Project Justice/Batsu/Movelist: Difference between revisions

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==Command Normals==
==Command Normals==
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Revision as of 14:50, 7 December 2024

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



-Select from below to jump to each section-

Grounded Normals | Air Normals | Specials | Team-Up & Party-Up | Throws & Universals




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.

  • H = High: Defending player must hold Back.
  • L = Low: Defending player must hold Down Back.
  • M = Mid: Defending player may block the Attack with either Back or Down Back.
Special Properties

Denotes any Special Properties that an Attack/Move applies to the opponent on-hit.

  • Knockdown: The opponent is knocked to the ground and must first go through a get up (wakeup) animation before they may input another command.
  • Blowback: The opponent is sent either across the screen or a far distance away on-hit.
  • Slam: The opponent hits the floor with a small bounce, then continues into a Knockdown state.
  • 'X'-hits: The move will do a certain number of hits with only a singular execution of the listed command.
Launcher Type

Denotes the type of Launch:

  • Mini: A Short launch with (typically) short Air-combo routes and loops.
  • Rival: A Tall launch with (typically) long Air-combo routes and loops.
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.

  • Positive: Attack will leave the Attacker at an advantage on-hit.
  • Negative: Attack will leave the Defender at an advantage on-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

  • See Hit Advantage For + and -.
PJ Acronym Glossary
BV

"Burning Vigor" Attacks. Project Justices' nickname for traditional "Super" moves.

JS

"Just Step". See Just Step on the Systems page.

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

(Lp.png used for example purposes, but these terms are not exclusive to Lp.png)

  • s.Lp.png/ 5Lp.png: "Performed while Standing". 5 refers to the Neutral position in Number notation.
  • cr.Lp.png / 2Lp.png: "Performed while Crouching". 2 refers to the Down position in Number notation.
  • c.Lp.png: Denotes that the input should be performed while Close to the opponent.


Numpad.jpg



Grounded Normals

5Lp.png
PJ batsu 5lp.png
Damage Startup Active Recovery
4 8 - 20
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid - - 1 4


5Hp.png
PJ batsu 5hp.png
Damage Startup Active Recovery
11 13 - 32
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid - - 2 -8


2lp
2Lp.png
PJ batsu 2lp.png
Damage Startup Active Recovery
4 8 - 20
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Low - - 4 2


2hp
2Hp.png
PJ batsu 2hp.png
Damage Startup Active Recovery
13 15 - 36
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Low - - 2 -14


5lk
5Lk.png
PJ batsu 5lk.png
Damage Startup Active Recovery
5 10 - 18
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid - - 2 6


5hk
5Hk.png
PJ batsu 5hk.png
Damage Startup Active Recovery
13 16 - 49
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid - - -6 -25


2lk
2Lk.png
PJ batsu 2lk.png
Damage Startup Active Recovery
5 10 - 29
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Low - - 2 -7


2hk
2Hk.png
PJ batsu 2hk.png
Damage Startup Active Recovery
14 15 - 33
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Low Knockdown - - -11




Air Normals

j5lp
j.5Lp.png
PJ batsu j5lp.png
Damage Startup Active Recovery
5 9 - 1 after landing
Guard Special Property Launcher Type Adv. Hit Adv. Guard
High - - - -


j5hp
j.5Hp.png
PJ batsu j5hp.png
Damage Startup Active Recovery
10 11 - 1 after landing
Guard Special Property Launcher Type Adv. Hit Adv. Guard
High - - - -


j5lk
j.5Lk.png
PJ batsu j5lk.png
Damage Startup Active Recovery
4 9 - 1 after landing
Guard Special Property Launcher Type Adv. Hit Adv. Guard
High - - - -


j5hk
j.5Hk.png
PJ batsu j5hk.png
Damage Startup Active Recovery
13 19 - 1 after landing
Guard Special Property Launcher Type Adv. Hit Adv. Guard
High - - - -



Command Normals

3x5lp
5Lp.png5Lp.png5Lp.png
PJ batsu 3x5lp.png
"autocombo"
Damage Startup Active Recovery
8 14 - 40
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid - - 1 -16


3x5lk
5Lk.png5Lk.png5Lk.png
PJ batsu 3x5lk.png
"autocombo"
Damage Startup Active Recovery
8 15 - 28
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid - - 2 -4


6hp
6Hp.png
PJ batsu 6hp.png
Damage Startup Active Recovery
14 18 - 41
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid - - 1 -17


6hk
6Hk.png
PJ batsu 6hk.png
Damage Startup Active Recovery
17 16 - 53
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid Blowback - - -29


4hp
4Hp.png
PJ batsu 4hp.png
Damage Startup Active Recovery
10 23 - 28
Guard Special Property Launcher Type Adv. Hit Adv. Guard
High Overhead - 2 -4


4hk
4Hk.png
PJ batsu 4hk.png
Damage Startup Active Recovery
13 25 - 43
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid 2-hits
Knockdown
- - -19


3hp
3Hp.png
PJ batsu 3hp.png
Damage Startup Active Recovery
11 16 - 46
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid - Rival - -22


3hk
3Hk.png
PJ batsu 3hk.png
Damage Startup Active Recovery
10 17 - 44
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid - Mini - -20


j6hp
j.6Hp.png
PJ batsu j6hp.png
Damage Startup Active Recovery
14 21 - 1 after landing
Guard Special Property Launcher Type Adv. Hit Adv. Guard
High Slam - - -


j6hk
j.6Hk.png
PJ batsu j6hk.png
Damage Startup Active Recovery
11 14 - 1 after landing
Guard Special Property Launcher Type Adv. Hit Adv. Guard
High Blowback - - -



Specials









Supers






Team-Up & Party-Up




Throws & Universals










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