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.
- Nuclear War Crimes: NukesGuardAllStartup7RecoveryTotal 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 SwordGuardMidStartup11Recovery15Advantage-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.
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) |
Normal Moves
5P
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
Nice jump cancellable poke. The standard of the reach for Justice's normals.
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.
Gatling Options: 6P, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D
c.S
AA, Poke, and relaunch tool. Leads to whatever into knockdown. When within range, this move is absolutely awesome.
- High dizzy modifier. Use this to start punishes.
- Combo's to and from 6P for pressure and conversion.
- Links from 2H launch.
- Mainly used in staircase loops against heavyweights: c.S > (j.P > j.P > j.S(1) > j.H, land c.S), repeat.
Gatling Options: 6P, f.S, 2S, 5H, 2H, 6H, 5D, 2D
f.S
Far range, multi hit harassment tool.
Easily confirms into knockdown with SMS or 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.
Gatling Options: 2S, 5H, 2H, 5D, 2D
5H
Slow disjointed poke, but mostly serves as combo filler.
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.
Gatling Options: 5D, 2D
5D
Extremely slow but far reaching, safe overhead. Leads into full combos with knockdown.
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.
6P
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
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
Mash out button. Justice's fastest normal.
- Has the worst range out of every one of Justice's normals, but also the only one plus on block.
- Best for tick throws and occasionally works for jab pressure.
- Combos to 6P on standing, and when in range.
Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 5D, 2D
Additional Frame Data: Initial prorate 80%.
2K
Justice's fastest low. Typical low for empty jumps or when obscured by nuke.
- Has similar range to 6P, so you can do a screwy high/low game by doing 2K > 6P.
- Combos to 2H for launch combos.
Gatling Options: 6P, c.S, f.S, 2S, 2H, 5D, 2D
Additional Frame Data: Initial prorate 80%. Hitstop 6F.
2S
Less safe poke than f.S, but leads to higher damage especially on counter hit.
- Good poke, combos to 5H/2D or 2H if close enough naturally, or to 6H on counter hit.
- Scales better than f.S, better for combo filler.
- Can be used for relaunches, due to being jump cancelable.
- Pushes out fairly far on hit, keep this in mind.
Gatling Options: 5H, 2H, 6H, 5D, 2D
Additional Frame Data: Staggers opponent on ground CH (max 44F).
2H
Justice's main launcher as it combos from any gatling except 5P/2P when within range. Large disjointed hitbox makes it good predictive counterpoke against certain moves and a pretty good anti-air.
Is not jump or special cancellable, but untechable enough to link into c.S or her faster air buttons for full combo. Alternatively goes into H/D Nuke for knockdown.
Note: Second hit of 2H will whiff on Faust in most situations, with 2H(1) into c.S being a 1F link from ground hit and j.P/5K having tight timing from spaced hit. Consider risks before using 2H in this matchup.
Gatling Options: 5D, 2D
2D
Justice's slowest and last low attack, with enormous reach for a sweep.
- Combos to SMS, for extended pushback and knockdown.
- Used alongside SMS in utility for a closer knockdown. 2D > SMS is also possible.
- Makes nearly any blockstring safe as well at -2.
- Cancels into a nuke on hit as well, which will set up your oki nicely.
j.P
Frame 4 Drill Jab, great air-to-air. Tied for the fastest air normal with a good hitbox.
- Self cancels, being frame 4 makes IB throw against it impossible.
- Gatlings to all of Justice's other air normals.
- Used frequently in Justice's staircase combos against bigger characters.
Gatling Options: j.P, j.K, j.S, j.H, j.D
j.K
Very long range air-to-air button. Great speed and range for aerial button battles.
- Combos to all of Justice's other air normals for conversions.
- Good to link out of 2H.
- Has a pretty bad hurtbox extension to offset its speed and reach.
Gatling Options: j.P, j.S, j.D
j.S
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
One of the biggest jump-ins in the game. Excellent for safejumps with a very large hitbox.
- Great for spaced air-to-ground approaches, and for knockdowns out of air combos and after air HMS.
- Hurtbox extension is still pretty bad on this one too, but it is still mostly contained within the hitbox.
Additional Frame Data: Forced prorate 90%. Untechable for 22F.
j.D
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
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 6H and plenty of other followups, or into knockdown with nuke which automatically baits bursts.
Air Throw
Above average throw range. Knocks down not too far away from Justice. Can be followed up with RC, on CH, or with 2P/5P against some characters.
Dead Angle Attack
Standard DAA. Knocks down on hit, and can be combo'd out of in the corner. NOT throw invincible, don't get baited.
Special Moves
Valkyrie Arc
236P
Quite active counter that catches high and mid attacks. Leads to mostly same followups as her normal throw, but places opponent farther away and might require slight adjustments.
Valuable tool for stopping opponents with normally hard to contest options or acting too predictable. Being a catch counter it will bring opponent to Justice from any distance and will not give them chance to RC the attack. Keep in mind that it does not work on projectiles.
Michael Sword
41236S or 41236H
41236S is Justice's main combo ender or converter. Blows opponent fullscreen away and gives time to setup Nukes.
Strong neutral tool due to hitbox and speed and pushes opponent far enough to be mostly safe blocksting ender. Floor slides on counter hit for big conversions with Michael Blade, Saperia, or 6H.
41236H is slower and wallbounces, bringing them back to you from nearly anywhere.
Combos from 6H, crouching hit 5H, or counter hits, opening up her biggest damage routes. Requires meter to convert from hits other than 6H, but even just getting close knockdown is good in some matchups. Will also give full conversions when counterhits by itself, making it useful as a high risk/high reward frametrap tool.
Air Michael Sword
j.41236S or j.41236H
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
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
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
Manual explosion behaves the same as automatic, but it lets you blow up somebody trying to play around it.
- Releasing the button will cause the nuke to explode next frame. Hitbox will appear 3 more frames later.
- Must travel for 23 frames before being manually detonated.
Additional Frame Data: 1st hit has hitstop 6F and a 0 Dizzy modifier.
Force Breaks
Saperia Trance
236D (Air OK)
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
Big damage, fullscreen punish and reversal tool. A very good just do it move.
Leads to full conversions when close enough, making it very useful to hitconfirm from moves that don't lead to much by themselves like 5H or 2D. With FRC point can lead to combo from nearly fullscreen. FRC itself is also useful to make reversal safe and steal back her turn.
Being a single hit its weak against puppets who can absorb it (e.g. Dizzy's fish) and may not lead to advantageous situation even when FRC'd. It is also slightly held back by pretty harsh 60% initial prorate, making it poor starter considering its use as a fullscreen callout.
Imperial Ray
632146S
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.
Combos into for guts crush from many moves and can easily be made burst safe. Is not really good for damage otherwise as it gives opponent full tension bar and significant amount of burst back. While this can be alleviated by hitting it OTG, its still not recommended unless it will kill, with meter better saved for Nuke FRC instead.
- Can be FRC'd to go for tick throws or another setup, since Imperial Ray is safe on block already.
Gamma Ray
46463214H
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
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
Nearly fullscreen IK. Justice dashes forward frighteningly fast. Can kill A.B.A from anywhere on the screen if she ever runs out of Moroha gauge without a burst.
- Can make for a very silly whiff > throw setup.
IK Mode activation time 74F.
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.
- Only selectable on the Arcade and PC-Rollback versions of the game.
- 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.