GGACR/Justice/Combos

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< GGACR‎ | Justice


Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
JI = Jump Install
RC = Roman Cancel
FRC = Force Roman Cancel
VA = Valkyrie Arc - 236P
SMS = S Michael Sword - 41236S
HMS = H Michael Sword - 41236H
SBT = Strike Back Tail (S.B.T.) - 623K
X Nuke/NB = Nuclear Blast (N.B.) - 22X
ST/Saperia = Saperia Trance - 236D
MB = Michael Blade - 632146H
IR = Imperial Ray - 632146S
Ultra Lightweights = BA, BR, JA, KL, MA
Lightweights = DI, IN, JU, MI
Midweights = AN, AX, CH, ED, FA, KY, SL, SO, TE, VE, ZA
Heavyweights = AB, JO, OS
Ultra Heavyweights = PO, RO
AB =  A.B.A
AN =  Anji Mito
AX =  Axl Low
BA =  Baiken
BR =  Bridget
CH =  Chipp Zanuff
DI =  Dizzy
ED =  Eddie
FA =  Faust
IN =  I-No
JA =  Jam Kuradoberi
JO =  Johnny
JU =  Justice
KL =  Kliff Undersn
KY =  Ky Kiske
MA =  May
MI =  Millia Rage
OR =  Order-Sol (HOS)
PO =  Potemkin
RO =  Robo-Ky
SL =  Slayer
SO =  Sol Badguy
TE =  Testament
VE =  Venom
ZA =  Zappa

In General

Justice combos may need minor character and position specific adjustments to work, mostly consisting of using combo fillers at the cost of reduced damage or going into alternate routing altogether. The combo flow is also weight dependant in a sense that characters of the same weight behave similarly in combos.

Many of her advanced combos may seem like a waste of resources for the amount of damage they add, but when her ability to build Guard Bar is taken into account it makes a lot more sense.

Basic Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

Ground Confirms

Basic Gatling ComboA lot of damage for a combo that simple
Very Easy

Justice heavily focuses on air combos, but her launchers are lacking in range. Still the damage from even simple ground confirms is respectable. 5HGGAC Justice 5H.pngGuardMidStartup12Recovery24Advantage-11 is only a combo filler and can be omitted depending on distance. 2DGGAC Justice 2D.pngGuardLowStartup11Recovery16Advantage-2 > Nuke will get you oki up close, while cancelling into SMS will send the opponent to the other side of the screen. Choose the ender depending on matchup.

Crouch Confirm

6P > 5H > HMSGGAC Justice 41236H.pngGuardMidStartup20Recovery23Advantage-13 (> RC > microwalk forward > 6H > j.K > j.D > dj.S(1) > j.H > air SMS)
Justice's overhead forces crouch in order to confrim 5H into HMS, but can technically be used from any crouch hit. f.S is a combo filler and can be omitted for consistency. Places opponent closer than 2D. Useful against mobile opponents so they can't escape Nuke oki as easily.

Can be RC'd to do 6HGGACR Justice 6H-2.pngGuardMidStartup17Recovery26Advantage-9 > air combo, you should microwalk after the RC, but distance usually prevents connecting with j.S outside of corner, use j.P/j.K instead.

Basic Air Combo

Basic Air ComboActual BnB
Easy-Medium

Launcher > j.K/j.S(1) > j.D > dj.S(1) > j.H > air SMSGGACR Justice j41236X.pngGuardAllStartup10Recovery26+10 after landingAdvantage-
Simple, yet always relevant combo. Many Justice routes are variations of this combo. Some basic confirms include: 6P/2K > 2H, Throw > 6H, 623K FRC, anti-air, and air-to-air confirms.

2H is the most common launcher and has more strict followups due to not having a jump cancel. j.K > j.S is easy and universal. Meanwhile c.S > j.S is useful on heavyweights and is a decent option on midweights. Important to note that the 2nd hit will whiff on Faust, so in order to access better damage in that matchup Justice must link launcher directly into c.S which also happens to be 1 frame link.

Every air button Justice has sees use in one way or another, but to simplify:

  • j.P is mostly used to add height when opponent is too low.
  • j.K can also be for height adjustment, as it pops up higher than j.P. Frequently used when opponent may be too far for j.S, in which case it goes straight into j.D.
  • j.S is the linker from weak to strong buttons. It has two hits: one is more useful on lighter characters, two is better for heavies or when trying to sideswitch.
  • j.H is used to lower opponent when they are too high for j.D to hit. Only goes into j.63214S. Lower to the ground it can also knock down by itself, usually done as j.S(1) > jc > j.H
  • j.D is the main damage dealer.

Air SMS is the more easily accessible ender. Sends the opponent fullscreen and starts Justice's zoning game. When used in the corner will push Justice too far away to threaten high/low mixups, but she can still box in most characters in the corner with patterns like PSH or KH.

Altenatively j.S(1) > air HMS > j.H knocks down just in range or Justice to do a safe jump. On lightweights it will fail to score a knockdown at usual height, but can be mitigated by superjumping into a smaller combo or by being close to the corner. Also unreliable on Ky in particular. If you route into it and realize it will not knock down j.D (> j.236D) can be used instead to maximize damage and have opponent tech higher, which usually at least gives time to setup a nuke.

Throw Confirm

Throw ConfirmBasic burst bait
Easy


Throw > microwalk back > 6H > 22D
Justice's throwGGAC Justice throw.pngGuard55 pixelsStartupRecoveryAdvantage- is one of the best in the entire game, it's tied with Potemkin's for the farthest in the game and it allows for conversions anywhere in the screen into big damage and great okizeme, as well as it's great on baiting bursts. Doing the above combo will either give you a knockdown so you can get more nukes out or bait their burst which you'll be able to punish. Same combo can be done from 236P counter, but without needing to microwalk.

Timing on the 6H is lenient overall, though still a bit character dependent. On some doing it too early will result in only 2nd hit connecting. This is mostly irrelevant and only reduces damage, but gives an easy relaunch on Faust.

Alternative Route

Throw > HMS > 6H > Air combo
Trades burst safety for more damage. Should be avoided in the corner. Uniquely on A.B.A HMS > 6H is also possible.

Dust Confirm

Dust ConfirmYou don't even need to learn an Impossbile Dust
Easy

5D > j.D > j.D > jc > j.D (> j.D) > air SMS
Justice's Dust is pretty slow, but will occasionaly catch an opponent waiting for 2D. Deals good damage and gives fullscreen okizeme. You can forgo one j.D for j.S > j.H before air SMS for a more stable and guaranteed knockdown.

Intermediate

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

Ground 6H

Ground 6HDon't do it when cornered
Medium

6H > HMS > 6H/2H > Air combo
Ground hit 6H can be slightly extended to deal significant damage. As a rule of thumb the heavier the character the closer they should be for 6H to connect, while 2H is both easier and more consistent in exchange for dealing less damage. If too close to the corner 2H becomes too slow, and depending on distance all jump cancellable buttons become valid choices to pickup with.

Outside of raw hit 6H can be confirmed into on CH from 6P, 5K, c.S, 2S, as well as j.H and j.D.

SMS FRC Extension

SMS FRC ExtensionSqueeze every drop
Medium


... > j.S > air SMS FRC > land > 6H > ...
Cut short the combo only to do it again. Great for taking advantage of high Guard Gauge. The j.S is only the most safe option, but on lightweights even j.H can lead into relaunch.

At low health the same FRC can easily combo into 632146SGGAC Justice 641236S.pngGuardAllStartup5+2Recovery25Advantage+8 without the need for harder conversions.

One Hit SMS

One Hit SMSEach button has a delay here
Medium-Hard


... > j.S > j.D > jc > j.S > j.H > air SMS
Best knockdown Justice has from an air combo bar raw j.H. Allows her to run high/low mix on the spot, but needs nuke FRC against characters with reversals available. Even without getting a one hit ender the sideswitch itself is very useful to keep corner.

The idea behind the route is to push opponent almost directly above Justice with j.S, switch the sides on j.H, and delay SMS just enough where the 2nd hit (the one that sends them fullscreen) doesn't connect. The most common adjustments to the route above are skipping the j.D completely or adding a j.P after it. Unfortunatley the delays between buttons are more of a feel than logic, but they are not that different across the cast. The delay before Michael Sword however varies wildly from almost nonexistent (Robo-Ky), to strict window (Anji), to enormous and frankly not possible after some starters (Faust, Millia).

CH 2D

CH 2DIt's a good button
Medium


CH 2D > HMS > 5P > 5K > SMS
People will run into this button just due to its sheer size. Somewhat hard to confirm reliably, but the damage is absolutely worth it. On characters with large aerial hurtbox it can be extended even further with (j.P >) j.K. Furthermore same idea applies when HMS catches opponents by itself, either as a frame trap or when someone tries to jump out.

Can land a CH even at very close range, mostly on run up button attempts. In this case it can be picked up with 2P and lead into good damage for a sweep without additional meter cost. Use 5P on SO, OR, KY, RO, DI.

HMS Relaunch

HMS RelaunchMore damage and meter than standard route
Medium

Starter > 2H > c.S > j.S(1) > air HMS > delay j.S(1) > j.H(whiff) > land > 6P > j.K > j.D > dj.S(1) > j.H > air SMS
A character specific way to extend midscreen launch. Consistent enough to be worth doing after some practice. Character hurtboxes may render some starters less practical such as j.H on ABA. You can forgo j.S(1) > land > 6P for j.S(2) > land > j.P for an easier link, in exchange of damage.

The c.S should be done as soon as possible for the whole route to work, but if it hit too late the normal route is always possible. The jump direction is forward when there is some distance, neutral if point blank, and backward if character is lightweight. Additionally on lightweights c.S should be skipped in favor of j.K.

Nothing really to add except go check yourself on whom it works.

Advanced

Advanced.png Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
  • Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific
  • Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc.
  • Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute

CH SMS

CH SMS PickupSituational, but unprorated damage
Hard

CH SMS > 236D > 2H > Air combo
This routes give conversions from a move that is good to throw out in neutral, but hard to normally capitalize on. Two consecutive links are tight, but far from impossible. Closer to the corner IAS j.236D can be used instead. This will allow a link into 6H in some cases. In both situations 2K is far easier to use, but will sacrifice a lot of damage to the point where its usually not worth it.

  • 2H does not hit sliding Axl.
j.D Pickup

CH SMS > j9, j9 OR sj9 > j.D > 5K > ...
On slightly more than half the cast the sliding hurtbox is high enough where Justice can connect with j.D. This requires both characters be close to the corner or some specific trades involving air SMS. Far easier than the Saperia version, but more matchup specific

  • j.D does not hit sliding: AB, AN, AX, BR, DI, JO, KY, MI, OS, RO, SL

jP Loops

j.P LoopsGuts crush aka Hotta combos
Medium-Very Hard

Starter > [j.PPP > j.S(1) > j.H > land > 2P > c.S]x3 > 22K/IR
Highly potent extension with character specific timings. Best used to close out rounds.

The most common way to route into them is SMS FRC, especially the sideswitch variation for consistent spacing. Another common option is j.236D during air combo, when done correctly it will send opponent behind Justice with them landing right into 5K. 5K can be used after SMS FRC as well if linking j.P directly seems too hard at that point.

Has many variables: initial pickup timing, number of j.Ps, can replace second j.P with j.K, delay time between j.S and j.H, can omit 2P during relaunch, total number of loops (commonly ~3, but depends on prior combo time). All are character and position dependant. A writeup is available in this document Air Routing explanation

While it is possible to use for corner carry and end with 22K, its not advisable to do most of the time because of the amount of tension opponent gets.

Meterless jP Loops

Meterless j.P LoopsHMS relaunch + j.P loops
Medium-Very Hard


Starter > 2H > c.S > j.S(1) > air HMS > delay j.S(1) > jc > j.PP > j.S > j.H > ... > IR
Exactly what it says. A way to convert into j.P loops from a 2H launcher without using an FRC or Saperia, best reserved for when you don't have enough meter for Imperial Ray and afraid of meter gain penalty not allowing you to build it back. Unlike normal relaunches which focus on practicality, this is more about optimization. For general theory read the previous two theoryboxes, this one is about character specifics.

  • Generic route is the one at the top. Works on heavyweights and middleweights, but some of the latter prefer next route.
  • Alternative route replaces c.S with j.K. Recommended for AN, CH, ED, VE. Also preffered instead of lightweight route for IN and MI.
  • Lightweight route skips directly to j.S. This is 1 frame link. BA and MA additionally require a slight delay before HMS.
  • Robo-Ky has a unique routing before HMS. It is c.S > 6P > j.S(1) > j.P > j.S(1) > air HMS.
  • SO and DI are currently thought impossible. OR is confirmed possible, but currently there is no consistent routing.

Air Throw

Air Throw RCSome will call this waste of meter... and they are probably right
Very Easy


AT > RC > c.S > 6P > ...
Mostly used when you feel the extra damage is needed, rarely worth the meter otherwise. The listed route will automatically bait Burst on lighter characters.

When this move is RCd the side opponent ends up on can seem random. It does not really matter with default route as you have enough time to react to possible sideswitch. But when trying to optimize by using 6H it is important to know how game decides where character will go.

Same side as airthrow direction  Bridget,  Chipp,  Eddie,  Faust,  I-No,  Justice,  Kliff,  Ky,  Potemkin,  Robo-Ky,  Slayer,  Testament,  Venom
Opposite side of airthrow direction  A.B.A,  Anji,  Axl,  Baiken,  Dizzy,  Jam,  May,  Millia,  Order-Sol,  Sol,  Zappa
Always P1 side  Johnny

Air Throw RCIf life gives you lemons
Easy


AT > 6H/2H > ...
Justice is naturally good at building Guard Gauge, thus the possibility of landing counterhit airthrow is not far fetched.

Though 6H still remains a main option it is tight on some characters, particulary middleweights. 2H is however almost universal and is a perfectly fine option. Faust's interaction with that button is unchanged and so any other button should be used on him instead. Of course it can be played completely safe with buttons like 5K, but that would feel like a lost opportunity.

6H or 2H AB, AN, AX, BA, BR, CH, DI, IN, JA, JU, KL, MA, MI, TE
2H only ED, JO, KY, OS, PO, RO, SL, SO, VE, ZA
2S or other buttons FA

Meterless Airthrow ConversionsGeniuenly useful
Medium-Hard


AT (> JI) > 5P/2P > ...
Justice can link her punch normals after airthrow on specific characters. For half of them it is essentially useless, but for others it makes an airthrow a bit more dangerous.

The bad ones

AT > 5P(1)/2P > 5K > SMS

Works on AB, BA, IN (anywhere) and AX, JA, MI (corner only). 5P is used on everyone except AX and MI.

Extremely niche use case, especially for those that are corner only as those are matchups where Justice prefers to stay closer. Players who prefer zoning might find midscreen extensions somewhat useful.

Kliff/May version

AT > 5P(1) > 5K > j.P > j.K > j.D > jc > j.K > j.D > air SMS (Kliff)
AT > 2P > 2S > j.K > j.D > jc > j.K > j.D > air SMS (May)

Very similar in what the accomplish, but it is slightly harder on May as she needs delay after the jump cancel. Both are characters you might realistically want to stay away from, so dealing more damage along the way is not bad at all.

Justice variation

AT > 2P > 5K > sj.KPK > j.S(1) > j.H > c.S > ...

Superjump pickup which leads into guts crush route, but other options are available as well. Very easy to do and there are no downsides in doing it.

Jump Install variation

AT > JI > [2P > 5P(1) > 5K] or [2P > 2S] > sj.PKPK > j.S(2) > dj.S(1) > j.H > air SMS

  • 2P > 5P(1) > 5K is for Testament, 2P > 2S is for Bridget.

Justice can perform a jump install by holding up when she lands during airthrow. In this case it allows her to perform another jump after initial superjump, ultimately resulting in a on hit SMS knockdown.

Strong in both matchups as it gives better oki than airthrow normally would. However both routes, especially the Bridget version, can be hard to perform and a drop risks returning to neutral against characters who have an advantage over Justice.

Afterword

With everything said Justice combos still require quick adjustment on the fly. She has a variety of conversions and extensions that are matchup and spacing specific, but this page should have the basics and few more esoteric sequences covered.

Don't forget to look at videos at the resources page to see how those (and various other) conversions can be utilized in a real match.

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