- 1 Game Mechanics
- 1.1 Movement
- 1.2 Defense
- 1.3 Throws
- 1.4 Combo System
- 1.5 Meter
- 1.6 Extra
- 2 Beginners FAQ
- 2.1 Q. What kind of game is Project Justice?
- 2.2 Q. What characters do you recommend?
- 2.3 Q. What partners do you recommend?
- 2.4 Q. I can't do any combos!
- 2.5 Q. I keep getting hit during my series!
- 2.6 Q. I keep getting rushed down and can't do anything!
- 2.7 Q. I can't open them up!
- 2.8 Q. I can't get out of super jab pressure!
- 3 Tier List
- 4 The Characters
66 is a short dash, if you hold the second 6 you get a normal dash. 44 is a back dash. A dash can be interrupted with an attack, block, or basically any action.
Pressing either P during a dash will give you an overhead should tackle. Pressing LK during a dash gives a low slide, while HK will give an overhead jump kick.
Pressing LK+HK during a dash gives you a roll.
Pressing 7/8/9 gives you a jump. If you jump during a dash, the range is slightly increased.
Pressing 1/2/3 and then 7/8/9 gives you a hi-jump. The height is the same as during an Air Burst.
Pressing/holding 4 will allow you to block high and mid attacks. Pressing/holding 1 will allow you to block low attacks. While blocking, you can use a Guts Counter. Because there isn't a guard crush system and you can't die from chip damage, you can always block even with 1 health.
While in the air pressing 1/4/7 will allow you to block in the air. Because you can block right after jumping, holding 7 will allow you to low air block. When you land, there's always 1 frame where you are vulnerable to lows.
If your opponent steps or jumps over you, you'll be in a back turned state. You can't block, so you can either do a back turned attack or press towards the opponent to turn around. It takes 1 frame to block after turning around.
Pressing LK+HK will side step away from the screen. To side step towards the screen, hold 7/8/9 while pressing LK+HK. As stated below, though this is a 3D game it plays like a 2D one and even if you go off axis it will auto correct so that both players face each other. Due to this, unlike most 3D games you can't really step to their side so be careful.
If you side step right as the opponent is attacking, you'll quickly step to their back. This is useful against moves like jabs that are very linear, however moves that are horizontal have the chance of hitting you.
Depending on the direction you press after being knocked down, the way you get up will change.
Same position 8
Front Roll 6
Back Roll 4
Side Roll 2
Hot Blooded Recover
When your opponent knocks you away with an attack, this is how you can avoid a knockdown. If you press 2 buttons you'll recover in the same position. Pressing 1 button and a direction will allow you to recover in the air. If you do either of these right before touching the ground, you'll perform a grounded recovery. You can also mash them during the unrecoverable time which allows you to recover on the first possible frame.
When in a neutral state on the ground, pressing LP+HP will give you a normal throw. Normal throws are techable.
If by some chance you get behind the other person, LP+HP will do a back throw. Back throws are not techable.
When the opponent is crouching, pressing 1/2/3 and LP+HP will do a low throw. Low throws are not techable.
When you and your opponent are in the air, pressing LP+HP will do an air throw. Air throws are techable. Every character has a 1 frame air throw.
When the opponent throws you, pressing LP+HP will perform a throw tech. Only normal and air throws are techable. If you press LP+HP within 6 frames of the opponent's throw connecting(8 frames for air throw), you will tech successfully.
Hot Blooded Combos
So called chain combos, magic series, etc. By doing attacks in order of increasing strength, you can form a combo. Every character has a different series, but the basic form is Light -> Heavy -> Command Heavy. A special or super after a command heavy is a grounded combo. If the command heavy is a launcher, you can jump after launching them to start a short air burst.
Also written as AB. An air burst is when you launch the opponent up into the air, then super jump after them and continue the combo. In the previous game you could use an air burst during a hot blooded combo, but that isn't possible any more. Aside from Class Rep, all characters have an AB move(typically 3+HP/HK). After landing this, holding any up direction will super jump after them and you can continue with a combo.
Short Air Burst
A new mechanic to the series, also written as SAB. With this you're capable of launching them lower than an AB and following with a combo. A SAB can be worked into a hot blooded combo, so it's possible to do [Ground combo] -> SAB -> Command heavy/special/super. Every character has a short air burst.
A guard cancel. To do a guts counter, simply input a command heavy, special, or super move during block stun. No meter is required to do this, but if you get hit during it you will take about 1.25 times normal damage. Because it can be performed at any time during block stun, the input window is very large. Also, when a guts counter occurs there are 2 extra frames during the freeze and 2 extra frames of start up on the move, so the move will be 4 frames slower than normal.
Absolute Burning Attack
Press start while in a neutral state on the ground. Each character has a different one, and during it you will gain meter. The amount of meter depends on the character(longer taunts build more).
When the hitbox of your attack overlaps that of your opponent's, a clash occurs. A lightning effect goes across the screen, and both players gain one bar of meter. There is a freeze effect that occurs, but it has no effect on the recovery of either player.
Q. What kind of game is Project Justice?
A. It's a 3D fighting game but the commands and strategies are essentially taken from 2D and aside from the addition of another axis it is a 2D game.
Q. What characters do you recommend?
A. Kyosuke, Roberto, and Hideo are good starter characters. It's a game where combos generally start from a light attack, so standard type characters with strong jabs are easy to use. Kyosuke has really good reach all around, while Roberto and Hideo have basic combos that are easy to do and result in high damage. As far as strong jabs are concerned, Roy and Kyoko are also an option.
Q. What partners do you recommend?
A. Edge, Roy ,Class Rep, Hinata, Tiffany, Natsu, Kyoko, and Yurika. The first two have a Two-Platon that is fairly safe on block, while the last six recover either health or meter.
Q. I can't do any combos!
A. For all characters the general flow of combos is Light->Heavy->Command Heavy->Special or Super. Though the routes for each character differ, as long as you remember this you can practice with any character. There's actually quite a bit of input leniency when compared to other games, so just do it slowly and you should be fine.
Q. I keep getting hit during my series!
A. If the screen is turning dark when it happens, then they are using a guts counter. Either that, or they're attacking during an incomplete block string. Regardless, you shouldn't continue to a heavier attack if they're blocking as it's very easy to punish. You should always try to hit confirm before you do a launcher.
Q. I keep getting rushed down and can't do anything!
A. The opponents offense is based on their series, so see the previous question to beat it. If they do a heavy attack, use a fast move for a guts counter and you'll greatly increase your chance of punishing them. Interrupting with a Two/Three-Platon is also an option.
Q. I can't open them up!
A. In Project Justice there really aren't many characters that start a combo off of an overhead. Basically crouch guarding is the main way of defense so if you're just pressuring them normally it will be difficult to hit them. However, every character has a low throw that is untechable, so low attacks and low throws are a popular 50/50 used to open people up.
Q. I can't get out of super jab pressure!
A. Characters like Roy, Kyosuke, and Kyoko have very fast standing jabs with little recovery. Even just repeating dash -> s.LP over and over again can be very difficult to deal with. When you get used to it you can back step, just step, back jump -> low air guard and punish, or use a quick platon to interrupt them.
Class order is S -> E, same class is [Strong] -> [Weak]
Roy, Kyoko, Hyo, Kurow, Hideo
Kyosuke, Roberto = Hayato, Yurika
Burning Batsu, Vatsu, Zaki, Edge, Batsu
Powered Akira, Momo, Shouma = Tiffany, Boman, Natsu
Nagare, Akira, Hinata = Ran, Demon Hyo, Daigo = Wild Daigo, Gan