Just yesterday, a lot of folks in the community (including us) learned that there are two different versions of Guile’s Overdrive Sonic Cross special move in Street Fighter 6 and that one of them causes a wall splat effect. Today, we have been presented with something else that we have never seen before, and this time it’s the craziest JP sequence we’ve ever come across.
Makoto4210 on X (formerly Twitter) uploaded a clip on the social media platform this morning that features an unreal 2-touch kill sequence with JP in SF6. I don’t even know where to begin with this one… but to give you an idea of how crazy it actually is, this sequence uses 10 Drive Gauge bars total and two level 2 supers (four super bars) — and this is without refill options being on in training mode.
This whole sequence begins with a punish counter Drive Impact while the opponent is cornered. The crumple state that the opponent is left in allows JP to put out his Overdrive portals and juggle with a crouching light punch into cane strike to get things going.
There’s A LOT going on here, so let’s try and focus on the key elements that make this entire sequence possible. JP is able to get two sets of OD portals out with this first corner juggle combo, then after dealing nearly 4,000 damage, he activates level 2 super to continue his juggler routine and set up the next play.
This particular juggle with level 2 super gives JP enough time to perform a safe jump against Ken’s OD Shoryuken, and not only does he safe jump it, but he also has time to use a preemptive OD Amnesia (counter) to take a step back and unleash the two Psycho Powered orbs that appear as a result of a successful counter.
The second half of this 2-touch kill gets even wilder as there’s a cross under side switch, some very interesting juggles, and as “luck” would have it, a second level 2 super. There are only three bars of super max when totally full in Street Fighter 6, but JP is actually able to build an entire extra bar of super during this whole sequence.
In fact, this 2-touch and the amount of hits/juggles throughout actually lets JP not only build back an extra bar of super to get two level 2 supers going, but he also builds a ton of Drive Gauge as well. Counting all of the Drive Gauge maneuvers here, JP ultimately ends up using 10 Drive Gauge bars when all is said and done — and the max number the meter holds is six bars.
For those who may not be familiar with the term, a “2-touch” is essentially a sequence that uses two openings (two big combos) to fully deplete a character’s life bar. The goal here is to make them practical so that they can be used in an actual match, though some characters’ 2-touches are more practical than others.
This particular one for JP would undoubtedly be difficult to land in a real match, but that’s more due to the sheer amount of juggles and the execution required to do them. The situation itself — hitting a punish counter Drive Impact in the corner then safe jumping the OD reversal after — is something that can and definitely does happen in real matches often.
@jav1ts @Bri4nF
How about this? pic.twitter.com/674eKUIIxb— CGSgaming 誠 (@Makoto4210) December 22, 2023