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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 |
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Grounded Normals
5lp
Damage | Startup | Active | Recovery | |
---|---|---|---|---|
4 | 9 | - | 24 | |
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard |
Mid | - | - | -3 | 0 |
5hp
Damage | Startup | Active | Recovery | |
---|---|---|---|---|
11 | 16 | - | 41 | |
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard |
Mid | - | - | 0 | -17 |
2lp
Damage | Startup | Active | Recovery | |
---|---|---|---|---|
4 | 9 | - | 24 | |
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard |
Low | - | - | 2 | -2 |
2hp
Damage | Startup | Active | Recovery | |
---|---|---|---|---|
11 | 15 | - | 43 | |
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard |
Mid | - | - | -2 | -19 |
5lk
Damage | Startup | Active | Recovery | |
---|---|---|---|---|
3 | 10 | - | 18 | |
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard |
Mid | - | - | 2 | 6 |
5hk
Damage | Startup | Active | Recovery | |
---|---|---|---|---|
10 | 13 | - | 53 | |
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard |
Mid | - | - | -10 | -29 |
2lk
Damage | Startup | Active | Recovery | |
---|---|---|---|---|
3 | 13 | - | 30 | |
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard |
Low | - | - | 1 | -8 |
2hk
Damage | Startup | Active | Recovery | ||
---|---|---|---|---|---|
11 | 19 | - | 32 | ||
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard | |
Low | - | - | 2 | -10 | |
Yep, your controller is mapped correctly. It's a sweep that doesn't knockdown. |
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 | 12 | - | 13 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 | |
---|---|---|---|---|
10 | 10 | - | 1 after landing | |
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard |
High | - | - | - | - |
Command Normals
6hp
Damage | Startup | Active | Recovery | |
---|---|---|---|---|
13 | 16 | - | 34 | |
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard |
Mid | - | - | 7 | -10 |
6hk
Damage | Startup | Active | Recovery | |
---|---|---|---|---|
11 | 17 | - | 31 | |
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard |
Mid | Blowback | - | - | -7 |
4hp
Damage | Startup | Active | Recovery | |
---|---|---|---|---|
16 | 17 | - | 55 | |
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard |
Mid | Blowback | - | - | -31 |
4hk
Damage | Startup | Active | Recovery | |
---|---|---|---|---|
11 | 22 | - | 30 | |
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard |
High | Overhead | - | 2 | -6 |
3hp
Damage | Startup | Active | Recovery | |
---|---|---|---|---|
8 | 21 | - | 37 | |
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard |
Mid | - | Mini | - | -13 |
3hk
Damage | Startup | Active | Recovery | |
---|---|---|---|---|
10 | 15 | - | 42 | |
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard |
Mid | - | Rival | - | -18 |
j6hp
Damage | Startup | Active | Recovery | |
---|---|---|---|---|
13 | 14 | - | 13 after landing | |
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard |
High | - | - | - | - |
j6hk
Damage | Startup | Active | Recovery | |
---|---|---|---|---|
13 | 16 | - | 1 after landing | |
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard |
High | Blowback | - | - | - |
j4hp
Damage | Startup | Active | Recovery | |
---|---|---|---|---|
17 | 13 | - | 13 after landing | |
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard |
High | Slam | - | - | - |
Specials
236lp
Damage | Startup | Active | Recovery | ||
---|---|---|---|---|---|
19 | 22 | - | 47 | ||
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard | |
Mid | Blowback (When close) |
- | - | -21 | |
Note: There is a universal 6-stock limit on Flash Attack before Ran must change her cameras film; a requirement to continue using Flash Attack. See the Change Film command below for more info. |
236hp
Damage | Startup | Active | Recovery | |
---|---|---|---|---|
19 | 22 | - | 41 | |
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard |
Mid | Blowback (When close) |
- | - | -15 |
214p
Damage | Startup | Active | Recovery | |
---|---|---|---|---|
26 | 16 | - | 36 | |
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard |
Mid | - | - | -1 | -10 |
j214p
Damage | Startup | Active | Recovery | |
---|---|---|---|---|
26 | 12 | - | 1 after landing | |
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard |
Mid | - | - | - | - |
214k
Damage | Startup | Active | Recovery | ||
---|---|---|---|---|---|
- | - | - | 68 | ||
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard | |
- | Reload | - | - | - | |
While there isn't a great way to visually tell, Rans Flash Attack has a 6-use limit before her film must be changed and another Flash Attack can be performed. If Ran uses Flash Attack a 6th time without changing film, she will automatically begin changing film after the Flash Attack animation completes. This can be avoided by Changing Film manually with this command while either Grounded, in-air, or during a sidestep prior to the 6th Flash Attack. (Note: The Change Film animation will not play during sidestep!) |
j214k
Damage | Startup | Active | Recovery | |
---|---|---|---|---|
- | - | - | 1 after landing | |
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard |
- | Reload | - | - | - |
Supers
236236p
Damage | Startup | Active | Recovery | |
---|---|---|---|---|
33 | 28 | - | 46 | |
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard |
Mid | - | - | - | -20 |
j236236p
Damage | Startup | Active | Recovery | |
---|---|---|---|---|
39 | 23 | - | 1 after landing | |
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard |
Mid | - | - | - | -13 |
214214p
Damage | Startup | Active | Recovery | |
---|---|---|---|---|
63 | 40 | - | 34 | |
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard |
Mid | - | - | - | -10 |
Team-Up & Party-Up
TeamUp
Damage | Startup | Active | Recovery | |
---|---|---|---|---|
45 | 23 | - | 38 | |
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard |
Mid | - | - | - | -14 |
PartyUp
Damage | Startup | Active | Recovery | |
---|---|---|---|---|
100 | 20 | - | 44 | |
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard |
Mid | - | - | - | -20 |
Throws & Universals
5Throw
Damage | Startup | Active | Recovery | |
---|---|---|---|---|
29 | 7 | - | 43 | |
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard |
- | - | - | - | - |
2Throw
Damage | Startup | Active | Recovery | |
---|---|---|---|---|
34 | 7 | - | 26 | |
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard |
- | - | - | - | - |
Throw_Behind
Damage | Startup | Active | Recovery | |
---|---|---|---|---|
40 | 8 | - | 42 | |
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard |
- | - | - | - | - |
jThrow
Damage | Startup | Active | Recovery | |
---|---|---|---|---|
37 | 1 | - | - | |
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard |
- | - | - | - | - |
PTurned
Damage | Startup | Active | Recovery | |
---|---|---|---|---|
5 | 10 | - | 16 | |
Guard | Special Property | Launcher Type | Adv. Hit | Adv. Guard |
Mid | - | - | 2 | 8 |
KTurned
Damage | Startup | Active | Recovery | |
---|---|---|---|---|
7 | 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 | |
---|---|---|---|---|
7 | 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 |