Project Justice/Kyosuke/Combos

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PJ Kyosuke Face.png
PJ Kyosuke Face.png



-Select from below to jump to each section-

| 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
Lp.png Lp.png Hp.png ---.png Qcf.png Hp.png

5AAC 236C

Damage Hits Meter Use Stun
15% 5 0 -

Useful if you need space


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

5B 2C 5D 6C

Damage Hits Meter Use Stun
20% 4 0 -

Works at shockingly long ranges


Notation
Lp.png Lp.png Hp.png ---.png Qcb.png Hp.png

5AAC 214C

Damage Hits Meter Use Stun
13% 4 0 -

Can connect 66 5C 623C but after that it's finicky


Notation
D.png Lp.png ---.png D.png Hp.png ---.png D.png Hk.png

2A 2C 2D

Damage Hits Meter Use Stun
17% 3 0 -


Medium


Notation
Lp.png Lk.png ---.png D.png Hp.png ---.png Hk.png ---.png F.png Hk.png ---.png Qcf.png Hk.png

5A 5B 2C 5D 6D 236D

Damage Hits Meter Use Stun
26% 6 0 -

Notation
D.png Lk.png ---.png D.png Hp.png ---.png Hk.png ---.png F.png Hk.png ---.png Qcf.png Qcf.png K.png

2B 2C 5D 6D 236236K

Damage Hits Meter Use Stun
35% 10 1 -


Difficult



Notation
D.png Lk.png ---.png D.png Hp.png ---.png Hk.png ---.png F.png Hk.png ---.png Dp.png Hp.png ---.png U.png ---.png Air.png Lp.png Lk.png Hp.png Hk.png ---.png Air.png F.png Hp.png ---.png Air.png F.png Hk.png

2B 2C 5D 6D 623C jc j.A j.B j.C j.D dl.j.6C dl.j.6D

Damage Hits Meter Use Stun
36% 11 0 -

Delay before and after F.png Hp.png



Advanced



Notation
Df.png Hk.png ---.png U.png ---.png Air.png Lp.png Lp.png ---.png Air.png Lp.png Lp.png ---.png Air.png Lp.png Lp.png Hp.png Hk.png ---.png Air.png Qcf.png Qcf.png K.png

3D jc j.AA dl.j.AA dl.j.AA j.C j.D 236236K

Damage Hits Meter Use Stun
28% 15 1 -

Difficult to do, scales really badly- it's probably more worth it to just do a smaller launcher.
Helps if you hold forward during the air parts of the combo


Notation
Lp.png Lp.png Hp.png Qcb.png Hp.png ---.png Qcb.png Qcb.png P.png ---.png D.png Uf.png ---.png Air.png Lp.png Lp.png ---.png Air.png Lp.png Lp.png ---.png Air.png Lp.png Lp.png Hp.png Hk.png ---.png Air.png Qcf.png Qcf.png K.png

5AAC 214C 214214C sj. dl.AA dl.j.AA dl.j.AA j.C j.D 236236K

Damage Hits Meter Use Stun
38% 20 2 -

Scales way better and builds half a meter.
Helps if you hold forward during the air parts of the combo.
There's a delay before the air part of the combo.



Glitches



Notation
Air.png Qcf.png Lk.png+Hk.png

j.236B+D

Damage Hits Meter Use Stun
0 0 0 -

Technically, this works by kara'ing Qcf.png Lk.png/Hk.png into a sidestep.
You can grab and be grabbed vs. opponents below you.
Projectiles come out from the ground.
Being hit or thrown causes you to instantly teleport to the ground.
Not available on English Dreamcast versions of the game, and is therefore sometimes banned.




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

Unrecorded




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

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

D.png Lk.png ---.png Hk.png ---.png F.png Hk.png ---.png Dp.png Hp.png ---.png U.png ---.png Lk.png Lk.png Hp.png Hk.png ---.png (Air) Qcf.png K.png

Df.png Hk.png ---.png U.png ---.png Lp.png Lp.png ---.png Lp.png Lp.png ---.png Lp.png Lp.png Hp.png Hk.png ---.png (Air) Qcf.png Qcf.png K.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