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.
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
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
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.
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
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
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.
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
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.
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)
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.
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
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
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.
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.
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.
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.
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.
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.
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
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.
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.
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)
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
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
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
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 🤷♂️
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.
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
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
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 :,)
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
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.
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
@@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.
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
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
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.
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?
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.
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
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 😅
Talked about everything but groundspike, which I'm pretty sure is like 50% of people's problems. Damn thing is basically unreactable. I know it's coming and still eat it half the time.
Felt that. Not with groundspike, but with plenty of other stuff in other games. Honestly, my best advice for it is to watch very closely and learn when the opponent likes doing it.
That's definitely what catches me. What am I supposed to do if JP is just spamming fireball and groundspike while I'm stuck in the corner? Just hope to god that I can get my dash/drive rush out in the millisecond gap between blockstuns? Am I supposed to be a top tier player with infallible reaction speed and inputs to even stand a chance against a halfway decent JP?
Which is kind of perfect gameplay design for a boss character I guess - feels overwhelming and is high-pressure to play against but can be overcome consistently if you understand his tools!
Definitely unbalanced, only character in the game you need parry, and specific knowledge to fight against at any level. Way too much reward for the amount of effort beyond that too, can send you full screen for his zoning off 4f confirms and throw invincible frame 1 reversal too. The only real way to get in if they are making the right calls on JP is off perfect parry too, which is only a 2f window
@@Eman-vp6ju I enjoy fighting JP far more than Honda at this point. My winrate Vs JP with Lily probably isn't great but more and more I'm getting myself into a range where my buttons are generally better and they have to make a read to get me back at distance. Honda's headbutt and butt slam are too quick and safe it's absolutely brain-dead to fight against. It just comes down to whether I can react quick enough to dp the headbutt and the reward isn't enough of a deterrent.
He probably should have put a couple more scrub killer tips in here. People keep trying to jump after blocking stuff as if JP cant AA from full screen.