![]() The standing HP is a bit slow, but can be easily hit confirmed into the Stribog (QCF+P) special to knock the opponent back across the screen, or even into the light Torbalan projectile. Use it as a keep-out tool, or for whiff punishment at maximum range. The standing MP has good range, but can’t be special canceled. ![]() JP’s best normals are his standing heavy punch (HP) and standing medium punch (MP). ![]() Unfortunately, his light attacks have limited range, so you need to be careful with how and when you use them. The character is designed to use his standing and crouching light attacks, canceled into the light Stribog special in order to knock an opponent back out to full-screen range. While it’s possible to catch a novice player with a random projectile, most moderately skilled players will jump over it on reaction, and punish JP severely. If the opponent is within jumping distance, JP’s options become drastically limited.
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