Project Justice/Hayato/Movelist

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PJ Hayato Face.png
PJ Hayato Face.png



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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.

  • 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



Grounded Normals


5lp
5Lp.png
PJ hayato 5lp.png
Damage Startup Active Recovery
5 8 - 24
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid - - -3 0

5hp
5Hp.png
PJ hayato 5hp.png
Damage Startup Active Recovery
14 15 - 43
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid - - -2 -19

2lp
2Lp.png
PJ hayato 2lp.png
Damage Startup Active Recovery
5 8 - 15
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Low - - 7 7

2hp
2Hp.png
PJ hayato 2hp.png
Damage Startup Active Recovery
16 17 - 36
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Low - - - -14

5lk
5Lk.png
PJ hayato 5lk.png
Damage Startup Active Recovery
- 9 - 20
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid - - 1 4

5hk
5Hk.png
PJ hayato 5hk.png
Damage Startup Active Recovery
11 12 - 47
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid - - -6 -23

2lk
2Lk.png
PJ hayato 2lk.png
Damage Startup Active Recovery
4 10 - 23
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Low - - 8 -1

2hk
2Hk.png
PJ hayato 2hk.png
Damage Startup Active Recovery
10 19 - 40
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Low Knockdown - 1 -18



Air Normals


j5lp
j.5Lp.png
PJ hayato j5lp.png
Damage Startup Active Recovery
5 11 - 1 after landing
Guard Special Property Launcher Type Adv. Hit Adv. Guard
High - - - -

j5hp
j.5Hp.png
PJ hayato j5hp.png
Damage Startup Active Recovery
13 12 - 13 after landing
Guard Special Property Launcher Type Adv. Hit Adv. Guard
High - - - -

j5lk
j.5Lk.png
PJ hayato j5lk.png
Damage Startup Active Recovery
4 13 - 1 after landing
Guard Special Property Launcher Type Adv. Hit Adv. Guard
High - - - -

j5hk
j.5Hk.png
PJ hayato j5hk.png
Damage Startup Active Recovery
14 17 - 1 after landing
Guard Special Property Launcher Type Adv. Hit Adv. Guard
High - - - -

Command Normals


3x5lp
5Lp.png5Lp.png5Lp.png
PJ hayato 3x5lp.png
Damage Startup Active Recovery
10 16 - 29
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid - - 2 -Five

6hp
6Hp.png
PJ hayato 6hp.png
Damage Startup Active Recovery
17 20 - 41
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid Blowback - - -17

6hk
6Hk.png
PJ hayato 6hk.png
Damage Startup Active Recovery
13 18 - 41
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid - - 1 -17

4hp
4Hp.png
PJ hayato 4hp.png
Damage Startup Active Recovery
16 21 - 37
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid - - 4 -13

4hk
4Hk.png
PJ hayato 4hk.png
Damage Startup Active Recovery
14 27 - 26
Guard Special Property Launcher Type Adv. Hit Adv. Guard
High Overhead - 2 -2

3hp
3Hp.png
PJ hayato 3hp.png
Damage Startup Active Recovery
14 19 - 36
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid - Rival - -12

3hk
3Hk.png
PJ hayato 3hk.png
Damage Startup Active Recovery
8 17 - 44
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid - Mini - -20

j6hp
j.6Hp.png
PJ hayato j6hp.png
Damage Startup Active Recovery
16 17 - 13 after landing
Guard Special Property Launcher Type Adv. Hit Adv. Guard
High Blowback - - -

Specials


236lp
Scolding Slash
(Light)

Qcf.pngLp.png
PJ hayato 236lp.png
Damage Startup Active Recovery
26 21 - 45
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid Blowback - - -21

236hp
Scolding Slash
(Heavy)

Qcf.pngHp.png
PJ hayato 236hp.png
Damage Startup Active Recovery
33 21 - 82
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid Knockdown - - -55

j236lp
Scolding Slash
(Air) (Light)

j.Qcf.pngLp.png
PJ hayato j236p.png
Damage Startup Active Recovery
26 14 - 13 after landing
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid Blowback - - 11

j236hp
Scolding Slash
(Air) (Heavy)

j.Qcf.pngHp.png
PJ hayato j236p.png
Damage Startup Active Recovery
33 14 - 13 after landing
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid Blowback - - 11

214p
Counter Thrust
Qcb.pngP.png
PJ hayato 214p.png
Damage Startup Active Recovery
31 46 - 55
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid Super Armor,
Blowback
- - -25

Super armor active from frames 1-49.


623lk
Devastation Kick
(Light)

Dp.pngLk.png
PJ hayato 623hp.png
Damage Startup Active Recovery
12 10 - 13 after landing
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid - - - -50

Can be canceled into Air Scolding Slash (j.Qcf.pngP.png).


623hp
Devastation Kick
(Heavy)

Dp.pngHk.png
PJ hayato 623hp.png
Damage Startup Active Recovery
28-38 10 - 13 after landing
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid - - - -50

Mash K.png for additional hits.


214k
Second Kick
Qcb.pngK.png
PJ hayato 214k.png
Damage Startup Active Recovery
22 15 - 76
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid Blowback - - -50

j236k
Rolling Smash
j.Qcf.pngK.png
PJ hayato j236k.png
Damage Startup Active Recovery
42 20 - 13 after landing
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid - - - 11

Possble to Throw tech.


Supers


236236p
Burning Push-Ups
Qcf.pngQcf.pngP.png
PJ hayato 236236p.png
Damage Startup Active Recovery
45 29 - 59
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid - - - -35

214214p
Burning Cross Counter
Qcb.pngQcb.png + P.png
(Chargable)
PJ hayato 214214p.png
Damage Startup Active Recovery
46-101 27 - 46
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid Super Armor
(while Charging)
- - -35

Hold button to charge and increase damage. Super armor from Frame 1 until the first Active frame.


236236k
Burning Windmill
Qcf.pngQcf.pngK.png
PJ hayato 236236k.png
Damage Startup Active Recovery
50 22 - 71
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid - - - -50

214214k
Burning Stoic
Qcb.pngQcb.pngK.png
PJ hayato 214214k.png
Damage Startup Active Recovery
- 62 - 73
Guard Special Property Launcher Type Adv. Hit Adv. Guard
- - - - -

Install. Hayato gains Super Armor for ~222 Frames (~6 seconds). This can be performed multiple times to stack the duration of the Super Armor.


Team-Up & Party-Up


TeamUp
Nekketsu Guts Cannon
Lp.png+Lk.png or Hp.png+Hk.png
PJ hayato TeamUp.png
Damage Startup Active Recovery
48 20 - 59
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid - - - -35

PartyUp
Horse Riding Smash
Any 3 attack buttons
PJ hayato PartyUp.png
Damage Startup Active Recovery
100 20 - 44
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid - - - -20

Throws & Universals


5Throw
Lp.png+Hp.png
PJ hayato 5throw.png
Damage Startup Active Recovery
27 7 - 60
Guard Special Property Launcher Type Adv. Hit Adv. Guard
- - - - -

2Throw
2Lp.png+Hp.png
PJ hayato 2Throw.png
Damage Startup Active Recovery
35 7 - 60
Guard Special Property Launcher Type Adv. Hit Adv. Guard
- - - - -

Throw_Behind
Lp.png+Hp.png (WBO)
PJ hayato Throw Behind.png
Damage Startup Active Recovery
42 8 - 37
Guard Special Property Launcher Type Adv. Hit Adv. Guard
- - - - -

jThrow
j.Lp.png+Hp.png
PJ hayato jThrow.png
Damage Startup Active Recovery
37 1 - -
Guard Special Property Launcher Type Adv. Hit Adv. Guard
- - - - -

PTurned
P.png (WBT)
PJ hayato PTurned.png
Damage Startup Active Recovery
8 10 - 16
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid - - 2 8

KTurned
K.png (WBT)
PJ hayato KTurned.png
Damage Startup Active Recovery
7 9 - 37
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid Blowback - - -13

PRunning
P.png (WR)
PJ hayato PRunning.png
Damage Startup Active Recovery
13 12 - 31
Guard Special Property Launcher Type Adv. Hit Adv. Guard
High Overhead, Blowback - - -7

lkRunning
Lk.png (WR)
PJ hayato lkRunning.png
Damage Startup Active Recovery
10 12 - 28
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Low Blowback - - -6

hkRunning
Hk.png (WR)
PJ hayato hkRunning.png
Damage Startup Active Recovery
11 12 - 32
Guard Special Property Launcher Type Adv. Hit Adv. Guard
High Overhead, Blowback - - -8


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