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JP

JP

JP — Counter-Guide

Key Info

  • Overheads that enable combo on hit
    • 6MK
    • 236MK
  • Defense
    • OD parry available: 22KK
      • No projectile invincibility
    • 236236P: 8F startup, 1F invincible
    • 214214P: 29F startup, no invincibility
      • Attacks hit in upper / overhead / low / overhead order
      • Just stand for hits 2 and 4
    • 236236K: 18F startup
    • SA2 Lovushka (214214P)
      • Placement-type SA — JP's body can move freely during it
  • Moves advantageous on block
    • HK
      • +2F
    • 236HP
      • +4F
    • 236PP
      • +2F
    • 22LPMP
      • +3F
    • 22LPHP
      • +3F
    • 22MPHP
      • +3F
    • 236KK
      • +25F

Neutral Play (Mindset)

  • Walk forward consciously
    • JP wants to play at long range, so walking forward is essential
    • After blocking a projectile, always walk forward
    • Walking back puts you in JP's ideal spacing
  • Dealing with 22P
    • When you see the placement, walk forward or jump to approach
    • If placed from long range, walk-guard to close distance
    • If placed at close range, play the resulting mix-up
  • Dealing with 236K
    • Most strengths have a punish on block
    • Only 236KK is +25F on block — be careful
  • Dealing with 236P
    • 236HP is +4F on block; 236PP is +2F — don't mash
    • Light and medium are punishable on block
  • Dealing with 214P
    • When you see the placement animation, rush in and hit JP
    • Total duration is 50F — you can react in time
  • Dealing with HK
    • +2F on block — don't mash
    • Avoid fighting inside HK's range
  • Dealing with OD Amnesia (22KK)
    • 22KK absorbs all attacks including throws
    • No projectile invincibility, so projectiles can break through
    • Hit once with a light attack to trigger the parry, then throw
    • Doing nothing and waiting for the whiff is also valid

How to Jump In

JP's poke buttons are strong, so fighting on the ground straight up is rough. Rushing with cancel rush also meets strong 2MP. Jumping somewhere in the game is essential.

When you do, identify which normal anti-air JP is using.

Recommended Counter

JP's anti-air options:
  • 6HK anti-air
    • High reward but hard to react to without watching for it
      • If JP uses this for anti-air, raw rush expected value increases
  • 2HP anti-air
    • Low reward but can anti-air reactively even without pre-focusing
      • If JP uses this, he often won't let raw rush through either
    • Weak horizontal hitbox — mix in jump throw scams etc.
  • HP placement
    • JP's non-6HK answer to jump throw scams
    • Placing Drive Impact beats cancel-rush almost entirely — very effective

Departure / Vikhot Placement

JP's placement special. Placement position and activation timing differ by strength.

  • 214LP
    • Close placement
    • Fast activation
    • +9F to +11F on block for JP
  • 214MP
    • Mid-distance placement
    • +9F to +11F on block for JP
  • 214HP
    • Long-range placement
    • +9F to +11F on block for JP

OD version (two buttons simultaneously) further enhances the placement:

  • 214LPMP
    • Weak and medium combined distance placement
  • 214LPHP
    • Weak and heavy combined distance placement
  • 214MPHP
    • Medium and heavy combined distance placement

Recommended Counter

Getting a long-range 214P placement starts a shooting gallery, but the basic counter is:

  • Mid-screen placement

    • Keep defense in mind until 214P is blocked
    • Confirm JP's 236P and 2PP movements while walking and use walk-guard to approach
    • If walk-guard is difficult, keep pressing parry until 214P is blocked
    • Jumping too early can result in 236MK catching you and restarting the gallery
    - Even if you don't jump, JP may restart placement — keep a jump option somewhere in your plan - Recommended: walk forward to close during the re-placement animation
  • Corner placement

    • When JP places in the corner he can warp to escape
    • Basically walk backward rather than forward
    • Recommended: back up to a position where you can anti-air the warp landing

Torbalan

JP's projectile. Strength determines whether it's high, low, or overhead.

  • 236LK
    • High attack
    • -6F on block for JP
    • Punishable at close range
  • 236MK
    • Overhead
    • Combo on hit
    • -8F on block for JP
  • 236HK
    • Low attack
    • -8F on block for JP
    • Punishable
  • 236KK
    • +25F on block for JP

Recommended Counter

Watch the motion and block the low and overhead accordingly.

  • 236LK
    • -6F at close range — punish with a medium attack
  • 236MK
    • Overhead — standing guard consciously
    • -8F — punish with a heavy attack
  • 236HK
    • -8F — punish with a heavy attack

Amnesia

JP's parry move.

  • 22LK
    • High parry
  • 22MK
    • Mid parry
  • 22HK
    • Low parry
  • 22KK
    • OD version: absorbs all levels — high, mid, low
    • Also absorbs throws
    • No projectile invincibility

Recommended Counter

  • Normal Amnesia (22LK / MK / HK)
    • Throw is the most stable counter
    • Use attacks that don't match the parry level (e.g. low attack against high parry)
  • OD Amnesia (22KK)
    • All attacks including throws get absorbed
    • Hit once with a light attack to trigger it, then throw
    • Doing nothing and waiting for the whiff, then punishing, is also stable
  • Use projectiles
    • Amnesia has no projectile invincibility — use projectiles if you have them

Warning

OD Amnesia (22KK) differs from normal Amnesia — it also absorbs throws. Trying to throw-break it like normal Amnesia will get absorbed. Hit once with a light attack to trigger it then throw, or do nothing and wait for the whiff.

HK

+2F on block for JP. Long reach, frequently used as a poke.

Recommended Counter

  • +2F — don't mash
  • What JP does after HK:
    • 2MK
    • Throw (walk throw)
    • HK
    • 236K (rushing to break defense)
  • The key is fighting inside HK's range
    • Being close enough that HK doesn't reach makes JP's neutral much harder

Guillotinna

JP's overhead. Combo on hit.

Recommended Counter

  • Startup is relatively slow — standing guard on reaction is possible
  • JP is at disadvantage after block — punish
  • Frequently used during oki and as a poke
  • If you're primarily crouching-guarding you're vulnerable to it — build in moments to stand guard

When You Attack JP's Wakeup

Key points when applying oki to JP.

  • 22KK
    • Absorbs all levels including throws
    • Hit with a light attack to trigger then throw, or wait for whiff
  • 236236P: 8F startup
    • 1F invincible
    • 9F or higher startup allows safe jump setups
  • 214214P: 29F startup
    • No invincibility — visible and blockable
    • Attacks hit upper / overhead / low / overhead in order
    • Just stand for the 2nd and 4th hits
  • 236236K: 18F startup
  • SA2 Lovushka (placement type)
    • JP can move freely during it
    • JP attacks simultaneously with normals while active

Recommended Counter

  • Against JP who heavily uses OD Amnesia
    • OD Amnesia also absorbs throws — normal throw mix-up doesn't work
    • Hit once with a light attack to trigger then throw
    • Doing nothing and waiting for the whiff is also stable
  • When SA1 is stocked
    • 8F startup with 1F invincibility — be careful
    • 9F safe jump setups are effective
  • When SA2 activates
    • 29F startup — visible and blockable
    • Upper / overhead / low / overhead order — just stand for 2nd and 4th hits
    • Stay calm and handle it
  • When you read a parry attempt
    • Normal Amnesia — throw is a stable counter
    • OD Amnesia — light attack then throw, or wait for whiff

Forward Throw — Ravina

JP is at +16F.

  • On in-place recovery
    • Cancel rush creates meaty oki
    • Cancel rush confirm → OD invincible is effective
  • On back-roll recovery
    • Distance increases but that's JP's ideal range
    • JP is likely to place 22P

Recommended Counter

  • In-place recovery → cancel rush confirm → OD invincible is the stable option
  • Back-roll recovery tends to put you in JP's favored situation
    • Default to in-place recovery
  • If JP doesn't cancel rush
    • He'll often set up 22P — walk forward to close the gap

Back Throw — Uragan

JP is at +13F.

  • On in-place recovery
    • JP may apply oki without cancel rush in some cases
  • On back-roll recovery
    • Distance increases

Recommended Counter

  • Back throw gives JP less continued pressure than forward throw
  • Take in-place recovery and respond after confirming cancel rush
  • When JP sets up placement, close the gap by walking forward — this is key

Dealing with Corner Situations

How to handle being cornered by JP.

Recommended Counter

  • JP has mix-up strength in the corner
    • 22P placement + normals + 236K block strings are powerful
    • Blocking 236KK results in +25F oki
  • Use Drive Reversal actively
    • Use Drive Reversal during gaps in JP's pressure
  • Break out with OD invincible or SA
    • Don't mash recklessly after blocking advantageous moves
    • Punish reliably when you block something with a gap
  • Jump over Stribog (236P) to escape
    • Projectile speed is slow — jump over it for a chance to switch sides