How to play JP in Street Fighter 6
Looking to learn how to use JP in Street Fighter 6? We've got you covered in our breakdown of his backstory, combos, and how you can get a handle on him.
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.
How do you play JP?
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.
Who is JP in Street Fighter 6?
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's combo moves
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 |
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!
About The Author
Jack Roberts
Jack is a Guides Writer at GGRecon. With a BA (Hons) & MA in English and Creative Writing, he was also the Gaming Editor for The Indiependent. When not pondering which game has the best cup of coffee (and drinking far too much of it himself), he can often be found playing Dead by Daylight, Street Fighter or making yet another build in Bloodborne.