Project Justice/Daigo/Combos

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PJ Daigo Face.png
PJ Daigo 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
D.png Lk.png ---.png F.png Hp.png ---.png Qcf.png Qcf.png P.png
Damage Hits Meter Use Stun
62 12 1 -

2LK is one of Daigo's furthest reaching normals and it can easily be followed into forward HP, after which you can finish with pretty much any special. Note that HK can usually be landed after 2LK depending on the distance, try to add it whenever possible.


Notation
F.png F.png (Run) ---.png Lk.png
Damage Hits Meter Use Stun
2 1 0 -

While it isn't counted as a combo by the training UI it is a guaranteed hit after super, so it is usually worth it to go for it specially because you probably want to be near the opponent anyway. The easiest way to run right after the super ends is to hold dash once the camera is half way to end the panning out, after that is just a matter of pressing LK before you are too close to dash attack.


Notation
D.png Lk.png ---.png Hp.png Hk.png ---.png F.png Hp.png ---.png Qcf.png Hp.png ---.png Qcf.png Hp.png ---.png Qcf.png Hp.png
Damage Hits Meter Use Stun
61 7 0 -

Basic combo, it can be ended with either rekka or super.



Notation
D.png Lk.png ---.png Hp.png Hk.png ---.png F.png Hp.png ---.png Qcf.png Qcf.png P.png
Damage Hits Meter Use Stun
81 14 1 -

Basic combo with super finisher.


Notation
Lp.png Lp.png ---.png Hp.png Hk.png ---.png F.png Hp.png ---.png Qcf.png Qcf.png P.png
Damage Hits Meter Use Stun
89 15 1 -

Daigo's light punch is a two parter, but it will whiff at max range so it may be better to go to 5HP 5HK or right into 6HP instead. In any case, this seems to be Daigo's most damaging ground combo, so go for it if you get the chance! If you manage to start the combo with j.HK and end with the dash LK follow up, it's a 100 damage combo.


Medium


Notation
D.png Lk.png ---.png Hp.png Hk.png ---.png B.png Hk.png ---.png U.png ---.png Lp.png Lp.png ---.png Hp.png ---.png (Air) Qcf.png Hp.png
Damage Hits Meter Use Stun
60 8 0 -

Might have to choose LP or HP depending on how low the enemy is.


Notation
D.png Lk.png ---.png Hp.png Hk.png ---.png B.png Hk.png ---.png U.png ---.png Lp.png Lp.png ---.png Hp.png ---.png (Air) Qcf.png Qcf.png Hp.png
Damage Hits Meter Use Stun
67 12 1 -

Same as before.


Notation
Df.png Hp.png ---.png U.png ---.png Lk.png Lk.png Hp.png ---.png Lp.png Lp.png Hp.png ---.png Lp.png Lp.png Hp.png ---.png (Air) Qcf.png Hp.png
Damage Hits Meter Use Stun
73 11 0 -

The biggest challenge on landing the full combo is timing the first hit so that you aren't too low or high to continue to the next rep. However, it is usually possible to tell whether or not you will be able to get to the last part so you can choose to end it earlier, just watch out for using LP or HP depending on how low the enemy is if you want to finish with special.


Notation
Df.png Hp.png ---.png U.png ---.png Lk.png Lk.png Hp.png ---.png Lp.png Lp.png Hp.png ---.png Lp.png Lp.png Hp.png ---.png (Air) Qcf.png Qcf.png Hp.png
Damage Hits Meter Use Stun
81 15 1 -

Same as before, might have to adjust depending on the height of your enemy.


Difficult


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Advanced


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

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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