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|video=PJ_batsu_Combo1.mp4 | |video=PJ_batsu_Combo1.mp4 | ||
|caption= | |caption= | ||
|name= | |name=String into Projectile Soft KD | ||
|data= | |data= | ||
{{ComboData-PJ | {{ComboData-PJ | ||
|Notation= {{lp}} {{ | |Notation= {{lp}} {{lp}} {{hp}} {{---}} {{qcf}} {{hp}} | ||
|Damage=55 | |Damage=55 | ||
|Hits=7 | |Hits=7 | ||
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|data= | |data= | ||
{{ComboData-PJ | {{ComboData-PJ | ||
|Notation= {{d}} {{lk}} {{---}} {{d}} {{hp}} {{---}} {{hk}} {{---}} {{f}} {{hk}} {{---}} {{dp}} {{hp}} {{---}} {{u}} {{---}} {{lp}} {{lk}} {{hp}} {{hk}} {{---}} {{air}} {{f}} {{hp}} {{---}} {{air}} {{f}} {{hk}} | |Notation= {{d}} {{lk}} {{---}} {{d}} {{hp}} {{---}} {{hk}} {{---}} {{f}} {{hk}} {{---}} {{dp}} {{hp}} {{---}} {{u}} {{---}} {{lp}} {{lk}} {{hp}} {{hk}} {{---}} {{air}} {{f}} {{hp}} {{---}} {{air}} {{f}} {{hk}} | ||
2B 2C 5D 6D 623C jc j.A j.B j.C j.D dl.j.6C dl.j.6D | |||
|Damage=36% | |Damage=36% | ||
|Hits=11 | |Hits=11 | ||
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|data= | |data= | ||
{{ComboData-PJ | {{ComboData-PJ | ||
|Notation= {{df}} {{hk}} {{---}} {{u}} {{---}} {{lp}} {{lp}} {{---}} {{lp}} {{lp}} {{---}} {{lp}} {{lp}} {{hp}} {{hk}} {{---}} {{air}} {{qcf}} {{qcf}} {{k}} | |Notation= {{df}} {{hk}} {{---}} {{u}} {{---}} {{lp}} {{lp}} {{---}} {{lp}} {{lp}} {{---}} {{lp}} {{lp}} {{hp}} {{hk}} {{---}} {{air}} {{qcf}} {{qcf}} {{k}} | ||
3D jc j.A j.A dl.j.A j.A dl.j.A j.A j.C j.D 236236K | |||
|Damage=28% | |Damage=28% | ||
|Hits=15 | |Hits=15 | ||
|Meter Use=0 | |Meter Use=0 | ||
|Stun= | |Stun= | ||
|Description=Difficult to do, scales really badly- it's probably more worth it to just do a smaller launcher. | |Description=Difficult to do, scales really badly- it's probably more worth it to just do a smaller launcher. <br> | ||
Helps if you hold forward during the air parts of the combo | |||
}} | }} | ||
}}<br> | }}<br> | ||
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{{ComboData-PJ | {{ComboData-PJ | ||
|Notation= {{air}} {{qcf}} {{lk}}+{{hk}} | |Notation= {{air}} {{qcf}} {{lk}}+{{hk}} | ||
j.236BD | |||
|Damage=0 | |Damage=0 | ||
|Hits=0 | |Hits=0 | ||
|Meter Use=0 | |Meter Use=0 | ||
|Stun= | |Stun= | ||
|Description=Technically, this works by kara'ing {{qcf}} {{lk}}/{{hk}} into a sidestep. <br> You can grab and be grabbed vs. opponents below you. Projectiles come out from the ground. <br> Being hit or thrown causes you to instantly teleport to the ground. <br> Not available on English Dreamcast versions of the game, and is therefore sometimes banned. | |Description=Technically, this works by kara'ing {{qcf}} {{lk}}/{{hk}} into a sidestep. <br> | ||
You can grab and be grabbed vs. opponents below you. <br> | |||
Projectiles come out from the ground. <br> | |||
Being hit or thrown causes you to instantly teleport to the ground. <br> | |||
Not available on English Dreamcast versions of the game, and is therefore sometimes banned. | |||
}} | }} | ||
}}<br> | }}<br> |
Revision as of 03:18, 7 October 2022


-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 | ||
55 | 7 | 0 | - | ||
If you can end with Guts Upper ( |
Medium
Notation | |||||
---|---|---|---|---|---|
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | |||||
Damage | Hits | Meter Use | Stun | ||
55 | 7 | 0 | - | ||
If you can end with Guts Upper ( |
Difficult
Advanced
Glitches
(Grabbed from Kyosukes main page for now until combos can be expanded upon and categorized)
Unrecorded
(Air)
(Air)
(Air)