Project Justice/Batsu/Combos: Difference between revisions

From SuperCombo Wiki
(Placed batsu combo vid into combo template here to make sure it would format well with the collapsible content. Cool stuff!)
(Added 5 more batsu combo videos. I love this template..........)
Line 39: Line 39:
  |Damage=55
  |Damage=55
  |Stun=
  |Stun=
  |Description=Combos ending with '''Guts Upper''' ({{dp}}{{hp}}) can extend into many other routes! Get the basics down first!
  |Description=If you can end with '''Guts Upper''' ({{dp}}{{hp}}), extending into super instead later is a breeze! Get the basics down first!
  }}
  }}
}}<br>
}}<br>
 
<div class="mw-collapsible-content">
 
{{ComboData
|image=PJ_batsu_Combo2.mp4
|caption=6-hits
|name=CMC Ender
|data=
{{ComboData-PJ
|Notation= {{lk}} {{---}} {{d}} {{hp}} {{---}} {{f}} {{hp}} {{---}} {{qcb}} {{hk}}
|Damage=51
|Stun=
|Description=Keeps you a little closer at the end; ready to dash back up and apply pressure even if they tech!
}}
}}<br>
<div class="mw-collapsible-content">
{{ComboData
|image=PJ_batsu_Combo3.mp4
|caption=9-hits
|name=Max Guts Bullet!
|data=
{{ComboData-PJ
|Notation= {{lp}} {{lp}} {{---}} {{d}} {{hp}} {{---}} {{f}} {{hp}} {{---}} {{qcf}} {{qcf}} {{p}}
|Damage=62
|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
|image=PJ_batsu_Combo4.mp4
|caption=8-hits
|name=Low into Max Bullet!
|data=
{{ComboData-PJ
|Notation= {{d}} {{lk}} {{---}} {{hp}} {{---}} {{f}} {{hp}} {{---}} {{qcf}} {{qcf}} {{p}}
|Damage=62
|Stun=
|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>
<div class="mw-collapsible-content">
{{ComboData
|image=PJ_batsu_Combo5.mp4
|caption=9-hits
|name=Low variation
|data=
{{ComboData-PJ
|Notation= {{d}} {{lp}} {{---}} {{lp}} {{hp}} {{---}} {{f}} {{hp}} {{---}} {{qcf}} {{qcf}} {{p}}
|Damage=61
|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>
</div></div>
}}
}}
Line 55: Line 107:
<br>
<br>


(placeholder)
<div class="mw-collapsible-content">
{{ComboData
|image=PJ_batsu_Combo6.mp4
|caption=8-hits
|name=Mini-Launch!
|data=
{{ComboData-PJ
|Notation= {{lk}} {{---}} {{d}} {{hp}} {{---}} {{df}} {{hk}} {{---}} {{u}} {{---}} {{lp}} {{lp}} {{hp}} {{hk}} {{---}} (Air) {{f}} {{hp}}
|Damage=61
|Stun=
|Description=3{{hk}} is Batsus go-to launch mid-combo. Same damage as ender with super 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>


</div></div>
</div></div>

Revision as of 23:24, 16 September 2021

Click 'Expand' on each categories box to unroll their combos!
PJ Batsu Face.png
PJ Batsu Face.png



-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 ---.png Heavy Normal ---.png Heavy Command Normal)

(Lp.png or Lk.png ---.png Hp.png or Hk.png ---.png 6Hp.png / 3Hk.png / 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


Batsu Basics
Notation
Lp.png Lk.png Hk.png ---.png F.png Hp.png ---.png Dp.png Hp.png
Damage Hits Meter Use Stun
55 - - -

If you can end with Guts Upper (Dp.pngHp.png), extending into super instead later is a breeze! Get the basics down first!


CMC Ender
Notation
Lk.png ---.png D.png Hp.png ---.png F.png Hp.png ---.png Qcb.png Hk.png
Damage Hits Meter Use Stun
51 - - -

Keeps you a little closer at the end; ready to dash back up and apply pressure even if they tech!


Max Guts Bullet!
Notation
Lp.png Lp.png ---.png D.png Hp.png ---.png F.png Hp.png ---.png Qcf.png Qcf.png P.png
Damage Hits Meter Use Stun
62 - - -

Since you use F.pngHp.png just before the super, sometimes you'll accidentally do Dp.pngHp.png 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.


Low into Max Bullet!
Notation
D.png Lk.png ---.png Hp.png ---.png F.png Hp.png ---.png Qcf.png Qcf.png P.png
Damage Hits Meter Use Stun
62 - - -

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.pngHp.png Guts Upper instead. It's still damage and true so long as it lands!


Low variation
Notation
D.png Lp.png ---.png Lp.png Hp.png ---.png F.png Hp.png ---.png Qcf.png Qcf.png P.png
Damage Hits Meter Use Stun
61 - - -

Another Low starter!


Onto Medium Combos!

Medium


Mini-Launch!
Notation
Lk.png ---.png D.png Hp.png ---.png Df.png Hk.png ---.png U.png ---.png Lp.png Lp.png Hp.png Hk.png ---.png (Air) F.png Hp.png
Damage Hits Meter Use Stun
61 - - -
3Hk.png is Batsus go-to launch mid-combo. Same damage as ender with super with none of the meter expense!

NOTE!

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 3Hk.png, you can do Lp.pngLk.png instead, but it does less damage then Lp.pngLp.png!


Difficult


(placeholder)


Advanced


(placeholder)



(Grabbed from Batsus main page for now until combos can be expanded upon and categorized)


Lp.png Lk.png Hk.png ---.png F.png Hp.png ---.png Dp.png Hp.png

Lk.png ---.png D.png Hp.png ---.png F.png Hp.png ---.png Qcb.png Hk.png

Lp.png Lp.png ---.png D.png Hp.png ---.png F.png Hp.png ---.png Qcf.png Qcf.png P.png

D.png Lk.png ---.png Hp.png ---.png F.png Hp.png ---.png Qcf.png Qcf.png P.png

D.png Lp.png ---.png Lp.png Hp.png ---.png F.png Hp.png ---.png Qcf.png Qcf.png P.png

Lk.png ---.png D.png Hp.png ---.png Df.png Hk.png ---.png U.png ---.png Lp.png Lp.png Hp.png Hk.png ---.png (Air) F.png Hp.png

D.png Lk.png ---.png Hp.png ---.png Df.png Hk.png ---.png U.png ---.png Lp.png Lp.png Hp.png Hk.png ---.png (Air) Qcf.png Qcf.png P.png

Df.png Hp.png ---.png U.png ---.png Hp.png ---.png Lp.png Lp.png ---.png Hp.png ---.png Lp.png Lp.png ---.png Hp.png ---.png Lp.png Lp.png ---.png Lk.png Lk.png ---.png (Air) Qcf.png Qcf.png P.png

Qcb.png Qcb.png P.png ---.png U.png ---.png Lp.png Lp.png Hp.png ---.png Lp.png Lp.png Hp.png ---.png Lp.png Lp.png Hp.png ---.png (Air) F.png Hk.png

Qcb.png Qcb.png P.png ---.png U.png ---.png Hp.png ---.png Lp.png Lp.png ---.png Hp.png ---.png Lp.png Lp.png ---.png Lk.png Lk.png ---.png (Air) Qcf.png Qcf.png P.png

Climactic Scoop (Ran's Team Up Technique) ---.png D.png U.png ---.png Lk.png Hp.png Hk.png ---.png (Air) Qcf.png Qcf.png P.png

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