Project Justice/System: Difference between revisions

From SuperCombo Wiki
mNo edit summary
Line 1: Line 1:
== Movement ==
==Movement==
Similar to other fighting games, your character will walk in the direction you're holding the directional stick/pad: {{#motion: f}} for forward and {{#motion: b}} for back.
Similar to other fighting games, your character will walk in the direction you're holding the directional stick/pad: {{#motion: f}} for forward and {{#motion: b}} for back.


=== Jump ===
===Jump===
Pressing {{#motion: ub}}/{{#motion: u}}/{{#motion: uf}} gives you a jump.
Pressing {{#motion: ub}}/{{#motion: u}}/{{#motion: uf}} gives you a jump.


If you jump during a dash, the range is slightly increased.
If you jump during a dash, the range is slightly increased.


=== Hi-Jump ===
===Hi-Jump===
Pressing {{#motion: db}}/{{#motion: d}}/{{#motion: df}} and then {{#motion: ub}}/{{#motion: u}}/{{#motion: uf}} gives you a hi-jump.
Pressing {{#motion: db}}/{{#motion: d}}/{{#motion: df}} and then {{#motion: ub}}/{{#motion: u}}/{{#motion: uf}} gives you a hi-jump.


The height is the same as during an Air Burst.
The height is the same as during an Air Burst.


=== Dash ===  
===Dash===
{{#motion: f}}{{#motion: f}} is a short hop, if you hold the second {{#motion: f}} you get a normal dash.
{{#motion: f}}{{#motion: f}} is a short hop, if you hold the second {{#motion: f}} you get a normal dash.


Line 19: Line 19:
A dash can be interrupted with an attack, block, or basically any action.
A dash can be interrupted with an attack, block, or basically any action.


=== Roll ===
===Roll===
Pressing {{#motion: lk}}+{{#motion: hk}} during a dash gives you a roll.
Pressing {{#motion: lk}}+{{#motion: hk}} during a dash gives you a roll.


=== Side Step ===
===Side Step===
Pressing {{#motion: lk}}+{{#motion: hk}} in neutral will side step away from the screen.
Pressing {{#motion: lk}}+{{#motion: hk}} in neutral will side step away from the screen.


Line 31: Line 31:
Due to this, unlike most 3D games you can't really step to their side so be careful.
Due to this, unlike most 3D games you can't really step to their side so be careful.


=== Just Step ===
===Just Step===
If you side step right as the opponent is attacking, you'll quickly step to their back.
If you side step right as the opponent is attacking, you'll quickly step to their back.


This is useful against moves like jabs that are very linear. However, moves that are horizontal have the chance of hitting you, similar to tracking moves in other 3D fighting games.
This is useful against moves like jabs that are very linear. However, moves that are horizontal have the chance of hitting you, similar to tracking moves in other 3D fighting games.


== Attack ==
==Attack==
=== Dash Attack ===
===Dash Attack===
Pressing either {{#motion: p}} during a dash will give you an overhead shoulder tackle.
Pressing either {{#motion: p}} during a dash will give you an overhead shoulder tackle.


Pressing {{#motion: lk}} during a dash gives a low slide, while {{#motion: hk}} will give an overhead jump kick.
Pressing {{#motion: lk}} during a dash gives a low slide, while {{#motion: hk}} will give an overhead jump kick.


=== Hot Blooded Combos ===
===Hot Blooded Combos===
So called chain combos, magic series, etc. By doing attacks in order of increasing strength, you can form a combo.
So called chain combos, magic series, etc. By doing attacks in order of increasing strength, you can form a combo.


Line 49: Line 49:
A special or super after a command heavy is a grounded combo. If the command heavy is a launcher, you can jump after launching them to start a short air burst.
A special or super after a command heavy is a grounded combo. If the command heavy is a launcher, you can jump after launching them to start a short air burst.


=== Air Burst ===
===Air Burst===
Also written as AB. An air burst is when you launch the opponent up into the air, then super jump after them and continue the combo. In the previous game you could use an air burst during a hot blooded combo, but that isn't possible any more.
Also written as AB. An air burst is when you launch the opponent up into the air, then super jump after them and continue the combo. In the previous game you could use an air burst during a hot blooded combo, but that isn't possible any more.


Aside from Chairperson, all characters have an AB move (typically {{#motion: df}}+{{#motion: hp}}/{{#motion: hk}}). After landing this, holding any up direction will super jump after them to continue the combo.
Aside from Chairperson, all characters have an AB move (typically {{#motion: df}}+{{#motion: hp}}/{{#motion: hk}}). After landing this, holding any up direction will super jump after them to continue the combo.


=== Short Air Burst ===
===Short Air Burst===
A new mechanic to the series, also written as SAB. With this you're capable of launching them lower than an AB and following with a combo.
A new mechanic to the series, also written as SAB. With this you're capable of launching them lower than an AB and following with a combo.


A SAB can be worked into a hot blooded combo, so it's possible to do [Ground combo] -> SAB -> Command heavy/special/super. Every character has a short air burst.
A SAB can be worked into a hot blooded combo, so it's possible to do [Ground combo] -> SAB -> Command heavy/special/super. Every character has a short air burst.


== Defense ==
==Defense==
=== Guard ===
===Guard===
Pressing/holding {{#motion: b}} will allow you to block high and mid attacks.
Pressing/holding {{#motion: b}} will allow you to block high and mid attacks.


Line 67: Line 67:
While blocking, you can use a Guts Counter. Because there isn't a guard crush system and you can't die from chip damage, you can always block even with 1 health.
While blocking, you can use a Guts Counter. Because there isn't a guard crush system and you can't die from chip damage, you can always block even with 1 health.


=== Air Guard ===
===Air Guard===
While in the air pressing {{#motion: db}}/{{#motion: b}}/{{#motion: ub}} will allow you to block in the air.
While in the air pressing {{#motion: db}}/{{#motion: b}}/{{#motion: ub}} will allow you to block in the air.


Line 74: Line 74:
When you land, there's always 1 frame where you are vulnerable to lows.
When you land, there's always 1 frame where you are vulnerable to lows.


=== Back Turned ===
===Back Turned===
If your opponent steps or jumps over you, you'll be in a back turned state.
If your opponent steps or jumps over you, you'll be in a back turned state.


Line 81: Line 81:
It takes 1 frame to block after turning around.
It takes 1 frame to block after turning around.


=== Guts Counter ===
===Guts Counter===
A guard cancel. To do a guts counter, simply input a command heavy, special, or super move during block stun.
A guard cancel. To do a guts counter, simply input a command heavy, special, or super move during block stun.


Line 90: Line 90:
Also, when a guts counter occurs there are 2 extra frames during the freeze and 2 extra frames of start up on the move, so the move will be 4 frames slower than normal.
Also, when a guts counter occurs there are 2 extra frames during the freeze and 2 extra frames of start up on the move, so the move will be 4 frames slower than normal.


=== Wake Up ===
===Wake Up===
Depending on the direction you press after being knocked down, the way you get up will change.
Depending on the direction you press after being knocked down, the way you get up will change.


Line 101: Line 101:
Side Roll        {{#motion: d}}
Side Roll        {{#motion: d}}


=== Hot Blooded Recover ===
===Hot Blooded Recover===
When your opponent knocks you away with an attack, this is how you can avoid a knockdown.
When your opponent knocks you away with an attack, this is how you can avoid a knockdown.


Line 112: Line 112:
You can also mash them during the unrecoverable time which allows you to recover on the first possible frame.
You can also mash them during the unrecoverable time which allows you to recover on the first possible frame.


== Throws ==
==Throws==
=== Normal Throw ===
===Normal Throw===
When in a neutral state on the ground, pressing {{#motion: lp}}+{{#motion: hp}} will give you a normal throw. Normal throws are techable.
When in a neutral state on the ground, pressing {{#motion: lp}}+{{#motion: hp}} will give you a normal throw. Normal throws are techable.


=== Back Throw ===
===Back Throw===
If by some chance you get behind the other person, {{#motion: lp}}+{{#motion: hp}} will do a back throw. Back throws are '''not''' techable.
If by some chance you get behind the other person, {{#motion: lp}}+{{#motion: hp}} will do a back throw. Back throws are '''not''' techable.


=== Low Throw ===
===Low Throw===
When the opponent is crouching, pressing {{#motion: db}}/{{#motion: d}}/{{#motion: df}} and {{#motion: lp}}+{{#motion: hp}} will do a low throw. Low throws are '''not''' techable.
When the opponent is crouching, pressing {{#motion: db}}/{{#motion: d}}/{{#motion: df}} and {{#motion: lp}}+{{#motion: hp}} will do a low throw. Low throws are '''not''' techable.


=== Air Throw ===
===Air Throw===
When you and your opponent are in the air, pressing {{#motion: lp}}+{{#motion: hp}} will do an air throw. Air throws are techable.
When you and your opponent are in the air, pressing {{#motion: lp}}+{{#motion: hp}} will do an air throw. Air throws are techable.


Every character has a 1 frame air throw.
Every character has a 1 frame air throw.


=== Throw Tech ===
===Throw Tech===
When the opponent throws you, pressing {{#motion: lp}}+{{#motion: hp}} will perform a throw tech. Only normal and air throws are techable.
When the opponent throws you, pressing {{#motion: lp}}+{{#motion: hp}} will perform a throw tech. Only normal and air throws are techable.


If you press {{#motion: lp}}+{{#motion: hp}} within 6 frames of the opponent's throw connecting (8 frames for air throw), you will tech successfully.
If you press {{#motion: lp}}+{{#motion: hp}} within 6 frames of the opponent's throw connecting (8 frames for air throw), you will tech successfully.


== Meter ==
==Meter==
=== General ===
===General===
=== Absolute Burning Attack ===
===Absolute Burning Attack===
=== Platons ===
===Platons===


=== Taunt ===
===Taunt===
Press start while in a neutral state on the ground. Each character has a different one, and during it you will gain meter. The amount of meter depends on the character (longer taunts build more).
Press start while in a neutral state on the ground. Each character has a different one, and during it you will gain meter. The amount of meter depends on the character (longer taunts build more).


=== Clash ===
===Clash===
When the hitbox of your attack overlaps that of your opponent, a clash occurs. A lightning effect goes across the screen, and both players gain one bar of meter.
When the hitbox of your attack overlaps that of your opponent, a clash occurs. A lightning effect goes across the screen, and both players gain one bar of meter.



Revision as of 18:38, 10 August 2020

Movement

Similar to other fighting games, your character will walk in the direction you're holding the directional stick/pad: {{#motion: f}} for forward and {{#motion: b}} for back.

Jump

Pressing {{#motion: ub}}/{{#motion: u}}/{{#motion: uf}} gives you a jump.

If you jump during a dash, the range is slightly increased.

Hi-Jump

Pressing {{#motion: db}}/{{#motion: d}}/{{#motion: df}} and then {{#motion: ub}}/{{#motion: u}}/{{#motion: uf}} gives you a hi-jump.

The height is the same as during an Air Burst.

Dash

{{#motion: f}}{{#motion: f}} is a short hop, if you hold the second {{#motion: f}} you get a normal dash.

{{#motion: b}}{{#motion: b}} is a back dash.

A dash can be interrupted with an attack, block, or basically any action.

Roll

Pressing {{#motion: lk}}+{{#motion: hk}} during a dash gives you a roll.

Side Step

Pressing {{#motion: lk}}+{{#motion: hk}} in neutral will side step away from the screen.

To side step towards the screen, hold {{#motion: ub}}/{{#motion: u}}/{{#motion: uf}} while pressing {{#motion: lk}}+{{#motion: hk}}.

As stated below, though this is a 3D game it plays like a 2D one and even if you go off axis it will auto correct so that both players face each other.

Due to this, unlike most 3D games you can't really step to their side so be careful.

Just Step

If you side step right as the opponent is attacking, you'll quickly step to their back.

This is useful against moves like jabs that are very linear. However, moves that are horizontal have the chance of hitting you, similar to tracking moves in other 3D fighting games.

Attack

Dash Attack

Pressing either {{#motion: p}} during a dash will give you an overhead shoulder tackle.

Pressing {{#motion: lk}} during a dash gives a low slide, while {{#motion: hk}} will give an overhead jump kick.

Hot Blooded Combos

So called chain combos, magic series, etc. By doing attacks in order of increasing strength, you can form a combo.

Every character has a different series, but the basic form is Light {{#motion: ---}} Heavy {{#motion: ---}} Command Heavy.

A special or super after a command heavy is a grounded combo. If the command heavy is a launcher, you can jump after launching them to start a short air burst.

Air Burst

Also written as AB. An air burst is when you launch the opponent up into the air, then super jump after them and continue the combo. In the previous game you could use an air burst during a hot blooded combo, but that isn't possible any more.

Aside from Chairperson, all characters have an AB move (typically {{#motion: df}}+{{#motion: hp}}/{{#motion: hk}}). After landing this, holding any up direction will super jump after them to continue the combo.

Short Air Burst

A new mechanic to the series, also written as SAB. With this you're capable of launching them lower than an AB and following with a combo.

A SAB can be worked into a hot blooded combo, so it's possible to do [Ground combo] -> SAB -> Command heavy/special/super. Every character has a short air burst.

Defense

Guard

Pressing/holding {{#motion: b}} will allow you to block high and mid attacks.

Pressing/holding {{#motion: db}} will allow you to block low attacks.

While blocking, you can use a Guts Counter. Because there isn't a guard crush system and you can't die from chip damage, you can always block even with 1 health.

Air Guard

While in the air pressing {{#motion: db}}/{{#motion: b}}/{{#motion: ub}} will allow you to block in the air.

Because you can block right after jumping, holding {{#motion: ub}} will allow you to low air block.

When you land, there's always 1 frame where you are vulnerable to lows.

Back Turned

If your opponent steps or jumps over you, you'll be in a back turned state.

You can't block, so you can either do a back turned attack or press towards the opponent to turn around.

It takes 1 frame to block after turning around.

Guts Counter

A guard cancel. To do a guts counter, simply input a command heavy, special, or super move during block stun.

No meter is required to do this, but if you get hit during it you will take about 1.25 times normal damage.

Because it can be performed at any time during block stun, the input window is very large.

Also, when a guts counter occurs there are 2 extra frames during the freeze and 2 extra frames of start up on the move, so the move will be 4 frames slower than normal.

Wake Up

Depending on the direction you press after being knocked down, the way you get up will change.

Same position {{#motion: u}}

Front Roll   {{#motion: f}}

Back Roll {{#motion: b}}

Side Roll   {{#motion: d}}

Hot Blooded Recover

When your opponent knocks you away with an attack, this is how you can avoid a knockdown.

If you press 2 buttons you'll recover in the same position.

Pressing 1 button and a direction will allow you to recover in the air.

If you do either of these right before touching the ground, you'll perform a grounded recovery.

You can also mash them during the unrecoverable time which allows you to recover on the first possible frame.

Throws

Normal Throw

When in a neutral state on the ground, pressing {{#motion: lp}}+{{#motion: hp}} will give you a normal throw. Normal throws are techable.

Back Throw

If by some chance you get behind the other person, {{#motion: lp}}+{{#motion: hp}} will do a back throw. Back throws are not techable.

Low Throw

When the opponent is crouching, pressing {{#motion: db}}/{{#motion: d}}/{{#motion: df}} and {{#motion: lp}}+{{#motion: hp}} will do a low throw. Low throws are not techable.

Air Throw

When you and your opponent are in the air, pressing {{#motion: lp}}+{{#motion: hp}} will do an air throw. Air throws are techable.

Every character has a 1 frame air throw.

Throw Tech

When the opponent throws you, pressing {{#motion: lp}}+{{#motion: hp}} will perform a throw tech. Only normal and air throws are techable.

If you press {{#motion: lp}}+{{#motion: hp}} within 6 frames of the opponent's throw connecting (8 frames for air throw), you will tech successfully.

Meter

General

Absolute Burning Attack

Platons

Taunt

Press start while in a neutral state on the ground. Each character has a different one, and during it you will gain meter. The amount of meter depends on the character (longer taunts build more).

Clash

When the hitbox of your attack overlaps that of your opponent, a clash occurs. A lightning effect goes across the screen, and both players gain one bar of meter.

There is a freeze effect that occurs, but it has no effect on the recovery of either player.

Game Navigation

General
Controls
HUD
System
FAQ
Glossary
Characters
Batsu
Hinata
Kyosuke
Akira
Edge
Gan
Roy
Boman
Tiffany
Natsu
Shoma
Roberto
Hideo
Kyoko
Hyo
Daigo
Hayato
Ran
Nagare
Burning Batsu
Chairperson
Demon Hyo
Kurow
Momo
Powered Akira
Vatsu
Wild Daigo
Yurika
Zaki