(Framework Added) |
No edit summary |
||
Line 1: | Line 1: | ||
<div style="text-align: center; font-size:1.4em; text-decoration: underline; padding-left: 300px; padding-right: 300px;">'''''Click 'Expand' on each categories box to unroll their | <div style="text-align: center; font-size:1.4em; text-decoration: underline; padding-left: 300px; padding-right: 300px;">'''''Click 'Expand' on each categories box to unroll their combos!''''' | ||
[[Image:PJ_Hideo_Face.png|left|50px|link=]] | [[Image:PJ_Hideo_Face.png|left|50px|link=]] | ||
[[Image:PJ_Hideo_Face.png|right|50px|link=]] | [[Image:PJ_Hideo_Face.png|right|50px|link=]] | ||
Line 10: | Line 10: | ||
-Select from below to jump to each section- | -Select from below to jump to each section- | ||
[[# | | [[#Easy| Easy]] | [[#Medium| Medium]] | [[#Difficult| Difficult]] | [[#Advanced| Advanced]] | [[#Unrecorded| Unrecorded]] |</span> | ||
<br> | |||
---- | |||
<span style="font-size:1.2em;">About "Textbook" Combos:</span> | |||
'''''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/System| Marvel vs Capcom 2]] and [[Vampire_Savior_(Darkstalkers_3)| Vampire Savior]], where combos can be easily executed by inputting attacks in order from weakest to strongest:<br><br>(Light Normal {{ --- }} Heavy Normal {{ --- }} Heavy Command Normal)<br><br>({{lp}} or {{lk}} {{ --- }} {{hp}} or {{hk}} {{ --- }} 6{{hp}} / 3{{hk}} / Etc.)<br><br><span style="text-decoration: underline;">'''''However!'''''</span> 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! | |||
Line 22: | Line 30: | ||
---- | ---- | ||
== | ==Easy== | ||
{{Content Box|content= | {{Content Box|content= | ||
<div class="mw-collapsible mw-collapsed" style="padding: 30px;"> | <div class="mw-collapsible mw-collapsed" style="padding: 30px;"> | ||
<div class="mw-collapsible-content"> | <div class="mw-collapsible-content"> | ||
(placeholder) | |||
</div></div> | </div></div> | ||
}} | }} | ||
---- | ---- | ||
== | ==Medium== | ||
{{Content Box|content= | {{Content Box|content= | ||
<div class="mw-collapsible mw-collapsed" style="padding: 30px;"> | <div class="mw-collapsible mw-collapsed" style="padding: 30px;"> | ||
<div class="mw-collapsible-content"> | <div class="mw-collapsible-content"> | ||
(placeholder) | |||
</div></div> | </div></div> | ||
Line 50: | Line 53: | ||
---- | ---- | ||
== | ==Difficult== | ||
{{Content Box|content= | {{Content Box|content= | ||
<div class="mw-collapsible mw-collapsed" style="padding: 30px;"> | <div class="mw-collapsible mw-collapsed" style="padding: 30px;"> | ||
Line 56: | Line 59: | ||
<br> | <br> | ||
(placeholder) | |||
</div></div> | </div></div> | ||
Line 64: | Line 65: | ||
---- | ---- | ||
== | ==Advanced== | ||
{{Content Box|content= | {{Content Box|content= | ||
<div class="mw-collapsible mw-collapsed" style="padding: 30px;"> | <div class="mw-collapsible mw-collapsed" style="padding: 30px;"> | ||
Line 70: | Line 71: | ||
<br> | <br> | ||
(placeholder) | |||
</div></div> | </div></div> | ||
}} | }} | ||
---- | ---- | ||
== | |||
(Grabbed from Hideos main page for now until combos can be expanded upon and categorized) | |||
<br> | |||
==Unrecorded== | |||
<br> | |||
{{Content Box|content= | {{Content Box|content= | ||
<div class="mw-collapsible mw-collapsed" style="padding: 30px;"> | <div class="mw-collapsible mw-collapsed" style="padding: 30px;"> | ||
Line 84: | Line 88: | ||
<br> | <br> | ||
{{lk}} {{lk}} {{---}} {{f}} {{hp}} | |||
{{lk}} {{hk}} {{---}} {{qcb}} {{hk}} | |||
{{lp}} {{lk}} {{hk}} {{---}} {{dp}} {{hp}} | |||
{{lp}} {{lp}} {{hp}} {{---}} {{qcf}} {{p}} | |||
}} | |||
{{d}} {{lk}} {{---}} {{hk}} {{---}} {{qcb}} {{qcb}} {{p}} | |||
{{ | |||
{{d}} {{lk}} {{---}} {{d}} {{hp}} {{---}} {{u}} {{---}} {{lk}} {{lk}} {{hp}} {{hk}} {{---}} (Air) {{qcf}} {{qcf}} {{k}} | |||
{{df}} {{hp}} {{---}} {{u}} {{---}} {{lk}} {{lk}} {{---}} {{lk}} {{lp}} {{---}} {{lp}} {{lp}} {{---}} (Air) {{qcf}} {{p}} | |||
(Air) {{hk}} {{---}} {{hk}} {{---}} {{qcf}} {{qcf}} {{p}} | |||
(Air) {{qcf}} {{lk}} {{---}} {{lp}} {{lp}} {{---}} {{d}} {{hp}} {{---}} {{dp}} {{lp}} | |||
}} | |||
---- | |||
{{ | |||
(Air) {{qcf}} {{hk}} {{---}} {{lp}} {{lp}} {{---}} {{d}} {{hp}} {{---}} {{dp}} {{lp}} | |||
</div></div> | </div></div> |
Revision as of 02:55, 1 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
(placeholder)
Medium
(placeholder)
Difficult
(placeholder)
Advanced
(placeholder)
(Grabbed from Hideos main page for now until combos can be expanded upon and categorized)
Unrecorded
(Air)
(Air)
(Air)
(Air)
(Air)