29F — slow enough to block on reaction
- High / overhead / low / overhead order — only stand for the 2nd and 4th hits
- Stay calm and react
- Reading the parry
- Against normal parry, throw consistently beats it
- Against OD parry, go light into throw or wait for the whiff
LPLK
J.P. is +16F after forward throw.
- On in-place wakeup
- If J.P. uses Rush, okizeme connects
- Rush confirm into OD reversal is effective
- On back wakeup
- Creates distance — but that is J.P.'s preferred range
- He will likely go for 22P placement
Recommended Counter
- In-place wakeup → Rush confirm → OD reversal is the stable option
- Back wakeup leads to J.P.'s favorable spacing
- In-place wakeup is generally recommended
- If J.P. does not use Rush
- He will often go for 22P placement — walk forward to close the gap
4LPLK
J.P. is +13F after back throw.
- On in-place wakeup
- Okizeme can connect even without Rush in some cases
- On back wakeup
- Creates distance
Recommended Counter
- After back throw, J.P.'s okizeme pressure is weaker than after forward throw
- Take in-place wakeup and react to Rush before committing to an option
- If J.P. goes for a placement, walk forward to close the gap immediately
Corner Defense
How to handle being cornered by J.P.
Recommended Counter
- J.P. has strong corner offense
- 22P placement combined with normals and 236K is a powerful sequence
- Blocking 236KK puts you in a +25F okizeme situation
- Use Drive Reversal
- Use Drive Reversal during a gap in J.P.'s offense
- Break out with OD reversal or SA
- Do not mash after blocking plus-on-block moves
- Punish any unsafe moves reliably
- Jump over Stribog (236P)
- Its projectile speed is slow — jumping over it can switch positions
