Project Justice/Batsu/Combos

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PJ Batsu Face.png
PJ Batsu Face.png



-Select from below to jump to each section-

| Easy | Medium | Difficult | Advanced |



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
Lp.png Lk.png Hk.png ---.png F.png Hp.png ---.png Dp.png Hp.png
Damage Hits Meter Use Stun
55 7 0 -

If you can end with Guts Upper (Dp.pngHp.png), extending into super instead later is a breeze! Get the basics down first!


Notation
Lk.png ---.png D.png Hp.png ---.png F.png Hp.png ---.png Qcb.png Hk.png
Damage Hits Meter Use Stun
51 6 0 -

Different ender with slightly different timing/potential for resetarting pressure.


Notation
Lp.png Lp.png ---.png D.png Hp.png ---.png F.png Hp.png ---.png Qcf.png Qcf.png P.png
Damage Hits Meter Use Stun
62 9 1 -

Since you use F.pngHp.png just before the super, sometimes you'll accidentally do Dp.pngHp.png Guts Upper instead. You want the super, but just so long as you don't drop it and they block either the super or guts upper, you'll just safely reset like the 1st combo in the list does.


Notation
D.png Lk.png ---.png Hp.png ---.png F.png Hp.png ---.png Qcf.png Qcf.png P.png
Damage Hits Meter Use Stun
62 8 1 -

Let's mix in a Low starter! Good overheads are few and far between in PJ, so quickly switching between mid-low when restarting pressure is a must. Again, don't stress too much if you get Dp.pngHp.png Guts Upper instead. It's still damage and true so long as it lands!


Notation
D.png Lp.png ---.png Lp.png Hp.png ---.png F.png Hp.png ---.png Qcf.png Qcf.png P.png
Damage Hits Meter Use Stun
61 9 1 -

Another Low starter!


Onto Medium Combos!

Medium


Notation
Lk.png ---.png D.png Hp.png ---.png Df.png Hk.png ---.png U.png ---.png Lp.png Lp.png Hp.png Hk.png ---.png (Air) F.png Hp.png
Damage Hits Meter Use Stun
61 8 0 -
3Hk.png is Batsus go-to launch mid-combo. Same damage as ending with super, but with none of the meter expense!

NOTE!

1.) It's possible to start the air combo TOO LOW, causing the later Heavy attacks to miss! Wait just a minute before you start the combo- make sure you're high enough and positioned correctly!

2.) After 3Hk.png, you can do Lp.pngLk.png instead, but it does less damage then Lp.pngLp.png!


Difficult


(placeholder)


Advanced


(placeholder)



(Grabbed from Batsus main page for now until combos can be expanded upon and categorized)


Lp.png Lk.png Hk.png ---.png F.png Hp.png ---.png Dp.png Hp.png

Lk.png ---.png D.png Hp.png ---.png F.png Hp.png ---.png Qcb.png Hk.png

Lp.png Lp.png ---.png D.png Hp.png ---.png F.png Hp.png ---.png Qcf.png Qcf.png P.png

D.png Lk.png ---.png Hp.png ---.png F.png Hp.png ---.png Qcf.png Qcf.png P.png

D.png Lp.png ---.png Lp.png Hp.png ---.png F.png Hp.png ---.png Qcf.png Qcf.png P.png

Lk.png ---.png D.png Hp.png ---.png Df.png Hk.png ---.png U.png ---.png Lp.png Lp.png Hp.png Hk.png ---.png (Air) F.png Hp.png

D.png Lk.png ---.png Hp.png ---.png Df.png Hk.png ---.png U.png ---.png Lp.png Lp.png Hp.png Hk.png ---.png (Air) Qcf.png Qcf.png P.png

Df.png Hp.png ---.png U.png ---.png Hp.png ---.png Lp.png Lp.png ---.png Hp.png ---.png Lp.png Lp.png ---.png Hp.png ---.png Lp.png Lp.png ---.png Lk.png Lk.png ---.png (Air) Qcf.png Qcf.png P.png

Qcb.png Qcb.png P.png ---.png U.png ---.png Lp.png Lp.png Hp.png ---.png Lp.png Lp.png Hp.png ---.png Lp.png Lp.png Hp.png ---.png (Air) F.png Hk.png

Qcb.png Qcb.png P.png ---.png U.png ---.png Hp.png ---.png Lp.png Lp.png ---.png Hp.png ---.png Lp.png Lp.png ---.png Lk.png Lk.png ---.png (Air) Qcf.png Qcf.png P.png

Climactic Scoop (Ran's Team Up Technique) ---.png D.png U.png ---.png Lk.png Hp.png Hk.png ---.png (Air) Qcf.png Qcf.png P.png

Game Navigation

General
Controls
HUD
System
FAQ
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