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Combo Notation Guide | Character Name Abbreviations | |||||||||
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Introduction
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.
Basic Combos
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.
Combo | Position | Damage | Tension cost | Difficulty | Notes | Video |
---|---|---|---|---|---|---|
2P/5P(1)x2 > 2S > 2D > 22X | Any | ?? | 0 | Very Easy | Basic knockdown into nuke setup, confirm out of mashed 2P/5P. Cancel the recovery frames of 2D into 22P or 22K for oki, this combo will leave the opponent around halfscreen away from you, walk behind the nuke for a low/high with 5P(2)/6P or a safejump with j.H. Use this agaisnt characters that get past Justice's fullscreen zoning easily (e.g. Dizzy, Bridget, Axl). | link ref here |
f.S > 5H > 2D > SMS | Any | ?? | 0 | Very Easy | The 2D will sometimes whiff if the opponent is too far, in those cases just cancel the 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 |
6P > f.S > 5H > HMS | Any | ?? | 0 | Easy | Basic confirm from her standing overhead 6P. Leaves opponent very close to you. If 6P connects at max range the 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 |
2H/6H > j.K/j.S(1) > j.D > dj.S(1) > j.H > air SMS | Any | ?? | 0 | Easy | Basic launcher > air route, learn this one and it's variations, it's very important. Justice has many different ways to combo into 2H/6H > air route. You should do j.S(2) on Heavyweights. Gives fullscreen oki. | link ref here |
Throw/VA > 6H > j.S(1) > j.D > dj.S(1) > j.H > air SMS | Any | ?? | 0 | Easy | Basic throw confirm. You can burst bait by slightly walking back before 6H. A microwalk forward before 6H helps makes this combo more consistent if started from Valkyrie Arc. Gives fullscreen oki. | link ref here |
5D > j.D > j.D > j.S(1) > j.D > air SMS | Any | ?? | 0 | Easy | Simple dust confirm, works on everyone at any distance. Gives fullscreen oki. | link ref here |
6H > j.S(1) > j.D > dj.S(1) > j.H > air SMS FRC > 5K > f.S > SMS | Any | ?? | 25 | Medium | Combo extension after an air SMS FRC, good damage for only 25 meter. The 5K after the SMS FRC needs to be delayed on CH, FA, HO, SO. Gives fullscreen oki. | link ref here |
6P/2K > 2H > (c.S) > IR | Any | ?? | 50 | Easy | Basic confirm into Imperial Ray super. Most useful when opponent is at low health to bypass guts scaling. Omit the c.S on Lightweights. Leaves opponent halfscreen away. | link ref here |
xx > 2D > MB > 6H > j.S(1) > j.D > dj.S(1) > j.H > air SMS | Any | ?? | 50 | Medium | Basic confirm into Michael Blade super. Must be done close to opponent for the 6H to combo without FRC. 6H can be omitted, for an easier combo but less damage. Gives fullscreen oki. | link ref here |
6P > 5H > HMS RC > 6H > j.S(1) > j.D > dj.S(1) > j.H > air SMS | Any | ?? | 50 | 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
Air Combo Explanation
Most of Justice's starters lead into her air combo, which is some variation of j.K/j.S(1) > j.D > dj.S(1) > 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:
- 2H/6H
- Throw > 6H
- VA > 6H
- Anti-air 6P
- 6P > 5H > HMS RC > 6H
- S.B.T FRC > 6H
- CH HMS > 2H/6H
- MB (FRC)
- Anti-Air K Nuke > 6P/6H
The two most common ways to finish air combos are air SMS or a low j.H, these give fullscreen and halfscreen oki respectively, allowing you to set up your nukes and/or go for a 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. In general, a different air combo will be used on each starter and on each weight class.
Combo | Position | Damage | Tension cost | Difficulty | Notes | Video |
---|---|---|---|---|---|---|
2K > 2H > j.S(1) > j.D > dj.S(1) > j.H > air SMS | Any | ?? | 0 | Medium | Works on Ultra-Lightweights, Lightweights and HO,SO. First jump must be backwards to catch them after 2H, the double jump must be neutral. Will sometimes whiff on HO, SO due to their weird hurtboxes. | link ref here |
2K > 2H > c.S > j.S(1) > j.D > dj.S(1) > HMS > j.H | Any | ?? | 0 | Medium | Works on all Middleweights, Heavyweights, and Ultra-Heavyweights. Very hard on FA. The final j.H might whiff if the 2H is done at max range | link ref here |
Combo | Position | Damage | Tension cost | Difficulty | Notes | Video |
---|---|---|---|---|---|---|
Throw/VA > 6H > j.S(1) > j.D > dj.S(1) > j.H > air SMS | Any | ?? | 0 | Medium | Works on Ultra-Lightweights. A microwalk forward after Throw/VA makes the combo more consistent. | link ref here |
Throw/VA > 6H > j.S(1) > j.D > dj.S(1) > HMS > j.H | Any | ?? | 0 | Medium | Works on Lightweights. A microwalk forward after Throw/VA makes the combo more consistent. | link ref here |
Throw > HMS > 2H > c.S > j.K > j.D > dj.S(1) > HMS > j.H | Any | ?? | 0 | Medium | Works on all Middleweights, Heavyweights, and Ultra-Heavyweights except for KY, HO, RO, SL, SO. The c.S can be omitted to make the combo easier. Very inconsistent on FA, due to 2H > c.S being a 1f link. Doesn't work from VA starter. | link ref here |
Throw > 6H(2) > j.S(1) > HMS > j.S(2) > JC > [j.PPSH > 2P > c.S]x2 > j.PPSH | Midscreen | Faust specific. Leads to reversal safe P nuke oki, but FB Chop will go over it (recommended to learn SB timing for it) | ||||
Throw/VA > HMS > 2H > c.S > j.S(1) > j.D > dj.S(1) > j.H > air SMS | Any | ?? | 0 | Medium | Variation of the above combo that works on KY, HO, RO, SL, SO. | link ref here |
Combo | Position | Damage | Tension cost | Difficulty | Notes | Video |
---|---|---|---|---|---|---|
6P > 5H > HMS RC > 6H > j.K > j.D > dj.K > j.D > air SMS | Any | ?? | 50 | Medium | Works on Ultra-Lightweights, Lightweights, and Middleweights. 6H whiffs if Justice is close to the corner. Microwalk forward after the HMS RC. | link ref here |
6P > 5H > HMS RC > 6H > j.K > j.D > dj.P > dj.S(1) > j.H > air SMS | Any | ?? | 50 | Medium | Works on Heavyweights and Ultra-Heavyweigths. 6H whiffs if Justice is close to the corner. Microwalk forward after the HMS RC. | link ref here |
j.S(1) > HMS RC Extensions
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 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:
Launcher > Air Route > dj.S(1) > HMS RC > land > j.K > j.D > dj.S(1) > SMS (Midscreen, doesn't work on Ultra-Lightweights)
If the opponent is lower than Justice when the HMS hits, do j.P > j.S(1) instead of 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:
Combo | Position | Damage | Tension cost | Difficulty | Notes | Video |
---|---|---|---|---|---|---|
... > dj.S(1) > HMS RC > land > S/H/D Nuke > SMS | Midscreen | ?? | 50 | 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 |
... > dj.S(1) > HMS RC > land > IR | Midscreen | ?? | 100 | Medium | Doesn't work on Ultra-Lightweights. | link ref here |
... > dj.S(1) > HMS RC > land > 6P > j.K > j.D > dj.K > j.D > SMS | Midscreen | ?? | 50 | Medium | Only works on Ultra-Heavyweights. | link ref here |
... > dj.S(1) > HMS RC > land > (5K) > 6P > j.K > j.S(1) > SMS | Corner | ?? | 50 | Medium | Side-switch from corner, omit the 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 air SMS FRC extensions.
Air Throw Combos
Air throw combos are typically done after RC, but can be done meterless on specific characters. Note that without RC airthrow puts her on the same side as throw direction.
Air Throw RC
Most common followups are 6P and c.S into air combo ending with either fullscreen knockdown or 1 hit SMS. The side Justice ends up on is character specific and is illustrated below.
Same side as airthrow direction | |
Opposite side of airthrow direction | |
Always P1 side |
Meterless Combos
Justice airthrow can be jump installed by holding 8 when it connects to the ground. Certain combos use superjump and by having jump install you can jump again to continue combo and get optimal okizeme.
Combo | Position | Works On | Notes |
---|---|---|---|
AT > 5P(1)/2P > 5K > SMS | Anywhere/Corner | AB, BA, IN (anywhere) AX, JA, MI (corner only) |
2P on Axl and Millia. 5P on everyone else. Not worth resetting neutral instead of going for oki unless it kills. |
AT > 2P > 5K > j.KD > SMS | Deep corner | AX | Axl specific extension. Still not worth doing. |
AT > 5P(1) > 5K > j.PKD > dj.KD > SMS | Midscreen | KL | Grants fullscreen oki. |
AT > 2P > 2S > j.KD > dj.KD > SMS | Midscreen | MA | Simmilar to the Kliff route above. |
AT > 2P > 5K > sj.KPK > j.S(1) > j.H > c.S > ... | Midscreen | JU | Relaunch combo. Potential followups include: sideswitch, 1 hit SMS, j.P loops. |
AT > JI > [2P > 5P(1) > 5K] or [2P > 2S] > sj.PKPK > j.S(2) > dj.S(1) > j.H > SMS | Midscreen | BR, TE | 1 hit SMS route. 5K version for Testament. 2S version for Bridget. Always worth doing to tack extra damage, but can be somewhat hard. |
CH Airthrow
Very rare occurence. All end with 1 hit sword oki. Multiple may work on some characters.
Combo | Optimal on | Notes |
---|---|---|
CH AT > 6H > j.S(1)/(2) > j.D > dj.S(1) > j.H > SMS | AB, AN, AX, BA, BR, CH, DI, IN, JA, JU, KL, MA, MI, TE | j.S(1) on lightweights. j.S(2) on others. |
CH AT > 2H > j.K > j.D > dj.S(1)/(2) > j.H > SMS | ED, KY, PO, SL, VE, ZA | j.S(2) for Potemkin. |
CH AT > 2H > j.K > j.S(1) > j.D > dj.S(1) > j.H > SMS | JO, SO, OS, RO | Extremely hard on Johnny. |
CH AT > JI > 2S > sj.PKPK > j.S(1) > j.D > dj.S(1) > j.H > SMS | FA |
Optimal Okizeme
The optimal oki combo ends with a 1 hit air S Michael Sword that happens when your opponent is slight below and behind you when j.H hits. Every starter, route, character is a different combo and not always possible. Her air routes are dependent on height adjustment and awareness, in general it goes like (something > j.K/j.S) > j.D > dj.S > {j.H > air S Michael Sword}/{air H Michael Sword, j.H}, air S Michael Sword will throw your opponent far away, while air H Michael Sword 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
Video Examples
Starter BnBs https://www.youtube.com/watch?v=bQlgKKz1hig
Great Justice combo video https://www.youtube.com/watch?v=G_3s8LGbGq4
Justice 6H Michael Sword -> Super example https://www.youtube.com/watch?v=x_hUAtaxg_E
Mikado +R Justice matches https://www.youtube.com/watch?v=AnEYdSXO8bg
Hotta beginner combos https://www.youtube.com/watch?v=e7YWQkDlTC4
Justice 1 Hit Sword setups off 6P/2K https://youtube.com/playlist?list=PLEBa7fFmeCNCwxZf3qB8CUGtZnDSyZOH-
Justice FRC Tutorial https://youtu.be/rZFKWaWEejo
Hotta Justice c.S anti-air j.P loop on Wiki editor :( https://www.twitch.tv/hari_hotta_/clip/BrightGiantAyeayeCeilingCat
Hotta Faust Throw j.P loop https://clips.twitch.tv/PleasantNaiveMartenPMSTwin
Hotta Testament Michael Sword oki ender https://clips.twitch.tv/TardyDistinctAardvarkSmoocherZ
Hotta Testament j.P 2d Micheal Blade frc confirm https://clips.twitch.tv/UnsightlyFaithfulJackalNinjaGrumpy
Hotta Chipp throw combo https://clips.twitch.tv/PrettyBillowingPlumageDendiFace
Hotta Testament risc air Michael Sword Sape conversion https://clips.twitch.tv/PrettiestImportantDotterelKappa
Hotta Faust rounstart 2h ch conversion https://clips.twitch.tv/CautiousObeseJayPastaThat
Hotta Kliff simple K nuke J.H convert https://clips.twitch.tv/BreakableJazzyOctopusWoofer
Hotta Sol SBT frc backwards Michael Sword ender https://clips.twitch.tv/GloriousAbnegateNightingalePanicVis
Hotta Dizzy ch one hit Air Michael Sword into j.P loop https://clips.twitch.tv/PricklyTriangularScallionPanicBasket
Hotta Dizzy 6h roundstart combo into SBT frc combo Michael Sword oki ender https://clips.twitch.tv/BombasticFantasticPlumberBrokeBack
Hotta Dizzy K nuke anti air confirm into Throw j.D ender https://clips.twitch.tv/SucculentBrightYakBigBrother
Hotta Dizzy high j.p jump in confirm simple combo https://clips.twitch.tv/ColdBlatantDeerDatBoi
Hotta Dizzy K/H nuke antiair burstbait combo into 6h ch combo https://clips.twitch.tv/TacitFriendlyPuppyMVGame
Hotta Dizzy 6h ch Michael Sword oki ender into nuke j.D left/right setup https://clips.twitch.tv/CooperativeQuaintTildeOpieOP
Hotta Dizzy roundstart j.p mash confirm into j.s anti air confirm https://clips.twitch.tv/BitterPricklyYakinikuChocolateRain
Hotta Dizzy c.S anti air combo into 6P H Michael Sword RC 6H combo https://clips.twitch.tv/AltruisticHeartlessSoymilkKappa
Hotta Dizzy j.H ch air to air burst safe into 6h backwards Michael Sword combo https://clips.twitch.tv/CloudyMoistUdonTriHard
Hotta Jam 2h one hit CH anti air JD ender https://clips.twitch.tv/NastyBigRedpandaMcaT
Hotta Jam c.S anti air combo into 2h one hit ch j.P loop (dropped) https://clips.twitch.tv/BraveSquareLardRitzMitz
Hotta Sol S/P Nuke anti air burst safe j.P mash into Sape into j.P https://clips.twitch.tv/StupidHelplessGarlicSoonerLater
Hotta anti air Michael Sword into K nuke into Michael Blade https://clips.twitch.tv/HotSillyElephantArsonNoSexy
Hotta Jam 75 tension Throw Imperial Ray combo https://clips.twitch.tv/QuaintFrailFlamingoNononoCat
Hotta Zappa 75 tension 5P Michael Blade frc combo https://clips.twitch.tv/TardyGentleRaccoonDerp
Hotta Zappa Michael Blade frc combo https://clips.twitch.tv/VenomousSlickOryxMVGame
Hotta Zappa 6h combo https://clips.twitch.tv/AcceptableDirtyOpossumBabyRage
Hotta Zappa ground P nuke confirm https://clips.twitch.tv/GleamingBreakableAdminDBstyle
Hotta Zappa 6H Michael Sword frc combo https://clips.twitch.tv/GracefulPeacefulHippoKappaWealth
Hotta Zappa Throw Michael Sword oki ender https://clips.twitch.tv/ApatheticVastSrirachaDAESuppy
Hotta Pot P Nuke confirm combo into j.D ch combo https://clips.twitch.tv/CleverHelpfulMeerkatWTRuck
Hotta Jam Valk Arc corner Burst Safe into c.S combo https://clips.twitch.tv/TriumphantDiligentBaguetteFutureMan
Hotta Jam j.P air to air into j.P loop https://clips.twitch.tv/BeautifulStormyCroquetteSuperVinlin
Hotta Aba H nuke anti air conversion https://clips.twitch.tv/AssiduousBlitheAsteriskPeoplesChamp
Hotta Aba 6P -> c.S anti air conversion into air S Michael Sword frc ch throw bait combo https://clips.twitch.tv/ThoughtfulExpensiveDovePeanutButterJellyTime
Hotta Testament corner S Michael Sword ch simple combo https://clips.twitch.tv/CrazyColorfulPineappleRedCoat
Hotta Pot 6h combo https://clips.twitch.tv/ColorfulAverageGorillaSquadGoals
Hotta Testament Throw Michael Sword oki ender https://clips.twitch.tv/BraveHappyWalrusFreakinStinkin
Hotta Aba P nuke trap anti air Michael Sword oki Ender https://clips.twitch.tv/ElegantRealRatHotPokket
Hotta Johnny P nuke trap anti air combo https://clips.twitch.tv/MoistDarkRingThunBeast
Hotta Johnny j.K air to air conversion https://clips.twitch.tv/HandsomeHealthyNuggetsOptimizePrime
Hotta Johnny 2h combo into 6p combo https://clips.twitch.tv/DeterminedPoisedLettuceBCWarrior
Hotta HoS j.H with K Nuke Michael Blade Oki ender https://clips.twitch.tv/TentativeGiftedDogePermaSmug
Hotta Zappa Reversal Michael Blade Michael Sword oki ender https://clips.twitch.tv/BoringFamousEggnogKappaClaus
Hotta Zappa 6p c.S 6p anti air combo https://clips.twitch.tv/VibrantAntsyCheesecakeKappaWealth
Hotta Slayer corner Max Risc throw combo https://www.twitch.tv/hari_hotta_/clip/SecretiveBovineOstrichDoggo
Hotta Testament 2H starter rejump combo https://www.twitch.tv/hari_hotta_/clip/SecretiveBovineOstrichDoggo
Hotta Millia RISC TOD https://youtu.be/HR7G6k6PbFY?t=146
Hotta Baiken CH 6h air Michael Sword oki ender https://youtu.be/3oII_zuuPX4?t=1620
Hotta Testament Air Throw Saperia air Michael Sword oki ender https://youtu.be/x5NgDtnS2Xg?t=10001
Hotta May corner Throw combo https://youtu.be/x5NgDtnS2Xg?t=8244
Hotta May H-Sword air hit Combo https://youtu.be/x5NgDtnS2Xg?t=8687
Hotta May counter hit Michael Blade side switch https://youtu.be/x5NgDtnS2Xg?t=8770
Hotta Robo-Ky counter hit 6h j.H ender https://youtu.be/x5NgDtnS2Xg?t=6478
Hotta Robo-Ky 6H side switch combo https://youtu.be/x5NgDtnS2Xg?t=6489
Hotta Robo-Ky throw 2H Saperia j.P loop? https://youtu.be/x5NgDtnS2Xg?t=6636
Hotta Robo-Ky double nuke j.P loop https://youtu.be/x5NgDtnS2Xg?t=6742
Hotta Robo-Ky anti air nuke c.S conversion https://youtu.be/x5NgDtnS2Xg?t=6789
Hotta Robo-Ky anti air nuke c.S conversion https://youtu.be/x5NgDtnS2Xg?t=6801
Hotta Robo-Ky Throw air Michael Sword oki ender https://youtu.be/x5NgDtnS2Xg?t=6851
Hotta Slayer counter hit 2H side switch combo https://youtu.be/x5NgDtnS2Xg?t=7538
Hotta Bridget j.k air to air air Michael Sword oki ender https://clips.twitch.tv/FlirtyViscousMelonDBstyle-ti28YEo6XcO6W3B2