(Placed batsu combo vid into combo template here to make sure it would format well with the collapsible content. Cool stuff!) |
m (→Unrecorded) |
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<div class="srkbox" style="image-align: left; text-align: center; padding-left: 120px; padding-right:120px;"> | <div class="srkbox" style="image-align: left; text-align: center; padding-left: 120px; padding-right:120px;"> | ||
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<span style="font-size:1.2em;"> | <span style="font-size:1.2em;"> | ||
-Select from below to jump to each section- | -Select from below to jump to each section- | ||
[[Image:PJ_Batsu_Face.png|center|50px|link=]] | |||
| [[#Easy| Easy]] | [[#Medium| Medium]] | [[#Difficult| Difficult]] | [[#Advanced| Advanced]] | [[#Unrecorded| Unrecorded]] |</span> | |||
<br> | <br> | ||
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</div> | </div> | ||
---- | |||
<br> | |||
<center>{{FDMiniGlossary-PJ}}{{AcronymMiniGlossary-PJ}}</center> | |||
<br> | |||
---- | ---- | ||
==Easy== | ==Easy== | ||
{{ComboData | {{ComboData | ||
| | |video=PJ_batsu_Combo1.mp4 | ||
|caption= | |caption= | ||
|name=Batsu Basics | |name=Batsu Basics | ||
|data= | |data= | ||
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|Notation= {{lp}} {{lk}} {{hk}} {{---}} {{f}} {{hp}} {{---}} {{dp}} {{hp}} | |Notation= {{lp}} {{lk}} {{hk}} {{---}} {{f}} {{hp}} {{---}} {{dp}} {{hp}} | ||
|Damage=55 | |Damage=55 | ||
|Hits=7 | |||
|Meter Use=0 | |||
|Stun= | |||
|Description=If you can end with '''Guts Upper''' ({{dp}}{{hp}}), extending into super instead later is a breeze! Get the basics down first! | |||
}} | |||
}}<br> | |||
<div class="mw-collapsible-content"> | |||
{{ComboData | |||
|video=PJ_batsu_Combo2.mp4 | |||
|caption= | |||
|name=CMC Ender | |||
|data= | |||
{{ComboData-PJ | |||
|Notation= {{lk}} {{---}} {{d}} {{hp}} {{---}} {{f}} {{hp}} {{---}} {{qcb}} {{hk}} | |||
|Damage=51 | |||
|Hits=6 | |||
|Meter Use=0 | |||
|Stun= | |||
|Description=Different ender with slightly different timing/potential for resetarting pressure. | |||
}} | |||
}}<br> | |||
<div class="mw-collapsible-content"> | |||
{{ComboData | |||
|video=PJ_batsu_Combo3.mp4 | |||
|caption= | |||
|name=Max Guts Bullet! | |||
|data= | |||
{{ComboData-PJ | |||
|Notation= {{lp}} {{lp}} {{---}} {{d}} {{hp}} {{---}} {{f}} {{hp}} {{---}} {{qcf}} {{qcf}} {{p}} | |||
|Damage=62 | |||
|Hits=9 | |||
|Meter Use=1 | |||
|Stun= | |||
|Description=Since you use {{f}}{{hp}} just before the super, sometimes you'll accidentally do {{dp}}{{hp}} '''Guts Upper''' instead. You '''''want''''' the super, but just so long as you don't drop it and they block either the super or guts upper, you'll just safely reset like the 1st combo in the list does. | |||
}} | |||
}}<br> | |||
<div class="mw-collapsible-content"> | |||
{{ComboData | |||
|video=PJ_batsu_Combo4.mp4 | |||
|caption= | |||
|name=Low into Max Bullet! | |||
|data= | |||
{{ComboData-PJ | |||
|Notation= {{d}} {{lk}} {{---}} {{hp}} {{---}} {{f}} {{hp}} {{---}} {{qcf}} {{qcf}} {{p}} | |||
|Damage=62 | |||
|Hits=8 | |||
|Meter Use=1 | |||
|Stun= | |Stun= | ||
|Description= | |Description=Let's mix in a Low starter! Good overheads are few and far between in PJ, so quickly switching between mid-low when restarting pressure is a must. Again, don't stress too much if you get {{dp}}{{hp}} '''Guts Upper''' instead. It's still damage and true so long as it lands! | ||
}} | }} | ||
}}<br> | }}<br> | ||
<div class="mw-collapsible-content"> | |||
{{ComboData | |||
|video=PJ_batsu_Combo5.mp4 | |||
|caption= | |||
|name=Low variation | |||
|data= | |||
{{ComboData-PJ | |||
|Notation= {{d}} {{lp}} {{---}} {{lp}} {{hp}} {{---}} {{f}} {{hp}} {{---}} {{qcf}} {{qcf}} {{p}} | |||
|Damage=61 | |||
|Hits=9 | |||
|Meter Use=1 | |||
|Stun= | |||
|Description=Another Low starter! | |||
}} | |||
}}<br> | |||
<div class="mw-collapsible-content"> | |||
<center><span style="font-size: 1.2em; text-decoration: underline;">Onto [[#Medium| Medium]] Combos!</span></center> | |||
</div></div> | |||
---- | ---- | ||
==Medium== | ==Medium== | ||
<div class="mw-collapsible-content"> | <div class="mw-collapsible-content"> | ||
<br> | {{ComboData | ||
|video=PJ_batsu_Combo6.mp4 | |||
|caption= | |||
|name=Mini-Launch! | |||
|data= | |||
{{ComboData-PJ | |||
|Notation= {{lk}} {{---}} {{d}} {{hp}} {{---}} {{df}} {{hk}} {{---}} {{u}} {{---}} {{lp}} {{lp}} {{hp}} {{hk}} {{---}} (Air) {{f}} {{hp}} | |||
|Damage=61 | |||
|Hits=8 | |||
|Meter Use=0 | |||
|Stun= | |||
|Description=3{{hk}} is Batsus go-to launch mid-combo. Same damage as ending with super, but with none of the meter expense!<br><br><center><span style="font-size: 1.2em; text-decoration: underline;">NOTE!</span></center><br>1.) It's possible to start the air combo '''''TOO LOW''''', causing the later Heavy attacks to miss! Wait just a minute before you start the combo- make sure you're high enough and positioned correctly!<br><br>2.) After 3{{hk}}, you can do {{lp}}{{lk}} instead, but it does less damage then {{lp}}{{lp}}! | |||
}} | |||
}}<br> | |||
---- | ---- | ||
==Difficult== | ==Difficult== | ||
(placeholder) | (placeholder) | ||
---- | ---- | ||
==Advanced== | ==Advanced== | ||
(placeholder) | (placeholder) | ||
---- | ---- | ||
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(Grabbed from Batsus main page for now until combos can be expanded upon and categorized) | (Grabbed from Batsus main page for now until combos can be expanded upon and categorized) | ||
<br> | |||
==Unrecorded== | |||
<br> | <br> | ||
{{ | {{hp}} {{---}} {{f}} {{hp}} {{---}} {{qcf}} {{qcf}} {{p}} | ||
{{ | {{hp}} {{---}} {{f}} {{hp}} {{---}} {{u}} {{---}} {{lp}} {{lp}} {{hp}} {{hk}} {{---}} (Air) {{qcf}} {{qcf}} {{p}} | ||
{{lk}} {{---}} {{d}} {{hp}} {{---}} {{df}} {{hk}} {{---}} {{u}} {{---}} {{lp}} {{lp}} {{hp}} {{hk}} {{---}} (Air) {{f}} {{hp}} | {{lk}} {{---}} {{d}} {{hp}} {{---}} {{df}} {{hk}} {{---}} {{u}} {{---}} {{lp}} {{lp}} {{hp}} {{hk}} {{---}} (Air) {{f}} {{hp}} | ||
{{d}} {{lk}} {{---}} {{hp}} {{---}} {{df}} {{hk}} {{---}} {{u}} {{---}} {{ | {{d}} {{lk}} {{---}} {{hp}} {{---}} {{df}} {{hk}} {{---}} {{u}} {{---}} {{lk}} {{lk}} {{hp}} {{hk}} {{---}} (Air) {{qcf}} {{qcf}} {{p}} | ||
{{df}} {{hp}} {{---}} {{u}} {{---}} {{hp}} {{---}} {{lp}} {{lp}} {{---}} {{hp}} {{---}} {{lp}} {{lp}} {{---}} {{hp}} {{---}} {{lp}} {{lp}} {{---}} {{lk}} {{lk}} {{---}} (Air) {{qcf}} {{qcf}} {{p}} | {{df}} {{hp}} {{---}} {{u}} {{---}} {{hp}} {{---}} {{lp}} {{lp}} {{---}} {{hp}} {{---}} {{lp}} {{lp}} {{---}} {{hp}} {{---}} {{lp}} {{lp}} {{---}} {{lk}} {{lk}} {{---}} (Air) {{qcf}} {{qcf}} {{p}} | ||
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Climactic Scoop (Ran's Team Up Technique) {{---}} {{d}} {{u}} {{---}} {{lk}} {{hp}} {{hk}} {{---}} (Air) {{qcf}} {{qcf}} {{p}} | Climactic Scoop (Ran's Team Up Technique) {{---}} {{d}} {{u}} {{---}} {{lk}} {{hp}} {{hk}} {{---}} (Air) {{qcf}} {{qcf}} {{p}} | ||
{{Project Justice}} | {{Project Justice}} | ||
[[Category: Project Justice]] | [[Category: Project Justice]] | ||
[[Category: Batsu Ichimonji]] | [[Category: Batsu Ichimonji]] |
Latest revision as of 00:13, 24 January 2025
-Select from below to jump to each section-

| Easy | Medium | Difficult | Advanced | Unrecorded |
About "Textbook" Combos:
Project Justice features a "Textbook" Combo system- also known as "Nekketsu" (Hot-Blooded) Combos in the Japanese version. Textbook Combos function similarly to Chain Combos or Magic-Series Combos present in games like Marvel vs Capcom 2 and Vampire Savior, where combos can be easily executed by inputting attacks in order from weakest to strongest:
(Light Normal Heavy Normal
Heavy Command Normal)
( or
or
6
/ 3
/ Etc.)
However! Combos in Project Justice can be more intricate and complex- extending beyond the simple built-in strings provided by Textbook Combos. Most combos will begin with Textbook combos, however, so it's good to be familiar with the concept beforehand! Study up below!
PJ Frame Data Glossary | |
---|---|
Damage |
Attack damage on hit in terms of life points. Each attack/move may deal a specific amount of damage per interaction. |
Startup |
After inputting a command: The total number of frames of animation a move must first cycle through before it can begin dealing damage- i.e. "become Active". |
Active |
After Startup: The total number of frames a move is able to hit an opponent if it collides with them. The window where an attack, on hit, will deal damage. |
Recovery |
After Active: The total number of frames that must complete before a character reverts to their default/neutral stance. |
Guard |
The direction in which the Attack/Move must be blocked.
|
Special Properties |
Denotes any Special Properties that an Attack/Move applies to the opponent on-hit.
|
Launcher Type |
Denotes the type of Launch:
|
Hit Advantage |
Upon successfully connecting an Attack: The difference in the number of frames between when both characters will return to neutral stance after an attack has successfully hit.
|
Guard Advantage |
Upon blocking an Attack: The difference in the number of frames between when both characters will return to neutral stance after an attack has successfully been blocked
|
PJ Acronym Glossary | |
---|---|
BV |
"Burning Vigor" Attacks. Project Justices' nickname for traditional "Super" moves. |
JS | |
WBO |
While Behind Opponent. |
WBT |
While Back Turned. (Turned around/Not facing the opponent) |
WR |
While Running. |
OTG |
"Off the Ground". i.e: An attack or technique that lifts the opponent up and out of a Knockdown state. May be used in or to make true combos, even if the combo-counter/hit-count reads otherwise. |
Letter & Number Notation |
(
|
Easy
Notation | |||||
---|---|---|---|---|---|
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | |||||
Damage | Hits | Meter Use | Stun | ||
55 | 7 | 0 | - | ||
If you can end with Guts Upper ( |
Notation | |||||
---|---|---|---|---|---|
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | |||||
Damage | Hits | Meter Use | Stun | ||
51 | 6 | 0 | - | ||
Different ender with slightly different timing/potential for resetarting pressure. |
Notation | |||||
---|---|---|---|---|---|
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | |||||
Damage | Hits | Meter Use | Stun | ||
62 | 9 | 1 | - | ||
Since you use |
Notation | |||||
---|---|---|---|---|---|
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | |||||
Damage | Hits | Meter Use | Stun | ||
62 | 8 | 1 | - | ||
Let's mix in a Low starter! Good overheads are few and far between in PJ, so quickly switching between mid-low when restarting pressure is a must. Again, don't stress too much if you get |
Notation | |||||
---|---|---|---|---|---|
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | |||||
Damage | Hits | Meter Use | Stun | ||
61 | 9 | 1 | - | ||
Another Low starter! |
Medium
Notation | |||||
---|---|---|---|---|---|
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | |||||
Damage | Hits | Meter Use | Stun | ||
61 | 8 | 0 | - | ||
3![]() 1.) It's possible to start the air combo TOO LOW, causing the later Heavy attacks to miss! Wait just a minute before you start the combo- make sure you're high enough and positioned correctly! 2.) After 3 ![]() ![]() ![]() ![]() ![]() |
Difficult
(placeholder)
Advanced
(placeholder)
(Grabbed from Batsus main page for now until combos can be expanded upon and categorized)
Unrecorded
(Air)
(Air)
(Air)
(Air)
(Air)
(Air)
Climactic Scoop (Ran's Team Up Technique)
(Air)