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| <center>{{Character Label|GGACR|Justice|32px}}</center>
| | {{GGACR/CharacterLinks}} |
| {{#lst:{{BASEPAGENAME}}/Data|Links}}
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| {{MFlag|cleanup}}<!-- Give me 6H HMS 6H or give me Death. -->
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| <div style="float:left; margin-right:25px;">
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| {{TOC limit|3}}
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| </div>
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| {{Combo Notation|game=GGACR|width=85%|additional= | | {{Combo Notation|game=GGACR|width=85%|additional= |
| :'''VA''' = [[GGACR/Justice#Valkyrie_Arc|Valkyrie Arc - 236P]] | | :'''VA''' = [[GGACR/Justice#Valkyrie_Arc|Valkyrie Arc]] - {{clr|1|236P}} |
| :'''SMS''' = [[GGACR/Justice#Michael_Sword|S Michael Sword - 41236S]] | | :'''SMS''' = [[GGACR/Justice#Michael_Sword|S Michael Sword]] - {{clr|3|41236S}} |
| :'''HMS''' = [[GGACR/Justice#Michael_Sword|H Michael Sword - 41236H]] | | :'''HMS''' = [[GGACR/Justice#Michael_Sword|H Michael Sword]] - {{clr|4|41236H}} |
| :'''SBT''' = [[GGACR/Justice#Strike Back Tail (S.B.T.)|Strike Back Tail (S.B.T.) - 623K]] | | :'''SBT''' = [[GGACR/Justice#Strike Back Tail (S.B.T.)|Strike Back Tail (S.B.T.)]] - {{clr|2|623K}} |
| :'''X Nuke/NB''' = [[GGACR/Justice#Nuclear_Blast(N.B.)|Nuclear Blast (N.B.)- 22X]] | | :'''X Nuke/NB''' = [[GGACR/Justice#Nuclear_Blast(N.B.)|Nuclear Blast (N.B.)]] - 22X |
| :'''ST/Saperia''' = [[GGACR/Justice#Saperia_Trance|Saperia Trance - 236D]] | | :'''ST/Saperia''' = [[GGACR/Justice#Saperia_Trance|Saperia Trance]] - {{clr|5|236D}} |
| :'''MB''' = [[GGACR/Justice#Michael_Blade|Michael Blade - 632146H]] | | :'''MB''' = [[GGACR/Justice#Michael_Blade|Michael Blade]] - {{clr|4|632146H}} |
| :'''IR''' = [[GGACR/Justice#Imperial_Ray|Imperial Ray - 632146S]] | | :'''IR''' = [[GGACR/Justice#Imperial_Ray|Imperial Ray]] - {{clr|3|632146S}} |
| :'''Ultra Lightweights''' = BA, BR, JA, MA | | :'''Ultra Lightweights''' = BA, BR, JA, KL, MA |
| :'''Lightweights''' = DI, IN, JU, KL, MI | | :'''Lightweights''' = DI, IN, JU, MI |
| :'''Midweights''' = AN, AX, CH, ED, FA, KY, SL, SO, TE, VE, ZA | | :'''Midweights''' = AN, AX, CH, ED, FA, KY, SL, SO, TE, VE, ZA |
| :'''Heavyweights''' = AB, JO, OS | | :'''Heavyweights''' = AB, JO, OS |
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| }} | | }} |
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| ==Introduction== | | ==In General== |
| Justice's combos are more or less the same regardless of whether you're in the corner or midscreen. Her aerial combo enders will push her back, even when you're in the corner. | | Justice combos may need minor character and position specific adjustments to work, mostly consisting of using combo fillers at the cost of reduced damage or going into alternate routing altogether. The combo flow is also weight dependant in a sense that characters of the same weight behave similarly in combos. |
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| ===Basic Combos===
| | Many of her advanced combos may seem like a waste of resources for the amount of damage they add, but when her ability to build Guard Bar is taken into account it makes a lot more sense. |
| Below are some beginner combos that will help you know which knockdowns to look for and how to start your nuke game, if you want to use Justice as a sub, you can pretty much work with only these.
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| {| class="wikitable"
| |
| ! Combo !! Position !! Damage !! Tension cost !! Difficulty !! Notes !! Video
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| | {{clr|1|2P}}/{{clr|1|5P}}(1)x2 > {{clr|3|2S}} > {{clr|5|2D}} > 22X || Any || ?? || 0 || {{clr|1|Very Easy}} || Basic knockdown into nuke setup, confirm out of mashed 2P/5P. Cancel the recovery frames of {{clr|5|2D}} into {{clr|1|22P}} or {{clr|2|22K}} for oki, this combo will leave the opponent around halfscreen away from you, walk behind the nuke for a low/high with {{clr|1|5P(2)/6P}} or a safejump with {{clr|4|j.H}}. Use this agaisnt characters that get past Justice's fullscreen zoning easily (e.g. Dizzy, Bridget, Axl). || link ref here
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| | {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|5|2D}} > SMS || Any || ?? || 0 || {{clr|1|Very Easy}} || The {{clr|5|2D}} will sometimes whiff if the opponent is too far, in those cases just cancel the {{clr|4|5H}} into SMS. Leaves the opponent fullscreen away from you, usually allowing you to set up two to three nukes. Use this against characters that struggle against Justice's fullscreen nuke zoning (e.g. A.B.A, Slayer, Jam). || link ref here
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| | {{clr|1|6P}} > {{clr|3|f.S}} > {{clr|4|5H}} > HMS || Any || ?? || 0 || {{clr|2|Easy}} || Basic confirm from her standing overhead {{clr|1|6P}}. Leaves opponent very close to you. If {{clr|1|6P}} connects at max range the {{clr|3|f.S}} will whiff on most characters. You can RC HMS for high damage. Finish this combo with SMS for fullscreen oki. || link ref here
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| | {{clr|4|2H}}/{{clr|4|6H}} > {{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 || Any || ?? || 0 || {{clr|2|Easy}} || Basic launcher > air route, learn this one and it's variations, it's very important. Justice has many different ways to combo into {{clr|4|2H}}/{{clr|4|6H}} > air route. You should do {{clr|3|j.S}}(2) on Heavyweights. Gives fullscreen oki. || link ref here
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| | Throw/VA > {{clr|4|6H}} > {{clr|3|j.S}}(1) > {{clr|5|j.D}} > d{{clr|3|j.S}}(1) > {{clr|4|j.H}} > air SMS || Any || ?? || 0 || {{clr|2|Easy}} || Basic throw confirm. You can burst bait by slightly walking back before {{clr|4|6H}}. A microwalk forward before {{clr|4|6H}} helps makes this combo more consistent if started from Valkyrie Arc. Gives fullscreen oki. || link ref here
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| | {{clr|5|5D}} > {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|3|j.S}}(1) > {{clr|5|j.D}} > air SMS || Any || ?? || 0 || {{clr|2|Easy}} || Simple dust confirm, works on everyone at any distance. Gives fullscreen oki. || link ref here
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| | {{clr|4|6H}} > {{clr|3|j.S}}(1) > {{clr|5|j.D}} > d{{clr|3|j.S}}(1) > {{clr|4|j.H}} > air SMS FRC > {{clr|2|5K}} > {{clr|3|f.S}} > SMS || Any || ?? || 25 || {{clr|3|Medium}} || Combo extension after an air SMS FRC, good damage for only 25 meter. The {{clr|2|5K}} after the SMS FRC needs to be delayed on CH, FA, HO, SO. Gives fullscreen oki. || link ref here
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| | {{clr|1|6P}}/{{clr|2|2K}} > {{clr|4|2H}} > ({{clr|3|c.S}}) > IR || Any || ?? || 50 || {{clr|2|Easy}} || Basic confirm into Imperial Ray super. Most useful when opponent is at low health to bypass guts scaling. Omit the {{clr|3|c.S}} on Lightweights. Leaves opponent halfscreen away. || link ref here
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| | xx > {{clr|5|2D}} > MB > {{clr|4|6H}} > {{clr|3|j.S}}(1) > {{clr|5|j.D}} > d{{clr|3|j.S}}(1) > {{clr|4|j.H}} > air SMS || Any || ?? || 50 || {{clr|3|Medium}} || Basic confirm into Michael Blade super. Must be done close to opponent for the {{clr|4|6H}} to combo without FRC. {{clr|4|6H}} can be omitted, for an easier combo but less damage. Gives fullscreen oki. || link ref here
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| | {{clr|1|6P}} > {{clr|4|5H}} > HMS RC > {{clr|4|6H}} > {{clr|3|j.S}}(1) > {{clr|5|j.D}} > d{{clr|3|j.S}}(1) > {{clr|4|j.H}} > air SMS || Any || ?? || 50 || {{clr|3|Medium}} || 50 meter overhead confirm, works on everyone. Combos on some characters midscreen if a microwalk is done after the RC. Doesn't work if Justice is in the corner. The air SMS can be FRC'd for extra damage. Gives fullscreen oki. || link ref here
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| |}
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| ==Combo Theory== | | ==Basic Combos== |
| ===Air Combo Explanation=== | | {{BeginnerComboDef}} |
| Most of Justice's starters lead into her air combo, which is some variation of {{clr|2|j.K}}/{{clr|3|j.S}}(1) > {{clr|5|j.D}} > {{clr|3|dj.S}}(1) > {{clr|4|j.H}} > Special. Which air route should be used in a combo will vary widely with character, starter, and screen position. The special move used at the end of the air combo can be RC'd to extend your combo. Some common ways to confirm into air combo are:
| | ===<span style="visibility:hidden;font-size:0">Ground Confirms</span>=== |
| *{{clr|4|2H}}/{{clr|4|6H}}
| | {{TheoryBox |
| *Throw > {{clr|4|6H}}
| | | Title = Basic Gatling Combo |
| *VA > {{clr|4|6H}}
| | | Oneliner = A lot of damage for a combo that simple |
| *Anti-air {{clr|1|6P}}
| | | Difficulty = Very Easy |
| *{{clr|1|6P}} > {{clr|4|5H}} > HMS RC > {{clr|4|6H}}
| | | Anchor = |
| *S.B.T FRC > {{clr|4|6H}}
| | | Recipe = Starter > {{clr|3|f.S}} (> {{clr|4|5H}}) > {{clr|5|2D}} > {{MMC|input=22X|label=22X}}/{{MMC|input=41236S|label=SMS}} |
| *CH HMS > {{clr|4|2H}}/{{clr|4|6H}}
| | | Video = GGACR_Justice_Basic_KD.webm\GGACR_Justice_Crouch.webm |
| *MB (FRC)
| | | Size = |
| *Anti-Air K Nuke > {{clr|1|6P}}/{{clr|4|6H}}
| | | content = |
| | Justice heavily focuses on air combos, but her launchers are lacking in range. Still the damage from even simple ground confirms is respectable. {{MMC|input=5H|label={{clr|4|5H}}}} is only a combo filler and can be omitted depending on distance. {{MMC|input=2D|label={{clr|5|2D}}}} > Nuke will get you oki up close, while cancelling into SMS will send the opponent to the other side of the screen. Choose the ender depending on matchup. |
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| The two most common ways to finish air combos are air SMS or a low {{clr|4|j.H}}, these give fullscreen and halfscreen oki respectively, allowing you to set up your nukes and/or go for a {{clr|4|j.H}} safejump. Adjusting your air route to every situation can be difficult and will require a good amount of awareness and experience. One of Justice strongest assets is her damage so it is very important to know your air routes so you can get the most damage out of your openings.
| | ;Crouch Confirm |
| In general, a different air combo will be used on each starter and on each weight class.
| | <code>{{clr|1|6P}} > {{clr|4|5H}} > {{MMC|input=41236H|label=HMS}} (> RC > microwalk forward > {{clr|4|6H}} > {{clr|2|j.K}} > {{clr|5|j.D}} > d{{clr|3|j.S}}(1) > {{clr|4|j.H}} > air SMS)</code><br> |
| | 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 oki as easily. |
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| {| class="wikitable"
| | Can be RC'd to do {{MMC|input=6H|label={{clr|4|6H}}}} > air combo, you should microwalk after the RC, but distance can prevent connecting with {{clr|3|j.S}} outside of corner. In such case use {{clr|1|j.P}}/{{clr|2|j.K}} instead. |
| |+ {{clr|1|6P}}/{{clr|2|2K}} > {{clr|4|2H}} Confirms ({{clr|1|6P}} can be used in place of {{clr|2|2K}} as long as {{clr|4|2H}} hits twice.)
| | }} |
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| ! Combo !! Position !! Damage !! Tension cost !! Difficulty !! Notes !! Video
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| | {{clr|1|6P}}/{{clr|2|2K}} > {{clr|4|2H}} > {{clr|3|j.S}}(1) > {{clr|5|j.D}} > {{clr|3|dj.S}}(1) > {{clr|4|j.H}} > air SMS || Any || ?? || 0 || {{clr|3|Medium}} || Works on Ultra-Lightweights, Lightweights and HO,SO. First jump must be backwards to catch them after {{clr|4|2H}}, the double jump must be neutral. Will sometimes whiff on HO, SO due to their weird hurtboxes. You can use {{clr|3|j.K}} instead of {{clr|3|j.S}}(1) after {{clr|4|2H}} for an easier route in exchange of less damage. || link ref here
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| | {{clr|1|6P}}/{{clr|2|2K}} > {{clr|4|2H}} > {{clr|3|c.S}} > {{clr|3|j.S}}(1) > {{clr|5|j.D}} > {{clr|3|dj.S}}(1) > HMS > {{clr|4|j.H}} || Any || ?? || 0 || {{clr|3|Medium}} || Works on all Middleweights, Heavyweights, and Ultra-Heavyweights. Very hard on FA. The final {{clr|4|j.H}} might whiff if the {{clr|4|2H}} is done at max range || link ref here
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| | {{clr|1|6P}}/{{clr|2|2K}} > {{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}} > {{clr|3|dj.S}}(1) > {{clr|4|j.H}} > air SMS || Any || ?? || 0 || {{clr|4|Hard}} || Works on Ultra-Heavyweights, Heavyweights and Middleweights except SO, KY and VE. Very hard on FA. You can forgo {{clr|3|j.S}}(1) > land > {{clr|1|6P}} for {{clr|3|j.S}}(2) > land > {{clr|1|j.P}} for an easier link, in exchange of damage. || link ref here
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| | {{clr|1|6P}}/{{clr|2|2K}} > {{clr|4|2H}} > {{clr|3|j7.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}} > {{clr|3|dj.S}}(1) > {{clr|4|j.H}} > air SMS || Any || ?? || 0 || {{clr|4|Hard}} || Works on Ultra-Lightweights, Lightweights except MI. You can forgo {{clr|3|j.S}}(1) > land > {{clr|1|6P}} for {{clr|3|j.S}}(2) > land > {{clr|1|j.P}} for an easier link, in exchange of damage. || link ref here
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| |}
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| {| class="wikitable"
| | ===<span style="visibility:hidden;font-size:0">Basic Air Combo</span>=== |
| |+ Throw/VA Confirms | | {{TheoryBox |
| |- | | | Title = Basic Air Combo |
| ! Combo !! Position !! Damage !! Tension cost !! Difficulty !! Notes !! Video
| | | Oneliner = Actual BnB |
| |- | | | Difficulty = Easy-Medium |
| | Throw/VA > {{clr|4|6H}} > {{clr|3|j.S}}(1) > {{clr|5|j.D}} > {{clr|3|dj.S}}(1) > {{clr|4|j.H}} > air SMS || Any || ?? || 0 || {{clr|3|Medium}} || Works on Ultra-Lightweights. A microwalk forward after Throw/VA makes the combo more consistent. || link ref here | | | Anchor = |
| |- | | | 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}} > {{MMC|input=j.41236S|label=air SMS}} |
| | Throw/VA > {{clr|4|6H}} > {{clr|3|j.S}}(1) > {{clr|5|j.D}} > {{clr|3|dj.S}}(1) > HMS > {{clr|4|j.H}} || Any || ?? || 0 || {{clr|3|Medium}} || Works on Lightweights. A microwalk forward after Throw/VA makes the combo more consistent. || link ref here
| | | Video = GGACR_Justice_Air_SMS.webm\GGACR_Justice_Air_HMS.webm |
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| | | Size = |
| | Throw > HMS > {{clr|4|2H}} > {{clr|3|c.S}} > {{clr|2|j.K}} > {{clr|5|j.D}} > {{clr|3|dj.S}}(1) > HMS > {{clr|4|j.H}} || Any || ?? || 0 || {{clr|3|Medium}} || Works on all Middleweights, Heavyweights, and Ultra-Heavyweights except for KY, HO, RO, SL, SO. The {{clr|3|c.S}} can be omitted to make the combo easier. Very inconsistent on FA, due to {{clr|4|2H}} > {{clr|3|c.S}} being a 1f link. Doesn't work from VA starter. || link ref here
| | | content = |
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| | Simple, yet always relevant combo. Many Justice routes are variations of this combo. Some basic confirms include: {{MCB|{{clr|P|6P}}/{{clr|K|2K}} > {{clr|H|2H}}}}, {{MCB|Throw > {{clr|H|6H}}}}, {{clr|K|623K}} FRC, anti-air, and air-to-air confirms. |
| | Throw > HMS > {{clr|4|2H}} > {{clr|3|c.S}} > {{clr|3|j.S}}(1) > {{clr|5|j.D}} > {{clr|3|dj.S}}(1) > {{clr|4|j.H}} > air SMS || Any || ?? || 0 || {{clr|3|Medium}} || Variation of the above combo that works on KY, HO, RO, SL, SO. || link ref here
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| |}
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| {| class="wikitable"
| | {{clr|4|2H}} is the most common launcher and has more strict followups due to not having a jump cancel. {{MCB|{{clr|K|j.K}} > {{clr|S|j.S}}}} is easy and universal. Meanwhile {{MCB|{{clr|S|c.S}} > {{clr|S|j.S}}}} is useful on heavyweights and is a decent option on midweights. Important to note that the 2nd hit will whiff on {{CLabel|Faust}}, so in order to access better damage in that matchup Justice must link launcher directly into {{clr|S|c.S}} which also happens to be 1 frame link. |
| |+ Grounded {{clr|1|6P}} Confirms
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| ! Combo !! Position !! Damage !! Tension cost !! Difficulty !! Notes !! Video
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| | {{clr|1|6P}} > {{clr|4|5H}} > HMS RC > {{clr|4|6H}} > {{clr|2|j.K}} > {{clr|5|j.D}} > {{clr|2|dj.K}} > {{clr|5|j.D}} > air SMS || Any || ?? || 50 || {{clr|3|Medium}} || Works on Ultra-Lightweights, Lightweights, and Middleweights. {{clr|4|6H}} whiffs if Justice is close to the corner. Microwalk forward after the HMS RC.|| link ref here
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| | {{clr|1|6P}} > {{clr|4|5H}} > HMS RC > {{clr|4|6H}} > {{clr|2|j.K}} > {{clr|5|j.D}} > {{clr|1|dj.P}} > {{clr|3|dj.S}}(1) > {{clr|4|j.H}} > air SMS || Any || ?? || 50 || {{clr|3|Medium}} || Works on Heavyweights and Ultra-Heavyweigths. {{clr|4|6H}} whiffs if Justice is close to the corner. Microwalk forward after the HMS RC. || link ref here | |
| |}
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| {| class="wikitable"
| | Every air button Justice has sees use in one way or another, but to simplify: |
| |+ Grounded {{clr|4|6H}} > HMS Confirms
| | *{{clr|P|j.P}} is mostly used to add height when opponent is too low. |
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| | *{{clr|K|j.K}} can also be for height adjustment, as it pops up higher than {{clr|P|j.P}}. Frequently used when opponent may be too far for {{clr|S|j.S}}, in which case it goes straight into {{clr|D|j.D}}. |
| ! Combo !! Position !! Damage !! Tension cost !! Difficulty !! Notes !! Video
| | *{{clr|S|j.S}} is the linker from weak to strong buttons. It has two hits: one is more useful on lighter characters, two is better for heavies or when trying to sideswitch. |
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| | *{{clr|H|j.H}} is used to lower opponent when they are too high for {{clr|D|j.D}} to hit. Only goes into {{clr|S|j.41236S}}. Lower to the ground it can also knock down by itself, usually done as {{MCB|{{clr|S|j.S}}(1) > jc > {{clr|H|j.H}}}} |
| | {{clr|4|6H}} > HMS > {{clr|4|6H}}/{{clr|4|2H}} > {{clr|2|j.K}} > {{clr|5|j.D}} > {{clr|2|dj.K}} > {{clr|5|j.D}} > air SMS || Midscreen and Near Corner || ?? || 0 || {{clr|3|Medium}} || Works on everyone. You have to delay HMS on Ultra-Lightweights, Lightweights and AB. {{clr|4|2H}} is preferable against Ultra-Heavyweights and Heavyweights. || link ref here
| | *{{clr|D|j.D}} is the main damage dealer. |
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| | {{clr|4|6H}} > HMS > HMS > {{clr|4|6H}} > {{clr|2|j.S}}(1) > {{clr|5|j.D}} > {{clr|3|dj.S}}(1) > {{clr|4|j.H}} > air SMS || Midscreen and Near Corner || ?? || 0 || {{clr|4|Hard}} || Works Ultra-Lightweigths except MI. You're too far for {{clr|4|2H}} to hit here. || link ref here
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| | {{clr|4|6H}} > HMS > {{clr|2|5K}} > ({{clr|1|6P}}) > {{clr|2|j.S}}(1) > {{clr|5|j.D}} > {{clr|3|dj.S}}(1) > {{clr|4|j.H}} > air SMS || Corner || ?? || 0 || {{clr|3|Medium}} || Works on everyone. {{clr|1|6P}} will whiff if you're too far from the corner, or if they're too low. || link ref here
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| |}
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| ===Air Combo Extensions===
| | Air SMS is the more easily accessible ender. Sends the opponent fullscreen and starts Justice's zoning game. When used in the corner will push Justice too far away to threaten high/low mixups, but she can still box in most characters in the corner with patterns like PSH or KH. |
| One of Justice's main enders for her air routes is dj.S(1) > HMS, for 50 meter the H Michael Sword can be RC'd on the first hit for a combo extension, the extension to be used is
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| heavily dependent on your screen position, the height at which the HMS RC is done, and the weight class of the character being comboed. Sometimes you'll continue the combo by doing a second air combo; in some situations you might only be able to do a confirm into super (Imperial Ray is preferable due to combo scaling), or a combo into nuke for quick knockdown into oki. Always be aware of your screen position and height when doing HMS RC to ensure you can pick the best followup for the situation at hand. HMS RC leads to a wallbounce, giving you a good amount of time to pick the right extension. A basic extension looks like:
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| Launcher > Air Route > {{clr|3|dj.S(1)}} > HMS RC > land > {{clr|2|j.K}} > {{clr|5|j.D}} > {{clr|3|dj.S}}(1) > SMS (Midscreen, doesn't work on Ultra-Lightweights)
| | Altenatively {{MCB|{{Clr|S|j.S}}(1) > air HMS > {{clr|H|j.H}}}} knocks down just in range or Justice to do a safe jump. On lightweights it will fail to score a knockdown at usual height, but can still be done by superjumping into a smaller combo or by being close to the corner. Also unreliable on Ky in particular. If you route into it and realize it will not knock down {{MCB|{{clr|D|j.D}} (> {{clr|D|j.236D}})}} can be used instead to maximize damage and have opponent tech higher, which usually at least gives time to setup a nuke. |
| | }} |
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| If the opponent is lower than Justice when the HMS hits, do {{clr|1|j.P}} > {{clr|3|j.S}}(1) instead of {{clr|2|j.K}}. The general idea is to continue the combo with an immediate jumping normal into air combo or some jump cancellable ground-normal-into-air combo. Some other useful extensions are:
| | ===<span style="visibility:hidden;font-size:0">Throw Confirm</span>=== |
| | {{TheoryBox |
| | | Title = Throw Confirm |
| | | Oneliner = Basic burst bait |
| | | Difficulty = Easy |
| | | Anchor = |
| | | Recipe = Throw > microwalk back > {{clr|H|6H}} > {{clr|D|22D}} |
| | | Video = GGACR_Justice_Throw.webm |
| | | Size = |
| | | content = |
| | Justice's {{MMC|input=Ground Throw|label=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. Same combo can be done from {{clr|P|236P}} counter, but it places opponent slightly farther away and thus might require no walk or microwalk forward instead. |
|
| |
|
| {| class="wikitable"
| | Timing on the {{clr|H|6H}} is lenient overall, though still a bit character dependent. On some doing it too early will result in only 2nd hit connecting. This is mostly irrelevant and only reduces damage, but can lead into a relaunch. |
| |+ {{clr|3|j.S}}(1) > HMS RC Extensions
| |
| |-
| |
| ! Combo !! Position !! Damage !! Tension cost !! Difficulty !! Notes !! Video
| |
| |-
| |
| | ... > {{clr|3|dj.S}}(1) > HMS RC > land > {{clr|3|S}}/{{clr|4|H}}/{{clr|5|D}} Nuke > SMS || Midscreen || ?? || 50 || {{clr|3|Medium}} || Doesn't work on Ultra-Lightweights. Buffer the nuke right before landing to ensure it connects, the nuke can be FRC'd to further extend the combo.|| link ref here
| |
| |-
| |
| | ... > {{clr|3|dj.S}}(1) > HMS RC > land > IR || Midscreen || ?? || 100 || {{clr|3|Medium}} || Doesn't work on Ultra-Lightweights. || link ref here
| |
| |-
| |
| |... > {{clr|3|dj.S}}(1) > HMS RC > land > {{clr|1|6P}} > {{clr|2|j.K}} > {{clr|5|j.D}} > {{clr|2|dj.K}} > {{clr|5|j.D}} > SMS || Midscreen || ?? || 50 || {{clr|3|Medium}} || Only works on Ultra-Heavyweights. || link ref here
| |
| |-
| |
| |... > {{clr|3|dj.S}}(1) > HMS RC > land > ({{clr|2|5K}}) > {{clr|1|6P}} > {{clr|2|j.K}} > {{clr|3|j.S}}(1) > SMS || Corner || ?? || 50 || {{clr|3|Medium}} || Side-switch from corner, omit the {{clr|2|5K}} on Ultra-Lightweights. || link ref here
| |
| |}
| |
|
| |
|
| While these routes are somewhat expensive (50+ meter) for the amount of damage they do, they're still useful to know as they are pretty consistent and easier than
| | ;Alternative Route |
| air SMS FRC extensions.
| | <code>Throw > HMS > {{clr|H|2H}} > Air combo</code><br> |
| | Trades burst safety for more damage. Should be avoided in the corner. Uniquely on A.B.A {{MCB|HMS > {{clr|H|6H}}}} is also possible. |
| | }} |
|
| |
|
| ===Air Throw Combos=== | | ===<span style="visibility:hidden;font-size:0">Dust Confirm</span>=== |
| 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.
| | {{TheoryBox |
| ====Air Throw RC==== | | | Title = Dust Confirm |
| Most common followups are {{clr|1|6P}} and {{clr|3|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.
| | | Oneliner = You don't even need to learn an Impossbile Dust |
| | | Difficulty = 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 |
| | | Video = GGACR_Justice_Dust.webm |
| | | Size = |
| | | content = |
| | Justice's Dust is pretty slow, but will occasionaly catch an opponent waiting for {{clr|D|2D}}. Deals good damage and gives fullscreen okizeme. You can forgo one {{clr|5|j.D}} for {{clr|3|j.S}} > {{clr|4|j.H}} before air SMS for a more stable and guaranteed knockdown. |
| | }} |
|
| |
|
| | ==Intermediate== |
| | {{CoreComboDef}} |
| | ===<span style="visibility:hidden;font-size:0">Ground 6H</span>=== |
| | {{TheoryBox |
| | | Title = Ground 6H |
| | | Oneliner = Don't do it when cornered |
| | | Difficulty = Medium |
| | | Anchor = |
| | | Recipe = {{clr|4|6H}} > HMS > {{clr|4|6H}}/{{clr|4|2H}} > Air combo |
| | | Video = GGACR_Justice_6H_Filler.webm |
| | | Size = |
| | | content = |
| | Ground hit {{clr|4|6H}} can be extended to deal noticeably more damage. As a rule of thumb the heavier the character the closer they should be for {{clr|4|6H}} to connect, while {{clr|4|2H}} is both easier and more consistent in exchange for dealing less damage. If too close to the corner {{clr|4|2H}} becomes too slow, and depending on distance any jump cancellable button can become a valid choice to pickup with. |
|
| |
|
| {| style="max-width:80%;" class="fpbox" style="background: #f4f4f2;"
| | Outside of raw hit, {{clr|H|6H}} can be confirmed into on CH from {{clr|P|6P}}, {{clr|K|5K}}, {{clr|S|c.S}}, {{clr|S|2S}}, as well as {{clr|H|j.H}} and {{clr|D|j.D}}. |
| |-
| | }} |
| |class="generalUnderline" | Same side as airthrow direction
| |
| |class="generalUnderline" | {{Character Label|GGACR|Bridget|45px|label= }} {{Character Label|GGACR|Chipp Zanuff|45px|label= }} {{Character Label|GGACR|Eddie|45px|label= }} {{Character Label|GGACR|Faust|45px|label= }} {{Character Label|GGACR|I-No|45px|label= }} {{Character Label|GGACR|Justice|45px|label= }} {{Character Label|GGACR|Kliff Undersn|45px|label= }} {{Character Label|GGACR|Ky Kiske|45px|label= }} {{Character Label|GGACR|Potemkin|45px|label= }} {{Character Label|GGACR|Robo-Ky|45px|label= }} {{Character Label|GGACR|Slayer|45px|label= }} {{Character Label|GGACR|Testament|45px|label= }} {{Character Label|GGACR|Venom|45px|label= }}
| |
| |-
| |
| |class="generalUnderline" |Opposite side of airthrow direction
| |
| |class="generalUnderline" |{{Character Label|GGACR|A.B.A|45px|label= }} {{Character Label|GGACR|Anji Mito|45px|label= }} {{Character Label|GGACR|Axl Low|45px|label= }} {{Character Label|GGACR|Baiken|45px|label= }} {{Character Label|GGACR|Dizzy|45px|label= }} {{Character Label|GGACR|Jam Kuradoberi|45px|label= }} {{Character Label|GGACR|May|45px|label= }} {{Character Label|GGACR|Millia Rage|45px|label= }} {{Character Label|GGACR|Order-Sol|45px|label= }} {{Character Label|GGACR|Sol Badguy|45px|label= }} {{Character Label|GGACR|Zappa|45px|label= }}
| |
| |-
| |
| | Always P1 side ||{{Character Label|GGACR|Johnny|45px|label= }}
| |
| |}
| |
| ====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.
| |
| {| class="wikitable"
| |
| ! Combo !! Position !! Works On !! Notes
| |
| |-
| |
| | AT > {{clr|1|5P}}(1)/{{clr|1|2P}} > {{clr|2|5K}} > SMS || Anywhere/Corner || AB, BA, IN (anywhere)<br/>AX, JA, MI (corner only) || {{clr|1|2P}} on Axl and Millia. {{clr|1|5P}} on everyone else. <br/> Not worth resetting neutral instead of going for oki unless it kills.
| |
| |-
| |
| | AT > {{clr|1|2P}} > {{clr|2|5K}} > {{clr|2|j.K}}{{clr|5|D}} > SMS || Deep corner || AX || Axl specific extension. Still not worth doing.
| |
| |-
| |
| | AT > {{clr|1|5P}}(1) > {{clr|2|5K}} > {{clr|1|j.P}}{{clr|2|K}}{{clr|5|D}} > d{{clr|2|j.K}}{{clr|5|D}} > SMS || Midscreen || KL || Grants fullscreen oki.
| |
| |-
| |
| | AT > {{clr|1|2P}} > {{clr|3|2S}} > {{clr|2|j.K}}{{clr|5|D}} > d{{clr|2|j.K}}{{clr|5|D}} > SMS || Midscreen || MA || Simmilar to the Kliff route above.
| |
| |-
| |
| | AT > {{clr|1|2P}} > {{clr|2|5K}} > s{{clr|2|j.K}}{{clr|1|P}}{{clr|2|K}} > {{clr|3|j.S}}(1) > {{clr|4|j.H}} > {{clr|3|c.S}} > ... || Midscreen || JU || Relaunch combo. Potential followups include: sideswitch, 1 hit SMS, {{clr|1|j.P}} loops.
| |
| |-
| |
| | AT > JI > [{{clr|1|2P}} > {{clr|1|5P}}(1) > {{clr|2|5K}}] or [{{clr|1|2P}} > {{clr|3|2S}}] > s{{clr|1|j.P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} > {{clr|3|j.S}}(2) > d{{clr|3|j.S}}(1) > {{clr|4|j.H}} > SMS || Midscreen || BR, TE || 1 hit SMS route. {{clr|2|5K}} version for Testament. {{clr|3|2S}} version for Bridget. <br/> 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.
| |
| {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: left"
| |
| ! Combo !! Optimal on !! Notes
| |
| |-
| |
| | CH AT > {{clr|4|6H}} > {{clr|3|j.S}}(1)/(2) > {{clr|5|j.D}} > d{{clr|3|j.S}}(1) > {{clr|4|j.H}} > SMS || AB, AN, AX, BA, BR, CH, DI, IN, JA, JU, KL, MA, MI, TE || {{clr|3|j.S}}(1) on lightweights. {{clr|3|j.S}}(2) on others.
| |
| |-
| |
| | CH AT > {{clr|4|2H}} > {{clr|2|j.K}} > {{clr|5|j.D}} > d{{clr|3|j.S}}(1)/(2) > {{clr|4|j.H}} > SMS || ED, KY, PO, SL, VE, ZA || {{clr|3|j.S}}(2) for Potemkin.
| |
| |-
| |
| | CH AT > {{clr|4|2H}} > {{clr|2|j.K}} > {{clr|3|j.S}}(1) > {{clr|5|j.D}} > d{{clr|3|j.S}}(1) > {{clr|4|j.H}} > SMS || JO, SO, OS, RO || Extremely hard on Johnny.
| |
| |-
| |
| | CH AT > JI > {{clr|3|2S}} > s{{clr|1|j.P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} > {{clr|3|j.S}}(1) > {{clr|5|j.D}} > d{{clr|3|j.S}}(1) > {{clr|4|j.H}} > SMS || FA ||
| |
| |}
| |
|
| |
|
| ===Optimal Okizeme=== | | ===<span style="visibility:hidden;font-size:0">SMS FRC Extension</span>=== |
| 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.
| | {{TheoryBox |
| | | Title = SMS FRC Extension |
| | | Oneliner = Squeeze every drop |
| | | Difficulty = Medium |
| | | Anchor = |
| | | Recipe = ... > {{clr|S|j.S}} > air SMS FRC > land > {{clr|H|6H}} > ... |
| | | Video = GGACR_Justice_SMS_FRC.webm |
| | | Size = |
| | | content = |
| | Cut short the combo only to do it again. Great for taking advantage of high Guard Gauge. The {{clr|S|j.S}} is only the most safe option, but on lightweights even {{clr|H|j.H}} can lead into relaunch. Picking up with {{clr|H|2H}} is only recommended on close to the ground confirms. |
|
| |
|
| List of optimized combo routes: https://docs.google.com/spreadsheets/d/1pmRvOEEh7IF0py8EtLXY_mnzu4cHhPyRbY6cNAAnlZI/edit#gid=0
| | At low health the same FRC can easily combo into {{MMC|input=632146S|label={{clr|S|632146S}}}} without the need for harder conversions. |
| | }} |
|
| |
|
| ==Video Examples== | | ===<span style="visibility:hidden;font-size:0">One Hit SMS</span>=== |
| Starter BnBs https://www.youtube.com/watch?v=bQlgKKz1hig
| | {{TheoryBox |
| | | Title = One Hit SMS |
| | | Oneliner = Each button can have a delay here |
| | | Difficulty = Medium-Hard |
| | | Anchor = |
| | | Recipe = ... > {{clr|S|j.S}} > {{clr|D|j.D}} > jc > {{clr|S|j.S}} > {{clr|H|j.H}} > air SMS |
| | | Video = GGACR_Justice_1Hit_SMS.webm |
| | | Size = |
| | | content = |
| | Best knockdown Justice has from an air combo bar raw {{clr|H|j.H}}. Allows her to run high/low mix on the spot, but nuke okizeme leaves her vulnerable against reversals without doing an FRC. Even without getting a one hit ender the sideswitch itself is very useful to keep corner. |
|
| |
|
| Great Justice combo video https://www.youtube.com/watch?v=G_3s8LGbGq4
| | The idea behind the route is to push opponent almost directly above Justice with {{clr|S|j.S}}, switch the sides on {{clr|H|j.H}}, and delay SMS just enough where the 2nd hit (the one that sends them fullscreen) doesn't connect. The most common adjustments to the route above are skipping the {{clr|D|j.D}} completely or adding a {{clr|P|j.P}} after it. Unfortunatley the delays between buttons are more of a feel than logic, but they are not that different across the cast. The delay before Michael Sword however varies wildly from almost nonexistent (Robo-Ky), to strict window (Eddie), to enormous and frankly not possible on some spacings (Faust, Millia). |
| | }} |
|
| |
|
| Justice {{clr|4|6H}} Michael Sword -> Super example https://www.youtube.com/watch?v=x_hUAtaxg_E
| | ===<span style="visibility:hidden;font-size:0">CH 2D</span>=== |
| | {{TheoryBox |
| | | Title = CH 2D |
| | | Oneliner = It's a good button |
| | | Difficulty = Medium |
| | | Anchor = |
| | | Recipe = CH {{clr|D|2D}} > HMS > {{clr|P|5P}} > {{clr|K|5K}} > SMS |
| | | Video = GGACR_Justice_2D_CH.webm |
| | | Size = |
| | | content = |
| | People will run into this button just due to its sheer size. Somewhat hard to confirm reliably, but the damage is absolutely worth it. On characters with large aerial hurtbox it can be extended even further with ({{clr|P|j.P}} >) {{clr|K|j.K}}. Furthermore same idea applies when HMS catches opponents by itself, either as a frame trap or when someone tries to jump out. |
|
| |
|
| Mikado +R Justice matches https://www.youtube.com/watch?v=AnEYdSXO8bg
| | Can land a CH even at very close range, mostly on run up button attempts. In this case it can be picked up with {{clr|P|2P}} and lead into good damage for a sweep without additional meter cost. Use {{clr|P|5P}} on SO, OR, KY, RO, DI. |
| | }} |
|
| |
|
| Hotta beginner combos https://www.youtube.com/watch?v=e7YWQkDlTC4
| | ===<span style="visibility:hidden;font-size:0">HMS Relaunch</span>=== |
| | {{TheoryBox |
| | | Title = HMS Relaunch |
| | | Oneliner = More damage and meter than standard route |
| | | Difficulty = Medium |
| | | Anchor = |
| | | Recipe = Starter > {{clr|4|2H}} > {{clr|3|c.S}} > {{clr|3|j.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 |
| | | Video = GGACR_Justice_HMS_Relaunch.webm |
| | | Size = |
| | | content = |
| | A character specific way to extend midscreen launch. Consistent enough to be worth doing after some practice. Character hurtboxes may render some starters less practical such as {{clr|4|j.H}} on ABA. You can forgo {{clr|3|j.S}}(1) > land > {{clr|1|6P}} for {{clr|3|j.S}}(2) > land > {{clr|1|j.P}} for an easier link, in exchange of damage. |
|
| |
|
| Justice 1 Hit Sword setups off 6P/2K https://youtube.com/playlist?list=PLEBa7fFmeCNCwxZf3qB8CUGtZnDSyZOH-
| | The {{clr|S|c.S}} should be done as soon as possible for the whole route to work, but if it hit too late the normal route is always possible. The jump direction is forward when there is some distance, neutral if point blank, and backward if character is lightweight. Additionally on lightweights {{clr|S|c.S}} should be skipped in favor of {{clr|K|j.K}}. |
|
| |
|
| Justice FRC Tutorial https://youtu.be/rZFKWaWEejo
| | Nothing really to add except go check yourself on whom it works. |
| | }} |
|
| |
|
| <div class="toccolours mw-collapsible mw-collapsed" style="width:400px; overflow:auto;">
| | ==Advanced== |
| <div style="font-weight:bold;line-height:1.6;">Hotta Combos</div> | | {{SpecializedComboDef}} |
| <div class="mw-collapsible-content">
| | ===<span style="visibility:hidden;font-size:0">CH SMS</span>=== |
| | {{TheoryBox |
| | | Title = CH SMS Pickup |
| | | Oneliner = Situational, but unprorated damage |
| | | Difficulty = Hard |
| | | Anchor = |
| | | Recipe = CH SMS > {{clr|5|236D}} > {{clr|4|2H}} > Air combo |
| | | Video = GGACR_Justice_CH_SMS_236D.webm\GGACR_Justice_CH_SMS_jD.webm |
| | | Size = |
| | | content = |
| | This routes give conversions from a move that is good to throw out in neutral, but hard to normally capitalize on. Two consecutive links are tight, but far from impossible. Closer to the corner IAS {{Clr|D|j.236D}} can be used instead. This will allow a link into {{clr|H|6H}} in some cases. In both situations {{clr|2|2K}} is far easier to use, but will sacrifice a lot of damage to the point where its usually not worth it. |
| | *{{clr|4|2H}} does not hit sliding Axl. |
|
| |
|
| Hotta Justice c.S anti-air j.P loop on Wiki editor :( https://www.twitch.tv/hari_hotta_/clip/BrightGiantAyeayeCeilingCat
| | ;{{clr|D|j.D}} Pickup |
| | <code>CH SMS > j9, j9 OR sj9 > {{clr|5|j.D}} > {{clr|K|5K}} > ... </code><br> |
| | On slightly more than half the cast the sliding hurtbox is high enough where Justice can connect with {{clr|D|j.D}}. This requires both characters be close to the corner or some specific trades involving air SMS. Far easier than the Saperia version, but more matchup specific |
| | *{{clr|5|j.D}} does not hit sliding: AB, AN, AX, BR, DI, JO, KY, MI, OS, RO, SL |
| | }} |
|
| |
|
| Hotta Faust Throw j.P loop https://clips.twitch.tv/PleasantNaiveMartenPMSTwin | | ===<span style="visibility:hidden;font-size:0">jP Loops</span>=== |
| | {{TheoryBox |
| | | Title = j.P Loops |
| | | Oneliner = Guts crush aka Hotta combos |
| | | Difficulty = Medium-Very Hard |
| | | Anchor = |
| | | 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}}/{{clr|S|632146S}} |
| | | Video = GGACR_Justice_Guts_Crush.webm |
| | | Size = |
| | | content = |
| | Highly potent extension with character specific timings. Best used to close out rounds. |
|
| |
|
| Hotta Testament Michael Sword oki ender https://clips.twitch.tv/TardyDistinctAardvarkSmoocherZ
| | The most common way to route into them is SMS FRC, especially the sideswitch variation for consistent spacing. Another common option is {{clr|D|j.236D}} during air combo, when done correctly it will send opponent behind Justice with them landing right into {{clr|K|5K}}. {{clr|K|5K}} can be used after SMS FRC as well if linking {{clr|P|j.P}} directly seems too hard at that point. |
|
| |
|
| Hotta Testament j.P 2d Micheal Blade frc confirm https://clips.twitch.tv/UnsightlyFaithfulJackalNinjaGrumpy
| | 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]] |
|
| |
|
| Hotta Chipp throw combo https://clips.twitch.tv/PrettyBillowingPlumageDendiFace
| | 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. |
| | }} |
|
| |
|
| Hotta Testament risc air Michael Sword Sape conversion https://clips.twitch.tv/PrettiestImportantDotterelKappa
| | ===<span style="visibility:hidden;font-size:0">Meterless jP Loops</span>=== |
| | {{TheoryBox |
| | | Title = Meterless j.P Loops |
| | | Oneliner = HMS relaunch + j.P loops |
| | | Difficulty = Medium-Very Hard |
| | | Anchor = |
| | | Recipe = Starter > {{clr|4|2H}} > {{clr|3|c.S}} > {{clr|3|j.S}}(1) > air HMS > delay {{clr|3|j.S}}(1) > jc > {{clr|P|j.PP}} > {{clr|S|j.S}} > {{clr|H|j.H}} > ... > {{clr|S|632146S}} |
| | | Video = GGACR_Justice_Guts_Crush_Meterless.webm |
| | | Size = |
| | | content = |
| | Exactly what it says. A way to convert into {{clr|P|j.P}} loops from a {{clr|H|2H}} launcher without using an FRC or Saperia, best reserved for when you don't have enough meter for Imperial Ray and afraid of meter gain penalty not allowing you to build it back. Unlike normal relaunches which focus on practicality, this is more about optimization. For general theory read the previous two theoryboxes, this one is about character specifics. |
| | *Generic route is the one at the top. Works on heavyweights and middleweights, but some of the latter prefer next route. |
| | *Alternative route replaces {{clr|S|c.S}} with {{clr|K|j.K}}. Recommended for AN, CH, ED, VE. Also preffered instead of lightweight route for IN and MI. |
| | *Lightweight route skips directly to {{clr|S|j.S}}. This is 1 frame link. BA and MA additionally require a slight delay before HMS. |
| | *Robo-Ky has a unique routing before HMS. It is {{MCB|{{clr|S|c.S}} > {{clr|P|6P}} > {{clr|S|j.S}}(1) > {{clr|P|j.P}} > {{clr|S|j.S}}(1) > air HMS}}. |
| | *SO and DI are currently thought impossible. OR is confirmed possible, but currently there is no consistent routing. |
| | }} |
|
| |
|
| Hotta Faust rounstart 2h ch conversion https://clips.twitch.tv/CautiousObeseJayPastaThat
| | ===<span style="visibility:hidden;font-size:0">Air Throw</span>=== |
| | <tabber> |
| | Air Throw RC= |
| | {{TheoryBox |
| | | Title = Air Throw RC |
| | | Oneliner = Some will call this waste of meter... and they are probably right |
| | | Difficulty = Very Easy |
| | | Anchor = |
| | | Recipe = AT > RC > {{clr|S|c.S}} > {{clr|P|6P}} > ... |
| | | Video = GGACR_Justice_Airthrow_RC.webm |
| | | Size = |
| | | content = |
| | Mostly used when you feel the extra damage is needed, rarely worth the meter otherwise. The listed route will automatically bait Burst on lighter characters. |
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| Hotta Kliff simple K nuke J.H convert https://clips.twitch.tv/BreakableJazzyOctopusWoofer
| | When this move is RCd the side opponent ends up on can seem random. It does not really matter with default route as you have enough time to react to possible sideswitch. But when trying to optimize by using {{clr|H|6H}} it is important to know how game decides where character will go. |
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| Hotta Sol SBT frc backwards Michael Sword ender https://clips.twitch.tv/GloriousAbnegateNightingalePanicVis
| | {{(!}} class="wikitable" |
| | {{!}} Same side as airthrow direction {{!!}} {{CLabel|Bridget}}, {{CLabel|Chipp}}, {{CLabel|Eddie}}, {{CLabel|Faust}}, {{CLabel|I-No}}, {{CLabel|Justice}}, {{CLabel|Kliff}}, {{CLabel|Ky}}, {{CLabel|Potemkin}}, {{CLabel|Robo-Ky}}, {{CLabel|Slayer}}, {{CLabel|Testament}}, {{CLabel|Venom}} |
| | {{!}}- |
| | {{!}} Opposite side of airthrow direction {{!!}} {{CLabel|A.B.A}}, {{CLabel|Anji}}, {{CLabel|Axl}}, {{CLabel|Baiken}}, {{CLabel|Dizzy}}, {{CLabel|Jam}}, {{CLabel|May}}, {{CLabel|Millia}}, {{CLabel|Order-Sol}}, {{CLabel|Sol}}, {{CLabel|Zappa}} |
| | {{!}}- |
| | {{!}} Always P1 side {{!!}} {{CLabel|Johnny}} |
| | {{!)}} |
| | }} |
| | |-| |
| | CH Airthrow= |
| | {{TheoryBox |
| | | Title = Air Throw RC |
| | | Oneliner = If life gives you lemons |
| | | Difficulty = Easy |
| | | Anchor = |
| | | Recipe = AT > {{clr|H|6H}}/{{clr|H|2H}} > ... |
| | | Video = GGACR_Justice_Airthrow_CH.webm |
| | | Size = |
| | | content = |
| | Justice is naturally good at building Guard Gauge, thus the possibility of landing counterhit airthrow is not far fetched. |
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| Hotta Dizzy ch one hit Air Michael Sword into j.P loop https://clips.twitch.tv/PricklyTriangularScallionPanicBasket
| | Though {{clr|H|6H}} still remains a main option it is tight on some characters, particulary middleweights. {{clr|H|2H}} is however almost universal and is a perfectly fine alternative. Faust's interaction with that button is unchanged and so any other button should be used on him instead. Of course it can be played completely safe with buttons like {{clr|K|5K}}, but that would feel like a lost opportunity. |
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| Hotta Dizzy 6h roundstart combo into SBT frc combo Michael Sword oki ender https://clips.twitch.tv/BombasticFantasticPlumberBrokeBack
| | {{(!}} class="wikitable" |
| | {{!}} {{clr|H|6H}} or {{clr|H|2H}} {{!!}} AB, AN, AX, BA, BR, CH, DI, IN, JA, JU, KL, MA, MI, TE |
| | {{!}}- |
| | {{!}} {{clr|H|2H}} only {{!!}} ED, JO, KY, OS, PO, RO, SL, SO, VE, ZA |
| | {{!}}- |
| | {{!}} {{clr|S|2S}} or other buttons {{!!}} FA |
| | {{!)}} |
| | }} |
| | |-| |
| | Airthrow Meterless= |
| | {{TheoryBox |
| | | Title = Meterless Airthrow Conversions |
| | | Oneliner = Geniuenly useful |
| | | Difficulty = Easy-Hard |
| | | Anchor = |
| | | Recipe = AT (> JI) > {{clr|P|5P}}/{{clr|P|2P}} > ... |
| | | Video = GGACR_Justice_Airthrow_May.webm\GGACR_Justice_Airthrow_Justice.webm\GGACR_Justice_Airthrow_Bridget.webm |
| | | Size = |
| | | content = |
| | Justice can link her punch normals after airthrow on specific characters. For half of them it is essentially useless, but for others it makes an airthrow a bit more dangerous. |
| | ;The bad ones<br> |
| | <code>AT > {{clr|P|5P}}(1)/{{clr|P|2P}} > {{Clr|K|5K}} > SMS</code><br> |
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| Hotta Dizzy K nuke anti air confirm into Throw j.D ender https://clips.twitch.tv/SucculentBrightYakBigBrother
| | Works on AB, BA, IN (anywhere) and AX, JA, MI (corner only). {{clr|P|5P}} is used on everyone except AX and MI. |
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| Hotta Dizzy high j.p jump in confirm simple combo https://clips.twitch.tv/ColdBlatantDeerDatBoi
| | Extremely niche extender, especially for those that are corner only as those are matchups where Justice prefers to stay close. Players who prefer zoning might find midscreen extensions somewhat useful. |
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| Hotta Dizzy K/H nuke antiair burstbait combo into 6h ch combo https://clips.twitch.tv/TacitFriendlyPuppyMVGame
| | ;Kliff/May version<br> |
| | <code>AT > {{clr|1|5P}}(1) > {{clr|2|5K}} > {{clr|1|j.P}} > {{clr|2|j.K}} > {{clr|5|j.D}} > jc > {{clr|2|j.K}} > {{clr|5|j.D}} > air SMS</code> (Kliff)<br> |
| | <code>AT > {{clr|1|2P}} > {{clr|3|2S}} > {{clr|2|j.K}} > {{clr|5|j.D}} > jc > {{clr|2|j.K}} > {{clr|5|j.D}} > air SMS</code> (May)<br> |
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| Hotta Dizzy 6h ch Michael Sword oki ender into nuke j.D left/right setup https://clips.twitch.tv/CooperativeQuaintTildeOpieOP
| | Very similar in what they accomplish, but it is slightly harder on May as she needs delayed jump cancel. Both are characters you might realistically want to stay away from, so dealing more damage along the way is not bad at all. |
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| Hotta Dizzy roundstart j.p mash confirm into j.s anti air confirm https://clips.twitch.tv/BitterPricklyYakinikuChocolateRain
| | ;Justice version<br> |
| | <code>AT > {{clr|1|2P}} > {{clr|2|5K}} > s{{clr|2|j.K}}{{clr|1|P}}{{clr|2|K}} > {{clr|3|j.S}}(1) > {{clr|4|j.H}} > {{clr|3|c.S}} > ...</code><br> |
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| Hotta Dizzy c.S anti air combo into 6P H Michael Sword RC 6H combo https://clips.twitch.tv/AltruisticHeartlessSoymilkKappa
| | Superjump pickup which leads into guts crush route, but other options are available as well. Very easy to do and there are no downsides in doing it. The gatling into {{clr|H|j.H}} is delayed. |
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| Hotta Dizzy j.H ch air to air burst safe into 6h backwards Michael Sword combo https://clips.twitch.tv/CloudyMoistUdonTriHard
| | ;Jump Install version<br> |
| | <code>AT > JI > [{{clr|1|2P}} > {{clr|1|5P}}(1) > {{clr|2|5K}}] or [{{clr|1|2P}} > {{clr|3|2S}}] > s{{clr|1|j.P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} > {{clr|3|j.S}}(2) > d{{clr|3|j.S}}(1) > {{clr|4|j.H}} > air SMS</code> |
| | *{{clr|1|2P}} > {{clr|1|5P}}(1) > {{clr|2|5K}} is for Testament, {{clr|1|2P}} > {{clr|3|2S}} is for Bridget. |
| | Justice can perform a jump install by holding up when she lands during airthrow. In this case it allows her to perform another jump after initial superjump, ultimately resulting in a one hit SMS knockdown. |
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| Hotta Jam 2h one hit CH anti air JD ender https://clips.twitch.tv/NastyBigRedpandaMcaT
| | Strong in both matchups as it gives better oki than airthrow normally would. However both routes, especially the Bridget version, can be hard to perform and a drop risks returning to neutral against characters who are hard for Justice to approach. |
| | | }} |
| Hotta Jam c.S anti air combo into 2h one hit ch j.P loop (dropped) https://clips.twitch.tv/BraveSquareLardRitzMitz
| | </tabber> |
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| Hotta Sol S/P Nuke anti air burst safe j.P mash into Sape into j.P https://clips.twitch.tv/StupidHelplessGarlicSoonerLater
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| Hotta anti air Michael Sword into K nuke into Michael Blade https://clips.twitch.tv/HotSillyElephantArsonNoSexy
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| Hotta Jam 75 tension Throw Imperial Ray combo https://clips.twitch.tv/QuaintFrailFlamingoNononoCat
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| Hotta Zappa 75 tension 5P Michael Blade frc combo https://clips.twitch.tv/TardyGentleRaccoonDerp
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| Hotta Zappa Michael Blade frc combo https://clips.twitch.tv/VenomousSlickOryxMVGame
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| Hotta Zappa 6h combo https://clips.twitch.tv/AcceptableDirtyOpossumBabyRage
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| Hotta Zappa ground P nuke confirm https://clips.twitch.tv/GleamingBreakableAdminDBstyle
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| Hotta Zappa 6H Michael Sword frc combo https://clips.twitch.tv/GracefulPeacefulHippoKappaWealth
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| Hotta Zappa Throw Michael Sword oki ender https://clips.twitch.tv/ApatheticVastSrirachaDAESuppy
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| Hotta Pot P Nuke confirm combo into j.D ch combo https://clips.twitch.tv/CleverHelpfulMeerkatWTRuck
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| Hotta Jam Valk Arc corner Burst Safe into c.S combo https://clips.twitch.tv/TriumphantDiligentBaguetteFutureMan
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| Hotta Jam j.P air to air into j.P loop https://clips.twitch.tv/BeautifulStormyCroquetteSuperVinlin
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| Hotta Aba H nuke anti air conversion https://clips.twitch.tv/AssiduousBlitheAsteriskPeoplesChamp
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| Hotta Aba 6P -> c.S anti air conversion into air S Michael Sword frc ch throw bait combo https://clips.twitch.tv/ThoughtfulExpensiveDovePeanutButterJellyTime
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| Hotta Testament corner S Michael Sword ch simple combo https://clips.twitch.tv/CrazyColorfulPineappleRedCoat
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| Hotta Pot 6h combo https://clips.twitch.tv/ColorfulAverageGorillaSquadGoals
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| Hotta Testament Throw Michael Sword oki ender https://clips.twitch.tv/BraveHappyWalrusFreakinStinkin
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| Hotta Aba P nuke trap anti air Michael Sword oki Ender https://clips.twitch.tv/ElegantRealRatHotPokket
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| Hotta Johnny P nuke trap anti air combo https://clips.twitch.tv/MoistDarkRingThunBeast
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| Hotta Johnny j.K air to air conversion https://clips.twitch.tv/HandsomeHealthyNuggetsOptimizePrime
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| Hotta Johnny 2h combo into 6p combo https://clips.twitch.tv/DeterminedPoisedLettuceBCWarrior
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| Hotta HoS j.H with K Nuke Michael Blade Oki ender https://clips.twitch.tv/TentativeGiftedDogePermaSmug
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| Hotta Zappa Reversal Michael Blade Michael Sword oki ender https://clips.twitch.tv/BoringFamousEggnogKappaClaus
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| Hotta Zappa 6p c.S 6p anti air combo https://clips.twitch.tv/VibrantAntsyCheesecakeKappaWealth
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| Hotta Slayer corner Max Risc throw combo https://www.twitch.tv/hari_hotta_/clip/SecretiveBovineOstrichDoggo
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| Hotta Testament 2H starter rejump combo https://www.twitch.tv/hari_hotta_/clip/SecretiveBovineOstrichDoggo
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| Hotta Millia RISC TOD https://youtu.be/HR7G6k6PbFY?t=146
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| Hotta Baiken CH 6h air Michael Sword oki ender https://youtu.be/3oII_zuuPX4?t=1620
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| Hotta Testament Air Throw Saperia air Michael Sword oki ender https://youtu.be/x5NgDtnS2Xg?t=10001
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| Hotta May corner Throw combo https://youtu.be/x5NgDtnS2Xg?t=8244
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| Hotta May H-Sword air hit Combo https://youtu.be/x5NgDtnS2Xg?t=8687
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| Hotta May counter hit Michael Blade side switch https://youtu.be/x5NgDtnS2Xg?t=8770
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| Hotta Robo-Ky counter hit 6h j.H ender https://youtu.be/x5NgDtnS2Xg?t=6478
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| Hotta Robo-Ky 6H side switch combo https://youtu.be/x5NgDtnS2Xg?t=6489
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| Hotta Robo-Ky throw 2H Saperia j.P loop? https://youtu.be/x5NgDtnS2Xg?t=6636
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| Hotta Robo-Ky double nuke j.P loop https://youtu.be/x5NgDtnS2Xg?t=6742
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| Hotta Robo-Ky anti air nuke c.S conversion https://youtu.be/x5NgDtnS2Xg?t=6789
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| Hotta Robo-Ky anti air nuke c.S conversion https://youtu.be/x5NgDtnS2Xg?t=6801
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| Hotta Robo-Ky Throw air Michael Sword oki ender https://youtu.be/x5NgDtnS2Xg?t=6851
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| Hotta Slayer counter hit 2H side switch combo https://youtu.be/x5NgDtnS2Xg?t=7538
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| Hotta Bridget j.k air to air air Michael Sword oki ender https://clips.twitch.tv/FlirtyViscousMelonDBstyle-ti28YEo6XcO6W3B2
| | ==Afterword== |
| | With everything said Justice combos still require quick adjustment on the fly. She has a variety of conversions and extensions that are matchup and spacing specific, but this page should have the basics and few more esoteric sequences covered. |
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|
| </div></div>
| | Don't forget to look at videos at the [[GGACR/Justice/Resources#Videos|resources]] page to see how those (and various other) conversions can be utilized in a real match. |
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|
| ==Navigation== | | ==Navigation== |
| <center>{{Character Label|GGACR|Justice|32px}}</center>
| | {{GGACR/CharacterLinks}} |
| {{#lst:{{BASEPAGENAME}}/Data|Links}}
| |
| {{#lst:GGACR/Navigation}} | | {{#lst:GGACR/Navigation}} |