m (→Navigation) |
|||
(One intermediate revision by one other user not shown) | |||
Line 97: | Line 97: | ||
|description=An incredible normal with many applications. Useful in neutral, to combo into and potentially link out of {{MMC|input=641236S|label=Imperial Ray}}, and for abare. | |description=An incredible normal with many applications. Useful in neutral, to combo into and potentially link out of {{MMC|input=641236S|label=Imperial Ray}}, and for abare. | ||
Thanks to its instant startup and incredible active frames, {{clr|H|2H}} makes for a menacing way to approach on the ground. If the attack connects at a decently-close range, it can combo into Imperial Ray for a potential touch-of-stun if the target has 30 or less Stun Resistance. It can also be linked into after an Imperial Ray on some characters to keep the combo going, depending on Imperial Ray's on-hit advantage. Even on characters where Imperial Ray is inadvised, it | Thanks to its instant startup and incredible active frames, {{clr|H|2H}} makes for a menacing way to approach on the ground. If the attack connects at a decently-close range, it can combo into Imperial Ray for a potential touch-of-stun if the target has 30 or less Stun Resistance. It can also be linked into after an Imperial Ray on some characters to keep the combo going, depending on Imperial Ray's on-hit advantage. Even on characters where Imperial Ray is inadvised, it combos into Michael Sword for a plus on block ender with solid damage. | ||
The lightning particles count as a projectile, and will not move relative to where Justice was when she used the normal. It will not beat other projectiles. | The lightning particles count as a projectile, and will not move relative to where Justice was when she used the normal. It will not beat other projectiles. | ||
Line 238: | Line 238: | ||
|summary=GGML's Justice is a blatantly overpowered boss character who spams Imperial Ray so hard she finds herself banned in a game where almost everyone can do an infinite off of any hit. | |summary=GGML's Justice is a blatantly overpowered boss character who spams Imperial Ray so hard she finds herself banned in a game where almost everyone can do an infinite off of any hit. | ||
}} | }} | ||
[[Category:Guilty Gear|Justice]] |
Revision as of 03:57, 24 December 2023
Overview
Justice is one of the 3 unlockable boss Characters in Missing Link, and serves as the main final boss. As such, she follows the typical standards of a boss, with cranked up stats, data, and abilities. She boasts some incredibly powerful normal attacks, as well as a wide toolset of specials, including the infamous Imperial RayGuardAllStartup3Recovery0AdvantageVaries. On top of this, she has the unique quirk of being fully invulnerable while walking backwards, unless the opponent actives proximity guard. On paper, she is every bit deserving of her status of big-bad boss lady.
The main problem with her is the game that she's in. Justice has no ability to charge, a mediocre Instant Kill, and damage output that is unintentionally kept in check by the number of infinites in this game. These things keep her honest and force her to play a more traditional fighting game than most of the cast.
Her incarnation in +R is a functionally completely different character.Justice is a war machine befitting of her appearance. Big, evil defense, mobile, and dastardly lasers.
- Lasers!: Imperial RayGuardAllStartup3Recovery0AdvantageVaries is a commanding move which can dominate neutral, and will lead to touch-of-stun combos depending on the character. Many matchups are decided by how well the opponent can navigate this move.
- Belligerent Abare: Thanks to her 1F 2H, invulnerable back-walk, and solid reversals, Justice is very dangerous to pressure.
- Mobility: Justice has not 1, not 2, but 3 air-dashes! Paired with their speed, Justice is shockingly mobile once she gets into the air. On top of that, Justice has a freakishly fast forwards high jump which allows her to close in from full screen with j.H rapidly.
- Scary Mixups: Justice has good high/low mixups thanks to her overhead 6P and low Dust attack.
- I Hate Blocking!: While walking backwards, Justice does not have a hurtbox and cannot be hit. Because proximity block has a short activation range, she can just kind of moon-walk through things.
- Can't Charge: Being unable to Charge means that Justice misses out on Charge Cancels, which are what allow most characters in GGML to perform easy infinite combos.
- Polar: Justice's tools massively fluctuate in power depending on the matchup. This allows her to invalidate characters like Potemkin, but stronger characters, like Chipp, Baldhead, and Millia, are well-equipped to beat her.
- She's a Big Girl: which makes it counterintuitively difficult for her to avoid the opponent and projectiles. She can also be hit by some overheads, such as Millia's j.H, and is subject to character-specific infinites.
Normals
- Damage
- A quantification of how a character's health bar is reduced when they are hit.
- Guard
- The act of defending against incoming attacks. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
- Low
- Guarded against while crouching
- Mid
- Guarded against in either the crouching or standing state, but not while airborne
- High
- Guarded against in the standing state
- All
- Guarded against while crouching, standing, or while airborne
- Throw
- Cannot be guarded against, but only applies to grounded opponents
- Unblockable
- Cannot be guarded against
- Startup
- The time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
- Active
- The active frames of an attack refers to the amount of time an attack can hit the opponent.
- Recovery
- The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking.
- On-Block
- A measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first.
- On-Hit
- A measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first.
- Invuln
- Short for InvulnerabilityA state where a character cannot be hit. A common component of reversal moves.
5P
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
9x2 | All | 4 | 5,12 | 10 | +6 | -7 | none |
5K
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
11 | All | 9 | 5 | 11 | -25 | -18 | none |
c.S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
14 | All | 4 | 10 | 29 | -29 | -18 | none |
f.S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
16 | All | 18 | 6 | 17 | -13 | -2 | none |
Big, relatively slow poke with a respectable hitbox. Has a shit ton of recovery too so it's not too safe to whiff. Not very good, you have better options.
- Not a multi-hit like in later games.
5H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
22 | All | 13 | 18 | 8 | -16 | +1 | none |
Very big button. Faster than f.S, and covers more area too. Can work as an anti-air, although it's not air-unblockable, or a general-purpose poke.
- Ungodly anti-air hitbox
- Far-reaching second hit
Fierce Strike
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
14x2 | Overhead | 18 | 26 | 7 | -14 | -7 | none |
Gigantic, high damage, lunging overhead that gatlings and combos into anything that isn't a P button or f.S. Really solid speed and reward, it's an attractive mixup option even without dashing. With a microdash it can easily reach halfscreen, and with a slightly longer respect slide it's a fullscreen overhead. Especially useful since most of the cast is inclined to show Justice respect at range thanks to Imperial Ray.
- First hitbox comes out on frame 18. This is different from later games, where an anti-air hitbox comes out on frame 11 first. No 11f overheads on Potemkin here.
2P
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
5 | Low | 5 | 5 | 6 | -4 | +3 | none |
2K
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
9 | Low | 12 | 8 | 16 | -18 | -11 | none |
2S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
14 | Low | 9 | 5 | 20 | -16 | -5 | none |
2H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
9x2 | All | 1 | 24 | 11 | -12 | -8 | none |
An incredible normal with many applications. Useful in neutral, to combo into and potentially link out of Imperial RayGuardAllStartup3Recovery0AdvantageVaries, and for abare.
Thanks to its instant startup and incredible active frames, 2H makes for a menacing way to approach on the ground. If the attack connects at a decently-close range, it can combo into Imperial Ray for a potential touch-of-stun if the target has 30 or less Stun Resistance. It can also be linked into after an Imperial Ray on some characters to keep the combo going, depending on Imperial Ray's on-hit advantage. Even on characters where Imperial Ray is inadvised, it combos into Michael Sword for a plus on block ender with solid damage.
The lightning particles count as a projectile, and will not move relative to where Justice was when she used the normal. It will not beat other projectiles.
This normal is absolutely godlike, and is rivaled by only a few normals, like Baldhead's 2SGuardAllStartup5Recovery20Advantage-15.j.P
j.K
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
7 | Overhead | 4 | 15 | 5 | none |
j.S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
9x2 | Overhead | 1 | 24 | 2 | none |
j.H
Universal Mechanics
Dust Attack
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
18 | Low | 12 | 7 | 13 | -10 | +89 | none |
Throw
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
20 | Throw | 1 | N/A | N/A | N/A | +6 | N/A |
Dash Attack
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
1 | All | +5 | +7 |
Instant Kill
X Razer
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
FATAL | All | 17 | 12 | 14 | N/A | N/A | Above Shins 1~42 |
Specials
Strike Back Tail
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
7x2 | Mid | 18 | 12 | 19 | -22 | -18 | All-But-Tail 1~18 |
This move has surprisingly short horizontal range. Paired with the backwards movement, and input that can be tricky on this game's input parser, hitting grounded opponents with this can be really unreliable unless they are actively extending a hurtbox towards you. Unfortunately this is your best GC option most of the time, since Imperial Ray would be better but the input is difficult to get out during blockstun and this is her only other move that can reliably avoid any continued attacks.
Launches a vertical projectile into the air that's still air-unblockable. Can help with stopping opponents from just airdashing in.
- Air Unblockable
- Justice flips backwards during the move, quickly moving her hurtbox backwards.
Imperial Ray
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
9x19 | All | 3 | 72 | 0 | Varies | Varies | none |
In later games, this move got nerfed and turned into a super. In this game it's a standard special move. Let that sink in.
It sweeps across the entire screen incredibly fast, does ridiculous damage even on chip, boxes opponents out, and builds a dumb amount of meter. If your character can't get past the combination of this move and back-walk, they lose the matchup. This move can be used in combos, notably from 2H and from dash bug, to quickly stun characters with 30 or less stun resist.
It's only limited by its horrible frame advantage up close (except against Potemkin).
Victim | Crouching-hit | Standing-hit | Crouching-block | Standing-block |
---|---|---|---|---|
Axl | -12 | -8 | -28 | -22 |
Baiken | -21 | -6 | -38 | -30 |
Baldhead | -18 | -8 | -36 | -26 |
Chipp | -12 | Stun[1] | -33 | -22 |
Justice | -8 | +18[2] | -22 | +10 |
Kliff | -16 | -12 | -38 | -33 |
Ky | -8 | +6 | -33 | -22 |
May | -16 | -8 | -28 | -22 |
Millia | -21 | -8 | -33 | -22 |
Potemkin | +21 | +12 | -12 | +8 |
Sol | -16 | +2[2] | -33 | -4 |
Testament | -8 | +6 | -28 | +22 |
Zato | -16 | +4 | -33 | -11 |
Note that because this frame data is measured at point-blank range, Justice's frame advantage will change, usually for the better, as she gets further away from her opponent. This is because it will take longer for the projectiles to reach the opponent. Due to travel time and her instantly invuln back-walk, Justice can be safe in many cases, even if the point-blank frame data might imply otherwise.
Notably, if it's blocked or hits at specific anti-air angles where every single hit of Imperial Ray lands, the block/hitstun is so long that it infinitely loops into itself. While not common, this does come up enough for it to be relevant.Valkyrie Arc
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
N/A | 7 | 21 | 11 | N/A | +4 | Counter |
Michael Sword
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
9,11 | All,Mid | 1* | 40 | Total Duration: 38 | 0 | +2 | none |
Incredibly funky despite being pretty simple conceptually. The move is technically active on frame 1 and all the way to the end of the animation, and even after the move recovers. The thing is, the hitboxes that are present for the first 9 frames are so deep inside Justice that they can't hit anyone.
This is her primary combo and blockstring ender point blank thanks to its very solid frame advantage.
- Hits behind justice on frame 10
- Hits in front of justice on frame 20
- 2nd hit is air unblockable
- hitboxes linger for 3 frames after Justice becomes actionable
Supers
Gamma Ray
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
72 | All | 67 | 69 | 9 | +1 | stun | none |
The fat laser of doom. Slow to start up, but extremely rewarding on hit. When in desperation mode, this move is incredibly obnoxious. While astute opponents will be able to punish it on reaction, it can be difficult, especially if you're stuck in the air. You don't even want to block it, since the chip damage is obscene and it's plus on block. Instantly stuns the opponent, even as a restun, making it a useful tool for getting extra damage out of stun.
Of note is that this move can whiff over Dr Baldhead, so in such a situation you might want to stick to using Imperial Ray.
- Reaches full screen horizontally.