Project Justice/FAQ: Difference between revisions

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==Gameplay==
==Gameplay==
'''I can't do any combos!'''
'''How do combos work in this game?'''


For all characters the general flow of combos is Light->Heavy->Command Heavy->Special or Super.
Combos are based primarily around the Textbook Combo chain system, as well as Marvel-style air combos.  


Though the routes for each character differ, as long as you remember this you can practice with any character.
Specific chain routes differ depending on the character, but for all characters the general flow of combos is Light > Heavy > Command Heavy > Special/Super.


There's actually quite a bit of input leniency when compared to other games, so just do it slowly and you should be fine.
There's actually quite a bit of input leniency when compared to other games, so just do it slowly and you should be fine.
'''I keep getting hit during my series!'''
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.


'''I keep getting rushed down and can't do anything!'''
'''I keep getting rushed down and can't do anything!'''


The opponents offense is based on their series, so see the previous question to beat it.
Rushdown in Project Justice can be very strong if you don't properly use your defensive options. Learning how to properly use your Tardy Counters will do wonders to make your opponent think twice about pressuring you. Remember that Tardy Counters are available in the air as well as on the ground! A very common answer to repeated jab pressure (used by characters like Roy and Kyoko) is to chicken block and Tardy Counter with an aerial command normal. A lot of pressure strings also aren't airtight, so you can use your Team-Up Techniques to blow through this pressure.
 
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.
 
'''I can't open them up!'''
 
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.
 
'''I can't get out of super jab pressure!'''


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.
'''How do I open people up?'''


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.
Truly threatening overheads in Project Justice are few and far between, so for the most part you'll be mixing people up with strike/throw or setting up left/right mixups after an some air combos. Also of note is that every character has access to a low throw which will throw crouching opponents and '''cannot''' be teched, which kind of makes this your universal overhead.


==Tiers==
==Tiers==

Revision as of 05:51, 25 August 2020

General

What kind of game is Project Justice?

Project Justice is a 3D fighting game that more or less plays like a 2D game. It's also quite unique, with a fast pace and sense of style not seen in any other fighting game. The game is pretty neutral-heavy, with a big focus on playing around strong universal defensive options with good movement and checking people with low-commitment attacks.

What characters do you recommend?

Kyosuke, Roberto, and Hideo are good starter characters. They're all characters with strong, simple gameplans that will help you get a feel for how the game flows.

Kyosuke has really good reach all around, while Roberto and Hideo have basic combos that are easy to do and result in high damage.

What partners do you recommend?

Edge, Roy, Chairperson, Hinata, Tiffany, Natsu, Kyoko, and Yurika.

The first two have fast Team-Up Attacks that are fairly safe on block, while the last six recover either health or meter for you (Chairperson recovers both).

Gameplay

How do combos work in this game?

Combos are based primarily around the Textbook Combo chain system, as well as Marvel-style air combos.

Specific chain routes differ depending on the character, but for all characters the general flow of combos is Light > Heavy > Command Heavy > Special/Super.

There's actually quite a bit of input leniency when compared to other games, so just do it slowly and you should be fine.

I keep getting rushed down and can't do anything!

Rushdown in Project Justice can be very strong if you don't properly use your defensive options. Learning how to properly use your Tardy Counters will do wonders to make your opponent think twice about pressuring you. Remember that Tardy Counters are available in the air as well as on the ground! A very common answer to repeated jab pressure (used by characters like Roy and Kyoko) is to chicken block and Tardy Counter with an aerial command normal. A lot of pressure strings also aren't airtight, so you can use your Team-Up Techniques to blow through this pressure.

How do I open people up?

Truly threatening overheads in Project Justice are few and far between, so for the most part you'll be mixing people up with strike/throw or setting up left/right mixups after an some air combos. Also of note is that every character has access to a low throw which will throw crouching opponents and cannot be teched, which kind of makes this your universal overhead.

Tiers

Class order is S -> E, same class is [Strong] -> [Weak]

Japanese Tier List

S: Roy, Kyoko, Hyo, Hideo
A: Hayato, Kurow, Kyosuke, Roberto, Yurika
B: Vatsu, Burning Batsu, Zaki, Batsu, Edge
C: Shoma, Hinata, Boman, Momo, Natsu, Tiffany, Akira = Powered Akira
D: Nagare, Daigo, Wild Daigo, Demon Hyo, Gan, Ran
E: Chairperson

Old Tier List

S: Roy, Kyoko, Hyo, Kurow, Hideo
A: Kyosuke, Roberto = Hayato, Yurika
B: Burning Batsu, Vatsu, Zaki, Edge, Batsu
C: Powered Akira, Momo, Shoma = Tiffany, Boman, Natsu
D: Nagare, Akira, Hinata = Ran, Demon Hyo, Daigo = Wild Daigo, Gan
E: Chairperson

Tech Support

How can I play online?

At the moment, there are two methods to netplay Project Justice:

  1. Via NullDC Netplay Launcher which is included on Fightcade 2
  2. Via NullDC BEAR

Both use the same emulator therefore performance is very similar. However, for the time being, only BEAR allows to spectate matches. Any ROMs and BIOS needed to play this way, you'd have to find on your own. Or check the resources channel on the Project Justice Discord.

Training mode? In order to have access to training mode, you need to emulate the Dreamcast version. An easy to set up emulator is Redream. For some reason, VMU editors don't work with Project Justice. Therefore, in order to have access to the whole roster without grinding story mode make sure you grab a hacked gdi ROM linked in the resources channel of the Project Justice Discord.

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