Rival Schools 2: Project Justice Thread

Damn Capcom and their wacky formulas.

My approximate is that Gan has about 215-219 points of life. Momo on the other hand, has 200-204 points of life. While in training mode though, Gan takes 81dmg from the Roberto combo, while Momo takes 91dmg. Batsu takes 87dmg. and I approximated his lifebar to be 200-204 points as well.

So… does anyone here know the actual calculation for damage and life? My best guess is that they do it similar to CvS2 and all their other games. Set points of life, damage mods, etc.

Oh! And you can’t die to OTGs either. You just keep getting hit if that’s the case. Unless you’re fighting against someone who can pop you up off the ground. Then you gotta tech and turtle otherwise you be dead :stuck_out_tongue:

So then, how much life does W. Diago have? :stuck_out_tongue:

I believe there’s a set life and damage mods.

Like, everyone has 200 life or whatever. Some char’s have higher defensive settings. Capcom’s done this forever so… :stuck_out_tongue:

And if that’s the case, who deals the most damage per hit and who takes the least? This effective changes tiers.

-Red

Slave No… I mean no. You may have mastered Daigo, but you just proved my point that you currently have to keep up with Roberto.

I don’t doubt that you have one hell of a Daigo… but still that doesn’t make him top tier.

Anyhow… Here is the tier list for PJ(from stee van not me)

Tier 1

roberto roy hyo
momo kyosuke

yurika kurow

Tier 2

kyoko nagare
natsu zaki

Tier 3

hayato hideo
daigo
b.batsu p.akira
w.daigo

Tier 4

akira tiffany shoma
hinata edge
gan batsu ran

Tier 5

linchyo
boman

my tiers is only 88%

Once I finish the combo compilation, I’ll do tiers.

Right now though, mine are…

Tier 1: Roberto, Roy, Kurow, Daigo, Wild Daigo

Tier 2: Kyosuke, Nagare, P. Akira

Tier 3: Momo, Hinata, B. Batsu, Kyoko, Gan, Hyo

Tier 4: Natsu, Shoma, Batsu, Edge, Zaki, Hideo

Tier 5: Boman, Akira

Tier 6: Incho, Tiffany, Ran

I haven’t gotten a chance to truly toy around with/play against a good Yurika, Hayato, Vatsu, or Demon Hyo to make a judgement on where they should be placed in the tiering.

It’s not just Slave’s Wild Daigo, it’s the fact that you give him one meter and he’s dealing more damage than Roberto. Most characters can come close, but they can’t actually deal that much. Wild Daigo does it, and more. His range is awesome (one of the few characters that can consistently stop someone who is sidestep happy), but as stated, you give W. Daigo one meter, and he’s dealing MORE damage than Roberto. While in this case he’s burning meter while Roberto still has one on back up, the simple fact that he can do that is crazy. He also takes less damage then other characters, and has more hp then the average.

Gan is also another crazy damage character. His size though makes him succeptable to big hits (Momo s.lp, c.lp craze), and he is truely slow.

Um, catch up speed wise. That’s ALL Roberto has on W. Diago. Period. He doesn’t have range, he doesn’t have damage. Diago’s stamina is higher, so he can trade with Roberto. He’s slower, but he can stop Roberto from side stepping which makes it harder for Roberto to get in. No one pokes past jab, jab unless they WANT to get tardy countered. You can’t be chipped to death, so projectiles aren’t an issue. So in what way is W. Diago struggling to keep up? Answer, meter wise. And even that’s not important, I ALWAYS have meter. It comes from all the poking you’ll be doing, or I just start Diago second. He’ll have 4 or 5 meters by then, and I don’t need more than 3 to kill you.

-Red

PS: So Yes, it’s a very very close fight. As for W. Diago being tier 3.

roberto: W. Diago’s hardest fight, and STILL a fight that goes 6:4 when Jew and I play.

roy: Not a hard Diago fight. They fight the same except Diago deals more damage. Tell me what makes Roy higher.

Hyo: I’ve seen a GREAT Hyo, and it IS a tough fight, but tier one’s SHOULD have a hard time verse tier ones.

momo: You never WANT to be close enough to land that lp on Diago, because any Diago, especially me, will just block and launch you.

kyosuke: Kyosuke is debatable, but he’s not dealing the damage of W. Diago no matter how fast he is or how long a sweep he has.

yurika kurow: WTF!? Negative. Yurika gets DESTROYED. Kurow has a fighting chance if he pokes smart, but if Diago launchs, Diago undoes ALL that hard work. And Kurow’s tier 1, having a hard time against W. Diago -if- he wins.

Tier 2: I could not COUNT the times W. Diago’s put a mud hole where Natsu’s ass use to be. And Nagare? How’s he getting in? Zaki’s stamina is ass, she can take maybe two combos from W. Diago. Again, W. Diago easily plows these people. The only thing any of these people can hope to do is beat W. Diago to the punch and launch him, and he’s STILL not taking as much damage as he’s dishing out.

kyoko nagare
natsu zaki

Tier 3: Wild Diago out powers EVERYONE in this catagory damage wise. I only think maybe B. Batsu or P. Akira are even CLOSE to Diago here.

hayato
hideo
daigo
b.batsu p.akira
w.daigo

MY opinion on tier one is:

Roberto
W. Diago
Hyo/Roy/Kurow/Momo

I’ll just have to play you some time to prove it.

On a side note, W. Diago with a meter doesn’t deal as much damage as Roberto consistantly, since to get ALL the damage you have to land a jumping hk at the start, which is kinda hard, BUT he IS dealing more damage to Roberto than Roberto is dealing to him, due to stamina differences. Where as, Roberto’s combo might normally do 90 to Batsu, and W. Diago’s normal combo does 80, Roberto’s combo only deals like, 75 to Diago while Diago’s deals 85 to Roberto.

Thus, Diago’s dealing more damage.

-Red

ok… ok i believe daigo is better than kyosuke heh !

hey try this on a tall person like gan,nagare,daigo and boman

1 super …

jump+f-hk , jump lk , landing-hk , lp,lk , hp,hk, f-hp , qcfx2-hp
20 hits

damage …oh…my…god , it took 65% of the life bar !! with 1 super . at the 1st start dude !!

i got to disagree with this , ya know;) … and W-daigo is top . my bad …

tiffany is a bitch that is good against natsu , when natsu try to use the projectiles , intercept natsu with df+lp,and chain … i just pwned a natsu projectile-lamer with tiffany .

NEW AIR-THROW SETUPS AGAIN !!

kyosuke , lp,lk,hp,hk,f-hk,f-df-hp, jump , lp,lk,hp,hk,f-hp stop , when you gone down , enemy just recovered , jump and air-grab

lp,lk,hp,hk,f-hk,f-df-hp, jump , lp,lk,hp,hk,stop ,f-hk(guarded) when you gone down , jump and air-grab

lp,lk,hp,hk,f-hk,f-df-hp, jump , lp,lk,hp,hk,f-hp, stop,f-hk(guarded) . when you gone down , jump and air-grab
.

hyo …

lp,lk,hp,hk,df-hk jump , lk , lk , hp,hk,qcb-Lk … when you gone down , enemy just recovered , jump and air-grab

be careful , to some character . that able to trick you too .

The only time I abuse Natsu’s projectiles is when I’m trying to stall time (very rare it actually goes to time), or build meter for the next character when Natsu is low on life.

When I do put Natsu on point, my main concern is her high/low game. Keep them afraid of her dive launcher and her range. The thing about Natsu is that you make them afraid to Tardy Counter after a s.lp, s.lp string. dp+p will give you a free air combo if they do, and if they crouch thinking that’s coming in, you tick into a low-grab or an overhead. The only problem is that in this case, if you go for the risk of her dive launcher, and they block, you’re getting sent for the ride.

I’ll admit though, Tiffany just flat out screams bottom tier to me though I’m not too familiar with how to use her. Creating combos is one thing. Effectively using a character with strategy is another.

On a side note, what gives Roberto the advantage of W. Daigo is the fact while when it comes down to land a hit, deal the damage, Roberto’s okizeme is unmatched.

s.lk, c.hp, c.hk, d/b+hk, /, j.lk, j.lk, j.hp, j.hk, qcf+lp, land. Run in, d/b+hk.

That simple combo does half-life, and sets the stage for more.

If opponent doesn’t tech, you can dp+hp, or dash in and d/b+hk for the relaunch. If the opponent does tech, you can dash in and wait for them to land to throw on them a high/low game, or jump and air throw.

And that’s if you choose to go that route. You can launch them, dash forward so you end up behind them. If they do tech, you’ve got a cross-up d/b+hk. If they don’t, you can still d/b+hk again. You can actually get 2-3 d/b+hk’s before doing his Rival Launcher (d/f+hk) and going up for the air juggle.

If only Roberto had a triangle dash :evil:

I know Daigo is good… I get flatout beaten by a Wild Daigo user…

But thing is… In tournies(/casual play)… W. Daigo loses to fast characters. Roberto has a good keep away from Daigo that all Roberto has to do is turtle.

He is a beast upclose… but people doesn’t want them to be close.

That’s why I stick to the tier list that W. Daigo is tier 3.

With side steps, how are you going to keep me out? And seeing as both of us need to deal damage to win, you have to come in some time. It’s going to happen, and if W. Diago is the one that hits, he deals the most damage.

Tiering in this game is based on ease of damage it seems :stuck_out_tongue:

-Red

Then this becomes a turtling game… which is why Roberto, Momo, Roy are ranked as top tiers. Roberto is top(no arguement)… Momo could combo off anything(I hate her)… Roy could easily combo.

Which I couldn’t say about W. Daigo. As you’ve said, everyone needs to come in. It’s not pretty seeing timeovers in PJ.

u guys are moron’s. daigo takes alot of life off, but he’s too slow against most ppl, roberto has a damaging combo, but its only one combo (all u do is block and tardy counter against him, or side step his ass)

Momo is the best charater in the game, with out a doubt. if u dont think so play me or this guy i know, and u will see y

The tiering isn’t based just off of damage, it’s the usefulness of normals, specials, supers, etc. If it were off of damage, Gan would be top tier.

If it were based off who can turtle the best, it would go to Kurow. A lot of his moves are designed pretty much as keep away (claw slashes, you can control the energy ball to go backwards, counter, etc).

I’m still waiting for a reason WHY Momo is good. “Watch this guy play,” doesn’t cut it. If that were the case, I’d have said, “Watch Slave play Wild Daigo.” Obviously, that doesn’t cut it. So what happened? Slave came straight forward and presented why Wild Daigo is good from a person who plays the character’s stand point, and I presented my thoughts as somebody who often plays against them.

The thing about playing Wild Daigo is that if you poke, you’re out of most other characters range, and those that can hit you (ie: Kyosuke d+hk), you’re well out of range to be combo’d and take significant damage. Now to combo Wild Daigo, you’ve got to get in on him. You can’t sidestep him like other characters due to the range of his moves (they swing from the fugging outside, insanity!), and as Slave mentioned, you’ve got to get in his range to hit him.

So what you’re looking at, is that W. Daigo has to be slow enough for you to dash in with a character with no range (ie: Momo), and hit him before he hits you. It’s NOT going to happen. His s.lk from what I remember hits crouching opponents, so it’s not like you can simply duck when you come in.

Tardy Countering is like Rolling in CvS1. It’s a great tactic, but too commonly used as a crutch. Trust me. Slave and I both went through a stage where we relied entirely on tardy countering. In fact, another person who commonly plays with us did it worse then we ever could. What happened? We learned how to deal with it, and get around it.

The game isn’t a game of who can tardy counter into a half life combo first. It’s a game of who can actually get that hit in, and it’s going to take some strategical movement, spacing, mix-ups, baiting, etc. If I dash in with Roberto and s.lp, s.lp, c.hp, what are you going to do? My money lays on try and tardy counter. What happens when I stop the combo right there, block your tardy counter, and then send you up, reset you, and put you on the ground where I can continue to do so?

I’m not talking out of my ass here either bo. I’m not saying I’m the best Project Justice player, but I definitely know the game well enough to be able to tell you certain things.

On a completely unrelated note, who does everybody play and what’s their main team?

I play… Roberto, Natsu, Kyoko, Kurow, Roy, Power Akira, Burning Batsu, and Incho.

I’m learning… Hayato, Gan, and Demon Hyo

My main team… Roberto/Roy/Natsu

careful with kyosuke …

easily get stunned , like remy

Icege I didn’t even say that we need to use Tardy Counters(except with Roy)…

You should ask Kuroi Sabato about Momo… I am not a Momo player, but I have seen enough to know that sh’e top tier.

Didn’t Arcadia release a tier list for this game?

I agree with what Jew said, and I’ll defend W. Diago again.

Now, let’s say W. Diago is playing the fabled Momo.

First, your range is ass compared to W. Diago’s, so you’re relying on quick speed to get into range. I, on the other hand, am just going to block your rushdown attempt. Now, if you do ANYTHING past lp, lp; I’m just going to tardy counter into an air combo. But, if you lp, lp and stop, you’re in my range. What now? I can lp, lp (Both hit mid) and stop too. We can play this all day till someone launchs. I’m pretty good about dodging throws, and nailing side step attempts. If you sidestep my jab, I’ll just stop there. If I predict a sidestep, I’ll rh into his triple kick special. Your whole turtling strat is moot, because my range is longer and I’ll poke you all day till SOMETHING hits. Hell, I can just dash back on your dash in and throw out a random 4rh because even if you jab, we’ll trade at best, and if you block I’m still safe because of your piddly range. So where’s Momo winning at?

The answer is, she’s not. We’re both just dashing, sidestepping, and jabbing in hopes of landing the first hit. When I hit, I’m taking half of your life with me. When you hit, you’ll probably try the same. There IS no advantage. You have speed, I have range. You can out jab me, but I can do it from farther away.

Against Roberto, it’s much the same only harder. Kurow? Let him run away. I’m not too worried about it. Most his moves are linear. (IE claw swipe), and lag at the end. He messes up once, it’s housing time.

What are you guys not getting about Wild Diago? I’m serious here. I’ve answered ALL your questions with valid answers and still no dice. As for the block and tardy counter, do you realize just how worthless that is?

What, pray tell, are you going to use to tardy counter a jab, which is absolutely safe in every way? Roberto jabbed you twice and stopped. And what? You tardy counter? Anything but a jab will get you tardied and launched. A jab will be blocked and put you back at stalemate. What if he sidesteps your tardy? Then you’re getting launched. All because you assume the tardy counter is your all purpose answer. It’s not. What if he team supers your tardy counter? You gonna hit him? Probably not, turtling Roberto is TOP TIER remember? If it was THAT easy to hit him, you wouldn’t be -in- this mess. And Roberto has SEVERAL variations of the combo string, and Jew uses most of them. So you really don’t know where it’s going to stop. But whatever, what do I know. I just play the game.

Also, how can W. Diago NOT combo? He has very few opitions of specials and launchers to link, not to mention supers, but he DOES have combos. One jab is all it’s gonna take for a combo, and his jab LOOKS slow but it’s got LOTS of priority and the hit box stays out a while.

-Red

If I’m not mistaken, the only reason Daigo twins aren’t top tier is because they’re just too easy to tardy. They still do lots of damage though, and it’s not like it’s ever difficult to sidestep.

Roy is good because of tardy rushpunch, his eleeto otg reset combo, and he has a good jab + sidestep. He can shut down Roberto relatively well, and builds lots of meter so you can do the funfunstuff combo. (LP, LK, HP, B+HK, dash LP, C.HP, dash B+HK, uppercut super, about 120 but I don’t know the actual damage cuz it resets. Wild.)

Momo is good because of her stupid combo and she has one of the best sidesteps in the game. Command throw kinda sucks, but I guess it’s there. Also, the 8 jabs combo with the relaunches does super good damage. And her jab recovers fast. Pokes are nearly worthless anyway because of tardies.

Also, I think Hayato turtling is super leet. Jumping back doing Air Command throw wheeeeeee. It’s too bad you can tech it. Also, Gan is awesome but being able to jump out of throw super on reaction is dum. Theend.

Out of all the people you named, maybe Roy’s dash punch is ALL you can tardy W. Diago’s lp with. It’s not fast, but it’s recovery is almost negligable. Try it, plz? Try and tardy a lp poke from W. Diago and if you can, tell me, and I’ll shut up and say W. Diago is low tier.

-Red