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JP

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
  • Moves that are plus on block
    • HK
      • +2F
    • 236HP
      • +4F
    • 236PP
      • +2F
    • 22LPMP
      • +3F
    • 22LPHP
      • +3F
    • 22MPHP
      • +3F
    • 236KK
      • +25F

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
  • 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
  • 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
    - Even without jumping, re-placement can occur — keep the option to jump ready - Recommended: walk forward at the moment he goes for a re-placement
  • 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