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|Description=2LK is one of Daigo's furthest reaching normals and it can easily be followed into forward HP, after which you can finish with pretty much any special. Note that HK can usually be landed after 2LK depending on the distance, try to add it whenever possible. | |Description=2LK is one of Daigo's furthest reaching normals and it can easily be followed into forward HP, after which you can finish with pretty much any special. Note that HK can usually be landed after 2LK depending on the distance, try to add it whenever possible. | ||
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{{ComboData | |||
|youtube=https://www.youtube.com/watch?v=ILJ9XpzhPm8&t=20s | |||
|autoresize=false | |||
|dimensions=500 | |||
|caption=Kick them while they're down | |||
|name=Phoenix Fury follow up | |||
|data= | |||
{{ComboData-PJ | |||
|Notation= {{f}} {{f}} (Run) {{---}} {{lk}} | |||
|Damage=2 | |||
|Hits=1 | |||
|Meter Use=0 | |||
|Stun= | |||
|Description=While it isn't counted as a combo by the training UI it is a guaranteed hit after super, so it is usually worth it to go for it specially because you probably want to be near the opponent anyway. The easiest way to run right after the super ends is to hold dash once the camera is half way to end the panning out, after that is just a matter of pressing LK before you are too close to dash attack. | |||
}} | }} | ||
}} | }} |
Revision as of 23:38, 2 March 2023


-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 | ||
62 | 12 | 1 | - | ||
2LK is one of Daigo's furthest reaching normals and it can easily be followed into forward HP, after which you can finish with pretty much any special. Note that HK can usually be landed after 2LK depending on the distance, try to add it whenever possible. |
Notation | |||||
---|---|---|---|---|---|
![]() ![]() ![]() ![]() | |||||
Damage | Hits | Meter Use | Stun | ||
2 | 1 | 0 | - | ||
While it isn't counted as a combo by the training UI it is a guaranteed hit after super, so it is usually worth it to go for it specially because you probably want to be near the opponent anyway. The easiest way to run right after the super ends is to hold dash once the camera is half way to end the panning out, after that is just a matter of pressing LK before you are too close to dash attack. |
Notation | |||||
---|---|---|---|---|---|
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | |||||
Damage | Hits | Meter Use | Stun | ||
61 | 7 | 0 | - | ||
Basic combo, it can be ended with either rekka or super. |
Notation | |||||
---|---|---|---|---|---|
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | |||||
Damage | Hits | Meter Use | Stun | ||
81 | 14 | 1 | - | ||
Basic combo with super finisher. |
Notation | |||||
---|---|---|---|---|---|
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | |||||
Damage | Hits | Meter Use | Stun | ||
89 | 15 | 1 | - | ||
Daigo's light punch is a two parter, but it will whiff at max range so it may be better to go to 5HP 5HK or right into 6HP instead. In any case, this seems to be Daigo's most damaging ground combo, so go for it if you get the chance! |
Medium
Notation | |||||
---|---|---|---|---|---|
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | |||||
Damage | Hits | Meter Use | Stun | ||
60 | 8 | 0 | - | ||
Might have to choose LP or HP depending on how low the enemy is. |
Notation | |||||
---|---|---|---|---|---|
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | |||||
Damage | Hits | Meter Use | Stun | ||
67 | 12 | 1 | - | ||
Same as before. |
Notation | |||||
---|---|---|---|---|---|
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | |||||
Damage | Hits | Meter Use | Stun | ||
73 | 11 | 0 | - | ||
The biggest challenge on landing the full combo is timing the first hit so that you aren't too low or high to continue to the next rep. However, it is usually possible to tell whether or not you will be able to get to the last part so you can choose to end it earlier, just watch out for using LP or HP depending on how low the enemy is if you want to finish with special. |
Notation | |||||
---|---|---|---|---|---|
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | |||||
Damage | Hits | Meter Use | Stun | ||
81 | 15 | 1 | - | ||
Same as before, might have to adjust depending on the height of your enemy. |
Difficult
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Advanced
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(Grabbed from Daigos main page for now until combos can be expanded upon and categorized)
Unrecorded