(Formatting and basic explanation complete! Need to film old written combos and organize a format for display + explanation.) |
(Placed batsu combo vid into combo template here to make sure it would format well with the collapsible content. Cool stuff!) |
||
Line 30: | Line 30: | ||
<br> | <br> | ||
( | {{ComboData | ||
|image=PJ_batsu_Combo1.mp4 | |||
|caption=7-hits | |||
|name=Batsu Basics | |||
|data= | |||
{{ComboData-PJ | |||
|Notation= {{lp}} {{lk}} {{hk}} {{---}} {{f}} {{hp}} {{---}} {{dp}} {{hp}} | |||
|Damage=55 | |||
|Stun= | |||
|Description=Combos ending with '''Guts Upper''' ({{dp}}{{hp}}) can extend into many other routes! Get the basics down first! | |||
}} | |||
}}<br> | |||
</div></div> | </div></div> |
Revision as of 21:51, 16 September 2021


-Select from below to jump to each section-
| Easy | Medium | Difficult | Advanced |
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!
Easy
Notation | |||||
---|---|---|---|---|---|
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | |||||
Damage | Hits | Meter Use | Stun | ||
55 | - | - | - | ||
Combos ending with Guts Upper ( |
Medium
(placeholder)
Difficult
(placeholder)
Advanced
(placeholder)
(Grabbed from Batsus main page for now until combos can be expanded upon and categorized)
(Air)
(Air)
(Air)
(Air)
(Air)
Climactic Scoop (Ran's Team Up Technique)
(Air)