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For the organization run by JP, see Amnesia.

"Ward off an opponent's attack while sticking them with a bomb of Psycho Power. The bomb will detonate after a period of time, damaging the opponent."
Street Fighter 6

Amnesia (アムネジア Amunejia?) is one of JP's special attacks, introduced in Street Fighter 6.

Input
Classic Arcade-Stick-DownArcade-Stick-Down+Arcade Button Kick
Modern Arcade Stick Right+Modern SP

Description[]

Amnesia

Executed by performing two down motions and pressing kick (or pressing forward and Special Attack for Modern Control), JP releases a glow of Psycho Power around him. If he's hit by a physical attack, he steps away and creates a spiky bomb made of the same energy, which explodes into bigger spikes after a second, launching the opponent.

The Overdrive version creates 2 bombs, exploding sequentially.

Tactics[]

AmnesiaCounter

Amnesia is JP's reversal option, with a considerable reward when successfully activated. The meterless version starts in 3 frames and counters all physical attacks, but loses to throws. The OD version starts up in 1 frame and can counter throws on top of physical attacks, making it extremely risky for the opponent to immediately pressure JP on wakeup. A successful activation plants a homing bomb that does not go away if JP gets hit, forcing them to retreat and stay on the defensive while JP can reestablish his positioning. Proper usage of Amnesia can allow JP to even use the threat of the counter to get away from certain situations. However, he must also be careful to avoid being read himself, as JP is vulnerable to Punish Counters after the active frames end. While incredibly useful in its utility, the explosions lead to a hefty 50% scaling for any following combos, on top of JP being unable to build any Super Art Meter while the bombs are active. Using resources is not advised unless it is used to finish an opponent off.

Gallery[]

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