

-Select from below to jump to each section-
Grounded Normals | Air Normals | Specials | Team-Up & Party-Up | Throws & Universals
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.
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Special Properties |
Denotes any Special Properties that an Attack/Move applies to the opponent on-hit.
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Launcher Type |
Denotes the type of Launch:
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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.
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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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Grounded Normals
Air Normals
Command Normals
Specials
Supers
Team-Up & Party-Up
Throws & Universals