Project Justice- Anyone still play?

only problem is, they’re not overheads… =\

over-heads are so useless . i can dodge it with :r::lk:+:hk: ir team up .
and over-head attack usually have sparkling blue light , so it is obvious .

and cannot chain into a super or special :frowning:

yeah. only OH that really gets me is the universal tackle.

oh man i remember how cheap is that run+hk then back back RUN lk BACK BACK RUN hp …repeat and mix.

hm, never thought about it that way. In RS, most characters could chain into high launchers, but they couldn’t do the long combos you see in PJ. As for that Momo bitch, she must rot in hell.

back in RS1 arcades , sakura and hinata can do air-infinites after rival launcher .

ayo thedude:
sorry about my absense man.
wife is on vacation, so that means my time goes to her.
but gimme another week, and you’ll have my full attention.

hey i’m on vacation too haha .take your time man :stuck_out_tongue: .

cool
istead of doing the combos you sent me, do you want to do a lil ghetto combo vid?
doesnt have to be that long…the quality aint gonna be gdlk either, but we got our own lil community here.
ya dig?

if the SCEA leak proves to be lucrative to Capom fighters, I may be seeing most of you online soon lol

i have recorded 2 clip samples of nagare combo to DJI before and i don’t have it anymore . i can’t record it here ,since i don’t have the arcade , DC or CHankast to play PJ :frowning: .

i’ll perform and record your combos…you’ll get all the credit.
its just an idea though.

well that’s what DJI did .

the only infinite combos I found on my own were these:

Hayato:
1)[media=youtube]Lsq5ZrApP6k[/media]

Shoma: [media=youtube]fTwAfdBLlJ8[/media]

I haven’t seen anything that works on other characters besides Gan or Raizo. Then again, i didnt really messed around enough with the game to find out.

Natsu has an air combo one (launch, chain to j.hp->j.hk repeat), and so does Sakura ( [j.lp, j.lk ]x2, f+j.hp, j.lk->repeat) if I remember correctly. There are a lot in arcade/arcade disc.

I think in RS1 you could combo into the overheads (the command normals with the blue sparks). In PJ, they’ve mostly been replaced in combos by new, different command normals (e.g. Kyosuke f+hk, Zaki f+hp) and aren’t as useful. I occasionally see them used as OTG’s though, if the opponent doesn’t get up right away. They can set up the mini-air combos.

hm. interesting
thanks for showing me the sakura one, I’ve been wanting to try that one.

I hope this series gets a 3rd game. If it gets a graphics update, maybe it will live again!!

is there anything to stop a Hideo from jumping back and throwing air fireballs all the time?

AFAIK, Roberto qcf+p. Or jump earlier and air throw if you can.

It’s a sound runaway/keepaway, hard to get around. :crybaby: It was worse in RS1, where he had triple air fireballs instead of double.

Three fireballs? ouch.

it’s crazy that doing that works pretty well in this game.