Project Justice: Combo Compilation

Only guaranteed, non-techable combos please :slight_smile:

Interesting note: At GHS stage (soccer field), the scoreboard has the logo for CvS1, SFA3, and another game that I can’t figure out on it.

Roberto:

-s.lk, c.hp, c.hk, d/b+hk /\ j.lk, j.lk, j.hp, j.hk, qcf+lp. 87dmg, 11 hits. Can also start with s.lp x2

-s.lk, s.lk, f+hk. 27dmg, 3 hits

-s.lk, c.lk, qcf+hk. 26dmg, 3 hits

-s.lk, c.lk, dp+hk. 38dmg, 4 hits

-d/f+hk /\ sj.lk, sj.lk (pause, hold forward), sj.lk, s.lk (pause), sj.lk, sj.lk, sj.hp, s.hk, qcf+lp. 74dmg, 12 hits

-s.lp, s.lp, s.hk, x2qcb+hk. 55dmg, 8 hits

-s.lp, s.lp, s.hk, f+hp. 35dmg, 4 hits

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Roy:

-s.lp, s.lp, s.hp, b+hk, qcf+hp. 61dmg, 5 hits

-s.lp, s.lp, c.hp /\ j.lp, j.lp, j.hp, j.hk, qcf+hp. 72dmg, 8 hits

-s.lp, s.lp, s.hp, f+hp, x2qcf+hk. 80dmg, 11 hits

-s.lp, s.lp, s.hp, f+hp, f_b+hp. 53dmg, 5 hits (f+hp does an uppercut that an opponent can air tech, b+hp does a backfist that they can tech roll)

-d/f+hp /\ sj.lp, sj.lp, sj.hp (pause), sj.lp, sj.lp, sj.hp (pause), sj.lp, sj.lp, sj.hp, qcf+hp. 75dmg, 11 hits

-OTG b+hk, dp+hp. 25dmg, 3 hits

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Ooh, good thread.

I’ll add onto this later, preferably with Kyoko and Wild Daigo.

:smiley:

Natsu:

-s.lp, s.lp, c.hp, x2qcf+hp. 42dmg, 8 hits

-s.lp, s.lp, s.hp, dp+hp /\ j.lp, j.lp, j.hp, j.hk, qcb+p. 61dmg, 10 hits

-qcb+p /\ sj.lp, sj.lp (pause), sj.lp, sj.lp (pause), sj.lp, sj.lp, sj.hp, sj.hk, qcb+p. 60dmg, 11 hits (can be started with d/f+hp)

-x2qcb+p, s.lp, s.lp, c.hp, qcb+p /\ sj.hp, x2qcf+p. 88dmg, 15 hits (Angel Ball lands just after the c.hp, which allows the qcb+p to connect after)

-OTG c.hk, qcf+hp. 18dmg, 2 hits

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Incho (Chairperson):

-s.lp, s.lp, s.hp, s.hp, f+hp, x2qcf+p. 51dmg, 13 hits

-s.lk, c.hp, s.hk, f+hp, dp+hp. 40dmg, 5 hits

-s.lk, c.hp, c.hk, d/f+hp /\ j.lk, j.lk, j.hp, j.hk, j.f+hp. 45dmg, 9 hits

-s.lp, s.lp, s.hp, s.hp, s.d/f+hk /\ j.lp, j.lk, j.hp, j.hk, j.f+hp. 45dmg, 10 hits

-s.lp, s.lp, s.hp, s.hp, s.f+hp, qcf+lp. 33dmg, 6 hits

-s.lk, c.hp, s.hk, s.b+hk. 29dmg, 4 hits

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Boman:

-s.lp, s.lp, s.hp, qcb+hp. 50dmg, 5 hits

-c.hp, x2qcf+hp. 56dmg, 4 hits

-c.hp, qcf+k,lp. 44dmg, 3 hits

-s.lp, s.lp, s.d/f+lp /\ j.lp, j.lp, j.hp, x2qcb+p. 69dmg, 11 hits

-s.d/f+hp /\ sj.lp, s.lp, s.hp, qcb+hp. 60dmg, 6 hits

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When I get home tonight I’ll put some some Batsu, B. Batsu, Nagare, and P. Akira. If Master Chibi doesn’t do it before me, then I’ll put up Kyoko as well or at least add on to his list :slight_smile:

I just encoded our country’s PJ tournament vids.

It can be seen in Direct Connect.

COMING SOON: Classroom Combos :slight_smile:

Momo:

-s.lk, s.lk, c.hk. 15dmg, 3 hits

-c.lp, c.lp, c.hp. 23dmg, 3 hits

-c.lk, s.hk, f+hp, qcf+hk. 48dmg, 6 hits

-c.lp, s.lp, s.hp, f+hp, dp+hp. 58dmg, 6 hits

-d/f+hp /\ sj.lk, sj.lk, sj.hk, sj.lk, sj.lk, sj.hk, s.lp, s.lp, s.hp, f+hp. 59dmg, 11 hits

-s.lp, s.lp, s.hp, f+hk, f+hk /\ j.lk, j.lp, j.hp, j.hk, qcbx2+hp. 74dmg, 16 hits

-s.lp, c.lp, s.lp, c.lp, s.lp, c.lp, s.lp, s.lp, s.hp, f+hk, f+hk, Party Up Technique. 143dmg, 23 hits

-s.lp, s.lp, s.hp, f+hp, qcfx2+hp. 61dmg, 9 hits

-j.hp, qcf+p. 21dmg, 5 hits

NOTE: All qcf+p combos with Momo, mash P afterwards for additional hits

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anybody know Nagare’s Infinite? (that swimmer guy)

I’ve forgotten a lot of combos by now, but the one thing I do remember is with Momo. Her second cr.LP and be linked into a standing LP. You can alternate it up to 4 times before going out of range.

LP, cr.LP, LP, cr.LP, LP, cr.LP, LP, LP <insert textbook ender here>

Nagare

lp, lp, 2FK(4 hits), 236236FK(4 hits), [9], j.lp x 2, j.fk, 236236LP.

blah.

Natsu is my baby :stuck_out_tongue: . Just Counter 263(dp motion)LP…Mmmm.

what’s that !?

ok ask me ?

so here’s an improvement on nagare

lp,lp,d-hk,f-hp,qcfx2-lk, jump lp,lk,hp,hk,qcfx2-lp …

the nagare’s infinte is very eer easily breakable .

Look at your numpad…Yeah, It’s still there. Now look at the numbers I put on my post, and think about d-pad controller input…Get it yet? If you dont, can’t help ya.

Natsu is still my baby :cool:

oh i get it !!

you like natsu it seems , i can do her ex-combo , 20 hits …

any daigo

s.lp, s.lp, s.hp, s.foward-hp into
-phoenix fury
-phoenix fist x3
-phoenix kick
-phoenix backfist

s.lp, s.lp, s.hp, hp launcher, /, sj.lp, sj. lk, sj.hp, sj.foward hp/super skull aura

and another small but damaging combo
jump-in hk, phoenix kick

My Dreamcast was stolen, so I’m sorry I haven’t continued the thread. I’ll make sure to get up at least one character tonight before I leave my friend’s apartment :slight_smile:

SUPER DAIGO !!

jump hk , d-lp, lp , hp , hk , b-hk TEAM-UP with roy’s 1 !!!

damage is EXTREME !!! which total hits is 16 or 15 .

ok an improvement on eeer natsu !

jump-hk , lp,lp,hp,qcb-lp JUMP lk,lk, (lp,lp,hp)x3 (hold)-qcfx2-hp

The Natsu qcb+p combos are escapable. They escape hit stun before it connects… Only possible way is during the Vball super where she hits it up and it comes back down to cause the fire.

I also played a bit too much Guilty Gear tonight, so no combos tonight from me :sweat: