JP Combos You NEED for Season 2 | Street Fighter 6
ฝัง
- เผยแพร่เมื่อ 28 ส.ค. 2024
- With the changes JP has received throughout the year. I've decided to make a simple and essential bread and butter combo guide to make your life easier. This video is centered around the changes specifically, so if you have any questions about other combos let me know!
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Notation
DR Punish : crLP, crMP XX QCF+PP, DD+HP, QCB+P
DR Punish (Varitation) : crLP, crMP XX QCF+PP, DD+PP, DD+P XX QCFx2+K
Mid screen lvl 2 : jHP, HK, HP XX QCBx2+P, crMK, sHK, sHP, QCB+P, HK, HP XX DD+LP, QCF+HP, QCF+MK, DD+HP
Corner lvl 2: jHP, HK, HP XX QCBx2+P, crMK, sHP XX QCB+P, sHP XX DI, DR, crHP XX QCF+HP, sHP XX QCF+KK, DD+P, QCFx2+P
Amnesia Combo: bT, fHK XX QCF+HP, HP XX QCF+KK, DD+P, QCFx2+P
*Tip for the Amnesia Combo. Do fHK as early as you can, but cancel QCF+HP as late as you can within that window. This may take a bit of practice.
Now you speaking my language. Someone trying to help us players who started playing street fighter a week ago and every combo seems to be outdated. I was happy to see I was on the right track with JP.
That’s what’s up!
I get why people ask for notation but the inputs are on screen! Lol
another great vid man thanks
Of course 🤙
🔥
Best thing to do from a raw hit in the corner?
And best anti air conversions?
I’ve mainly just been going into hspin or odspin then juggling with another hp and either spending meter with an od ghost into mspin/spike or just taking portal oki. But I feel like a lot of my routes are unoptimal
Same thing for anti air, I’ve just been cancelling 2hp into ghost for the high low/parry bait but I feel like there’s something better. I’m noticing a lot of jps try their best to get 6hk or even 5hk anti air rather than going for 2hp
What you said sounds about right when you are in the corner. Of course making sure it makes sense given you and your opponents resources. I tend to opt for the portal or the safejump. Of course you can look up more optimal routes, but those are insanely situational and are usually not reliable.
For the anti-air I typically use (and see others use) cr.HP into the parry bait like 95% of the time. Going for a f.HK anti air conversion is almost always a read and or being actively looked for depending on the spacing but has really high reward (spacing and damage). And standing HK is typically utilized for not getting counter hit (but it's harder to use). So to make it easy using cr.HP bait is your best bet but you can sprinkle in those other options when confident.
Just curious, what’s the reason for the corner lvl 2 combo into lvl 1 super? I tested that a level 3 would do more dmg and still take out two bars off the opponent. I’m just wondering when this would be useful compared to lvl 3 corner combo with the same meter. Thank you, just tryna figure out how I can weave this in my game.
the level 1 is just an ender. u dont have to do it. u can just go into portal oki instead
My stribog will not do the slowed down version. My stribog only does the faster variation. How do I get it to do the slowed down variant?
Are you talking about the OD Amnesia side switch? You have to to the heavy variant.
For amnesia combo, how do you get the forward heavy kick to only hit once?
You have to do it early.
Notations would be great :S
I threw them down in the description. But I’ll be sure to try to add them on screen next time when applicable.
@@cube20_ Ah, didnt see, my bad :D. Trying to learn some JP, it seems fun but i hate when the online unga bungas jump in my face to smash every button :D.
1:16
Is the link to 6hk qcf.hp character specific by any chance? Or is the timing just very strict?
Yeah the timing is pretty strict, Ill be honest I do drop it if I don't practice.
How do I get qcf.hp to connect after 6hk in the amnesia combo
You have to late cancel it. It’s tough because it’s manually timed.
@@cube20_ Thank you! I was wondering the same thing!