- "Place a void of Psycho Power in the air from which thorns spawn. Useful as a way of limiting your opponent's movement when vying for position."
- —Street Fighter 6
Departure (ヴィーハト Vīhato?, Vihart) is one of JP's special attacks, introduced in Street Fighter 6.
Classic | + |
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Modern | + |
Description[]
Executed by performing a quarter-circle back motion and pressing punch (or any attack button for Modern Control), JP snaps his fingers, creating a rift above him. After 2 seconds, a spike protrudes out of it, piercing his opponent. The spike aims in the general direction of the opponent, regardless of the button used and where the rift appears. The portals appear in relation to JP's position, instead of the opponent. This means that JP can set up the rifts either in front of, above, or behind the opponent; depending on which version is used.
The strength of the punch button pressed determines where JP sets up the portal. The Light version has the rift appear close to JP, about 1/4 away from him. Medium Departure sets up the portal about midscreen length. The Heavy version sets up the rift almost fullscreen away from JP. The Overdrive version creates 2 rifts, with the spikes coming out sequentially from closer rift. The two punch buttons pressed also determines the positions for both portals.
As well as waiting for the spikes to appear, Departure can also transition into either Window or Shadow.
Departure: Window[]
- "Instantly warp to the active Departure. Jumping attacks can be used upon exiting the warp."
- —Street Fighter 6
Classic | +>+ or |
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Modern | +>+ or |
Description[]
Departure: Window (ヴィーハト・アクノ Vīhato: Akuno?, Vihart: Akno) is executed by performing a quarter-circle back motion and pressing either Light or Medium Punch (or Light or Medium Attack for Modern Control) while the portal(s) is still active. JP warps to the active rift, falling down and forward. If OD Departure is used, he can choose which portal to appear from, depending on which punch button is pressed. The version warps JP to the closest rift, while version warps him to the furthest rift.
Departure: Shadow[]
- "Spawn thorns from a placed Departure at a timing of your choosing. Useful for checking opponents with thorns at a different timing than if they were left to spawn automatically."
- —Street Fighter 6
Classic | +>+ |
---|---|
Modern | +>+ |
Description[]
Departure: Shadow (ヴィーハト・チェーニ Vīhato: Chēni?, Vihart: Seni) is executed by performing a quarter-circle back motion and pressing Heavy Punch (or Heavy attack for Modern Control) while the portal(s) is still active. JP snaps his fingers again to call for the spike(s) to come out immediately. If OD Departure was used, spikes coming out sequentially.
Tactics[]
The usage of Departure is critical to JP's gameplan. This move is usually performed while the opponent is recovering or when he has them stunned in the corner. With the portal on the screen, the opponent has to respect both JP's approach and the looming projectile. This may force the opponent to play safe and second-guess their plan of attack. Meanwhile, JP can continue barraging the opponent with a variety of projectiles like Triglav or Torbalan. He can also approach the opponent and attempt to grab them while they are waiting for the projectile. Regardless, JP offensive pressure is amplified the moment he sets up a Departure on the screen. Despite its versatility, the rifts disappear the moment JP takes damage or if is off-screen.
Hitting the opponent with the spiked projectile puts them in a juggled state, allowing JP to continue combos to inflict more damage and push his opponent further into the corner. OD Departure hits the opponent twice and launches them higher into the air for more combo potential. If JP scores a Punish Counter with Standing Heavy Punch, he has enough frames to setup an OD Departure before continuing the combo.
JP's follow-ups to Departure includes an immediate projectile activation and a teleport. Using Shadow allows JP to use the projectile without having to wait for it to activate on its own. With the portal out, he can keep his opponent guessing whether he's about to teleport or release the projectile. He can also use Shadow as a way to extend combos. Window gives JP a way to approach in front of or behind the opponent, depending on their position. He is also invincible during the startup and active frames of this follow-up.This gives JP an opportunity to either cross-up the opponent and put them in a guessing situation. It is very useful against other zoning characters, giving him a free jump-in punish if he anticipates a fireball.
Gallery[]
JP's Move List | |
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Throws | Ravina • Uragan • Tornado |
Unique Attacks | Guillotinna • Malice • Bylina • Grom Strelka • Zilant • Zilant Mid • Zilant Low |
Drive Impact | Espada |
Drive Reversal | Exilio |
Special Attacks | Triglav • Stribog • Departure • Amnesia • Torbalan • Embrace |
Super Arts | Chornobog • Lovushka • Interdiction |