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-Select from below to jump to each section- | -Select from below to jump to each section- | ||
[[Image:PJ_Kyoko_Face.png|center|50px|link=]] | |||
| [[#Easy| Easy]] | [[#Medium| Medium]] | [[#Difficult| Difficult]] | [[#Advanced| Advanced]] | [[#Unrecorded| Unrecorded]] |</span> | |||
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<span style="font-size:1.2em;">About "Textbook" Combos:</span> | |||
[[ | '''''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/System| Marvel vs Capcom 2]] and [[Vampire_Savior_(Darkstalkers_3)| Vampire Savior]], where combos can be easily executed by inputting attacks in order from weakest to strongest:<br><br>(Light Normal {{ --- }} Heavy Normal {{ --- }} Heavy Command Normal)<br><br>({{lp}} or {{lk}} {{ --- }} {{hp}} or {{hk}} {{ --- }} 6{{hp}} / 3{{hk}} / Etc.)<br><br><span style="text-decoration: underline;">'''''However!'''''</span> 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! | ||
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== | ==Easy== | ||
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== | ==Medium== | ||
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==Difficult== | |||
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==Advanced== | |||
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(Grabbed from Kyokos main page for now until combos can be expanded upon and categorized) | |||
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==Unrecorded== | |||
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{{lp}} {{lp}} {{hp}} {{hk}} {{---}} {{qcb}} {{qcb}} {{k}} | |||
{{lp}} {{lp}} {{hp}} {{hk}} {{---}} {{dp}} {{k}} {{---}} {{u}} {{---}} {{lk}} {{lk}} {{hp}} {{hk}} {{---}} (Air) {{qcb}} {{k}} {{---}} {{qcb}} {{k}} {{---}} {{qcb}} {{k}} | |||
__NOTOC__ | __NOTOC__ |
Latest revision as of 23:31, 22 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 | |
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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 | |
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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
(placeholder)
Medium
(placeholder)
Difficult
(placeholder)
Advanced
(placeholder)
(Grabbed from Kyokos main page for now until combos can be expanded upon and categorized)
Unrecorded
(Air)