Project Justice/Batsu/Combos: Difference between revisions

From SuperCombo Wiki
m (typos)
(edited existing moves to include the new hit-count and meter-use values.)
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{{ComboData
{{ComboData
|image=PJ_batsu_Combo1.mp4
|image=PJ_batsu_Combo1.mp4
|caption=7-hits
|caption=
|name=Batsu Basics
|name=Batsu Basics
|data=
|data=
Line 38: Line 38:
  |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=
  |Stun=
  |Description=If you can end with '''Guts Upper''' ({{dp}}{{hp}}), extending into super instead later is a breeze! 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!
Line 45: Line 47:
{{ComboData
{{ComboData
|image=PJ_batsu_Combo2.mp4
|image=PJ_batsu_Combo2.mp4
|caption=6-hits
|caption=
|name=CMC Ender
|name=CMC Ender
|data=
|data=
Line 51: Line 53:
  |Notation= {{lk}} {{---}} {{d}} {{hp}} {{---}} {{f}} {{hp}} {{---}} {{qcb}} {{hk}}
  |Notation= {{lk}} {{---}} {{d}} {{hp}} {{---}} {{f}} {{hp}} {{---}} {{qcb}} {{hk}}
  |Damage=51
  |Damage=51
|Hits=6
|Meter Use=0
  |Stun=
  |Stun=
  |Description=Different ender with slightly different timing/potential for resetarting pressure.
  |Description=Different ender with slightly different timing/potential for resetarting pressure.
Line 58: Line 62:
{{ComboData
{{ComboData
|image=PJ_batsu_Combo3.mp4
|image=PJ_batsu_Combo3.mp4
|caption=9-hits
|caption=
|name=Max Guts Bullet!
|name=Max Guts Bullet!
|data=
|data=
Line 64: Line 68:
  |Notation= {{lp}} {{lp}} {{---}} {{d}} {{hp}} {{---}} {{f}} {{hp}} {{---}} {{qcf}} {{qcf}} {{p}}
  |Notation= {{lp}} {{lp}} {{---}} {{d}} {{hp}} {{---}} {{f}} {{hp}} {{---}} {{qcf}} {{qcf}} {{p}}
  |Damage=62
  |Damage=62
|Hits=9
|Meter Use=1
  |Stun=
  |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.
  |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.
Line 71: Line 77:
{{ComboData
{{ComboData
|image=PJ_batsu_Combo4.mp4
|image=PJ_batsu_Combo4.mp4
|caption=8-hits
|caption=
|name=Low into Max Bullet!
|name=Low into Max Bullet!
|data=
|data=
Line 77: Line 83:
  |Notation= {{d}} {{lk}} {{---}} {{hp}} {{---}} {{f}} {{hp}} {{---}} {{qcf}} {{qcf}} {{p}}
  |Notation= {{d}} {{lk}} {{---}} {{hp}} {{---}} {{f}} {{hp}} {{---}} {{qcf}} {{qcf}} {{p}}
  |Damage=62
  |Damage=62
|Hits=8
|Meter Use=1
  |Stun=
  |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!
  |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!
Line 84: Line 92:
{{ComboData
{{ComboData
|image=PJ_batsu_Combo5.mp4
|image=PJ_batsu_Combo5.mp4
|caption=9-hits
|caption=
|name=Low variation
|name=Low variation
|data=
|data=
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  |Notation= {{d}} {{lp}} {{---}} {{lp}} {{hp}} {{---}} {{f}} {{hp}} {{---}} {{qcf}} {{qcf}} {{p}}
  |Notation= {{d}} {{lp}} {{---}} {{lp}} {{hp}} {{---}} {{f}} {{hp}} {{---}} {{qcf}} {{qcf}} {{p}}
  |Damage=61
  |Damage=61
|Hits=9
|Meter Use=1
  |Stun=
  |Stun=
  |Description=Another Low starter!
  |Description=Another Low starter!
Line 110: Line 120:
{{ComboData
{{ComboData
|image=PJ_batsu_Combo6.mp4
|image=PJ_batsu_Combo6.mp4
|caption=8-hits
|caption=
|name=Mini-Launch!
|name=Mini-Launch!
|data=
|data=
Line 116: Line 126:
  |Notation= {{lk}} {{---}} {{d}} {{hp}} {{---}} {{df}} {{hk}} {{---}} {{u}} {{---}} {{lp}} {{lp}} {{hp}} {{hk}} {{---}} (Air) {{f}} {{hp}}
  |Notation= {{lk}} {{---}} {{d}} {{hp}} {{---}} {{df}} {{hk}} {{---}} {{u}} {{---}} {{lp}} {{lp}} {{hp}} {{hk}} {{---}} (Air) {{f}} {{hp}}
  |Damage=61
  |Damage=61
|Hits=8
|Meter Use=0
  |Stun=
  |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}}!
  |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}}!

Revision as of 15:06, 17 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 7 0 -

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 6 0 -

Different ender with slightly different timing/potential for resetarting pressure.


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 9 1 -

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 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 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 9 1 -

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 8 0 -
3Hk.png is Batsus go-to launch mid-combo. Same damage as ending with super, but 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

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