STREET FIGHTER 6
MAX DATABASE
JP
74 moves — click thumbnail to expand(_1 _2 _3 … shown in card / use ← → when expanded)
Standing Light Punch
5LP5L
Cancel Chn Sp SA
Notes Chains into 5LP/2LP/2LK; DR cancel is delayed until after 2nd active frame
Standing Medium Punch
5MP5M
Cancel -
Notes Long-range poke with great hitbox priority; cancelable into 214HP projectile when Departure portal is active
Standing Heavy Punch
5HP5H
Cancel Sp SA
Notes JP's main combo/juggle/punish tool (essentially a cancelable version of 5MP with less range); Punish Counter allows a 1-bar Drive Rush follow-up, or a cancel into 214PP with enough frame advantage to link 2MP afterwards; has juggle potential even without Drive Rush; puts airborne opponents into a limited juggle state; extends a large hurtbox 1f before active that is vulnerable to projectiles; hurtbox is extended horizontally during all active and recovery frames for easier whiff punishability
Standing Light Kick
5LK5L
Notes DR cancel is delayed until after 2nd active frame
Standing Medium Kick
5MK5M
Notes Cancelable poke and combo tool; special/DR cancel is delayed until after active frames; foot hurtbox does not extend until frame 11 (useful vs. low pokes)
Standing Heavy Kick
5HK5H
Cancel TC
Notes Useful anti-air and combo/pressure starter with a confirmable Target Combo follow-up; whiffs on crouching opponents from farther away unless they extend a vertical hurtbox; pushback on block keeps JP out of throw range even after Drive Rush; cancelable into 214HP projectile when Departure portal is active
Crouching Light Punch
2LP2L
Notes Chains into 5LP/2LP/2LK; JP's only 4f normal, making it an important defensive option; DR cancel is delayed until after 2nd active frame; topmost hurtbox on frames 1-5 is vulnerable only to aerial strikes (preventing its use as an anti-air)
Crouching Medium Punch
2MP2M
Notes Good poke and combo/buffer tool; special/DR cancel is delayed until after active frames; has an extended hurtbox on whiff until the end of recovery; topmost hurtbox on frames 1-10 is vulnerable only to aerial strikes (preventing its use as an anti-air)
Crouching Heavy Punch
2HP2H
Notes Solid anti-air but cannot hit cross-up; arm hurtbox is anti-air invuln on active frames 2-6; very short horizontal range; fastest of JP's heavy normals, making it useful in some Drive Rush combo routes; high juggle potential even without Drive Rush
Crouching Light Kick
2LK2L
Cancel Chn
Notes Chains into 5LP/2LP/2LK; cancelable into 214HP projectile when Departure portal is active
Crouching Medium Kick
2MK2M
Notes Long range low poke that moves JP forward; after Drive Rush or Punish Counter, can confirm into 2MP; has an extended hurtbox on whiff until the end of recovery; cancelable into 214HP projectile when Departure portal is active
Crouching Heavy Kick
2HK2H
Notes Short ranged sweep with good hitbox priority; very difficult for most characters to punish if well spaced; has juggle potential even without Drive Rush
Zilant
5HK~HP5HK~H
Cancel Sp SA TC
Notes True blockstring from 5HK (up to 1f gap on block if delayed to final cancel frame); safe on block and easily confirmed into a follow-up special or Drive Rush on hit; TC follow-ups cannot be comboed into unless the HP itself lands as a Counter-hit/Punish Counter; special/DR cancel is delayed until after 2nd active frame
Malice
3HP3H
Notes Long range advancing sweep; can be difficult to punish if well spaced; high juggle potential even without Drive Rush; no longer a Hard Knockdown if juggled into
Grom Strelka 1
4MP4M
Notes Cancelable to Grom Strelka Target Combo with a very lenient hitconfirm window (1f blockstring gap if canceled into TC)
Grom Strelka 2
4MP~MP4MP~M
Notes Cancelable combo tool that can be hitconfirmed from 4MP; 1f gap between hits on block
Guillotinna
6MK6M
Notes Safe overhead that can link into 2LP with a meaty connect, or 2MP with a Drive Rush or Punish Counter
Bylina
6HK6H
Cancel Sp SA (2nd)
Notes Solid anti-air (but a little slow and cannot hit cross-up); launches opponent into limited juggle state; 1st hit forces stand on hit; 2nd hit whiffs on crouching opponents for 3f worse advantage on crouch block; only 2nd hit is cancelable, so JP cannot make himself safe on a crouch blocking opponent (but if 6HK hits and the 2nd hit whiffs, the cancel can still come out); useful in many Drive Rush juggle routes; special/DR cancel is delayed until after 4th active frame (2nd active frame of 2nd hit)
Jumping Light Punch
j.LPj.L
Jumping Medium Punch
j.MPj.M
Notes Very long horizontal range; extends a large hurtbox 2f before active that makes it easily counterpoked out of the air; lower body projectile invuln 12-22f (cannot be used to avoid the 2nd hit of JP's OD Amnesia bombs)
Jumping Heavy Punch
j.HPj.H
Notes Causes spike knockdown vs. airborne opponents on Counter-hit/Punish Counter; good downwards hitbox priority; lower body projectile invuln 9-23f except around attack hitbox (cannot be used to avoid the 2nd hit of JP's OD Amnesia bombs)
Jumping Light Kick
j.LKj.L
Notes Cross-up; can be used as a fuzzy instant overhead (requires perfect safe jump timing)
Jumping Medium Kick
j.MKj.M
Notes Puts airborne opponents into a limited juggle state (similar to j.MP for most characters); useful for air-to-airs and juggles; lower body projectile invuln 7-20f (if used immediately on the way up, can avoid the 2nd hit of JP's OD Amnesia bombs)
Jumping Heavy Kick
j.HKj.H
Notes JP's best overall jump-in tool with decent hitbox priority; extends a hurtbox 1f before active, making it susceptible to being counterpoked out of the air; lower body projectile invuln 11-19f except around attack hitbox (cannot be used to avoid the 2nd hit of JP's OD Amnesia bombs)
Torbalan
236HK236H
Cancel SA3
Notes Spawns a "ghost" that travels toward opponent and clashes with 1-hit non-OD projectiles; upon reaching the opponent, begins an 12f low-hitting projectile attack; if the opponent moves forward quickly, it is possible to dodge the projectile entire since it is not active while traveling; from longer range, total startup increases and grants better frame advantage; cannot be used while SA2 is active; cancel into SA3 won't combo at close range without CH/PC; projectile speed decelerates by 0.01/frame when in proximity of opponent
Stribog
236HP236H
Notes 1st hit is a strike hitbox that clashes with non-OD projectiles; 2nd hit is a 1-hit non-OD projectile (but can be Perfect Parried like a strike); together, both hits can nullify a 2-hit non-OD projectile (though the large gap between hits makes this impractical); 2nd hit has more range than the 1st hit; causes a wall bounce on hit (limited juggle state); cannot hit cross-up (behind JP); direct SA3 cancel will not usually juggle; 8f hitstop when clashing with opponent's projectile; 1st hit has 3f extra recovery when Perfect Parried, allowing a Drive Impact punish (recovery is unchanged if the 2nd attack hits opponent); 2nd hit expands if the 1st hit connects (for combo consistency)
236KK
Cancel SA2 SA3 (1st)
Notes Spawns a "ghost" that travels toward opponent with 2-hit OD projectile priority; upon reaching the opponent, begins an OD projectile attack with 8f startup; after clashing with 1-hit OD projectile, only the 1st hit of the projectile attack will come out; SA2 cancel is a true blockstring or combo into the projectile attacks; if the opponent moves forward quickly, it is possible to dodge the projectile entire since it is not active while traveling; from longer range, total startup increases and grants better frame advantage; cannot be used while SA2 is active; if 1st hit is Perfect Parried, leaves a large gap where JP can be punished if close enough; projectile speed decelerates by 0.01/frame when in proximity of opponent
236LK236L
Notes Spawns a "ghost" that travels toward opponent and clashes with 1-hit non-OD projectiles; upon reaching the opponent, begins an 8f projectile attack; if the opponent moves forward quickly, it is possible to dodge the projectile entire since it is not active while traveling; from longer range, total startup increases and grants better frame advantage; cannot be used while SA2 is active; projectile speed decelerates by 0.01/frame when in proximity of opponent
236LP236L
Notes 1st hit is a strike hitbox that clashes with non-OD projectiles; 2nd hit is a 1-hit non-OD projectile (but can be Perfect Parried like a strike; together, both hits can nullify a 2-hit non-OD projectile; 2nd hit has more range than the 1st hit; puts opponents into limited juggle state on hit; cannot hit cross-up (behind JP); 8f hitstop when clashing with opponent's projectile; 2nd hit expands if the 1st hit connects (for combo consistency)
236PP
Notes 1st hit is a strike hitbox that clashes with OD projectiles; 2nd hit is a 1-hit OD projectile (but can be Perfect Parried like a strike); together, both hits can nullify a 2-hit OD projectile; 2nd hit has more range than the 1st hit; causes a wall bounce on hit (limited juggle state); cannot hit cross-up (behind JP); SA3 cancel will whiff at point blank (but works consistently after canceling normals into 236PP); 8f hitstop when clashing with opponent's projectile; 1st hit has 3f extra recovery when Perfect Parried, allowing a Drive Impact punish (recovery is unchanged if the 2nd attack hits opponent); 2nd hit expands if the 1st hit connects (for combo consistency); 2nd hit does double damage when the 1st hit whiffs
236MK236M
Notes Spawns a "ghost" that travels toward opponent and clashes with 1-hit non-OD projectiles; upon reaching the opponent, begins an 12f overhead projectile attack; if the opponent moves forward quickly, it is possible to dodge the projectile entire since it is not active while traveling; from longer range, total startup increases and grants better frame advantage; cannot be used while SA2 is active; cancel into SA3 won't combo at close range without CH/PC; projectile speed decelerates by 0.01/frame when in proximity of opponent
236MP236M
Notes 1st hit is a strike hitbox that clashes with non-OD projectiles; 2nd hit is a 1-hit non-OD projectile (but can be Perfect Parried like a strike; together, both hits can nullify a 2-hit non-OD projectile; 2nd hit has more range than the 1st hit; puts opponents into limited juggle state on hit; in the corner, launched high enough to juggle into the first hit of SA1; cannot hit cross-up (behind JP); 8f hitstop when clashing with opponent's projectile; 2nd hit expands if the 1st hit connects (for combo consistency)
Chornobog
236236P
Notes Super projectile hitbox; 1st hit (active frames 1-14) can be Perfect Parried like a strike; 2nd hit travels fullscreen; has high juggle potential, making it especially useful in combos where JP is close enough for the initial hit to connect; 8f hitstop when clashing with opponent's projectile
Embrace
214K
Notes 1-hit projectile command grab; clashes with non-OD projectiles; can be comboed into against grounded opponents; minimum 72f total animation; startup increases at long range due to projectile grab travel time; cannot be performed if SA2 or a Departure portal are active on the screen; projectile speed decelerates by 0.01/frame when in proximity of opponent
Departure
214P
Notes Spawns a portal in the air according to button strength (LP close, MP mid, HP far); while the portal is active, JP cannot use 214P command grab; portal disappears if JP is hit or thrown; can manually input 214LP/MP or 214HP follow-up while portal is active; if no follow-up is input, the portal automatically spawns a 1-hit spike projectile toward the opponent 100f after JP recovers (150f total startup); spike puts opponents into a free juggle state; the automatic spike activation allows for strong mixups, as JP is free to move while it occurs (unlike 214P~214HP version where he snaps his fingers); cannot spawn another portal until the first has disappeared; Juggle Increase value becomes 1 when connecting mid-combo against opponent in a Free Juggle state (ensures that opponent will have Juggle Count 1 after the spike connects)
Departure: Shadow
214P~214HP214P~214H
Notes Spawns a 1-hit projectile spike from the active portal; spike is angled downward toward the opponent; 1st active frame only hits airborne or tall standing characters; 2nd active frame reaches regular-size standing characters; 3rd active frame reaches all crouching characters; useful tool for zoning, juggles, chip damage, and oki; puts opponent into free juggle state on hit; opponent builds 50% extra Drive meter when parrying the spike; Juggle Increase value becomes 1 when connecting mid-combo against opponent in a Free Juggle state (ensures that opponent will have Juggle Count 1 after the spike connects); can be canceled into from 2LK / 5MP / 2MK / 5HK despite not usually being cancelable
Departure: Window
214P~214LP/MP214P~214LP/M
Notes Fully invincible while off-screen; Punish Counter state while airborne; teleports to portal location and causes portal to disappear (after OD Departure, LP version goes to close portal while MP version goes to far portal); JP can act in the air on frames 31-41; JP always faces the opponent after reappearing; if no air attack is used, JP has 1 punishable landing frame, then can block on the next 2 landing frames
214KK
Notes 1-hit OD projectile command grab; clashes with OD projectiles (can destroy non-OD projectiles, allowing the throw to continue); can be comboed into against grounded opponents; minimum 72f total animation; startup increases at long range due to projectile grab travel time; cannot be performed if SA2 or a Departure portal are active on the screen; projectile speed decelerates by 0.01/frame when in proximity of opponent
214PP
Notes Spawns 2 portals in the air according to button strengths used (LP close, MP mid, HP far); while the portals are active, JP cannot use 214P command grab; portals disappear if JP is hit or thrown; can manually input 214LP/MP or 214HP follow-up while portals are active; if no follow-up is input, each portal automatically spawns a 1-hit OD spike projectile (starting with the closest portal) angled toward the opponent 70f after JP recovers (110f total startup); spikes put opponents into a free juggle state; the automatic spike activation allows for strong mixups, as JP is free to move while it occurs (unlike 214PP~214HP version where he snaps his fingers); cannot spawn another portal until both have disappeared; Juggle Increase value becomes 1 when connecting mid-combo against opponent in a Free Juggle state (ensures that opponent will have Juggle Count 1 after the spikes connect)
OD Departure: Shadow
214PP~214HP214PP~214H
Notes Spawns 2 separate OD projectile spikes beginning from the closest portal; spikes are angled downward toward the opponent; for each spike, 1st active frame only hits airborne or tall standing characters; 2nd active frame reaches regular-size standing characters; 3rd active frame reaches all crouching characters; useful tool for zoning, juggles, chip damage, and oki; puts opponent into free juggle state on hit; opponent builds 40% extra Drive meter when parrying the spikes; Juggle Increase value becomes 1 when connecting mid-combo against opponent in a Free Juggle state (ensures that opponent will have Juggle Count 1 after the spikes connect); can be canceled into from 2LK / 5MP / 2MK / 5HK despite not usually being cancelable
Amnesia
22K
Notes Counters strikes (but not projectiles or throws) on frames 3-20; JP is in a counter-hit state on frames 1-2, then a Punish Counter state until end of recovery; 17f recovery on a successful counter is fully invincible; resulting frame advantage depends on which move the opponent used (JP can be at frame disadvantage); successful counter places a bomb near the opponent that tracks their location; prevents the opponent from canceling their attack, similar to a Perfect Parry; cannot be input again until bomb detonates
Triglav
22P
Notes 1-hit projectile; button strength determines spike position (LP close, MP mid, HP far); spike appears from the ground and travels upward (takes 3f to reach max height); in the corner, all versions stop at the edge of the screen; puts opponent into limited juggle state on hit; useful tool for zoning, juggles, and block pressure (can be very plus on block with meaty timing)
22KK
Notes Counters strikes and throws (but not projectiles) on frames 1-20; JP is in a Punish Counter state until end of recovery; 17f recovery on a successful counter is fully invincible; resulting frame advantage depends on which move the opponent used (JP can be at frame disadvantage); successful counter places 2 bombs near the opponent that track their location; prevents the opponent from canceling their attack, similar to a Perfect Parry; cannot be input again until both bombs detonate
22PP
Cancel SA2 SA3
Notes Spawns two separate 1-hit OD projectiles; spike position depends on button combination (LP+MP close, LP+HP mid, MP+HP far); each spike appears from the ground and travels upward (takes 3f to reach max height); in the corner, all versions stop at the edge of the screen; puts opponent into limited juggle state on hit; useful tool for zoning, juggles, and block pressure (can be very plus on block with meaty timing); frame advantage can increase slightly if the 2 spike hits are staggered; Punish Counter causes first spike to launch higher for increased KD Adv
Zilant Low
5HK~HP~HK5HK~HP~H
Notes TC low ender; does not combo naturally from 5HK~HP; 8f blockstring gap makes it easily interruptible
Zilant High
5HK~HP~HP5HK~HP~H
Notes TC overhead ender; does not combo naturally from 5HK~HP; 8f blockstring gap makes it easily interruptible
Lovushka
214214P
Notes Spawns 4 separate 1-hit Super projectiles that track the opponent; starter scaling applies to 3rd attack in the combo; immediate scaling applies to the SA2 projectiles if comboed into; total startup for each hit of the sequence is 34f, 71f, 108f, 145f; leaves a 17f gap between each projectile on block; hitstun/blockstun values include the 13f hitstop inflicted on the defender
Interdiction
236236K
Notes Teleports to the opponent's location; extends a high combo-only hitbox but can still whiff if opponent is juggled too high; can be comboed into from anywhere on the screen; cinematic time regenerates ~1.8 Drive bars for JP; leaves opponent 3/4 screen away after cinematic