Project Justice: Difference between revisions

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= Game Mechanics =
{{2 Column Flex|flex1=7|flex2=1
== Movement ==
|content1=
=== Dash ===
{{Content Box|header=Introduction|content=
66 is a short dash, if you hold the second 6 you get a normal dash.
[[Image:ProjectJustice.png|300px|center]]
44 is a back dash.
<br>
A dash can be interrupted with an attack, block, or basically any action.
'''''Project Justice''''' is a 2.5D fighting game developed by [[Capcom]] for the Sega Naomi and Dreamcast, and was first released in arcades in the year 2000. The successor and sequel of the series' first arcade iteration, '''Rival Schools: United by Fate'''. While Project Justice is titled as '''"Project Justice: Rival Schools 2"''' in some regions, it is technically the '''3rd''' major game in the series, as the original Rival Schools received a substantial (more side-story focused) console-only sequel exclusively for Japan in the form of '''Shiritsu Justice Gakuen: Nekketsu Seisyun Nikki 2''' (Justice Academy: Hot-Blooded Diaries of Youth 2) for the Sony Playstation. '''''Project Justice''''' is currently the final title in the Rival Schools series and has yet to receive any form of official home rerelease since its initial launch on the Sega Dreamcast.


=== Dash Attack ===
The '''Rival Schools''' series features a team-based system where each player is required to select multiple characters to begin a match, but is only ever required to use one throughout any of its rounds. The original '''Rival Schools''' had teams of two, and '''''Project Justice''''' increased the count to a required three characters per team; similar to the gameplay changes made for [[Marvel_vs_Capcom_2| Marvel vs Capcom 2]] around the same time. Either player can swap characters between rounds regardless of winning or losing the previous round, though they can also instead opt to play all rounds with a single character if they so choose. The other two characters can perform various assist supers in the form of team-up attacks ("Two-Platon" in JP). Some Team-Ups will deal damage, while others can restore health, or refill the players' Guts Meter. New to '''''Project Justice''''' are '''Party-Up''' attacks ("Three-Platon" in JP), which will call both additional characters into the field to perform a far more powerful combination super at the cost of all 5 bars of the players' Guts Meter. The final major mechanic of the '''Rival Schools''' series is the '''''Tardy Counter''''' (Guts Counter in JP), which functions as an in-between fusion of [[Street_Fighter_Alpha_2| Street Fighter Alpha 2's]] Alpha Counters and [[Street_Fighter_3:_3rd_Strike| Street Fighter 3: Third Strike's]] Parries. By simply blocking any attack and pressing either any Heavy Attack command or inputting any Special or Super, the player will perform a type of Guard Cancel and immediately shift into attacking with whatever was input to activate the '''Tardy-Cancel''' at the cost of potentially taking extra damage should they get hit before the '''Tardy Canceled''' move connects.
Pressing either P during a dash will give you an overhead should tackle.
}}
Pressing LK during a dash gives a low slide, while HK will give an overhead jump kick.
{{Content Box|header=Story|content=
One year has passed since the events of Rival Schools: United by Fate, and things have gone back to normal in Aoharu City. [[Project_Justice/Batsu| Batsu Ichimonji]], [[Project_Justice/Hinata| Hinata Wakaba]], [[Project_Justice/Kyosuke| Kyosuke Kagami]], and the rest of the various students had resumed their normal school lives. However, the fighters would soon find themselves getting involved in a new struggle.


=== Roll ===
[[Project_Justice/Kurow| Kurow Kirishima]]: a cold-hearted and ruthless ninja assassin from a mysterious group known only as the "Reverse Society" has his sight set on the Imawano family and plans to eliminate them and their allies so that he can prepare for the advancement of his own ambition to rule Japan. To this end, he attacks Raizo Imawano: the principal of Justice High and father to Batsu, so that he can easily put him out of commission and not have any interference. Secondly, he sends both his older sister [[Project_Justice/Yurika| Yurika Kirishima]] and his loyal subordinate [[Project_Justice/Momo| Momo Karuizawa]] into the ranks of the fighters so that the two of them can cause tension and distrust between the fighters at each school. His third plot involves brainwashing Gedo gang leader [[Project_Justice/Daigo| Daigo Kazama]] so that he can order him into forcing his gang to attack various schools to cause even more tension to occur. Lastly, [[Project_Justice/Kurow| Kurow]] himself plans to destroy [[Project_Justice/Batsu| Batsu's]] reputation by disguising himself as [[Project_Justice/Batsu| Batsu's]] doppelganger (named [[Project_Justice/Vatsu| Vatsu]]) so that he can attack the fighters from each school- framing [[Project_Justice/Batsu| Batsu]] for each assault in the process.
Pressing LK+HK during a dash gives you a roll.


=== Jump ===
[[Project_Justice/Batsu| Batsu]] and his friends must fight back against the evil plot of Kurow and attempt to not let their friendship get destroyed by the conspiracy of a deadly ninja assassin.
Pressing 7/8/9 gives you a jump.
}}
If you jump during a dash, the range is slightly increased.


=== Hi-Jump ===
{{Content Box|content=
Pressing 1/2/3 and then 7/8/9 gives you a hi-jump.
{{Navbox-PJ}}
The height is the same as during an Air Burst.
}}


== Defense ==
|content2=
=== Guard ===
{{Infobox Game
Pressing/holding 4 will allow you to block high and mid attacks.
| gamename    = Project Justice
Pressing/holding 1 will allow you to block low attacks.
| abbreviation = PJ
While blocking, you can use a Guts Counter.
| image        = PJ_JP_KeyArt.png
Because there isn't a guard crush system and you can't die from chip damage, you can always block even with 1 health.
| version      = Naomi, Dreamcast
| developer    = Capcom
| publisher    = Capcom<br>Virgin Interactive
| system      = Arcade<br>INT: 2000
| system2      = Dreamcast<br>JP: December 17th, 2000<br>EU: April 13, 2001<br>NA: May 16th, 2001
| netcode      = [https://www.fightcade.com/ Rollback via Fightcade]
| resources    = JP Wiki: [https://seesaawiki.jp/justice/ Link]<br>Justice G.G.: [https://sites.google.com/site/justicegakuengakuen/%E3%83%9B%E3%83%BC%E3%83%A0 Link]<br>PJGG Backup: [https://web.archive.org/web/20210227130824/https://sites.google.com/site/justicegakuengakuen/home Archive]<br>Official Site: [https://web.archive.org/web/20131022030130/http://www.capcom.co.jp/newproducts/consumer/moejus/index.html Archive]
| community    = [https://discord.gg/PPq7WRe Discord Server]
}}
}}


=== Air Guard ===
While in the air pressing 1/4/7 will allow you to block in the air.
Because you can block right after jumping, holding 7 will allow you to low air block.
When you land, there's always 1 frame where you are vulnerable to lows.


=== Back Turned ===
==Wiki Roadmap==
If your opponent steps or jumps over you, you'll be in a back turned state.
<section begin=Main/>
You can't block, so you can either do a back turned attack or press towards the opponent to turn around.
{{ProgressBar|65}}
It takes 1 frame to block after turning around.
{| class="wikitable" style="margin: auto;"
! In Progress / Completed !! To-do
|- style="vertical-align:top;text-align:left"
| style="width: 50%;"|
'''Completed:'''
* All Character pages have now been updated to the new format! All Character Frame-Data/Movelists updates are also complete!
** While there is still work to do, the information in the old pages are now surpassed. A number of characters are still missing basic writeups on lore/general gameplay, as well as pro-con details, but this information was either also lacking on the old pages, or are new features to this format altogether. See [[Project Justice/Hinata | Hinata]] for an example of a fleshed-out and completed main page.
** '''''Refer to per-character progress bars to see what each individual character needs done from here!'''''
<br>
----
'''In-Progress:'''
* A number of characters still need basic lore/gameplay introductions, as well as pro-con lists.
| style="width: 50%;"|
* Some characters, namely Powered Akira, Edge, and Kurow for example would benefit greatly from having some short videos made for the frame-data pages to more clearly demonstrate their unique special moves. I.e. Powered Akirs Stance routes or Edges projectile followups.
** All of these routes are already complete and described on their Movelists, but more resources would simply improve clarity in understanding these more complex characters.
<br>
* More detailed writeups on combo routes with embedded videos to compliment each; making explaining distance/reach requirements in-air less strenuous.
* Strategy and Matchup pages per-character are still blank. These (preferably) should be filled out by character specialists.  
** (Chime into the [https://discord.gg/PPq7WRe Project Justice Discord] to help!)
|-
|}


=== Side Step ===
Pressing LK+HK will side step away from the screen.
To side step towards the screen, hold 7/8/9 while pressing LK+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 ===
[[Category:Project Justice]]
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.
 
=== Wake Up ===
Depending on the direction you press after being knocked down, the way you get up will change.
 
Same position    8
 
Front Roll      6
 
Back Roll        4
 
Side Roll        2
 
=== 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 LP+HP will give you a normal throw.
Normal throws are techable.
 
=== Back Throw ===
If by some chance you get behind the other person, LP+HP will do a back throw.
Back throws are not techable.
 
=== Low Throw ===
When the opponent is crouching, pressing 1/2/3 and LP+HP will do a low throw.
Low throws are not techable.
 
=== Air Throw ===
When you and your opponent are in the air, pressing LP+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 LP+HP will perform a throw tech.
Only normal and air throws are techable.
If you press LP+HP within 6 frames of the opponent's throw connecting(8 frames for air throw), you will tech successfully.
 
== Combo System ==
 
=== 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 -> Heavy -> 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 Class Rep, all characters have an AB move(typically 3+HP/HK).
After landing this, holding any up direction will super jump after them and you can continue with a 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.
 
=== 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.
 
== Meter ==
=== General ===
=== Absolute Burning Attack ===
=== Platons ===
 
== Extra ==
 
=== 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's, 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.
 
= Beginners FAQ =
=== Q. What kind of game is Project Justice? ===
A. It's a 3D fighting game but the commands and strategies are essentially taken from 2D and aside from the addition of another axis it is a 2D game.
 
=== Q. What characters do you recommend? ===
A. Kyosuke, Roberto, and Hideo are good starter characters. It's a game where combos generally start from a light attack, so standard type characters with strong jabs are easy to use.
Kyosuke has really good reach all around, while Roberto and Hideo have basic combos that are easy to do and result in high damage.
As far as strong jabs are concerned, Roy and Kyoko are also an option.
 
=== Q. What partners do you recommend? ===
A. Edge, Roy ,Class Rep, Hinata, Tiffany, Natsu, Kyoko, and Yurika.
The first two have a Two-Platon that is fairly safe on block, while the last six recover either health or meter.
 
=== Q. I can't do any combos! ===
A. For all characters the general flow of combos is Light->Heavy->Command Heavy->Special or Super.
Though the routes for each character differ, as long as you remember this you can practice with any character.
There's actually quite a bit of input leniency when compared to other games, so just do it slowly and you should be fine.
 
=== Q. I keep getting hit during my series! ===
A. If the screen is turning dark when it happens, then they are using a guts counter.
Either that, or they're attacking during an incomplete block string.
Regardless, you shouldn't continue to a heavier attack if they're blocking as it's very easy to punish.
You should always try to hit confirm before you do a launcher.
 
=== Q. I keep getting rushed down and can't do anything! ===
A. The opponents offense is based on their series, so see the previous question to beat it.
If they do a heavy attack, use a fast move for a guts counter and you'll greatly increase your chance of punishing them.
Interrupting with a Two/Three-Platon is also an option.
 
=== Q. I can't open them up! ===
A. In Project Justice there really aren't many characters that start a combo off of an overhead.
Basically crouch guarding is the main way of defense so if you're just pressuring them normally it will be difficult to hit them.
However, every character has a low throw that is untechable, so low attacks and low throws are a popular 50/50 used to open people up.
 
=== Q. I can't get out of super jab pressure! ===
A. Characters like Roy, Kyosuke, and Kyoko have very fast standing jabs with little recovery. Even just repeating dash -> s.LP over and over again can be very difficult to deal with.
When you get used to it you can back step, just step, back jump -> low air guard and punish, or use a quick platon to interrupt them.
 
= Tier List =
Class order is S -> E, same class is [Strong] -> [Weak]
 
'''S Class'''
 
Roy, Kyoko, Hyo, Kurow, Hideo
 
'''A Class'''
 
Kyosuke, Roberto = Hayato, Yurika
 
'''B Class'''
 
Burning Batsu, Vatsu, Zaki, Edge, Batsu
 
'''C Class'''
 
Powered Akira, Momo, Shouma = Tiffany, Boman, Natsu
 
'''D Class'''
 
Nagare, Akira, Hinata = Ran, Demon Hyo, Daigo = Wild Daigo, Gan
 
'''E Class'''
 
Class Rep
 
= The Characters =
== Taiyou Campus ==
* [[Batsu (RSPJ)|Batsu]]
* [[Hinata (RSPJ)|Hinata]]
* [[Burning Batsu (RSPJ)|Burning Batsu]]
* [[Iincyo (RSPJ)|Iincyo]]
* [[Kyosuke (RSPJ)|Kyosuke]]
* [[Hayato (RSPJ)|Hayato]]
* [[Ran (RSPJ)|Ran]]
* [[Vatsu (RSPJ)|Vatsu]]
 
== Gorin High School ==
* [[Natsu (RSPJ)|Natsu]]
* [[Shoma (RSPJ)|Shoma]]
* [[Momo (RSPJ)|Momo]]
* [[Roberto (RSPJ)|Roberto]]
* [[Nagare (RSPJ)|Nagare]]
 
== Gedou High School ==
* [[Daigo (RSPJ)|Daigo]]
* [[Edge (RSPJ)|Edge]]
* [[Gan (RSPJ)|Gan]]
* [[Wild Daigo (RSPJ)|Wild Daigo]]
* [[Powered Akira (RSPJ)|Powered Akira]]
 
== Seijyun Girls Academy ==
* [[Akira (RSPJ)|Akira]]
* [[Yurika (RSPJ)|Yurika]]
* [[Zaki (RSPJ)|Zaki]]
 
== Pacific High School ==
* [[Boman (RSPJ)|Boman]]
* [[Roy (RSPJ)|Roy]]
* [[Tiffany (RSPJ)|Tiffany]]
 
== Justice Campus ==
* [[Hideo (RSPJ)|Hideo]]
* [[Hyo (RSPJ)|Hyo]]
* [[Demon Hyo (RSPJ)|Demon Hyo]]
* [[Kurow (RSPJ)|Kurow]]
* [[Kyoko (RSPJ)|Kyoko]]
 
 
 
 
 
 
 
 
 
 
[[Category:Rival Schools Project Justice]]

Latest revision as of 18:42, 22 December 2024

Introduction

ProjectJustice.png


Project Justice is a 2.5D fighting game developed by Capcom for the Sega Naomi and Dreamcast, and was first released in arcades in the year 2000. The successor and sequel of the series' first arcade iteration, Rival Schools: United by Fate. While Project Justice is titled as "Project Justice: Rival Schools 2" in some regions, it is technically the 3rd major game in the series, as the original Rival Schools received a substantial (more side-story focused) console-only sequel exclusively for Japan in the form of Shiritsu Justice Gakuen: Nekketsu Seisyun Nikki 2 (Justice Academy: Hot-Blooded Diaries of Youth 2) for the Sony Playstation. Project Justice is currently the final title in the Rival Schools series and has yet to receive any form of official home rerelease since its initial launch on the Sega Dreamcast.

The Rival Schools series features a team-based system where each player is required to select multiple characters to begin a match, but is only ever required to use one throughout any of its rounds. The original Rival Schools had teams of two, and Project Justice increased the count to a required three characters per team; similar to the gameplay changes made for Marvel vs Capcom 2 around the same time. Either player can swap characters between rounds regardless of winning or losing the previous round, though they can also instead opt to play all rounds with a single character if they so choose. The other two characters can perform various assist supers in the form of team-up attacks ("Two-Platon" in JP). Some Team-Ups will deal damage, while others can restore health, or refill the players' Guts Meter. New to Project Justice are Party-Up attacks ("Three-Platon" in JP), which will call both additional characters into the field to perform a far more powerful combination super at the cost of all 5 bars of the players' Guts Meter. The final major mechanic of the Rival Schools series is the Tardy Counter (Guts Counter in JP), which functions as an in-between fusion of Street Fighter Alpha 2's Alpha Counters and Street Fighter 3: Third Strike's Parries. By simply blocking any attack and pressing either any Heavy Attack command or inputting any Special or Super, the player will perform a type of Guard Cancel and immediately shift into attacking with whatever was input to activate the Tardy-Cancel at the cost of potentially taking extra damage should they get hit before the Tardy Canceled move connects.

Story

One year has passed since the events of Rival Schools: United by Fate, and things have gone back to normal in Aoharu City. Batsu Ichimonji, Hinata Wakaba, Kyosuke Kagami, and the rest of the various students had resumed their normal school lives. However, the fighters would soon find themselves getting involved in a new struggle.

Kurow Kirishima: a cold-hearted and ruthless ninja assassin from a mysterious group known only as the "Reverse Society" has his sight set on the Imawano family and plans to eliminate them and their allies so that he can prepare for the advancement of his own ambition to rule Japan. To this end, he attacks Raizo Imawano: the principal of Justice High and father to Batsu, so that he can easily put him out of commission and not have any interference. Secondly, he sends both his older sister Yurika Kirishima and his loyal subordinate Momo Karuizawa into the ranks of the fighters so that the two of them can cause tension and distrust between the fighters at each school. His third plot involves brainwashing Gedo gang leader Daigo Kazama so that he can order him into forcing his gang to attack various schools to cause even more tension to occur. Lastly, Kurow himself plans to destroy Batsu's reputation by disguising himself as Batsu's doppelganger (named Vatsu) so that he can attack the fighters from each school- framing Batsu for each assault in the process.

Batsu and his friends must fight back against the evil plot of Kurow and attempt to not let their friendship get destroyed by the conspiracy of a deadly ninja assassin.

Project Justice
(PJ)
PJ JP KeyArt.png
Version

Naomi, Dreamcast

Developers

Capcom

Publishers

Capcom
Virgin Interactive

Systems

Arcade
INT: 2000

Dreamcast
JP: December 17th, 2000
EU: April 13, 2001
NA: May 16th, 2001
Online Play

Rollback via Fightcade

Player Resources

JP Wiki: Link
Justice G.G.: Link
PJGG Backup: Archive
Official Site: Archive

Community Channels

Discord Server


Wiki Roadmap

65% complete


In Progress / Completed To-do

Completed:

  • All Character pages have now been updated to the new format! All Character Frame-Data/Movelists updates are also complete!
    • While there is still work to do, the information in the old pages are now surpassed. A number of characters are still missing basic writeups on lore/general gameplay, as well as pro-con details, but this information was either also lacking on the old pages, or are new features to this format altogether. See Hinata for an example of a fleshed-out and completed main page.
    • Refer to per-character progress bars to see what each individual character needs done from here!



In-Progress:

  • A number of characters still need basic lore/gameplay introductions, as well as pro-con lists.
  • Some characters, namely Powered Akira, Edge, and Kurow for example would benefit greatly from having some short videos made for the frame-data pages to more clearly demonstrate their unique special moves. I.e. Powered Akirs Stance routes or Edges projectile followups.
    • All of these routes are already complete and described on their Movelists, but more resources would simply improve clarity in understanding these more complex characters.


  • More detailed writeups on combo routes with embedded videos to compliment each; making explaining distance/reach requirements in-air less strenuous.
  • Strategy and Matchup pages per-character are still blank. These (preferably) should be filled out by character specialists.