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==Easy== | ==Easy== | ||
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==Medium== | ==Medium== | ||
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==Difficult== | ==Difficult== | ||
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==Advanced== | ==Advanced== | ||
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(Grabbed from | (Grabbed from Tiffany's main page for now until combos can be expanded upon and categorized) | ||
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==Unrecorded== | ==Unrecorded== | ||
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{{d}} {{lk}} {{---}} {{df}} {{lp}} {{---}} {{hp}} {{hk}} {{---}} {{df}} {{hk}} {{---}} {{u}} {{---}} {{lp}} {{lk}} {{hp}} {{hk}} {{---}} (Air) {{f}} {{hk}} | {{d}} {{lk}} {{---}} {{df}} {{lp}} {{---}} {{hp}} {{hk}} {{---}} {{df}} {{hk}} {{---}} {{u}} {{---}} {{lp}} {{lk}} {{hp}} {{hk}} {{---}} (Air) {{f}} {{hk}} | ||
{{Project Justice}} | {{Project Justice}} | ||
[[Category: Project Justice]] | [[Category: Project Justice]] | ||
[[Category: Tiffany Lords]] | [[Category: Tiffany Lords]] |
Latest revision as of 23:31, 22 January 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 | |
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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
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PJ Acronym Glossary | |
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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 |
(
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Easy
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Medium
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Difficult
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Advanced
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(Grabbed from Tiffany's main page for now until combos can be expanded upon and categorized)
Unrecorded
(Air)