JP Street Fighter 6 Explained: Why He’s the Most Hated (and Loved) Boss

JP Street Fighter 6 Explained: Why He’s the Most Hated (and Loved) Boss

Honestly, if you’ve spent any time in the Ranked trenches lately, you already know the sound of a cane tapping the floor is enough to trigger a fight-or-flight response. We’re talking about Johann Pavlovich, better known as JP. He isn't just another addition to the roster. He’s the primary antagonist of Street Fighter 6, and he plays like he’s from a completely different game.

While everyone else is trying to get in your face to land a strike-throw mixup, JP is perfectly happy standing on the other side of the screen, sipping tea and making your life a living nightmare.

He’s a zoner. But calling him "just a zoner" feels like calling a hurricane "a bit of a breeze." Most characters in this game have maybe three or four special moves. JP? He’s got an entire toolbox designed to make you regret ever picking up the controller. He doesn't just throw fireballs; he summons ghosts, opens portals, and literally pulls spikes out of the ground beneath your feet.

The Meta Reality: Why JP Street Fighter 6 Players are Built Different

You’ve probably seen the tier lists. Back at launch, JP was the undisputed king. Then the nerfs hit. Capcom looked at his crouching heavy punch—which used to swat everything out of the sky like an automated turrets—and decided it needed to be a bit more human. They also tweaked OD Amnesia, his high-stakes counter move, so it wasn't a "get out of jail free" card every single time he got put in a corner.

Even after the 2024 and 2025 balance patches, JP remains a top-tier threat.

Why? Because his "mental stack" is enormous.

When you fight a character like Ken or Ryu, you’re looking for a fireball or a jump-in. When you fight JP, you have to worry about:

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  • Torbalan: The shadow clones. The light version hits mid, medium hits overhead, and heavy hits low. You have to guess right just to move forward.
  • Triglav: Those purple spikes that erupt from the ground. They aren't projectiles in the traditional sense, so you can't just fireball-clash them.
  • Embrace: This is the one that tilts people. It’s a full-screen command grab. If you see him wave his hand and you're blocking, you're going to get grabbed and exploded. You have to jump.

It’s a constant game of "Simon Says," but if you fail, you lose 30% of your health.

High-Level Play and the Players Who Mastered the Cane

If you want to see what this character is truly capable of, look at players like Kakeru or MenaRD. Kakeru, in particular, became legendary for his "perfect parries." Since JP thrives on distance, being able to perfect parry an opponent's attempt to close the gap is vital.

The current 2026 rankings still show JP as a dominant force in the professional circuit. Even with newer characters like Mai or Elena entering the mix, JP’s ability to control the pace of a match is unparalleled. He forces you to play his game. If you get frustrated and start jumping mindlessly, he’s already won.

Understanding the Psycho Power Lore

JP isn't M. Bison, and he’ll be the first one to tell you that. While Bison was all about raw, overwhelming power and world domination through force, JP is a financier. He’s a "refined" criminal. He heads an NGO called Terra Network Partners, and his organization, Amnesia, is basically a shadow version of Shadaloo.

His fighting style, Bartitsu, is a direct nod to Sherlock Holmes. It’s elegant. It’s cold. He uses a cane not because he needs it to walk, but because it’s a tool for his Psycho Power.

In the World Tour mode, you find out he’s surprisingly apathetic. He doesn't hate the heroes; he just thinks their obsession with "strength" is a waste of time. To him, strength is a resource, like money or data. This makes him one of the most chilling villains the series has ever had. He’s the guy who frames Ken Masters for terrorism and ruins his life just to facilitate a business deal.

What Most People Get Wrong About Fighting Him

A lot of newcomers think the trick to beating JP is just "getting in."

That’s a trap.

JP is actually surprisingly decent at mid-range. His standing medium punch and crouching medium punch are fantastic pokes. And if you do manage to corner him, he still has OD Amnesia. If he reads your meaty attack or your throw, he’ll plant a bomb on you and teleport away.

The real secret? Drive Parry. You need to get comfortable walking and parrying. If you just hold block, he’s going to chip away at your Drive Gauge until you’re in Burnout. And trust me, being in Burnout against a JP is basically a death sentence. He will trap you in a corner with his Level 2 Super, Lovushka, which summons four clones to attack you from every angle while he prepares a massive combo.

Getting Started with JP: Actionable Tips

If you’re looking to pick him up, don't just start spamming ghosts. You'll get blown up by anyone who knows the matchup.

  1. Learn the Portals: Departure (214P) is his most versatile tool. You can use it to set up a delayed spike or to teleport. High-level JP play is all about using the teleport to bait the opponent into whiffing an anti-air.
  2. Anti-Air Mastery: Since the nerfs, his crouching heavy punch isn't as reliable. You need to get used to using St.HK or even his air throw to keep people out.
  3. The Level 2 Super is Your Best Friend: Lovushka is arguably the best Level 2 super in the game. It creates so much pressure that it’s almost always worth saving your meter for this instead of his Level 3. It allows for unblockable setups and massive damage if even one clone hits.
  4. Manage Your Drive Gauge: JP is very "meter hungry." Between OD fireballs and OD Amnesia, you can find yourself in Burnout quickly. Always keep an eye on that green bar.

Next time you load into a match and see that silver-haired gentleman on the loading screen, don't panic. Just remember: it's not a fighting game anymore. It's a game of chess, and he's been playing since the 80s. Be patient, watch the ground for spikes, and for the love of everything, don't just stand there and block the grab.