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|Launcher Type= | |Launcher Type= | ||
|Special Property=Blowback | |Special Property=Blowback | ||
|Description= | |Description=Easily one of Tiffany's best tools and her primary defensive option. 4{{hp}} is a quick straight that can be tacked on to virtually any string and leads to a knockdown. For example: it can be slightly delayed after things like 2x 5{{lk}} to catch TC attempts. Speaking of TC, that is 4HP's primary usage. It's a very swift tool to punish long reaching yet overcommitting normals and specials. The mere existence of this move forces the opponent to at least somewhat respect Tiffany's defense as she can easily steal her turn if they try and space her out with a slower normal on block. However because it's such a good tool, it's easy to become over reliant on it. It should be noted that this move does NOT deal with jabs, and is easily baited out with a backstep. Get used to it, but don't become predictable. | ||
}} | }} | ||
}}<br> | }}<br> | ||
<div class="mw-collapsible-content"> | <div class="mw-collapsible-content"> | ||
=====<font style="visibility:hidden; float:right">4hk</font>===== | =====<font style="visibility:hidden; float:right">4hk</font>===== | ||
{{MoveData | {{MoveData |
Revision as of 08:32, 12 June 2025
-Select from below to jump to each section-

Grounded Normals | Air Normals | Specials | Team-Up & Party-Up | Throws & Universals
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 |
(
|
Grounded Normals
5lp
Damage | Startup | Active | Recovery | |
---|---|---|---|---|
3 | 11 | - | 21 | |
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard |
Mid | - | - | 0 | 3 |
5hp
Damage | Startup | Active | Recovery | ||
---|---|---|---|---|---|
10 | 16 | - | 39 | ||
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard | |
Mid | - | - | 2 | -15 | |
Textbook combo filler. Your go-to button from 5 |
2lp
Damage | Startup | Active | Recovery | |
---|---|---|---|---|
4 | 8 | - | 21 | |
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard |
Low | - | - | -2 | 1 |
2hp
Damage | Startup | Active | Recovery | |
---|---|---|---|---|
11 | 23 | - | 41 | |
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard |
Mid | - | - | 1 | -17 |
5lk
Damage | Startup | Active | Recovery | |
---|---|---|---|---|
4 | 10 | - | 18 | |
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard |
Mid | - | - | 2 | 6 |
5hk
Damage | Startup | Active | Recovery | ||
---|---|---|---|---|---|
10 | 14 | - | 52 | ||
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard | |
Mid | - | - | -9 | -28 | |
While normally outperformed by 2 |
2lk
Damage | Startup | Active | Recovery | ||
---|---|---|---|---|---|
4 | 12 | - | 32 | ||
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard | |
Low | - | - | -1 | -10 | |
Tiffany's most prominent combo starter as it goes into 3 |
2hk
Damage | Startup | Active | Recovery | ||
---|---|---|---|---|---|
10 | 15 | - | 25 | ||
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard | |
Low | - | - | 2 | 3 | |
Tiffany's best poking tool. On hit it converts into 6 |
Air Normals
j5lp
Damage | Startup | Active | Recovery | |
---|---|---|---|---|
5 | 9 | - | 1 after landing | |
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard |
High | - | - | - | - |
j5hp
Damage | Startup | Active | Recovery | |
---|---|---|---|---|
11 | 11 | - | 1 after landing | |
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard |
High | - | - | - | - |
j5lk
Damage | Startup | Active | Recovery | |
---|---|---|---|---|
4 | 9 | - | 1 after landing | |
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard |
High | - | - | - | - |
j5hk
Damage | Startup | Active | Recovery | |
---|---|---|---|---|
13 | 17 | - | 1 after landing | |
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard |
High | - | - | - | - |
Command Normals
6lp
Damage | Startup | Active | Recovery | |
---|---|---|---|---|
7 | 20 | - | 23 | |
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard |
Mid | - | - | 2 | 1 |
6hp
Damage | Startup | Active | Recovery | ||
---|---|---|---|---|---|
13 | 17 | - | 21 | ||
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard | |
Mid | - | - | 2 | 3 | |
One of Tiffany's go-to combo enders/extenders, her blockstring ender, it converts off all her pokes, sets up a strike/throw, goes into her supers, it might as well do her homework too. This ear clap tends to see one of two follow-ups: a conversion into Groovy Special or a throw, both of which lead to solid damage. It should be noted that on hit or block, following with a throw will beat jab mashers (even the more infamous Kyoko and Roy). However most people will opt to duck instead, which you can easily counter with a crouching throw. Either or this move is what establishes the closest thing Tiffany has to close range pressure and must be used frequently. However it does have a bad habit of whiffing on crouching characters (Hinata, Momo, Akira, P.Akira) even when used in the middle of a combo. So keep that in mind. |
6hk
Damage | Startup | Active | Recovery | ||
---|---|---|---|---|---|
14 | 23 | - | 34 | ||
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard | |
Mid | Blowback | - | - | -10 | |
There is almost no reason to ever go for this move as 6 |
4hp
Damage | Startup | Active | Recovery | ||
---|---|---|---|---|---|
11 | 11 | - | 30 | ||
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard | |
Mid | Blowback | - | - | -6 | |
Easily one of Tiffany's best tools and her primary defensive option. 4 |
4hk
Damage | Startup | Active | Recovery | |
---|---|---|---|---|
11 | 21 | - | 50 | |
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard |
high | Overhead, Knockdown | - | - | -26 |
3lp
Damage | Startup | Active | Recovery | |
---|---|---|---|---|
7 | 15 | - | 33 | |
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard |
Mid | - | - | 2 | -9 |
3hp
Damage | Startup | Active | Recovery | |
---|---|---|---|---|
11 | 22 | - | 37 | |
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard |
Mid | - | Rival | - | -13 |
3hk
Damage | Startup | Active | Recovery | |
---|---|---|---|---|
10 | 15 | - | 26 | |
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard |
Mid | - | Mini | - | -2 |
1hp
Damage | Startup | Active | Recovery | |
---|---|---|---|---|
13 | 18 | - | 51 | |
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard |
Low | Knockdown | - | - | -28 |
j6hp
Damage | Startup | Active | Recovery | |
---|---|---|---|---|
13 | 11 | - | 1 after landing | |
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard |
high | Slam | - | - | - |
j6hk
Damage | Startup | Active | Recovery | |
---|---|---|---|---|
13 | 17 | - | 1 after landing | |
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard |
high | Blowback | - | - | - |
j2hk
Damage | Startup | Active | Recovery | |
---|---|---|---|---|
8 | 11 | - | 13 after landing | |
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard |
high | - | - | - | - |
Specials
236p
Damage | Startup | Active | Recovery | ||
---|---|---|---|---|---|
14-28 | 17-47 | - | 32 | ||
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard | |
Mid | Blowback (Max Charge) |
- | 2 | -8 | |
Charging |
214p
Damage | Startup | Active | Recovery | ||
---|---|---|---|---|---|
17 | 25-121 | - | 42 | ||
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard | |
Mid | Blowback, Unblockable | - | 1 | -18 | |
"Sparkles" after 5 rotations. Blowback after 3rd, Unblockable when Sparkling. |
214lk
Damage | Startup | Active | Recovery | |
---|---|---|---|---|
20/31 | 48 | - | 13 after landing | |
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard |
Mid | Blowback | - | - | -29 |
j214lk
Damage | Startup | Active | Recovery | |
---|---|---|---|---|
20/31 | 28 | - | 18 after landing | |
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard |
Mid | Blowback | - | - | -29 |
623lk
Damage | Startup | Active | Recovery | |
---|---|---|---|---|
19 | 20 | - | 32 | |
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard |
Mid | Blowback | - | - | -8 |
632hk
Damage | Startup | Active | Recovery | |
---|---|---|---|---|
25 | 20 | - | 41 | |
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard |
Mid | Blowback | - | - | -48 |
236k
Damage | Startup | Active | Recovery | |
---|---|---|---|---|
15 | 18 | - | 30 | |
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard |
Mid | Blowback | - | - | -6 |
Supers
236236p
Damage | Startup | Active | Recovery | ||
---|---|---|---|---|---|
40 | 12 | - | 47 | ||
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard | |
Mid | Blowback | - | - | -23 | |
A quick barrage of 4 Groovy Knuckles followed by a Groovy Straight. This is Tiffany's go-to combo ender off of 6 |
236236k
Damage | Startup | Active | Recovery | ||
---|---|---|---|---|---|
40 | 16 | - | 13 after landing | ||
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard | |
Mid | - | - | - | ? | |
Tiffany's alternative metered combo ender. Generally used after either 6 |
214214k
Damage | Startup | Active | Recovery | ||
---|---|---|---|---|---|
45 | 33 | - | 65 | ||
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard | |
Mid | Super Armor | - | - | -41 | |
Tiffany leaps through the air in an attempt to sit on her opponent's shoulders, and if it connects she spins around them before sending them flying. This is by and far Tiffany's worst super and is arguably among the worst supers in the game. In spite of the animation it's not a grab, it's painfully slow (especially the ...except there's actually a single use case. Normally this super can't be comboed into, however 2 |
Team-Up & Party-Up
TeamUp
PartyUp
Damage | Startup | Active | Recovery | |
---|---|---|---|---|
100 | 21 | - | 43 | |
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard |
Mid | - | - | - | -19 |
Throws & Universals
5Throw
Damage | Startup | Active | Recovery | |
---|---|---|---|---|
27 | 7 | - | 38 | |
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard |
- | - | - | - | - |
2Throw
Damage | Startup | Active | Recovery | |
---|---|---|---|---|
35 | 7 | - | 41 | |
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard |
- | - | - | - | - |
Throw_Behind
Damage | Startup | Active | Recovery | |
---|---|---|---|---|
39 | 8 | - | 42 | |
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard |
- | - | - | - | - |
jThrow
Damage | Startup | Active | Recovery | |
---|---|---|---|---|
35 | 1 | - | - | |
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard |
- | - | - | - | - |
PTurned
Damage | Startup | Active | Recovery | |
---|---|---|---|---|
7 | 10 | - | 16 | |
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard |
Mid | - | - | 2 | 8 |
KTurned
Damage | Startup | Active | Recovery | |
---|---|---|---|---|
5 | 9 | - | 37 | |
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard |
Mid | Blowback | - | - | -13 |
PRunning
Damage | Startup | Active | Recovery | |
---|---|---|---|---|
10 | 12 | - | 31 | |
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard |
high | Overhead, Blowback | - | - | -7 |
lkRunning
Damage | Startup | Active | Recovery | |
---|---|---|---|---|
8 | 12 | - | 28 | |
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard |
Low | Blowback | - | - | -6 |
hkRunning
Damage | Startup | Active | Recovery | |
---|---|---|---|---|
8 | 12 | - | 32 | |
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard |
high | Overhead, Blowback | - | - | -8 |