GGACR/Justice/Frame Data

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System Data

name defense guts prejump weight backdash forwarddash guardBalance wakeupFaceUp wakeupFaceDown umo
Justice x1.03 5 3F Lighteweight (x1.05) 24F (1~>19F invuln) 0.85 54F 45F No Airdash
No Run
Omega Shift


Normals

input damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln
input damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln
5P 10×2 3×2 8×2 100%, 80% Mid, LF 1 CSJR ?? 6 3,3 9 -2
5K 16 10 7 Mid 3 SJR ?? 8 3 12 -1
c.S 26 10 7 Mid 3 SJR ?? 6 8 11 -5
f.S 18×4 10×4 7×4 Mid 3 SJR ?? 10 2,1,1,2 16 -4
5H 40 20 6 Mid 5 SR ?? 12 6 24 -11
6P 20×2 8×2 7×2 80% High, High 3 SJR ?? 10 2(6)6 12 -4
6H 38×2 20×2 6×2 Mid 5 SR, CJR ?? 17 2(6)2 26 -9
5D 28 15 20 High=31~46F Above Knees 5 R ?? 29 10 12 -3
2P 8 3 8 80% Mid 1 CSR ?? 5 2 7 +1
2K 18 5 7 80% Low 2 SR ?? 7 6 10 -5
2S 28 10 7 Mid 3 SJR ?? 9 4 16 -6
2H 32×2 20×2 6×2 Mid 5 R ?? 11 6,6 18 -5
2D 40 15 6 Low 5 SR ?? 11 5 16 -2
j.P 14 3 8 High/Air 1 SJR ?? 4 4 9
j.K 18 5 7 High/Air 2 SJR ?? 5 4 16
j.S 18×2 8×2 7×2 High/Air 3 SJR ?? 8 2,2(2)6 3
j.H 44 15 6 Forced 90% High/Air 5 SR ?? 13 3 24
j.D 50 11 6 High/Air 4 SJR ?? 11 2 18


Universal Mechanics

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln
Ground Throw Ground Throw 55 6 Forced 50% 55 pixels ??
Air Throw Air Throw 60 6×2 Forced 50% 91 pixels R ??
DAA Dead Angle Attack 22 10 7 50% All 3 R ?? 13 10 12 -4 1~22F Strike


Specials

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln
236P Valkyrie Arc 60 6 Forced 50% ?? 5 38 total 5~28F Guard High
41236S S Michael Sword 40 20 6 Mid 5 R ?? 11 9 15 -5
41236H H Michael Sword 50 20 6 Mid 5 R ?? 20 9 23 -13
j.41236S Air S Michael Sword 30×2 20×2 6×2 All 5 RF ?? 10 3,6 31
j.41236H Air H Michael Sword 40×2 20×2 6×2 All 5 R ?? 21 3,6 31
623K S.B.T 24,32 20×2 6×2 80%, 100% Mid, All 5 RF ?? 7 4,8 36 -10 1~3F, 10~18F Front Foot
4~9F Lower Body
22X N.B. (explosion) 8,20×3 7,8×3 9×3,7 All 2×4 (???) F ?? 7 4×4 51 Total -13
22[X] N.B. (hold) 8,20×3 7,8×3 9×3,7 All 3, 2×3 (???) F ??


Force Breaks

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln
236D Saperia Trance 50 14 40 All 4 12 9 19 -3 6~11F Upper Body
12~20F All
j.236D Air Saperia Trance 50 14 40 All 4 11 4 14 8~14F All


Overdrives

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln
632146H Michael Blade 100 20 6 60% Mid 5 F 9+4 2 46 -14 1~15F All
632146S Imperial Ray 28×46 3×46 20×46 All 5 F 5+2 63 25 +8 1~7F All
46463214H Gamma Ray 20,30×52 20×53 6,7×52 All 5 RF, -x52 10+1 3(71)2×52 36 -5 11~67F All
46463214S Omega Shift 5+0 Total 4


Instant Kill

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln
236236H X Laser Fatal 20 6 All 5 9+3 18 18 -17


Gatling Table

Ground Gatlings
P K S H D Cancel
5P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D Sp
6P - - c.S, f.S, 2S 5H, 2H, 6H 5D Jump, Sp
5K - - c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2K 6P - c.S, f.S, 2S 5H 5D, 2D Sp
c.S 6P - f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
f.S - - 2S 5H, 2H 5D, 2D Jump, Sp
2S - - - 5H, 2H, 6H 5D, 2D Jump, Sp
5H - - - - 5D, 2D Sp
2H - - - - 5D, 2D -
6H - - - - - Jump, Sp
5D - - - - - homing jump
2D - - - - - Sp
Air Gatlings
P K S H D Cancel
j.P j.P j.K j.S j.H j.D Jump, Sp
j.K j.P - j.S - j.D Jump, Sp
j.S j.P - - j.H j.D Jump, Sp
j.H - - - - - Sp
j.D - - - - - Jump, Sp
  • 5D can be only canceled into Homing Jump on ground hit
Black = On Hit or Block
Green = Available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

Navigation

Ambox notice.png To edit frame data, edit values in GGACR/Justice/Data.