ACPR/Justice Stuff
High level gameplay demonstrations
Air Routing explanation
- Stolen from JU Channel, text by JUSTICE.JAV
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The j.P loop sometimes changes based on the character, and sometimes you have to eyeball it, a few things you have to ask yourself when going for it is
A;) Which character I'm doing it on?
B;) What's the scaling like?
C;) What's the height right now?
So A is stuff like, are they light? Are they heavy? Are they named Sol Badguy? The loop can change from this
B is simple, everyone gets heavier the more scaled a combo is, so if you wanna go for a J.P loop on a light character, but you were just doing a big combo like that, you might have to treat them as if they're heavier than usual
C is the toughest one, because that's usually where your variations come in, a few things to keep in mind with the height is the property of the air moves, Justice j.P and j.K are a lot more important than you think when it comes to controlling a j.P loop
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j.PPSH is the standard we know it already
j.PKSH is really important too, characters that are kinda heavy, sometimes you do air SMS FRC at a crappy height, whatever j.PK will knock them higher than j.PP with out adding the extra scaling of j.PPPSH
Granted if your combo is giga scaled, like let's say you did a couple of reps already, at that point you gotta hold that because of hitstun decay, once things go that far, you're gonna have no choice but to go for j.PPPSH, and at that point, you're probably done, so just nuke or IR
That's just my understanding of it anyway, Hotta probably has some satanic black magic going on where he can do 6 reps or whatever, but this should be a good starting point of really understanding the loop, I think
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Thing is with a lot of Justice stuff, is you gotta eyeball things way more than you think, what I just said for j.P loop? Applies to 1 hit sword enders as well, every single Justice normal with the exception of j.H (which is your ender into air SMS in a 1-hit sword situation) does something different to an air combo, and you can use this to create 1-hit sword knockdowns from even random air to airs sometimes.
There's a lot of playing out involved, you'll have to fight a lot of chars and you'll understand more and more with time
Maincord Justice Channel notable Players List
After some discussion with other JUs in the maincord, we came to this list, like all lists, it's biased and personal, we think it's a good call however and I'll be putting it here for better ease of accessing it.
Name (English/Japanese) | Color | Location | Common Venues |
Contact | Status | Notes | Example Play |
---|---|---|---|---|---|---|---|
Hotta | Japan | GGPO/Mikado | social media | Active | Best active Justice, also has a strong Sol and Faust. | please fill me | |
Rakkosan | Japan | GGPO | social media | Active | Solid, well-rounded player. Is more nutty than Hotta. | please fill me | |
Oppositeofdecay | Europe | GGPO | social media | Active? | Lab monster, wiki editor, great neutral and execution. | please fill me | |
Tronzilla | USA | GGPO | social media | Active | Solid, old school player, has great MU knowledge. | please fill me | |
Heartwad | USA | GGPO | social media | Active | Best justice in Rhode Island. | please fill me | |
Wedge | USA | GGPO | social media | Active | Idk what to put here he's pretty good | please fill me | |
JUSTICE.JAV | Canada | GGPO | scoial media | Active | Solid, Justice with great execution and Neutral. | please fill me | |
Sakurako Oomuro | Brazil | GGPO/NewStation | scoial media | Active | Justice who swears SAP is good, wiki editor, good execution and weird routes. | please fill me |