Project Justice

There was a huge scene of this game in my country. Every arcade has alot of people playing it.

There was even tournaments for it.

Damn thats awesome; I wish it was like that over here in the states!

I think only a few people play it now.

Yeah actually I played around with it last nite; had the urge to play can you believe it?! lol I still got my skills with my Zaki and Natsu after all this time:lovin:

A lot of ppl i know still play RS and PJ. But what i would like to know is why they made tiffany worse in PJ.

Nagare’s j.foward+HK has long reach, and stays out for a considerable amount of time. another thing to add is that even if it connects high in his jump, he instantly lands on the ground before any tardy counter can hit him.
in other words, he lands safely on the ground.
If his j.foward+hk does his hit, he can connect with a combo when he lands. timing is pretty strict as I was only able to connect c.lp once out of about 20 tries.

just as any air attack though, its vulnerable to other attacks while its out.
making use of delaying your j.attacks late still makes you safe from attacks used to hit you out of the air, and even safer when you’re landing.

Since I don’t have access to PJ…:crybaby::sad:, I’ve been playing the original RS, and I’m curious, what are the tiers for the original RS? I tried the search engine, however all I came up with where just Tier Listings for PJ…which we have a ton of…yet I couldn’t find any tier listing for the original RS.

I even went to google to search but came with no results as well, and instead of making a whole new thread, and since this is Rival Schools…I thought it would be better to ask here?

So yeah, if someone can post up the tier listing for the original RS, it would be great. Considering in the original RS, I play Kyoko and Hyo (PSX version). However the true arcade version I play Kyoko/Hideo…one of my other favorite teams as well.

I was a big Bowman user in RS. In PJ, not so much.

You know what. I believe they should revive the game into the new gen console. If they could bring back Power Stones. Why not bring back Rival Schools and Project Justice? I know everyone would agree with this idea. I wanna re-live the good times playing with my favorite RS/PJ characters.

They should port this to ps3/360 but only if they put online vs in it. If not id rather hook up my DC and play PJ and RS on ps2 (which is all ways hooked up).

Yup, and have like a player profile to keep track of records just like how they do in tekken 5… but better than that.

they should rework on project justice imo

After more vs. hours log in, I stand corrected on the Roy thing. Still, whoever said he does retarded damage regardless is correct.

And yes, if they ever XBL or PSN I wouldn’t mind an arrange version. The game simply lends itself really well to turtles (can’t die to chip damage, can’t die to OTG’s) and to characters like Momo. I suppose they could take the KOF '98 UM approach so to speak, and buff the weaker characters a bit.

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As for the first RS, I was thinking, given it does have more than its share of infinites (hence the ā€œfootsies til someone gets an lp or lk inā€ comment on another thread). From experience (haven’t had as much vs. hours on it as PJ) the most used would be something like this

Hyo- range, huge damage of just one level of super (the Darkness Illusion-ish one)
Roberto- more or less the same deal as in PJ. Air combos you twice and you’re pretty much dead
Hideo- ditto. Solid as fuck shoto play, runaway with the shooting star kick and triple (!!!) air fireball
Sakura-shoto values, air combo infinite

Might be missing some others. I found some characters like Raizo and Natsu (keepaway, air combo infinite(s) ) pretty solid too.

Well yeah… Momo I have a hard time using moves against people. Don’t get me wrong she’s a real nice character to use. The only thing that does wicked damage is her Leader special…Which I find beast and coming out from some little girl weilding that kind of power…

I would only think the reason why certain characters could do so much is you have to look at it as let say…(why did I have to say this) Momo vs. Chang…:bluu: Chang has a good defense because he’s… well… Fat… and Momo she’s a fast person i would assume but for someone like Chang she have to do so much to defeat him. You have to look at it as an individual’s standard. Last example when I mean by ā€œstandardā€, meaning speed, strength, stamina (even though they don’t go about it in KOF), defense, and special abilities.

Oh you mean just press lp until the opponent gets tired or something.

Momo is top tier, the only people who can beat her are Hideo(If he can keep her away with fireballs) and Roberto. Roy could win with his best tardy counter move of the game some of the time.

Thanks man, and can you post up some of those Original Roberto Air combos…I’ve seen them done before, but have absolutely no fucking how its done, lolz.

Plus any Hideo tips would be cool too, and how do you do the Sakura air combo infinity?

Hideo has tools similar to his PJ self basically. He can do, for example, s.lk, s.lp, s.hp xx qcf,qcf+P Shin Shoryuken move (or qcb+k in the rare event that you’re without meter). qcf+hp in air can be repeated so it becomes a triple fireball, and it’s pretty nasty for zoning and also staying in the air and wasting time. b+hp and b+hk are good overheads and can be used a la KOF command normals to extend combos a little before the special. (For example, the bnb above, Hideo can insert a b+hp before the Shin Shoryuken just for a little more damage.

Haven’t played in a while and the search doesn’t really come up with the really old threads (but I’ll try to look for them), but the Sakura infinite (arcade ver/arcade disc…haven’t really played the evo one) is something like

launch, j.lk, j.lp x 2, j.f+hp, repeat. Before they fall too far down you should be able to catch them with the j.lk

iirc Hinata has a similar air combo (semiinfinite) in Project Justice but I can’t remember how it’s done.