FIGHTER GUIDE IORI'S STRATEGY

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Use this hub to reach practical combos, move data, matchup notes, frame data, and Iori's published videos for JP.

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Home›Fighter Guides›JP›Matchup Guide
MATCHUP GUIDE

JP Matchup Guide

Review published matchup material and practical punish checks.

MATCHUP OVERVIEW

Track the placed threat as well as JP’s position

JP can keep a threat on screen while preparing another decision. Reaching him does not erase a Departure placement, and defending a distant projectile does not tell you which approach comes next. Separate the projectile sequence, the movement, and the close-range pressure in your replay review.

What to watch for

Departure after an airborne hit

The corner material places Departure after standing heavy punch hits an airborne opponent, then lists activation, a delayed kick, throw, shimmy, or teleport. Watch the placement instead of judging the next gap from JP’s body animation alone.

A Torbalan branch after the corner combo

The guide uses medium and heavy Torbalan after an airborne crouching-heavy-punch ending, with a feint against reversals. Identify the projectile branch before choosing guard or spending resources.

How to deal with common situations

You finally reach normal range

The assessment identifies crouching medium punch as a check on approaches. Stop repeating the same rush that it has already caught. Test its reach and recovery from a marked position before trying to force another entry.

A forward throw leaves you in the corner

The current notes distinguish dash into throw or jab from a Drive Rush heavy-kick setup, and warn against importing older throw-loop assumptions. Observe whether JP spent Drive and how far he moved before choosing the next defense.

Distance-specific responses

At projectile distance

Identify Torbalan and any existing Departure placement as separate threats. Recreate the sequence that pushed you away; practicing against one isolated projectile does not cover the layered version.

At the approach boundary

Watch the crouching-medium-punch check highlighted in his assessment. Vary your arrival timing rather than rushing immediately after every projectile disappears.

Close after a heavy kick

The pressure notes distinguish standing heavy kick from its Drive Rush version and warn that the latter can leave JP outside throw range. Check actual distance instead of throw-teching every apparent advantage.

Common mistakes

  • Forgetting a Departure placement after getting close.
  • Testing Torbalan without the preceding corner knockdown.
  • Assuming all forward-throw setups match an older version of JP.

Training mode practice steps

Use your own character as the defender. Turn on the frame meter and input history so you can distinguish a real answer from a mistimed recording.

  1. Rebuild one Departure sequence

    Copy the airborne heavy-punch ender and placement from the combo page. Record activation into attack and placement into throw separately. Learn when the placed threat acts before testing a defensive button.

  2. Compare the corner throw approaches

    Record forward throw into dash-jab, dash-throw, and Drive Rush heavy kick. Confirm their spacing. Randomize them and note when a throw-tech attempt misses because JP never entered throw range.

Based on JP’s Japanese assessment and the current Departure, corner Torbalan, forward-throw, and heavy-kick pressure sections. Historical throw-loop claims are not used as current guarantees. For current numerical values, use the linked Frame Data page and confirm important situations in Training Mode.

TRAINING CHECK

Start with spacing and guaranteed punishes

Use the published frame data below as a shortlist, then confirm range, pushback, follow-ups, and active-frame timing in Training Mode before treating a punish as guaranteed.

FRAME CHECK

Moves to test after blocking

MoveOn BlockTraining check
SA3 Interdiction-50Test a punish that reaches at the recorded spacing.
CA Interdiction-50Test a punish that reaches at the recorded spacing.
SA1 Chornobog-33Test a punish that reaches at the recorded spacing.
Malice-14Test a punish that reaches at the recorded spacing.
L Stribog-10Test a punish that reaches at the recorded spacing.
M Stribog-8Test a punish that reaches at the recorded spacing.
M Torbalan-8Test a punish that reaches at the recorded spacing.
H Torbalan-8Test a punish that reaches at the recorded spacing.
Standing Medium Punch-6Test a punish that reaches at the recorded spacing.
Crouching Heavy Punch-6Test a punish that reaches at the recorded spacing.

The numerical shortlist uses the same official-reference frame dataset as the Japanese guide. Character-specific editorial notes are not machine-invented.

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