Justice is Guilty Gear's archetypal zoner: slow, large, and plodding, but with large hitboxes, an oppressive projectile game, and high damage.
Justice is a character of very polarizing matchups, her optimal range varying depending on the opponent. She aims to keep out close range opponents with a field of projectiles and her huge range normals, but will opt to stay in close quarters against other characters that can murder her from far away. With at least 25% meter, she can increase her damage substantially, use Saperia Trance to approach quickly, or deploy multiple nukes quickly.
Yet, when opponents get to their optimal space, Justice can have an extremely hard time: due to her horrid mobility, lacking any damaging reversals outside of meter, and with her projectile game being slow and one-dimensional. Her combos are fairly easy and can deal significant damage even without meter, but in her weaker matchups, Justice will generally have to work around the opponent's strengths and play off of whatever she can do in given situations.
|"I am the definition of complete. Complete Gear type, Model 1."|
|Lore:||The center and catalyst for Guilty Gear's main conflict, the long since dead Justice still impacts the world today. In AC, a shrewd scientist of the P.W.A.B. has created a robotic copy of Justice, who while nowhere near her unfathomable power and deep hatred for humanity, still haunts with its combat ability and brings about nightmarish flashbacks to those unfortunate enough to cross paths.|
|Voice:||Yumiko Ogawa (Battle) / Wakana Sakuraba (Story)|
Justice is a slow fortress character with large attacks and an extremely oppressive projectile.
- Frustrating projectile game: N.B. (Nuclear Blast) is a projectile nigh indestructible, making a nightmare for many of Justice's opponents.
- Oppressively large hitboxes: Many of Justice's attacks can cover 1/3 to 1/2 of the screen, dominating much of neutral.
- Good mixup tools: Long throw range, a fast overhead 6P, and some fakeout tools with meter give Justice many ways of opening up opponents.
- High damage and meter gain: Moves have high base damage and can make the opponent bleed even without meter,
- Useful defensive tools: One of the best backdashes in the game, a fullscreen reversal super with an FRC, a psuedo-DP, a counter, and great throw and airthrow range.
- Can take quite a beating: Has a great guts rating and an average defense modifier, as well as a low guard balance.
- Extremely limited movement: Having no forward ground or airdashes, Justice must often play extremely patiently or take a risk with meter if she needs to get in.
- Big target: Has a massive hurtbox, making her susceptible to fuzzies and extended combos.
- Many extended hurtboxes: Despite their size, most of Justice's normals have extended hurtboxes and can be counterpoked easily dependent on the matchup.
- Incredibly polarizing matchups: Both a pro and a con, but characters tend to either be completely shut down by Justice's projectile game, or can laugh their way past it and make Justice's life hell.