Project Justice/Akira/Combos

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PJ Akira Face.png
PJ Akira Face.png



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| Easy | Medium | Difficult | Advanced | Unrecorded |



About "Textbook" Combos:

Project Justice features a "Textbook" Combo system- also known as "Nekketsu" (Hot-Blooded) Combos in the Japanese version. Textbook Combos function similarly to Chain Combos or Magic-Series Combos present in games like Marvel vs Capcom 2 and Vampire Savior, where combos can be easily executed by inputting attacks in order from weakest to strongest:

(Light Normal ---.png Heavy Normal ---.png Heavy Command Normal)

(Lp.png or Lk.png ---.png Hp.png or Hk.png ---.png 6Hp.png / 3Hk.png / Etc.)

However! Combos in Project Justice can be more intricate and complex- extending beyond the simple built-in strings provided by Textbook Combos. Most combos will begin with Textbook combos, however, so it's good to be familiar with the concept beforehand! Study up below!




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



Easy


Notation
Lk.png Lk.png ---.png D.png Hk.png ---.png Qcb.png K.png
Damage Hits Meter Use Stun
30 4 0 -

Basic hitconfirm into sweep followed up with her Qcb.png K.png hitgrab. While it isn't a true combo and the hitgrab itself doesn't grab when they're knocked down, it's still a guaranteed followup. Always follow up with it if possible.


Notation
D.png Lk.png ---.png Hp.png ---.png F.png Hp.png ---.png Qcf.png Hk.png ---.png Qcf.png Hk.png ---.png Qcf.png Hk.png
Damage Hits Meter Use Stun
46 6 0 -

A low starter ending with Akira's Senshubu rekka. Best to stick to the basics first to get a grasp on Akira's playstyle.


Notation
D.png Lk.png ---.png Hp.png ---.png F.png Hp.png ---.png Qcb.png Qcb.png P.png
Damage Hits Meter Use Stun
60 10 1 -

Let's end with a super this time! Learning to switch between mids and lows are crucial, especially for a character like Akira. If you don't have the meter or you're simply not willing to use it, replace the super with the rekka ender like in the video above.



Medium


Notation
Df.png Hp.png ---.png U.png ---.png Hp.png ---.png Lk.png Lk.png ---.png Hp.png ---.png Hk.png ---.png (Air) Qcf.png Qcf.png P.png
Damage Hits Meter Use Stun
74 11 1 -

Time to learn the launcher combos! All of your light normals will link with any of your launchers (Qcb.png K.png, Df.png Hp.png or D.png Hp.png). Make sure to delay your jump slightly to be able to land the entire air combo.

The meterless variant is (Air) F.png Hk.png instead of (Air) Qcf.png Qcf.png P.png .


Notation
D.png Lk.png ---.png D.png Hp.png ---.png U.png ---.png Lk.png Lk.png ---.png Hp.png ---.png Hk.png ---.png F.png Hk.png
Damage Hits Meter Use Stun
45 9 0 -

Since the Mini Rival Launchers doesn't go as high as the regular one, the air combo has to be slightly different or it will drop.

The ender is still interchangeable between (Air) F.png Hk.png or (Air) Qcf.png Qcf.png P.png.


Notation
Qcb.png K.png ---.png U.png ---.png Lk.png Lk.png ---.png Hp.png ---.png Hk.png ---.png (Air) F.png Hk.png
Damage Hits Meter Use Stun
61 6 0 -

Another launcher!? This is your ideal choice as a Tardy Cancel since the grab has better range than her launchers.

Once again, the ender can be swapped as mentioned before.



Difficult


Notation
B.png Lp.png Lp.png Lk.png ---.png U.png ---.png Hp.png ---.png Lk.png Lk.png ---.png Hp.png ---.png Lk.png Lk.png ---.png Hp.png ---.png Lk.png Lk.png ---.png (Air) Qcf.png Qcf.png P.png
Damage Hits Meter Use Stun
86 17 1 -
Time to put your knowledge in the basics and air combos to the true test.

This is Akira's most important combo to learn, but also quite difficult to land consistently.

HERE'S WHAT YOU NEED TO DO:

Delay the jump after the launcher long enough to get yourself slightly higher than your opponent but not so high where your Hp.png will whiff.
Slightly delay the (Air) Qcf.png Qcf.png P.png super after the last two Lk.png, otherwise the last hit will whiff. Delay too long and the combo will drop.
Another important thing to know is that the timing of the first delay is affected by your opponent's size (Momo being the hardest one to do this on due to how small she is).


Advanced


Notation
(Air) Qcf.png Qcf.png P.png (3-4 hits) ---.png (Microwalk) B.png Lp.png Lp.png Lk.png ---.png U.png ---.png Hp.png ---.png Lk.png Lk.png ---.png Hp.png ---.png Lk.png Lk.png ---.png Hp.png ---.png Lk.png Lk.png ---.png (Air) Qcf.png Qcf.png P.png
Damage Hits Meter Use Stun
112 21 2 -

Now this is what you might call an "extracurricular lesson".

Akira's air fireball super can be used as a starter for your combos, though it is very difficult to do it in a real match. But why?

It's simple: you have to be a set distance away from your opponent. Far enough so that the fireball doesn't hit 5 times and knocks your opponent down, but close enough so the last hit of the super is just when you land on the ground. And getting that distance is definitely easier said than done, trust me.

Since Akira has almost no recovery upon landing and the super having a lot of hitstun, you can easily land any combo you want. Here's the most optimal one.




Unrecorded


Add any -new- combos that need recording here! Use the guidelines in Combo Data for examples on adding "significant" additions. Please have intentions on recording and adding the combos officially before writing the notation here; this section should be used as a short-term "to-do" list for this page.



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