(→214lk) |
m (→6lp) |
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Line 270: | Line 270: | ||
|Adv. Hit=2 | |Adv. Hit=2 | ||
|Adv. Guard=1 | |Adv. Guard=1 | ||
|Special Property= | |Special Property= | ||
|Description=This move is virtually useless. One can't combo into it, it can only lead into 4{{hp}} on hit as everything else will get blocked, and its damage is nothing to write home about. It isn't even a good TC option as she has 3 far superior ones. The only thing slightly notable about it is that it forces the opponent to stand on hit. What use this provides is unknown, again since you can't combo out of it, so as of the time of writing this move should be avoided like the plague. | |Description=This move is virtually useless. One can't combo into it, it can only lead into 4{{hp}} on hit as everything else will get blocked, and its damage is nothing to write home about. It isn't even a good TC option as she has 3 far superior ones. The only thing slightly notable about it is that it forces the opponent to stand on hit. What use this provides is unknown, again since you can't combo out of it, so as of the time of writing this move should be avoided like the plague. | ||
}} | }} |
Revision as of 19:51, 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 | |
A very poor jab across the board. Incredibly slow albeit still plus on block. It is a possible textbook combo starter so it can't be completely ignored, but it is otherwise surpassed by 5 |
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 | |
A very typical crouching jab. A solid combo starter, low commitment, and part of two cheeky strings listed below. Otherwise it's nothing mindblowing, just a solid tool. |
2hp
Damage | Startup | Active | Recovery | ||
---|---|---|---|---|---|
11 | 23 | - | 41 | ||
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard | |
Mid | - | - | 1 | -17 | |
Normally a relatively useless move and should only ever been seen after a 2 |
5lk
Damage | Startup | Active | Recovery | ||
---|---|---|---|---|---|
4 | 10 | - | 18 | ||
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard | |
Mid | - | - | 2 | 6 | |
Due to the lackluster nature of Tiffany's 5 |
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 | |
By and far 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 | - | - | - | - | |
Air combo filler. |
j5hp
Damage | Startup | Active | Recovery | ||
---|---|---|---|---|---|
11 | 11 | - | 1 after landing | ||
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard | |
High | - | - | - | - | |
Air combo filler. |
j5lk
Damage | Startup | Active | Recovery | ||
---|---|---|---|---|---|
4 | 9 | - | 1 after landing | ||
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard | |
High | - | - | - | - | |
Air combo filler, but it does have a niche use case. Refer to j.6 |
j5hk
Damage | Startup | Active | Recovery | ||
---|---|---|---|---|---|
13 | 17 | - | 1 after landing | ||
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard | |
High | - | - | - | - | |
The 2nd to last move in an air combo. Otherwise it's a jump-in for all intents and purposes. If this lands, go straight into 2 |
Command Normals
6lp
Damage | Startup | Active | Recovery | ||
---|---|---|---|---|---|
7 | 20 | - | 23 | ||
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard | |
Mid | - | - | 2 | 1 | |
This move is virtually useless. One can't combo into it, it can only lead into 4 |
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, OTG | - | - | -26 | |
Tiffany drops her butt down for an overhead. The most notable use for this is after 1 |
3lp
Damage | Startup | Active | Recovery | ||
---|---|---|---|---|---|
7 | 15 | - | 33 | ||
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard | |
Mid | - | - | 2 | -9 | |
A slower but far more damaging TC option and the alternative to 4 |
3hp
Damage | Startup | Active | Recovery | ||
---|---|---|---|---|---|
11 | 22 | - | 37 | ||
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard | |
Mid | - | Rival | - | -13 | |
A typical Rival launcher, though the combos available from it aren't anything special so you're better off with a grounded string instead. Especially since 3 |
3hk
Damage | Startup | Active | Recovery | ||
---|---|---|---|---|---|
10 | 15 | - | 26 | ||
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard | |
Mid | - | Mini | - | -2 | |
Tiffany's launcher is somewhat special as it's not punishable on block. Of course the reward it grants isn't much to speak of either. That said there is a cheeky trick you can pull on newer players with it: if this lands you can opt not to jump after the foe and instead whiff 6 |
1hp
Damage | Startup | Active | Recovery | ||
---|---|---|---|---|---|
13 | 18 | - | 51 | ||
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard | |
Low | Knockdown | - | - | -28 | |
Tiffany's actual sweep as 2 |
j6hp
Damage | Startup | Active | Recovery | ||
---|---|---|---|---|---|
13 | 11 | - | 1 after landing | ||
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard | |
High | Slam | - | - | - | |
Not Tiffany's preferred air combo ender but a decent one all the same. |
j6hk
Damage | Startup | Active | Recovery | ||
---|---|---|---|---|---|
13 | 17 | - | 1 after landing | ||
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard | |
High | Blowback | - | - | - | |
This is Tiffany's primary air combo ender as it allows her to hit the floor before her opponent. Outside of that it has a special use case as a jump-in. If this lands, it will pop the opponent into the air where she can follow-up with a jumping |
j2hk
Damage | Startup | Active | Recovery | ||
---|---|---|---|---|---|
8 | 11 | - | 13 after landing | ||
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard | |
High | - | - | - | - | |
Useless. The most you can do is chain these back to back on a grounded opponent, if only to mock them as you continuously bounce off their head while slowly descending with each one, as Tiffany has 13 frames of recovery upon hitting the ground meaning she's likely to eat a punish. It doesn't combo into anything, it's extremely difficult to lineup, you can't perform a different move after doing the first one, and it doesn't serve any general or niche purpose. Pretend this doesn't exist. |
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 4 rotations. Blowback after 3rd, Unblockable when Sparkling. This move sucks. There's no two ways about it. You cannot store nor cancel the charge once Tiffany starts winding up, and the punch won't come out until Tiffany has finished the latest rotation of her arm. While this can be held indefinitely, your opponent can simply sidestep twice and be completely clear, or just hit you with virtually anything while you're stuck in place. If the move is used uncharged it is highly punishable on block. Even if one were to stun the opponent and fully charge this move, a regular combo into Groovy Special would do more. So again, there is no reason whatsoever to ever use this move. |
214lk
Damage | Startup | Active | Recovery | ||
---|---|---|---|---|---|
20/31 | 48 | - | 13 after landing | ||
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard | |
Mid | - | - | - | -29 | |
Like virtually all dive kicks in this game, this move is incredibly unsafe on block. Compared to its aerial counterpart this move serves little purpose. The difference between the light and heavy versions is the trajectory Tiffany flies at; with the heavy version going a little further forward compared to the light version. |
j214lk
Damage | Startup | Active | Recovery | ||
---|---|---|---|---|---|
20/31 | 28 | - | 18 after landing | ||
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard | |
Mid | - | - | - | -29 | |
This move has two uses. The first is to escape aerial pressure as it allows Tiffany to dive out of the air and back to the floor. Keep in mind that this isn't fool proof and the opponent can put themselves in the line of fire to block and there isn't a thing Tiffany can do until she hits the ground and awaits her punishment. The second use (specifically with the light version) is in an aerial combo straight after a |
623lk
Damage | Startup | Active | Recovery | ||
---|---|---|---|---|---|
19 | 20 | - | 32 | ||
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard | |
Mid | Blowback | - | - | -8 | |
In spite of what it looks like, this is not a DP or a reliable anti-air. As a matter of fact this move basically serves no real purpose at all. While there is one combo route that leads into it, since it has virtually has the same data as the more damaging heavy version its one use case is invalidated. Never use this. |
632hk
Damage | Startup | Active | Recovery | ||
---|---|---|---|---|---|
25 | 20 | - | 41 | ||
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard | |
Mid | Blowback | - | - | -48 | |
Again, not a DP and not a reliable anti-air as it's far too slow. That said this works off of 5 |
236k
Damage | Startup | Active | Recovery | ||
---|---|---|---|---|---|
15 | 18 | - | 30 | ||
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard | |
Mid | Blowback | - | - | -6 | |
The first hit beats out TC and the move can be used to chase people down and somewhat stuff jumps-ins from afar. That said this move isn't too useful otherwise and it should be noted that if it's side-stepped and only the first hit connects, it will not knockdown allowing Tiffany to be vulnerable on hit. |
Supers
236236p
Damage | Startup | Active | Recovery | ||
---|---|---|---|---|---|
43 | 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 | ||
---|---|---|---|---|---|
43 | 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 | |
As Tiffany has no way as of the time of writing to combo into this, it merely serves as a panic button. |
Throws & Universals
5Throw
Damage | Startup | Active | Recovery | ||
---|---|---|---|---|---|
27 | 7 | - | 38 | ||
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard | |
- | - | - | - | - | |
The Marshmallow Hell is commonly used after 6 |
2Throw
Damage | Startup | Active | Recovery | ||
---|---|---|---|---|---|
35 | 7 | - | 41 | ||
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard | |
- | - | - | - | - | |
With how commonly people duck after blocking 6 |
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 | |
- | - | - | - | - | |
If your opponent recovers ASAP after a Groovy Special, you can run up and land this to rack on more damage. In addition after a 3 |
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 |