(Fixed many wrong information and put back some really important combos that were removed for no reason, and made notation consistent again even though for some reason it was mode not.) |
(I actually pressed enter without noticing and it sent the page before it was done, anyhow, very important info re-added and made them the new format. still need to add SMS FRC routes) |
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{{TheoryBox | {{TheoryBox | ||
| Title = Basic Gatling Combo | | Title = Basic Gatling Combo | ||
| Oneliner = | | Oneliner = Simple knockdown | ||
| Difficulty = {{clr|1|Very Easy}} | | Difficulty = {{clr|1|Very Easy}} | ||
| Anchor = | | Anchor = | ||
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| Size = | | Size = | ||
| content = | | content = | ||
Very simple knockdown route. | Very simple knockdown route. {{clr|4|5H}} is only a combo filler and can be omitted depending on distance. {{clr|5|2D}} > Nuke will get you oki up close, while cancelling into SMS will send opponent to the other side of the screen. Pick the ender depending on matchup. | ||
{{clear}} | {{clear}} | ||
}} | }} | ||
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| Difficulty = {{clr|2|Easy}} | | Difficulty = {{clr|2|Easy}} | ||
| Anchor = | | Anchor = | ||
| Recipe = {{clr|1|6P}} > {{clr|3|f.S}} > {{clr|4|5H}} > | | Recipe = {{clr|1|6P}} > {{clr|3|f.S}} > {{clr|4|5H}} > HMS (> RC > mircowalk forward > {{clr|4|6H}} > {{clr|2|j.K}} > {{clr|5|j.D}} > d{{clr|3|j.S}}(1) > {{clr|4|j.H}} > air SMS) | ||
| Youtube = | | Youtube = | ||
| Size = | | Size = | ||
| content = | | content = | ||
Justice's overhead forces crouch in order to confrim {{clr|4|5H}} into HMS, but can technically be used from any crouch hit. Places opponent closer than {{clr|5|2D}}. Useful against mobile opponents so they can't escape nuke oki as easily. | Justice's overhead forces crouch in order to confrim {{clr|4|5H}} into HMS, but can technically be used from any crouch hit. {{clr|3|f.S}} is a combo filler and can be omitted for consistency. Places opponent closer than {{clr|5|2D}}. Useful against mobile opponents so they can't escape nuke oki as easily. | ||
Can be RC'd to do {{clr|4|6H}} > air combo, but distance usually prevents connecting with {{clr|3|j.S}} outside of corner, so you will have to settle for far knockdown most of the time | Can be RC'd to do {{clr|4|6H}} > air combo, but distance usually prevents connecting with {{clr|3|j.S}} outside of corner, so you will have to settle for far knockdown most of the time. | ||
{{clear}} | {{clear}} | ||
}} | }} | ||
{{TheoryBox | |||
| Title = Throw Confirm | |||
| Oneliner = Basic burst bait | |||
| Difficulty = {{clr|2|Easy}} | |||
| Anchor = | |||
| Recipe = Throw 22{{clr|2|K}}/{{clr|3|S}}/{{clr|5|D}} > 22X | |||
| Youtube = | |||
| Size = | |||
| content = | |||
Justice's throw is one of the best in the entire game, it's tied with Potemkin's for the farthest in the game and it allows for conversions anywhere in the screen into big damage and great okizeme, as well as it's great on baiting bursts. Doing the above combo will either give you a knockdown so you can get more nukes out or bait their burst which you'll be able to punish with a {{clr|4|6H}} starter | |||
{{clear}} | |||
}} | |||
{{TheoryBox | |||
| Title = Dust Confirm | |||
| Oneliner = Hugs | |||
| Difficulty = {{clr|2|Easy}} | |||
| Anchor = | |||
| Recipe = {{clr|5|5D}} > {{clr|5|j.D}} > {{clr|5|j.D}} > jc > {{clr|5|j.D}} (> {{clr|5|j.D}}) > air SMS | |||
| Youtube = | |||
| Size = | |||
| content = | |||
Justice's Dust is pretty good and will often catch people off guard as they're usually waiting for a {{clr|5|2D}} ender on your pressure. Deals good damage and gives fullscreen okizeme. | |||
{{clear}} | |||
}} | |||
==Intermediate== | ==Intermediate== | ||
{{CoreComboDef}} | {{CoreComboDef}} | ||
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| Difficulty = {{clr|2|Easy}}–{{clr|3|Medium}} | | Difficulty = {{clr|2|Easy}}–{{clr|3|Medium}} | ||
| Anchor = | | Anchor = | ||
| Recipe = Launcher > {{clr|2|j.K}}/{{clr|3|j.S}}(1) > {{clr|5|j.D}} > d{{clr|3|j.S}}(1) > [{{clr| | | Recipe = Launcher > {{clr|2|j.K}}/{{clr|3|j.S}}(1) > {{clr|5|j.D}} > d{{clr|3|j.S}}(1) > [{{clr|4|j.H}} > air SMS] or air HMS > {{clr|4|j.H}}] | ||
| Youtube = | | Youtube = | ||
| Size = | | Size = | ||
| content = | | content = | ||
Simple yet always relevant combo, which is very easy to route into. Many Justice routes are variations of this combo. Confrimable from many things including: anti-air, air-to-air, {{clr|4|2H}} and {{clr|4|6H}}. | Simple yet always relevant combo, which is very easy to route into. Many Justice routes are variations of this combo. Confrimable from many things including: Throw, anti-air, air-to-air, {{clr|4|2H}} and {{clr|4|6H}}. | ||
{{clr|4|j.H}} > air SMS gives fullscreen knockdown allowing you to put a nuke or two on the screen. Meanwhile, air HMS > {{clr|4|j.H}} gives halfscreen knockdown allowing for a closer oki, usually by mixing up with {{clr|2|2K}}/{{clr|1|6P}}, which cancels into {{clr|4|2H}} which allows you to do it all over again. Which one you'll use depends on each situation and matchup. | |||
May require some minor adjustments such as doing {{clr|3|c.S}} after ground hit {{clr|4|2H}} on | May require some minor adjustments such as doing {{clr|3|c.S}} after ground hit {{clr|4|2H}} on mid-weights and heavyweights for more consistency or adding multiple {{clr|1|j.P}}s to get height after stray air hits. Note that {{clr|4|2H}} > {{clr|3|c.S}} is 1 frame link on Faust. | ||
{{clear}} | {{clear}} | ||
}} | }} | ||
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*22X | *22X | ||
*{{clr|2|623K}} FRC | *{{clr|2|623K}} FRC | ||
*{{clr|5|2D}} > Michael Blade | *({{clr|5|2D}} >) Michael Blade | ||
{{TheoryBox | {{TheoryBox | ||
| Title = 6H HMS Filler | | Title = 6H HMS Filler | ||
| Oneliner = | | Oneliner = Huge damage | ||
| Difficulty = {{clr|3|Medium}} | | Difficulty = {{clr|3|Medium}} | ||
| Anchor = | | Anchor = | ||
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| Size = | | Size = | ||
| content = | | content = | ||
Combo filler from ground hit {{clr|4|6H}}. {{clr|4|2H}} is easier to connect and is recommended on heavyweights. On midweights {{clr|4|6H}} is easier to connect if they are closer while {{clr|4|2H}} needs to be delayed, on lightweights you need to delay a little. Midscreen you can do second HMS on all lightweights except Millia. | |||
If too close to the corner {{clr|4|2H}} becomes too slow, thus depending on distance {{clr|1|6P}}, {{clr|3| | If too close to the corner {{clr|4|2H}} becomes too slow, thus depending on distance {{clr|1|6P}}, {{clr|2|5K}}, {{clr|3|c.S}}, {{clr|3|f.S}} and {{clr|3|2S}} all become valid choices to pickup with. | ||
{{clear}} | |||
}} | |||
{{TheoryBox | |||
| Title = Throw Routing | |||
| Oneliner = Free burst baits! | |||
| Difficulty = {{clr|3|Medium}} | |||
| Anchor = | |||
| Recipe = Throw > microwalk back > {{clr|4|6H}} > Air combo <br> Throw > HMS > {{clr|4|2H}} > Air combo | |||
| Youtube = | |||
| Size = | |||
| content = | |||
In addition to the combos mentioned on the previous section, these also allow for great damage and as a cherry on top, they bait bursts if done correctly. These are very consistent and will work from any range except in the deep corner, where you should slightly delay {{clr|4|6H}} so that the second hit doesn't whiff. {{clr|4|6H}} routes are easier and more consistent meanwhile HMS routes deal more damage but are a tad easier to burst. In the corner, do HMS > {{clr|2|5K}} instead. | |||
{{clear}} | |||
}} | |||
{{TheoryBox | |||
| Title = Michael Blade | |||
| Oneliner = Fullscreen Super! | |||
| Difficulty = {{clr|3|Medium}} | |||
| Anchor = | |||
| Recipe = (Starter) > MB > ({{clr|4|6H}} >) Air combo <br> (Starter) > MB FRC > j9 > [HMS > {{clr|4|6H}}/{{clr|4|2H}} > Air combo] | |||
| Youtube = | |||
| Size = | |||
| content = | |||
Basic confirm into Michael Blade super. Best way to convert from {{clr|5|2D}}. Can combo without FRC if done close enough with {{clr|4|6H}} or directly into air buttons. If you have 75 meter you can do a HMS right after and convert into any {{clr|4|6H}}/{{clr|4|2H}} route. If you hit MB from fullscreen, you can either do another one or put Nukes out. | |||
{{clear}} | {{clear}} | ||
}} | }} | ||
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| Difficulty = {{clr|3|Medium}} | | Difficulty = {{clr|3|Medium}} | ||
| Anchor = | | Anchor = | ||
| Recipe = Starter > {{clr|4|2H}} > {{clr|3|c.S}} > {{clr|3|j9.S}}(1) > | | Recipe = Starter > {{clr|4|2H}} > {{clr|3|c.S}} > {{clr|3|j9.S}}(1) > air HMS> delay {{clr|3|j.S}}(1) > {{clr|4|j.H}}(whiff) > land > {{clr|1|6P}} > {{clr|2|j.K}} > {{clr|5|j.D}} > d{{clr|3|j.S}}(1) > {{clr|4|j.H}} > air SMS} | ||
| Youtube = | | Youtube = | ||
| Size = | | Size = | ||
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;Character specifics | ;Character specifics | ||
*On lightweights replace {{clr|3|c.S}} > {{clr|3|j9.S}}(1) with {{clr|3|j7.S}}(1) | *On lightweights replace {{clr|3|c.S}} > {{clr|3|j9.S}}(1) with {{clr|3|j7.S}}(1) and on MA and JA do {{clr|3|j8.S}}(1) | ||
*Does not work on | *Does not work on KY, SO | ||
*Hard on FA, OS, VE | *Hard on FA, OS, VE, requiring very character specific adjustments | ||
{{clear}} | {{clear}} | ||
}} | }} | ||
==Advanced== | ==Advanced== | ||
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| Difficulty = {{clr|4|Hard}}–{{clr|5|Very Hard}} | | Difficulty = {{clr|4|Hard}}–{{clr|5|Very Hard}} | ||
| Anchor = | | Anchor = | ||
| Recipe = Starter > [{{clr|1|j. | | Recipe = Starter > [{{clr|1|j.PPP}} > {{clr|3|j.S}}(1) > {{clr|4|j.H}} > land > {{clr|1|2P}} > {{clr|3|c.S}}]x3 > {{clr|2|22K}}/IR | ||
| Youtube = | | Youtube = | ||
| Size = | | Size = | ||
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Highly potent extension with character specific timings. Best used to close out rounds. Most commonly routed into from SMS FRC or Saperia Trance, but other options exist (eg. air CH {{clr|4|j.H}}, SBT FRC, HMS relaunch routes). | Highly potent extension with character specific timings. Best used to close out rounds. Most commonly routed into from SMS FRC or Saperia Trance, but other options exist (eg. air CH {{clr|4|j.H}}, SBT FRC, HMS relaunch routes). | ||
Has many variables: initial pickup timing, number of {{clr|1|j.P}}s, can replace second {{clr|1|j.P}} with {{clr|2|j.K}}, delay time between {{clr|3|j.S}} and {{clr|4|j.H}}, can omit {{clr|1|2P}} during relaunch, total number of loops (commonly ~3, but depends on prior combo time). All are character and position dependant. | Has many variables: initial pickup timing, number of {{clr|1|j.P}}s, can replace second {{clr|1|j.P}} with {{clr|2|j.K}}, delay time between {{clr|3|j.S}} and {{clr|4|j.H}}, can omit {{clr|1|2P}} during relaunch, total number of loops (commonly ~3, but depends on prior combo time). All are character and position dependant. A writeup is available in this document [[User:Sakurako_Oomuro#Air_Routing_explanation|Air Routing explanation]] | ||
While it is possible to use for corner carry and end with {{clr|2|22K}}, its not advisable to do most of the time because of the amount of tension opponent gets. | While it is possible to use for corner carry and end with {{clr|2|22K}}, its not advisable to do most of the time because of the amount of tension opponent gets. | ||
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! Combo !! Notes | ! Combo !! Notes | ||
|- | |- | ||
| Starter > {{clr|4|2H}} > [{{clr|3|c.S}} > {{clr|3|j9.S}}(1)] or [{{clr|3|j7.S}}(1)] > air HMS > {{clr|3|j.S}}(1) > jc9 > [{{clr|1|j. | | Starter > {{clr|4|2H}}(2) > [{{clr|3|c.S}} > {{clr|3|j9.S}}(1)] or [{{clr|3|j7.S}}(1)] > air HMS > {{clr|3|j.S}}(1) > jc9 > [{{clr|1|j.PPP}} > {{clr|3|j.S}}(1) > {{clr|4|j.H}} > land > {{clr|1|2P}} > {{clr|3|c.S}}]x3 > 22X/IR || Variation of the HMS relaunch route, can be used as fallback in case it was mistimed (recommended to end early with {{clr|4|j.H}} if done so). Subpar damage wise, better suited for corner carry (carries about half of the stage). {{clr|3|j8.S}}(1) on AX, ED, ZA. Delay {{clr|3|j9.S}}(1) on CH and OS. Not recommended for JA and KL. Does not work on BA, DI, MA, RO, SO. | ||
|- | |- | ||
| Starter > {{clr|4|2H}} > {{clr|3|c.S}} > {{clr|1|6P}} > {{clr|3|j9.S}}(1) > {{clr|1|j.P}} > {{clr|3|j.S}}(1) > air HMS > {{clr|3|j.S}}(1) > land > [{{clr|1|j. | | Starter > {{clr|4|2H}}(2) > {{clr|3|c.S}} > {{clr|1|6P}} > {{clr|3|j9.S}}(1) > {{clr|1|j.P}} > {{clr|3|j.S}}(1) > air HMS > {{clr|3|j.S}}(1) > land > [{{clr|1|j.PPP}} > {{clr|3|j.S}}(1) > {{clr|4|j.H}} > land > {{clr|1|2P}} > {{clr|3|c.S}}]x2 > 22X/IR || Version of the above working on Robo-Ky. | ||
|- | |- | ||
| Starter > {{clr|4|2H}}(2) > [{{clr|3|c.S}} > {{clr|3|j9.S}}(1)] or [{{clr|3|j7.S}}(1)] > {{clr|5|j.D}} > {{clr|3|j8.S}}(1) > {{clr|4|j.H}} > ST > land > {{clr|2|5K}} > [{{clr|1|j.PPP}} > {{clr|3|j.S}}(1) > {{clr|4|j.H}} > land > {{clr|1|2P}} > {{clr|3|c.S}}]x2-3 > 22X/IR || MA needs {{clr|3|j8.S}}(1) > {{clr|5|j.D}}. Does not work on AX, FA, SL, ZA. | | Starter > {{clr|4|2H}}(2) > [{{clr|3|c.S}} > {{clr|3|j9.S}}(1)] or [{{clr|3|j7.S}}(1)] > {{clr|5|j.D}} > {{clr|3|j8.S}}(1) > {{clr|4|j.H}} > ST > land > {{clr|2|5K}} > [{{clr|1|j.PPP}} > {{clr|3|j.S}}(1) > {{clr|4|j.H}} > land > {{clr|1|2P}} > {{clr|3|c.S}}]x2-3 > 22X/IR || MA needs {{clr|3|j8.S}}(1) > {{clr|5|j.D}}. Does not work on AX, FA, SL, ZA. | ||
|} | |} | ||
{{TheoryBox | {{TheoryBox | ||
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}} | }} | ||
==Other Combos== | ==Other Combos== | ||
===Air Combo Extensions=== | |||
Justice's main enders for her air combos are {{clr|4|j.H}} and air SMS, giving halfscreen and fullscreen oki respectively. Her ideal, but harder, okizeme is 1-hit air SMS, which leaves them right behind you, that oki is also possible with air SMS FRC, however, you can extend your combo and still get a 1-hit okizeme along with a substantial damage boost (usually 40+ damage on an already long combo) rather easily due to the gravity scaling. These extensions however can be rather difficult, as they're extremely character and height specific, you'll need to practice them in order to get your Justice to the next level. | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ {{clr|5|j.236D}}/Saperia Extensions | |||
|- | |- | ||
! Combo !! Position !! Damage !! Tension cost !! Difficulty !! Notes !! Video | |||
|- | |- | ||
| | | {{clr|1|6P}}/{{clr|2|2K}}/{{clr|4|j.H}} > {{clr|4|2H}}(2) > {{clr|3|c.S}} > {{clr|3|j9.S}}(1) > {{clr|5|j.D}} > {{clr|3|j8.S}}(1) > {{clr|4|j.H}} > ST > land > {{clr|2|5K}} > [{{clr|1|j.PPP}} > {{clr|3|j.S}}(1) > {{clr|4|j.H}} > land > {{clr|1|2P}} > {{clr|3|c.S}}]x2-3 > 22X/IR || Midscreen || ?? || 25-75 || {{clr|5|Very Hard}} || Works on Middleweights, Heavyweights and Ultra-Heavyweights except AX, FA, SL, ZA. Cranks up a lot of tension, guts killer. || link ref here | ||
|- | |- | ||
| | | {{clr|1|6P}}/{{clr|2|2K}}/{{clr|4|j.H}} > {{clr|4|2H}}(2) > {{clr|3|j7.S}}(1) > {{clr|5|j.D}} -> {{clr|3|j9.S}}(1) > {{clr|4|j.H}} > ST > land > {{clr|2|5K}} > [{{clr|1|j.PPP}} > {{clr|3|j.S}}(1) > {{clr|4|j.H}} > land > {{clr|1|2P}} > {{clr|3|c.S}}]x2-3 > 22X/IR || Midscreen || ?? || 25-75 || {{clr|5|Very Hard}} || Works on Ultra-Lightweights and Lightweights. MA needs {{clr|3|j8.S}}(1) > {{clr|5|j.D}} for it to work. Cranks up a lot of tension, guts killer. || link ref here | ||
|- | |||
|| | |||
|} | |} | ||
===Air Throw Combos=== | ===Air Throw Combos=== | ||
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===Optimal Okizeme=== | ===Optimal Okizeme=== | ||
The optimal oki combo ends with a 1 hit air SMS that happens when your opponent is slight below and behind you when {{clr|4|j.H}} hits. Every starter, route, character is a different combo and not always possible. Her air routes are dependent on height adjustment and awareness, in general it goes like (something > {{clr|2|j.K}}/{{clr|3|j.S(1)}}) > {{clr|5|j.D}} > {{clr|3|dj.S}} > [{{clr|4|j.H}} > air SMS] or [air HMS, {{clr|4|j.H}}], air SMS will throw your opponent far away, while air HMS will put them closer, knowing when to do each ender and against who is vital for your Justice gameplan. | The optimal oki combo ends with a 1 hit air SMS that happens when your opponent is slight below and behind you when {{clr|4|j.H}} hits. Every starter, route, character is a different combo and not always possible. Her air routes are dependent on height adjustment and awareness, in general it goes like (something > {{clr|2|j.K}}/{{clr|3|j.S(1)}}) > {{clr|5|j.D}} > {{clr|3|dj.S}} > [{{clr|4|j.H}} > air SMS] or [air HMS, {{clr|4|j.H}}], air SMS will throw your opponent far away, while air HMS will put them closer, knowing when to do each ender and against who is vital for your Justice gameplan. A playlist of how to do those from {{clr|1|6P}}/{{clr|2|2K}} starters can be found in the next section. | ||
==External References== | ==External References== | ||
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Hotta beginner combos https://www.youtube.com/watch?v=e7YWQkDlTC4 | Hotta beginner combos https://www.youtube.com/watch?v=e7YWQkDlTC4 | ||
Justice 1 Hit Sword setups off 6P/2K https://youtube.com/playlist?list=PLEBa7fFmeCNCwxZf3qB8CUGtZnDSyZOH- | Justice 1 Hit Sword setups off {{clr|1|6P}}/{{clr|2|2K}} https://youtube.com/playlist?list=PLEBa7fFmeCNCwxZf3qB8CUGtZnDSyZOH- | ||
Justice FRC Tutorial https://youtu.be/rZFKWaWEejo | Justice FRC Tutorial https://youtu.be/rZFKWaWEejo |
Revision as of 04:32, 28 June 2022
This can be for a variety of reasons including but not limited to: spelling mistakes, unnecessary information, poor formatting, and other metrics per common sense reasoning.
Consider helping rewrite it.
Combo Notation Guide | Character Name Abbreviations | |||||||||
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In General
Justice combos may need minor character and position specific adjustments to work, mostly consisting of using combo filler and the cost of reduced damage or going alternate route altogether. Regardless, her 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, even when you're in the corner.
Basic Combos
Basic combos are simple combos with the fewest requirements and conditions possible. They:
|
Starter > f.S > 5H > 2D > 22X/SMS
Very simple knockdown route. 5H is only a combo filler and can be omitted depending on distance. 2D > Nuke will get you oki up close, while cancelling into SMS will send opponent to the other side of the screen. Pick the ender depending on matchup.
6P > f.S > 5H > HMS (> RC > mircowalk forward > 6H > j.K > j.D > dj.S(1) > j.H > air SMS)
Justice's overhead forces crouch in order to confrim 5H into HMS, but can technically be used from any crouch hit. f.S is a combo filler and can be omitted for consistency. Places opponent closer than 2D. Useful against mobile opponents so they can't escape nuke oki as easily.
Can be RC'd to do 6H > air combo, but distance usually prevents connecting with j.S outside of corner, so you will have to settle for far knockdown most of the time.
Throw 22K/S/D > 22X
Justice's throw is one of the best in the entire game, it's tied with Potemkin's for the farthest in the game and it allows for conversions anywhere in the screen into big damage and great okizeme, as well as it's great on baiting bursts. Doing the above combo will either give you a knockdown so you can get more nukes out or bait their burst which you'll be able to punish with a 6H starter
5D > j.D > j.D > jc > j.D (> j.D) > air SMS
Justice's Dust is pretty good and will often catch people off guard as they're usually waiting for a 2D ender on your pressure. Deals good damage and gives fullscreen okizeme.
Intermediate
Core combos balance potency with consistency. They:
|
Launcher > j.K/j.S(1) > j.D > dj.S(1) > [j.H > air SMS] or air HMS > j.H]
Simple yet always relevant combo, which is very easy to route into. Many Justice routes are variations of this combo. Confrimable from many things including: Throw, anti-air, air-to-air, 2H and 6H.
j.H > air SMS gives fullscreen knockdown allowing you to put a nuke or two on the screen. Meanwhile, air HMS > j.H gives halfscreen knockdown allowing for a closer oki, usually by mixing up with 2K/6P, which cancels into 2H which allows you to do it all over again. Which one you'll use depends on each situation and matchup.
May require some minor adjustments such as doing c.S after ground hit 2H on mid-weights and heavyweights for more consistency or adding multiple j.Ps to get height after stray air hits. Note that 2H > c.S is 1 frame link on Faust.
There are multiple ways to confirm into 6H including:
- Throw/236P catch. May require microwalk forward after VA.
- CH 5K/c.S/2S/j.H/j.D/SMS/HMS
- 22X
- 623K FRC
- (2D >) Michael Blade
6H > HMS > 6H/2H > Air combo
6H > HMS > 5K > Air combo (Corner)
Combo filler from ground hit 6H. 2H is easier to connect and is recommended on heavyweights. On midweights 6H is easier to connect if they are closer while 2H needs to be delayed, on lightweights you need to delay a little. Midscreen you can do second HMS on all lightweights except Millia.
If too close to the corner 2H becomes too slow, thus depending on distance 6P, 5K, c.S, f.S and 2S all become valid choices to pickup with.
Throw > microwalk back > 6H > Air combo
Throw > HMS > 2H > Air combo
In addition to the combos mentioned on the previous section, these also allow for great damage and as a cherry on top, they bait bursts if done correctly. These are very consistent and will work from any range except in the deep corner, where you should slightly delay 6H so that the second hit doesn't whiff. 6H routes are easier and more consistent meanwhile HMS routes deal more damage but are a tad easier to burst. In the corner, do HMS > 5K instead.
(Starter) > MB > (6H >) Air combo
(Starter) > MB FRC > j9 > [HMS > 6H/2H > Air combo]
Basic confirm into Michael Blade super. Best way to convert from 2D. Can combo without FRC if done close enough with 6H or directly into air buttons. If you have 75 meter you can do a HMS right after and convert into any 6H/2H route. If you hit MB from fullscreen, you can either do another one or put Nukes out.
Starter > 2H > c.S > j9.S(1) > air HMS> delay j.S(1) > j.H(whiff) > land > 6P > j.K > j.D > dj.S(1) > j.H > air SMS}
While better, this combo is limited by character specific delays, requiring midscreen position and being relatively close to the opponent. But it is still consistent enough to be worth doing after some practice. Character hurtboxes may render some starters less practical such as j.H on ABA. You can forgo j.S(1) > land > 6P for j.S(2) > land > j.P for an easier link, in exchange of damage.
- Character specifics
- On lightweights replace c.S > j9.S(1) with j7.S(1) and on MA and JA do j8.S(1)
- Does not work on KY, SO
- Hard on FA, OS, VE, requiring very character specific adjustments
Advanced
Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
|
Starter > [j.PPP > j.S(1) > j.H > land > 2P > c.S]x3 > 22K/IR
Highly potent extension with character specific timings. Best used to close out rounds. Most commonly routed into from SMS FRC or Saperia Trance, but other options exist (eg. air CH j.H, SBT FRC, HMS relaunch routes).
Has many variables: initial pickup timing, number of j.Ps, can replace second j.P with j.K, delay time between j.S and j.H, can omit 2P during relaunch, total number of loops (commonly ~3, but depends on prior combo time). All are character and position dependant. A writeup is available in this document Air Routing explanation
While it is possible to use for corner carry and end with 22K, its not advisable to do most of the time because of the amount of tension opponent gets.
Example Routes
Combo | Notes |
---|---|
Starter > 2H(2) > [c.S > j9.S(1)] or [j7.S(1)] > air HMS > j.S(1) > jc9 > [j.PPP > j.S(1) > j.H > land > 2P > c.S]x3 > 22X/IR | Variation of the HMS relaunch route, can be used as fallback in case it was mistimed (recommended to end early with j.H if done so). Subpar damage wise, better suited for corner carry (carries about half of the stage). j8.S(1) on AX, ED, ZA. Delay j9.S(1) on CH and OS. Not recommended for JA and KL. Does not work on BA, DI, MA, RO, SO. |
Starter > 2H(2) > c.S > 6P > j9.S(1) > j.P > j.S(1) > air HMS > j.S(1) > land > [j.PPP > j.S(1) > j.H > land > 2P > c.S]x2 > 22X/IR | Version of the above working on Robo-Ky. |
Starter > 2H(2) > [c.S > j9.S(1)] or [j7.S(1)] > j.D > j8.S(1) > j.H > ST > land > 5K > [j.PPP > j.S(1) > j.H > land > 2P > c.S]x2-3 > 22X/IR | MA needs j8.S(1) > j.D. Does not work on AX, FA, SL, ZA. |
CH SMS > 236D > 2H > Air combo (Midscreen)
CH SMS > TK j.236D > 6H/2H > Air combo (Near corner)
CH SMS > sj9 > j.D > Air combo (Near corner meterless)
This routes give conversions from a move that is good to throw out in neutral, but hard to normally capitalize on. If you are close enough you can ignore those routes and simply do microwalk 6H. In case of Saperia routes 2K is easier to use, but will sacrifice a lot of damage to the point where its usually not worth it.
- Character specifics
- 2H does not hit sliding Axl.
- j.D does not hit sliding: AB, AN, AX, BR, DI, JO, KY, MI, OS, RO, SL
Other Combos
Air Combo Extensions
Justice's main enders for her air combos are j.H and air SMS, giving halfscreen and fullscreen oki respectively. Her ideal, but harder, okizeme is 1-hit air SMS, which leaves them right behind you, that oki is also possible with air SMS FRC, however, you can extend your combo and still get a 1-hit okizeme along with a substantial damage boost (usually 40+ damage on an already long combo) rather easily due to the gravity scaling. These extensions however can be rather difficult, as they're extremely character and height specific, you'll need to practice them in order to get your Justice to the next level.
Combo | Position | Damage | Tension cost | Difficulty | Notes | Video |
---|---|---|---|---|---|---|
6P/2K/j.H > 2H(2) > c.S > j9.S(1) > j.D > j8.S(1) > j.H > ST > land > 5K > [j.PPP > j.S(1) > j.H > land > 2P > c.S]x2-3 > 22X/IR | Midscreen | ?? | 25-75 | Very Hard | Works on Middleweights, Heavyweights and Ultra-Heavyweights except AX, FA, SL, ZA. Cranks up a lot of tension, guts killer. | link ref here |
6P/2K/j.H > 2H(2) > j7.S(1) > j.D -> j9.S(1) > j.H > ST > land > 5K > [j.PPP > j.S(1) > j.H > land > 2P > c.S]x2-3 > 22X/IR | Midscreen | ?? | 25-75 | Very Hard | Works on Ultra-Lightweights and Lightweights. MA needs j8.S(1) > j.D for it to work. Cranks up a lot of tension, guts killer. | link ref here |
Air Throw Combos
Air throw combos are typically done after RC, but can be done meterless on specific characters. Note that without RC airthrow puts her on the same side as throw direction.
Air Throw RC
Most common followups are 6P and c.S into air combo ending with either fullscreen knockdown or 1 hit SMS. The side Justice ends up on is character specific and is illustrated below.
Same side as airthrow direction | |
Opposite side of airthrow direction | |
Always P1 side |
Meterless Combos
Justice airthrow can be jump installed by holding 8 when it connects to the ground. Certain combos use superjump and by having jump install you can jump again to continue combo and get optimal okizeme.
Combo | Position | Works On | Notes |
---|---|---|---|
AT > 5P(1)/2P > 5K > SMS | Anywhere/Corner | AB, BA, IN (anywhere) AX, JA, MI (corner only) |
2P on Axl and Millia. 5P on everyone else. Not worth resetting neutral instead of going for oki unless it kills. |
AT > 2P > 5K > j.KD > SMS | Deep corner | AX | Axl specific extension. Still not worth doing. |
AT > 5P(1) > 5K > j.PKD > dj.KD > SMS | Midscreen | KL | Grants fullscreen oki. |
AT > 2P > 2S > j.KD > dj.KD > SMS | Midscreen | MA | Simmilar to the Kliff route above. |
AT > 2P > 5K > sj.KPK > j.S(1) > j.H > c.S > ... | Midscreen | JU | Relaunch combo. Potential followups include: sideswitch, 1 hit SMS, j.P loops. |
AT > JI > [2P > 5P(1) > 5K] or [2P > 2S] > sj.PKPK > j.S(2) > dj.S(1) > j.H > SMS | Midscreen | BR, TE | 1 hit SMS route. 5K version for Testament. 2S version for Bridget. Always worth doing to tack extra damage, but can be somewhat hard. |
CH Airthrow
Very rare occurence. All end with 1 hit sword oki. Multiple may work on some characters.
Combo | Optimal on | Notes |
---|---|---|
CH AT > 6H > j.S(1)/(2) > j.D > dj.S(1) > j.H > SMS | AB, AN, AX, BA, BR, CH, DI, IN, JA, JU, KL, MA, MI, TE | j.S(1) on lightweights. j.S(2) on others. |
CH AT > 2H > j.K > j.D > dj.S(1)/(2) > j.H > SMS | ED, KY, PO, SL, VE, ZA | j.S(2) for Potemkin. |
CH AT > 2H > j.K > j.S(1) > j.D > dj.S(1) > j.H > SMS | JO, SO, OS, RO | Extremely hard on Johnny. |
CH AT > JI > 2S > sj.PKPK > j.S(1) > j.D > dj.S(1) > j.H > SMS | FA |
Optimal Okizeme
The optimal oki combo ends with a 1 hit air SMS that happens when your opponent is slight below and behind you when j.H hits. Every starter, route, character is a different combo and not always possible. Her air routes are dependent on height adjustment and awareness, in general it goes like (something > j.K/j.S(1)) > j.D > dj.S > [j.H > air SMS] or [air HMS, j.H], air SMS will throw your opponent far away, while air HMS will put them closer, knowing when to do each ender and against who is vital for your Justice gameplan. A playlist of how to do those from 6P/2K starters can be found in the next section.
External References
List of optimized combo routes: https://docs.google.com/spreadsheets/d/1pmRvOEEh7IF0py8EtLXY_mnzu4cHhPyRbY6cNAAnlZI/edit#gid=0
Starter BnBs https://www.youtube.com/watch?v=bQlgKKz1hig
Great Justice combo video https://www.youtube.com/watch?v=G_3s8LGbGq4
Justice 6H Michael Sword -> Super example https://www.youtube.com/watch?v=x_hUAtaxg_E
Mikado +R Justice matches https://www.youtube.com/watch?v=AnEYdSXO8bg
Hotta beginner combos https://www.youtube.com/watch?v=e7YWQkDlTC4
Justice 1 Hit Sword setups off 6P/2K https://youtube.com/playlist?list=PLEBa7fFmeCNCwxZf3qB8CUGtZnDSyZOH-
Justice FRC Tutorial https://youtu.be/rZFKWaWEejo
Hotta Justice c.S anti-air j.P loop on Wiki editor :( https://www.twitch.tv/hari_hotta_/clip/BrightGiantAyeayeCeilingCat
Hotta Faust Throw j.P loop https://clips.twitch.tv/PleasantNaiveMartenPMSTwin
Hotta Testament Michael Sword oki ender https://clips.twitch.tv/TardyDistinctAardvarkSmoocherZ
Hotta Testament j.P 2d Micheal Blade frc confirm https://clips.twitch.tv/UnsightlyFaithfulJackalNinjaGrumpy
Hotta Chipp throw combo https://clips.twitch.tv/PrettyBillowingPlumageDendiFace
Hotta Testament risc air Michael Sword Sape conversion https://clips.twitch.tv/PrettiestImportantDotterelKappa
Hotta Faust rounstart 2h ch conversion https://clips.twitch.tv/CautiousObeseJayPastaThat
Hotta Kliff simple K nuke J.H convert https://clips.twitch.tv/BreakableJazzyOctopusWoofer
Hotta Sol SBT frc backwards Michael Sword ender https://clips.twitch.tv/GloriousAbnegateNightingalePanicVis
Hotta Dizzy ch one hit Air Michael Sword into j.P loop https://clips.twitch.tv/PricklyTriangularScallionPanicBasket
Hotta Dizzy 6h roundstart combo into SBT frc combo Michael Sword oki ender https://clips.twitch.tv/BombasticFantasticPlumberBrokeBack
Hotta Dizzy K nuke anti air confirm into Throw j.D ender https://clips.twitch.tv/SucculentBrightYakBigBrother
Hotta Dizzy high j.p jump in confirm simple combo https://clips.twitch.tv/ColdBlatantDeerDatBoi
Hotta Dizzy K/H nuke antiair burstbait combo into 6h ch combo https://clips.twitch.tv/TacitFriendlyPuppyMVGame
Hotta Dizzy 6h ch Michael Sword oki ender into nuke j.D left/right setup https://clips.twitch.tv/CooperativeQuaintTildeOpieOP
Hotta Dizzy roundstart j.p mash confirm into j.s anti air confirm https://clips.twitch.tv/BitterPricklyYakinikuChocolateRain
Hotta Dizzy c.S anti air combo into 6P H Michael Sword RC 6H combo https://clips.twitch.tv/AltruisticHeartlessSoymilkKappa
Hotta Dizzy j.H ch air to air burst safe into 6h backwards Michael Sword combo https://clips.twitch.tv/CloudyMoistUdonTriHard
Hotta Jam 2h one hit CH anti air JD ender https://clips.twitch.tv/NastyBigRedpandaMcaT
Hotta Jam c.S anti air combo into 2h one hit ch j.P loop (dropped) https://clips.twitch.tv/BraveSquareLardRitzMitz
Hotta Sol S/P Nuke anti air burst safe j.P mash into Sape into j.P https://clips.twitch.tv/StupidHelplessGarlicSoonerLater
Hotta anti air Michael Sword into K nuke into Michael Blade https://clips.twitch.tv/HotSillyElephantArsonNoSexy
Hotta Jam 75 tension Throw Imperial Ray combo https://clips.twitch.tv/QuaintFrailFlamingoNononoCat
Hotta Zappa 75 tension 5P Michael Blade frc combo https://clips.twitch.tv/TardyGentleRaccoonDerp
Hotta Zappa Michael Blade frc combo https://clips.twitch.tv/VenomousSlickOryxMVGame
Hotta Zappa 6h combo https://clips.twitch.tv/AcceptableDirtyOpossumBabyRage
Hotta Zappa ground P nuke confirm https://clips.twitch.tv/GleamingBreakableAdminDBstyle
Hotta Zappa 6H Michael Sword frc combo https://clips.twitch.tv/GracefulPeacefulHippoKappaWealth
Hotta Zappa Throw Michael Sword oki ender https://clips.twitch.tv/ApatheticVastSrirachaDAESuppy
Hotta Pot P Nuke confirm combo into j.D ch combo https://clips.twitch.tv/CleverHelpfulMeerkatWTRuck
Hotta Jam Valk Arc corner Burst Safe into c.S combo https://clips.twitch.tv/TriumphantDiligentBaguetteFutureMan
Hotta Jam j.P air to air into j.P loop https://clips.twitch.tv/BeautifulStormyCroquetteSuperVinlin
Hotta Aba H nuke anti air conversion https://clips.twitch.tv/AssiduousBlitheAsteriskPeoplesChamp
Hotta Aba 6P -> c.S anti air conversion into air S Michael Sword frc ch throw bait combo https://clips.twitch.tv/ThoughtfulExpensiveDovePeanutButterJellyTime
Hotta Testament corner S Michael Sword ch simple combo https://clips.twitch.tv/CrazyColorfulPineappleRedCoat
Hotta Pot 6h combo https://clips.twitch.tv/ColorfulAverageGorillaSquadGoals
Hotta Testament Throw Michael Sword oki ender https://clips.twitch.tv/BraveHappyWalrusFreakinStinkin
Hotta Aba P nuke trap anti air Michael Sword oki Ender https://clips.twitch.tv/ElegantRealRatHotPokket
Hotta Johnny P nuke trap anti air combo https://clips.twitch.tv/MoistDarkRingThunBeast
Hotta Johnny j.K air to air conversion https://clips.twitch.tv/HandsomeHealthyNuggetsOptimizePrime
Hotta Johnny 2h combo into 6p combo https://clips.twitch.tv/DeterminedPoisedLettuceBCWarrior
Hotta HoS j.H with K Nuke Michael Blade Oki ender https://clips.twitch.tv/TentativeGiftedDogePermaSmug
Hotta Zappa Reversal Michael Blade Michael Sword oki ender https://clips.twitch.tv/BoringFamousEggnogKappaClaus
Hotta Zappa 6p c.S 6p anti air combo https://clips.twitch.tv/VibrantAntsyCheesecakeKappaWealth
Hotta Slayer corner Max Risc throw combo https://www.twitch.tv/hari_hotta_/clip/SecretiveBovineOstrichDoggo
Hotta Testament 2H starter rejump combo https://www.twitch.tv/hari_hotta_/clip/SecretiveBovineOstrichDoggo
Hotta Millia RISC TOD https://youtu.be/HR7G6k6PbFY?t=146
Hotta Baiken CH 6h air Michael Sword oki ender https://youtu.be/3oII_zuuPX4?t=1620
Hotta Testament Air Throw Saperia air Michael Sword oki ender https://youtu.be/x5NgDtnS2Xg?t=10001
Hotta May corner Throw combo https://youtu.be/x5NgDtnS2Xg?t=8244
Hotta May H-Sword air hit Combo https://youtu.be/x5NgDtnS2Xg?t=8687
Hotta May counter hit Michael Blade side switch https://youtu.be/x5NgDtnS2Xg?t=8770
Hotta Robo-Ky counter hit 6h j.H ender https://youtu.be/x5NgDtnS2Xg?t=6478
Hotta Robo-Ky 6H side switch combo https://youtu.be/x5NgDtnS2Xg?t=6489
Hotta Robo-Ky throw 2H Saperia j.P loop? https://youtu.be/x5NgDtnS2Xg?t=6636
Hotta Robo-Ky double nuke j.P loop https://youtu.be/x5NgDtnS2Xg?t=6742
Hotta Robo-Ky anti air nuke c.S conversion https://youtu.be/x5NgDtnS2Xg?t=6789
Hotta Robo-Ky anti air nuke c.S conversion https://youtu.be/x5NgDtnS2Xg?t=6801
Hotta Robo-Ky Throw air Michael Sword oki ender https://youtu.be/x5NgDtnS2Xg?t=6851
Hotta Slayer counter hit 2H side switch combo https://youtu.be/x5NgDtnS2Xg?t=7538
Hotta Bridget j.k air to air air Michael Sword oki ender https://clips.twitch.tv/FlirtyViscousMelonDBstyle-ti28YEo6XcO6W3B2