Project Justice/Hideo/Movelist

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PJ Hideo Face.png
PJ Hideo 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 hideo 5lp.png
Damage Startup Active Recovery
4 10 - 14
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid - - 2 10

5hp
5Hp.png
PJ hideo 5hp.png
Damage Startup Active Recovery
11 16 - 28
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid - - 2 -4

2lp
2Lp.png
PJ hideo 2lp.png
Damage Startup Active Recovery
4 9 - 21
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Low - - 2 1

2hp
2Hp.png
PJ hideo 2hp.png
Damage Startup Active Recovery
10 15 - 34
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Low - Mini - -12

5lk
5Lk.png
PJ hideo 5lk.png
Damage Startup Active Recovery
5 10 - 18
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid - - 2 6

5hk
5Hk.png
PJ hideo 5hk.png
Damage Startup Active Recovery
13 14 - 45
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid - - -2 -21

2lk
2Lk.png
PJ hideo 2lk.png
Damage Startup Active Recovery
5 12 - 29
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Low - - -8 -7

2hk
2Hk.png
PJ hideo 2hk.png
Damage Startup Active Recovery
14 16 - 31
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Low Knockdown - - -9

Air Normals


j5lp
j.5Lp.png
PJ hideo j5lp.png
Damage Startup Active Recovery
5 12 - 1 after landing
Guard Special Property Launcher Type Adv. Hit Adv. Guard
High - - - -

j5hp
j.5Hp.png
PJ hideo j5hp.png
Damage Startup Active Recovery
10 12 - 1 after landing
Guard Special Property Launcher Type Adv. Hit Adv. Guard
High - - - -

j5lk
j.5Lk.png
PJ hideo 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 hideo j5hk.png
Damage Startup Active Recovery
13 17 - 1 after landing
Guard Special Property Launcher Type Adv. Hit Adv. Guard
High - - - -

Command Normals


6hp
6Hp.png
PJ hideo 6hp.png
Damage Startup Active Recovery
19 16 - 30
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid Blowback - - -6

4hp
4Hp.png
PJ hideo 4hp.png
Damage Startup Active Recovery
14 21 - 32
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid Overhead - 2 -7

4hk
4Hk.png
PJ hideo 4hk.png
Damage Startup Active Recovery
17 22 - 26
Guard Special Property Launcher Type Adv. Hit Adv. Guard
High Overhead - 2 -2

3hp
3Hp.png
PJ hideo 3hp.png
Damage Startup Active Recovery
11 16 - 48
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid - Rival - -24

j6hp
j.6Hp.png
PJ hideo j6hp.png
Damage Startup Active Recovery
14 9 - 1 after landing
Guard Special Property Launcher Type Adv. Hit Adv. Guard
High Slam - - -

Specials


236p
Seihaken
Qcf.pngP.png
PJ hideo 236p.png
Damage Startup Active Recovery
17 23 - 38
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid - - 7 -12

Button used determines travel distance.


j236lp
Seihaken
(Air) (Light)

j.Qcf.pngLp.png
PJ hideo j236p.png
Damage Startup Active Recovery
22 16 - -
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid - - - -

j236hp
Seihaken
(Air) (Heavy)

j.Qcf.pngHp.png
PJ hideo j236p.png
Damage Startup Active Recovery
13 16 - -
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid - - - -

j236hpfu1
Air Heavy Seihaken
Follow-up

Hp.png
PJ hideo j236pfu1.png
Damage Startup Active Recovery
13 - - -
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid - - - -

214p
Air Seihaken
Qcb.pngP.png
PJ hideo 214p.png
Damage Startup Active Recovery
20 23 - 38
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid Blowback - - -12

623lp
Jicchukuken
(Light)

Dp.pngLp.png
PJ hideo 623p.png
Damage Startup Active Recovery
26 9 - 8 after landing
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid Blowback - - 10

623hp
Jicchokuken
(Heavy)

Dp.pngHp.png
PJ hideo 623p.png
Damage Startup Active Recovery
32 13 - 8 after landing
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid Blowback - - -21

214lk
Shinenkyaku
(Light)

Qcb.pngLk.png
PJ hideo 214k.png
Damage Startup Active Recovery
14 14 - 31
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid Blowback - - -6

214hk
Shinenkyaku
(Heavy)

Qcb.pngHk.png
PJ hideo 214k.png
Damage Startup Active Recovery
27 14 - 36
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid Blowback - - -11

j236k
Raieishuu
j.Qcf.pngP.png
PJ hideo j236k.png
Damage Startup Active Recovery
19 12 - 1 after landing
Guard Special Property Launcher Type Adv. Hit Adv. Guard
High - - 12 -31

Button used determines angle.


Supers


214214p
Shimazu Seihaken
Qcb.pngQcb.png + P.png
PJ hideo 214214k.png
Damage Startup Active Recovery
42 22 - 40
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid - - - 0

236236p
Shimazu Shin Jicchokuken
Qcf.pngQcf.png + P.png
PJ hideo 236236p.png
Damage Startup Active Recovery
69 13 - 8 after landing
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid - - - -36

j236236k
Shimazu Raieishuu
Qcf.pngQcf.png + j.K.png
PJ hideo j236236k.png
Damage Startup Active Recovery
52 10 - 1 after landing
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid - - 12 -31

Team-Up & Party-Up


TeamUp
Shimazu-ryuu Souryuu Seihaken
Lp.png+Lk.png or Hp.png+Hk.png
PJ hideo TeamUp.png
Damage Startup Active Recovery
50 24 - 34
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid - - - -10

PartyUp
Purging Tempest
Any 3 attack buttons
PJ hideo PartyUp.png
Damage Startup Active Recovery
100 21 - 61
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid - - - -37

Throws & Universals


5Throw
Lp.png+Hp.png
PJ hideo 5Throw.png
Damage Startup Active Recovery
30 7 - 47
Guard Special Property Launcher Type Adv. Hit Adv. Guard
- - - - -

2Throw
2Lp.png+Hp.png
PJ hideo 2Throw.png
Damage Startup Active Recovery
35 7 - 47
Guard Special Property Launcher Type Adv. Hit Adv. Guard
- - - - -

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

jThrow
j.Lp.png+Hp.png
PJ hideo jThrow.png
Damage Startup Active Recovery
39 1 - -
Guard Special Property Launcher Type Adv. Hit Adv. Guard
- - - - -

PTurned
P.png (WBT)
PJ hideo PTurned.png
Damage Startup Active Recovery
5 10 - 16
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid - - 2 8

KTurned
K.png (WBT)
PJ hideo 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 hideo PRunning.png
Damage Startup Active Recovery
11 12 - 31
Guard Special Property Launcher Type Adv. Hit Adv. Guard
High Overhead, Blowback - - -7

lkRunning
Lk.png (WR)
PJ hideo lkRunning.png
Damage Startup Active Recovery
8 12 - 28
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Low Blowback - - -6

hkRunning
Hk.png (WR)
PJ hideo hkRunning.png
Damage Startup Active Recovery
10 12 - 32
Guard Special Property Launcher Type Adv. Hit Adv. Guard
High Overhead, Blowback - - -8