Project Justice/Tiffany/Movelist

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PJ Tiffany Face.png

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.

  • H = High: Defending player must hold Back.
  • L = Low: Defending player must hold Down Back.
  • M = Mid: Defending player may block the Attack with either Back or Down Back.
Special Properties

Denotes any Special Properties that an Attack/Move applies to the opponent on-hit.

  • Knockdown: The opponent is knocked to the ground and must first go through a get up (wakeup) animation before they may input another command.
  • Blowback: The opponent is sent either across the screen or a far distance away on-hit.
  • Slam: The opponent hits the floor with a small bounce, then continues into a Knockdown state.
  • 'X'-hits: The move will do a certain number of hits with only a singular execution of the listed command.
Launcher Type

Denotes the type of Launch:

  • Mini: A Short launch with (typically) short Air-combo routes and loops.
  • Rival: A Tall launch with (typically) long Air-combo routes and loops.
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.

  • Positive: Attack will leave the Attacker at an advantage on-hit.
  • Negative: Attack will leave the Defender at an advantage on-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

  • See Hit Advantage For + and -.
PJ Acronym Glossary
BV

"Burning Vigor" Attacks. Project Justices' nickname for traditional "Super" moves.

JS

"Just Step". See Just Step on the Systems page.

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

(Lp.png used for example purposes, but these terms are not exclusive to Lp.png)

  • s.Lp.png/ 5Lp.png: "Performed while Standing". 5 refers to the Neutral position in Number notation.
  • cr.Lp.png / 2Lp.png: "Performed while Crouching". 2 refers to the Down position in Number notation.
  • c.Lp.png: Denotes that the input should be performed while Close to the opponent.


Numpad.jpg



Grounded Normals


5lp
5Lp.png
PJ tiffany 5lp.png
Rabbit Jab
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 5Lk.png, 2Lp.png, and 2Lk.png as combo starters. And in terms of being a close pressure tool, it entirely losses out to 5Lk.png.


5hp
5Hp.png
PJ tiffany 5hp.png
Step Hook
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 5Lk.png and 3Lp.png on hit.


2lp
2Lp.png
PJ tiffany 2lp.png
Crouching Jab
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
2Hp.png
PJ tiffany 2hp.png
Hammer Punch
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 2Lp.png. After that it can lead into 2Hk.png or 6Hp.png. That said it's part of a silly string noted much further down below...


5lk
5Lk.png
PJ tiffany 5lk.png
Low Kick
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 5Lp.png, this is more or less her substitute for it. This is her quick low commitment poking tool and should be used often in neutral for the sake of hitconfirms. It can be done twice in a row and after doing it twice it notably combos into 4Hp.png. It starts combos, it's part of textbook combos, and due to it being plus on block the foe has to respect it similarly to the average jab. It cannot be overstated how important this tool is in the neutral and how often she'll be throwing this out in order to keep the opponent from smothering her with pressure, and to establish some pressure of her own thanks to the aforementioned hitconfirm use. Get used to this move as it's her bread and butter in most cases.


5hk
5Hk.png
PJ tiffany 5hk.png
Middle Kick
Damage Startup Active Recovery
10 14 - 52
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid - - -9 -28

While normally outperformed by 2Hk.png, 5Hk.png uniquely allows for a combo into heavy Beautiful Spin.


2lk
2Lk.png
PJ tiffany 2lk.png
Crouching Low Kick
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 3Lp.png on hit. It starts her most damaging grounded BnB route so in the case of a stun, you either start with this or convert off of it from j.5Hk.png.


2hk
2Hk.png
PJ tiffany 2hk.png
Round Sweep
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 6Hp.png and on block it frame traps into 5Lk.png. It's also one of her go-to normals in textbook blockstrings over 5Hk.png just due to the frame data alone as they otherwise share the same damage. Keep in mind that while this is a low, this is not a sweep, and the move is better off for it. If you want her equivalent of one, you're looking for 1Hp.png. However this move is easily TC by 9f moves like Roy's Twister Upper. So how much mileage you can get out of it as a poking tool will vary based on the matchup.




Air Normals


j5lp
j.5Lp.png
PJ tiffany j5lp.png
Jump Straight
Damage Startup Active Recovery
5 9 - 1 after landing
Guard Special Property Launcher Type Adv. Hit Adv. Guard
High - - - -

Air combo filler.


j5hp
j.5Hp.png
PJ tiffany j5hp.png
Jumping Range Straight
Damage Startup Active Recovery
11 11 - 1 after landing
Guard Special Property Launcher Type Adv. Hit Adv. Guard
High - - - -

Air combo filler.


j5lk
j.5Lk.png
PJ tiffany j5lk.png
Jumping Rapid Kick
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.6Hk.png.


j5hk
j.5Hk.png
PJ tiffany j5hk.png
Jumping Needle Kick
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 2Lk.png to get the party started.



Command Normals


6lp
6Lp.png
PJ tiffany 6lp.png
Short Upper
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 4Hp.png 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.


6hp
6Hp.png
PJ tiffany 6hp.png
Scissor Punch
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. 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. The remedy to this is to have it preceded by 2Hk.png


6hk
6Hk.png
PJ tiffany 6hk.png
Banzai Kick
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 6Hp.png is both a better blockstring ender and a better combo ender/extender. In fact you'll probably only see it from misinputs.


4hp
4Hp.png
PJ tiffany 4hp.png
Tiffany Straight
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. 4Hp.png 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 5Lk.png 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.


4hk
4Hk.png
PJ tiffany 4hk.png
Hip Stamp
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 1Hp.png as it hits OTG for a true combo, even if the counter says otherwise.


3lp
3Lp.png
PJ tiffany 3lp.png
Body Straight
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 4Hp.png. This punch leads into 5Hp.png on hit and the usual textbook combo from there, and can be preceded by 2Lk.png. The step forward Tiffany takes while performing it gives the move a deceptive amount of range and can be used to trap people who would expect the slightly shorter ranged 4Hp.png. If preceded by 2Lk.png it leads into Tiffany's optimal damage off her grounded textbook BnB combo.


3hp
3Hp.png
PJ tiffany 3hp.png
Double Upper
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 3Lp.png comes out faster.


3hk
3Hk.png
PJ tiffany 3hk.png
Wonder Kick
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 6Hp.png. If the opponent does a backwards air recovery, they'll end up with their back turned to you meaning you can land an unblockable 3Hk.png and link two more after before going for the air combo. That said if the opponent does any other air recover option this is wasted damage at best and you'll eat a punish at worst. In general you should just stick to the traditional use case.


1hp
1Hp.png
PJ tiffany 1hp.png
Kneebreaker
Damage Startup Active Recovery
13 18 - 51
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Low Knockdown - - -28

Tiffany's actual sweep as 2Hk.png serves another purpose. This can be used in a textbook combo for a hypothetical high/low mix but it comes out so slowly that in most cases it can easily be reacted to. And as a counter to TC Tiffany has far better options. That said it does lead to 4Hk.png on hit and even though it can be reacted to, there's a chance tossing it in where your opponent might expect a 4Hp.png or 6Hp.png and instead hitting them with a low might throw them off.


j6hp
j.6Hp.png
PJ tiffany j6hp.png
Jumping Smash
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. It's also her aerial TC option.


j6hk
j.6Hk.png
PJ tiffany j6hk.png
Jumping High Kick
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 Lk.png which will inevitably be blocked. Once that happens hold forward as she descends and Tiffany will end up behind the opponent upon touching the ground while the foe is still in the air. Toss in a 2Lp.png just as they land and if performed right the 2Lp.png will be unblockable. Allowing her to go into 2Hp.png and the usual textbook combo from there.


j2hk
j.2Hk.png
PJ tiffany j2hk.png
Stamp Kick
Damage Startup Active Recovery
8 11 - 13 after landing
Guard Special Property Launcher Type Adv. Hit Adv. Guard
High - - - -

A stomp that causes Tiffany to bounce off the opponent, where she can potentially follow with another however it will not combo. Once this move is performed she is locked into doing it and it alone. All while providing a notable amount of endlag compared to other aerial attacks. However if performed near point blank off the ground, Tiffany is able to follow up with a textbook combo.



Specials


236p
Groovy Knuckle
Qcf.pngP.png (Chargable)
PJ tiffany 236p.png
Damage Startup Active Recovery
14-28 17-47 - 32
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid Blowback (Max Charge)
Sidestep (Heavy Only)
- 2 -8

Charging Lp.png moves straight while Charging Hp.png will Sidestep. Both of these tack on a solid amount of stun on to the end of any combo and leave Tiffany slightly plus in her opponent's face. The heavy version's evasive property will only kick in if the button is held. In order to use it as a TC option one has to do it as early as possible as most attacks have slight tracking properties and will catch Tiffany if she doesn't engage the Sidestep property ASAP. Of course with that in mind most cases where this would work, 3Lp.png would work too. So the optimized use cases are still being researched.


214p
Groovy Punch
Qcb.pngP.png (Chargable)
PJ tiffany 214p.png
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
Exciting Kick
Qcb.pngK.png
PJ tiffany 214lk.png
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
Exciting Kick
Air.png

j.Qcb.pngK.png
PJ tiffany j214lk.png
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 Lp.png Lk.png string. If the opponent neutral recovers after the dive, you can jump up an try to land an air throw. Much like the grounded version, the trajectory Tiffany flies down at is the only difference between the light and heavy versions with the latter traveling a little further forward.


623lk
Beautiful Spin
(Light)

Dp.pngLk.png
PJ tiffany 623k.png
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
Beautiful Spin
(Heavy)

Dp.pngHk.png
PJ tiffany 623k.png
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 5Hk.png and you will hit the ground before the foe. You can even push under them and sneak in a 2Lp.png to try and start a combo or a throw. That said both cases require a neutral recovery. Otherwise, this move is basically useless. You shouldn't use it.


236k
Groovy Wheel
Qcf.pngK.png
PJ tiffany 236k.png
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
Groovy Special
Qcf.pngQcf.png + P.png
PJ tiffany 236236p.png
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 6Hp.png and the knockback allows her to set up an air throw if the opponent tries to recover early. Of the 4 Groovy Knuckles, only the 4th will trigger the stun that allows the Groovy Straight to connect. This is important to note because on hit this super will drop before the 4th punch on the following characters when crouching: Hinata, Momo, Akira, P.Akira, and every single EX Character. Against them it's best to go for Wonderful Kick instead.


236236k
Wonderful Kick
Qcf.pngQcf.png + K.png
PJ tiffany 236236k.png
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 6Hp.png or 2Hk.png when it comes to crouching shorter characters (Hinata, Momo, Akira, P.Akira, and every EX Character) when the former case will whiff. In the same combo as Groovy Special, Wonderful Kick will do 1 less damage and cause a sideswap. The lack of a Blowback opportunity makes this super less favorable, but its consistency on hit ensures it'll at least see some use depending on the matchup.


214214k
Groovy Time
Qcb.pngQcb.png + K.png
PJ tiffany 214214k.png
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 Hk.png version which travels quite far), and is easily avoidable. The travel speed makes the super armor a moot point and this move should effectively never be used in a match.

...except there's actually a single use case. Normally this super can't be comboed into, however 2Lp.png into 2Hp.png will for some inexplicable reason allow Tiffany to combo into it. As of the time of writing no other string allows for this. The combo does 60 damage and can be outdone by other combos out of 2Lp.png but it's the only way this move will and should see any use.



Team-Up & Party-Up


TeamUp
Love and Peace
Lp.png+Lk.png or Hp.png+Hk.png
PJ tiffany TeamUp.png
Damage Startup Active Recovery
14 25 - 49
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid - - - -23

Restores a portion of Health!

Tiffany is one of the few characters with a Support Assist. The only others being:
Support Assists
Health Refill Guts Refill Health + Guts
Tiffany Kyoko Natsu Yurika Hinata Chairperson


PartyUp
Triple Heaven's Cross
Any 3 attack buttons
PJ tiffany PartyUp.png
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
Lp.png+Hp.png
PJ tiffany 5Throw.png
Angel Bust
Damage Startup Active Recovery
27 7 - 38
Guard Special Property Launcher Type Adv. Hit Adv. Guard
- - - - -

The Marshmallow Hell is commonly used after 6Hp.png on block which will beat out mashers. If the opponent decides to back up instead, make sure to dash first before tossing out the grab.


2Throw
2Lp.png+Hp.png
PJ tiffany 2Throw.png
Mount Punch
Damage Startup Active Recovery
35 7 - 41
Guard Special Property Launcher Type Adv. Hit Adv. Guard
- - - - -

With how commonly people duck after blocking 6Hp.png, you'll be making a lot of use out of this move. While it may not reach the damage of Groovy Special, especially if you land the air throw follow-up, keep in mind that it will leave you nearly right on top of your opponent. It may be worth it to throw your opponent off on occasion by going for this, even if 6Hp.png hits, for the sake of a potential mixup on their wake-up.


Throw_Behind
Lp.png+Hp.png (WBO)
PJ tiffany Throw Behind.png
German Suplex
Damage Startup Active Recovery
39 8 - 42
Guard Special Property Launcher Type Adv. Hit Adv. Guard
- - - - -


jThrow
j.Lp.png+Hp.png
PJ tiffany jThrow.png
Hell Wheel
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 3Hk.png launcher into Lp.png,Lk.png, Light Exciting Kick (Air), if they neutral recover you can jump up and take them out the skies.


PTurned
P.png (WBT)
PJ tiffany PTurned.png
Swinging Straight
Damage Startup Active Recovery
7 10 - 16
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid - - 2 8


KTurned
K.png (WBT)
PJ tiffany KTurned.png
Swinging Kick
Damage Startup Active Recovery
5 9 - 37
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid Blowback - - -13


PRunning
P.png (WR)
PJ tiffany PRunning.png
Football Tackle
Damage Startup Active Recovery
10 12 - 31
Guard Special Property Launcher Type Adv. Hit Adv. Guard
High Overhead, Blowback - - -7


lkRunning
Lk.png (WR)
PJ tiffany lkRunning.png
Slide
Damage Startup Active Recovery
8 12 - 28
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Low Blowback - - -6


hkRunning
Hk.png (WR)
PJ tiffany hkRunning.png
Dropkick
Damage Startup Active Recovery
8 12 - 32
Guard Special Property Launcher Type Adv. Hit Adv. Guard
High Overhead, Blowback - - -8


Game Navigation

General
Controls
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Glossary
Characters
Batsu
Hinata
Kyosuke
Akira
Edge
Gan
Roy
Boman
Tiffany
Natsu
Shoma
Roberto
Hideo
Kyoko
Hyo
Daigo
Hayato
Ran
Nagare
Burning Batsu
Chairperson
Demon Hyo
Kurow
Momo
Powered Akira
Vatsu
Wild Daigo
Yurika
Zaki
EX Characters
Alec
Barbara
Mark
Tony
Nancy
Eliza
Peter
Thelma
David
Claudia
Frank
Anna
Grace
Hillary
George
John