GGACR/Justice/Combos: Difference between revisions

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<center>{{Character Label|GGACR|Justice|32px}}</center>
{{GGACR/CharacterLinks}}
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{MFlag|cleanup}}<!-- Give me 6H HMS 6H or give me Death. -->
<div style="float:left; margin-right:25px;">
{{TOC limit|3}}
</div>
{{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, KL, MA
:'''Ultra Lightweights''' = BA, BR, JA, KL, MA
:'''Lightweights''' = DI, IN, JU, MI
:'''Lightweights''' = DI, IN, JU, MI
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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.


===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.
{| class="wikitable"
! Combo !! Position !! Damage !! Tension cost !! Difficulty !! Notes !! Video
|-
| {{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
|-
| {{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
|-
| {{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
|-
| {{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
|-
| 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
|-
| {{clr|5|5D}} > {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|5|j.D}} (> {{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
|-
| {{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
|-
| {{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
|-
| 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
|-
| {{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
|}


==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.


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.


{| 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.)
}}
|-
! Combo !! Position !! Damage !! Tension cost !! Difficulty !! Notes !! Video
|-
| {{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
|-
| {{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
|-
| {{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
|-
| {{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. 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
|-
| {{clr|1|6P}}/{{clr|2|2K}}/{{clr|4|j.H}} > {{clr|4|2H}}(2) > {{clr|3|c.S}} > {{clr|3|j9.S}}(1) > air HMS > {{clr|3|j.S}}(1) > jc9 > [{{clr|1|j.PP}} > {{clr|3|j.S}}(1) > {{clr|4|j.H}} > land > {{clr|1|2P}} > {{clr|3|c.S}}]x3 > 22X/IR || Midscreen || || 0-50 || {{clr|4|Hard}} || Works on Ultra-Heavyweights, Heavyweights and Middleweights except SO, HO, RO. Inconsistent on ED. Number of {{clr|1|j.P}}s is character specific. {{clr|3|j8.S}}(1) on AX, ED, ZA. Delay {{clr|3|j9.S}}(1) on CH. <br/>Guts crush route without saperia. Inferior damage wise, better suited for corner carry (carries about half of the stage).
|}


{| 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
|-
| 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    =
|-
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
|}


{| 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
|-
! Combo !! Position !! Damage !! Tension cost !! Difficulty !! Notes !! Video
|-
| {{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
|-
| {{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
|}


{| 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.
|-
*{{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.
|-
*{{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.
|-
| {{clr|4|6H}} > HMS > HMS > {{clr|4|6H}} > {{clr|3|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
|-
| {{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
|}


===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.
Justice 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 behing 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.  


If you are a beginner Justice player, learn how to extend your combos with {{clr|3|j.S}}(1) > air HMS RC, as these will give you a basis of what's going on in an air route, and you'll get an idea of how to eyeball the ideal height you want your opponent to be. After that, learn the air SMS FRC routes and lastly the {{clr|5|j.236D}} extensions. A more concise explanation of how her air routing works can be found [[User:Sakurako Oomuro|here]]
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.
}}


'''{{clr|3|j.S}}(1) > HMS RC EXTENSIONS ARE **NOT** RECOMMENDED, THEY'RE SUPPOSED TO HELP YOU GET USED TO air SMS FRC ROUTES AND THAT'S WHY THEY ARE HERE. GETTING THESE DOWN WILL GIVE YOU A GOOD IDEA ON HOW TO PROCEED WITH air SMS FRC and {{clr|5|j.236D}} EXTENSIONS'''
===<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) > air HMS RC Extensions
|-
! Combo !! Position !! Damage !! Tension cost !! Difficulty !! Notes !! Video
|-
|... > {{clr|3|dj.S}}(1) > air HMS RC > land > {{clr|1|6P}} > {{clr|2|j.K}} > {{clr|5|j.D}} > {{clr|2|dj.K}} > {{clr|5|j.D}} > air SMS || Midscreen || ?? || 50 || {{clr|3|Medium}} || Only works on Ultra-Heavyweights.  || link ref here
|-
|... > {{clr|3|dj.S}}(1) > air HMS RC > land > ({{clr|2|5K}}) > {{clr|1|6P}} > {{clr|2|j.K}} > {{clr|3|j.S}}(1) > air SMS || Corner || ?? || 50 || {{clr|3|Medium}} || Side-switch from corner, omit the {{clr|2|5K}} on Ultra-Lightweights. || link ref here
|}


These routes are very expensive (50+ meter) for the amount of damage they do, they give the same oki as meterless routes, and are not very consistent. Use them if you're '''not confident''' in your air SMS FRC or {{clr|5|j.236D}} extensions yet, or if you absolutely need a kill.
;Alternative Route
<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.
}}


{| class="wikitable"
===<span style="visibility:hidden;font-size:0">Dust Confirm</span>===
|+ {{clr|5|j.236D}}/Saperia Extensions
{{TheoryBox
|-
| Title      = Dust Confirm
! Combo !! Position !! Damage !! Tension cost !! Difficulty !! Notes !! Video
| Oneliner  = You don't even need to learn an Impossbile Dust
|-
| Difficulty = Easy
| {{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
| Anchor    =
|-
| Recipe    = {{clr|5|5D}} > {{clr|5|j.D}} > {{clr|5|j.D}} > jc > {{clr|5|j.D}} (> {{clr|5|j.D}}) > air SMS
| {{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
| 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.
}}


===Air Throw Combos===
==Intermediate==
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.
{{CoreComboDef}}
====Air Throw RC====
===<span style="visibility:hidden;font-size:0">Ground 6H</span>===
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.
{{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.


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}}.
}}


{| style="max-width:80%;" class="fpbox" style="background: #f4f4f2;"
===<span style="visibility:hidden;font-size:0">SMS FRC Extension</span>===
|-  
{{TheoryBox
|class="generalUnderline"  | Same side as airthrow direction
| Title      = SMS FRC Extension
|class="generalUnderline"  | {{Character Label|GGACR|Bridget|45px|label=&nbsp;}} {{Character Label|GGACR|Chipp Zanuff|45px|label=&nbsp;}} {{Character Label|GGACR|Eddie|45px|label=&nbsp;}} {{Character Label|GGACR|Faust|45px|label=&nbsp;}} {{Character Label|GGACR|I-No|45px|label=&nbsp;}} {{Character Label|GGACR|Justice|45px|label=&nbsp;}} {{Character Label|GGACR|Kliff Undersn|45px|label=&nbsp;}} {{Character Label|GGACR|Ky Kiske|45px|label=&nbsp;}} {{Character Label|GGACR|Potemkin|45px|label=&nbsp;}} {{Character Label|GGACR|Robo-Ky|45px|label=&nbsp;}} {{Character Label|GGACR|Slayer|45px|label=&nbsp;}} {{Character Label|GGACR|Testament|45px|label=&nbsp;}} {{Character Label|GGACR|Venom|45px|label=&nbsp;}}
| Oneliner  = Squeeze every drop
|-
| Difficulty = Medium
|class="generalUnderline" |Opposite side of airthrow direction
| Anchor    =  
|class="generalUnderline" |{{Character Label|GGACR|A.B.A|45px|label=&nbsp;}} {{Character Label|GGACR|Anji Mito|45px|label=&nbsp;}} {{Character Label|GGACR|Axl Low|45px|label=&nbsp;}} {{Character Label|GGACR|Baiken|45px|label=&nbsp;}} {{Character Label|GGACR|Dizzy|45px|label=&nbsp;}} {{Character Label|GGACR|Jam Kuradoberi|45px|label=&nbsp;}} {{Character Label|GGACR|May|45px|label=&nbsp;}} {{Character Label|GGACR|Millia Rage|45px|label=&nbsp;}} {{Character Label|GGACR|Order-Sol|45px|label=&nbsp;}} {{Character Label|GGACR|Sol Badguy|45px|label=&nbsp;}} {{Character Label|GGACR|Zappa|45px|label=&nbsp;}}
| Recipe    = ... > {{clr|S|j.S}} > air SMS FRC > land > {{clr|H|6H}} > ...
|-
| Video      = GGACR_Justice_SMS_FRC.webm
| Always P1 side ||{{Character Label|GGACR|Johnny|45px|label=&nbsp;}}
| Size      =  
|}
| content    =
====Meterless Combos====
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.
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===
At low health the same FRC can easily combo into {{MMC|input=632146S|label={{clr|S|632146S}}}} without the need for harder conversions.
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.
}}


List of optimized combo routes: https://docs.google.com/spreadsheets/d/1pmRvOEEh7IF0py8EtLXY_mnzu4cHhPyRbY6cNAAnlZI/edit#gid=0
===<span style="visibility:hidden;font-size:0">One Hit SMS</span>===
{{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.


==Video Examples==
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).
Starter BnBs https://www.youtube.com/watch?v=bQlgKKz1hig
}}


Great Justice combo video https://www.youtube.com/watch?v=G_3s8LGbGq4
===<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.


Justice {{clr|4|6H}} Michael Sword -> Super example https://www.youtube.com/watch?v=x_hUAtaxg_E
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.
}}


Mikado +R Justice matches https://www.youtube.com/watch?v=AnEYdSXO8bg
===<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.


Hotta beginner combos https://www.youtube.com/watch?v=e7YWQkDlTC4
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 1 Hit Sword setups off 6P/2K https://youtube.com/playlist?list=PLEBa7fFmeCNCwxZf3qB8CUGtZnDSyZOH-
Nothing really to add except go check yourself on whom it works.
}}


Justice FRC Tutorial https://youtu.be/rZFKWaWEejo
==Advanced==
{{SpecializedComboDef}}
===<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.


<div class="toccolours mw-collapsible mw-collapsed" style="width:400px; overflow:auto;">
;{{clr|D|j.D}} Pickup
<div style="font-weight:bold;line-height:1.6;">Hotta Combos</div>
<code>CH SMS > j9, j9 OR sj9 > {{clr|5|j.D}} > {{clr|K|5K}} > ... </code><br>
<div class="mw-collapsible-content">
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 Justice c.S anti-air j.P loop on Wiki editor :( https://www.twitch.tv/hari_hotta_/clip/BrightGiantAyeayeCeilingCat
===<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 Faust Throw j.P loop https://clips.twitch.tv/PleasantNaiveMartenPMSTwin
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 Michael Sword oki ender https://clips.twitch.tv/TardyDistinctAardvarkSmoocherZ
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 Testament j.P 2d Micheal Blade frc confirm https://clips.twitch.tv/UnsightlyFaithfulJackalNinjaGrumpy
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 Chipp throw combo https://clips.twitch.tv/PrettyBillowingPlumageDendiFace
===<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 Testament risc air Michael Sword Sape conversion https://clips.twitch.tv/PrettiestImportantDotterelKappa
===<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.


Hotta Faust rounstart 2h ch conversion https://clips.twitch.tv/CautiousObeseJayPastaThat
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.


Hotta Kliff simple K nuke J.H convert https://clips.twitch.tv/BreakableJazzyOctopusWoofer
{{(!}} 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.


Hotta Sol SBT frc backwards Michael Sword ender https://clips.twitch.tv/GloriousAbnegateNightingalePanicVis
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.


Hotta Dizzy ch one hit Air Michael Sword into j.P loop https://clips.twitch.tv/PricklyTriangularScallionPanicBasket
{{(!}} 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>


Hotta Dizzy 6h roundstart combo into SBT frc combo Michael Sword oki ender https://clips.twitch.tv/BombasticFantasticPlumberBrokeBack
Works on AB, BA, IN (anywhere) and AX, JA, MI (corner only). {{clr|P|5P}} is used on everyone except AX and MI.


Hotta Dizzy K nuke anti air confirm into Throw j.D ender https://clips.twitch.tv/SucculentBrightYakBigBrother
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.


Hotta Dizzy high j.p jump in confirm simple combo https://clips.twitch.tv/ColdBlatantDeerDatBoi
;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>


Hotta Dizzy K/H nuke antiair burstbait combo into 6h ch combo https://clips.twitch.tv/TacitFriendlyPuppyMVGame
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.


Hotta Dizzy 6h ch Michael Sword oki ender into nuke j.D left/right setup https://clips.twitch.tv/CooperativeQuaintTildeOpieOP
;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>


Hotta Dizzy roundstart j.p mash confirm into j.s anti air confirm https://clips.twitch.tv/BitterPricklyYakinikuChocolateRain
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.


Hotta Dizzy c.S anti air combo into 6P H Michael Sword RC 6H combo https://clips.twitch.tv/AltruisticHeartlessSoymilkKappa
;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.


Hotta Dizzy j.H ch air to air burst safe into 6h backwards Michael Sword combo https://clips.twitch.tv/CloudyMoistUdonTriHard
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 2h one hit CH anti air JD ender https://clips.twitch.tv/NastyBigRedpandaMcaT
</tabber>
 
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
==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.


</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.


==Navigation==
==Navigation==
<center>{{Character Label|GGACR|Justice|32px}}</center>
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Revision as of 17:16, 16 April 2024


Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
JI = Jump Install
RC = Roman Cancel
FRC = Force Roman Cancel
VA = Valkyrie Arc - 236P
SMS = S Michael Sword - 41236S
HMS = H Michael Sword - 41236H
SBT = Strike Back Tail (S.B.T.) - 623K
X Nuke/NB = Nuclear Blast (N.B.) - 22X
ST/Saperia = Saperia Trance - 236D
MB = Michael Blade - 632146H
IR = Imperial Ray - 632146S
Ultra Lightweights = BA, BR, JA, KL, MA
Lightweights = DI, IN, JU, MI
Midweights = AN, AX, CH, ED, FA, KY, SL, SO, TE, VE, ZA
Heavyweights = AB, JO, OS
Ultra Heavyweights = PO, RO
AB = A.B.A
AN = Anji Mito
AX = Axl Low
BA = Baiken
BR = Bridget
CH = Chipp Zanuff
DI = Dizzy
ED = Eddie
FA = Faust
IN = I-No
JA = Jam Kuradoberi
JO = Johnny
JU = Justice
KL = Kliff Undersn
KY = Ky Kiske
MA = May
MI = Millia Rage
OR = Order-Sol (HOS)
PO = Potemkin
RO = Robo-Ky
SL = Slayer
SO = Sol Badguy
TE = Testament
VE = Venom
ZA = Zappa

In General

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.

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.

Basic Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

Ground Confirms

Basic Gatling ComboA lot of damage for a combo that simple
Very Easy

Starter > f.S (> 5H) > 2D > 22XGGACR Justice 22X.pngGuardAllStartup7RecoveryTotal 51Advantage-13/SMSGGAC Justice 41236H.pngGuardMidStartup11Recovery15Advantage-5
Justice heavily focuses on air combos, but her launchers are lacking in range. Still the damage from even simple ground confirms is respectable. 5HGGAC Justice 5H.pngGuardMidStartup12Recovery24Advantage-11 is only a combo filler and can be omitted depending on distance. 2DGGAC Justice 2D.pngGuardLowStartup11Recovery16Advantage-2 > 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.

Crouch Confirm

6P > 5H > HMSGGAC Justice 41236H.pngGuardMidStartup20Recovery23Advantage-13 (> RC > microwalk 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. Places opponent closer than 2D. Useful against mobile opponents so they can't escape oki as easily.

Can be RC'd to do 6HGGACR Justice 6H-2.pngGuardMidStartup17Recovery26Advantage-9 > air combo, you should microwalk after the RC, but distance can prevent connecting with j.S outside of corner. In such case use j.P/j.K instead.

Basic Air Combo

Basic Air ComboActual BnB
Easy-Medium

Launcher > j.K/j.S(1) > j.D > dj.S(1) > j.H > air SMSGGACR Justice j41236X.pngGuardAllStartup10Recovery26+10 after landingAdvantage-
Simple, yet always relevant combo. Many Justice routes are variations of this combo. Some basic confirms include: 6P/2K > 2H, Throw > 6H, 623K FRC, anti-air, and air-to-air confirms.

2H is the most common launcher and has more strict followups due to not having a jump cancel. j.K > j.S is easy and universal. Meanwhile c.S > j.S is useful on heavyweights and is a decent option on midweights. Important to note that the 2nd hit will whiff on Faust, so in order to access better damage in that matchup Justice must link launcher directly into c.S which also happens to be 1 frame link.

Every air button Justice has sees use in one way or another, but to simplify:

  • j.P is mostly used to add height when opponent is too low.
  • j.K can also be for height adjustment, as it pops up higher than j.P. Frequently used when opponent may be too far for j.S, in which case it goes straight into j.D.
  • 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.
  • j.H is used to lower opponent when they are too high for j.D to hit. Only goes into j.41236S. Lower to the ground it can also knock down by itself, usually done as j.S(1) > jc > j.H
  • j.D is the main damage dealer.

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.

Altenatively j.S(1) > air HMS > 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 j.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.

Throw Confirm

Throw ConfirmBasic burst bait
Easy

Throw > microwalk back > 6H > 22D
Justice's throwGGAC Justice throw.pngGuard55 pixelsStartupRecoveryAdvantage- 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 236P counter, but it places opponent slightly farther away and thus might require no walk or microwalk forward instead.

Timing on the 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.

Alternative Route

Throw > HMS > 2H > Air combo
Trades burst safety for more damage. Should be avoided in the corner. Uniquely on A.B.A HMS > 6H is also possible.

Dust Confirm

Dust ConfirmYou don't even need to learn an Impossbile Dust
Easy

5D > j.D > j.D > jc > j.D (> j.D) > air SMS
Justice's Dust is pretty slow, but will occasionaly catch an opponent waiting for 2D. Deals good damage and gives fullscreen okizeme. You can forgo one j.D for j.S > j.H before air SMS for a more stable and guaranteed knockdown.

Intermediate

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

Ground 6H

Ground 6HDon't do it when cornered
Medium

6H > HMS > 6H/2H > Air combo
Ground hit 6H can be extended to deal noticeably more damage. As a rule of thumb the heavier the character the closer they should be for 6H to connect, while 2H is both easier and more consistent in exchange for dealing less damage. If too close to the corner 2H becomes too slow, and depending on distance any jump cancellable button can become a valid choice to pickup with.

Outside of raw hit, 6H can be confirmed into on CH from 6P, 5K, c.S, 2S, as well as j.H and j.D.

SMS FRC Extension

SMS FRC ExtensionSqueeze every drop
Medium

... > j.S > air SMS FRC > land > 6H > ...
Cut short the combo only to do it again. Great for taking advantage of high Guard Gauge. The j.S is only the most safe option, but on lightweights even j.H can lead into relaunch. Picking up with 2H is only recommended on close to the ground confirms.

At low health the same FRC can easily combo into 632146SGGAC Justice 641236S.pngGuardAllStartup5+2Recovery25Advantage+8 without the need for harder conversions.

One Hit SMS

One Hit SMSEach button can have a delay here
Medium-Hard

... > j.S > j.D > jc > j.S > j.H > air SMS
Best knockdown Justice has from an air combo bar raw 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.

The idea behind the route is to push opponent almost directly above Justice with j.S, switch the sides on 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 j.D completely or adding a 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).

CH 2D

CH 2DIt's a good button
Medium

CH 2D > HMS > 5P > 5K > SMS
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 (j.P >) j.K. Furthermore same idea applies when HMS catches opponents by itself, either as a frame trap or when someone tries to jump out.

Can land a CH even at very close range, mostly on run up button attempts. In this case it can be picked up with 2P and lead into good damage for a sweep without additional meter cost. Use 5P on SO, OR, KY, RO, DI.

HMS Relaunch

HMS RelaunchMore damage and meter than standard route
Medium

Starter > 2H > c.S > j.S(1) > air HMS > delay j.S(1) > j.H(whiff) > land > 6P > j.K > j.D > dj.S(1) > j.H > air SMS
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 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.

The 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 c.S should be skipped in favor of j.K.

Nothing really to add except go check yourself on whom it works.

Advanced

Advanced.png Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
  • Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific
  • Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc.
  • Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute

CH SMS

CH SMS PickupSituational, but unprorated damage
Hard

CH SMS > 236D > 2H > Air combo
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 j.236D can be used instead. This will allow a link into 6H in some cases. In both situations 2K is far easier to use, but will sacrifice a lot of damage to the point where its usually not worth it.

  • 2H does not hit sliding Axl.
j.D Pickup

CH SMS > j9, j9 OR sj9 > j.D > 5K > ...
On slightly more than half the cast the sliding hurtbox is high enough where Justice can connect with 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

  • j.D does not hit sliding: AB, AN, AX, BR, DI, JO, KY, MI, OS, RO, SL

jP Loops

j.P LoopsGuts crush aka Hotta combos
Medium-Very Hard

Starter > [j.PPP > j.S(1) > j.H > land > 2P > c.S]x3 > 22K/632146S
Highly potent extension with character specific timings. Best used to close out rounds.

The most common way to route into them is SMS FRC, especially the sideswitch variation for consistent spacing. Another common option is j.236D during air combo, when done correctly it will send opponent behind Justice with them landing right into 5K. 5K can be used after SMS FRC as well if linking j.P directly seems too hard at that point.

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.

Meterless jP Loops

Meterless j.P LoopsHMS relaunch + j.P loops
Medium-Very Hard

Starter > 2H > c.S > j.S(1) > air HMS > delay j.S(1) > jc > j.PP > j.S > j.H > ... > 632146S
Exactly what it says. A way to convert into j.P loops from a 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 c.S with j.K. Recommended for AN, CH, ED, VE. Also preffered instead of lightweight route for IN and MI.
  • Lightweight route skips directly to 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 c.S > 6P > j.S(1) > j.P > j.S(1) > air HMS.
  • SO and DI are currently thought impossible. OR is confirmed possible, but currently there is no consistent routing.

Air Throw

Air Throw RCSome will call this waste of meter... and they are probably right
Very Easy

AT > RC > c.S > 6P > ...
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.

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 6H it is important to know how game decides where character will go.

Same side as airthrow direction Bridget, Chipp, Eddie, Faust, I-No, Justice, Kliff, Ky, Potemkin, Robo-Ky, Slayer, Testament, Venom
Opposite side of airthrow direction A.B.A, Anji, Axl, Baiken, Dizzy, Jam, May, Millia, Order-Sol, Sol, Zappa
Always P1 side Johnny

Air Throw RCIf life gives you lemons
Easy

AT > 6H/2H > ...
Justice is naturally good at building Guard Gauge, thus the possibility of landing counterhit airthrow is not far fetched.

Though 6H still remains a main option it is tight on some characters, particulary middleweights. 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 5K, but that would feel like a lost opportunity.

6H or 2H AB, AN, AX, BA, BR, CH, DI, IN, JA, JU, KL, MA, MI, TE
2H only ED, JO, KY, OS, PO, RO, SL, SO, VE, ZA
2S or other buttons FA

Meterless Airthrow ConversionsGeniuenly useful
Easy-Hard

AT (> JI) > 5P/2P > ...
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

AT > 5P(1)/2P > 5K > SMS

Works on AB, BA, IN (anywhere) and AX, JA, MI (corner only). 5P is used on everyone except AX and MI.

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.

Kliff/May version

AT > 5P(1) > 5K > j.P > j.K > j.D > jc > j.K > j.D > air SMS (Kliff)
AT > 2P > 2S > j.K > j.D > jc > j.K > j.D > air SMS (May)

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.

Justice version

AT > 2P > 5K > sj.KPK > j.S(1) > j.H > c.S > ...

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 j.H is delayed.

Jump Install version

AT > JI > [2P > 5P(1) > 5K] or [2P > 2S] > sj.PKPK > j.S(2) > dj.S(1) > j.H > air SMS

  • 2P > 5P(1) > 5K is for Testament, 2P > 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.

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.

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.

Don't forget to look at videos at the resources page to see how those (and various other) conversions can be utilized in a real match.

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