How to play JP in Street Fighter 6: Moves, combos & backstory

How to play JP in Street Fighter 6: Moves, combos & backstory
Images via Capcom

Written by 

Jack Roberts

Posted 

3rd Jun 2023 17:50

Contents

With Street Fighter 6 finally in the hands of excited players around the world, it is important to know whom you are going to be playing as and against if you’re going to get ahead.

A newcomer to the series, JP is as suave as he is sadistic and has several Psycho-Powered abilities at his disposal.

We’re going to be going through everything you need to know to get started playing as JP in the game, including his backstory, combos and the best ways for you to get a handle on him.

Who is JP in Street Fighter 6?

Key art of JP wearing a hat in Street Fighter 6
Click to enlarge
Images via Capcom

Without M. Bison around, Street Fighter 6 needed a new antagonist: enter JP. A businessman with a façade for every client, he leads a double life as the leader of the terrorist organisation, Amnesia.

While outwardly polite, he is sadistic and cruel, which becomes increasingly apparent in his fighting style. A master of Bartitsu, he uses his can as a weapon to beat his foes into submission.

JP combo moves in Street Fighter 6

JP pokes at Ken with his cane in Street Fighter 6
Click to enlarge
Images via Capcom

JP is a particularly tricky character, using various Psycho Powers to subdue his opponents, while also having an exceptionally long range. Rather than getting his hands dirty, he prefers to fight with his cane.

Here, we’ll be breaking down some of the more complicated combos JP has to offer, including his Special Moves, Super Arts and Unique Attacks.

For this guide, we’re using the inputs from the classic control scheme.

Move Name (Special Moves)

Combo Input

Triglav

Down, Down + Punch

Stribog

Down, Down/Forward, Forward + Punch

Departure

Down, Down/Back, Back + Punch

Departure: Window

Down, Down/Back, Back + Light or Medium Punch (while Departure is active)

Departure: Shadow

Down, Down/Back, Back + Heavy Punch (while Departure is active)

Amnesia

Down, Down + Kick

Torbalan

Down, Down/Forward, Forward + Kick

Embrace

Down, Down/Back, Back + Kick

 

Move Name (Super Arts)

Combo Input

Chornobog

Down, Down/Forward, Forward, Down, Down/Forward, Forward + Punch

Lovushka

Down, Down/Back, Back, Down, Down/Back, Back + Punch

Interdiction

Down, Down/Forward, Forward, Down, Down/Forward, Forward + Kick

 

Move Name (Unique Attacks)

Combo Input

Guillotinna

Forward + Medium Kick

Malice

Down/Forward + Heavy Punch

Bylina

Forward + Heavy Kick

Grom Strelka

Back + Medium Punch, Medium Punch

Zilant

Heavy Kick, Heavy Punch

Zilant Mid

Heavy Kick, Heavy Punch, Heavy Punch

Zilant Low

Heavy Kick, Heavy Punch, Heavy Kick

How to play JP in Street Fighter 6

JP uses his Psycho Powers on Ken in Street Fighter 6
Click to enlarge
Images via Capcom

In Street Fighter 6, JP can close the distance between his opponents with ease, using his cane to poke and knock them off guard, and Psycho Powered projectiles.

These Psycho Powers conjure up a familiar to help him take his enemies down with the same amount of strength he possesses.

His Departure combos will stifle the opponent’s movement and allow him to pepper them with a series of standard attacks, or some significant heavy combos.

That’s everything you need to know about getting started with JP in Street Fighter 6. If you’re looking for more character guides, why not check out our guide on how to play as Luke as well? For more on Street Fighter 6, keep checking back with GGRecon!

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