GGACR/Justice/Matchups/Sol

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< GGACR‎ | Justice‎ | Matchups


Introduction

Justice can keep Sol out, but she needs to be wary of Grand Viper attempts and f.S stuffing P nukes. Manual early det P nukes to beat Grand Viper, or jump away and punish with 6H/2H. Once Sol gets in, his buttons are faster than yours, but significantly worse range. His aerials aren't that great though, so you can AA him fairly easily with 6P and 2H. Watch our for roundstart 2D. Your best nukes are P, S and H nukes, Sol can run under K Nuke. VA does wonders in punishing most of his approaches, it's not a good idea to do it on wakeup since Sol players will prefer Gunflame FRC for okizeme.

Specific move counters and stuff

Work In Progress.

Do not tell sol players they can run-up dp their way through nukes and get a CH VV conversion

Justice doesn't have to respect Bandit Bringer nor Bandit Revolver at all, she can jP bringer on reaction and Block (No need to IB) > Throw Bandit Revolver, it will always work unless it's spaced with a very specific setup. https://twitter.com/EfzSakurako/status/1555029589642158082?s=20

If you pay attention (to the clip) you'll notice that JU only jumps after the "Bandit" sound has played, otherwise she's blocking. If you read it early, you can also do 6P and get a CH conversion but it's not advised to do that because you can't do it on reaction like with rising jP

Ground Viper goes under 2D, to counter it you have to manual detonate P Nuke or use 2H preemptively. You can also IB > Throw between hits

Justice Matchups

ABA Anji Axl Baiken Bridget Chipp Dizzy Eddie Faust I-no Jam Johnny Justice Kliff Ky May Millia Order-Sol Potemkin Robo-Ky Slayer Sol Testament Venom Zappa

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