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Tigerofthewind

Justice Accent Core Gameplay Thread

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Alright so now that everybody's favourite character is back, I'd thought I'd make this neat little guide to see what changes have been made to her. I'll add more info later on in the week when I'm not busy. But one big change is Justice's ability to do BIG DAMAGE. Just a simple Dust combo will net 150-200 damage easily.

Ground Normals:

Punch: Basic quick motion. This along with j.P is Justice's fastest activating moves by far. Hits twice. Main use of this is to bridge gaps in combos or used to relaunch the opponent in some combos. Can also be used as a quick poke that can potential lead to knockdown. Gatling into 2S and c.S

Kick: good move that has long range. Start up isn't too great but is good for poking opponent at a distance. Can gatling into 2D for a knockdown or connect into c.S, S, 2S for combos.

Slash: Has great range and is a staple move when doing Justice's ground combos. Hits 4 times as well as hits at a lower body angle. However Justice will still get hit by other characters 6Ps while doing this though. It's mainly used to bridge the start and ends of B&Bs when the opponent is too far away for c.S. Can be jump cancelled.

C. Slash: Pretty much the same from previous games. Justice makes an uppercut-like motion with one arm. This is a great Anti-Air since it reaches up very high. It's also used to keep the opponent in the air when launching them for an air combo. Can be jump cancelled.

Hard Slash: Downward swinging motion done by Justice. Usually used near the end of B&Bs. In the corner, HS can be used to ensure that the FB hits the opponent. Usually if the opponent is standing it will hit.

2Slash: Long ranged ground move. It's usually used to catch incoming rushing opponents and can cancel into 2D for a knockdown. Can cancel into various things including 2HS.

2K: Acts very much like Eddie's 2K. Not sure if it has as much priority as Eddie's but is still quick none the less. Can gatling into 6P for low to high mixup.

2P: Quick move. Great for tick throws. Can't really say more like whether it leaves at frame advantage but recovery time is fast so I'm asumming it either leaves you at 0 or +1.

6P: Probably one of Justice's best moves and one of the best 6Ps in the game. Fast startup time. Heard from people that it's the fastest overhead in the game. Has invincibility from I'm guessing 1-2 frames onward (pretty when Justice kicks up her front knee and begins the chop motion) until the end of the 6P animation. Justice has entire invincibility from the knees and upward during this time. As well as if dashing in, Justice maintains momentum while doing 6P. Can go through things like most projectiles like Ky's CSE and Ky's 236236P Overdrive. Usually safe to do on okizieme since the invuln frames and the hitboxes will most likely cause clashing with things such as VV and wake up supers like Johnny's.

Active frames start up very quickly as well as has 2 hits, both of which are overhead. The hitboxes at which these hit make it extremely good as well. Active frames start around 8-10 frames(when Justice stomps the front leg back down on the ground after the knee raise motion and the arm is a little bit off perpendicular to the ground behind Justice's head). 6P also has a very large hitbox that stems from Justice's hand all the way to the back. to the bottom of her torsoe where the tail begins. In certain situations like when May is doing her Dolphin, it's possible to 6P and dodge the dolphin completely while hitting May when she is behind you. 6P will beat out most airmoves or will completely dodge them. Things like Johnny's Ensenga, Justice can do 6P very late after Johnny's started his animation and will completely dodge it. It'll catch things like enemies ADing in or things like Bandit Bringer and May's Dolphins with ease as well as Order-Sol's Rock It. Will clash with things such as Baiken's chain and Axl's chain.

2HS: 2 Hit ground move that launches the opponent in the air. Can cancel into 2D or the forcebreak.

Dust: Much like Testament's Dust except a bit better. Can't really say anything more about it.

6HS: Long range move with slow start up. Launches opponent into the air, can be jump cancelled as well as one of the only moves that give enough time for you to cancel into Gamma Ray.

Throw: Throw is still a great combo starter and now with the added effects of air normals, off a throw it's possible to do 150+ damage on most characters from anywhere on the screen.

Air Normals: They buffed these up a fair bit changing her combos into more powerful ones. One main note is that now all of Justice's air normals are Airdash cancellable much like Millia.This opens up more options and allows Justice to more damage during an air combo and more chance of doing damage off a random air to air encounter

j.P:Justice's best air to air move. Not the greatest for combos since it does mad prorate. It's used for those quick air pokes or to bridge the gap in combos where you need them to be a bit higher than they ar.

-Is now ADC

-Can cancel into FB

j.K: This move is the basis of Justice's air combos. It has a decently fast startup time, has good horizontal range and can cancel into j.P or j.S

-Is now ADC

-Can cancel into FB

j.S: A great move to do especially during air combos. It's pretty much an aerial version of 2HS. Hit's twice as well as raises the opponent. Can be jump cancelled as well as cancel into j.HS

-Is now ADC

-Can cancel into FB

j.HS: Very much like Slayer's j.D where it plummets the opponent downward. Has a large hitbox in front of Justice as well as can cancel late into the animation. If low enough to the ground it will be a knockdown. In previous games this is how you would want to end your combos. However now, j.HS is able to cancel into j.D further aiding in extending air combos and damage.

-Is now ADC

-Can now cancel in j.D

-Can cancel into FB

j.D: Vastly improved from the previous games. Before it was just a stand alone move. You couldn't gatling anything into it or cancel it into anything. Now Justice is able to jump cancel which means for longer air combos and bigger damage. It is also possible to airdash cancel however I haven't really fooled around with this. Still a great jump move and has many uses. j.D has the range of Millia's j.D except that the range extends to both sides of Justice. Now with the ability to ADC and JC it is possible to hit an opponent on the ground or in the air and connect it into a combo.

-Is now ADC

-Is now JC

-Can cancel into FB

Specials:

236P: Still pretty much the same as Slash. Starts up fairly quick and has active frames for as long as the tail is in front of Justice. Still vulnerable to low hits. Can catch things like Axl's chain, Baiken's chain and Johnny's Mist Finer. Still has a hit box behind just as well. Will catch things like Baiken's Ouran.

421S/HS: Much the same in the other games. S launches the blast horizontal while HS launches in an arc.

421K: Improved from Slash. Untechable on ground hit. Depending on the hits, when hitting an opponent in the air it will be untechable. The laser that comes from the ground is the determining factor in whether it is untechable or not. Great retreat move as well as good for getting out of pressure since it has startup invuln as well and now with the added untech due to the laser, you'll almost be guaranteed a knockdown.

41236HS: Now has Floor Slide. This is good in the fact that it's now actually useful to RC for more damage. However it is bad that you will send your opponent sliding across teh screen meaning that it's harder to do okizieme outside of the corner.

Forcebreak:

236D: New move where Justice dashes across the screen and hits the opponent twice. It's sort of a combination of Johnny's Jackhound and Slayer's BBU where the startup time is a little slow so your opponents can still catch with things like 2D, but the move itself is very fast like Jackhound as well as moves Justice roughly 3/4 of the way across the screen.

The FB also has the capability to pass through things projectiles and projectile supers like Jackhound as well.

The forcebreak hits twice and causes wall stick if a wall is nearby. In the corner is will usually cause instant wallstick if Justice cannot pass through them. The 2nd hit hits after Justice passes through the opponent and that is why you see the opponent fly across to the opposite side. So in the corner, Justice is unable to pass through the opponent so either only one hit will hit and cause wallstick or both will hit and cause immediate wallstick. So if Justice is in the corner and FBs, the opponent will be sent flying behind Justice and stuck to the wall however if the opponent is in the corner, it will cause immediate wallstick.

The hitbox for the FB is somewhat odd as well. It appears that the hitbox is only for Justice's upper body. When trying to perform the move on some crouching opponents such as May, Sol, Zappa, the move will simply whiff and Justice will simply pass through. So usually it's best to do this in a combo or to get out of pressure. It should also be noted that the FB can also be performed in the air, can bet TKed very close to ground to the point that it looks like it's on the ground and counts as a high. However due to the hitbox, it is useless since it'll whiff pretty much the entire cast if they're crouching. The only ones who can still be hit are Potemkin and Justice.

Useful notes on Forcebreak:

- Start up frames are a bit slow and that is where Justice is vulnerable. The frames where you see the flash of light and the sound and where Justice is preparing the crouch.

- Very safe to do, very fast recovery and leaves Justice at frame advantage.

- Acts like better version of Jackhound

- 2 Hits

- Unlike Jackhound cannot be caught by catch moves like Testaments, Axl's, etc.. Even Justice's own catch move can't catch it where it can catch Jackhound.

- Can go through pretty much every projectile in the game.

Overdrives:

632146HS: Essential the same as before. However I noticed that the untechable time seems slightly less. Still starts off very quick and is pretty much the fastest Overdrive in the game other than Order Sol's Savage Fang.

641236S: The same as in previous games. The main use of this is for okizieme as well as to crank up guard meter and do chip damage. When right close up front the laser hits a total of 43 hits. The core is where most of the hits will occur so it's best to do this to opponents up close. It raises alot of guard as well as will drain an opponents Tension. Either they will try to FD it with the tension they have left or waste 50 in order to dead angle. The one downside of this is that if it connects, the damage won't be a whole lot unless you have guard meter raised a little as well as it fully restores the opponents Burst guage as well as gives your opponent full tension.

Gamma Ray: Basically for shits and giggles. Can connect off a throw, or 6HS

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Justice Combos:

1. 2K/K/6P>c.S>S>HS>41236HS 115-136dmg

2. 2K>2S>2HS>41236HS 121dmg

3. corner 2K>S>HS>41236HS>RC>dash>2K>S>HS>41236HS 165dmg

4. corner K/2K/6P>S>2HS>2D>236D>c.S>j.K>j.S>j.HS>j.D>j.K>j.S>j.HS>j.D>j.K>j.S>j.HS>j.D

5. Throw>c.S>j.K>j.S>j.HS>j.D>j.K>j.S>j.HS>j.D>j.K>j.S>j.HS>j.D

6. corner K/2K/6P>S>HS>236D>HS>236D>air combo

Will add more shit later.

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Justice seems pretty good to me(at least better then before), air combos easily do half life every time you do them it seems. Im sure you can up that as well if someone acctualy was bored enough to find some triple dash or jump combos that allow you to land first and then back into another combo. But whatever the case even simple triple jump/dash whatever combos do ridiculous damage for what they are. also just to say dunno if its new or not but far slash is untechable in the air at certain distances. and duck hs first hit does more stun then second hit, so you can acctualy assumeing you had the meter combo yadda yadda to duck hs(one hit)big laser move.

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I was bored enough to figure out some airdash combos D: Anything into 2D XX 421S, jump and make it explode as they get up, then either land and do like 2K into combo (to FB in the corner lololol) or late airdash S > H > D ADC adP > S > H, land, c.S > H > 2D XX 421S. You can probably add another airdash in there but this is the easy version (land K is actually the easiest one I think) Though it's not quite airtight... probably need to FRC the bomb. Corner throw, dash K > c.S JC [jK > S(2 hits) XX 236D], land, jump [jS > H > D ADC adP > S > H > D], land, mixup D: Also just throw, dash K > c.S JC [jK > S(2 hits) JC djK > S(2 hits) JC tjK > S > H > D ADC adK > H > D] into more hits if you can squeeze them in.

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It honestly isn't that tough. Midscreen air combos probably won't involve too many airdashes because Justice's airdash has so much forward momentum that you fly past your opponent most of the time, but there's some cool corner stuff. You can maybe get 1 airdash in if you set your combo up well. It's the mixup low airdash combos where the airdash cancel really shines. You can do some funky mixups with ADC as well, especially with the huge hitbox on jD.

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For whatever reason its seems the game allows you cancel into jump dust till the end of the animation of moves IF it hit in the air. Shrug This actually makes relaunch combos pretty easy, stuff along the lines of get them in air, jump s(one or 2 hits),hs, delay jump dust land stand slash/jump s/or jump.. BLah whatever pretty simple and yea a lot of damage... Ive gotten up to 5 loops of that michael sword or whatever. If you got quick fingers its possible to get micheal sword, run in slash, micheal sword, run in slash, then to whatever combo. Also f+hs does combo after micheal sword in that reachs half screen so.... There you go. Just takes a fair amount of timing. Easier of course if you hit them while in the air with it. Doesnt seem to be anyway to combo into big laser move after the sword though. Any time it looks like it would hit cant seem to get close enough. Also you can set up the sword loops of course by doing triple air dash jump combos whatever to dust cancel micheal sword as well. Maybe if you had exstreme timeing you could get something like combo dust cancle to micheal sword, f+hs, iad p, s, hs, d, micheal sword f+hs yadda yadda for an infinte. Dunno how much faster you can tech though so maybe not. shrug Stand kick does more stun then stand p. Dunno if it was like this in other games or not.

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Couple random things... It is possible to hit a f+hs after a flip shoryuken whatever after a sweep. Justice for whatever reason has the same bug that chipp has where you can jump down instead of up. More usefull it would seem of course with justice as well justice has all those air dashs yadda yadda combos. Plus for whatever reason justice can do it wiht her dust etc so you can just srota freeze yourself in the air doing jump dust in place. air dash hs will combo after a air dust. You can kill some cahracters out right no gaurd meter with combos along the lines of f+hs, jump dust to big air combo, ninja dash, land laser super circle thing.

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Justice it's not that hard to come up with combos and you can experiment. airdash combos can be jD>AD>jH>jD>AD>jH or something like that. I come up with different combos than the ones I see in combo vids. Both do about the same damage. An example is one combo vid, the guy likes to do 6HS after the throw and go into an airdash combo, while I like to K>S> then jump into a combo. That's the fun of Justice. All the things that make her broken also make her varied. Like the SBT loop. I would've never thought of doing that as a combo although I was aware of it's effects.

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It'd be better if you gave clearer examples instead of rambling yadda yadda a lot. Not everyone around here is as experienced with coming up with combos.

don't bother, he's not gonna explain anymore :\

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Are you guys seriously that helpless? I just said how to do it... Hs actually combos after dust if you time it. So a combo like f+hs, jump dust, air dash hs, dust till the end ninja dash land laser beam super kills. And if they have more life you might need to add in a extra hit here and there or after the ninja dash air dash X3 combo again land and laser beam super... Just dust hits from really far away and the hs dust keeps them right in your middle the whole time, so you dont have to worry about air dashing through them if you time it right. So it basicly works anywhere. Its not rocket science.

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I'm guessing "ninja dash" is the Jackhound. So, 6H JC jD [AD jH jD]x2 xx 236D |> 641236S or something like that? And the other is probably [236D AD]x3 (optional extra hits?) |> 641236S? Doesn't seem that hard.

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And the other is probably [236D AD]x3 (optional extra hits?) |> 641236S? Doesn't seem that hard.

Pretty sure he said "air dash x3 combo" ie. after FB, you do a triple airdash combo then end with Imperial Ray.

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