m (typos) |
(edited existing moves to include the new hit-count and meter-use values.) |
||
Line 32: | Line 32: | ||
{{ComboData | {{ComboData | ||
|image=PJ_batsu_Combo1.mp4 | |image=PJ_batsu_Combo1.mp4 | ||
|caption= | |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= | |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= | |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= | |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= | |caption= | ||
|name=Low variation | |name=Low variation | ||
|data= | |data= | ||
Line 90: | Line 98: | ||
|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= | |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


-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 | 7 | 0 | - | ||
If you can end with Guts Upper ( |
Notation | |||||
---|---|---|---|---|---|
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | |||||
Damage | Hits | Meter Use | Stun | ||
51 | 6 | 0 | - | ||
Different ender with slightly different timing/potential for resetarting pressure. |
Notation | |||||
---|---|---|---|---|---|
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | |||||
Damage | Hits | Meter Use | Stun | ||
62 | 9 | 1 | - | ||
Since you use |
Notation | |||||
---|---|---|---|---|---|
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | |||||
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 |
Notation | |||||
---|---|---|---|---|---|
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | |||||
Damage | Hits | Meter Use | Stun | ||
61 | 9 | 1 | - | ||
Another Low starter! |
Medium
Notation | |||||
---|---|---|---|---|---|
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | |||||
Damage | Hits | Meter Use | Stun | ||
61 | 8 | 0 | - | ||
3![]() 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 3 ![]() ![]() ![]() ![]() ![]() |
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)