GGACR/Justice: Difference between revisions

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==Normal Moves==
==Normal Moves==
===<big>{{clr|1|5P}}</big>===
===<big>{{clr|1|5P}}</big>===
<div class="attack-container">
<div class="attack-container">
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Two hit jab with great range and the second hit is a low. Knocks Anji and Robo-Ky's {{clr|1|5P}}s off the pedestal for best jab in the game.
Two hit jab with great range and the second hit is a low.
*Can be mashed on either hit, second hit is mixed with {{clr|1|6P}} for the high/low.
 
*Great combo starter, even {{clr|1|5P}}(1) > {{clr|1|6P}} > xx, or {{clr|1|5P}}(1) > {{clr|2|2K}} > {{clr|4|2H}} > xx. {{clr|1|5P}}(1, blocked) > {{clr|1|6P}} can also work as a ghetto fuzzy guard against opponents who end up trying to block a low late.
Can be mashed on either hit, making it useful in conjuction with 6P against opponents who try to fuzzy guard.


[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
'''Additional Frame Data:''' ''2nd hit has initial prorate 80%.''
{{CloseCard}}
{{CloseCard}}


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Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Justice_5K.png|You go girl! Shake that tail! Show off those thrusters!
GGAC_Justice_5K.png
</gallery>
</gallery>
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Nice jump cancellable poke. Works at round start. The standard of the reach for Justice's normals.
Nice jump cancellable poke. The standard of the reach for Justice's normals.
*Goes right into {{clr|3|f.S}} afterwards, or {{clr|4|2H}} if you're close enough.
 
*Combos into {{clr|4|6H}} on CH, useful if you want to punish CH recovery.
Less commital option than f.S, faster overall and less prone to low profile. Has very good reward on CH since it combos directly into 6H.
 
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
{{CloseCard}}
{{CloseCard}}
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[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
'''Additional Frame Data:''' ''Dizzy modifier x2.''
{{CloseCard}}
{{CloseCard}}


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Non bastardized Dizzy {{clr|3|f.S}}. Extremely far hitting, multi hit normal. Probably Justice's most used normal.
Far range, multi hit harassment tool.
*Always hits four times against standing, and twice against crouching.
 
**Easily confirms into SMS or {{clr|5|2D}} for knockdown and nuke setups, or for pushback on block.
Easily confirms into knockdown with SMS or {{clr|5|2D}}, but rarely leads into good damage. Good at cranking guard bar and beating armored moves. Very prone to both low profile and IADs, so must be used with caution.
*Cranks Guard Bar *very* quickly. You'll probably be using this move more than anything else, usually in ground combos or for footsies.
*Multihit beats moves with armor, such as Hammerfall and Danzai.


[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
'''Additional Frame Data:''' ''Hitstop 6F.''
{{CloseCard}}
{{CloseCard}}


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Big damage, disjointed button and combo filler.  
Slow disjointed poke, but mostly serves as combo filler.  
*Mostly used after {{clr|3|f.S}} when close enough before going right into SMS.
 
*Can work as a damaging poke from far away, and as a situational anti-air with its upper body invincibility.  
Can work as a damaging poke from far away or preemptively catch IAD approaches. However it is very commital and does not offer good reward even with stagger on CH. Thus often relegated to add damage after f.S or combo into HMS on crouchers.
*Nets big rewards on counter hit.  
*Combos into HMS against crouching opponents.


[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}
'''Additional Frame Data:''' ''Staggers opponent on ground CH (max 47F).''
{{CloseCard}}
{{CloseCard}}


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Extremely slow but far reaching, safe overhead.
Extremely slow but far reaching, safe overhead. Leads into full combos with knockdown.
*Justice's hurtbox leans back, avoiding some higher reaching moves on use.
*Leads to full combos with knockdown.
*Mixed with {{clr|5|2D}}, can make some things safer on block if they're not cognizant enough to jump out of the way.


'''Additional Frame Data:''' ''Dizzy modifier x1.5.''
Justice's hurtbox leans back during animation giving move slight evasive properites, but move is slow enough for it to not be that useful. Nevertheless will sometimes anti-air.
{{CloseCard}}
{{CloseCard}}


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Non bastardized Dizzy {{clr|4|6H}}, huge damage launcher and relaunch tool.
Huge damage launcher and relaunch tool. Prime punish starter.
*Combos best from Throw, Valkyrie Ark (The counter), Nuke FRC, CH {{clr|3|2S}}, Michael Blade, HMS RC, and TK Saperia.
*8 hit combos with two of these do 200+ damage meterless. Prime punish starter.
*Builds some nasty amounts of guard bar.  


'''Additional Frame Data:''' ''1st hit staggers opponent on ground CH (max 47F). 2nd hit floats opponent on hit (on ground hit, untechable for 28F).''
In neutral this is Justice's farthest reaching attack and can be used as a risky attempt to catch opponent. In pressure it boasts vacuum effect and builds a lot of guard bar, making it good in conjunction with Nuke FRC.
 
Outside of raw hit, 6H can be used with [[GGACR/Justice/Combos#Intermediate|variety of starters]]. However a major concern is range. Second hit has noticeably less range than first, making long range conversions inconsistent. In this case its better to end with SMS, or gamble further with Saperia for chance at closer knockdown.
*First hit staggers on CH. Can be used to go into HMS if range issues arise.
{{CloseCard}}
{{CloseCard}}


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Tied with Pot for the farthest ground throw range in the game, and launches on hit. Use it a lot.
Tied with Pot for the farthest ground throw range in the game, and launches on hit. Use it a lot.
*Leads to easy damage anywhere on screen with {{clr|4|6H}} and plenty of other followups.
*Knocks down for oki with no followup, or with a single nuke.


'''Additional Frame Data:''' ''Forced prorate 50%.''
Leads to easy damage anywhere on screen with {{clr|4|6H}} and plenty of other followups, or into knockdown with nuke which automatically baits bursts.
{{CloseCard}}
{{CloseCard}}


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Foot claw grab to ground slam. Knocks down not too far away from Justice.
Above average throw range. Knocks down not too far away from Justice. Can be followed up with RC, on CH, or with {{clr|1|2P}}/{{clr|1|5P}} against [[GGACR/Justice/Combos#Air_Throw_Combos|some characters]].
*Has significantly above average throw range.
*Leads to good unburstable damage with Imperial Ray. Even if it hits OTG it'll be good.
*Can be followed up with RC, on CH, or with {{clr|1|2P}}/{{clr|1|5P}} against [[GGACR/Justice/Combos#Air_Throw_Combos|some characters]].
'''Additional Frame Data:''' ''Forced prorate 50%.''
{{CloseCard}}
{{CloseCard}}


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Standard DAA. Knocks down on hit, and can be combo'd out of in the corner.  
Standard DAA. Knocks down on hit, and can be combo'd out of in the corner. NOT throw invincible, don't get baited.
*NOT throw invincible, don't get baited.
{{CloseCard}}
{{CloseCard}}


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Meme super. Flush all your meter down the drain, and potentially the game too once it runs out. In exchange, you can pretend you are Missing Link {{Character Label|GGML|Justice}}.
Meme super. Extremely risky with very little reward, as buffs she gains do not offset a chance to lose the round instantly.
*For the cost of 100% tension, Justice is granted a dash, three jumps, three airdashes, jump cancel on all normals, and airdash cancels on air normals, while also increasing her movement speed in general.
 
*Gives a '''full, flashing guard bar''' when it ends, along with a hefty recovery animation generously giving your opponent plenty time to think up what cool combo they'll kill you with.
For the cost of 100% tension, Justice is granted a dash, three jumps, three airdashes, jump cancel on all normals except {{clr|5|5D}}, and airdash cancels on air normals, while also increasing her movement speed in general. Despite all this buffs none of the combos available in Omega Shift deal more
*Overall, extremely risky with very little reward. Only used for trolling.


'''Additional Frame Data:''' ''Omega Shift is active for 627F after super flash. All normal attacks become jump cancellable except {{clr|5|5D}}. All air normal attacks become jump and dash cancellable. Can air dash 3 times per jump. Can triple jump. In recovery for 54F after Omega Shift ends (Justice is in CH state, Guard Gauge goes to max, goes to Negative Warning).''
Gives a '''full, flashing guard bar''' when it ends, along with a hefty recovery animation generously giving your opponent plenty time to think up what cool combo they'll kill you with.
*Active for 627F, in recovery animation for 54F.
{{CloseCard}}
{{CloseCard}}


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Nearly fullscreen IK. Justice dashes frighteningly fast towards the opponent and takes them into space if they don't block. Useful if she manages to get a dizzy from a distance with nukes.  
Nearly fullscreen IK and Justice dashes frighteningly fast. Can kill A.B.A from anywhere on the screen if she ever runs out of Moroha gauge without a burst. Also useful if she manages to get a dizzy with nukes.  
*Has some use in punishing summons such as Dizzy's Fish or Testament's EXE Beast if they don't respect this move.
*IK Activation > X Laser can kill ABA from anywhere on the screen if she ever runs out of Moroha gauge without a burst.  
*Despite the animation, doesn't really low profile.
*Can make for a very silly whiff > throw setup.
*Can make for a very silly whiff > throw setup.


'''Additional Frame Data:''' ''IK Mode activation time 74F.''
''IK Mode activation time 74F.''
{{CloseCard}}
{{CloseCard}}


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{{GGACRColors|Size=120|Character=Justice}}
{{GGACRColors|Size=120|Character=Justice}}


==External References==
==Navigation==
==Navigation==
<center>{{Character Label|GGACR|Justice|42px}}</center>
<center>{{Character Label|GGACR|Justice|42px}}</center>

Revision as of 18:27, 30 August 2022


Overview
Overview

Justice is Guilty Gear's archetypal zoner: slow, large, and plodding, but with large hitboxes, an oppressive projectile game, and high damage.

Justice is a character of very polarizing matchups, her optimal range varying depending on the opponent. She aims to keep out close range opponents with a field of projectiles and her huge range normals, but will opt to stay in close quarters against other characters that can murder her from far away. With at least 25% meter, she can increase her damage substantially, use Saperia Trance to approach quickly, or deploy multiple nukes quickly.

Yet, when opponents get to their optimal space, Justice can have an extremely hard time due to her horrid mobility, lacking any damaging reversals outside of meter, and with her projectile game being slow and one-dimensional. Her combos are fairly easy and can deal significant damage even without meter, but in her weaker matchups, Justice will generally have to work around the opponent's strengths and play off of whatever she can do in given situations.

 Justice  Justice is a slow fortress character with large attacks and an extremely oppressive projectile.

Pros
Cons
  • Nuclear War Crimes: NukesGGACR Justice 22X.pngGuardAllStartup7RecoveryTotal 51Advantage-13 are nigh indestructible projectiles which Justice can pollute the screen with to shut down entire lanes of movement. They can make or break matchups, and filter people who haven't done their homework.
  • Giant Reach: Many of Justice's attacks—such as f.S, 2S, 6H, and Michael SwordGGAC Justice 41236H.pngGuardMidStartup11Recovery15Advantage-5—cover large zones of screen space. Moves like these, paired with Nukes, enable Justice to dominate neutral.
  • Strong Mixer: Justice is able to apply threatening mixups using her fast, overhead 6P and her long throw range. She can keep the opponent locked down for extended periods by spending meter on Nuke FRC—raising the opponent's guard bar, and consequently her reward.
  • High Damage and Meter Gain: Justice gains a lot of tension and has great base damage. As a result, she can usually chunk an opponent's life bar without the need for an optimal combo starter.
  • Useful Defensive Toolbox: She has one of the best defensive backdashes in the game, a fullscreen reversal super with an FRC, a pseudo-DP, a counter, and great throw and airthrow range.
  • Can Take a Beating: Great guts, an average defense modifier, and low guard balance make Justice hard to kill.
  • Limited Movement: Having no forward ground or airdashes, Justice must often play extremely patiently or take a risk with meter if she needs to get in.
  • Big Target: Has a massive hurtbox, making her susceptible to fuzzies, extended combos, and makes playing around traps and projectiles a pain in certain matchups. She also has a number of unfortunate extended hurtboxes, which can be counter-poked and punished.
  • Incredibly Polarizing Matchups: Both a pro and a con, but characters tend to either be completely shut down by Justice's projectile game, or can consistently bypass it and make Justice's life hell.
GGACR Justice Nameplate.png
GGACR Justice Portrait.png
Damage Received Mod
×1.03
Guts Rating
5/5
Gravity Mod
×1.05
Stun Resistance
70
Prejump
3F
Backdash
24F (1~19F Strike Invuln)
Wakeup Timing
25F (Face Up)/ 20F (Face Down)
Number of Jumps:
2
Number of Air Dashes:
0
Unique Movement Options
Omega Shift
Fastest Attack
Reversals
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws.2P (5F)
Reversal Attacks:Any reversal-esque moves this character has. Excludes universal options.632146H (13F)
StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

Normal Moves

5P

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
10×2 Mid, Low 6 3,3 9 -2 1
Total: 20

Two hit jab with great range and the second hit is a low.

Can be mashed on either hit, making it useful in conjuction with 6P against opponents who try to fuzzy guard.

Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D

5K

c.S

f.S

5H

5D

6P

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
20×2 High 10 2(6)6 12 -4 1~17F Upper Body
18~29F Above Knees
3
Total: 35

Horrifying overhead that also Anti-Airs.

  • 2 hits, touches as an overhead scarily fast at 18 frames (hits Pot crouching frame 10).
  • Upper body invincible, jump cancelable, and gatlings from and to nearly everything.
  • Also Forces crouching on hit, thus combos into 5H > HMS for a wallbounce into closer knockdown, can be followed with RC > 6H > Air combo, you'll be doing that a lot.
  • Combos from P and K Normals on standing.
  • Relaunches after air combos, Anti-Airs, confirms into S normals on hit.

Gatling Options: c.S, f.S, 2S, 5H, 2H, 6H, 5D

Additional Frame Data: Initial prorate 80%. 2nd hit hits crouching opponent on 18F (tested on Sol). Forces crouching on hit.

6H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
38×2 Mid 17 2(6)2 26 -9 5
Total: 32

Huge damage launcher and relaunch tool. Prime punish starter.

In neutral this is Justice's farthest reaching attack and can be used as a risky attempt to catch opponent. In pressure it boasts vacuum effect and builds a lot of guard bar, making it good in conjunction with Nuke FRC.

Outside of raw hit, 6H can be used with variety of starters. However a major concern is range. Second hit has noticeably less range than first, making long range conversions inconsistent. In this case its better to end with SMS, or gamble further with Saperia for chance at closer knockdown.

  • First hit staggers on CH. Can be used to go into HMS if range issues arise.

2P

2K

2S

2H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
32×2 Mid 11 6,6 18 -5 5
Total: 40

Vital, hugely disjointed sweeping laser claws. Starts launch combos from anywhere, when within range.

  • Not jump cancelable or special cancelable, however it is an extremely active and safe launcher, hits twice (except on Faust*).
    • 2H(2) will whiff on grounded Faust in MOST situations, avoid 2H in this MU. Note: A spaced 2H vs Faust that does not hit on the 1st frame can often be linked to a j.P/5K -> air combo with tight timing.
    • Update: You can also link a frame perfect c.S on Faust from a well spaced 2H(1). [Tested and confirmed via hitbox overlay. 2H(1) needs to hit on the first active frame to link to c.S]
  • Large hitbox makes for a good anti-air.
  • Combos from nearly all of Justice's ground normals.
  • Links to H/D nuke afterwards for knockdown, or j.P, j.K, c.S, or j.S for combo conversion.

Gatling Options: 5D, 2D

Additional Frame Data: Pulls in opponent on air hit. Floats opponent on hit (both hits untechable for 35F). Dizzy modifier x1.25.

2D

j.P

j.K

j.S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
18×2 High/Air 8 4(2)6 3 3
Total: 22

Combo filler with a large active window. Combos from j.P and j.K for gaining height in air strings.

  • Generally used in conjunction with j.D for damage, and j.H for knockdown.
  • The first hit has higher than average hitstun in order to combo to air HMS, allowing for rejumps and a closer knockdown.
  • Can be jump cancelled at any point after the first hit has made contact.
  • Hits well above Justice from farther away near the end of the active window for air-to-air.

Gatling Options: j.P, j.H, j.D

Additional Frame Data: 1st hit is untechable for 24F. Max 2 hits. Pulls in opponent on air hit.

j.H

j.D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
50 High/Air 11 2 18+3 after landing 4
Total: 30

Freakishly wide hitbox, and one of the highest damage jumping normals in the game. Good for crossups.

  • Converts into air SMS for knockdown and blowback. Be aware of the height.
  • Combos from j.S and jump cancels for extensive damage. j.S j.D dj.S j.D j.S air SMS can lead to 200+ damage.
  • Air Saperia Trance or FRC j.S air SMS can convert even farther.
  • Has a bit of a wonky hitbox, but works well if they're already blocking.
  • God forbid you end up using Omega Shift, can be used as an airdash crossup.

Universal Mechanics

Ground Throw

Air Throw

Dead Angle Attack

Special Moves

Valkyrie Arc

236P

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
60 5 Total 38 5~23F Guard High

Counter Supreme. Leads to full followups.

  • Quite active counter that can be difficult to punish.
  • On success, leads to 6H or nukes, the same followups to throw.
  • Be careful about its lengthy startup.
  • Loses to lows and throws.
  • Can even catch Zappa's sword attacks and bring him to you

Additional Frame Data: Catches all High and Mid attacks except Burst. Able to move again after 55F on a successful catch. Can do follow-ups after 33F (tested on Sol). Forced prorate 50%. Dizzy modifier x0.7.

Michael Sword

41236S or 41236H

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
41236S 40 Mid 11 9 15 -5 5
41236H 50 Mid 20 9 23 -13 5
Total: 34
Total: 51

41236S is Justice's main combo ender or converter.

  • S version blows them far away.
  • Strong in neutral due to hitbox and speed.
  • Floor slides on counter hit for big conversions with Michael Blade, Saperia, or 6H.

Additional Frame Data: Slides opponent on CH (untechable for 84F, slides for 50F).


41236H is slower and wallbounces, bringing them back to you from nearly anywhere.

  • Combos from 6H, crouching hit 5H, or counter hits.
  • Builds a lot of meter.
  • Converting from HMS is very important, as it gives Justice her biggest damage combos.

Additional Frame Data: Wallbounces opponent on hit (untechable for 50F).

Air Michael Sword

j.41236S or j.41236H

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
j.41236S 30×2 All 10 3,6 26+10 after landing 5
j.41236H 40×2 All 21 3,6 25+10 after landing 5
Total: 44
Total: 54

j.41236S is a nigh incontestable, enormous hitbox. One of Justice's strongest options. Particularly menacing when TK'd.

  • Blows back in the same fashion as the ground SMS. Useful against close range characters.
  • Easy aerial combo ender, blows the opponent fullscreen, allowing for Nuke setups. You should whiff an air button after it.
  • Can be FRC'd on the first hit, which causes the opponent to fall straight down. Converts when grounded with c.S, 6H, 2H, etc.
  • Using either air MS prevents use of another until Justice lands and jumps again.
  • Justice can score a single hit air SMS that knocks down more closely, allowing for her optimal okizeme. The opponent must be slightly below and behind Justice, and is usually done after an air combo into j.S(1) > j.H. These combos can be found here.

Additional Frame Data: Untechable for 60F. Slides opponent on CH (untechable for 120F, sides for 51F). FRC timing 10~13F. Air MS can only be used once before hitting the ground again. Justice can do any move (except another air MS) right after recovering in the air.


j.41236H is used in combo ending and rejumps. Allows Justice to score closer ranged knockdowns out of the air.

  • Does more damage than air SMS.
  • Wallbounces, allowing Justice to follow with a j.H for knockdown.
  • Slow enough that it only combos out of the first hit of j.S.
  • j.D > Saperia Trance converts if they're high enough, for more damage and close oki.
  • Preferable combo ender against characters that outzone Justice or can easily get around nukes.

Additional Frame Data: Wallbounces opponent on hit (untechable for 50F). Air MS can only be used once before hitting the ground again. Justice can do any move (except another air MS) right after recovering in the air.

Strike Back Tail (S.B.T.)

623K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
24,32 Mid, All 7 4,8 36 -10 1~3F, 10~18F Feet
4~9F Lower Body
5

The closest thing Justice has to a meterless reversal; effective at low crushing and occasionally anti-airing due to the lightning hitbox. Not fully invul, but Justice's hurtbox shrinks significantly on the first frame.

Similar to 6H, this move has a vacuum effect on block and launches on hit. The former is very undesirable given its lengthy recovery, but the FRC on S.B.T. not only makes it safe but provides advantage, or in the case of a hit, a combo opportunity.

Since it is throw invulnerable throughout startup and active frames, S.B.T. can also be used up close on an opponent's wakeup to try and bait a throw. Best performed along with the FRC to allow continuation of pressure.

Nuclear Blast (N.B.)

22X

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
8, 20×3 All 7 Until detonation(3)8 Total 51 -13 3, 2×3

Slow moving but nearly indestructible projectile with a large detonation. All around vital tool. Used for keepaway, oki, knockdown, damage, etc. What defines a matchup.

  • Will pass through almost every other projectile unhindered, save for edge cases as Venom's Lightning Ball or Ky's Sacred Edge.
  • Detonates automatically when an opponent gets close, but can be low profiled under.
  • Can be FRC'd as soon as they come out for safety, another nuke, or a mixup.
  • Nukes will continue to travel as long as the corresponding button is held down.
    • This button is essentially disabled until you release it, but it is possible to release and repress it during hitstop without detonating the nuke.
  • Every nuke will disappear if Justice is hit.
  • To see how N.B interact with specific projectiles, see Nuclear Blast Interactions.

Additional Frame Data: Justice is in CH state until end of move. FRC timing 7~10F. Can stack up to 5 different projectiles on screen, one of each button. Untechable for 60F. Goes through other projectiles. Projectile disappears if Justice gets hit. Pushes opponent towards Justice if the explosion hits behind the opponent.

Detonate

22[X] > Release button

Force Breaks

Saperia Trance

236D (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
236D 50 All 12 9 23 -4~ 6~11F Upper Body
12~20F All
4
j.236D 50 All 11 4 14 8~14F All 4
Total: 43
Total: 28

Ridiculously fast dash attack. Will cross the entire screen and smack the opponent off of the opposite wall, knocking down or allowing for a relaunch.

  • Will go through every projectile in the game, including Dizzy's FB Spike and a Gamma Ray in Justice mirrors.
  • Has short, nonstandard hitstop, making it more difficult for opponents to react to.
  • Justice can pass through the opponent on Saperia Trance's recovery, so you can do silly tricks like whiff and throw, crossup whiff into poke.
  • Good movement option for 25 meter.
  • Converts to 2H afterwards, it's a link and depends on screen positioning, because of how iffy Saperia can be. Always converts on CH.
  • Counterhit recovery. If you meet the person who slashbacks Saperia, send me the clip of you dying.

Additional Frame Data: Projectile. Goes through opponent. Wallbounces opponent on hit (untechable for 55F). Hitstop 7F.


Air version is better for combos and crossup setups than grounded Saperia Trance.

  • Half the recovery and minutely faster startup than the grounded version.
    • Less invincibility and travel distance, and will lose to far more attacks.
  • Used in air combos when too far for air SMS FRC, can be iffy as to which direction it blasts the opponent. Converts to 2H/6H afterwards, regardless of distance.
  • Leads to crossup/fake crossup shenanigans by doing TK Saperia Trance at the end of blockstrings.
  • Leads to whiff > throw after a max range 2S if TK'd.
  • Both versions scale fairly high.

Additional Frame Data: Projectile. Goes through opponent. Wallbounces opponent on hit (untechable for 55F). Hitstop 7F.

Overdrives

Michael Blade

632146H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
100 Mid 9+4 2 46 -14 1~15F All 5
Total: 60

Big damage, fullscreen punish and reversal tool. A very good just do it move.

  • Full conversions on hit when close enough.
  • Has an FRC for safety or conversions from farther away.
  • Single hit, make sure to get rid of things that absorb hits first.
  • Can be low profiled or SB'd easily on reaction due to time after the superflash.

Additional Frame Data: Initial prorate 60%. Ignores projectiles. Floats opponent on hit (untechable for 65F). Dizzy modifier x0 (??). FRC timing 9~13F (from superflash to 4F after it).

Imperial Ray

632146S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
28×46 All 5+2 63 25 +8 5~7F Strike 5

Does a ridiculous amount of hits if the opponent is touching the orb and will chip anything to death that's low on health and without meter. Justice likes lasers, and so should you.

  • Combos off the standard Throw/Valkyrie Ark/6H/whatever.
  • Can be FRC'd to go for tick throws or another setup, since Imperial Ray is safe on block already.
  • Do it out of a corner airthrow, or OTG for a big amount of extra damage.
  • Has a small amount of invincibility, but not enough to act as a reversal reliably.
  • Will usually grant the opponent a full tension bar on hit. Keep this in mind.

Additional Frame Data: FRC timing 31~34F.

Gamma Ray

46463214H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
20, 30×52 All 10+1 3(71)2×52 36 -5 10~11F Strike 5

Justice briefly charges before firing the Null Ray Cannon, destroying a few floating continents around Jupiter. Extremely close opponents will be sent flying upon activation. Justice will be vulnerable to hits while charging the beam attack. Opponents with low health/tension will die trying to block this.

  • (Throw/Valkyrie Arc) > 6H > Gamma Ray will combo on everyone not named Flame of Corruption.
  • Scales like hell off throw or VA, but does ludicrous damage off point blank 6H. A solid 50% or more off most of the cast's life with the confirm and the resources but only if very close.
  • Everyone except Justice herself can get around this if done in neutral. Be sure to use it wisely.

Additional Frame Data: 1st hit has hitstop 7F, floats opponent (untechable for 120F). Can only be RC'd if first hit lands or is blocked. 2nd hit onwards floats opponent (Untechable for 28F). FRC timing 11~14F.

Omega Shift

46463214S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
5+0 Total 5

Meme super. Extremely risky with very little reward, as buffs she gains do not offset a chance to lose the round instantly.

For the cost of 100% tension, Justice is granted a dash, three jumps, three airdashes, jump cancel on all normals except 5D, and airdash cancels on air normals, while also increasing her movement speed in general. Despite all this buffs none of the combos available in Omega Shift deal more

Gives a full, flashing guard bar when it ends, along with a hefty recovery animation generously giving your opponent plenty time to think up what cool combo they'll kill you with.

  • Active for 627F, in recovery animation for 54F.

Instant Kill

X Laser

During IK Mode: 236236H

Colors

To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.

  1. Only selectable on the Arcade and PC-Rollback versions of the game.
  2. Available on home ports, and are selected by pressing the Rec. Enemy button on the Slash or Reload color sets, respectively. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.


Navigation

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To edit frame data, edit values in GGACR/Justice/Data.
Systems Pages