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JP

JP

JP — 对策

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

Normal versions

  • 236LP (Light Stribog)
    • J.P. is -10F on block
  • 236MP (Medium Stribog)
    • J.P. is -8F on block
  • 236HP (Heavy Stribog)
    • J.P. is +4F on block

OD version

  • 236PP (OD Stribog)
    • J.P. is +2F on block

Recommended counters

  • Light Stribog (236LP) is -10F — punishable with any 5–6F confirm
  • Medium Stribog (236MP) is -8F — punishable with a 5–6F confirm
  • Heavy Stribog (236HP) is +4F — do not mash; J.P. is at advantage
  • OD Stribog (236PP) is +2F — do not mash; hold block and read the follow-up

画面端の対処

Tips for escaping when JP has you pinned in the corner.

Recommended counters

  • JP's corner offense is potent — his 22P placement combined with normals and 236K is especially dangerous; 236KK on block puts you at -25F (his advantage)
  • Use Drive Reversal to break out when JP's pressure creates an opening
  • OD reversal or Super Art to escape when JP is disadvantaged after a blocked move; always confirm a punish when he makes a mistake
  • Jump over Stribog (236P) — its projectile is slow enough to jump over and swap sides

起き攻め時

Key points when attempting wake-up pressure on JP.

  • 22KK (OD Amnesia) — covers high, mid, and low; also catches throws; poke once to trigger it, then throw, or wait for the whiff
  • SA1 Chornobog (236236P) — 8F startup, 1F invincibility; safe-jump with a 9F or slower jump attack
  • SA2 Lovushka (214214P) — 29F startup, no invincibility; react and block on sight; hit sequence is high–mid–low–mid, so only stand for the 2nd and 4th hits
  • SA3 Interdiction (236236K) — 18F startup
  • SA2 Lovushka places a puppet that acts independently while JP moves freely — stay calm and track both characters

Recommended counters

  • Against frequent OD Amnesia (22KK): throws will be caught; poke with a light button to burn the parry, then immediately throw; doing nothing and waiting for the whiff is also safe
  • When SA1 (Chornobog) is stocked: 8F startup with 1F invincibility — use a 9F safe-jump to beat it
  • When SA2 activates: slow 29F startup means you can block on reaction; only stand-block on the 2nd and 4th hits (mid), crouch the rest
  • When you expect Amnesia: normal Amnesia is beaten cleanly by throw; OD Amnesia requires poke-then-throw or whiff-wait

飛び方

JP's ground-based pokes are strong, making a straight ground game unfavorable. Drive Rush approaches are also contested by his 2MP. Jumping is essential — identify which anti-air JP is relying on.

Recommended counters

JP's anti-air options:

  • 6HK anti-air — high reward but requires JP to be watching for the jump; if this is his go-to, raw Drive Rush becomes more viable since his attention is split
  • 2HP anti-air — lower reward but can be done reactively without focusing on the jump; if this is his go-to, raw Drive Rush is less likely to be free; its horizontal hitbox is weaker, so empty jumps and cross-ups are effective
  • Standing HP as a pre-emptive anti-air — JP's answer to empty jumps outside of 6HK; placing Drive Impact beats everything except cancel Drive Rush, making it very effective

Departure: Shadow(维哈特设置中)↓↙←HP

Departure: Shadow

Counter-strategy for Departure: Shadow — punish frames, blocking direction, yomi paths — to be added.

Departure: Window(维哈特设置中)↓↙←LP

Departure: Window

Right after JP places a Departure in the corner, expect him to use this warp to escape the corner.

Recommended counters

Punishing the corner-escape warp

  • When 214P is placed in the corner, do not push forward — walk back instead
  • Settle into a range where you can comfortably anti-air his warp landing

Counter-strategy for Embrace — punish frames, blocking direction, yomi paths — to be added.

JP's placement trap move. Each strength places the projectile at a different position with different activation timing.

  • 214LP
    • Places near
    • Fast activation
    • JP is +9F to +11F on guard
  • 214MP
    • Places at medium range
    • JP is +9F to +11F on guard
  • 214HP
    • Places far
    • JP is +9F to +11F on guard

OD version (2-button simultaneous) places at two positions at once:

  • 214LPMP: Weak + medium range placement
  • 214LPHP: Weak + strong range placement
  • 214MPHP: Medium + strong range placement

If 214P is placed from far away, a shooting game begins — the basic counters are below.

Mid-screen placement

  • Focus on defense until you can block the 214P activation
  • Walk forward while watching for JP's 236P and 2PP — walking guard is effective
  • If walking guard is too difficult, hold Parry until the 214P activates
  • Jumping too early will get caught by 236MK, restarting the shooting game

  • Even without jumping, JP may re-place the trap, so keep the option to jump ready
  • The best approach is to walk forward at the moment JP tries to re-place

Corner placement

  • When JP places from the corner, they will warp to escape the corner
  • Generally walk backward rather than forward
  • The recommended approach is to retreat to a position where you can anti-air the warp

Amnesia (22K) is JP's parry move. Each strength covers a different attack height:

  • 22LK — High parry
  • 22MK — Mid parry
  • 22HK — Low parry
  • 22KK (OD) — Parries high, mid, and low; also catches throws; no projectile invincibility

Recommended counters

  • Against normal Amnesia (22LK / MK / HK):
    • Throw is the most reliable option to beat it
    • Attack at a height the parry does not cover (e.g. low vs. high parry)
  • Against OD Amnesia (22KK):
    • All attacks including throws are parried
    • Poke with a light button to trigger the parry, then immediately throw
    • Doing nothing and waiting for it to whiff is also a safe option
  • Use a projectile if your character has one — Amnesia has no projectile invincibility

Caution

OD Amnesia (22KK), unlike normal Amnesia, also catches throws. Attempting a normal throw to break it will be parried. Poke first to trigger it, then throw — or simply wait for it to whiff.

Normal versions

  • 22HP (Heavy Triglav)
    • J.P. is -2F on block — slightly minus; no reliable punish
  • 22LP (OD Medium Triglav)
    • J.P. is +3F on block — J.P. is at advantage; do not mash
  • 22MP (OD Heavy Triglav)
    • J.P. is +3F on block — J.P. is at advantage; do not mash

Recommended counters

  • Heavy Triglav (22HP): -2F — slightly minus but unpunishable; hold block and react to the next action
  • OD Medium / OD Heavy Triglav (22LP / 22MP): +3F — J.P. is at advantage; never mash; guard and watch for his follow-up

Torbalan varies by strength: overhead (LK), mid (MK), and low (HK). Identify the version on reaction and guard accordingly.

Normal versions

  • 236LK (Light Torbalan)
    • J.P. is -6F on block — punishable at close range
  • 236MK (Medium Torbalan)
    • Mid attribute; combos on hit; J.P. is -8F on block
  • 236HK (Heavy Torbalan)
    • Low attribute; J.P. is -8F on block

OD version

  • 236KK (OD Torbalan)
    • J.P. is +25F on block — extremely advantageous; do not mash

Recommended counters

Watch the animation to guard mid or low, then punish accordingly.

  • Light Torbalan (236LK): -6F at close range — punish with a medium button
  • Medium Torbalan (236MK): stand-block required; -8F — punish with a heavy button
  • Heavy Torbalan (236HK): -8F — punish with a heavy button
  • OD Torbalan (236KK): +25F on block — never mash; hold block and respect J.P.'s turn

After Uragan, JP is +13F.

  • On neutral wakeup: JP may be able to continue pressure without Drive Rush
  • On back wakeup: distance increases, resetting to JP's favored range

Recommended counters

  • Back throw leaves JP with less follow-up potential than forward throw
  • On neutral wakeup, confirm whether JP uses Drive Rush before committing to a response
  • If JP goes for a trap placement instead, step forward to close the gap

Guillotinna is JP's overhead. It combos on hit.

Recommended counters

  • The startup is slow enough to react and stand-block on sight
  • JP is disadvantaged on block — punish immediately
  • JP often uses this during wake-up pressure or as a poke
  • If you default to crouching guard, you become vulnerable — build in moments to stand-block

Standing Heavy Kick leaves JP +2F on block. It has long reach and is frequently used as a poke.

Recommended counters

  • At +2F JP has the frame advantage — do not mash after blocking
  • Common JP follow-ups after HK:
    • 2MK — low option
    • Throw — walk-up grab
    • HK again — to re-establish frame advantage
    • 236K — advancing attack to start a mix-up
  • Fight at a range where HK cannot reach — JP's neutral becomes much harder when you are inside his poke range

After Ravina, JP is +16F.

  • On neutral wakeup: Drive Rush can set up wake-up pressure
  • On back wakeup: distance increases but favors JP's zoning game; expect 22P placement

Recommended counters

  • Neutral wakeup: confirm Drive Rush, then respond with OD reversal
  • Back wakeup puts you at a distance that benefits JP — neutral wakeup is generally recommended
  • If JP does not use Drive Rush, expect a trap placement — walk forward to close the gap