Moero! Justice Gakuen // Project Justice Combo FAQ (3/16/01) v.6 -Japanese Sega Dreamcast- by Hector "Kuroko" Rivera (shinkuroko@hotmail.com) Version History .6(3/16/01) More corrections,format,additions .5(2/21/01) Initial Release Missing -- Notation on attacks that hit, trip, and launch -- More clarifications/explanations ================ =====Intro====== ================ I've been searching for a good guide for combos for this game, couldn't find one so I made my own. This is an attempt to make a simple and easy to read chart to see how the chains work and thus allow you to create your combo. Some may want to start at the high, then trick with a low attack, etc. Also, due to me starting a new job I won't be able to update this guide so much. If anybody thinks they can continue this guide while keeping it simple (no individual combo listings) and concise, email me. ================= ===How to read=== ================= The charts are divided into off the ground, ground chains, Air Combo chains, and a High Jump Air Rave GROUND CHAIN: attacks done will being on the ground (standing,crouching etc). The chart is read from left to right in steps. Do an attack from column (step 1), then do one from 2, then 3. Some attacks may end abruptly (such as a trip which sends the opponent to the ground) thus not allowing you to go into the next steps(columns). Some will knock down (trip), mini-launch, smack the opponent away, or leave the opponent ready for a special or burning vigor attack. I will mark those with some legend in the next revision. AIR RAVE CHAIN: These will work after a mini-launch or a high launch. Do one from column 1, then one from column 2 and so on. HIGH JUMP AIR RAVE: Will only work for a opponent that is launched high!! WILL NOT WORK ON A MINI-LAUNCH!! Launch the opponent high up in the air (like Batsu's df+P), jump after them, then wait for the launched opponent to be at about leg/feet level of your character and try these combos. Crowd pleasers! The trick is to wait for about half a second more before beggining the air rave than when you normally do. You may not get all the hits on smaller characters (like Momo). So reducing the hits may ensure a succesful burning vigor attack and perhaps more damage. Also on most cases more hits may not mean higher damage. A normal 7 hit chain may do more damage than 13 non chain hits. On some of them you'll see a --> mark. This means you can insert a burning vigor or a super move here to get the most hits out of them or else continue with normal attacks and finisher. I decided to use the name High Jump Air Rave just because the name sounded cool (after playing all that MvC 2) not because I read it off somewhere. I was amazed the first time I saw this and even more amazed that a lot of chars have this. I figured these out by myself but since I don't know if I'm the first one to find these out I'm not going to give myself credit. OFF THE GROUND: Don't let them take a nap!! Get up and fight, chicken! This is to stand opponents up after they've been knocked down / tripped. Most characters will have to stand next to the opponent to ensure contact. Some like Momo arch and you'll have to do it from a little bit away. That I know of, only Roy can continue to hit after an OFF THE GROUND. *****HIGHEST HIT COMBO***** Yurika's Concerto of Pain [30-32 hits] (needs 2 energy meters and some timing) b+HP->qcbX2 + P->(LK,LK) X 4, HP,HK ->qcfX2 + K [high jump air rave] I got 32 hits vs Hyo with 105 damage. Versus Momo I could only go up to 30 (only did LK,LK X 3,HP,HK for HJAR) for approx 98 damage. Hyo was singing soprano after this one. SOME BASIC NOTATION: b=back,f=forward,d=down,df=down forward qcf=quarter circle forward (a Hadouken motion)(236) whatever qcb=quarter circle back (214) LP=Light or weak Punch (X on DC pad) HP=Hard Punch (Y on DC pad) LK=Light or weak Kick (A on DC pad) HK=Hard Kick (B on DC pad) something like ( LK,LK,HP ) X 2,HK,f+HP means LK,LK,HP,LK,LK,HP,HK,f+HP etc ========================================================= ========================================================= ========>>Characters (in team order, almost)<<=========== ========================================================= ========================================================= ============= ==Taiyou HS== ============= ---------------------- -Batsu, Burning Batsu- ---------------------- off the ground : b+HP normal launch: df+HK high launch: df+HP, qcbX2+P Ground Chain 1 2 3 (LP,LP) HP f+HP LK d+HP df+HK d+LK d+HK f+HK HK Air Rave Chain 1 2 3 4 LP LP HP HK LK LK finisher: f+HP High Jump Air Rave (LP,LP,HP)X2-->LK,LK,HP,HK,f+HP note: best place to insert a burning vigor is at the after the 2nd LP,LP,HP chain -------- -Hinata- -------- off the ground: b+HK normal launch:df+HP high laucher:df+HK Ground Chain (just like Boman, she has 2 sets depending on whether you start with punch or kick) 1 2 3 (LP,LP) HP f+HP d+LP d+HP 1 2 3 LK HK f+HK d+LK d+HK df+HP f+HP Air Rave Chain 1 2 3 4 LP LP HP HK LK LK finisher:f+HP,f+HK High Jump Air Rave (LK,LK,HP)X2 , HK (insert finisher or QCBX2+K here) --------- -Kyosuke- --------- off the ground: b+HK Ground Chain 1 2 3 4 (LP,LP) HP f+HP f+HK d+LP d+HP d+HK b+HP LK HK d+LK Air Rave Chain 1 2 3 4 5 6 LP LP HP HK f+HP f+HK LK LK note: I've only gotten to step 5,6 in a mini launcher. In a high launch it will cancel animation but still won't combo. :P High Jump Air Rave (LP,LP,HP)X3 (insert finisher or QCFX2+K here) note: as mentioned above, I haven't gotten f+HP,f+HK to work in a high launch) ---------------------- -Iincyo (Chairperson)- ---------------------- off the ground: b+HP Ground Chain 1 2 3 4 LP,LP HP HK f+HP LK d+HP d+HK df+HP d+LP f+HK d+LK df+HK b+HK Air Rave Chain 1 2 3 4 LP LP HP HK LK LK High Jump Air Rave **Iincyo can't do a high launch** ----- -Ran- ----- off the ground: df+HP Ground Chain 1 2 3 (LP,LP) HP f+HP LK d+HP f+HK d+LP d+HK d+LK HK Air Rave Chain 1 2 3 4 LP LP HP HK LK LK High Jump Air Rave ( LP,LP ) X 4, HP, HK --> f+HP ============== ===Gorin HS=== ============== ------- -Shoma- ------- off the ground: HP,HP (2nd HP will lift) Ground Chain 1 2 3 (LP,LP) (HP,HP) f+HP d+LP HK f+HK LK d+HP d+LK d+HK Air Rave Chain 1 2 3 4 LP LP HP HK LK LK High Jump Air Rave (LP,LP) X 3, LK, LK, f+HP ------- -Natsu- ------- off the ground:d+HK Ground Chain 1 2 3 (LP,LP) HP f+HP d+LP HK LK d+HP d+LK d+HK Air Rave Chain 1 2 3 4 LP LP HP HK LK LK High Jump Air Rave (LP,LP) X 3, HP--> HK f+HP --------- -Roberto- --------- off the ground: qcb+K Ground Chain 1 2 3 (LP,LP) HP f+HP LK (d+HP,HK) f+HK d+LP (d+HP,d+HK) db+HK d+LK HK Air Rave Chain 1 2 3 4 LP LP HP HK LK LK High Jump Air Rave ( LP,LP ) X 3, LK, LK --> HP,HK -------- -Nagare- -------- off the ground: d+HK Ground Chain 1 2 3 (LP,LP) HP f+HP LK d+HP f+HK d+LP d+HK d+LK HK Air Rave Chain 1 2 3 4 LP LP HP HK LK LK High Jump Air Rave (Nagare launches with df+HK) ( LK,LK ) X 2, LP, LP --> HP, HK, f+HP ================ ===PACIFIC HS=== ================ ----- -Roy- ----- off the ground: b+HK note: if getting opponent up from ground, after b+HK, try to quickly follow up with QCFX2 + P! Ground Chain 1 2 3 4 LP LP HP (f+HP,f+HP) d+LP LK d+HP b+HK d+LK f+HK Air Rave Chain 1 2 3 4 LP LP HP HK LK LK High Jump Air Rave ( LP,LP,HP ) X 2 --> HK, f+HK --------- -Tiffany- --------- off the ground: b+HK [butt slam :) ] Ground Chain 1 2 3 4 5 LP LP HP HK f+HP LK d+HP d+HK df+HP f+HK Air Rave Chain 1 2 3 4 LP LK HP HK High Jump Air Rave ( LK,LK,HP ) X 2 --> LK,LK,HP note: place QCB+K after 2nd LK,LK,HP or go on with the 3rd LK,LK,HP ------- Miscelaneous Ramble: -Boman- Boman's name should be Boreman since the ------- katakana sounds like bo-o-man and he is a reference to George Foreman just like M. Bison(Balrog in US) to Mike Tyson on SF2. off the ground: d+HK Ground Chain note: apparently Boman chains depends on whether you start with kicks or punches. 1 2 3 (LP,LP) HP f+HP d+LP 1 2 3 (LK,LK) HK df+HK d+LP d+HK Air Rave Chain 1 2 3 (LP,LP) HP HK (LK,LK) High Jump Air Rave (LK,LK,HP) X 2--> f+HP note: the trick to this is keeping pressing toward the opponent while doing the 2nd LK,LK and putting the control in neutral so as not to do the finisher (f+HP) ====================== ====Justice Gakuen==== ====================== ------- -Hideo- ------- off the ground: b+HK Ground Chain 1 2 3 (LP,LP) HP f+HP d+LP d+HP LK HK d+LK d+HK Air Rave Chain 1 2 3 4 LP LP HP HK LK LK High Jump Air Rave (LK,LK,HP) X 2 , LP,LP,HP, f+HP -------- -Hayato- -------- off the ground: b+HP Ground Chain 1 2 3 (LP,LP) HP f+HP d+LP d+HP f+HK LK HK df+HK d+LK d+HK b+HP Air Rave Chain 1 2 3 (LP,LP) HP HK (LK,LK) High Jump Air Rave **none** .... I think ------- -Kyoko- ------- off the ground: qcb+LP Ground Chain 1 2 3 4 (LP,LP) HP f+HP f+HK LK d+HP d+HK d+LK HK Air Rave Chain 1 2 3 4 LP LP HP HK LK LK High Jump Air Rave (LK,LK), (LP,LP), (LK,LK) ,HP,HK,f+HK ----- -Hyo- ----- off the ground: b+HK Ground Chain 1 2 3 4 (LP,LP) HP HK f+HP d+LP d+HP d+HK f+HK LK (f+LP,HP) df+HK d+LK Air Rave Chain 1 2 3 4 LP LP HP HK LK LK High Jump Air Rave (LP,LP) X 3, LK, LK, HP, f + HP ----------- -Demon Hyo- ----------- off the ground: b+HK Ground Chain 1 2 3 (LP,LP) (HP,HP,HP) f+HK LK d+HP df+HK d+LK HK d+LP d+HK Air Rave Chain 1 2 3 4 LP LP HP HK LK LK High Jump Air Rave (LP,LP) X 2, LK, LK, HP, HK --> f+HP ============= ===Gedo HS=== ============= ------- -Daigo- ------- off the ground: b+HK Ground Chain 1 2 3 4 (LP,LP) HP HK f+HK d+LP d+HP d+HK b+HK LK f+HP d+LK Air Rave Chain 1 2 (LP,LP) HP (LK,LK) HK High Jump Air Rave ( LP,LP,HP )X 3 --> f+HP ------------ -Wild Daigo- ------------ Ground Chain 1 2 3 (LP,LP) HP f+HK d+LP d+HP b+HK LK HK f+HP d+LK d+HK Air Rave Chain 1 2 3 4 LP LP HP HK LK LK High Jump Air Rave ( LP,LP,HP )X 3 --> f+HP ------ -Edge- ------ off the ground: f+HK Ground Chain 1 2 3 (LP,LP) HP f+HK d+LP d+HP (b+HK)X3 LK HK (b+HK,b+HK,HK,f+HK) d+LK d+HK df+HK Air Rave Chain 1 2 3 4 LP LP HP HK LK LK High Jump Air Rave (LK,LK) X 3 , HP,HK,f+HK ----- -Gan- ----- off the ground: b+HK (or) qcf+LK Ground Chain 1 2 3 (LP,LP) HP f+HK (LP,df+LP) d+HP LK,LK HK d+HK note: Gan's chain does not go from 1,2,3. It goes from 1-->2 or you can do 2-->3 Air Rave Chain 1 2 3 4 LP LP HP HK LK LK High Jump Air Rave **none** :P ================== ===Dark Justice=== ================== ------- -Kurow- ------- off the ground: d+HK Ground Chain 1 2 3 4 LP HP HK f+HP d+LP d+HP d+HK f+HK (LP,LK) d+LK Air Rave Chain 1 2 3 4 LP LP HP HK LK LK High Jump Air Rave (LP,LP ) X3 , LK, LK, HP, HK, f+HK ------- -Vatsu- ------- off the ground : b+HP Ground Chain 1 2 3 (LP,LP) HP f+HP LK d+HP df+HK d+LK HK f+HK d+HK note: QCFX2 + P will only combo after HK or d+HK (at least for me) Air Rave Chain 1 2 3 4 LP LP HP HK LK LK High Jump Air Rave (LP,LP,HP)X2-->LK,LK,HP,f+HK note: best place to insert a burning vigor is at the after the 2nd LP,LP,HP chain ------ -Momo- ------ off the ground: b+HP Ground Chain 1 2 3 LP,LP HP f+HP d+LP d+HP f+HK 1 2 3 LK HK f+HP d+LK d+HK f+HK Air Rave Chain 1 2 3 4 LP LP HP HK LK LK High Jump Air Rave (LK,LK) X 2, LP,LP, HP --> HK, f+HP ================ ===Seijyun HS=== ================ ------- -Akira- ------- off the ground: qcf+LK Ground Chain 1 2 3 (LP,LP) HP f+HP d+LP d+HP LK HK d+LK d+HK Air Rave Chain 1 2 3 4 LP LP HP HK LK LK High Jump Air Rave ( LK,LK,HP ) X 2 , LK,LK--> HP,HK,f+HK --------------- -Powered Akira- --------------- off the ground: qcf+LK Ground Chain 1 2 3 (LP,LP) HP f+HP d+LP d+HP b+HP LK HK d+LK d+HK Air Rave Chain 1 2 3 4 LP LP HP HK LK LK High Jump Air Rave ( LK,LK,HP ) X 2 , LK,LK--> HP,HK,f+HK -------- -Yurika- -------- off the ground: qcf+HP Ground Chain 1 2 3 (LP,LP) HP f+HP d+LP d+HP f+HK LK HK d+LK d+HK Air Rave Chain 1 2 3 4 LP LP HP HK LK LK High Jump Air Rave (LK,LK) X 4, HP,HK --> f+HP Yurika's Concerto of Pain [30-32 hits] (needs 2 energy meters and a lot of timing) b+HP->qcbX2 + P->(LK,LK) X 4, HP,HK ->qcfX2 + K [high jump air rave] I got 32 hits vs Hyo with 105 damage. Versus Momo I could only go up to 31. Hyo was singing soprano after this one. ------ -Zaki- ------ off the ground: b+HK Ground Chain 1 2 3 4 (LP,LP) HP HK f+HP d+LP d+HP d+HK f+HK LK df+HK d+LK Air Rave Chain 1 2 3 4 LP LP HP HK LK LK High Jump Air Rave (LK,LK) X 4--> HP,f+HK ========================= ========MENUS============ ========================= ===============>>OPTIONS<<====================== CPU DIFFICULTY 1-8 DAMAGE 1-4 TIMER SPEED 1-4,off MATCH(CPU) 1-3 matches MATCH(VS) 1-3 matches QUICK CONTINUE on/off SOUND TYPE stereo/monoaural BGM VOLUME SE(sound fx)VOLUME BUTTON CONFIG Press A GAME SYSTEM(see below) Press A DEFAULT EXIT ==========>>GAME SYSTEM menu<<================= 1P 2P Grab? SUPER GAGE 5@start 1@start Max None GUARD Manual/Auto BACKJUMP Normal/Off ?? Normal/????? 2 TEAM UP On/Off 3 TEAM UP On/Off PIYORI(??) On/Off DEFAULT EXIT ==============>>Training Menu<<=================== -=after choosing characters=- START TRAINING OPTION STAGE SELECTION -=during training stage,press start, select Training Menu=- DUMMY OPPONENT Normal/CPU POSITION Standing/Crouching/Jump/High Jump/ Sidestep Toward Screen/Away from Screen/ Grab/Crouch Grab GUARD Combo Check/No Guard/ SemiAuto(High Guard only)/Guard All AIR RECOVERY Normal/Roll Forward/Roll Backward/ Don't Recover/ Random GROUND RECOVERY Normal/Quick Recover/Forward/Backward/ Toward Screen ATTACK DATA On/Off SHOW ARMOR/INVICIBLE STATES On/Off (with this on, chars will turn green to indicate 1 hit armor and transparent to indicate invincibility) DEFAULT EXIT