#JP Discussion and Help
1 messages · Page 5 of 1
Cool but not for me
also I saw a lot of CPT jps do hk TC exghosts on block, is this anything?
yea fair
just like +26
Oh yea I love doing that
lets you extend pressure and drain more drive
It's for the drive damage
i do it when they re like one bar and a half, burns em out super fast
hk hp xx od ghosts, hk hp xx DI
good to know
you can just loop them too if they re not parrying
is there a DI route optimized for burnout? I need to learn some meter dmg combos
oh btw @shy vine that DI bait leads to 2 or more drive damage on block
so it s good at that too
Yeah but the concern I would have in that situation would be parry I think
hmm, not sure, but if you have time you can do H portal 5hp xx DI, PDR 5HP xx DI
But it has to be a huge whiff for that to happen
which is not realistic
just 5hp xx DI
should be the thing i guess
or going into sa2 best
I know SA2 has some great burnout routes, I haven't gotten to that section of the doc yet tho
tried labbing something like
5hp xx od portals, stmk DRC crhp xx DI, but it almost burns me out for no real improvement
to drive damage
or any followup
so that s useless
Whats the difference between these two combos? Just more dmg for a more difficult follow up with j.mk?
2nd one looks weird but it should be near the corner only
There's also for corner push from lights activate st mk, dash cr hp xx lp portal, dash hk xx hp, jump forward mk, dr f hk xx hp spin
I haven't seen the 2nd combo you posted so I'm not sure
"Any combo" here is the blender no?
Wtf is that stun combo
This one I can blame someone else since it doesn't use my style :P
Nah that stinks
Okay doc review finished. Didnt see anything else. Perhaps a section on what to do when you get a stray hit and you have a portal up
never seen that one
also general JP question. if my opponent is plus after od amneisa, and they decide to DI, whats the best response? Depending on the timing counter DI gets funky cause the orbs can flip them out
i think here we should add variation for corner. so 5HK, 5HK TC xx H Portal, 5HK, 2MP xx H Portal, 6HK xx M spin, 5HP xx Blender
you can amnesia again (big brain)
or just counter DI and take the damage that you get
do you get the regular Counter DI amnesia combo?
i doubt it
I'm pretty sure you can't re-amnesia?
also there is nothing in the doc about regular amnesia, which I feel like is a oversight
yeah i just thought ab this. I will add something
only really relevant vs DI in burnout
so i ll just add that
yeah was going to say exactly that
There should be a section explaining fuzzies
I feel like regular amensia also works as a punish to some slow moves but have not labbed it
@shy vine for burnout amnesia vs DI, I used to do 2MP xx H portal, manual activation 5HP xx stuff, but now I just do 5HP xx H spin, M ghost, H spike. I find that 2MP xx H portal, 6hk xx poratl activation, H spin, is a good route but it drops so much
I don't understand fuzzies so I haven't written it
I'll write a section on fuzzies and on safejumps
also for countering a throw with OD amneisa, the combo I always go for is:
cr.mp xx h portal, activate, h spin, m ghost, spike
How does that one compare to the listed combo?
okay i think i added a good description of fuzzy and safejumps
im pretty sure it s worse
how much damage is that?
cr.mp delay H portal, M ghost, H spike, M ghost, H spike deals about 3.6k
ok lemme check
your does 3430
the other one does 3740
@fluid juniper
so you re losing out on 300 dmg
ah, gotcha. thanks for checking it out
np
We should include easier/harder to execute options as well, don't want only tournament combos in here
Is the lower damage one noticably easier?
It was pretty tricky to learn it ngl. but that was also day 1 for me so idk
also I havent done the other one
if it's worse damage and harder, pointless to include
Every combo should have a reason to be used in there, even if the reason is I'm hungover and can't execute
i think hark's is a bit harder cause i keep getting accidental SA2 XD
the one we use is weird to get at first but once you understand when you should do the portal it becomes easy and it s also the same recipe as the DI/Command grab combo
I need a screenshot of the heath bar maxium we can do stun, OD portal, taunt to end a game
That's very important to include in the document
"emotional damage combo"
which taunt?
"is something the matter?"
"do you need to take a rest?"
"is this fight not what you wanted"
these are the options
forward taunt is 400 frames
back taunt is 200 frames
Do you need to take a rest is top tier for this one since the game can't end until the taunt does
lmao that s funny
JP has the best tech
what even is the keybind for taunt?
3p+3k
PPPKKK
Oh it has to be stun
You need time for portals to go up, taunt to start, and they can't get out
Technically if they're in burnout super close to chip you could pull it off maybe?
you get to teabag for a bunch of time too
im sending a recording
the TRUE JP TECH
We should write it in the document super serious though
"Set play round ending stun combo"
"After stun, OD portal, 6PPPKKK"
OD portal, 2, 5, 2, 5, 2, 5, 6PPPKKK
yeah XD
Can you mute your mic for the recordings? It's not a huge deal but the static noise bugs me
yea i just sent em to show what i meant
i can t mute it XD
i can mute it if I edit it afterwards
but i just sent this one raw
What are you recording with?
nvidia geforce thing
i can bind a key but im lazy
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Forward taunt is ALWAYS the one I use
It drops when you're not all the way in the corner
i was all the way in the corner
seems you gotta microwalk forward 1-2 frames
i was doing it on ryu
But if you're all the way in the corner the side switch is better anyway
that s the only way it didn t go the otherw ay
oh ok
If you're all the way in the corner it's very consistent you just need the timing
The side switch also has a slight delay
B mp xx hp portal, walk forward a little f hk (2 hits) xx snap, dash forward st hp (cross under) xx stuff
Not just delay, walk forward while you delay
If you walk forward too much they get bounced backwards by the portal
I just reworked the document's formatting so it's easier to navigate
If you have Outline enabled in View, the left column should show the headers
Side swap on a big unsafe move could be just moved to heavy
Or to a side swap section? Which would only have DI I think
I guess also amnesias
i think we gotta add the 5HK routes to the heavies thing
and maybe list the combo damage in there
i might do it if I get the time later today
This doc is soon becoming a book
I'm almost wanting to do the combo flowchart properly
The headers will help me out for that
@past panther thanks for answering the question on the post level 3 oki, i trust the corner mixup is covered under the Blender section which I'll check out periodically
yes!
I ended up recording a video but it was a lot to stitch together cause I lost track of the order I was doing them in, and it seemed unclear without an explanation alongside it, so i dropped it
the stuff is in the document and if you don't understand something or how to execute something u can always ask here
I'm thinking of doing something like this but I'm not sure how to include the reasons you'd choose each branch
looks dope
it looks horrible
I think I need to entirely restructure it based on end goal, resource investment, and reasoning instead of combo structure
@past panther can you reset into the blender from juggle 5HP xx OD Ghost, Spike?
Like 5HP after that spike?
My notes list juggle 5HP xx OD Ghost, Spike, Portal is +, why wouldn't you do juggle 5HP xx OD Ghost, Spike, 5HP xx Portal?
u can’t hp after spike ender after od ghost
Cool cool
the point of that string is to get a single portal that will allow you to fully rejuggle from a throw
if you do 5hp xx portal you can't get anything from the meaty throw except sa1 sometimes
also I believe in general spike kills your juggle points. i don't think there's a single case of any normal working after a spike
other specials work
Are you certain the portal spike will juggle the throw after?
I'm pretty sure it fires too early
wym?
I don't think normal portal can ever juggle a throw
it can
so
it should be the case for juggle 5hp xx OD spike, portal
and for 5hp xx od ghost, spike, portal
So instant throw will reest?
the meaty throw following those should rejuggle into 5hp
yeah it should
these routes are not super common cause OD portal is so much better if u wanna use meter but
yeah
also, it will reset but not with the same juggle points as OD portal throw will. so after normal portal juggle you can only connect 2hp and 5hp, but after OD Portal juggle you can do f.hk xx M spin, 5hp xx stuff
Ahh
pc meaty spikes in the corner juggle into sthp
Ok I wrapped up transcribing this section
I need reasons for a lot of these routes though
Like is xx Spike xx SA3 the same damage as xx M spin xx SA3?
If so, then spin is the easier route and we can ignore the spike route
If not, then I want to specify ease of execution vs slightly more damage
ah dope, i never do meaty spike and don't know where you can get them really so didn't know that
how do you even get a PC Meaty spike? they sa1?
For it to be both PC and meaty, it has to be projectile invincible
Or maybe a move that moves them into the hitbox?
I can't think of any other options
nah i think the options are sa1 or JP Amnesia
those routes are mostly used in the mirror
Meaty means it hits late in the active frames right?
not necessarily. that's one of the definitions
a meaty is also just an attack that hits on the opponent's wakeup
but in this case the spike is a meaty that hits meaty
iirc it's +ob from these setups
But how is it simultaneously meaty and punish counter?
there's attacks like amnesia that have no startup
only active and recovery
sa1 will just be CH, so it's just amnesia
if i'm not mistaken
@keen valve what's a meaty spike setup?
i can manually time them pretty consistently but i wouldn't rely on that close range
i took note of this in the mirror when id get hit by a meaty spike upon trying to amnesia on wakeup
fhk > hswipe > raw dr crhp > sthp > hportal > spike
there’s a juggle sthp > od portals meaty spike setup but i forget it
hmm, how come? that doesn't sound right
lemme hop on and see
maybe im just confused
it might be exclusive to when the opponent is in burnout
burnout only changes blockstun though
oh sorry i annotated wrong the spike isn’t part of the string the spike is the meaty spike the portal is the ender
yeah I got that
Is it a setup or manually timed?
im just thinking that setup out of 5hp is usually only slightly plus so it sounds like the spike isn t super meaty
I'll test it out real quick and be back
doesn't seem to be meaty
but
if you just do raw DR 2hp xx H portal into spike
that is almost perfect weirdly
nvm it s not
really?
i mean, im still getting -2 on block on both of them when they wake up
lemme see if i can come up with something
wrong link
maybe im misunderstanding it
yeah so that will trade with a 4f
so it s good against burnout when they can t DP i guess
but it s not meaty
and the numbers check out
this leaves you +18
and spike is 22f
so it trades with 4f naturally
ofc trades in your favor since you get the knockdown
and to answer my own question
st.hk trade combos with 4fs very very well
+13 on trade
so another 5hk or a 6hk
so in theory you can do super meaty spike +8 on block into 5hk which will trade with 4fs into a big combo
lemme see if i can cook something up
got it my apologies
i need a +32 KD i think
no worries bro, im just tryna satisfy my curiosity
and we re all learning from each other here
damnn not meaty but vicious to set up opponents who like to mash
noted
well it would be meaty. the spike has to hit on the last active frame for this in theory
ohh setup that i sent isn’t meaty but in that scenario a meaty spike leading to trade fhk combo is possible
okay so i need a +49 or above knockdown, or a +31 knockdown ideally
oh? lemme see
i didn t try to convert, seemed too low
was a question 😅
nice nice that still serves some sick utility
i notice here only 1 hit of f.hk juggles so 5hp seems like the better pickup
to go into the blender again
bro i just came up with the whackiest route
useless af but fun
lemme peep
keeping this in mind for when i need to be as disrespectful as possible when punishing stun for round win
real as fuck
ok so
after 30 mins of trying
i got spike to be +7 consistently with various framekills in the corner
but it seems impossible for it to be +8
it just whiffs
ok enough labbing for today
only found this
so this is if they challenge with a 5f only sadly
again i couldn't be asked to edit the video it s like 4am
this is if they challenge with a 4f
but obviously the big drawback of 6hk being a stupid bad decision there if they just crouch block
@shy vine let me know if you can find a good use for any of these. my mind goes to a setup that leaves me +4 after spike so we can get a b.mp trade combo. iirc that one is +9 on trade
that means that we need a +27 KD before spike
you too @keen valve you re better connected on twitter and shit lmk if you find anything of the sort
if something also sets up a portal which would make the f.hk safe on crouch too by covering it, it would be super good, but that means a knockdown of 50f from the portal + 30f for the spike, and im not sure there s any way outside of sa2 that we can set that up
also obligatory
@keen valve
this one seems weirdly better than the meaty DI bait
since you re not giving up a mix
ayo? crossup setups
crossups
ok last one
these are too good
im sending them here so I can lab them tomorrow
this is kinda cool as an alternative to pc 2hk od portal high low esp if ur opponents in the corner
im gonna try to find something would make this way more solid
this one’s way sneakier have to install asap
lemme dump some tech too
https://x.com/makoto4210/status/1748347919865197027?s=46 might have posted in resource hub already but kakeru and acqua make really good use of sa2 from lights to set up kill scenarios using the corner carry
https://x.com/bananaken/status/1735545367268053172?s=46 and i think this sa2 route does more than the lswipe mswipe route (and sets up safe jump fuzzy)
mann weve all been sleeping on the throw set ups i swear there were like japanese jps with 60 likes on their posts showing those off
lord bananakens offense is just perfectly structured
Why is twitter the place it's always posted?
It's crazy how kim's health just vanishes
One amnesia and she was toasted
Someone added this one to the doc, how does it compare to other high/low stun options? It looks a little excessive with the double j.MK
https://medal.tv/games/street-fighter-6/clips/1RGrfeKJ8KdKua/IPERCoDvbc2c
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that's a dope route with stmp
the double throw whiff is good to know if you don t wanna burn out with that combo
or if you wanna do max damage with no more bar
What better options?
just going into blender off of the normal od portal combo
a lot of people mash DP or hold parry during combos so i just don t go for these resets a lot anymore
I havent really been paying attention to people's get-up options, and tbh I just always mash back rise myself. What should I be looking for? Like I assume that them back rising me is good cause it creates more space and I am a zoner, but does JP get crazy midscreen pressure if they dont?
mm, not really tbh. doesn't get any oki real oki from throws and shit if you don t backrise, and neither from spin, so I think normal rise is better vs him
it matters a lot in MUs like blanka and aki
aki to fuck up her midscreen safejump
blanka you gotta backrise cause else he gets a bunch of fake setups that he can do on you
like, this only works on normal rise:
are there any times when I want to be normal rising though?
versus him? no
I meant in general
My general thought is back rise vs people who want to get in and normal rise vs people who want to keep you out
so for JP the only char who wants to keep you out is like sim? Maybe luke
not even
sim wants to get in too
and if you don’t backrise vs sim he gets crazy oki
also meterless midscreen throw loops that he can also float shimmy from
so like noone then?
also luke gets throw oki midscreen anyway so like normal rise can't be good
@shy vine you ever normal rise midscreen?
I don't have that route noted, what is it?
This is not just a “JP is OP” clip; it’s showing off new tech discovered today that removes damage penalty/proration on Stun combos. Notice how JP jumps just as Manon hits the wall - this counts as an “action” and …
💖 3
@grim lion this
so you see how this route deals more damage and goes into 5hp juggle
Stun
OD Portal, 2HP xx M ghost, whiff throw, whiff throw, 6HK xx H ghost, 5HP xx Blender?
Is that correct?
Any reason this needs to be L spike? I find it far less consistent then M spike
What context? PC 5HP xx H spin?
yeah
That's probably why
Try 2MP xx DRC 2HP xx H spin?
I'm guessing L spike is consistent in that context
But yeah I can add that it should be M spike if the H spin starts further away
Also, it looks like M spike might be a few frames more plus. Not sure if its just me being more familiar with that input though. I was able to get m spike to be +52 and the best I could do with L spike is +49
Does M spike hit with the drc?
It always hits for me after 236H, even works if you only get 1 hit of 6hk
Sweet, I'll put that in
do you know if you can extend this in the corner like you can with the 6hk route? I havent been able to get anything yet but I am still learning it
Dude I can't even input these combos, I'm just the editor :P
F, I'll keep labbing it then
It looks like you can't. So if they are going into the corner the fhk version seems way better since you can replace the last spike with m spin and get a blender
H spike here
midscreen M spike leaves you +44, H spike hits late and leaves u +46 so better
6HK xx H spike? Are you sure?
That hits?
I need to see a clip
I can guarantee it, I labbed it after lemon told me
I'd think H spike is way too far out
keep in mind spike has 10 active frames
hmm, lemme think actually, am I mixin it up?
I can't imagine 5HP xx H spike ever hitting
let me look through lemon's messages
You might be saying go for M spike instead of L spike which will hit later
Hark labbed that one
And that one I believe
yeah no it's correct
it's H spike
+46 midscreen, +44 if they're taken to the corner since it doesn't hit late
That's insane, I need to see a clip
i'm in bed so I can't, but tomorrow sure
it's 7:30 am here I would do better to just pull a white night ngl
u should be able to but it's just gonna be worse than the F.hk route for that
cause you're doing PDR 2mp 5hp xx stuff instead of PDR 6hk xx M spin, 5hp xx stuff
oh and for the PDR 6hk xx spike one midscreen, def use M spike almost always
Is it when they get pushed to the corner?
sometimes i go for M ghost cause it's the most damaging but it drops a bunch in weird ways
so it's a small risk
So H spike doesn't go nearly as far?
what do u mean
The pdr 2mp, 5hp xx h spike
That's insane
but it's +46 midscreen and +44 when they hit corner
we'll look tmrw
Make sense, thats the one I was doing I just saw the sheet had it different.
Also shame about the PDR 2mp route not being able to extend the same way I was hoping PDR 2mp 5hp m spin 5hp worked but it doesnt.
It also looks like the 2mp route is a few frames less plus then the fhk route which would make it worse verse fast characters waking up dr if you decide to spawn a portal after
there is a lot to think about now after h spin. I remember feeling like a genius day 1 when I figured out you could get a spike after, not even ghost into spike just spike XD
as I said it's a bit more plus if you do H spike there. +46 means you're -4 on portal or +6 on od portal
the fhk route leaves you +52
How reliable is 2HP vs Honda headbutt?
It isn't?
I'm thinking it's very active so the window is wider, and headbutt has the hitbox is very inside the hurtbox
And if we can reliably stuff headbutt, then you get the forced knockdown combo
You can check headbutt with 2mp? I will have to try that
For buttslam I always go for jump back airthrow or PP
you can also go for amnesia but the timing will be tricky
ye u can
blanka ball too
Is 2mp just the way to check all fast horizontal attacks?
@grim lion you home?
yeah it is
or 5lp
Nope, at work
can you watch a screen share?
In a meeting I don't care about but I gotta still pay attention
aight
can you 2mp DI against the ex version or do you need to just block and punish
i seriously doubt it, also if you got time to react and 2mp you got time to block XD
@grim lion
That's crazy
And it's just flat out better than m spike?
Can you 2mp xx h spin on a forced knockdown?
yea it's just 2 frames more plus
doubt, but lemme check
vs honda no, he s left pretty far after you check it
What do you do then?
spike
M spike?
H spike
if he s full screen sthp is a better check
you can press it right as he starts flying
and it will hit
H spike also?
🔥
You like the newest iteration?
It's not quite right but I'm very proud of it
It's also very incomplete
One third order section lmao
i shared it with 2 other people today fyi
you should include your own name there. you're the one who started it after all
the google
the miro is a bit too incomplete rn and im not even sure how to contribute
The most important thing is what you have to invest and why you would choose to invest that amount, since I don't always have details on that
yeah i get that
lemme take a peep actually
It's just the Blender currently, but having those specifics in the doc are very helpful as a whole
Like the double j.MK combo is really cool but I don't know if it's even worth learning
Does it do better damage? Is there a more optimal route that includes a reset?
No clue
We kinda need a baseline for comparing damage off of similar starters
Damage, difficulty, confirm windows, etc
it s not
true, we gotta set a baseline
i think we need damage numbers on all options and combos
I can handle that
Same with the blender 0 bar into SA3, I don't know which route is better
You can do 5HP xx Spike xx SA3 or 5HP xx M spin xx SA3
Is one more damage? Is one better for building SA3 if you're a pixel away?
Hell you could even do ghost xx SA3
M ghost is always the most damage when it comes to those but it s more inconsistent
And that should probably be noted
it's now noted in the miro board
but the other two are still just "these options exist"
gonna be so real i saw it on twt and added it to the bag of tricks
maybe i should make a doc for niche/unpractical but cool shit
Mental damage category
Like the OD portal t bag taunt setup
I need to make that category
🤣 there u go
A lot of players shimmy me cause their scared of OD amnesia, I have been checking with cr.mk but you get no reward even on counter hit. Also a lot of ppl are aware to look out for jumping foward on wakeup so stand further back where they can AA and meaty with bigger buttons that still reach/frametrap.
any thoughts? I have been considering waking up with drive rush and have seen a few good JP's use it, but I am a bit annoyed that it doesnt look like we have a good way to check shimmies meterless
Ive been doing cr lk st lp but obviously doesn't work if they walk back a ton
haha, completely overlooked that option 😅. Makes sense for if they are doing close shimmies.
I also need to be incorporating more light kicks into my block strings too. I get real predictable after j.lk cr.lp cr.lk since they can just walk back and I have no threat. doing a extra cr.lk could be useful. that or shimming right away after the first cr.lp to stuff delay tech, but idk if JP's walk speed is good enough to do that
Lord Venom did a double j.MK combo in SFL today
https://youtu.be/R20F_OwvtkA?t=4439 time stamped link
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The second j.MK replaced the dash forward from the side swap OD amnesia combo
It might be super spacing specific though
I've gotten a lot of mileage out of 5HK and a little bit of sweep in some scenarios
Wakeup hk goes crazy lmfao
I've seen many pros wake up sweep and it works so often
Ive been using it for a while, its really good with ex portal
only the PC one is
normal one is only +27 so you re punishable if you do EX portal there
tru
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had the 1st hit cancel
i remember you guys were talking about the 1st hit cancel being weird
First hit cancel is so weird
my totally unsubstantiated guess would be that if the first active frame of 2nd hit whiffs then it lets you cancel the 1st
https://youtu.be/XVqR3OCWUsw?si=zZd5CaVg043gSmx4&t=138
I actually do not know anything about this character
Watch this Street Fighter 6 high level matches between Daigo (Ken) and Kakeru (JP)! The shown rank reflects the current day (February 04, 2024)
💥 Ken high level gameplay: https://www.youtube.com/playlist?list=PLPNNpO3sdUCn_E4oNjC-DDWbWho0g4Si6
💥 JP high level gameplay: https://www.youtube.com/playlist?list=PLPNNpO3sdUCl8CKNSdotGWjRKN-tnXEY5 ...
Could someone explain the risk reward of the EX ghost block pressure? It looks really solid but I want to know what it loses to, also what was he doing with the spikes at the end?
b.mp after spike should not be good right? cause +2 in burnout and it's 8f start up?
ye but if daigo knows it’s +2 he won’t challenge so b.mp is good. I think actually have no idea wtf daigo pressed there cause he got punish countered? which is very weird
im not sure ab this btw
Is b.mp > spike better then a light into spike? Both should be checkable and theoretically have the same followups
if lvl 2 was an option that obviously changes things but in this situation I dont understand the choice to go for b.mp
It also does look like diago just made a mistake yeah, unless its some giga brained layer1000 counterplay I am not seeing
He hit cr lp and it whiffed
Which is why punish counter
Also od ghost pressure can be punished by perfect parry
gotcha, do you need to parry the first hit or can you start parrying after you block the first one? Also explains the command grab as he would be expecting a parry
First hit parry into punish counter right away
ah
It interrupts the 2nd hit
And the ghost disappears
I've also been punished on OD ghost midscreen with perfect parry dr
Obviously only good players who've labbed it are going to be punishing tho
OD ghost midscreen is pretty weak to a lot of common approach options. I have found it unreliable and it's a bad habit of mine
a lot of chars can just DR through it
That's all ghosts
I'm having a gameplan issue with my JP. I have a pretty strong counter-poke game now and my full screen zoning is not bad, but in the mid range I am super weak to ppl playing patient and whiff-punishing me. Right now i would say a good 80% of my dmg comes from getting a punish counter st.mk into pressure with the rest being chip dmg from projectiles. Very little of my dmg or pressure comes from me starting it myself.
Right now I am working on implementing more aggressive actions like DR and just walking forward but I dont think i am suited to it at all 😅, I need to look into better mix after DR since rn I am very predictable with my only options being DR cr.mk cr.mp spin or DR grab.
Better players are now sitting out of my range where all of JP's specials are really committal and just waiting for me to poke
Walk forward?
I have a feeling thats the option but I really hate doing it XD
any suggestions for practice? Or should I just grind games until I can walk foward with confidence?
Like i get that they wont press cr.mk unless I show that I will just walk into it's range but with JP's movespeed it feels like I am just walking to my death
All I can think of is the footsies handbook talking about slower characters
link?
Handbook - https://sonichurricane.com/?page_id=1702
I don't remember which page the slow walk speed was covered
I need to read up on the basics anyway. thanks for the link 🙂
Just stepping forward a little and then blocking, and seeing what they do could be something nice to add?
If they 2MK every time you get in range you can shimmy and whiff punish it
If they walk back you can slowly corner them
If they do nothing, you can get yourself in your most comfortable range
What are some options for when we are both blocking in cr.mk range? I have found that everytime I do the walk and block thing I end up there eventually and have no idea what to do? Obviously all specials are a huge risk, and the risk reward on my cr.mk vs theirs is so in their favor so I just turtle or eat a cr.mk while trying to back up
Eventually you can just walk forward throw and you both feel like an idiot
yeah but if they are just waiting to cr.mk is my only option send a move first?
cause even on block they are now plus in my face and on hit i am in the corner
Faster moves can counterhit of course, but the reality is you're in a complex situation that has no single answer
I'm definitely not comfortable there so I might be overly negative but it just feels so bad for jp specially because his cr.mk leads to so little unless you are in their face. I think the answer is simply walking foward more to get into a better range for me, instead of trying to beat better buttons
Our 2MK is definitely not nearly as good as other characters, but if we can land basically any combo we have full screen zoning
true, not denying our chars strengths JP is doing just fine, i'm the one who needs to change
Also if you're super tight on spacing, you can choose to not hold crouch block and that narrows your hurtbox, which could allow you to whiff punish when normally you'd be blocking it
if you're wrong you just get hit though
it definitely is wtf
when it comes to actually spacing whiff punishes I am pretty decent but if they are jsut not pressing I explode
JP 2mk is goated
ken 2mk is only that good cause it's attached to Ken. less people mention juri 2mk even though it's a better button
@past panther my neutral sucks and I need some help. Basically my issue is that I only counter poke and dont walk foward enough. we have diagnosed that my main issue with walking foward and blocking is that at the range where we are both blocking at cr.mk range I have no idea what to do and get smoked for it. Thoughts?
I want to walk away but ppl can just press and even if I block they are plus in my face
it does cost 3 bars to be plus
I have been fine just taking the throw in exchange for like 2 bars of drive, but letting people start their pressure for free is not a great outcome for me I think
you using DR 2MK and DR 4MP?
both are hard ish to check
right now I have been trying to use more DR cr.mk , but without normal walk forward I feel really predictable with it since i will only use it at that range. also on block I have no mix
I have seen a lot of b.mp but I honeslty dont use it at all except when I am extending lights
also, besides mental dmg and last hit what good does poking with st.mp do? Is it just to make the game feel more scrambly to get the opponent to commit to something risky?
long range so it can just stuff things
but they can't stop you
(mostly)
It has a huge disjoint and it's his longest range normal, except maybe the forward step 3HP
Looking at it through the lens of the footsies handbook, it's basically a good tool to beat other footsies tools. If they're constantly going for max range pokes or trying to catch you whiffing other tools, this one kicks ass
Most people don't try to play footsies vs JP though
Why do JPs do PDR 2MP?
Is it the disjoint to catch a jab check?
Any tips for the Rashid matchup? Went 0-12 against a Rashid player that just kept mixing me up, getting me to the corner and mixing me up more.
uhh, don t amnesia ever unless you have a read on throw
anti air properly
jump back when he does enhanced mixer. drive reversal if he does it as a block string to deny the mix
punish eagle spike accordingly
generally don t be too bent on keeping out and don t commit too much cause his DR f.hk reaches fullscreen super super fast
but is relatively easy to check
you can almost always punish the fireball with spike, and j.MK is pretty good to get him in the air double jumping.
If you have lvl 3 when they use lvl 2, do 2x qcf and hold kick during his lvl 2 animation and you will punish him for it
I wasn't sure what the best way to shut down the air double jump, I went with cr.HP and that got me some success but at some point he started doing the double jump into a cross up and I'd just whiff and get deleted for it. Guess air to air might be more consistent (I tried it but i struggled with the timing, might have to lab it)
yeah, and depending on the height you can go for an air throw, but I usually preferred the juggle, because in some jMK you can do the stHP xx spike juggle
Any tips for clean spike into SA3, I feel so uncomfortable doing it
I think it would be more efficient to just AFK in dhalsim matches
safe some time
same outcome
not really
dd+p df f d df f K
I generally do dd+p, qcf, qcf, k
Blending the downs might make it feel slightly better
what controller?
Kitsune
just tap down forward twice quicky
Honestly I think in trying to input it too fast
yeah it's pretty lenient cancel
Unrelated, when do we use OD spin? I saw a guy using it repeatedly in the mirror but it didn't seem worth it
you dont
No
Most useless move
I only use it when I fat finger and press two buttons by accident
yeah
Ive never seen a JP player using it except the other day in Plat 2 when I was playing as Ryu
In the corner, b mp target combo combos into od spin
Which gives you a st hp pickup
And also any heavy obv
So if you have 2 bars and get a light punish with the opponent in the corner
I could see going into b mp tc xx od spin, st hp xx spike, od portal for the mix for game
Instead of settling for a safe jump or burning yourself out on drc
I know what you're thinking, couldn't I just do mp spin and then od portal? And of course yes but it's a bit less plus
So none of your mediums would beat a jab
Notably though an immediate teleport would still avoid 4f
But yeah that's the single use case I'd consider it in
Oh also it might do more damage on some level 1 conversions
But idk about that
You can also in the same situation do od spin into hp xx portal to get a portal corner setup without burning yourself out for the full 3 bars
@past panther you're in Germany right?
im romanian but live in italy
ah no
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do you get a pickup on this with a higher f HK?
yep just tested it out
gorgeous
i think u get more damage with straight sa3 at the end but it's a dope showcase i guess
that combo is mad useful getting the corner from midscreen like that
wasn't there like a pdr combo that ended with 6hk into m.swipe that can be used here?
Any you guys entering tourney tonight?
I entered one of those battle hub tournaments before and lost to the worst Sim ever. I'd upload the reply but it's absolutely embarassing
@past panther I've been looking at my own replays and wondering about how I can adapt my gameplan to suite the new ranked pool I found myself in - mid diamond. Previously I got a lot of mileage out of using my zoning, a counterhit from checking movement, drive rush etc. into fullscreen where I would use a lot of 22MP to keep them out and win that way, checking fullscreen horizontal moving moves like Ryu h.tatsu.
Now I find that this strategy while still good, feels very flowchart-y and restrictive. I watched a couple of replays of some 1200-1500 MR JPs and they play more like I would like to play - more proactive in making things happen, more understanding of the character's kit. Within the next month, I want to be more intentional with understanding his toolkit, his sequences and just be more aware of things like when Cammy has Level 3 and is fullscreen for example, learning how to actually apply strike/throw and being confident in going for a more advanced level gameplan and to take burnout situations into stun.
Is there any insight you can provide into this as to what avenue I should be going down towards?
I'd say 1200-1500MR JP players are no what you should be watching. most of them still do not understand or are not comfortable yet with the fact that JP does not want to sit full screen because you can't mix good players full screen. they will just walk and parry your shit. You have to learn to, especially in some matchups, play up close and personal and leverage spacing and plus frames to secure corner mix, which is your main win condition imo.
apart from that, it seems like you know what to work on
i feel like as u rank up ur jp using his zoning tools midscreen to condition your opponents into spacing themselves where you want them to becomes more important than just running the bullet hell
which is still useful in some situations even in higher rank lol
Top players use portal to walk forward
Kakeru and BananaKen all you need 😉
mhm and nemo
And lord venom
thats how ive ran jp ever since i came across kakeru
cant believe hes not competing in capcom cup 😢
Really the opponent needs to prove they can deal with bullet hell. If they can't, why bother exposing yourself?
hes gonna enter LCQ
Can anyone do this btw? I cant get the snap to hit on the 2nd ex portal
when i was dropping the second od portal snap i was doing it too late
I cant do it fast enough
also
why when I'm blocking and press DI ntohing happens
to counter another DI?
hold forward as u di after u feign ghost
Given me a lot of perspective, thank you everyone 🫡
what?
I notice this happens to me as well.
i started doing crLP xx DI go counter di if I'm blocking
Because otherwise I don't get it many times
https://x.com/rarirario222/status/1755790394087068031?s=46 meaty fmk after sa2 activation and that od command grab rest is crazy
i think it was deleted?
shows up for me and i can click the link
Are there any other viable wallsplat options other than 6HK xx M spin, 5HP xx Blender?
Built out a new section
unless it's gonna kill i don't like doing the double od portal combo from the corner PCpersonally
i'm a big fan of just the f HK starter
I was trying to do the side swap combo and never once hit it
But I can occasionally now hit the light to medium to sa2 combo
3980 for the double OD portal
And if you spend SA3?
2000 more than that lol
Yeah I realized right as I asked
f HK xx MP spin into HP xx OD ghost, spike LP spin does 3650
What's the optimal low investment if you get PC DI on a cornered opponent?
One that doesn't cost you a total of 5 bars
well that's the thing
i'm a f HK xx spin starter
but depending on the situation i use different enders
so just blender status
yeah
if i want to be meterless i'll do hp xx portal or HP xx MP spin for the safe jump
so let's use the DI pc starter as a reference point
f HK xx spin, HP xx portal does 2720 and there's a portal
f HK xx spin, HP xx MP spin does 3120 and you get a safe jump
neutral jump HK, slightly delayed f HK xx MP spin, st HP xx portal does 2900, portal oki but it's harder
neutral jump HK, slightly delayed f HK xx MP spin, HP xx MP spin does 3220
i don't really do those though they actually lower your damage for longer combos
but it could be worth it for regular portal
f HK xx spin, HP xx OD ghost, spike, portal does 3440 and gives you portal oki
How's it look now? https://miro.com/app/board/uXjVN4gJgfc=/?share_link_id=171075691111
and of course f HK xx spin, HP xx spike, OD portal does 3120 and you get the OD portal
oki
yup
The problem with the blender is you have so many ways to get into it so the scaling is highly variable and damage numbers aren't consistent
Makes documenting it extremely difficult
yea
but it's just about the relative tradeoff
you can see the damage numbers are relatively close together within like 600ish
and obviously the higher the scaling the more you want to prioritize the oki
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I dunno how to represent that on the board though
the other day i got a chance to route this way which i've never done before
cause it made sense with the specific situation
@grim lion you just represent it by where each combo leads to
cause they all lead to a different oki situation
safe jump, regular portal, OD portal
I'm the worst person to be building this lol
I can't execute half the combos so I can't test it myself
notably though there are 2 different types of regular portal oki
st HP xx portal the portal picks up after throw, but you can only get a super 1 juggle
st HP xx od ghost juggle into spike regular portal leave syou plus and you can immediately throw instead of having to delay
so you can do throw, portal picks up, st HP
which is really nice
do you just throw st HP xx OD ghost and hope?
no this is a juggle
yea
oh you have some issues
if you do od portal into immediate throw, you can't juggle f hk
you need to go straight into HP
This part?
yeah
Just rip the 6hk block?
it only goes to HP
Gotcha
I do not
i'm just saying that f HK doesn't juggle, not that nothing hits there
cause cr HP basically always hits in any situation st HP would hit in
if it's in range
it just resets the opponent instead of keeping them in a juggle
so usually it's use for a high/low ghost mix or feint ghost into throw to beat parry
Oh yeah, the line leads back to the start of the blender once I ripped that bit out
But you're saying instead of OD portal, throw, 5HP xx blender
It could be OD portal, throw, 2HP xx high/low ghost mix?
yes
Where does that go?
So like 2MP xx M spin or something out of that?
if they're cornered
What's the whole situation you're talking about?
in the corner they get hit by b MP tc into spin
then if you're close enough, instead of safe jump oki you can do cr HP into a ghost
and doing cr HP xx empty ghost is -2 so you can block any reversal
does cr HP true combo out of M spin there?
yes
it air resets them
in that specific situation it's +11 on regular hit so you can go with a medium or theoretically f HK
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how do you get the bMP starter? Just throw it out and hope?
No
basically after HP spin, you can do MK ghost into level 2
and set up a portal mix
but it doesn't work all the time
the issue being if they wall bounce too early (for example you do PC st HP as the starter and you're far), they will be too low for level 2 to juggle
you can get around this though by using an OD spike to pick up before the level 2
but you need to kill 4 more frames (i do cr mk instead of cr MP), but that puts me on the other side of them after an instant overhad so you have to remember to f HK from the other side
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here you go
first it's the regular setup, second is the issue that happens if the opponent is too low, last is the alternate pickup
I think there are so many fuzzies in JP because that's how my brain feels
it also works from any full screen OD spike pickup
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like a ghost or a portal pickup or whatever
oh but if they quick rise on this one you don't get a jump HK setup lol
rip
it works though if you use st MK instead of cr MK frame kill, but that makes it a 6f safe jump instead of 5f
nah i'm not satisfied with this
it needs a different frame kill
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getting a nice pickup after a any OD spike into level 2 would be nice
but yea st MK+bMP as the grounded frame kills there work for both back roll and quickrise
but you're a +41 safe jump instead of +42
this also gives you a fuzzy setup on a midscreen PC DI
since the wait HP xx HP spin, mK ghost juggles too low to go straight into level 2
but you can just od spike pickup
alright fellas
i've got it
full screen OD spike xx level 2, whiff cr MP, empty jump forward, whiff cr HK, HP portal
that's the +42 safe jump that works on both quickrise and backroll
the tech lord
this is only off of regular H spin combo no?
doesn't work on just OD spike xx sa2 i figure
PC too? I know they're elevated more
Pc too
interesting how it doesn't change
Yeah
@past panther you know what's weird
When I was testinf
Doing whiff cr hk first instead of cr mp
Makes it not work on regular rise???
weird, cause they should be interchangable no? but I suppose it matters since how close you are to your opponent when they are being juggled by sa2 changes the juggle
yeah sounds like it
The other one I posted is +41
But it's much closer to the other setup
Just replace the cr mp whiff before portal with st mk
beautiful work
i really like this one cause it works on any od spike
juggle, PC, grounded hit
@past panther https://medal.tv/games/street-fighter-6/clips/1UEjFIj2ZHAXTq/d1337oio7kWW?invite=cr-MSxRZWQsMjAzODI3MDAzLA
Watch Untitled and millions of other Street Fighter 6 videos on Medal, the largest Game Clip Platform.
look it works exactly the same on PC and regular hit
replaced the video with one that shows a low juggle too
the sa2 after ghost setup not working with a low juggle is why i was looking for this in the first place
Watch Untitled and millions of other Street Fighter 6 videos on Medal, the largest Game Clip Platform.
found a meterless fuzzy setup on activation with portal up
this is pretty deep down the rabbit hole but it's cool
Watch Untitled and millions of other Street Fighter 6 videos on Medal, the largest Game Clip Platform.
got it in game
Watch Untitled and millions of other Street Fighter 6 videos on Medal, the largest Game Clip Platform.
sick bro
Guess that's a bit easier where you wiff about 3 things ha
It's so fun playing as cammy against the low ranked JPs knowing what I know haha
They all one and doned me though🥲
@grim lion are you watching?
Think he's trying to workout what buttons get him closest to the corner for the wall splat
if you want to get closer to the corner starting with dr hk/cr mp before the tc would give you some for free
depends on how much pushback you need i guess
i mean drive damage
https://youtu.be/FU2VejZBYlY anti floating Sim tech
Doesn't work on throws right? It works for DI!
They need a move that is 28f of recovery or more for it to work
Man punk vs vxbao looked so cruel
Punk was just perfectly spaced to whiff punish and was right like 90% of his guesses
Clean set to watch JP get dismantled
Watching Problem X dismantle punk in the Grand Finals was even better
I wanted Kakeru to win but after that Problem X so I'm happy
New lvl 2 route from Nemo https://clips.twitch.tv/EntertainingDaintyKumquatDBstyle-tC9qxV-k1xZEuWqn
Looks like OD Amnesia getting a big nerf
Less active frames and big damage scaling
yeah he sucked
I think he's still very good but he's not #1 best character that a lot of people were hating on, and amnesia isn't nearly as good as people claimed
He also played Kimberly
3 characters in 2 sets makes me think he's not feeling confident
At the same time, those three couldn't even make it in
if kakeru moved to india i think he would be in capcom cup rn
This is going further and further off topic but the grey blanka skin looks like he's always in burnout and that's a problem
Mena was running it
how about the DJ level 2 removing the burnout color lol
we're closing in on 5000 messages here wow
How does the SA2, 5HP xx H Portal, 2MP xx DI, DI work?
I can't get it to connect
second DI always dropps
Yes, also in the notes
idk about optimal optimal but the one most peeps including lemon go for for consistency is
sa2 5hp dash 5hp xx portal, walk back a bit 5hp xx DI, DR 5hp xx DI
in the corner you just do another DI at the end and ditch DR 5hp
For completing the combo trial though, when's the delay?
idk
idk either das a dumb one
look at the replay
and try time it the same way
iirc
you don't cancel the 2mp into DI
or you delay it or something
I ggave up
time waster anyways
I genuinely think he doesn't know the other ghosts are high/low
I'm seeing 5HP xx L ghost on block
Full screen?
On block, 5HP xx M or H ghost lets you force a reaction check and potentially set up for fake ghost into PDR throw or just command grab if they consistently parry
Full screen, same deal but relies on teleport instead for bad parry usage
^ my thought process
So why would you want to give up those options and just spam L ghost?
Because it's faster
That's the reason
Since it doesn't take as long for hitbox to activate it's harder to get through
havent seen this route before
but you do you get it off DI or Stun?
7210 in CA and only 3.5 bars
just because you have practice mode set to refill your bars doesn't mean the 2 refilled bars don't count 
i think this does about the same as the regular double OD portal combo but costs 2 more bars
my guess is every pro labbed PP timing for M/H ghost out of 5hp but not L ghost which is faster
Is feint the same duration for all ghost types?
welcome to dhalsim gameplay