Project Justice/Ran/Movelist

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PJ Ran Face.png
PJ Ran 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 ran 5lp.png
Damage Startup Active Recovery
4 9 - 24
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid - - -3 0

5hp
5Hp.png
PJ ran 5hp.png
Damage Startup Active Recovery
11 16 - 41
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid - - 0 -17

2lp
2Lp.png
PJ ran 2lp.png
Damage Startup Active Recovery
4 9 - 24
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Low - - 2 -2

2hp
2Hp.png
PJ ran 2hp.png
Damage Startup Active Recovery
11 15 - 43
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid - - -2 -19

5lk
5Lk.png
PJ ran 5lk.png
Damage Startup Active Recovery
3 10 - 18
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid - - 2 6

5hk
5Hk.png
PJ ran 5hk.png
Damage Startup Active Recovery
10 13 - 53
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid - - -10 -29

2lk
2Lk.png
PJ ran 2lk.png
Damage Startup Active Recovery
3 13 - 30
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Low - - 1 -8

2hk
2Hk.png
PJ ran 2hk.png
Damage Startup Active Recovery
11 19 - 32
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Low - - 2 -10

Yep, your controller is mapped correctly. It's a sweep that doesn't knockdown.


Air Normals


j5lp
j.5Lp.png
PJ ran j5lp.png
Damage Startup Active Recovery
5 9 - 1 after landing
Guard Special Property Launcher Type Adv. Hit Adv. Guard
High - - - -

j5hp
j.5Hp.png
PJ ran j5hp.png
Damage Startup Active Recovery
11 12 - 13 after landing
Guard Special Property Launcher Type Adv. Hit Adv. Guard
High - - - -

j5lk
j.5Lk.png
PJ ran j5lk.png
Damage Startup Active Recovery
4 9 - 1 after landing
Guard Special Property Launcher Type Adv. Hit Adv. Guard
High - - - -

j5hk
j.5Hk.png
PJ ran j5hk.png
Damage Startup Active Recovery
10 10 - 1 after landing
Guard Special Property Launcher Type Adv. Hit Adv. Guard
High - - - -

Command Normals


6hp
6Hp.png
PJ ran 6hp.png
Damage Startup Active Recovery
13 16 - 34
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid - - 7 -10

6hk
6Hk.png
PJ ran 6hk.png
Damage Startup Active Recovery
11 17 - 31
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid Blowback - - -7

4hp
4Hp.png
PJ ran 4hp.png
Damage Startup Active Recovery
16 17 - 55
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid Blowback - - -31

4hk
4Hk.png
PJ ran 4hk.png
Damage Startup Active Recovery
11 22 - 30
Guard Special Property Launcher Type Adv. Hit Adv. Guard
High Overhead - 2 -6

3hp
3Hp.png
PJ ran 3hp.png
Damage Startup Active Recovery
8 21 - 37
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid - Mini - -13

3hk
3Hk.png
PJ ran 3hk.png
Damage Startup Active Recovery
10 15 - 42
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid - Rival - -18

j6hp
j.6Hp.png
PJ ran j6hp.png
Damage Startup Active Recovery
13 14 - 13 after landing
Guard Special Property Launcher Type Adv. Hit Adv. Guard
High - - - -

j6hk
j.6Hk.png
PJ ran j6hk.png
Damage Startup Active Recovery
13 16 - 1 after landing
Guard Special Property Launcher Type Adv. Hit Adv. Guard
High Blowback - - -

j4hp
j.4Hp.png
PJ ran j4hp.png
Damage Startup Active Recovery
17 13 - 13 after landing
Guard Special Property Launcher Type Adv. Hit Adv. Guard
High Slam - - -

Specials


236lp
Flash Attack
(Light)

Qcf.pngLp.png
PJ ran 236lp.png
Air OK
Damage Startup Active Recovery
19 22 - 47
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid Blowback
(When close)
- - -21

Note: There is a universal 6-stock limit on Flash Attack before Ran must change her cameras film; a requirement to continue using Flash Attack. See the Change Film command below for more info.


236hp
Flash Attack
(Heavy)

Qcf.pngHp.png
PJ ran 236hp.png
Air OK
Damage Startup Active Recovery
19 22 - 41
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid Blowback
(When close)
- - -15

214p
Extra Edition!
Qcb.pngP.png
PJ ran 214p.png
Damage Startup Active Recovery
26 16 - 36
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid - - -1 -10

j214p
Extra Edition!
(Air)

j.Qcb.pngP.png
PJ ran j214p.png
Damage Startup Active Recovery
26 12 - 1 after landing
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid - - - -

214k
Change Film
Qcb.pngK.png
PJ ran 214k.png
Damage Startup Active Recovery
- - - 68
Guard Special Property Launcher Type Adv. Hit Adv. Guard
- Reload - - -

While there isn't a great way to visually tell, Rans Flash Attack has a 6-use limit before her film must be changed and another Flash Attack can be performed. If Ran uses Flash Attack a 6th time without changing film, she will automatically begin changing film after the Flash Attack animation completes. This can be avoided by Changing Film manually with this command while either Grounded, in-air, or during a sidestep prior to the 6th Flash Attack. (Note: The Change Film animation will not play during sidestep!)


j214k
Change Film
(Air)

j.Qcb.pngK.png
PJ ran j214k.png
Damage Startup Active Recovery
- - - 1 after landing
Guard Special Property Launcher Type Adv. Hit Adv. Guard
- Reload - - -

Supers


236236p
Super Flash Attack
Qcf.pngQcf.pngP.png
PJ ran 236236p.png
Damage Startup Active Recovery
33 28 - 46
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid - - - -20

j236236p
Super Flash Attack
(Air)

j.Qcf.pngQcf.pngP.png
PJ ran j236236p.png
Damage Startup Active Recovery
39 23 - 1 after landing
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid - - - -13

214214p
Exclusive Interview
Qcb.pngQcb.png + P.png
PJ ran 214214p.png
Damage Startup Active Recovery
63 40 - 34
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid - - - -10

Team-Up & Party-Up


TeamUp
Climactic Scoop
Lp.png+Lk.png or Hp.png+Hk.png
PJ ran TeamUp.png
Damage Startup Active Recovery
45 23 - 38
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Mid - - - -14

PartyUp
Horse Riding Smash
Any 3 attack buttons
PJ ran 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 ran 5Throw.png
Damage Startup Active Recovery
29 7 - 43
Guard Special Property Launcher Type Adv. Hit Adv. Guard
- - - - -

2Throw
2Lp.png+Hp.png
PJ ran 2Throw.png
Damage Startup Active Recovery
34 7 - 26
Guard Special Property Launcher Type Adv. Hit Adv. Guard
- - - - -

Throw_Behind
Lp.png+Hp.png (WBO)
PJ ran Throw Behind.png
Damage Startup Active Recovery
40 8 - 42
Guard Special Property Launcher Type Adv. Hit Adv. Guard
- - - - -

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

PTurned
P.png (WBT)
PJ ran 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 ran 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 ran PRunning.png
Damage Startup Active Recovery
10 12 - 31
Guard Special Property Launcher Type Adv. Hit Adv. Guard
High Overhead, Blowback - - -7

lkRunning
Lk.png (WR)
PJ ran lkRunning.png
Damage Startup Active Recovery
7 12 - 28
Guard Special Property Launcher Type Adv. Hit Adv. Guard
Low Blowback - - -6

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


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