GGACR/Justice: Difference between revisions

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(Expanded more on normals, particularly 2H)
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;Strengths
;Strengths
:Extreme range. Good mixup tools and long throw range. Builds meter quickly. Excellent overdrives. Great guts rating and backdash. Crotch Spike.<br/>
:Extreme range. Great set of normals. Good mixup tools and long throw range. Builds meter quickly. Excellent overdrives. Great guts rating and backdash. Crotch Spike.<br/>
;Weaknesses
;Weaknesses
:Extremely limited movement options. Slow pokes. Generally outclassed in many situations. Very few favorable matchups.<br/>
:Extremely limited movement options. Slow pokes. Big target. Generally outclassed in many situations. Very few favorable matchups.<br/>
;Movement Options
;Movement Options
:1 Double Jump, no dashes or airdashes.
:1 Double Jump, no dashes or airdashes.
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  |recovery=9
  |recovery=9
  |frameAdv=-2
  |frameAdv=-2
  |description=Knocks Anji's 5P off the pedestal for best jab in the game. Two hits, decent speed, massive range and hitbox, and cancels into everything. You can mash it on either hit, and choosing whether or not to go into the second hit will screw with opponents that are terrified of 6P. Definitely a go-to normal.
  |description=Knocks Anji's 5P off the pedestal for best jab in the game. Two hits, decent speed, massive range and hitbox, and cancels into everything. You can mash it on either hit, and choosing whether or not to go into the second hit will screw with opponents that are terrified of 6P. Great combo starter, even into 6P directly. Definitely a go-to normal.


2nd hit has initial prorate 80%.
2nd hit has initial prorate 80%.
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  |recovery=12
  |recovery=12
  |frameAdv=-1
  |frameAdv=-1
  |description=Huge reach, with the hitbox extending to the end of Justice's tail. Amazing poke, especially at the start of rounds. Feel free to go right into f.S afterwards.
  |description=Huge reach, with the hitbox extending to the end of Justice's tail. Amazing poke, especially at the start of rounds. Feel free to go right into f.S afterwards, or 2H if you're close enough.
  }}
  }}
}}
}}
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  |recovery=11
  |recovery=11
  |frameAdv=-5
  |frameAdv=-5
  |description=When within range, this move is absolutely awesome. You can use it as a poke into f.S, as a great AA into 6P, j.S, or whatever, as a relaunch after FRC aerial S Michael Sword, or as a great tool for causing a dizzy. Pretty versatile move.
  |description=When within range, this move is absolutely awesome. You can use it as a poke into f.S, as a great AA into 6P, j.S, or whatever, or as a relaunch after FRC aerial S Michael Sword. It's a a great tool for causing a dizzy, and you can combo c.S into 6P and back into c.S against most of the cast. Furthermore, against heavyweights, you can link into it after a 2H. Against heavies like Pot, you can use it in silly loops like 6H > (j.P > j.P > j.S(1) > j.H, land c.S), repeat. Very versatile move, standing out amongst Justice's set of already great normals.


Dizzy modifier x2.
Dizzy modifier x2.
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  |recovery=16
  |recovery=16
  |frameAdv=-4
  |frameAdv=-4
  |description=Like Mother, like Daughter. The better version of Dizzy's bastardized f.S; Justice's furthest reaching normal amongst a set that already has ridiculous range. It nearly always hits four times, easily confirms into S Michael Sword, and cranks Guard Bar as easily as a Saturday morning stroll. You'll probably be using this move more than anything else, usually in combos or for footsies.
  |description=Like Mother, like Daughter. The better version of Dizzy's bastardized f.S; Justice's furthest reaching normal amongst a set that already has ridiculous range. It nearly always hits four times, easily confirms into S Michael Sword, and cranks Guard Bar as easily as a Saturday morning stroll. You'll probably be using this move more than anything else, usually in ground combos or for footsies.


Hitstop 6F.
Hitstop 6F.
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  |recovery=24
  |recovery=24
  |frameAdv=-11
  |frameAdv=-11
  |description=Big damage combo filler. Mostly used after f.S when close enough before going right into S Michael Sword. Its range is pretty high, falling behind only 6H, working well as a damaging poke from far away and situational anti-air with its upper body invincibility. Nets big rewards on counter hit. Goes into H Michael Sword against crouching opponents.
  |description=Big damage combo filler. Mostly used after f.S when close enough before going right into S Michael Sword. Its range is pretty high, falling behind only f.S and 6H, working well as a damaging poke from far away and situational anti-air with its upper body invincibility. Nets big rewards on counter hit. Goes into H Michael Sword against crouching opponents.


Upper body invincible 11~31F. Staggers opponent on ground CH (Max 47F).
Upper body invincible 11~31F. Staggers opponent on ground CH (Max 47F).
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  |recovery=12
  |recovery=12
  |frameAdv=-4
  |frameAdv=-4
  |description=Absolutely horrifying overhead that serves as an all-purpose move. It gatlings from and to nearly everything, hits scarily fast at 18 frames, is upper body invincible, and jump cancellable. You can go into it from 2K, and into c.S into whatever afterwards. You can use to relaunch after air combos, as a great AA, and as a fast overhead (hits frame 18 against most crouchers, frame 10 on crouching Pot. :V). Perhaps the most important feature is that 6P '''forces crouching''' on hit. This means that you can combo into H Michael Sword out of 5H incredibly easily, allowing you to knock the opponent down in front of you. Note that 6P will only hit crouching and airborne opponents once.  
  |description=Absolutely horrifying overhead that serves as an all-purpose move. It gatlings from and to nearly everything, hits scarily fast at 18 frames, is upper body invincible, and jump cancellable. You can go into it from 2K, and into c.S into whatever afterwards. You can use to relaunch after air combos, as a great AA, and as a fast overhead (hits frame 18 against most crouchers, frame 10 on crouching Pot. :V).
 
Perhaps the most important feature is that 6P '''forces crouching''' on hit. This means that you can combo into H Michael Sword out of 5H incredibly easily, allowing you to knock the opponent down in front of you. 6P combos from 5P, 2P, 5K, and 2K against standing opponents, too. Probably one of the best overheads in the game, so use it. Note that 6P will only hit crouching and airborne opponents once.  


Initial prorate 80%. Upper body invincible 1~17F. Above knees invincible 18~29F. 2nd hit hits crouching opponent on 18F (tested on crouch blocking Sol). Forces crouching on hit.
Initial prorate 80%. Upper body invincible 1~17F. Above knees invincible 18~29F. 2nd hit hits crouching opponent on 18F (tested on crouch blocking Sol). Forces crouching on hit.
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  |recovery=26
  |recovery=26
  |frameAdv=-9
  |frameAdv=-9
  |description=Looking familiar? Dizzy's 6H but even better. Though you generally can't combo into it easily on grounded opponents (except on Counter Hit), Justice's 6H serves as an extremely rewarding launcher and relaunch tool, leading to 8 hit combos in excess of 200 damage without meter. You can combo into it out of Throw, FRC'd Nukes, and Valkyrie Ark (with their prorates), out of CH 2S, Michael Blade, or throw it out naked, or against a dizzied opponent for some lifebar draining button sequences.  
  |description=Looking familiar? Dizzy's 6H but even better. Though you generally can't combo into it easily on grounded opponents (except on Counter Hit), Justice's 6H serves as an extremely rewarding launcher and relaunch tool, leading to 8 hit combos in excess of 200 damage without meter. You can combo into it out of Throw, FRC'd Nukes, and Valkyrie Ark (with their prorates), out of CH 2S, Michael Blade, Air Superior Trance when high enough, or throw it out naked or against a dizzied opponent for some lifebar draining button sequences. It builds some nasty amounts of guard bar, too, and is jump cancellable to make it safe. Just be careful about the startup if you feel ballsy enough to throw it out randomly.


1st hit staggers opponent on ground CH (Max 47F). 2nd hit floats opponent on hit (on ground hit, untechable for 28F).
1st hit staggers opponent on ground CH (Max 47F). 2nd hit floats opponent on hit (on ground hit, untechable for 28F).
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  |recovery=12
  |recovery=12
  |frameAdv=-3
  |frameAdv=-3
  |description=Another Overhead that looks like a low? Huge reaching dust that goes under a few things because of how Justice leans backwards. It has a slightly bigger reach than 5K, so feel free to mix it up with 2D for the sake of being cool. Decent Dust because of how easy it is to score a knockdown combo, though the speed can hurt quite a bit, making up for its ambiguous animation.
  |description=Another Overhead that looks like a low? Huge reaching dust that goes under a few things because of how Justice leans backwards. It has a slightly bigger reach than 5K, so feel free to mix it up with 2D for the sake of being cool. Decent Dust because of how easy it is to score a knockdown combo, though the speed can hurt quite a bit, making up for its ambiguous animation. You can use it to make 2H pretty safe on block, too.


Above knees invincible 31~46F. Dizzy modifier x1.5.  
Above knees invincible 31~46F. Dizzy modifier x1.5.  
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|name=2P
|name=2P
|image=GGAC_Justice_2P.png
|image=GGAC_Justice_2P.png
|caption=Pokes
|caption=Justice issues a command, but has no minions remaining
|data=
|data=
  {{FrameData-GGACR
  {{FrameData-GGACR
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  |recovery=7
  |recovery=7
  |frameAdv=+1
  |frameAdv=+1
  |description=Has the worst range out of every one of Justice's normals, but also the only one that's plus on block to compensate. Best for tick throws and might work well occasionally as jab pressure, but otherwise falls to the wayside of Justice's other moves.
  |description=Has the worst range out of every one of Justice's normals, but also the only one that's plus on block to compensate. Best for tick throws and might work well occasionally as jab pressure, but otherwise falls to the wayside of Justice's other moves. 2P to 6P combos, too, if you're close enough and the opponent is standing.


Initial prorate 80%.
Initial prorate 80%.
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  |recovery=10
  |recovery=10
  |frameAdv=-5
  |frameAdv=-5
  |description=Your faster low, which will float opponents if you knock them up off the ground. It has similar range to 6P, so you can do a screwy high/low game by doing 2K > 6P. Overheads mean nothing without lows, after all.
  |description=Your faster low, which will float opponents if you knock them up off the ground. It has similar range to 6P, so you can do a screwy high/low game by doing 2K > 6P. It'll also go into 2H, letting you do some decent, albeit prorated damage afterwards. Overheads mean nothing without lows, after all.


Initial prorate 80%. Hitstop 6F.
Initial prorate 80%. Hitstop 6F.
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  |recovery=16
  |recovery=16
  |frameAdv=-6
  |frameAdv=-6
  |description=Justice is full of big reaching normals, with 2S being a pretty good one. She makes a long spin of her tail, making for a decent poke, going into 5H normally and comboing into 6H on counter hit. It doesn't scale as hard as f.S, so sometimes you might opt for this mid-combo instead.
  |description=Justice is full of big reaching normals, with 2S being a decent one. She makes a long spin of her tail, making for a decent poke, going into 5H normally and comboing into 6H on counter hit. It doesn't scale as hard as f.S, so sometimes you might opt for this mid-combo instead. However, it usually pushes the opponent out kind of far, and only hits mid, so 2S will likely see less use unless you just want to knock the opponent down and get them far away.


Pulls in opponent on air hit. Staggers opponent on ground CH (Max 44F).
Pulls in opponent on air hit. Staggers opponent on ground CH (Max 44F).
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  |recovery=18
  |recovery=18
  |frameAdv=-5
  |frameAdv=-5
  |description=Sweeping laser claws, hit twice, launch pretty easily and can be followed up by linking either c.S or H/D nuke afterwards. Since you can't gatling out of it or jump or special cancel it, you'll have to link something out of it if you want knockdown or more damage.  
  |description=Vital combo tool that launches on hit. Sweeping laser claws, hit twice. This move can be combo'd into from nearly all of Justice's grounded normals, and can be followed up by linking H/D nuke afterwards for knockdown, or j.P, j.K, j.S, or c.S to get a combo going. 2H essentially allows Justice to start her damaging aerial combos from midscreen or the corner, as long as she's close enough to the opponent. Links into j.P and j.K are relatively easy, as is the link to c.S against heavyweights. The link to j.S is harder, but leads to optimal damage. You can even end air combos in 2H if you land before the opponent (like after air S Michael Sword FRC, or air Superior Trance), and then go into nukes to score knockdown and significant time to set up oki.
 
2H scales very little, is active for forever, adds a big amount to the guard bar, is fairly safe on block, and can be cancelled into either 5D or 2D to make it safer. It can honestly work well as an oki tool, as it can punish backdashes, and the rewards are big while the risks are minimal (though Justice does have other choices). The followups to it are fairly lenient links and the move itself is easy to combo into. 2H very realistically has the potential to end up being one of Justice's most important normals.


Pulls in opponent on air hit. Floats opponent on hit (both hits has 35F untechable time).
Pulls in opponent on air hit. Floats opponent on hit (both hits has 35F untechable time).
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  |recovery=16
  |recovery=16
  |frameAdv=-2
  |frameAdv=-2
  |description=Justice's only other low, with enormous reach for a sweep. Combos into S Michael Sword, like most of her normals, but you may want to choose to leave it at that to keep in a good range for oki. You can cancel into a high nuke as well that will set up your oki nicely.
  |description=Justice's only other low, with enormous reach for a sweep. Combos into S Michael Sword, like most of her normals, but you may want to choose to leave it at that to keep in a good range for oki. It can be used to make nearly any blockstring safe, too, since it's only -2 on block. You can cancel into a high nuke on hit as well, which will set up your oki nicely.
  }}
  }}
}}
}}
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  |recovery=16
  |recovery=16
  |frameAdv=
  |frameAdv=
  |description=Ludicrous ranged air poke, with great speed and huge hitbox, amazing for aerial footsies and poke fests. It combos into all of Justice's other aerials, so go ahead and use it whenever you feel like it to start an air combo against somebody from far out.
  |description=Ludicrous ranged air poke, with great speed and huge hitbox, amazing for aerial footsies and poke fests. It combos into all of Justice's other aerials, so go ahead and use it whenever you feel like it to start an air combo against somebody from far out. It's your best bet for linking after a 2H if you want a balance of difficulty vs. reward.
 
  }}
  }}
}}
}}
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  |recovery=3
  |recovery=3
  |frameAdv=
  |frameAdv=
  |description=Extremely active normal, with the highest vertical reach among Justice's aerials. The first hit will combo into aerial H Michael Sword easily, and either hit can be jump cancelled or gatling'd out of. Versatile, well-rounded move.
  |description=Extremely active normal, with the highest vertical reach among Justice's aerials. It combos into j.P to tack on more damage when necessary, j.H for knockdowns and silly loops, and j.D for big damage combos. If you're so inclined, you can use it as a very active jump in as well. The first hit will combo into aerial H Michael Sword easily, and either hit can be jump cancelled or gatling'd out of. Versatile, well-rounded move.


1st hit is untechable for 24F. Max 2 hits. Pulls in opponent on air hit.
1st hit is untechable for 24F. Max 2 hits. Pulls in opponent on air hit.
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  |recovery=24
  |recovery=24
  |frameAdv=
  |frameAdv=
  |description=Enormous hitbox jump-in, great for air-to-ground and for knockdowns out of short air combos or ones from H aerial Michael Sword. You'll want to go into this often if you want a great oki opportunity.
  |description=Enormous hitbox jump-in, great for air-to-ground and for knockdowns out of low, short air combos or ones from H aerial Michael Sword. You'll want to end combos with this often if you want a great oki opportunity (especially against opponents who outzone you).  


Forced prorate 90%. Untechable for 22F.
Forced prorate 90%. Untechable for 22F.
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  |recovery=18
  |recovery=18
  |frameAdv=
  |frameAdv=
  |description=Freakishly wide hitbox, good for crossups and would be devastating if Justice retained even one airdash. Combos from j.S and is jump cancellable, as well as being the single most damaging jumping normal in the game, tied with Baiken's j.D. Excellent move.
  |description=Freakishly wide hitbox, good for crossups and would be devastating if Justice had retained even one airdash. Combos from j.S and is jump cancellable, as well as being the single most damaging jumping normal in the game, tied with Baiken's j.D. It's a decent air-to-ground combo starter, but the vertical hitbox is a little wonky, so time it right. Excellent combo tool, excellent move.
  }}
  }}
}}
}}
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|name=Throw
|name=Throw
|image=GGAC_Justice_throw.png
|image=GGAC_Justice_throw.png
|caption=RRRRRRUAAAAAAAAGGHH
|caption=OH GOD IT'S POT ALL OVER AGAIN
|data=
|data=
  {{FrameData-GGACR
  {{FrameData-GGACR
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  |recovery=
  |recovery=
  |frameAdv=
  |frameAdv=
  |description=Foot claw grab to ground slam. Causes knockdown and can be followed up if you choose to spend 50% meter to RC it. Justice's air throw range is also good, a little bit higher than the average than the 88 pixel range.
  |description=Foot claw grab to ground slam. Causes knockdown and can be followed up if you choose to spend 50% meter to RC it. Justice's air throw range is also good, a little bit higher than the average than the 88 pixel range. If the opponent's low on health but still has a burst, you can go into Imperial Ray when you land and tack on a good 50 more damage, even OTG.


Forced prorate 50%.
Forced prorate 50%.
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  |recovery=15
  |recovery=15
  |frameAdv=-5
  |frameAdv=-5
  |description=Michael Sword is what you're going to be using to end nearly every one of your combos, each version generally dealing knockdown or leading into a move that will knock down. Each version has a gigantic hitbox and will be probably the most used special in your gameplan.
  |description=Michael Sword is what you're going to be using to end a lot of your combos, each version generally dealing knockdown or leading into a move that will knock down. Each version has a gigantic hitbox and will be probably the most used special in your gameplan.


The grounded Slash version is your standard ground combo ender. Pushes the opponent all the way back to the edge of the screen and knocks them down, giving you time to throw out nukes and set up.  
The grounded Slash version is your standard ground combo ender. You can also use it for spacing yourself accordingly, as it'll smack away opponents running in blindly. Pushes the opponent all the way back to the edge of the screen and knocks them down, giving you time to throw out nukes and set up.


Slides opponent on CH (untechable for 84F, slides for 50F).
Slides opponent on CH (untechable for 84F, slides for 50F).
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  |recovery=23
  |recovery=23
  |frameAdv=-13
  |frameAdv=-13
  |description=Ground H Michael Sword has slower startup, but does more damage and causes wallbounce. It can only be combo'd into in specific situations, such as from 6P > 5H > Michael Sword against crouching opponents. Also builds a ton of meter on block, making it pretty sweet for ending blockstrings with. On hit, unless you're near the corner, you're generally not going to be able to do much of anything, but it'll knock them down near you and let you set up.
  |description=Ground H Michael Sword has slower startup, but does more damage and causes wallbounce. It can only be combo'd into in specific situations, such as from 6P > 5H > Michael Sword, and out of 5H against crouching opponents or on Counter Hit. Also builds a ton of meter on block, making it pretty sweet for ending blockstrings with. On hit, unless you're near the corner, you're generally not going to be able to do much of anything, but it'll knock them down near you and let you set up.


Wallbounces opponent on hit (untechable for 50F)  
Wallbounces opponent on hit (untechable for 50F)  
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  |recovery=31
  |recovery=31
  |frameAdv=
  |frameAdv=
  |description=Easy aerial combo ender. Can be FRC'd, which causes the opponent to fall straight down. This lets you continue the combo either by relaunching with 6H, or doing a 2H into nukes for knockdown. How you follow up is dependent on the opponent's weight.
  |description=Easy aerial combo ender. Can be FRC'd on the first hit, which causes the opponent to fall straight down. This lets you continue the combo either by relaunching with c.S if they're close enough, relaunching with 6H, or doing 2H into a nuke for knockdown. How you follow up is dependent on the opponent's weight.


Untechable for 60F. Slides opponent on CH (untechable for 84F, sides for 51F). FRC timing 10~13F. Justice can do any move (except another Michael Sword) right after recovering in the air.
Untechable for 60F. Slides opponent on CH (untechable for 84F, sides for 51F). FRC timing 10~13F. Justice can do any move (except another Michael Sword) right after recovering in the air.
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  |recovery=31
  |recovery=31
  |frameAdv=
  |frameAdv=
  |description=Harder aerial combo ender than S version, as it only combos after the first hit of j.S. Wallbounces, and generally allows you to knock down with a j.H afterwards. Use this for more damage and better oki.
  |description=Harder aerial combo ender than S version, as it only combos after the first hit of j.S. Wallbounces, and generally allows you to knock down with a j.H afterwards. If they're high enough, you can also do j.D > Superior Trance for more combos. Use this for more damage and close oki.


Whether you should end with S or H version in the air depends on the matchup. Use S if you need to keep somebody out (Kliff, Pot), or H if you DON'T want to get out-zoned (Zappa, Faust). Air versions can also be TK'd, but hit mid. The big advantage to doing TK Michael Swords is to shrink your hurtbox and go over things.
Whether you should end air combos with the S or H version depends on the matchup. Use S if you need to keep somebody out (Kliff, Pot), or H if you DON'T want to get out-zoned (Zappa, Faust). Air versions can also be TK'd, but hit mid. The big advantage to doing TK Michael Swords is to shrink your hurtbox and go over things.


Wallbounces opponent on hit (untechable for 45F). Justice can do any move (except another Michael Sword) right after recovering in the air.  
Wallbounces opponent on hit (untechable for 45F). Justice can do any move (except another Michael Sword) right after recovering in the air.  
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{{MoveData-P4M
{{MoveData-P4M
|name=Strike Back Tail
|name=Strike Back Tail (S.B.T.)
|input=623K
|input=623K
|image=GGAC_Justice_421K.png
|image=GGAC_Justice_421K.png
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  |recovery=36
  |recovery=36
  |frameAdv=-10
  |frameAdv=-10
  |description=One look at the frame data would rob this DP's design of all its sense, but hey, it works. You can FRC it to make it safe or do more combos off of it. By itself, it launches, does damage, gets people off of you, just like a DP should.
  |description=One look at the frame data would rob this DP's design of all its sense, but hey, it works. You can FRC it to make it safe or do more combos off of it. By itself, it launches, does damage, and gets people off of you, just like a DP should. The lightning strike in the second hit has a HUGE vertical hitbox.


1st hit initial prorate 80%. 2nd hit is a projectile. FRC timing 14~17F. Floats and pulls in opponent on hit (1st hit untechable for 20F, 2nd hit for 25F). Front foot invincible 1~3F, lower body invincible 4~9F, front foot invincible 10~18F. Justice is airborne 5~25F, in CH state 1~30F, in crouching state 31~54F.
1st hit initial prorate 80%. 2nd hit is a projectile. FRC timing 14~17F. Floats and pulls in opponent on hit (1st hit untechable for 20F, 2nd hit for 25F). Front foot invincible 1~3F, lower body invincible 4~9F, front foot invincible 10~18F. Justice is airborne 5~25F, in CH state 1~30F, in crouching state 31~54F.
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{{MoveData-P4M
{{MoveData-P4M
|name=N.B.
|name=Nuclear Blast (N.B.)
|input=22P/K/S/H/D
|input=22P/K/S/H/D
|image=Justice421S.png
|image=Justice421S.png
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  |recovery=
  |recovery=
  |frameAdv=
  |frameAdv=
  |description=Letting nukes travel on their own and explode manually is pretty much the same as the normal, automatic explosion, which occurs when an opponent comes within range of the nuke/the nuke comes within range of the opponent.  
  |description=Letting nukes travel on their own and explode manually is pretty much the same as the normal, automatic explosion, which occurs when an opponent comes within range of the nuke/the nuke comes within range of the opponent. You'll want to hold the button down for oki and be tricky about your detonation order when you have multiple bombs on screen.


1st hit has hitstop 6F.
1st hit has hitstop 6F.
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  |recovery=31
  |recovery=31
  |frameAdv=-14
  |frameAdv=-14
  |description=Ridiculously fast dash attack. Crosses pretty much the entire screen and smacks into anybody unfortunate enough to be in the way. Wallbounces on hit, allowing for followups. The invincibility will allow it to go through just about anything that gets thrown at you. You can combo out of it easily on aerial hit, but will usually just have to take the knockdown on hitting grounded opponents. Justice can pass through the opponent on Superior Trance's recovery, so you can do silly tricks like ST(whiff) and throw, or just have a good movement option for 25 meter.
  |description=Ridiculously fast dash attack. Crosses pretty much the entire screen and smacks into anybody unfortunate enough to be in the way. Wallbounces on hit, allowing for followups. The invincibility will allow it to go through just about anything that gets thrown at you. You can combo out of it easily on aerial hit, but will usually just have to take the knockdown on hitting grounded opponents. Justice can pass through the opponent on Superior Trance's recovery, so you can do silly tricks like whiff and throw, crossup whiff into poke, or just have a good movement option for 25 meter.


Projectile. Goes through opponent. Wallbounces opponent on hit (untechable for 55F). Upper body invincible 6~11F. Fully invincible 12~20F. Hitstop 7F.
Projectile. Goes through opponent. Wallbounces opponent on hit (untechable for 55F). Upper body invincible 6~11F. Fully invincible 12~20F. Hitstop 7F.
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  |recovery=14
  |recovery=14
  |frameAdv=
  |frameAdv=
  |description=Essentially the same as the grounded version, though slightly faster and with less recovery.
  |description=Essentially the same as the grounded version, though slightly faster and with less recovery. Can be used in air combos to land and do relaunches, though it can be iffy as to which direction it blasts the opponent.


Projectile. Goes through opponent. Wallbounces opponent on hit (untechable for 55F). Fully invincible 8~14F. Hitstop 7F.
Projectile. Goes through opponent. Wallbounces opponent on hit (untechable for 55F). Fully invincible 8~14F. Hitstop 7F.
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  |recovery=25
  |recovery=25
  |frameAdv=+8
  |frameAdv=+8
  |description=Justice likes lasers, and so should you. Does a ridiculous amount of hits and will chip anything to death that's low on health without meter. You can combo into it off of the standard Throw/Valkyrie Ark/6H, or out of it if you decide to FRC it.  
  |description=Justice likes lasers, and so should you. Does a ridiculous amount of hits and will chip anything to death that's low on health without meter. You can combo into it off of the standard Throw/Valkyrie Ark/6H/whatever, or out of it if you decide to FRC it. Do it out of Justice's air throw or OTG for a big amount of extra damage.


Fully invincible 1~2F after superflash. FRC timing 31~34F.
Fully invincible 1~2F after superflash. FRC timing 31~34F.
Line 764: Line 767:
  |recovery=46
  |recovery=46
  |frameAdv=-14
  |frameAdv=-14
  |description=Amazing reversal that hits the entire length of the screen, and reaches to above Justice's head. It will eat through projectiles and punish any opponents fooling around on the other side of the screen. You can FRC to combo out of it/make it safe, and can combo into 6H afterwards if you're close enough and do even more damage. The ultimate in JUST DO IT moves. You'll be blowing your meter on this a lot.
  |description=Amazing reversal that hits the entire length of the screen, and vertically reaches to above Justice's head. It will eat through projectiles and punish any opponents fooling around on the other side of the stage. You can FRC to combo out of it/make it safe, and can combo into 6H afterwards if you're close enough and do even more damage. The ultimate in JUST DO IT moves. You'll be blowing your meter on this a lot.


Initial prorate 60%. Goes through projectiles. Floats opponent on hit (untechable for 65F). Fully invincible 1~15F. Dizzy modifier x0 (??). FRC timing 9~13F (from superflash to 4F after it).
Initial prorate 60%. Goes through projectiles. Floats opponent on hit (untechable for 65F). Fully invincible 1~15F. Dizzy modifier x0 (??). FRC timing 9~13F (from superflash to 4F after it).
Line 788: Line 791:
  |recovery=36
  |recovery=36
  |frameAdv=-5
  |frameAdv=-5
  |description=Justice fires the wave motion cannon and destroys some floating continents around Jupiter. If your opponent's got less than 25 tension and is low on health, you're going to get a chip kill. There's just that many hits. (Throw/Valkyrie Arc) > 6H > Gamma Ray combos on everyone not named Sol. It scales like hell off the throw or VA, but does ludicrous damage off a raw 6H. If you've got 100 tension and know you can hit confirm, it's actually a solid 50% or more off most of the cast's life.
  |description=Justice fires the wave motion cannon and destroys some floating continents around Jupiter. If your opponent's got less than 25 tension and is low on health, you're going to get a chip kill. There's just that many hits. (Throw/Valkyrie Arc) > 6H > Gamma Ray combos on everyone not named Sol. It scales like hell off throw or VA, but does ludicrous damage off a raw 6H. If you've got 100 tension and know you can hit confirm, it's actually a solid 50% or more off most of the cast's life.


Fully invincible 1 after super flash~67F. 1st hit has hitstop 7F, floats opponent (untechable for 120F). Only 1st hit can be RC'ed. 2nd hit onwards floats opponent (Untechable for 28F). FRC timing 11~14F.
Fully invincible 1 after super flash~67F. 1st hit has hitstop 7F, floats opponent (untechable for 120F). Only 1st hit can be RC'ed. 2nd hit onwards floats opponent (Untechable for 28F). FRC timing 11~14F.
Line 812: Line 815:
  |recovery=Total 4
  |recovery=Total 4
  |frameAdv=
  |frameAdv=
  |description=Absolutely horrible way to spend your resources. Sure, you can jump cancel all of your normals and dash again, but at a fraction of your original speeds. Nothing is worth a full guard bar, losing all your tension, and a free win against the opponent when you inevitably fail to kill them with it. Use this move if you like losing.
  |description=Absolutely horrible way to spend your resources. Sure, you can jump cancel all of your normals and dash again, but at a fraction of your original speeds. Nothing is worth a full guard bar, losing all your tension, and a free win to the opponent when you inevitably fail to kill them with it. Use this move if you like losing.


Omega Shift is active for 627F after super flash. All normal attacks become jump cancellable. All air normal attacks become jump and dash cancellable. Can air dash 3 times per jump. Can triple jump. Can Airdash Cancel air normal attacks. In recovery for 54F after Omega Shift ends (Justice is in CH state, Guard Gauge goes to max, goes to Negative Warning).
Omega Shift is active for 627F after super flash. All normal attacks become jump cancellable. All air normal attacks become jump and dash cancellable. Can air dash 3 times per jump. Can triple jump. Can Airdash Cancel air normal attacks. In recovery for 54F after Omega Shift ends (Justice is in CH state, Guard Gauge goes to max, goes to Negative Warning).
Line 847: Line 850:
===General Tactics===
===General Tactics===


Justice players will have to be patient a lot. Justice will find herself in unfavorable positions quite often, outclassed at certain ranges based on the matchup. Characters like Axl, Venom, Dizzy, Faust, and Zappa, she'll want to force herself in as much as possible, opting for high/low mixups and big damage. Against close range characters like Kliff, Order-Sol, Sol, and Pot, she'll want them in the corner and out of the way whenever she can get it. Justice's backdash is important here, as its invincibility is the second highest in the game. Note that out of all the characters with a 5 guts rating, Justice has the best defense modifier, so you have a little bit of leeway to take a few hits, but of course the best course of action would be to never get hit at all.
Justice players will have to be patient a lot. Justice will find herself in unfavorable positions quite often, outclassed at certain ranges based on the matchup. Characters like Axl, Venom, Dizzy, Faust, and Zappa, she'll want to force herself in as much as possible, opting to go for high/low mixups quickly and doing big damage. Against close range characters like Kliff, Order-Sol, Sol, and Pot, she'll want them in the corner and out of the way whenever she can get it. Justice's backdash is important here, as its invincibility is the second highest in the game. Note that out of all the characters with a 5 guts rating, Justice has the best defense modifier, so you have a little bit of leeway to take a few hits, but of course the best course of action would be to never get hit at all.




Line 854: Line 857:
Justice's biggest strength is her range, hitting targets for above average damage from half screen, knocking them down, and then going for a mixup or more zoning. 5K, 2S, and f.S all make for good pokes and harassment tools from far away, while 5H and 6H can net you big rewards if you throw them out occasionally. In the air, you have j.P and j.K for aerial footsies, and your other jumping normals for easy combo followup tools. You won't be getting your advantage very often in all likelihood, so take it for all it's worth when you do and press it.
Justice's biggest strength is her range, hitting targets for above average damage from half screen, knocking them down, and then going for a mixup or more zoning. 5K, 2S, and f.S all make for good pokes and harassment tools from far away, while 5H and 6H can net you big rewards if you throw them out occasionally. In the air, you have j.P and j.K for aerial footsies, and your other jumping normals for easy combo followup tools. You won't be getting your advantage very often in all likelihood, so take it for all it's worth when you do and press it.


6P makes for an amazing frame trap and reset tool, due to its upper body invincibility, hitboxes, and forced crouch. Out of 5P, 2P, and 2K, you'll have a small gap that will counter hit people trying to mash out. Mix it up with tick throws and backdashes (like 2P backdash) to either bait poke attempts or throw people terrified into blocking.  
6P makes for an amazing frame trap and reset tool, due to its upper body invincibility, hitboxes, and forced crouch. Out of 5P, 2P, and 2K, you'll have a small gap that will counter hit people trying to mash out. Mix it up with tick throws and backdashes (like 2P backdash) to either bait poke attempts or throw people terrified into blocking.
 
2H is one of your most important tools for combos. It is combo'd to and from very easily, letting Justice's damage potential shine through as it should. Nearly all of Justice's ground normals will combo into it, and H/D nukes, j.P, j.K, j.S, and c.S can be linked out of it fairly easily. J.S is the hardes to combo into, but nets the biggest rewards. C.S seems to only work on heavies. Use nukes for knockdown. For punishes and against dizzied opponents, 6H will be your bigger combo starter, as it does enormous damage to start and leads into even bigger numbers. Especially when used as a relaunch tool, 6H will be bringing up the damage count.


For movement, forward super jump is generally your go-to option. Combined with j.H, you'll be using this to get in a lot. Saperia Trance is amazing for how quickly it gets you across the stage, and the fact that it'll go through nearly everything on the way there. You might as well call it the hurt train.
For movement, forward super jump is generally your go-to option. Combined with j.H, you'll be using this to get in a lot. Saperia Trance is amazing for how quickly it gets you across the stage, and the fact that it'll go through nearly everything on the way there. You might as well call it the hurt train.
Line 879: Line 884:
6P > c.S/f.S > 5H > H Michael Sword (only works against crouching opponents, 6P forces crouch)
6P > c.S/f.S > 5H > H Michael Sword (only works against crouching opponents, 6P forces crouch)


xx > 2H > H Nuke
xx > 2H , H/D Nuke
 
xx > 2H , H/D Nuke, c.S > j.P (x3) > j.S(1) > H Michael Sword, j.H
 
xx > 2H , H/D Nuke FRC > 6H > j.S > j.D > dj.D > air S Michael Sword


xx > 2H > H Nuke, c.S > j.P (x3) > j.S(1) > H Michael Sword, j.H
xx > 2H , (j.P/j.K) > j.S(1) > j.D > dj.D > air S Michael Sword


xx > 2H > H Nuke FRC > 6H > j.S > j.D > dj.D > air S Michael Sword
xx > 2H > j.S(1) > j.D > dj.S(1) > j.D > air S Michael Sword (FRC |> 2H > H nuke) 


(Throw/Valkyrie Ark/Michael Blade/CH 5K/c.S/2S) > 6H > S Nuke
(Throw/Valkyrie Ark/Michael Blade/CH 5K/c.S/2S) > 6H > S Nuke (+ P nukes in the corner)


(Throw/Valkyrie Ark/Michael Blade/CH 5K/c.S/2S) > 6H > H Michael Sword
(Throw/Valkyrie Ark/Michael Blade/CH 5K/c.S/2S) > 6H > H Michael Sword

Revision as of 08:21, 12 July 2013

The First Gear, Justice

Overview

The original villain of Guilty Gear, based off of Tekkaman Blade. Justice has been radically altered from her previous iterations into a slow and plodding, but high damage zoning character.

Justice's optimal range varies depending on the opponent, aiming to keep out close range opponents with a field of projectiles and her huge range normals, but opting to stay in close quarters against other characters that can murder her from far away. Her combos are fairly easy and can deal significant damage even without meter, but Justice will generally have to work around the opponent's strengths and play off of whatever she can do in given situations.

Strengths
Extreme range. Great set of normals. Good mixup tools and long throw range. Builds meter quickly. Excellent overdrives. Great guts rating and backdash. Crotch Spike.
Weaknesses
Extremely limited movement options. Slow pokes. Big target. Generally outclassed in many situations. Very few favorable matchups.
Movement Options
1 Double Jump, no dashes or airdashes.

Defense Modifier: x 1.03
Guts Rating: 5
Stun Resistance: 70
Prejump:
Backdash Time: 24
Backdash Invincibility: 19
Wakeup (Face Up/Down): /

Move List

See also: Justice Full Frame Data

Normal Moves

5P
GGAC Justice 5P.png
Claw
10x2 HLF 6 3,3 9 -2 -
5K
GGAC Justice 5K.png
Good opener and poke
16 HLF 8 3 12 -1 -
c.S
GGAC Justice cS.png
BIG Anti-Air
26 HLF 6 8 11 -5 -
f.S
GGAC Justice fS.png
Hell from away
18x4 HLF 10 2,1,1,2 16 -4 -
5H
GGAC Justice 5H.png
SHYAA
40 HLF 12 6 24 -11 -
6P
GGAC Justice 6P.png
Oh God Overheads
20x2 HF 10 2(6)6 12 -4 -
6H
GGAC Justice 6H.png
AAAAUUGGH THE DAMAGE
38x2 HLF 17 2(6)2 26 -9 -
5D
GGAC Justice 5D.png
Dat Tail
28 HF 29 10 12 -3 -
Dead Angle Attack
GGAC Justice 6P.png
Like a gavel
22 All 13 10 12 -4 -
2P
GGAC Justice 2P.png
Justice issues a command, but has no minions remaining
8 HLF 5 2 7 +1 -
2K
GGAC Justice 2K.png
Tail Poke, Floats OTG
18 LF 7 6 10 -5 -
2S
GGAC Justice 2S.png
Twirl
28 HLF 9 4 16 -6 -
2H
GGAC Justice 2H.png
j.S on the ground!
32x2 HLF 11 6,6 18 -5 -
2D
GGAC Justice 2D.png
Clean Sweep
40 LF 11 5 16 -2 -
j.P
GGAC Justice jP.png
Whirrr
14 HA 4 4 9 - -
j.K
GGAC Justice jK.png
Done
18 HA 5 4 16 - -
j.S
GGAC Justice jS.png
2H in the air!
18x2 HA 8 2,2(2)6 3 - -
j.H
GGAC Justice jH.png
Premiere jump-in
44 HA 13 3 24 - -
j.D
GGAC Justice jD.png
Justice opts not to clip her nails
50 HA 11 2 18 - -

Throws

Throw
GGAC Justice throw.png
OH GOD IT'S POT ALL OVER AGAIN
55 55 pixels - - - - -
Air Throw
GGAC Justice airThrow.png
Down to Earth
60 91 pixels - - - - -

Special Moves

Valkyrie Arc
236P
GGAC Justice 236P.png
MUDA
60 - - - 38 total - -
Michael Sword
41236S/H, air OK
GGAC Justice 41236H.png
FWOOOOSH
40 HLF 11 9 15 -5 -
Template:FrameDataNoHeader-GGACR
Template:FrameDataNoHeader-GGACR
Template:FrameDataNoHeader-GGACR
Strike Back Tail (S.B.T.)
623K
GGAC Justice 421K.png
Not fully invincible DP? Check
24,32 HLF, All 7 4,8 36 -10 -
Nuclear Blast (N.B.)
22P/K/S/H/D
Justice421S.png
Might as well destroy humans with human weapons
20x4 All 7 4x4 51 Total -13 -
Detonate
22[P/K/S/H/D] -> release button
Justice421S-P.png
No, you are the devils!
8, 20x3 All - - - - -

Force Breaks

Superior Trance
236D, air OK
GGAC Justice 236D.png
CRASH INTERLUDE
50 All 12 9 31 -14 -
Template:FrameDataNoHeader-GGACR

Overdrives

Imperial Ray
641236S
Justice641236S.png
Great for chip damage, OTG kills, etc.
28x46 All 5+2 63 25 +8 -
Michael Blade
632146H
Justice632146H.png
Screen Divider
100 HLF 9+4 2 46 -14 -
Gamma Ray
46463214H
Justice46463214H.png
VOLTEKKAAAAAA
20,30x52 All 10+1 3(71)2x52 36 -5 -
Omega Shift
46463214S
Justice46463214S.png
Who the hell wants to win?
- - 5+0 - Total 4 - -

Instant Kill

X Laser
During IK Mode 236236H
Justice236236H.png
Somebody explain how the body remains intact after exploding
Fatal All 9+3 18 18 -17 -

Strategy

General Tactics

Justice players will have to be patient a lot. Justice will find herself in unfavorable positions quite often, outclassed at certain ranges based on the matchup. Characters like Axl, Venom, Dizzy, Faust, and Zappa, she'll want to force herself in as much as possible, opting to go for high/low mixups quickly and doing big damage. Against close range characters like Kliff, Order-Sol, Sol, and Pot, she'll want them in the corner and out of the way whenever she can get it. Justice's backdash is important here, as its invincibility is the second highest in the game. Note that out of all the characters with a 5 guts rating, Justice has the best defense modifier, so you have a little bit of leeway to take a few hits, but of course the best course of action would be to never get hit at all.


Offense

Justice's biggest strength is her range, hitting targets for above average damage from half screen, knocking them down, and then going for a mixup or more zoning. 5K, 2S, and f.S all make for good pokes and harassment tools from far away, while 5H and 6H can net you big rewards if you throw them out occasionally. In the air, you have j.P and j.K for aerial footsies, and your other jumping normals for easy combo followup tools. You won't be getting your advantage very often in all likelihood, so take it for all it's worth when you do and press it.

6P makes for an amazing frame trap and reset tool, due to its upper body invincibility, hitboxes, and forced crouch. Out of 5P, 2P, and 2K, you'll have a small gap that will counter hit people trying to mash out. Mix it up with tick throws and backdashes (like 2P backdash) to either bait poke attempts or throw people terrified into blocking.

2H is one of your most important tools for combos. It is combo'd to and from very easily, letting Justice's damage potential shine through as it should. Nearly all of Justice's ground normals will combo into it, and H/D nukes, j.P, j.K, j.S, and c.S can be linked out of it fairly easily. J.S is the hardes to combo into, but nets the biggest rewards. C.S seems to only work on heavies. Use nukes for knockdown. For punishes and against dizzied opponents, 6H will be your bigger combo starter, as it does enormous damage to start and leads into even bigger numbers. Especially when used as a relaunch tool, 6H will be bringing up the damage count.

For movement, forward super jump is generally your go-to option. Combined with j.H, you'll be using this to get in a lot. Saperia Trance is amazing for how quickly it gets you across the stage, and the fact that it'll go through nearly everything on the way there. You might as well call it the hurt train.


Defense

When you find yourself cornered or outside of your optimal space, backdash, throw, Michael Blade and 5P will work well for you. Throw out Justice's jab to beat opponents trying to get in on you recklessly, as its speed and hitbox work wonders. As mentioned, Justice's backdash works incredibly well for avoiding things, as it's extremely invincible. Use nukes en masse to zone out rushdown characters and turn the game into a doujin bullet hell. Throws are an amazing, meterless reversal option for Justice because of her throw range. Tossing out Nuclear Blasts intelligently will keep an opponent from approaching from a particular angle for a short while. And of course, Michael Blade is an amazing reversal that can get you out of some really tight spots.


Oki and Meter

Nukes are your best friend for okizeme setups. When you score a knockdown, throw out one or two and move in if you need to press the advantage, or fill the screen with them if your goal is to keep them out. Your scary overheads will lead to decent damage if you move in on them and go for the mixup.

If you need meter, Justice's walk and whiffing Michael Swords builds tension like nobody's business. Throwing out tiger knee'd Michael Swords shrink's Justice's hitbox as well, avoiding lows in the process and keeping mostly anything out. If you see somebody rushing in afterwards, you can perform normals out of Michael Sword's aerial recovery pretty easily.


Basic Combos

Justice's combos are more or less the same regardless of whether you're in the corner or midscreen. Her aerial combo enders will push her back regardless of how close you are to the corner.

xx > f.S > (5H) > S Michael Sword

6P > c.S/f.S > 5H > H Michael Sword (only works against crouching opponents, 6P forces crouch)

xx > 2H , H/D Nuke

xx > 2H , H/D Nuke, c.S > j.P (x3) > j.S(1) > H Michael Sword, j.H

xx > 2H , H/D Nuke FRC > 6H > j.S > j.D > dj.D > air S Michael Sword

xx > 2H , (j.P/j.K) > j.S(1) > j.D > dj.D > air S Michael Sword

xx > 2H > j.S(1) > j.D > dj.S(1) > j.D > air S Michael Sword (FRC |> 2H > H nuke)

(Throw/Valkyrie Ark/Michael Blade/CH 5K/c.S/2S) > 6H > S Nuke (+ P nukes in the corner)

(Throw/Valkyrie Ark/Michael Blade/CH 5K/c.S/2S) > 6H > H Michael Sword

(Throw/Valkyrie Ark/Michael Blade/CH 5K/c.S/2S) > 6H > j.S(1) > j.D > dj.S(1) > j.D > air S Michael Sword

(Throw/Valkyrie Ark/Michael Blade/CH 5K/c.S/2S) > 6H > j.S(1) > j.D > dj.S(1) > air H Michael Sword , j.H

(Throw/Valkyrie Ark/Michael Blade/CH 5K/c.S/2S) > 6H > j.S(1) > j.D > dj.S(1) > j.D > air S Michael Sword FRC |> 6H > j.S(1)> j.P > j.S(1) > air H Michael Sword , j.H

5D > j.D > j.D > j.S(1) > j.D > dj.S(1) > j.D > air S Michael Sword

c.S > 6P > 5H > H Michael Sword RC > 6H > j.S > j.D > dj.S(1) > air H Michael Sword, j.H

[Midscreen] 6H > H Michael Sword > 6H > j.S(1) > j.D > dj.S(1) > j.D > air S Michael Sword