We should numerical notation this dapper dude
As those of an age may remember, when Crimson Viper first made her debut in 2009’sStreet Fighter IV, there was a common opinion that in character design, personality, and playstyle, the Secret Agent Mom felt likeSF‘s answer to the fashion-forwardKing of Fightersroster. C. Viper fit like an (electric) glove, but something about her just feltdifferent— distinctly different from herSFbrethren.
I recently visited Capcom HQ, where I had the chance to check out a full build ofStreet Fighter 6, complete with its launch roster. And while many of the new characters felt familiar — retaining the skills of fighters who had maybe passed through the World Warrior ranks before — one character really stood out, featuring a playstyle that felt borrowed from not just one, but many other fighting franchises.

And that character is the charmingbut extremely unnerving gentleman, JP.
https://twitter.com/ChrisxMoyse/status/1653297535694372865?s=20
JP’s fighting styleis one of extreme zoning, mind games, and, ultimately, full-screen frustration. The sinister industrialist fights with emotional apathy, content to stand the full length of the screen and prevent his opponent from gaining any ground. JP is equipped with multiple ethereal projectiles, (“Torbalan”), that are able to attack at multiple heights, and, dependent on the version used, can contain the properties of overheads, lows, and evenunblockable throws.

In addition to these attacks, JP’s “Triglav” allows him to stab his cane directly into the ground, launching thorns at optional distances that create knockdown potential at full range, while also defending him from incoming projectiles and airborne opponents. If this arsenal wasn’t enough, then “Departure” sees him create up to two portals at will, that can throw out further thorns on timed release, (“Departure: Shadow”), or also act as teleportation portals, (“Departure: Window”), for when things get a little crowded.

It doesn’t end there, as JP is also able to counter melee strikes into “Amnesia”, which sees a bomb of pure Psycho Power chase down and attach itself to the opponent, detonating in a fashion to leave them open to attack or combo extensions — ala Rose’s Soul Sattelite, or Manon’s orbs. And even if an opponentdoesmanage to lock our man down, then he can send them reeling backward with “Stribog” a swift, hard attack with his cane, that also wallsplats at the cost of meter.
Ultimately, JP’s game plan is to keep his opponent practically full screen, close down all their routes of entry, push back on any advance, and then surprise them with teleports — either for the purpose of escape or attack. Essentially it is a combination of prediction (for him) and frustration (for them).

He’s a frightening entity. Which might see him become averypopular choice inSF6‘s launch days.
With his oddly-shaped, ghostly projectiles, myriad directional options, homing attacks, on-screen “traps”, and his exquisite visual design, he reminds me of a typicalGuilty Gearfighter, while his barrage of tough-to-read, full-screen specials recalls the ungodlyKing of Fightersbosses from the ’90s, or even Lost Warrior fromDNF Duel.

Perhaps most bizarrely of all, JPs array of projectiles, diagonal air strikes, ground thorns, and “keep away” gameplay instantly recalls the controller-snapping irritance of facingMortal Kombat 11Elder Goddess, Cetrion. On first impressions, JP is a reminder of so many different, non-SF fighters.
And all of them are amenace.
While some characters should have little trouble gaining ground between these attacks — think Blanka Ball, Sumo Headbutt, or Yoga Teleport — I think we’ll find, in time, that the key to defeating these smothering specials will be deft use of the Drive Gauge. Drive Impact to power through his close-distance pushback efforts, and Parry Rush proving the key to responding to JP’s projectiles — closing the gap before he can recover.
Still, these arenotbeginner skills, and I can’t help but wonder whether Online JP is to be crowned the firstStreet Fighter 6nightmare in the early going…

…Well, you alldidwant a villain, right?
Street Fighter 6launches June 2 on PlayStation, PC, and Xbox platforms. Be sure to check out my other thoughts on the new build, as well as my report on Lily’s Arcade Mode. In addition, here are50 things I loved in the beta,and my suggestions on the10 World Warriorswho would fit right into the new title as post-launch DLC.



