How to beat JP in Street Fighter 6

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  • Опубліковано 4 сер 2024
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КОМЕНТАРІ • 242

  • @BroskiFGC
    @BroskiFGC  Рік тому +129

    Couple of people have asked about groundspike. It's -2 on block/parry and 22 frames startup, so every character in the game (except dhalsim for whatever reason) can advance with a forward dash after blocking the spike and still be safe if another spike comes out. The only exception is doing groundspike into EX groundspike, which *will* hit a forward dash, but only if you have a 22f or worse forward dash (Dhalsim, JP, Juri, Marisa and Zangief), everyone else is safe.
    Basically blocking/parrying spike is generally your cue to advance forward, but make sure to mix up your advance between dashing, jumping, forward walking and drive rush.

    • @carlostelevida
      @carlostelevida Рік тому +1

      this is unless he has the air spike on screen where you cannot advance or you will get hit

  • @aurorablaize
    @aurorablaize Рік тому +107

    Juri doesn't even need to drive rush his fireballs. She can flat out dash through them normally.

    • @gameclips5734
      @gameclips5734 Рік тому +6

      she can probably punish with level 2 super dash at certain ranges

    • @aurorablaize
      @aurorablaize Рік тому +3

      @@gameclips5734 I know it breaks armor at least. I'm gonna have to lab this out.

  • @thisaintnoparty
    @thisaintnoparty Рік тому +5

    Fighting JP weirdly feels like fighting Dracula on the Castlevania games.
    Wonder if that was an inspiration for the character.

  • @BiggBossChanel
    @BiggBossChanel Рік тому +57

    God that tid bit about the fireball not having a hitbox is insane, I play ken and I was never trying to dragon lash because I thougth I would just get stuffed

  • @AlphabeticalNugget
    @AlphabeticalNugget Рік тому +2

    >parry jps onslaught of zoning
    >he launches out his projectile grab attack
    >parry doesn't disengage in time to jump over it
    >die

  • @karmakarp688
    @karmakarp688 Рік тому +51

    Very well made however you forgot to mention JP's spike projectile for anyone who doesn't know once he throws the shadow clone you have to accept that the spike is most likely coming you cannot move until the spike hits your block
    Once spike hits your block you can move forward or jump

    • @El-Burrito
      @El-Burrito Рік тому +7

      This gets me, because it's true, but once you start doing it, the JP can fake you out by just throwing another clone instead of ground spiking. Really fucks me up sometimes.

    • @CVE
      @CVE Рік тому

      @@El-Burrito This comment was very helpful because you explained one of JP's mix-up options that I was unaware of, thank you.

  • @greatf3859
    @greatf3859 Рік тому +49

    The problem is that any good JP will alternate his offense with command grab, bait your parries to make you spend drive gauge or place the teleport shard. Personally I think that's ok. He's supposed to be a problem when zoning. My grip is that when you close the distance he has that fierce with disjointed hurtbox that is so hard to contest, and not to mention his OD counter for everything that makes you think twice before starting your offense. Frankly it's a lot to take into account when facing him.

    • @Ramsey276one
      @Ramsey276one Рік тому +10

      I have seen many Sonic Fox vids where JP is left going OH MY as his counter counters .. NOTHING. Cue combo
      The pros are learning.
      So will The rest eventually

    • @Chanse1989
      @Chanse1989 Рік тому +2

      OP never heard of an EXDP talking about JPs reversal like its something new lmao

    • @thomas3271
      @thomas3271 Рік тому +8

      @@Chanse1989 you are insane if you think EX counter is just an EX DP. They're not similar at all.

    • @dommafia
      @dommafia Рік тому +2

      @@Chanse1989 nah homie, OP is right lol

  • @justingoers
    @justingoers Рік тому +47

    As a Dhalsim main I enjoy the JP match. Air teleport feels like such a hard counter to JP’s entire gameplan.

    • @nickkiller-0710
      @nickkiller-0710 Рік тому +16

      I've heard Dhalsim can do st HK on reaction to JP sending a ghost and you get a guaranteed punish

    • @liv3vilkei409
      @liv3vilkei409 Рік тому +8

      As is Kimberlys smoke screen. It's so easy punishing someone spamming projectiles with it.

    • @justingoers
      @justingoers Рік тому +2

      @@nickkiller-0710 Oooo that's cool. And standing HK is also special cancellable, DR, punish counter, etc.

    • @radhisghaier6394
      @radhisghaier6394 Рік тому +3

      Man zoning dhalsim with jp is really hard
      He can really just go
      Nah bro i ain't having none of this
      And teleport behind u for full punish
      I will say tho with kimberly depends on the player
      Most of them don't use that teleport effectively so far
      Most people don't even know that's an option

    • @ADreamingTraveler
      @ADreamingTraveler Рік тому +7

      The JP vs Guile matchup is so great. Guile's defense just crumbles so he can't stand around waiting for you and has to move. Right now Guile might be the best character in the game and JP is a good hard counter to him

  • @ReverenceQ2
    @ReverenceQ2 Рік тому

    I watched plenty of your JP replays online, appreciate the technical breakdown of JP, learned a lot watching your UA-cam vid

  • @thomass3855
    @thomass3855 Рік тому

    The super breakdown was really eye opening, thank you!

  • @Wraith1uk1985
    @Wraith1uk1985 Рік тому +1

    Such an amazing video, thank you broski

  • @CVE
    @CVE Рік тому

    Amazing video Broski, very informative and helpful. I learned a lot of counter-play from this guide. Time for me to run some experiments, thank you. I've found Blanka to do well in this match-up. My Guile does not currently do well against JP and I've found my Ryu does better because I can advance and do moves and not have to hold a charge. Blanka is very mobile and I've found that you can rattle JP's and wear them down over sets to expose their weaknesses, then... form a strategy around those weaknesses.

  • @108yongxi
    @108yongxi Рік тому +1

    Super helpful and high SFIQ! Thank you!

  • @--.--.--.--.--.--
    @--.--.--.--.--.-- Рік тому +38

    Something I've learned is that his 22X is -2, and 22f startup. This means if your forward dash is 23f or faster, you can forward dash after blocking a spike without worrying about getting hit by a second spike.

    • @intergalacticdegengypsy6135
      @intergalacticdegengypsy6135 Рік тому

      U can just walk forward and parry.

    • @intergalacticdegengypsy6135
      @intergalacticdegengypsy6135 Рік тому

      Also it's +2 when Ur opponent is in burnout.

    • @Hemestal
      @Hemestal Рік тому

      ​@@intergalacticdegengypsy6135moving forward it is. You cant dash forward after getting frame locked against anyone above Platinum.

  • @Azure888
    @Azure888 3 місяці тому

    10mo later and almost all of this was still new information for me. Thanks Broski!

  • @heroofnow1
    @heroofnow1 Рік тому

    Bro you are a godsend for this. My buddy plays JP and has just been blowing me up. Can't wait to DR through his fireballs now.

  • @Loggies89
    @Loggies89 Рік тому +6

    I feel like shimmy is a lot less threatening when going for throw is so much riskier. The threat of the OD counter does so much for JP.

  • @ERRandDEL
    @ERRandDEL Рік тому

    Thanks so much. Had a blast today fighting a friend's JP, and I didn't know the tracking could just sometimes be outran. I can practically fullscreen EX Dragonlash on reaction to this thing and it still punish counters. (and I don't even actually need to EX it I just learned nice)

  • @voidsnorlax6556
    @voidsnorlax6556 Рік тому +3

    top tier educational content

  • @damasorosales6686
    @damasorosales6686 Рік тому +1

    Thanks for the video! I just want to say that for lvl 2 super you can block the fist to fireballs just holding back and then inmidiatly jump forward..that way you avoid blocking the low fireball and can land a hit on JP if you are close enough.

  • @kevingriffith6011
    @kevingriffith6011 Рік тому +11

    So Nemo (I think) shared something *very* interesting recently that should help in... basically any matchup vs projectile characters.
    See, if you parry a fireball and double-tap forward, you'll just parry the fireball... but if that parry happens to be a Perfect parry you'll OS to drive rush instantly after. If the opponent is just throwing fireballs without thinking then you can very easily land a counter-hit on their next fireball... and if they're waiting to react to drive rush then they're not throwing fireballs as fast as they can, and they're less ready to anti-air you or check your dash.
    I think this OS even works with other things, like if you input parry and quickly input fireball before you recover from the parry animation, you'll throw a fireball with your perfect parry.

  • @monsieurdink2307
    @monsieurdink2307 Рік тому +35

    Bless the Beard

  • @slackerton935
    @slackerton935 Рік тому +2

    Thanks so much for this, Broski. I've been getting abused by my lack of MU knowledge so this is super helpful. I wish there was a more distinct visual differentiation between his projectiles and his command grab - I keep getting hit by that damned thing because my eyes aren't yet tuned to recognize them while getting zoned

    • @DoctorDarlingTTV
      @DoctorDarlingTTV Рік тому +1

      Look at JP instead of the fireball. The way he throws his hand back looks a lot different than when he points at you and throws his arm forward with the grab “go!” You hear him say go and you jump lol

    • @DrSwazz
      @DrSwazz Рік тому +2

      It’s red light green light but with demon spawning old man

    • @mymom5213
      @mymom5213 Рік тому +1

      ​@@DrSwazzHaha that's the best way to put it

  • @Darlos9D
    @Darlos9D Рік тому

    Oh, thanks for this. I noticed sometimes how I could just sorta blow through JP's projectile offense but didn't really put together that certain things of his were disabled at certain times. I was probably taking advantage of that without realizing.

  • @krypticavalanch
    @krypticavalanch Рік тому +3

    i dont know why im doing this as i dont feel jp is that good but hey a couple of other things.
    - forward jump whilst risky against a jp that waits, will beat 3 of his 4 options. only meaty spike and delay spike work against forward jump. the projectiles, cg and set up spike all miss against forward jump.
    - cg doesnt work when reversal is in operation. so another thing to note. also the damage jp gets off of a reversal is only slightly more than di and sometimes requires back to corner to actually achieve this.
    - jp lvl 3 is full screen and he does teleport. throwing projectiles full screen is risky.
    spike is same as necalli slam, he can trade with projectiles or beat them most of the time. even guile loses.
    - jp struggles to get anything off of lows. crmk doesnt cancel to anything. sweep range sucks, forward down hp has good range and knocks down but is massively punishable. think of it as his sweep. crouching lk is short and hard to convert to combo damage.
    - most annoying thing as a jp player, he has one true block string. hk hp target combo. hk goes over crouching at range but converts into massive damage on an easy hp buffer.
    so much of his stuff loses to mashing. however a good jp will bait di in light block strings.
    - bait fireball is still hugely slow. the time of his stuff is based on how far away you are plus a long start up. bait can be jumped into and blocked with him not being able to do anything. its meant to be for a delayed jump to spike.
    - full screen spike it pretty consistant hitting opponents either front or back but once closely jp has to be much more accurate with his spikes. there are spaces where jp doesnt hit at all but its pointless to use them in a real match.
    - spikes height is a visual thing mostly. they can hit you out of pre jump frames and landing but they actually only hit opponents if they would land where spike is. surprisingly easy to jump over them.
    - biggist thing that get people stuck is that people need to know what options come first that jp can do. the biggest gap from recovers and starts moves is from finishing a spike into anything else. if he forces a block on projectile then spike is free. but its not the other way. once you block a spike, the next attack is actually slow and you have plenty of time to move forward. thats why jp has to try to set up teleport to lock you down. but he has to choose between meaty spike or teleport placement.
    - last bit of advice. the teleport actually glows and shimmers before jp portals through. if jp puts up a teleport then watch that rather than jp as he cant cg and if he teleports the shimmer will happen and anti air.

  • @Kroogles
    @Kroogles Рік тому

    Thanks for the intel, Broksi. Sad to see you are no longer a brother monk, but I still like you. :) Keep at it, your channel will pop off in no time!

  • @danielo7568
    @danielo7568 Рік тому +5

    JP is very strong, even more so now that i understand his mechanics more, drive parry its a usefull tool against his neutral but its going to take plenty of time to be efective with it, good video regardless, now i know better what to look for against him.

  • @fgcbophades
    @fgcbophades Рік тому

    this is awesome, appreciate you brother

  • @adamcruz3185
    @adamcruz3185 Рік тому +8

    To add to the defence against level 2. If he gets hit after activating the Projectiles Go away.

  • @morhjort
    @morhjort Рік тому

    This is a great video, i sadly play Gief and i have no clue on how to get close unless the JP makes some huge mistakes.

  • @carateca2512
    @carateca2512 Рік тому

    Great vid bud

  • @biscuitguy4083
    @biscuitguy4083 Рік тому

    Godlike Video, thanks for this

  • @Sinzor
    @Sinzor Рік тому

    great video and very informative

  • @RickLeach
    @RickLeach Рік тому

    Sharing is caring, gg broski

  • @bryanwarren5287
    @bryanwarren5287 Рік тому

    great content, thanks for sharing!

  • @Yakuo
    @Yakuo Рік тому +1

    Thanks for this video!!!

  • @accordingtoabe2211
    @accordingtoabe2211 Рік тому

    didnt know the bit about the grab restriction with portals out. thanks for that

  • @Arkhavist_S
    @Arkhavist_S Рік тому

    Knowing that he can't command grab with the portal active makes quite a difference for me. I so rarely run into JP when I play that each match might as well be the first one all over again. Thanks for this.

  • @DeadMK
    @DeadMK Рік тому +1

    thank you FGC forsen

  • @duruiz
    @duruiz Рік тому

    holy shit that's gonna be useful, thanks man!

  • @streetfightingman4240
    @streetfightingman4240 11 місяців тому

    Food for thought, thanks Broski. I was online earier getting my arse handed to me by a JP and I just couldn't work out what to do, so thanks. I like the music sounds like Street Fighter Chiptune Remix

  • @PitFighterPlus
    @PitFighterPlus Рік тому +9

    Effectively how I have had to explain to people how JP is from a outside POV: JP is not broken, BUT he's exceptionally strong as a Zoner. And Zoners already are very frustrating to play against in general, so that frustration goes into space when you have skilled players piloting an already strong character. Early on in the game as well, people are more susceptible to Zoners until they learn the matchup and other knowledge.
    I wanna see how everything shakes out over the next few months before making changes to a character, unlike all the calls for insta-nerfing.
    Though knowing now I can drive rush-run through his fireball with Ken, makes me happy. I can now use this going forward.

  • @johnroser5841
    @johnroser5841 Рік тому +1

    @Broski - You’re a gentleman and a scholar, and now my friend who plays with JP is a dead man, lol

  • @mrfoxly6833
    @mrfoxly6833 Рік тому

    Thank you. Advice like this should save me from ragequitting.

  • @AyyoNevNev
    @AyyoNevNev Рік тому

    good shit! Nice PFP :)

  • @Raxyz_0
    @Raxyz_0 Рік тому +20

    Valid tips, but I do think it highlights why people hate to fight him. If you're facing Sim or a shoto you don't need to identify fireballs, you can auto-pilot and save mental fatigue. I think most people don't know that the portal locks out the command grab, but it doesn't change the mix _that_ much because he does get to teleport to it and throw you up close either way. There's counterplay to that too, but round and round it goes. He's mentally exhausting to fight against, which is cool since he's a psycho power user and all, but also kind of cursed be Street Fighter standards. Much like Honda in previous entries you aren't really playing SF, you're playing the matchup minigame.
    I'm not in the "nerf pls" camp but I am interested in seeing how they'll make him fit into the meta in a way that doesn't get too annoying as the game progresses.

    • @joedatius
      @joedatius Рік тому +7

      i think another thing is that he's an entirely new character so most people have no clue how to deal with it. while sim or basically any shoto has existed since the beginning of street fighter.
      not to mention back in the day people hated Sim or any zoner just as much as JP (i mean alot of people still hate Sim to this day for being a good zoner)

    • @HellecticMojo
      @HellecticMojo Рік тому +6

      I just don't like that he has an omni reversal that force you to completely ditch all advantage. You knock him down and yet he controls the mix now.

    • @Eman-vp6ju
      @Eman-vp6ju Рік тому +4

      @@HellecticMojo that's every character with a true reversal tho

    • @HellecticMojo
      @HellecticMojo Рік тому +2

      @@Eman-vp6ju they aren't forcing you to forfeit throws

    • @Eman-vp6ju
      @Eman-vp6ju Рік тому +7

      @@HellecticMojo But they are; true reversals beat throws too.

  • @Duskmelt
    @Duskmelt Рік тому

    This is a helpful guide!

  • @KaZey77
    @KaZey77 Рік тому

    Nice video 👍

  • @chozo914
    @chozo914 Рік тому

    good stuff :)

  • @Ramsey276one
    @Ramsey276one Рік тому

    Very good
    Don't forget to how your work next season!

  • @cmdrcamper9511
    @cmdrcamper9511 Рік тому

    Idk if it was found by the time this was posted but that bit at the end about the unblockable, JP can actually true blockstring jail you into it for about guaranteed 3-4K damage. Worth noting however that it can be drive reversal’d and that’s what I recommend if you have drive because you’re spending an automatically replenishing resource, taking no damage, and getting him off you after he dumps 2 bars. If you’re in burnout you have no choice but to get hit tho

    • @DrSwazz
      @DrSwazz Рік тому

      Being in burnout vs JP is generally a death sentence anyway

  • @M4W3L
    @M4W3L Рік тому +2

    Super helpful, mad respect for showing how to beat your own main

  • @UESCGAMING
    @UESCGAMING Рік тому

    Best game out so far mate!

  • @readysetmoses
    @readysetmoses Рік тому

    Deejay's drive rush is CRACKED

  • @oscarore5520
    @oscarore5520 10 місяців тому +1

    Every JP player I know...."Follow the animation" *eyeroll* lol

  • @macaroniburger595
    @macaroniburger595 10 місяців тому +1

    I guess nobody is upset about the "Just pray" part of JP's lvl 2 super.

  • @MarioUcomics
    @MarioUcomics 3 місяці тому

    Thank you do much!

  • @Phe0nix1986
    @Phe0nix1986 Рік тому

    Nice video indeed!

  • @guestguest9051
    @guestguest9051 Рік тому +18

    I really enjoy JP. Both playing as and against. If you don't know the MU, he definitely feels so unfair but when you do, you realize everything he does have counterplay and it's all about who can trick who

  • @Kraftik611
    @Kraftik611 Рік тому

    Thank you Jimmy 2 ❤️

  • @El-Burrito
    @El-Burrito Рік тому +1

    I tried to play a long set against a JP to get used to the match up. I felt like it was turning into a mindgame where he knew that I would act after I blocked the ground spike, so he would just stop throwing spikes cause he knew I was waiting for it and in the meantime I'd eat a ton of drive from blocking. I guess I should be parrying on reaction more but I'm definitely going to be eating the command grab

  • @Husteen
    @Husteen Рік тому

    Just picked up jp im having a lot of fun with him so far. I see now what people were saying early on. Basically, hes not broken, he just requires matchup knowledge. Im actually impressed with how capcom balanced him.
    I am a little nervous for is future though. I could see him at least getting a nerf to his damage but 🤷‍♂️

  • @CodyDavidHolmes
    @CodyDavidHolmes 5 місяців тому

    Thank you

  • @AP-DDD
    @AP-DDD Рік тому

    Thank you bro I usually just try to jump over those projectiles that jp throws im a ken player

  • @violetrecluse
    @violetrecluse Рік тому +1

    Can JP crossup with teleport during level 2 super?

  • @PR1ME98
    @PR1ME98 10 місяців тому

    When I hear that “Shall we! 🧐” i instantly jump forward.

  • @Tirades_In_Spades
    @Tirades_In_Spades 6 місяців тому

    Every time I fight JP with Ken this happens. Bear in mind that Ken is broken also. Anyway this is the matchup. Constant projectiles then an unblockable projectile throw. I can use the Ken run mechanic to get through the initial projectiles. Just not the one that throws you. The JP player will immediately DI when I close the distance then they get thrown. Then corner trapped then I win. This however, rarely happens. Most of the time I just get stick slapped from a distance and can never get inside.

  • @RandomPerson28337
    @RandomPerson28337 Рік тому

    "Just pray when you're in burn out."

  • @Ashen-Crow
    @Ashen-Crow Рік тому +3

    Do meaty jabs canceled into DI beat the counter too? I don't have access to the game yet but it seems like a strong option unless he can counter DI.

    • @Blargel
      @Blargel Рік тому +4

      It's risky but it will eat the counter explosions if JP doesn't react properly. If he does react, JP can punish you quite hard though so I wouldn't do it more than once to the same opponent even if it did work.

    • @SSJDevin
      @SSJDevin Рік тому +3

      He can counter DI. When he finishes recovering from the counter he's fully actionable. The only guaranteed punish on Counter is waiting and baiting it out entirely

  • @wittyboyplays
    @wittyboyplays Рік тому +1

    This is gold! As a Marisa main I have been having an awful time against JP!

    • @DrSwazz
      @DrSwazz Рік тому

      She sort of has DI built into a lot of her moves though so I think she does better than Gief in the MU

  • @TheNinjaParadeBase
    @TheNinjaParadeBase Рік тому

    Fam do you have any info on pierce? Im snooping around for that

  • @blackoutnz
    @blackoutnz Рік тому +17

    As a JP main, thank you, this will make us better when people know how to fight him better 🙏

  • @mymom5213
    @mymom5213 Рік тому

    So should I parry groundspike on reaction too?

  • @timhorton8085
    @timhorton8085 Рік тому

    Alex would have been a fun matchup against JP. DDT sliding right through Jp's fireballs would have been hilariously fun.

  • @user-nd2hy5xr9u
    @user-nd2hy5xr9u Рік тому

    Not 100% sure but seems the purple from JP's command grab and fake fireball are a bit lower than his normal fireball. Might be able to react with practicing?

  • @DrSwazz
    @DrSwazz 11 місяців тому

    If a spike hits your character from behind, do you have to block the other way?

  • @overd1
    @overd1 11 місяців тому

    What a G

  • @ADreamingTraveler
    @ADreamingTraveler Рік тому

    Another thing too. Even if JP gets nerfed people are still going to have a hard time fighting against him if they're new or unaware. People need to learn how to actually fight against him because he's not hard once you understand his weaknesses and how to approach him

  • @superninja_youtube
    @superninja_youtube Рік тому +2

    I started by maining JP and Marisa - let me tell you, the people who have been screaming "nerf JP" are often toxic players. Drive Parry alone protects from a lot of his zoning and can even turn it into an offense - when done properly, he does have that cheeky command grab. From what I've seen, that "nerf JP" is because people don't like he's a zoner, not that he's poorly designed or overtuned. Let the meta develop, you'll see.
    Edit: Another comment, JP's counter is not Flash Kick. If you hit him afterwards, it's like it never happened. Except in certain situations, that counter might reset neutral but it doesn't immediately punish.

  • @lukusridley
    @lukusridley Рік тому +58

    are u saying that to counter a zoner i have to learn how to counter his actual moveset instead of just doing random stuff and getting frustrated it doesnt work? thats messed up and frankly i will not tolerate it

    • @ClaimerofLoot6942
      @ClaimerofLoot6942 8 місяців тому +5

      Obviously the best way to beat a zoner is to give them space.

  • @ImMoraeDevToo
    @ImMoraeDevToo Рік тому

    you also can normal dash through the ghost fireballs, of course character specific.
    juri can dash through all of those free with normal dash.

    • @DrSwazz
      @DrSwazz Рік тому

      Juri mains eating good

  • @billyscenic5610
    @billyscenic5610 Рік тому

    So if Guile does a meaty wind blade it will beat Counter?

  • @Senketsujin
    @Senketsujin Рік тому

    Burnout is a punishment state, so it's understandable that "unblockables" are available when in Burnout.

  • @DarthLeuan
    @DarthLeuan Рік тому

    Did you know that you can actually dodge de command grab with drive rush the same way you dodge his projectiles?
    Your video helped me to understand why it happens. It was driving me a bit crazy hahahahaha

  • @YouAlreadyKnowBabi
    @YouAlreadyKnowBabi Рік тому

    I hate that you stopped playing Kimberly. You were legit the best one.

  • @5wisher5weet
    @5wisher5weet Рік тому

    Parry costs drive guage?

  • @theafrocain9203
    @theafrocain9203 Рік тому

    I use kim. Personally I just teleport to JP as soon he uses his special attack and most of the time catch him of guard then I just mix up Kim annoying moves and for some reason most JP players don’t ask for a rematch 😅

  • @i.ftekhar
    @i.ftekhar Рік тому

    Worth noting that if he does a ground spike, that’s your opportunity to move in because the same ground spike won’t hit, and his projectiles have a slower start up. I just wish his heavy striborg wasn’t plus 4 :,)

    • @yuhboik.g.8118
      @yuhboik.g.8118 Рік тому

      Well you are supposed to mash or DI H.Stribog. Actually all versions of Stribog lose to DI

    • @i.ftekhar
      @i.ftekhar Рік тому

      Yeah normally if it’s jab jab striborg I would mash, but I feel like my jab is way more likely to whiff for some reason. Is JP’s crouch jab one where he uses the cane for extended reach cuz that would explain that. So I guess DI is the best option, but that’s a scenario where he can easily counter DI as long as he’s not yet committed to the striborg. I suppose I have to guess when he’s going to do the striborg so I hit DI as he cancels into it. Hmm, will have to lab it

  • @FiveGates
    @FiveGates Рік тому

    There is unblockable protection in the game but it's frame specific; if JP misses the connection by one frame it won't activate, so... for a human, still unblockable

  • @lontvany
    @lontvany Рік тому

    U gotta do this with every characters

  • @brunocampos7199
    @brunocampos7199 Рік тому +5

    Good tips. The problem with JP is that you feel like you're having to really outplay him to break even. I can beat a braindead JP any day, but when it comes to decent players, it always feels like they have a clear handicap which is ass. I'm not clamoring for it, but I'm pretty sure the character will indeed get nerfed or revisioned, because some parts of his kit just don't make much sense.

    • @joedatius
      @joedatius Рік тому +4

      how does his kit not make sense? the character works perfectly fine. yeah its hard to break past his zoning but he's literally a zoning character. if you didn't have to outplay the zoning then it would make the character worthless

    • @brunocampos7199
      @brunocampos7199 Рік тому +1

      @@joedatius his lvl 2 not having an unblockable lock(and the fact you juat throw it on knockdown and see what sticks); disjointed buttons; his counter(frame 1 btw)working on throws are all things he doesn't need for his zoning objectively. On a more personal note, look a sim in every sf game, he has shit damage; very low HP; and a floaty jump to make up for his full screen presence. If Dhalsim wants to take back full screen, he needs to teleport away after a knockdown which severely limits his oki options. Jp doesn't have any of those problems, and can get full screen back out of a 4f starter ending in Ex "strike"(or whatever it's called). I mean look at this video for example, notice how the advices are mostly directed at a shitty JP who doesn't know these weaknesses pointed at the video. Now imagine both players at a similar level, and tell me the other player won't end up in a puddle of sweat to get a win. Personally, I think the character is in obvious need of tweaks, unless they plan on buffing lower tier characters and leaving him mostly as is.
      PS: Not saying he is the only overpowered character in the game, but he sure as hell could use some tweaks to make sure the player needs to think twice about some of his options.

    • @chances3163
      @chances3163 Рік тому

      ​@@joedatiushis counter doesn't make sense, but that's really the only thing I can think of.

    • @ADreamingTraveler
      @ADreamingTraveler Рік тому +1

      I mean that can be said of any good player. Like look at Snake Eyez Zangief. The best players in the game couldn't even break through him during that last tournament he was in until the very end and Gief isn't even top tier. It all depends on the person piloting. I'd say JP is definitely high tier but characters like Guile and Juri and a few others are a bit better than him so I don't think he'll get nerfed. The main issue with JP currently is the game is new and people are still figuring out how to fight against him. As time progresses less people will complain because I don't have issues fighting JP's because I understand how he plays

  • @belinskiparadox7687
    @belinskiparadox7687 Рік тому

    Zangief's Lariat is fireball invincible, but that seems like the only real option he has against fireballs

    • @i.ftekhar
      @i.ftekhar Рік тому

      Does it even work against the command grab?

  • @diogogarcia7970
    @diogogarcia7970 Рік тому +1

    16 minutes video just to play vs some aberration that escaped NetheRealm domain, well... thank you for the video 😅

  • @Doookification
    @Doookification Рік тому

    Bro you look like a less Hobo Forsen. Also amazing video.

  • @VanillaOx
    @VanillaOx Рік тому

    can u do a guide to counter marisa? :,)

  • @SF6Legacy
    @SF6Legacy Рік тому

    Hi bro i think that hiting low during a high attack of the super one hit cancels its blockable bro

  • @SirBackPack
    @SirBackPack Рік тому

    I wonder if cammy spiral arrow can get through his fireballs because man I’ve been getting smoked by JP

  • @n00bJesus
    @n00bJesus Рік тому

    Me, a gief main: I… I see

  • @lokozar
    @lokozar Рік тому +1

    I‘m not convinced. Yes, you can dash through his projectiles, but your timing has to be immaculate. You basically have to guess correctly when JP is throwing one out. You yourself are struggling to demonstrate that in mere training mode. Plus, a decent JP player will always cover their projectile with portals and spikes, so even when you pass through the projectile you are likely to be hit by something else. Plus, even if you reach JP through this barrage you still have to keep your cool to not get hit by him close range and at the same time apply pressure and damage. You can watch high level plays, Juri vs JP e.g. and you will see that almost no one even tries to pass through his projectiles, simply because it‘s far to risky and dangerous. Once trapped in his long range cycle, you’re deeply in trouble. So, most try to apply relentless close and mid range pressure to not get trapped in the first place. And if they are, they try to use gaps in the animations and try to circumvent all the shit that comes flying, just to furiously get into JP‘s face again. That’s what’s happening, and to be perfectly honest, if the opponent of JP doesn’t have this down almost perfectly, a JP player will simply have a much more easy time defeating others. There is no other character that can spam this much mental load on a player than JP. He finds himself in an exceptional position, thus it’s absolutely worth to revisit him from a balance point of view.

  • @skel_i_tn3643
    @skel_i_tn3643 Рік тому

    I think geif can crouch heavy punch through fireball with good timing