Project Justice

From SuperCombo Wiki
Introduction

ProjectJustice.png


Project Justice is a 2.5D fighting game developed by Capcom for the Sega Naomi and Dreamcast, and was first released in arcades in the year 2000. The successor and sequel of the series' first arcade iteration, Rival Schools: United by Fate. While Project Justice is titled as "Project Justice: Rival Schools 2" in some regions, it is technically the 3rd major game in the series, as the original Rival Schools received a substantial (more side-story focused) console-only sequel exclusively for Japan in the form of Shiritsu Justice Gakuen: Nekketsu Seisyun Nikki 2 (Justice Academy: Hot-Blooded Diaries of Youth 2) for the Sony Playstation. Project Justice is currently the final title in the Rival Schools series and has yet to receive any form of official home rerelease since its initial launch on the Sega Dreamcast.

The Rival Schools series features a team-based system where each player is required to select multiple characters to begin a match, but is only ever required to use one throughout any of its rounds. The original Rival Schools had teams of two, and Project Justice increased the count to a required three characters per team; similar to the gameplay changes made for Marvel vs Capcom 2 around the same time. Either player can swap characters between rounds regardless of winning or losing the previous round, though they can also instead opt to play all rounds with a single character if they so choose. The other two characters can perform various assist supers in the form of team-up attacks ("Two-Platon" in JP). Some Team-Ups will deal damage, while others can restore health, or refill the players' Guts Meter. New to Project Justice are Party-Up attacks ("Three-Platon" in JP), which will call both additional characters into the field to perform a far more powerful combination super at the cost of all 5 bars of the players' Guts Meter. The final major mechanic of the Rival Schools series is the Tardy Counter (Guts Counter in JP), which functions as an in-between fusion of Street Fighter Alpha 2's Alpha Counters and Street Fighter 3: Third Strike's Parries. By simply blocking any attack and pressing either any Heavy Attack command or inputting any Special or Super, the player will perform a type of Guard Cancel and immediately shift into attacking with whatever was input to activate the Tardy-Cancel at the cost of potentially taking extra damage should they get hit before the Tardy Canceled move connects.

Story

One year has passed since the events of Rival Schools: United by Fate, and things have gone back to normal in Aoharu City. Batsu Ichimonji, Hinata Wakaba, Kyosuke Kagami, and the rest of the various students had resumed their normal school lives. However, the fighters would soon find themselves getting involved in a new struggle.

Kurow Kirishima: a cold-hearted and ruthless ninja assassin from a mysterious group known only as the "Reverse Society" has his sight set on the Imawano family and plans to eliminate them and their allies so that he can prepare for the advancement of his own ambition to rule Japan. To this end, he attacks Raizo Imawano: the principal of Justice High and father to Batsu, so that he can easily put him out of commission and not have any interference. Secondly, he sends both his older sister Yurika Kirishima and his loyal subordinate Momo Karuizawa into the ranks of the fighters so that the two of them can cause tension and distrust between the fighters at each school. His third plot involves brainwashing Gedo gang leader Daigo Kazama so that he can order him into forcing his gang to attack various schools to cause even more tension to occur. Lastly, Kurow himself plans to destroy Batsu's reputation by disguising himself as Batsu's doppelganger (named Vatsu) so that he can attack the fighters from each school- framing Batsu for each assault in the process.

Batsu and his friends must fight back against the evil plot of Kurow and attempt to not let their friendship get destroyed by the conspiracy of a deadly ninja assassin.

Project Justice
(PJ)
PJ JP KeyArt.png
Version

Naomi, Dreamcast

Developers

Capcom

Publishers

Capcom
Virgin Interactive

Systems

Arcade
INT: 2000

Dreamcast
JP: December 17th, 2000
EU: April 13, 2001
NA: May 16th, 2001
Online Play

Rollback via Flycast GGPO

Player Resources

JP Wiki: Link
Justice G.G.: Link
PJGG Backup: Archive
Official Site: Archive

Community Channels

Discord Server


Wiki Roadmap

65% complete


In Progress / Completed To-do

Completed:

  • All Character pages have now been updated to the new format! All Character Frame-Data/Movelists updates are also complete!
    • While there is still work to do, the information in the old pages are now surpassed. A number of characters are still missing basic writeups on lore/general gameplay, as well as pro-con details, but this information was either also lacking on the old pages, or are new features to this format altogether. See Hinata for an example of a fleshed-out and completed main page.
    • Refer to per-character progress bars to see what each individual character needs done from here!



In-Progress:

  • A number of characters still need basic lore/gameplay introductions, as well as pro-con lists.
  • Some characters, namely Powered Akira, Edge, and Kurow for example would benefit greatly from having some short videos made for the frame-data pages to more clearly demonstrate their unique special moves. I.e. Powered Akirs Stance routes or Edges projectile followups.
    • All of these routes are already complete and described on their Movelists, but more resources would simply improve clarity in understanding these more complex characters.


  • More detailed writeups on combo routes with embedded videos to compliment each; making explaining distance/reach requirements in-air less strenuous.
  • Strategy and Matchup pages per-character are still blank. These (preferably) should be filled out by character specialists.