Must Know JP Combos for Street Fighter 6
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JP is just as much
JP is just as much an enigma in-game too mee as he is in the stroty. Good things his combos aren't! All his BNBS Hurt! And send the opponent full screen to add insult to injury. In this combo guide I really wanted to add the cherry on top with all the Safe Jumps. Proving even if you end combos close you can keep the pressure rolling. What is he bad at? Well I'd another video to explain that. For take the Bnb;s. Any questions or concerns let me know in the comments!
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(Combo Tips and Terms Below ⬇)
BGM: Street Fighter 4 OST - Seth's Theme
Input Notation:
(Assuming Player 1 Side)
↖️⬆️↗️ 7 8 9
⬅️🚹➡️ = 4 5 6
↙️⬇️↘️ 1 2 3
ST= while standing
CR = while crouching
LP MP HP = light medium heavy punch
LK MK HK = light medium heavy kick
QCF = Quarter-Circle Forward = ⬇↘➡
QCB = Quarter-Circle Back = ⬇↙⬅
DP = Dragon Punch Motion = ➡⬇↘
D,D = Down, Down
[X] = Hold until attack activates
DL = Delayed Press
CH = Counter Hit
PC = Punish Counter
DR = Drive Rush
(X2) = Motion Repeated Twice
~ = Not a link or a special cancel just press the next button
Terms Used:
Meaty: an attack that hits an opponent on the very first frame possible after they rise from a knockdown
Safejump: A very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block.
Hit confirm: Performing an attack, seeing that your attack successfully hit, and then reacting to this information by continuing the combo.
Combo Notation:
PC Jump in Combo - 2700
J.hk, b+mp(x2), qcf+MP
- give safe jump in the corner
- Both hits pf B+mp special cancelable on block! Intiate an offense if they block the jumpin
Light confirm Combo - 1410
cr.lk, cr.lp, st.lp, qcf+lp
F+HK anti-air combo - 2704
F+hk, Dr, dl.cr.hp, qcf+hp, qcf+lk, D,D+hp
- Works without Punish Counter
- Corner variant - 2926: F+hk, Dr, dl.cr.hp, qcf+hp, st.hp, qcf+mk
Ch B+mp combo - 2140
B+mp, Cr.mp, qcf+mp
Wall splat meterless Combo - 2220
HP+HK, F+HK, qcf+mk | F.Jump, j.hp
Wall splat OD combo - 2700
HP+HK, F+HK, D,D+LP+MP, D,DLP | F.Jump, j.hk
Midscreen Dr Overhead Combo - 3162
Dr, f+mk, Cr.mp, Dr, cr.hp, qcf+hp, dl.qcf+mk, D,D+hP
Midscreen Dr Low Combo - 3162
Dr, cr.mk, Cr.mp, Dr, cr.hp,
qcf+hp, dl.qcf+mk, D,D+hP
Midscreen PC Drive impact - 5040
HP+HK, Dash, st.hp, qcf+hp, qcf+lk,
D,D+hp, qcf(x2)+k
Corner PC Drive Impact - 3120
HP+hk, F+hk, qcf+hp, Dash, st.hp, qcf+mp
Jab Punish Combo - 2770
St.lp, b+mp (x2), qcf+lp+mp, qcb(x2)+P,
qcb+hp, dash, Dl. D,D+LP, D, D+MP
Whiff Punish st.mk DR Confirm Combo - 2484
St.mk, Dr, st.hk, F+hk, D,D+mp
OD Amnesia VS strike - 2690
D,D+lk+mk, cr.lp, cr.lp, qcb+hp, Dl.qcf+lk, D,D+hp, D,D+hp
OD Amnesia VS TIck throw - 3378
D,D+lk+mk, st.mk, qcb+hp, Dash (x2), qcb+hp, Dr, F+hk, qcf+hp, qcf+lk, D,D+HP
Dp punish Combo - 6230
St.hp, qcb+lp+mp, st.mk, qcf+mp, dl.st.hp, qcf+lk+mk, D,D+hp, qcf+lp, qcf(x2)+K
#Streetfighter6 #streetfighter #JPcombos #KairosFGC
Liked the Vid? Support the channel with SuperThanks! ► Click the ❤ Above
Get access to Coaching and Content by becoming a member ► @kairosfgc
More questions? Chat with us in the discord ► Discord: discord
Even more FGC Tech ► Twitter: KairosFGC
(Combo Tips and Terms Below ⬇)
BGM: Street Fighter 4 OST - Seth's Theme
Input Notation:
(Assuming Player 1 Side)
↖️⬆️↗️ 7 8 9
⬅️🚹➡️ = 4 5 6
↙️⬇️↘️ 1 2 3
ST= while standing
CR = while crouching
LP MP HP = light medium heavy punch
LK MK HK = light medium heavy kick
QCF = Quarter-Circle Forward = ⬇↘➡
QCB = Quarter-Circle Back = ⬇↙⬅
DP = Dragon Punch Motion = ➡⬇↘
D,D = Down, Down
[X] = Hold until attack activates
DL = Delayed Press
CH = Counter Hit
PC = Punish Counter
DR = Drive Rush
(X2) = Motion Repeated Twice
~ = Not a link or a special cancel just press the next button
Terms Used:
Meaty: an attack that hits an opponent on the very first frame possible after they rise from a knockdown
Safejump: A very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block.
Hit confirm: Performing an attack, seeing that your attack successfully hit, and then reacting to this information by continuing the combo.
Combo Notation:
PC Jump in Combo - 2700
J.hk, b+mp(x2), qcf+MP
- give safe jump in the corner
- Both hits pf B+mp special cancelable on block! Intiate an offense if they block the jumpin
Light confirm Combo - 1410
cr.lk, cr.lp, st.lp, qcf+lp
F+HK anti-air combo - 2704
F+hk, Dr, dl.cr.hp, qcf+hp, qcf+lk, D,D+hp
- Works without Punish Counter
- Corner variant - 2926: F+hk, Dr, dl.cr.hp, qcf+hp, st.hp, qcf+mk
Ch B+mp combo - 2140
B+mp, Cr.mp, qcf+mp
Wall splat meterless Combo - 2220
HP+HK, F+HK, qcf+mk | F.Jump, j.hp
Wall splat OD combo - 2700
HP+HK, F+HK, D,D+LP+MP, D,DLP | F.Jump, j.hk
Midscreen Dr Overhead Combo - 3162
Dr, f+mk, Cr.mp, Dr, cr.hp, qcf+hp, dl.qcf+mk, D,D+hP
Midscreen Dr Low Combo - 3162
Dr, cr.mk, Cr.mp, Dr, cr.hp,
qcf+hp, dl.qcf+mk, D,D+hP
Midscreen PC Drive impact - 5040
HP+HK, Dash, st.hp, qcf+hp, qcf+lk,
D,D+hp, qcf(x2)+k
Corner PC Drive Impact - 3120
HP+hk, F+hk, qcf+hp, Dash, st.hp, qcf+mp
Jab Punish Combo - 2770
St.lp, b+mp (x2), qcf+lp+mp, qcb(x2)+P,
qcb+hp, dash, Dl. D,D+LP, D, D+MP
Whiff Punish st.mk DR Confirm Combo - 2484
St.mk, Dr, st.hk, F+hk, D,D+mp
OD Amnesia VS strike - 2690
D,D+lk+mk, cr.lp, cr.lp, qcb+hp, Dl.qcf+lk, D,D+hp, D,D+hp
OD Amnesia VS TIck throw - 3378
D,D+lk+mk, st.mk, qcb+hp, Dash (x2), qcb+hp, Dr, F+hk, qcf+hp, qcf+lk, D,D+HP
Dp punish Combo - 6230
St.hp, qcb+lp+mp, st.mk, qcf+mp, dl.st.hp, qcf+lk+mk, D,D+hp, qcf+lp, qcf(x2)+K
#Streetfighter6 #streetfighter #JPcombos #KairosFGC
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