|Want to be an editor? Join the SuperCombo Discord and read #server-and-wiki-info for registration.|
-Select from below to jump to each section-
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 Heavy Normal Heavy Command Normal)
( or or 6 / 3 / 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|
Attack damage on hit in terms of life points. Each attack/move may deal a specific amount of damage per interaction.
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".
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.
After Active: The total number of frames that must complete before a character reverts to their default/neutral stance.
The direction in which the Attack/Move must be blocked.
Denotes any Special Properties that an Attack/Move applies to the opponent on-hit.
Denotes the type of Launch:
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.
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
|PJ Acronym Glossary|
"Burning Vigor" Attacks. Project Justices' nickname for traditional "Super" moves.
While Behind Opponent.
While Back Turned. (Turned around/Not facing the opponent)
"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||
( used for example purposes, but these terms are not exclusive to )
(Grabbed from Hideos main page for now until combos can be expanded upon and categorized)