Bladetastic (talk | contribs) (→Easy) |
Bladetastic (talk | contribs) (→Medium) |
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<div class="mw-collapsible mw-collapsed" style="padding: 30px;"> | <div class="mw-collapsible mw-collapsed" style="padding: 30px;"> | ||
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<br> | |||
( | {{ComboData | ||
|youtube=https://www.youtube.com/watch?v=_jK9Sy-tT5Y | |||
|autoresize=false | |||
|dimensions=500 | |||
|caption=To space! | |||
|name=Rival Launcher combo | |||
|data= | |||
{{ComboData-PJ | |||
|Notation= {{df}} {{hp}} {{---}} {{u}} {{---}} {{hp}} {{---}} {{lk}} {{lk}} {{---}} {{hp}} {{---}} {{hk}} {{---}} (Air) {{qcf}} {{qcf}} {{P}} | |||
|Damage=74 | |||
|Hits=11 | |||
|Meter Use=1 | |||
|Stun= | |||
|Description=Time to learn the launcher combos! All of your light normals will link with any of your launchers ({{qcb}} {{K}}, {{df}} {{hp}} or {{d}} {{hp}}). Make sure to delay your jump slightly to be able to land the entire air combo.<br><br>The meterless variant is (Air) {{f}} {{hk}} instead of (Air) {{qcf}} {{qcf}} {{P}} . | |||
}} | |||
}}<br> | |||
<div class="mw-collapsible-content"> | |||
{{ComboData | |||
|youtube=https://www.youtube.com/watch?v=o-7zOpoRnbk | |||
|autoresize=false | |||
|dimensions=500 | |||
|caption=Let's get some fresh air. | |||
|name=Mini Rival Launcher combo | |||
|data= | |||
{{ComboData-PJ | |||
|Notation= {{d}} {{lk}} {{---}} {{d}} {{hp}} {{---}} {{u}} {{---}} {{lk}} {{lk}} {{---}} {{hp}} {{---}} {{hk}} {{---}} {{f}} {{hk}} | |||
|Damage=45 | |||
|Hits=9 | |||
|Meter Use=0 | |||
|Stun= | |||
|Description=Since the Mini Rival Launchers doesn't go as high as the regular one, the air combo has to be slightly different or it will drop.<br><br>The ender is still interchangeable between (Air) {{f}} {{hk}} or (Air) {{qcf}} {{qcf}} {{P}}. | |||
}} | |||
}}<br> | |||
<div class="mw-collapsible-content"> | |||
{{ComboData | |||
|youtube=https://www.youtube.com/watch?v=YQJAKN4wCxc | |||
|autoresize=false | |||
|dimensions=500 | |||
|caption=Alley-oop! | |||
|name=Hitgrab Launcher | |||
|data= | |||
{{ComboData-PJ | |||
|Notation= {{qcb}} {{k}} {{---}} {{u}} {{---}} {{lk}} {{lk}} {{---}} {{hp}} {{---}} {{hk}} {{---}} (Air) {{f}} {{hk}} | |||
|Damage=61 | |||
|Hits=6 | |||
|Meter Use=0 | |||
|Stun= | |||
|Description=Another launcher!? This is your ideal choice as a Tardy Cancel since the grab has better range than her launchers.<br><br>Once again, the ender can be swapped as mentioned before. | |||
}} | |||
}}<br> | |||
</div></div> | </div></div> |
Revision as of 23:14, 15 October 2021


-Select from below to jump to each section-
| Easy | Medium | Difficult | Advanced | Unrecorded |
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!
PJ Frame Data Glossary | |
---|---|
Damage |
Attack damage on hit in terms of life points. Each attack/move may deal a specific amount of damage per interaction. |
Startup |
After inputting a command: The total number of frames of animation a move must first cycle through before it can begin dealing damage- i.e. "become Active". |
Active |
After Startup: The total number of frames a move is able to hit an opponent if it collides with them. The window where an attack, on hit, will deal damage. |
Recovery |
After Active: The total number of frames that must complete before a character reverts to their default/neutral stance. |
Guard |
The direction in which the Attack/Move must be blocked.
|
Special Properties |
Denotes any Special Properties that an Attack/Move applies to the opponent on-hit.
|
Launcher Type |
Denotes the type of Launch:
|
Hit Advantage |
Upon successfully connecting an Attack: The difference in the number of frames between when both characters will return to neutral stance after an attack has successfully hit.
|
Guard Advantage |
Upon blocking an Attack: The difference in the number of frames between when both characters will return to neutral stance after an attack has successfully been blocked
|
PJ Acronym Glossary | |
---|---|
BV |
"Burning Vigor" Attacks. Project Justices' nickname for traditional "Super" moves. |
JS | |
WBO |
While Behind Opponent. |
WBT |
While Back Turned. (Turned around/Not facing the opponent) |
WR |
While Running. |
OTG |
"Off the Ground". i.e: An attack or technique that lifts the opponent up and out of a Knockdown state. May be used in or to make true combos, even if the combo-counter/hit-count reads otherwise. |
Letter & Number Notation |
(
|
Easy
Notation | |||||
---|---|---|---|---|---|
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | |||||
Damage | Hits | Meter Use | Stun | ||
30 | 4 | 0 | - | ||
Basic hitconfirm into sweep followed up with her |
Notation | |||||
---|---|---|---|---|---|
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | |||||
Damage | Hits | Meter Use | Stun | ||
46 | 6 | 0 | - | ||
A low starter ending with Akira's Senshubu rekka. Best to stick to the basics first to get a grasp on Akira's playstyle. |
Notation | |||||
---|---|---|---|---|---|
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | |||||
Damage | Hits | Meter Use | Stun | ||
60 | 10 | 1 | - | ||
Let's end with a super this time! Learning to switch between mids and lows are crucial, especially for a character like Akira. If you don't have the meter or you're simply not willing to use it, replace the super with the rekka ender like in the video above. |
Medium
Notation | |||||
---|---|---|---|---|---|
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | |||||
Damage | Hits | Meter Use | Stun | ||
74 | 11 | 1 | - | ||
Time to learn the launcher combos! All of your light normals will link with any of your launchers ( |
Notation | |||||
---|---|---|---|---|---|
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | |||||
Damage | Hits | Meter Use | Stun | ||
45 | 9 | 0 | - | ||
Since the Mini Rival Launchers doesn't go as high as the regular one, the air combo has to be slightly different or it will drop. |
Notation | |||||
---|---|---|---|---|---|
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | |||||
Damage | Hits | Meter Use | Stun | ||
61 | 6 | 0 | - | ||
Another launcher!? This is your ideal choice as a Tardy Cancel since the grab has better range than her launchers. |
Difficult
(placeholder)
Advanced
(placeholder)
(Grabbed from Akiras main page for now until combos can be expanded upon and categorized)
Unrecorded
(Air)
(Air)
(Air)
(Air)
(Air)
(Air)
- When Kuchuu Kikou Kai hits a non-airborne opponent with any hit except the last, hitstun is great enough for Akira to land, dash in, and follow-up with any combo.