m (Also removed said route from Unrecorded) |
(Advanced: Changed Rival Launcher combo to one from SeeSaaWiki) |
||
Line 161: | Line 161: | ||
{{ComboData | {{ComboData | ||
|video= | |video=KyosukeLauncherBnB.webm | ||
|caption= | |caption= | ||
|name=Rival Launcher | |name=Rival Launcher | ||
|data= | |data= | ||
{{ComboData-PJ | {{ComboData-PJ | ||
|Notation= {{df}} {{hk}} {{---}} {{u}} {{---}} {{air}} {{lp}} {{lp}} {{---}} {{air}} {{lp}} {{lp}} {{---}} {{air}} {{lp}} {{lp}} {{hp}} {{ | |Notation= {{df}} {{hk}} {{---}} {{u}} {{---}} {{air}} {{hp}} {{lp}} {{lp}} {{hp}} {{---}} {{air}} {{lp}} {{lp}} {{hp}} {{---}} {{air}} {{lp}} {{lp}} {{hp}} {{---}} {{qcf}} {{qcf}} {{k}} {{---}} {{qcf}} {{lk}} | ||
Born to airwalk super, forced to bnb. | |||
|Damage= | |Damage=71 | ||
|Hits= | |Hits=18 | ||
|Meter Use=1 | |Meter Use=1 | ||
|Stun= | |Stun= | ||
|Description= | |Description=Good for Tardy Cancelling certain moves, but be careful <br> | ||
Hold forward AFTER pressing j.HP and let go during j.LP j.LP | |||
}} | }} | ||
}}<br> | }}<br> | ||
Line 184: | Line 184: | ||
|data= | |data= | ||
{{ComboData-PJ | {{ComboData-PJ | ||
|Notation= {{lp}} {{lk}} {{---}} {{qcb}} {{qcb}} {{p}} {{---}} {{d}} {{uf}} {{---}} {{air}} {{hp}} {{lp}} {{lp}} {{hp}} {{---}} {{air}} {{lp}} {{lp}} {{hp}} {{---}} {{air}} {{lp}} {{lp}} {{hp}} {{---}} {{qcf}} {{qcf}} {{k}} | |Notation= {{lp}} {{lk}} {{---}} {{qcb}} {{qcb}} {{p}} {{---}} {{d}} {{uf}} {{---}} {{air}} {{hp}} {{lp}} {{lp}} {{hp}} {{---}} {{air}} {{lp}} {{lp}} {{hp}} {{---}} {{air}} {{lp}} {{lp}} {{hp}} {{---}} {{qcf}} {{qcf}} {{k}} {{---}} {{qcf}} {{lk}} | ||
Yep, it only links from 5.lk | |||
|Damage= 87 (on Kyosuke) | |Damage= 87 (on Kyosuke) | ||
|Hits= 23 | |Hits= 23 |
Revision as of 12:52, 7 February 2025
-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 | |||||
---|---|---|---|---|---|
![]() ![]() ![]() ![]() ![]() ![]() 5AAC 236C | |||||
Damage | Hits | Meter Use | Stun | ||
15% | 5 | 0 | - | ||
Useful if you need space |
Notation | |||||
---|---|---|---|---|---|
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 5B 2C 5D 6C | |||||
Damage | Hits | Meter Use | Stun | ||
20% | 4 | 0 | - | ||
Works at shockingly long ranges |
Notation | |||||
---|---|---|---|---|---|
![]() ![]() ![]() ![]() ![]() ![]() 5AAC 214C | |||||
Damage | Hits | Meter Use | Stun | ||
13% | 4 | 0 | - | ||
Can connect 66 5C 623C but after that it's finicky |
Notation | |||
---|---|---|---|
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 2A 2C 2D | |||
Damage | Hits | Meter Use | Stun |
17% | 3 | 0 | - |
}}
Medium
Notation | |||
---|---|---|---|
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 5A 5B 2C 5D 6D 236D | |||
Damage | Hits | Meter Use | Stun |
26% | 6 | 0 | - |
Notation | |||
---|---|---|---|
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 2B 2C 5D 6D 236236K | |||
Damage | Hits | Meter Use | Stun |
35% | 10 | 1 | - |
}}
Difficult
Advanced
Glitches
(Grabbed from Kyosukes main page for now until combos can be expanded upon and categorized)
Unrecorded
(Air)
(Air)
(Air)
(Air)
Combos listed below are from seesaawiki:
Launcher route for small characters (Momo,Akira) :
(Air)
Vs. Hinata, leave out the Air from this combo.
Climactic Scoop (Ran's Team Up Technique)
(
or)