Project Justice: Combo Compilation

Hyo:

-j.hk, qcfx2+k. 58dmg, 26 hits

-c.lk, s.hp, c.hk. 31dmg, 3 hits

-s.lp, s.lk, s.hp, s.hk, f+hp, qcfx2+p. 71dmg, 13 hits

-s.lp, s.lp, s.hp, s.hk, d/f+hk, qcbx2+k. 59dmg, 11 hits

-s.lk, s.hp, s.hk, d/f+hk, /, j.lk, j.lk, j.hp, j.hk, qcf+p. 62dmg, 10 hits

-d/f+p, /, sj.lk, sj.lk, sj.lk, sj.lk, sj.lk, sj.lk, sj.hp, sj.hk, qcb+k. 62dmg, 10 hits

-c.lk, s.hp, s.hk, f+hp, qcf+p, p. 55dmg, 7 hits

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Akira:

-b+lp, lp, lp, lp. 33dmg, 4 hits

-s.lp, s.lp, s.hp, f+hp, qcbx2+p. 62dmg, 11 hits

-d/f+hp, /, sj.lp, sj.lp, s.hp, sj.lp, sj.lp, s.hp, sj.lp, sj.lp, s.hp, sj.f+hk 58dmg, 11 hits

-s.lp, s.lp, s.hp, f+hp, qcf+hk, qcf+hk, qcf+hk. 49dmg, 7 hits

-c.lp, s.lp, c.hp, /, j.lk, j.lp, j.hp, j.hk, j.f+hk. 44dmg, 8 hits

-qcb+k, /, j.lp, j.lp, j.hp, j.hk, qcfx2+p. 82dmg, 10 hits

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Shoma:

-s.lk, s.lk, d/f+hk. 22dmg, 3 hits

-c.lp, c.hp, f+hk, qcf+p. 46dmg, 5 hits

-s.lk, s.hk, f+hk, dp+hp. 50dmg, 6 hits

-c.lp, s.lk, s.hp, f+hk, qcfx2+k. 71dmg, 12 hits

-c.lp, s.lp, s.hp, s.hp, /, j.lp, j.lp, j.hp, j.hk, qcfx2+p. 75dmg, 13 hits

-d/f+hp, /, sj.lp, sj.lp, sj.hp, sj.lp, sj.lp, sj.hp, sj.lp, sj.lp, sj.hp, sj.hk, sj.f+hp. 70dmg, 12 hits

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Daigo:

-c.lk, s.hp, s.hk, f+hp, qcb+hk. 55dmg, 8 hits

-c.lp, c.hp, s.hk, b+hk, /, j.lp, j.lp, j.hp, qcfx2+hp. 70dmg, 12 hits

-s.lk, s.hk, f+hp, dp+hp. 45dmg, 5 hits

-c.lp, s.lp, c.hp, s.hk, f+hp, qcfx2+k. 79dmg, 11 hits

-s.lp, s.lp, s.hp, s.hk, f+hp, qcf+hp, qcf+hp, qcf+hp. 65dmg, 8hits

-s.lp, s.lp, c.hp, s.hk, f+hp, qcfx2+p. 92dmg, 15 hits

-d/f+hp, /, sj. lp, sj.lp, sj.hp, sj. lp, sj.lp, sj.hp, sj. lp, sj.lp, sj.hp, qcf+hp. 73dmg, 11 hits

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Why use lp? LK deals more damage and still combos. And trust me, against Roberto, every little bit of damage counts.

I do lp, lp, 2hp, hk, 4hk, /\ lk, lk, hp, hk, 236236hp. At least, I’m pretty SURE that’s it.

Also, you can do his combo into his launcher off his jump in hk, which is pretty decent.

-Red

PS: You’ve got his ground combo into the punchs as dealing more than his air combo, but I’m positive that’s not true.

I wrote a variety so people could learn what chains in to what so they know they’ve got options of going high/low and all that. S.lk doesn’t link into s.hp, and his s.hp is where the damage starts. While in the air, his j.hk does more damage than j.hp but it can only be linked into with j.lk, j.lk which does the same damage as Daigo’s j.lp’s. The kicker here is that the only thing you can do after j.hk is f+hp. After j.hp, you can do his air fireball or his super air fireball. That air fireball alone does around 25dmg, and you can angle to wherever they are so you’ll hit. Of course, damage scaling kicks in, but it does more than any of Daigo’s other air attacks. Sometimes it does more than the super.

This is with Daigo as well, not W. Daigo. It might be different there.

To get the maximum amount of damage out of his air combo, you’ve got to start it with s.lp, s.lp, c.hp, s.hk, b+hk. Then of course you jump and do j.lp, j.lp, j.hp, qcf+p. Insanity.

this is my boss !!!

http://snowstorm.50megs.com/outfits/daigo.htm

Cute :stuck_out_tongue:

Yeah dude, I don’t play diago so :stuck_out_tongue:

W. Diago does like, lp, lp, 2rh, 4rh, /, lp,lk, fp, super or fp/fk. One of the two. I need to play again bad, I’m forgetting my combos. I just know the one you listed for Diago is NOT the one I do for W. Diago. Also, jump in rh into combo owns!

-Red

Ran:

-j.f+hk, land, /, j.lk, j.lk, j.hp, j.hk, j.f+hp, j.b+hp. 57dmg, 7 hits

-d/f+hk, /, sj.lp, sj.lp, sj.lp, sj.lp, sj.lp, sj.lp, sj.hp, sj.hk, sj.f+hp, sj.f+hk. 58dmg, 11 hits

-s.lp, s.lp, c.hp, d/f+hp, /, j.lp, j.lp, j.hp, j.hk, qcfx2+p. t 67dmg, 13 hits

-c.lp, s.lp, s.hp, f+hp, qcb+hp. 51dmg, 5 hits

-s.lk, s.lk, b+hp. 19dmg, 3 hits

-c.lk, c.hk, f+hp, qcf+p. 42dmg, 4 hits

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Gan:

-s.lp, s.lp, c.hp, qcb+hk, /, sj.lp, sj.lp, sj.hp, sj.f+hp. 80dmg, 9 hits

-s.lp, s.lp, s.hp, qcf+hk, qcf+hk. 64dmg, 4 hits

-j.hk, qcf+hk. 35dmg, 2 hits

-s.lk, s.lk, s.hk, qcfx2+p. 57dmg, 9 hits

-d/f+hp, /, sj.lk, sj.lk, sj.hk, qcf+hk. 62dmg, 5 hits

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Edge:

-s.lk, s.hp, qcfx2+p. 54dmg, 9 hits

-s.lp, s.lk, s.hp, b+hk, b+hk, b+hk. 45dmg, 6 hits

-s.lp, s.lp, c.hp, qcb+lk. 40dmg, 4 hits

-s.lp, s.lp, s.hk, d/f+hk, /, j.lk, j.lk, j.hp, j.hk, qcf+hp. 55dmg, 9 hits

-d/f+hp, /, sj.lk, sj.lk, sj.lk, sj.lk, sj.lk, sj.lk, sj.hp, sj.hk, sjf+hk. 52dmg, 10 hits

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Why can’t edge have a linkable air super? Or even a good super?

-Red

yah poor thing … that’s why is sort of low tier .

His air and ground super does 51dmg (vs. Kyosuke), it’s just hard to get it in there since there’s a point between the start up and the point of which he actually throws the knives. That’s the big reason why it can’t be linked.

Expect the next set of updates to go as follows:

Hideo/Kyoko
P. Akira/B. Batsu
Tiffany/Yurika
Vatsu/D. Hyo
Hayato/W. Daigo

Unless of course I feel like doing something different, or otherwise requested. :wink:

On a side note, I might not be able to get W. Daigo done due to the malfunctioning of the disc I’m using. I’ll have to borrow somebody’s copy or have the, burn me a copy.

I like PJ…I have some combos to post but I’ll ask if any of you can post some Zaki and Yurika combos?

Zaki:

-s.lk, s.lk, qcb+hk. 33dmg, 5 hits

-c.lk, s.hp, c.hk. 26dmg, 3 hits

-s.lp, s.lp, s.hp, s.hk, d/f+hk, /, j.lp, j.hp, j.hk, qcfx2+p. 66dmg, 14 hits

-d/f+hp, /, sj.lk, sj.lk, sj.lk, sj.lk, sj.lk, sj.lk, sj.hp, sj.hk, f+hp. 61dmg, 10 hits

-s.lp, s.lp, c.hp, s.hk, f+hp, qcbx2+k. 77dmg, 12 hits

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Yurika:

-s.lp, s.lp, s.hk, qcb+p. 27dmg, 4 hits

-c.lp, s.lp, s.hp, dp+hp. 34dmg, 6 hits

-b+hp, qcb+k. 38dmg, 8 hits

-qcf+hp, /, j.lp, j.lk, j.hp, j.hk, f+hp, f+hk. 61dmg, 7 hits

-s.lk, s.lk, qcfx2+p. 42dmg, 13 hits

-b+hp, c.lp, s.lp, s.hp, f+hp. 41dmg, 6 hits

-s.lp, s.lp, qcbx2+p, /, sj.lk, sj.lk, sj.lk, sj.lk, sj.lk, sj.lk, sj.hp, sj.hk, qcfx2+k. 93dmg, 30 hits

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Hideo:

-j.hk, s.hk, qcfx2+p. 84dmg, 5 hits

-j.qcf+hk, s.lp, s.lp, c.hp, dp+lp. 62dmg, 5 hits

-s.lp, s.lk, s.hk, dp+hp. 49dmg, 4 hits

-s.lk, s.hk, qcb+hk. 49dmg, 4 hits

-s.lp, s.lp, s.hp, qcf+p. 33dmg, 3 hits

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

-c.lk, s.hk, qcbx2+p. 52dmg, 7 hits

-c.lk, c.hp, /, j.lk, j.lk, j.hp, j.hk, qcfx2+k. 63dmg, 7 hits

-d/f+hp, /, sj.lk, sj.lk, sj.lk, sj.lp, sj.lp, sj.lp, qcf+p. 43dmg, 9 hits

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Burning Batsu:

-s.lp, s.lp, s.hp, f+hp, dp+hp. 51dmg, 10 hits

-s.lp, s.lp, c.hp, d/f+hk, /, j.lp, j.lp, j.hp, j.hk, f+hp, f+hk. 62dmg, 10 hits

-c.lp, s.lp, c.hp, f+hp, qcb+hk. 49dmg, 7 hits

-c.lk, s.hk, f+hp, qcfx2+p. 64dmg, 8 hits

-d/f+hp, /, sj.hp, sj.lp, sj.hp, sj.lp, sj.hp, qcf+hp. 58dmg, 7 hits

NOTE: You can replace d/f+hp in the last combo with qcbx2+p.

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