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| [[#Easy| Easy]] | [[#Medium| Medium]] | [[#Difficult| Difficult]] | [[#Advanced| Advanced]] | [[#Unrecorded| Unrecorded]] |</span> | | [[#Easy| Easy]] | [[#Medium| Medium]] | [[#Difficult| Difficult]] | [[#Advanced| Advanced]] | [[#Unrecorded| Unrecorded]] |</span> |
Revision as of 22:46, 22 January 2025
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| 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 |
(
|
BnB
LP LP HP HK 6HP 214HK
LP LP HP HK 3HK j.LK j.LK j.HP j.HK 236HP
LP LP HP HK 6HP 214214K
Superlaunch
3HP [sj.LK sj.LK] [sj.LK sj.LK] sj.LK sj.LK sj.HP sj.HK 236236HP
Advanced
j.HP j.236236HP 669 j.LK j.LK j.HP j.HK j.236236HP
(Crouching Only) j.HP j.236236HP 2LK HP 2LP LK HP HK 6HP 214214K
(Dizzy Only) j.HP j.236HP LK 236236P
Combo Videos