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''Credits to [[User:Sleepmode|Sleepmode]] for allowing us to transcribe their Project Justice [https://sleepmodeblog.wordpress.com/?s=Project+Justice blog posts] to populate this page.''
''Credits to [[User:Sleepmode|Sleepmode]] for allowing us to transcribe their Project Justice [https://sleepmodeblog.wordpress.com/?s=Project+Justice blog posts] to populate this page.''
==Movement==
==Movement==
Similar to other fighting games, your character will walk in the direction you're holding the directional stick/pad: {{ f}} for forward and {{ b}} for back.
 
===Basics===
Press/hold {{ f }} to move forward or {{ b }} to move backwards. Press/hold {{ d }} to crouch.
 
(Directions shown are for characters when facing right. Reverse the left/right directions when facing left.)
 
 
===Step / Dash===
Press {{ f }} {{ f }} to do a brief sprint. Holding the second {{ f }} causes a normal run.
 
Press {{ b }} {{ b }} to do a back dash.
 
Forward dashes can be interrupted with any action.
 
Backdashes don't have any invulnerability, but you can block during the animation.
 


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


The horizontal distance on backwards jumps is basically negligible when compared to a neutral jump.
Jumping backwards covers a shorter horizontal distance than a forward jump.
 
If you forward jump during a dash, your jump will travel further horizontally.


If you forward jump out of a dash, your jump will travel further horizontally.


===High Jump===
===High Jump===
Pressing {{ db}}/{{ d}}/{{ df}} and then {{ ub}}/{{ u}}/{{ uf}} gives you a high jump.
Pressing {{ db }} / {{ d }} / {{ df }} and then {{ ub }} / {{ u }} / {{ uf }} gives you a higher than normal jump.
 
Landing after being airborne has a brief landing animation, regardless of the previous airborne action.
 
 
==Attack==


This jump is the same as the one that is automatically performed when holding {{ u}} after a Rival Launcher.


===Dash===
===Normal Moves===
{{ f}}{{ f}} is a short hop, if you hold the second {{ f}} you get a normal dash.
You have 4 Attack buttons: {{ lp }}, {{ hp }}, {{ lk }}, & {{ hk }}  


{{ b}}{{ b}} is a back dash.
{{ lp }} = LP = Light Punch


Forward dashes can be interrupted with any action.
{{ hp }} = HP = Heavy Punch
 
{{ lk }} = LK = Light Kick
 
{{ hk }} = HK = Heavy Kick
 
 
You can execute Normal Moves with any {{ p }} or {{ k }} while airborne,
 
or crouching, while holding or simultaneously pressing {{ d }}.
 
Most characters have an Attack sequence, when pressing:
 
 
{{ lp }} {{ lp }},
 
or {{ lk }} {{ lk }},
 
or {{ d }} {{ lp }} {{ --- }} {{ d }} {{ lp }},


Backdashes don't have any invulnerability, but you can block during the animation.
or {{ d }} {{ lk }} {{ --- }} {{ d }} {{ lk }}.


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


This will move around your opponent, and it gives you a low profile, so it can potentially be used to avoid some long-range options.
===Command Normals===


===Side Step===
Depending on the character's move set, there are certain attacks that can be performed while standing / crouching, or while airborne
Pressing {{ lk}}+{{ hk}} in neutral will side step away from the screen (called dodge in-game).


To side step towards the screen, hold {{ db}}/{{ d}}/{{ df}} while pressing {{ lk}}+{{ hk}}.
when pressing {{ p }} / {{ k }}, while pressing or already holding a specific direction.


Opponents will automatically turn to face you whenever you sidestep, so it is impossible to go "off-axis" in this game.


===Just Step===
Examples include:
If you side step just as an attack would make contact, you'll quickly step to their back. The opponent will not automatically orient towards you in this case.


This will avoid linear attacks (like jabs), but attacks with wider lateral hitboxes can still hit you, so be judicious if you plan to use a just step.
{{b}} {{lp}}


==Attack==
{{df}} {{hp}}


===Dash Attack===
{{ u }} {{---}} (Air) {{f}} {{hk}} ( {{ uf }} {{ hk }}, and {{ f }} {{ hk }} while already airborne, are also possible.)
Pressing either {{ p}} during a dash will give you an overhead shoulder tackle.


Pressing {{ lk}} during a dash gives a low slide, while {{ hk}} will give an overhead jump kick.
These Normals tend to have special properties, which will be noted on a character's page and their move list.


===Textbook Combos===
===Textbook Combos===
Also called hot-blooded (nekketsu) combos, chain combos, etc. By doing attacks in order of increasing strength, you can build a combo.
Known as Nekketsu Combos (Hot-Blooded Combos) in the Japanese version,  
 
similar to Chain Combos / Magic Series in other games,  
 
you can build a combo by doing attacks in order of increasing strength.
 
 
Every character has a different series of inputs, but the base format is:
 
Light Normal {{ --- }} Heavy Normal {{ --- }} Heavy Command Normal.
 
 
Combos can include both Standing Normals and Crouching Normals in them, be preformed while airborne,
 
and can be continued even if a prior attack in the combo whiffs.
 
The timing for performing these combos is '''VERY lenient''' compared to other fighters, even during the recovery of a move on hit/block.
 


Every character has a different series, but the basic form is Light {{ ---}} Heavy {{ ---}} Command Heavy. This works for most characters both on the ground and in the air.
Examples include:


===Rival Launcher===
{{ lp }} {{ lp }} {{ --- }} {{ hp }} {{ --- }} {{ f }} {{ hk }}
Rival Launchers are a Marvel-style launcher command normal which the opponent high into the air on hit, which can then be cancelled with a high jump for an extended air combo (think Dust combos in Guilty Gear). You only need to hold {{ u}} to get the high jump cancel.  
 
{{ d }} {{ lk }} {{ --- }} {{ d }} {{ lk }} {{ --- }} {{ d }} {{ hk }}
 
{{ d }} {{ lp }} {{ --- }} {{ hp }} {{ --- }} {{ f }} {{ hp }} {{ --- }} {{ f }} {{ hk }}
 
{{ u }} {{ lk }} {{ --- }} {{ u }} {{ lp }} {{ --- }} {{ u }} {{ hp }} {{ --- }} {{ u }} {{ hk }} {{ --- }} (Air) {{ f }} {{ hk }}
 
During Air Combos, you can also press/hold {{ b }} or {{ f }} to adjust your horizontal distance, for higher combo potential.
 
===Rival Launcher / Aerial Rave===
Rival Launchers are Command Normals that launch the opponent very high into the air, similar to the Marvel vs Capcom games.
 
On hit, hold {{ ub }} / {{ u }} / {{ uf }} to cancel the attack into a High Jump for an extended air combo, commonly known as an Aerial Rave.  
 
Rival Launchers can only be used by themselves; you cannot chain into them as part of a Textbook Combo.
 
However, they have high hitstun that allows for more elaborate air combos,
 
depending on what point you attack after the High Jump, and how long you delay certain Normals while airborne.


Rival Launchers can only be used by themselves—you cannot chain into them as part of a Textbook Combo. Because of that, they are very commonly used as a Tardy Counter option.<br>
''Note: Chairperson (Iincyo) does not have a Rival Launcher''


===Mini Launcher===
===Mini Launcher===
Similar to Rival Launchers, but they launch lower and lead to shorter air combos than Rival Launchers.
Attacks with this special property cause a lower air launch than Rival Launchers, and lead to shorter air combos.
 
However, a mini launcher ''can'' be worked into a textbook combo, such as {{ d }} {{ lk }} {{---}} {{ d }} {{ hp }} {{---}} {{ uf }} {{---}} (Air Combo)
 
 
===Dash Attack===
Pressing either {{ p }} during a dash does an Overhead shoulder tackle.


To compensate, however, a mini launcher ''can'' be worked into a textbook combo, so it's possible to do [Ground combo] -> ML -> Command heavy/special/super.
Pressing {{ lk }} during a dash causes a low sliding kick, while {{ hk }} gives an Overhead jumping kick.
 
 
==Special Moves / Super Moves==
 
 
===Input===
Similar to Street Fighter and most 2-D fighters, many character-specfic techniques are performed via directional motions, such as {{ qcf }}, {{ dp }}, {{ qcb }}, or {{ hcf }}, followed by {{ p }} or {{ k }}.
 
However, in Project Justice, you do '''NOT''' have to press the Attack button at the same you press the final directional input. For example, pressing:
 
{{ qcf }} {{ p }},
 
{{ qcf }} + {{ p }},
 
and/or {{ qcf }} {{ --- }} {{ p }}, will all execute the same Special Move.
 
Similar to Textbook Combos, there is a high degree of input leniency.
 
You can cancel many combos into a Special Move, usually after performing a Heavy Normal or Command Heavy Normal.
 
 
===Burning Vigor Attacks===
 
More commonly known as Super Moves, these resource-dependent techniques are usually performed with 2 duplicate inputs of {{ qcf }}, {{ dp }}, {{ qcb }}, or {{ hcf }}, followed by {{ p }} or {{ k }}. Examples include:
 
{{ qcf }} {{ qcf }} {{ p }}
 
{{ qcb }} {{ qcb }} {{ k }}
 
{{ u }} {{ hcf }} {{ hcf }} {{ p }}
 
They share the same properties as Special Moves, often do more damage than them, and are used by spending 1 stock of Guts Meter.
 
 
===Guts Meter===
The Guts Meter is your standard super meter, which builds as you use normal and special attacks, and can stock up to 5 bars.
 
Meter is gained on hit, on block, '''and''' on whiff. Heavy Attacks tend to build more meter than Light Attacks.
 
 
Receiving damage builds more meter than inflicting it.


==Defense==
==Defense==


===Block===
===Block===
Pressing/holding {{ b}} will allow you to block high and mid attacks.
Pressing/holding {{ b }} will allow you to block high and mid attacks.
 
Pressing/holding {{ db }} will allow you to block low attacks.
 
Some Commands Normals have the Overhead property (ignores your low block, must be blocked standing up), but there's no Guard Crush system to prevent prolonged blocking / turtling.


Pressing/holding {{ db}} will allow you to block low attacks.
Specials and Supers chip away at your Vitality Gauge, but you can't die from chip damage, even with only 1 point of health remaining.


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 Block===
===Air Block===
While in the air pressing {{ db }}/{{ b }}/{{ ub }} will allow you to block in the air.
While in the air, pressing {{ db }}/{{ b }}/{{ ub }} will allow you to block in the air.


Because you can block right after jumping, holding {{ ub }} will allow you to low air block.
Because you can block right after jumping, holding {{ ub }} will allow you to low air block.
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However, landing has 1 frame of recovery, where you are vulnerable to lows.
However, landing has 1 frame of recovery, where you are vulnerable to lows.


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


{{ u}} Same position
===Back Turned State===
In certain situations, such as if your opponent jumps over you, or after performing certain moves, you'll end up facing away from your opponent.
 
You can't block, but you can press a direction {{ b }} or {{ f }} to turn around.
 
 
It takes 1 frame to block after turning around.
 
You can also turn around using back turned specific attacks with each {{ p }} or {{ k }},
 
or jump/crouch to do your forward facing Normals.
 
 
===Tardy Counter===
Known as a Guts Counter in the JPN version, Tardy Counters are Project Justice's version of Guard Cancel moves.
 
To perform a TC, do a Heavy Command Normal, Special Move, or Super Move after blocking an Attack.
 
 
The timing is very lenient, as you can input a TC during any point of blockstun.
 
Rival Launchers are a common use for a Tardy Counter option, which balances out their lack of combo potential.
 
 
Meter is not required to do this, but if you get hit during it, you will take about 1.25x more damage from the Attack.
 
TCs also add about 4 extra frames of startup to whatever move you used (2F from TC's animation, then 2F before the Attack).
 
 
==Evasion==
 
 
===Roll===
Pressing {{ lk }} + {{ hk }} during a dash gives you a roll.
 
This will move around your opponent, and it gives you a low profile, so it can potentially avoid some long-range Attack options.
 
 
===Side Step===
Pressing {{ lk }} + {{ hk }} will sidestep away from the screen.
 
Press {{ lk }} + {{ hk }} while pressing/holding {{ db }} / {{ d }} / {{ df }} to sidestep towards the screen.
 
Opponents will automatically turn to face you whenever you sidestep, so it is impossible to go "off-axis" in this game.
 
 
===Just Step===
If you side step just as an attack would make contact, you'll quickly step to their back.
 
The opponent will not automatically orient towards you in this case.
 
This will avoid linear attacks (like jabs), but there's attacks with wider lateral hitboxes that can still hit you.
 
==Wake Up Options==
 
 
===On The Ground===
When knocked down and still lying on the ground, the direction you press/hold changes how you recover.
 
{{ u }} (or 2 Attack buttons) = Quick Recovery / Get Up, in place
 
{{ f }} = Front Roll
 
{{ b }} = Back Roll
 
{{ d }} = Side Roll
 
''Note: There were Get Up Attacks in Rival Schools, but not in Project Justice''
 
 
=== Air Launched & Knockdown States===
When knocked into the air by an Attack, or hit while airborne, you'll be stunned into the Blowback state.


{{ f}} Front Roll
Similar to a normal/soft knockdown state from other fighters, you can recover from it once hitstun ends.


{{ b}} Back Roll


{{ d}} Side Roll
You can recover from Blowback into the standard Jumping state by pressing:


During a soft knockdown, if you press 2 buttons you'll recover in the same position.
2 Attack buttons to Safe Fall / Air Tech, backflipping in place to an up-right position, or


Pressing 1 button and a direction will allow you to recover in the air.
1 {{ p }} or {{ k }} with {{ b }} / {{ f }} = Safe Fall / Air Tech, flipping towards the direction held.


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.
If you Safe Fall at the proper height, you can then perform any of your character's airborne options.


===Back Turned State===
If you perform a Safe Fall input near the ground, you will perform a ground tech, recovering backwards into Standing position.
If your opponent steps or jumps over you, you'll be in a back turned state.
 
 
To recover from Blowback as soon as possible,
 
you can repeatedly press an Attack button(s) while you're still stunned by the previous hit.
 
You'll be more likely to recover on the first possible frame.
 
 
If you don't do '''any''' proper Safe Fall inputs, you'll remain in a free-fall state, left vulnerable to any hit-based Attack,
 
''even consecutive Rival Launchers and combos'', until fully touching / falling to the ground.
 
After ground fall, you take 1-3 points of damage. You can then perform any On The Ground recovery option.


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.
Attacks that cause a Slam/Slamming state spike you out of the air, and while standing, bounce you against the ground.  


===Tardy Counter===
You can recover immediately after either, using Safe Fall options.  
Also known as a Guts Counter, Tardy Counters are Project Justice's version of guard cancels. To perform a TC, simply input a command heavy, special, or super move during blockstun. The timing is very lenient, as you can input a TC basically any time you're in blockstun.


No meter is required to do this, but if you get hit during it you will take about 1.25 times normal damage. TCs also add about 4F of startup to whatever move you used compared to its normal frame data (2F TC flash, 2F extra startup).
Attacks that cause a Down state, similar to a hard knockdown state, cannot be recovered from, until after ground fall.


==Throws==
==Throws==


===Normal Throw===
===Normal Throw===
When in a neutral state on the ground, pressing {{ lp}}+{{ hp}} will give you a normal throw. Normal throws are techable with your own throw input.
When in a neutral state on the ground, pressing {{ lp }} + {{ hp }} close enough to your opponent will give you a normal throw.  
 
Press the same input just as your opponent tries to throw you to escape / tech the throw.
 


===Back Throw===
===Back Throw===
If by some chance you get behind the other person, {{ lp}}+{{ hp}} will do a back throw. Back throws are '''not''' techable.
If you manage to get behind the opponent, press {{ lp }} + {{ hp }}, while close enough, to do a back throw. Back throws are '''not''' techable.
 


===Low Throw===
===Low Throw===
When the opponent is crouching, pressing {{ db}}/{{ d}}/{{ df}} and {{ lp}}+{{ hp}} will do a low throw. Low throws are '''not''' techable, which means they form the crux of your standard high/low game.
When the opponent is crouching, press/hold {{ db }} / {{ d }} / {{ df }}, then press {{ lp }} + {{ hp }} to do a low throw.  
 
Low throws are also '''not''' techable, which means they form the crux of your standard high/low game.
 


===Air Throw===
===Air Throw===
When you and your opponent are in the air, pressing {{ lp}}+{{ hp}} will do an air throw. Air throws are techable.
When you and your opponent are in the air, pressing {{ lp}} + {{ hp }} will do an air throw. Air throws '''can''' be teched.
 
Every character's Air Throw starts in just 1 frame.
 
Unlike other throws, Air Throws don't have a whiffing animation. You just perform a {{ lp }} instead.
 
You '''DON'T''' need to hold forward or backwards in order to do '''ANY''' throw. It's only distance/height dependent.


Every character has a 1 frame air throw.


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


==Guts Meter==
The Guts Meter is your standard super meter, which is built as you use normal and special attacks, and can hold up to 5 stocks. Like other games meter builds on both hit and block, but also on whiff! As a general rule, stronger attacks will build more meter than weaker ones.


In Project Justice, receiving damage builds more meter than inflicting it. Therefore, you want to be mindful on how much meter you're giving your opponents as you combo them. Certain Team-Up Attacks will also build meter for you on hit.
==Additional Systems==
 
 
===Lightning Crush / Attack 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.


===Clash===
A time-stop effect also occurs, but that has no effect on the recovery of either player.
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.


===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).
To Taunt, in the arcade port, press Start while standing, in a neutral / {{ n }} state.
 
In the console version, you have to change a button's configuration to be Taunt.
 
Performing this provocation builds Guts Meter.  
 
Each character has a different Taunt, and longer taunts build more Meter.
 


==Team Mechanics==
==Team Mechanics==
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Teams in Project Justice work similarly to teams in KOF, but with a few scruples to the system that make the whole dynamic much more unique.
Teams in Project Justice work similarly to teams in KOF, but with a few scruples to the system that make the whole dynamic much more unique.


At the end of a round in Project Justice, both players are presented with a selection box—this allows you to select which character you'll be playing in the next round. You can make this selection irrespective of who won or lost the round. Further, characters are not eliminated when they're defeated, so you can elect to take the character you just lost with into the next round if you want.
At the end of a round in Project Justice, both players are presented with a selection box—this allows you to select which character you'll be playing in the next round. You can make this selection regardless of who won or lost the last round. Further, characters are not eliminated when they're defeated, so you can elect to take the character you just lost with into the next round if you want.


For example, in the screenshot on the right, Batsu is the winner of the round, and Hayato is the loser. The Batsu player, despite being the winner, has elected to take Kyosuke into the next round. Similarly, the Hayato player, despite being the loser, has elected to play the next round with the same character.
For example, in the screenshot on the right, Batsu is the winner of the round, and Hayato is the loser. The Batsu player, despite being the winner, has elected to take Kyosuke into the next round. Similarly, the Hayato player, despite being the loser, has elected to play the next round with the same character.


Because of the general laxness of the way teams operate in Project Justice, there is, in turn, a lot of freedom in how a player can choose to build their team. While many players may pick certain characters just for the utility of their Team-Up Techniques, it is certainly not a bad idea to just pick a team consisting of characters that you like.
Because of the general laxness of the way teams operate in Project Justice, there is, in turn, a lot of freedom in how a player can choose to build their team. While many players may pick certain characters just for the utility of their Team-Up Techniques, it is also viable to just pick a team consisting of characters that you like.
 


===Team-Up Techniques and Team-Up Counter===
===Team-Up Techniques and Team-Up Counter===
Team-Up Techniques (aka 2-Platons) are fairly self-explanatory. Pressing {{ lp}}+{{ lk}} (for Partner 1) or {{ hp}}+{{ hk}} (for Partner 2), you will perform a super that costs two bars of meter. If the move connects, your partner will come into the battle and perform a unique move. Depending on the character, this move will deal damage to the opponent, heal your point character, or restore the Guts Meter.
To do a Team-Up Technique (aka 2-Platon), press {{ lp }} + {{ lk }} to call in Partner A, or {{ hp }} + {{ hk }} for Partner B. You will perform a super that costs two bars of meter. If the move connects, your partner will come into the battle and perform a unique move. Depending on the character, this move will deal damage to the opponent, heal your point character, or restore the Guts Meter. Some Team-Up Attacks also just build Meter for you as they hit.
 
 
<center><div style="font-size:1.3em; text-decoration:underline;">Quick chart of each characters team-up function:</div></center>
<br>
{{PJ_TeamUpTable}}
 
 
 
Team-Up Techniques also have a very generous combination of both invulnerability and super armor on startup,


Team-Up Techniques also have a very generous combination of both invulnerability and super armor on startup, so they can be very useful as reversals as well as generally just calling out your opponent if they’re getting too greedy.
giving them high use as reversals or to call out an aggressive opponent.
That said, you can be thrown out of them on startup, so try not to be too predictable with them.


If you are on the receiving end of a Team-Up Technique, inputting your own Team-Up Technique will allow you to counter their attack at the cost of one bar of meter.
However, you can be Thrown before they activate.


You will enter into a small mini-game where one of your partners and one of their partners will engage in a sudden-death fight with a five-second time limit.


If you win the challenge, all the remaining damage of the Team-Up Attack will be negated and the fight will be reset to neutral.
If you are on the receiving end of a Team-Up Technique, inputting a Team-Up Technique command will give you a chance to interrupt theirs, at the cost of one bar of meter.


However, if you lose, you will lose the meter you spent on the counter and will receive the full damage of the Team-Up Attack.
You will enter into a small mini-game where one of your partners and their remaining partner will engage in a sudden-death fight with a five-second time limit.
 
If you hit them, you win the challenge, the remaining damage of the Team-Up Attack will be negated, and the fight will be reset to neutral, similar to a successful Throw Tech.
 
However, if they evade you for those 5 seconds or hit you, you lose, in which you waste the meter spent on the counter, and you will receive the full damage of the Team-Up Attack.


===Party-Up Techniques===
===Party-Up Techniques===
The final way to spend meter in this game comes in the form of Party-Up Attacks. By pressing any three buttons, you will execute an attack that looks very similar to a Team-Up Attack, but uses all of the characters in your team. They even have the same startup invulnerability and super armor as Team-Up Attacks, with the bonus of there being no way to challenge them!
The final way to spend meter in this game comes in the form of Party-Up Attacks (aka 3-Platon).  
 
By pressing any three Attack buttons, you will spend all 5 bars of your meter to execute an attack similar to a Team-Up Attack, but uses all of the characters in your team.
 
Party-Up Attacks have the same startup invulnerability and super armor as Team-Up Attacks, but you can still be Thrown before they activate.


They also do huge damage, but there is a catch — a Party-Up Attack will use up all five bars of your meter! So it’s really only best to use these attacks to close out a match, and when you are absolutely sure it will hit.


{{Project Justice}}
{{Project Justice}}


[[Category:Project Justice]]
[[Category:Project Justice]]

Latest revision as of 01:11, 4 May 2022

Credits to Sleepmode for allowing us to transcribe their Project Justice blog posts to populate this page.


Movement

Basics

Press/hold F.png to move forward or B.png to move backwards. Press/hold D.png to crouch.

(Directions shown are for characters when facing right. Reverse the left/right directions when facing left.)


Step / Dash

Press F.png F.png to do a brief sprint. Holding the second F.png causes a normal run.

Press B.png B.png to do a back dash.

Forward dashes can be interrupted with any action.

Backdashes don't have any invulnerability, but you can block during the animation.


Jump

Pressing Ub.png / U.png / Uf.png gives you a jump.

Jumping backwards covers a shorter horizontal distance than a forward jump.

If you forward jump during a dash, your jump will travel further horizontally.


High Jump

Pressing Db.png / D.png / Df.png and then Ub.png / U.png / Uf.png gives you a higher than normal jump.

Landing after being airborne has a brief landing animation, regardless of the previous airborne action.


Attack

Normal Moves

You have 4 Attack buttons: Lp.png, Hp.png, Lk.png, & Hk.png

Lp.png = LP = Light Punch

Hp.png = HP = Heavy Punch

Lk.png = LK = Light Kick

Hk.png = HK = Heavy Kick


You can execute Normal Moves with any P.png or K.png while airborne,

or crouching, while holding or simultaneously pressing D.png.

Most characters have an Attack sequence, when pressing:


Lp.png Lp.png,

or Lk.png Lk.png,

or D.png Lp.png ---.png D.png Lp.png,

or D.png Lk.png ---.png D.png Lk.png.


Command Normals

Depending on the character's move set, there are certain attacks that can be performed while standing / crouching, or while airborne

when pressing P.png / K.png, while pressing or already holding a specific direction.


Examples include:

B.png Lp.png

Df.png Hp.png

U.png ---.png (Air) F.png Hk.png ( Uf.png Hk.png, and F.png Hk.png while already airborne, are also possible.)

These Normals tend to have special properties, which will be noted on a character's page and their move list.

Textbook Combos

Known as Nekketsu Combos (Hot-Blooded Combos) in the Japanese version,

similar to Chain Combos / Magic Series in other games,

you can build a combo by doing attacks in order of increasing strength.


Every character has a different series of inputs, but the base format is:

Light Normal ---.png Heavy Normal ---.png Heavy Command Normal.


Combos can include both Standing Normals and Crouching Normals in them, be preformed while airborne,

and can be continued even if a prior attack in the combo whiffs.

The timing for performing these combos is VERY lenient compared to other fighters, even during the recovery of a move on hit/block.


Examples include:

Lp.png Lp.png ---.png Hp.png ---.png F.png Hk.png

D.png Lk.png ---.png D.png Lk.png ---.png D.png Hk.png

D.png Lp.png ---.png Hp.png ---.png F.png Hp.png ---.png F.png Hk.png

U.png Lk.png ---.png U.png Lp.png ---.png U.png Hp.png ---.png U.png Hk.png ---.png (Air) F.png Hk.png

During Air Combos, you can also press/hold B.png or F.png to adjust your horizontal distance, for higher combo potential.

Rival Launcher / Aerial Rave

Rival Launchers are Command Normals that launch the opponent very high into the air, similar to the Marvel vs Capcom games.

On hit, hold Ub.png / U.png / Uf.png to cancel the attack into a High Jump for an extended air combo, commonly known as an Aerial Rave.


Rival Launchers can only be used by themselves; you cannot chain into them as part of a Textbook Combo.

However, they have high hitstun that allows for more elaborate air combos,

depending on what point you attack after the High Jump, and how long you delay certain Normals while airborne.


Mini Launcher

Attacks with this special property cause a lower air launch than Rival Launchers, and lead to shorter air combos.

However, a mini launcher can be worked into a textbook combo, such as D.png Lk.png ---.png D.png Hp.png ---.png Uf.png ---.png (Air Combo)


Dash Attack

Pressing either P.png during a dash does an Overhead shoulder tackle.

Pressing Lk.png during a dash causes a low sliding kick, while Hk.png gives an Overhead jumping kick.


Special Moves / Super Moves

Input

Similar to Street Fighter and most 2-D fighters, many character-specfic techniques are performed via directional motions, such as Qcf.png, Dp.png, Qcb.png, or Hcf.png, followed by P.png or K.png.

However, in Project Justice, you do NOT have to press the Attack button at the same you press the final directional input. For example, pressing:

Qcf.png P.png,

Qcf.png + P.png,

and/or Qcf.png ---.png P.png, will all execute the same Special Move.

Similar to Textbook Combos, there is a high degree of input leniency.

You can cancel many combos into a Special Move, usually after performing a Heavy Normal or Command Heavy Normal.


Burning Vigor Attacks

More commonly known as Super Moves, these resource-dependent techniques are usually performed with 2 duplicate inputs of Qcf.png, Dp.png, Qcb.png, or Hcf.png, followed by P.png or K.png. Examples include:

Qcf.png Qcf.png P.png

Qcb.png Qcb.png K.png

U.png Hcf.png Hcf.png P.png

They share the same properties as Special Moves, often do more damage than them, and are used by spending 1 stock of Guts Meter.


Guts Meter

The Guts Meter is your standard super meter, which builds as you use normal and special attacks, and can stock up to 5 bars.

Meter is gained on hit, on block, and on whiff. Heavy Attacks tend to build more meter than Light Attacks.


Receiving damage builds more meter than inflicting it.

Defense

Block

Pressing/holding B.png will allow you to block high and mid attacks.

Pressing/holding Db.png will allow you to block low attacks.

Some Commands Normals have the Overhead property (ignores your low block, must be blocked standing up), but there's no Guard Crush system to prevent prolonged blocking / turtling.

Specials and Supers chip away at your Vitality Gauge, but you can't die from chip damage, even with only 1 point of health remaining.


Air Block

While in the air, pressing Db.png/B.png/Ub.png will allow you to block in the air.

Because you can block right after jumping, holding Ub.png will allow you to low air block.

However, landing has 1 frame of recovery, where you are vulnerable to lows.


Back Turned State

In certain situations, such as if your opponent jumps over you, or after performing certain moves, you'll end up facing away from your opponent.

You can't block, but you can press a direction B.png or F.png to turn around.


It takes 1 frame to block after turning around.

You can also turn around using back turned specific attacks with each P.png or K.png,

or jump/crouch to do your forward facing Normals.


Tardy Counter

Known as a Guts Counter in the JPN version, Tardy Counters are Project Justice's version of Guard Cancel moves.

To perform a TC, do a Heavy Command Normal, Special Move, or Super Move after blocking an Attack.


The timing is very lenient, as you can input a TC during any point of blockstun.

Rival Launchers are a common use for a Tardy Counter option, which balances out their lack of combo potential.


Meter is not required to do this, but if you get hit during it, you will take about 1.25x more damage from the Attack.

TCs also add about 4 extra frames of startup to whatever move you used (2F from TC's animation, then 2F before the Attack).


Evasion

Roll

Pressing Lk.png + Hk.png during a dash gives you a roll.

This will move around your opponent, and it gives you a low profile, so it can potentially avoid some long-range Attack options.


Side Step

Pressing Lk.png + Hk.png will sidestep away from the screen.

Press Lk.png + Hk.png while pressing/holding Db.png / D.png / Df.png to sidestep towards the screen.

Opponents will automatically turn to face you whenever you sidestep, so it is impossible to go "off-axis" in this game.


Just Step

If you side step just as an attack would make contact, you'll quickly step to their back.

The opponent will not automatically orient towards you in this case.

This will avoid linear attacks (like jabs), but there's attacks with wider lateral hitboxes that can still hit you.

Wake Up Options

On The Ground

When knocked down and still lying on the ground, the direction you press/hold changes how you recover.

U.png (or 2 Attack buttons) = Quick Recovery / Get Up, in place

F.png = Front Roll

B.png = Back Roll

D.png = Side Roll

Note: There were Get Up Attacks in Rival Schools, but not in Project Justice


Air Launched & Knockdown States

When knocked into the air by an Attack, or hit while airborne, you'll be stunned into the Blowback state.

Similar to a normal/soft knockdown state from other fighters, you can recover from it once hitstun ends.


You can recover from Blowback into the standard Jumping state by pressing:

2 Attack buttons to Safe Fall / Air Tech, backflipping in place to an up-right position, or

1 P.png or K.png with B.png / F.png = Safe Fall / Air Tech, flipping towards the direction held.


If you Safe Fall at the proper height, you can then perform any of your character's airborne options.

If you perform a Safe Fall input near the ground, you will perform a ground tech, recovering backwards into Standing position.


To recover from Blowback as soon as possible,

you can repeatedly press an Attack button(s) while you're still stunned by the previous hit.

You'll be more likely to recover on the first possible frame.


If you don't do any proper Safe Fall inputs, you'll remain in a free-fall state, left vulnerable to any hit-based Attack,

even consecutive Rival Launchers and combos, until fully touching / falling to the ground.

After ground fall, you take 1-3 points of damage. You can then perform any On The Ground recovery option.


Attacks that cause a Slam/Slamming state spike you out of the air, and while standing, bounce you against the ground.

You can recover immediately after either, using Safe Fall options.

Attacks that cause a Down state, similar to a hard knockdown state, cannot be recovered from, until after ground fall.

Throws

Normal Throw

When in a neutral state on the ground, pressing Lp.png + Hp.png close enough to your opponent will give you a normal throw.

Press the same input just as your opponent tries to throw you to escape / tech the throw.


Back Throw

If you manage to get behind the opponent, press Lp.png + Hp.png, while close enough, to do a back throw. Back throws are not techable.


Low Throw

When the opponent is crouching, press/hold Db.png / D.png / Df.png, then press Lp.png + Hp.png to do a low throw.

Low throws are also not techable, which means they form the crux of your standard high/low game.


Air Throw

When you and your opponent are in the air, pressing Lp.png + Hp.png will do an air throw. Air throws can be teched.

Every character's Air Throw starts in just 1 frame.

Unlike other throws, Air Throws don't have a whiffing animation. You just perform a Lp.png instead.

You DON'T need to hold forward or backwards in order to do ANY throw. It's only distance/height dependent.


Throw Tech

When the opponent throws you, pressing Lp.png+Hp.png will perform a throw tech. Only normal and air throws are techable.

If you press Lp.png+Hp.png within 6 frames of the opponent's throw connecting (8 frames for air throw), you will tech successfully.


Additional Systems

Lightning Crush / Attack 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.

A time-stop effect also occurs, but that has no effect on the recovery of either player.


Taunt

To Taunt, in the arcade port, press Start while standing, in a neutral / N.png state.

In the console version, you have to change a button's configuration to be Taunt.

Performing this provocation builds Guts Meter.

Each character has a different Taunt, and longer taunts build more Meter.


Team Mechanics

Project Justice Teams.png

Teams in Project Justice work similarly to teams in KOF, but with a few scruples to the system that make the whole dynamic much more unique.

At the end of a round in Project Justice, both players are presented with a selection box—this allows you to select which character you'll be playing in the next round. You can make this selection regardless of who won or lost the last round. Further, characters are not eliminated when they're defeated, so you can elect to take the character you just lost with into the next round if you want.

For example, in the screenshot on the right, Batsu is the winner of the round, and Hayato is the loser. The Batsu player, despite being the winner, has elected to take Kyosuke into the next round. Similarly, the Hayato player, despite being the loser, has elected to play the next round with the same character.

Because of the general laxness of the way teams operate in Project Justice, there is, in turn, a lot of freedom in how a player can choose to build their team. While many players may pick certain characters just for the utility of their Team-Up Techniques, it is also viable to just pick a team consisting of characters that you like.


Team-Up Techniques and Team-Up Counter

To do a Team-Up Technique (aka 2-Platon), press Lp.png + Lk.png to call in Partner A, or Hp.png + Hk.png for Partner B. You will perform a super that costs two bars of meter. If the move connects, your partner will come into the battle and perform a unique move. Depending on the character, this move will deal damage to the opponent, heal your point character, or restore the Guts Meter. Some Team-Up Attacks also just build Meter for you as they hit.


Quick chart of each characters team-up function:


Attack Akira Powered Akira Batsu Burning Batsu Vatsu Daigo Wild Daigo Hyo Demon Hyo Kyosuke Roberto Shoma

Edge Gan Nagare Zaki Kurow Roy Boman Hideo Hayato Ran Momo

Guts Up Natsu Yurika
Health Up Tiffany Kyoko
Health
&
Guts Up
Chairperson


Team-Up Techniques also have a very generous combination of both invulnerability and super armor on startup,

giving them high use as reversals or to call out an aggressive opponent.

However, you can be Thrown before they activate.


If you are on the receiving end of a Team-Up Technique, inputting a Team-Up Technique command will give you a chance to interrupt theirs, at the cost of one bar of meter.

You will enter into a small mini-game where one of your partners and their remaining partner will engage in a sudden-death fight with a five-second time limit.

If you hit them, you win the challenge, the remaining damage of the Team-Up Attack will be negated, and the fight will be reset to neutral, similar to a successful Throw Tech.

However, if they evade you for those 5 seconds or hit you, you lose, in which you waste the meter spent on the counter, and you will receive the full damage of the Team-Up Attack.

Party-Up Techniques

The final way to spend meter in this game comes in the form of Party-Up Attacks (aka 3-Platon).

By pressing any three Attack buttons, you will spend all 5 bars of your meter to execute an attack similar to a Team-Up Attack, but uses all of the characters in your team.

Party-Up Attacks have the same startup invulnerability and super armor as Team-Up Attacks, but you can still be Thrown before they activate.


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