GGACR/Justice: Difference between revisions

From Dustloop Wiki
(Added Roadmap)
Line 697: Line 697:
  }}
  }}
}}
}}
==[[Dustloop_Wiki:Roadmap/GGACR#Justice|Roadmap]]==
{{#lst:Dustloop_Wiki:Roadmap/GGACR|Justice}}
==Navigation==
==Navigation==
{{#lsth:GGACR/Justice/Data|Links}}
{{#lsth:GGACR/Justice/Data|Links}}

Revision as of 16:06, 14 November 2019

Justice
GGAC Justice Portrait.png
Movement Options
Double Jump, no air dashes or run
Full Frame Data
GGACR/Justice/Frame Data
Colors

To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.

  1. Only selectable on the Arcade and PC-Rollback versions of the game.
  2. Available on home ports, and are selected by pressing the Rec. Enemy button on the Slash or Reload color sets, respectively. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.

Overview

The original villain of Guilty Gear, based off of Tekkaman Blade.

Justice has been radically altered from her previous iterations into a slow and plodding, but high damage zoning character.

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. When she has at least 25% meter, she can either go into huge damage, or can use Saperia Trance to break through an opponent's offense. Yet, when opponents get to their optimal space, Justice can have an extremely hard time dealing: lacking any reversals outside of meter, and with her projectile game being 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.


 Justice -- Info Needed --

Pros
Cons

-- Info Needed --

-- Info Needed --

Guilty Bits Character Intro

{{#evt: service=youtube

id=https://youtu.be/wYssPNLHp_Y

}}


Normal Moves

5P
GGAC Justice 5P.png
Claw
GGXXACPR Justice-5P-1-Hitbox.png

Frames 6-8

GGXXACPR Justice-5P-2-Hitbox.png

Frames 9-11

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
10×2 Mid, Low 6 3,3 9 -2 1 3×2 8×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44×2 100%, 80% CSJR 9 10 10 11
GGAC Justice 5P.png
Don't get baited, 1st hit isn't high
GGXXACPR Justice-5P-1-Hitbox.pngGGXXACPR Justice-5P-2-Hitbox.png
1st Hit (Frames 6-8) • 2nd Hit (Frames 9-11)


Knocks Anji and Robo-Ky's 5Ps off the pedestal for best jab in the game. Two hits, second hit goes low, decent speed, great range and hitbox, and cancels into everything. You can mash it on either hit, and choosing whether or not to go into the second hit will screw with opponents that are terrified of 6P. Great combo starter, even 5P(1) > 6P > xx, or 5P(1) > 2K > 2H > xx. 5P(1, blocked) > 6P can also work as a ghetto fuzzy guard against opponents who end up trying to block a low late. Definitely a go-to normal.

2nd hit has initial prorate 80%.

5K
GGAC Justice 5K.png
Good opener and poke
GGXXACPR Justice-5K-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
16 Mid 8 3 12 -1 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 13 14 14 13
GGAC Justice 5K.png
GGXXACPR Justice-5K-Hitbox.png


The standard of the reach of Justice's normals, with the hitbox extending to the end of Justice's tail. Nice poke, especially at the start of rounds, and is jump cancellable, too. Feel free to go right into f.S afterwards, or 2H if you're close enough.

c.S
GGAC Justice cS.png
BIG Anti-Air
GGXXACPR Justice-cS-1-Hitbox.png

Frames 6-8

GGXXACPR Justice-cS-2-Hitbox.png

Frames 9-11

Frames 12-13

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
c.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
26 Mid 6 8 11 -5 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 13 14 14 13
GGAC Justice cS.png
GGXXACPR Justice-cS-1-Hitbox.pngGGXXACPR Justice-cS-2-Hitbox.png
Frames 6-9 • Frames 10-13
•Dizzy modifier x2


When within range, this move is absolutely awesome. You can use it as a poke into f.S, as a great AA into 6P, j.S, or whatever, or as a relaunch after FRC aerial S Michael Sword. It's a a great tool for causing a dizzy, and you can combo c.S into 6P and back into c.S against most of the cast. Furthermore, against heavyweights, you can link into it after a 2H. Against heavies like Pot, you can use it in silly loops like 6H > (j.P > j.P > j.S(1) > j.H, land c.S), repeat. Very versatile move, standing out amongst Justice's set of already great normals.

Dizzy modifier x2.

f.S
GGAC Justice fS.png
Hell from away
GGXXACPR Justice-fS-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
f.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
18×4 Mid 10 2,1,1,2 16 -4 3 10×4 7×4
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64×4 SJR 13 14 14 6
GGAC Justice fS.png
GGXXACPR Justice-fS-Hitbox.png


Like mother, like daughter: the better version of Dizzy's bastardized f.S. This is Justice's furthest reaching normal amongst a set that already has ridiculous range. It always hits four times against standing opponents (still usually hits at least twice against crouchers), easily confirms into S Michael Sword, and cranks Guard Bar as leisurely as a Saturday morning stroll. You'll probably be using this move more than anything else, usually in ground combos or for footsies. Laugh as Pot players try to get in with Hammerfall and ruin their day.

Hitstop 6F.

5H
GGAC Justice 5H.png
SHYAA
GGXXACPR Justice-5H-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40 Mid 12 6 24 -11 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 11~31F Above Chest SR 18 19 18 15
GGAC Justice 5H.png
GGXXACPR Justice-5H-Hitbox.png
•Staggers on ground CH (max 35F)


Big damage combo filler. Mostly used after f.S when close enough before going right into S Michael Sword. Its range is relatively high, falling behind only f.S and 6H. It can work as a damaging poke from far away, and as a situational anti-air with its upper body invincibility. Nets big rewards on counter hit. Combos into H Michael Sword against crouching opponents.

Upper body invincible 11~31F. Staggers opponent on ground CH (Max 47F).

6P
GGAC Justice 6P.png
Oh God Overheads
GGXXACPR Justice-6P-1-Hitbox.png

Frames 10-11

GGXXACPR Justice-6P-2-Hitbox.png

Frames 17-22

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
6P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
20×2 High 10 2(6)6 12 -4 3 8×2 7×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64×2 90% 1~17F Upper Body
18~29F Above Knees
SJR 13 Crouch 15 14 13
GGAC Justice 6P.png
GGs Shake my hand
GGXXACPR Justice-6P-1-Hitbox.pngGGXXACPR Justice-6P-2-Hitbox.png
1st hit (Frames 10-11) • 2nd hit (Frames 18-23)
•2nd hit hits crouching opponent on 18F (tested on Sol)


Horrifying overhead that serves as an all-purpose move. It gatlings from and to nearly everything, hits scarily fast at 18 frames as an overhead, is upper body invincible, and jump cancellable. You can go into it from 2K, and into c.S> whatever afterwards. You can use it to relaunch after air combos, as a great AA, and as a fast overhead (hits frame 18 against crouchers, frame 10 on crouching Pot. :V).

Perhaps the most important feature is that 6P forces crouching on hit. This means that you can combo into H Michael Sword out of 5H incredibly easily, allowing you to knock the opponent down near you instead of at the other side of the screen. 6P combos from 5P, 2P, 5K, and 2K against standing opponents, too. Probably one of the best overheads in the game. Note that 6P will only hit crouching and airborne opponents once. Any time you're in range for 6P and are pressing the advantage, you hold a potent tool.

Initial prorate 80%. Upper body invincible 1~17F. Above knees invincible 18~29F. 2nd hit hits crouching opponent on 18F (tested on crouch blocking Sol). Forces crouching on hit.

6H
GGAC Justice 6H.png
AAAAUUGGH THE DAMAGE
GGXXACPR Justice-6H-1-Hitbox.png

Frames 17-18

GGXXACPR Justice-6H-2-Hitbox.png

Frames 24-25

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
6H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
38×2 Mid 17 2(6)2 26 -9 5 20×2 6×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84×2 SJR 18 19, Launch 28 18 15
GGAC Justice 6H-1.pngGGACR Justice 6H-2.png
• COMBO PROTOCOL: ACTIVATE
GGXXACPR Justice-6H-1-Hitbox.pngGGXXACPR Justice-6H-2-Hitbox.png
1st hit (Frames 17-18) • 2nd hit (Frames 25-26)
•1st hit staggers on ground CH (max 35F)


Another move Dizzy stole from her mother, but even better. Though you can't combo into it easily on grounded opponents except on Counter Hit, Justice's 6H serves as an extremely rewarding launcher and relaunch tool, leading to 8 hit combos in excess of 200 damage without meter. You can combo into it out of Throw, FRC'd Nukes, and Valkyrie Ark (with their prorates), and out of CH 2S, Michael Blade, RC'd H Michael Sword, and TK'd Saperia Trance. If it connects naked, or against a dizzied opponent, go for some lifebar draining button sequences. It builds some nasty amounts of guard bar, too, and is jump cancellable on the second hit to make it safe. Just be careful about the startup if you feel ballsy enough to throw it out by itself.

1st hit staggers opponent on ground CH (Max 47F). 2nd hit floats opponent on hit (on ground hit, untechable for 28F).

5D
GGAC Justice 5D.png
Dat Tail
GGXXACPR Justice 5D-1-Hitbox.png

Frames 29-30

GGXXACPR Justice 5D-2-Hitbox.png

Frames 31-32

GGXXACPR Justice 5D-3-Hitbox.png

Frames 33-34

GGXXACPR Justice 5D-4-Hitbox.png

Frames 35-36

GGXXACPR Justice 5D-5-Hitbox.png

Frames 37-38

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
28 High 29 10 12 -3 5 15 20
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 31~46F Above Knees R 18 Launch 48 18 15
GGAC Justice 5D.png
Looks can be deceiving
GGXXACPR Justice 5D-1-Hitbox.pngGGXXACPR Justice 5D-2-Hitbox.pngGGXXACPR Justice 5D-3-Hitbox.pngGGXXACPR Justice 5D-4-Hitbox.pngGGXXACPR Justice 5D-5-Hitbox.png
Frames 29-30 • Frames 31-32 • Frames 33-34 • Frames 35-36 • Frames 38-39
•Dizzy modifier x1.5


Another Overhead that looks like a low? Far reaching dust that goes under a few things because of how Justice leans backwards. It has a slightly bigger reach than 5K, so feel free to mix it up with 2D for the sake of being cool. Decent Dust because of how easy it is to score a knockdown combo, though the speed can hurt quite a bit, making up for its ambiguous animation. You can use it to make 5H and 2H pretty safe on block, too.

Above knees invincible 31~46F. Dizzy modifier x1.5.

2P
GGAC Justice 2P.png
Justice issues a command, but has no minions remaining
GGXXACPR Justice-2P-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
8 Mid 5 2 7 +1 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 80% CSR 9 10 10 11
GGAC Justice 2P.png
GGXXACPR Justice-2P-Hitbox.png


Has the worst range out of every one of Justice's normals, but it's also the only one that's plus on block to compensate. Best for tick throws and might work well occasionally as jab pressure, but otherwise falls to the wayside of Justice's other moves. 2P to 6P combos, too, if you're close enough and the opponent is standing.

Initial prorate 80%.

2K
GGAC Justice 2K.png
Tail Poke, Hits Low
GGXXACPR Justice-2K-1-Hitbox.png

Frames 7-9

GGXXACPR Justice-2K-2-Hitbox.png

Frames 10-12

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
18 Low 7 6 10 -5 2 5 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 90% SR 11 12 12 6
GGAC Justice 2K.png
GGXXACPR Justice-2K-1-Hitbox.pngGGXXACPR Justice-2K-2-Hitbox.png
Frames 7-8 • Frames 9-12


Justice's fastest low. For its range, this is one of Justice's faster normals, making it good for continuing combos out of jump ins. It has similar range to 6P, so you can do a screwy high/low game by doing 2K > 6P. It'll also go into 2H, letting you do some decent, albeit prorated damage afterwards. Overheads mean nothing without lows, after all.

Initial prorate 80%. Hitstop 6F.

2S
GGAC Justice 2S.png
Tail Slap, Hits Mid
GGXXACPR Justice-2S-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
28 Mid 9 4 16 -6 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 13 14 14 13
GGAC Justice 2S.png
GGXXACPR Justice-2S-Hitbox.png
•Pulls in opponent on air hit
•Staggers on ground CH (max 40F)


Justice is full of big reaching normals, with 2S being a decent one. She makes a long spin of her tail, making for a good poke, going into 5H normally and comboing into 6H on counter hit, or 2D for a closer knockdown. It doesn't scale as hard as f.S, so sometimes you might opt for this mid-combo instead. 2S can also be used for relaunches, as it's jump cancellable. However, it pushes the opponent out fairly far, and only hits mid, so 2S will likely see less use unless you just want to knock the opponent down and get them far away.

Pulls in opponent on air hit. Staggers opponent on ground CH (Max 44F).

2H
GGAC Justice 2H.png
j.S on the ground!
GGXXACPR Justice-2H-1-Hitbox.png

Frames 11-12

GGXXACPR Justice-2H-2-Hitbox.png

Frames 13-14

GGXXACPR Justice-2H-3-Hitbox.png

Frames 15-16

GGXXACPR Justice-2H-4-Hitbox.png

Frames 17-19

GGXXACPR Justice-2H-5-Hitbox.png

Frames 20-22

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
32×2 Mid 11 6,6 18 -5 5 20×2 6×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84×2 R 18 Launch 35 15
GGAC Justice 2H.png
GGXXACPR Justice-2H-1-Hitbox.pngGGXXACPR Justice-2H-2-Hitbox.pngGGXXACPR Justice-2H-3-Hitbox.pngGGXXACPR Justice-2H-4-Hitbox.pngGGXXACPR Justice-2H-5-Hitbox.pngGGXXACPR Justice-2H-6-Hitbox.png
1st hit (Frames 11-12) • 1st hit (Frames 13-14) • 1st hit (Frames 15-16) • 2nd hit (Frames 17-18) • 2nd hit (Frames 19-20) • 2nd hit (Frames 21-22)
•Pulls in opponent on air hit
•Dizzy modifier x1.25


Vital combo tool that launches on hit. Sweeping laser claws, hit twice, except on Faust*. This move can be combo'd into from nearly all of Justice's grounded normals, and can be followed up by linking H/D nuke afterwards for knockdown, or j.P, j.K, j.S, or c.S to get a combo going. 2H essentially allows Justice to start her damaging aerial combos for free from midscreen or the corner, as long as she's close enough to the opponent. Links into j.P and j.K are relatively easy, as is the link to c.S against heavyweights. The link to j.S is harder, but leads to optimal damage. You can even end air combos in 2H if you land before the opponent (like after air S Michael Sword FRC, or air Saperia Trance), and then go into nukes to score knockdown and significant time to set up oki.

2H scales very little, is active for forever, adds a big amount to the guard bar, is fairly safe on block, and can be cancelled into either 5D or 2D to make it safer. It can work as an oki tool, as it can punish backdashes, and the rewards are big while the risks are minimal. The followups to it are fairly lenient links and the move itself is easy to combo into. 2H very realistically has the potential to end up being one of Justice's most important normals.

Pulls in opponent on air hit. Floats opponent on hit (both hits has 35F untechable time).

  • 2H second hit will whiff on ground-state Faust in MOST situations, and thus is not very reliable in that matchup. Please note that a spaced 2H vs Faust that does not hit on the 1st frame can often be linked to a j.p-> air combo with tight timing.
2D
GGAC Justice 2D.png
Clean Sweep
GGXXACPR Justice-2D-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40 Low 11 5 16 -2 5 15 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 SR 18 Down 18 15
GGAC Justice 2D.png
GGXXACPR Justice-2D-Hitbox.png


Justice's slowest and last low attack, with enormous reach for a sweep. Combos into S Michael Sword, like most of her normals, but can replace S Michael Sword in utility, as it knocks down, keeps the opponent close, and does the same damage. It can be used to make nearly any blockstring safe, too, since it's only -2. You can cancel into a nuke on hit as well, which will set up your oki nicely.

j.P
GGAC Justice jP.png
Pierce the heavens, or hell
GGXXACPR Justice-jP-1-Hitbox.png

Frames 4-5

GGXXACPR Justice-jP-2-Hitbox.png

Frames 6-7

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
14 High/Air 4 4 9 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 SJR 9 10 10 11
GGAC Justice jP.png
Can't pierce the heavens, but can pierce their air offence
GGXXACPR Justice-jP-1-Hitbox.pngGGXXACPR Justice-jP-2-Hitbox.png
Frames 4-5 • Frames 6-7


Drill jab, tied with Order-Sol for the fastest j.P. Big reach for a j.P as well, and it combos into itself and her other aerials quite nicely. It's also good for mashing in blockstrings and for adding some height to your jumping combos, as an air-to-air, or resuming air combos after landing. However, its vertical hitbox is smaller than it appears; you may have trouble hitting grounded opponents.

j.K
GGAC Justice jK.png
Fork you
GGXXACPR Justice-jK-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
18 High/Air 5 4 16 2 5 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 11 12 12 12
GGAC Justice jK.png
GGXXACPR Justice-jK-Hitbox.png


Ludicrous ranged air poke, with great speed and huge hitbox, amazing for aerial footsies and poke fests. It combos into all of Justice's other aerials, so go ahead and use it whenever you feel like it to start an air combo against somebody from far out. It's your best bet for linking after a 2H if you want a balance of difficulty vs. reward.

j.S
GGAC Justice jS.png
2H in the air!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
18×2 High/Air 8 4(2)6 3 3 8×2 7×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64×2 SJR 13 14 24, 14 13
GGAC Justice jS.png
GGXXACPR Justice-jS-1-Hitbox.pngGGXXACPR Justice-jS-2-Hitbox.pngGGXXACPR Justice-jS-3-Hitbox.pngGGXXACPR Justice-jS-4-Hitbox.pngGGXXACPR Justice-jS-5-Hitbox.png
1st hit (Frames 8-9) • 1st hit (Frames 10-11) • 2nd hit (Frames 14-15) • 2nd hit (Frames 16-17) • 2nd hit (Frames 18-19)
•Pulls in opponent on air hit


Go-to jumping normal, with the highest active time and vertical reach among Justice's aerials. It combos into j.P to tack on more damage and height when necessary, j.H for knockdowns and silly loops, and j.D for big damage combos. You can use it as a very active jump in as well. The first hit will combo into aerial H Michael Sword easily, and either hit can be jump cancelled or gatling'd out of. Versatile, well-rounded move.

1st hit is untechable for 24F. Max 2 hits. Pulls in opponent on air hit.

j.H
GGAC Justice jH.png
Move over, HOS
GGXXACPR Justice-jH-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
44 High/Air 13 3 24 5 15 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 Forced 90% SR 18 19 22 15
GGAC Justice jH.png
GGXXACPR Justice-jH-Hitbox.png


One of the biggest jump-ins in the game, great for air-to-ground and for knockdowns out of low, short air combos, or from H Air Michael Sword. You'll want to end combos with this often if you want better oki opportunities (especially against opponents who outzone you).

Forced prorate 90%. Untechable for 22F.

j.D
GGAC Justice jD.png
Justice opts not to clip her nails
GGXXACPR Justice-jD-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
50 High/Air 11 2 18+3 after landing 4 11 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 SJR 16 17 16 14
GGAC Justice jD.png
GGXXACPR Justice-jD-Hitbox.png


Freakishly wide hitbox, good for crossups and would be devastating if Justice had retained even one airdash. Combos from j.S and is jump cancellable, as well as being the most damaging jumping normal in the game. Goes into S Michael Sword for knockback and knockdown. You can also use it after H Air Michael Sword and follow with Air Saperia Trance for more damage. J.D is a decent air-to-ground, but the vertical hitbox is a little wonky, so time it right. Excellent combo tool, excellent move.

Universal Mechanics

Throw
GGAC Justice throw.png
OH GOD IT'S POT ALL OVER AGAIN
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Ground Throw
Ground Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
55 55 pixels 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
4.00 Forced 50% Down + GBounce
GGAC Justice throw.png


Justice grabs the opponent with her tail and slams them down. Knocks down for oki if you don't follow it up, leads to easy damage anywhere on screen if you do by going into 6H. Justice's throw range is ludicrously far, tied with Pot for the farthest ground throw range in the game. You'll be throwing opponents a lot.

Forced prorate 50%.

Air Throw
GGAC Justice airThrow.png
Down to Earth
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Air Throw
Air Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
60 91 pixels 6×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
6.88 Forced 50% R Down + GBounce
GGAC Justice airThrow.png
•Sends opponent on opposite side of throw direction


Foot claw grab to ground slam. Causes knockdown and can be followed up if you choose to spend 50% meter to RC it, or get a counter hit (opponent's guard bar must be flashing). Justice's air throw range is also a bit higher than average. If the opponent's low on health but still has a burst, you can go into Imperial Ray when you land if you're near the corner, and tack on a good 50 more damage, even OTG.

Forced prorate 50%.

Dead Angle Attack
GGAC Justice 6P.png
Like a gavel
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
DAA
Dead Angle Attack
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
22 All 13 10 12 -8 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
0.52 50% 1~5F All
6~22F Strike
R 13 Launch 28 + WBounce 14 + WBounce 13
GGAC Justice 6P.png
For when Faultless Defense can't push them back
GGXXACPR Justice-6P-1-Hitbox.pngGGXXACPR Justice-6P-2-Hitbox.png
Frames 13-16 • Frames 17-22


Standard DAA. Knocks down on hit, and can be combo'd out of in the corner. Do note that, like Kliff, Justice's DAA is NOT throw invincible, so don't go getting baited into it.

Strike invincible 1~22F.

Special Moves

Valkyrie Arc
236P
GGAC Justice 236P.png
MUDA
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
236P
Valkyrie Arc
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
60 5 Total 38 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
0.75/- Forced 50% 5~23F Guard High
GGAC Justice 236P.png
You shouldn't use this as much as you probably will
GGACR Justice 236P Hitbox.png
Changes slightly during move
•Able to move again after 55F on a successful catch
•Can do follow-ups after 33F (tested vs. Sol) ???
•Dizzy modifier x0.7


Counter, vulnerable to lows. It's active for quite a while, and isn't the easiest thing to punish. On a successful catch, you'll generally want to go into 6H and do a short combo. Be careful about its lengthy startup, though.

Catches all High and Mid attacks 9~28F except Burst. Able to move again after 55F on a successful catch. Can do follow-ups after 33F (tested vs. Sol), Forced prorate 50%. Dizzy modifier x0.7.

Michael Sword
41236S/H, air OK
GGAC Justice 41236H.png
FWOOOOSH
GGXXACPR Justice-41236SH-1-Hitbox.png

Slash Ver.: Frames 9-11
Heavy Slash Ver.: Frames 20-22

GGXXACPR Justice-41236SH-2-Hitbox.png

Slash Ver.: Frames 12-14
Heavy Slash Ver.: Frames 23-25

GGXXACPR Justice-41236SH-3-Hitbox.png

Slash Ver.: Frames 15-17
Heavy Slash Ver.: Frames 26-28

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
S


41236S
S Michael Sword
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40 Mid 11 9 15 -5 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/7.20 R 18 Launch 42 15
GGAC Justice 41236H.png
Michael Swor - oops, wrong ga- wait.. this is the right game!!
GGXXACPR Justice-41236SH-1-Hitbox.pngGGXXACPR Justice-41236SH-2-Hitbox.pngGGXXACPR Justice-41236SH-3-Hitbox.png
S Version: Frames 11-13
H Version: Frames 20-22 • S Version: Frames 14-16
H Version: Frames 23-25 • S Version: Frames 17-19
H Version: Frames 26-28
•Slides on CH (untechable for 84F, slides for 50F)

Michael Sword is what you're going to be using to end a lot of your combos, each version dealing/leading to knockdown. Aerial S Michael Sword can be FRC'd for a straight plummet downwards that knocks down right in front of Justice, allowing for relaunches or more oki time. Each version has a gigantic hitbox and will be probably the most used special in your gameplan.

The grounded S version is your standard ground combo ender against close-range characters. You can also use it for spacing yourself accordingly, as it'll smack away opponents running in blindly. Pushes the opponent all the way back to the edge of the screen and knocks them down, giving you time to throw out nukes and set up. S Michael Sword cause floor slide on counter, so you can do Michael Blade for a big chunk of damage if you have meter, or relaunch with 6H if you're close enough.

Slides opponent on CH (untechable for 84F, slides for 50F).

H


41236H
H Michael Sword
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
50 Mid 20 9 23 -13 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/7.20 R 18 Launch 50 + WBounce 15
GGAC Justice 41236H.png
Michael Swor - oops, wrong ga- wait.. this is the right game!!
GGXXACPR Justice-41236SH-1-Hitbox.pngGGXXACPR Justice-41236SH-2-Hitbox.pngGGXXACPR Justice-41236SH-3-Hitbox.png
S Version: Frames 11-13
H Version: Frames 20-22 • S Version: Frames 14-16
H Version: Frames 23-25 • S Version: Frames 17-19
H Version: Frames 26-28

Ground H Michael Sword has slower startup, but does more damage and causes wallbounce. It can only be combo'd into in specific situations, such as after 6H, out of 5H against crouching opponents, or on Counter Hit. Also builds a ton of meter on block, making it pretty sweet for ending blockstrings with. On hit, unless you're near the corner, you're generally not going to be able to do much of anything without an RC, but it'll knock them down near you and let you set up.

Wallbounces opponent on hit (untechable for 50F).

Air S


j.41236S
Air S Michael Sword
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30×2 All 10 3,6 26+10 after landing 5 20×2 6×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/7.20×2 RF 18 Launch 60 15 10~13F
GGACR Justice j41236X.png
GGXXACPR-Justice-Airsword1.pngGGACR Justice j41236S Hitbox.pngGGXXACPR-Justice-Airsword2.pngGGXXACPR-Justice-Airsword3.pngGGXXACPR-Justice-Airsword4.png
S Version: Frames 10-12
H Version: Frames 21-23 • S Version: Frames 13-14 • H Version: Frames 21-23 • S Version: Frames 15-16
H Version: Frames 26-27 • S Version: Frames 17-18
H Version: Frames 28-29
•Slides on CH (untechable for 120F, slides for 51F)
•Can only perform once per jump
•Landing recovery of both versions can be cancelled with FD, double jump, or another attack after recovery while still airborne. Can block during part of landing recovery(?)

Easy aerial combo ender, blows the opponent back into the corner. Can be FRC'd on the first hit, which causes the opponent to fall straight down. This lets you continue the combo either by relaunching with c.S if they're close enough, relaunching with 6H for the most damage, or doing 2H into a nuke for knockdown. How you proceed is dependent on the opponent's weight, height during the combo, and how your combo flowed before S Michael Sword. Doing either Air Michael Sword prevents you from doing another Air Michael Sword until you land.

Note that Justice can also get a single hit Air S Michael Sword that knocks down. The opponent must be slightly below and behind Justice, and is best done after an air combo into j.S(1) > j.H. This works on most of the cast.

Untechable for 60F. Slides opponent on CH (untechable for 84F, sides for 51F). FRC timing 10~13F. Air Michael Sword can only be used once before hitting the ground again. Justice can do any move (except another Michael Sword) right after recovering in the air.

Air H


j.41236H
Air H Michael Sword
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40×2 All 21 3,6 25+10 after landing 5 20×2 6×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/7.20×2 R 18 Launch 50 + WBounce 15
GGACR Justice j41236X.png
•Can only perform once per jump

Harder aerial combo ender than S version, as it only combos after the first hit of j.S, but does more damage. Wallbounces, and generally allows you to knock down with a j.H afterwards. If they're high enough, you can also do j.D > Saperia Trance for more combos. Use this for more damage and close oki.

Whether you should end air combos with the S or H version depends on the matchup. Use S if you need to keep somebody out (Kliff, Pot), or H if you DON'T want to get out-zoned (Zappa, Faust). Air versions can also be TK'd, but hit mid. The big advantage to doing TK Michael Swords is to shrink your hurtbox and go over things. Doing either Air Michael Sword prevents you from doing another Air Michael Sword until you land.

Wallbounces opponent on hit (untechable for 45F). Air Michael Sword can only be used once before hitting the ground again. Justice can do any move (except another Michael Sword) right after recovering in the air.

Strike Back Tail (S.B.T.)
623K
GGAC Justice 421K.png
Not fully invincible DP? Check
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
623K
S.B.T
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
24,32 Mid, All 7 4,8 36 -10 5 20×2 6×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/7.20, 1.20 80% 1~3F, 10~18F Feet
4~9F Lower Body
RF 18 Launch 25, 24 15 14~17F
GGAC Justice 421K.png
It's not the best reversal, but when you don't have 50% meter...
GGXXACPR Justice-623K-1-Hitbox.pngGGXXACPR Justice-623K-2-Hitbox.pngGGXXACPR Justice-623K-3-Hitbox.pngGGXXACPR Justice-623K-4-Hitbox.pngGGXXACPR Justice-623K-5-Hitbox.pngGGXXACPR Justice-623K-6-Hitbox.pngGGXXACPR Justice-623K-7-Hitbox.pngGGXXACPR Justice-623K-8-Hitbox.pngGGXXACPR Justice-623K-9-Hitbox.png
1st hit (Frames 7-10) • 2nd hit (Frame 11) • 2nd hit (Frame 12) • 2nd hit (Frame 13) • 2nd hit (Frame 14) • 2nd hit (Frame 15) • 2nd hit (Frame 16) • 2nd hit (Frame 17) • 2nd hit (Frame 18)
•2nd hit is a projectile
•Pulls in opponent on hit
•Justice is airborne 5~25F, in CH state 1~30F, in crouching state 31~54F


One look at the frame data robs this DP's design of all its sense, but hey, sometimes it works. You can FRC it to make it safe or do more combos off of it. By itself, it launches, does damage, and sometimes gets people off of you. The invincibility allows it to beat lows when spaced/timed properly, too. The lightning strike in the second hit has a HUGE vertical hitbox, and spaced properly, will clash with a lot of things. However, it doesn't work as a Get-off-me move, its invincibility is too wonky to work with for that.

1st hit initial prorate 80%. 2nd hit is a projectile. FRC timing 14~17F. Floats and pulls in opponent on hit (1st hit untechable for 20F, 2nd hit for 25F). Front foot invincible 1~3F, lower body invincible 4~9F, front foot invincible 10~18F. Justice is airborne 5~25F, in CH state 1~30F, in crouching state 31~54F.

Nuclear Blast (N.B.)
22P/K/S/H/D
GGACR Justice 22X.png
Might as well destroy humans with human weapons
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
22X
N.B.
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
8, 20×3 All 7 Until detonation(3)8 Total 51 -13 3, 2×3 10, 6×3 7, 9×3
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/1.20×4 F 13, 11×3 Launch 60 6, 0×3 7~10F
GGACR Justice 22X.pngGGAC Justice 421S-P.png
Please don't get IK Mode on FRC • One cranked guard bar please
GGACR Justice 22X Hitbox 1.pngGGACR Justice 22X Hitbox 2.png
Smaller than you might think • Drifts slightly in random directions
•Justice is in CH state during move
•Goes through other projectiles
•Projectile disappears if Justice gets hit, if detonated current hit will not disappear but next won't happen
•Pushes opponent towards Justice if the explosion hits behind the opponent
•Can be cancelled into another 22X from 41F onwards
•Hits happen on frames 5, 7, 9 after release and each is active for 4F
•Detonation happens 1F after button release, earliset manual detionation is 23F(?)
•1st hit is only if the opponent touches the travelling nuke and has a Dizzy modifier x0


Nukes make for excellent oki, and for a decent way of keeping opponents out of your space. They make good combo tools, knock down, and are an all-purpose projectile that will suit most of Justice's needs. Nukes beat almost every other projectile, continuing unhindered across the screen while enemy projectiles fade into dust. Beward of trying to beat Venom's lightning balls (from Dubious Curve) and Ky's Sacred Edge as if you use a late nuke it won't obsorb all the hits. Unfortunately, you need to hold the button down to keep them from detonating, so you essentially lose function of that button unless you want to let your nuke go off. Furthermore, they also disappear if Justice takes damage. Nukes can be FRC'd immediately to get rid of the nasty recovery animation.

Justice is in CH state until end of move. FRC timing 7~10F. Can stack up to 5 different projectiles on screen, one of each button. Untechable for 60F. Goes through other projectiles. Projectile disappears if Justice gets hit. Pushes opponent towards Justice if the explosion hits behind the opponent.

Detonate
22[P/K/S/H/D] -> release button
GGAC Justice 421S-P.png
No, you are the devils!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Letting nukes travel on their own and explode manually is pretty much the same as the normal, automatic explosion, which occurs when an opponent comes within range of the nuke, or the nuke comes within range of the opponent. You'll want to hold the button down for oki and be tricky about your detonation order when you have multiple bombs on screen.

1st hit has hitstop 6F.

Force Breaks

Saperia Trance
236D, air OK
GGAC Justice 236D.png
ZONE OF THE ENDERS ZERO SHIFT
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Ground


236D
Saperia Trance
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
50 All 12 9 23 -4~ 4 14 40
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/0.24 6~11F Upper Body
12~20F All
16 Launch 55 + WBounce 7
GGAC Justice 236D.png
You got boost power!
GGACR Justice 236D Hitbox.png
•In CH state during move
•Goes through opponent

Ridiculously fast dash attack. Crosses the entire screen and smacks the opponent off of the opposite wall, then knocking down. Saperia Trance will go through every projectile in the game, including Dizzy's FB Spike and a Gamma Ray in Justice mirrors. You can sometimes combo out of it on aerial hit, but will usually just have to take the knockdown on hitting grounded opponents. Justice can pass through the opponent on Saperia Trance's recovery, so you can do silly tricks like whiff and throw, crossup whiff into poke. Good movement option for 25 meter.

Projectile. Goes through opponent. Wallbounces opponent on hit (untechable for 55F). Upper body invincible 6~11F. Fully invincible 12~20F. Hitstop 7F.

Air


j.236D
Air Saperia Trance
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
50 All 11 4 14 4 14 40
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/0.24 8~14F All 16 Launch 55 + WBounce 7
GGAC Justice 236D.png
GGACR Justice 236D Hitbox.png
•In CH state until ??F
•Goes through opponent

Better for combos and crossup setups than grounded Saperia trance, with half the recovery and minutely faster startup. On the flip side, it has less invincibility and travel distance, and will lose to far more attacks than the grounded version. Can be used in air combos to land and do relaunches, though it can be iffy as to which direction it blasts the opponent. However, both versions of Saperia Trance scale royally, so your following damage output will take a large hit.

What's important is that the TK'd version of Saperia Trance launches just high enough to allow you to combo into 6H afterwards, regardless of how close you were before using it. Furthermore, you can do amazing crossup/fake crossup shenanigans by doing TK Saperia Trance at the end of blockstrings. After a max range 2S, TK ST will whiff, but will land fast enough for you to throw almost immediately. Its best use in combos is when you don't have enough meter/aren't close enough to do S Air Michael Sword FRC, and can instead do H Air Michael Sword > j.D > Air Saperia Trance. What you can get out of Air ST is well worth the meter.

Projectile. Goes through opponent. Wallbounces opponent on hit (untechable for 55F). Fully invincible 8~14F. Hitstop 7F.

Overdrives

Michael Blade
632146H
GGAC Justice 632146H.png
Cut the Screen
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
632146H
Michael Blade
super
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
100 Mid 9+4 2 46 -14 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
60% 1~15F All F 18 Launch 50 15 9~13F
GGAC Justice 632146H.png
GGACR Justice 632146H Hitbox.png
•Dizzy modifier x0


Unparalleled in range and devastating in power, Michael Blade hits the entire length of the screen, both in front and BEHIND Justice, and vertically reaches from the floor to above Justice's head. It will ignore any projectiles and punish opponents fooling around on the other side of the stage. It will hit and be absorbed by summons like little Eddie, Dizzy's fish and Zappa's Dog (when active) leaving Justice open so be sure to destroy those first. You can FRC to make it safe or start a combo from it using 6H if you're close enough. Do it after CH S Michael Swords, 5H, 6H, or whatever for big damage. The ultimate in JUST DO IT moves. You'll be blowing your meter on this a lot.

Initial prorate 60%. Ignores projectiles. Floats opponent on hit (untechable for 65F). Fully invincible 1~15F. Dizzy modifier x0 (??). FRC timing 9~13F (from superflash to 4F after it).

Imperial Ray
632146S
GGAC Justice 641236S.png
Great for chip damage, OTG kills, etc.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
632146S
Imperial Ray
super
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
28×46 All 5+2 63 25 +8 5 3×46 20×46
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
5~7F Strike F 18 19 18 15 31~34F
GGAC Justice 641236S.png
Hit with the flare or don't bother
GGACR Justice 641236S Hitbox.png


Justice likes lasers, and so should you. Does a ridiculous amount of hits and will chip anything to death that's low on health and without meter. You can combo into it off of the standard Throw/Valkyrie Ark/6H/whatever. You can FRC it to go for tick throws or another setup, since Imperial Ray is safe on block already. Do it out of a corner airthrow, or OTG for a big amount of extra damage. Unfortunately the penalty for so many hits is that the opponent will receive a full bar of tension. Make sure to use this move if they already have full tension or when it will win the round. It's also a good wakeup option as it's invincible and safe on block. On block the opponent is forced to choose between a spending tension to avoid chip and a max guard bar, or blocking normally in exchange for gaining a lot of tension. Fully invincible 1~2F after superflash. FRC timing 31~34F.

Gamma Ray
46463214H
GGAC Justice 46463214H.png
VOLTEKKAAAAAA
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
46463214H
Gamma Ray
super
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
20, 30×52 All 10+1 3(71)2×52 36 -5 5 20×53 6×53
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
10~11F Strike RF 18 Launch 120, 28×52 7, 0×52 11~14F
GGAC Justice 46463214H.png
GGACR Justice 46463214H Hitbox 1.pngGGACR Justice 46463214H Hitbox 2.png
Initial hit • Laser max size
•Can only be RC'd if first hit lands or is blocked


Justice fires the Wave Motion Cannon and destroys some floating continents around Jupiter. If the opponent has less than 25 tension and is low on health, you're going to chip them to death: there's just that many hits. (Throw/Valkyrie Arc) > 6H > Gamma Ray will combo on everyone not named Sol. It scales like hell off throw or VA, but does ludicrous damage off a raw 6H. If you've got 100 tension and can hitconfirm it, Gamma Ray is a solid 50% or more off most of the cast's life.

Fully invincible 1 after super flash~67F. 1st hit has hitstop 7F, floats opponent (untechable for 120F). Can only be RC'd if first hit lands or is blocked. 2nd hit onwards floats opponent (Untechable for 28F). FRC timing 11~14F.

Omega Shift
46463214S
GGAC Justice 46463214S.png
Who the hell wants to win?
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
46463214S
Omega Shift
super
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
5+0 Total 5
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
GGAC Justice 46463214S.png
Sacrifice your firstborn to return to your glory of days past for 10 seconds
•Omega Shift is active for 627F after super flash
•All normal attacks become jump cancelable
•All air normal attacks become jump and airdash cancelable
•Can air dash 3 times per jump, can triple jump
•In recovery for 54F after Omega Shift ends (Justice is in CH state, Guard Gauge goes to max, goes to Negative Warning)


Indisputably the biggest waste of tension in the game. Sure, you can jump cancel all of your normals and dash again, but at a fraction of your original speeds. Nothing is worth a full guard bar, losing all your meter, and a free win to the opponent when you inevitably fail to kill them with it. Use this move if you like losing.

Omega Shift is active for 627F after super flash. All normal attacks become jump cancellable except 5D. All air normal attacks become jump and dash cancellable. Can air dash 3 times per jump. Can triple jump. Can Airdash Cancel air normal attacks. In recovery for 54F after Omega Shift ends (Justice is in CH state, Guard Gauge goes to max, goes to Negative Warning).

Instant Kill

X Laser
During IK Mode 236236H
GGAC Justice 236236H.png
Somebody explain how the body remains intact after exploding
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Justice dashes frighteningly fast towards the opponent and takes them into space if they don't block. Useful if she manages to get a dizzy from a distance with nukes. It has some use in punishing summons such as Dizzy's Fish or Testament's EXE Beast if they don't respect this move. However, as much as she tries to ducks her head down she still doesn't manage to get though Ky's Stun Edge or most of Venom's ball trajectories. If you miss then this move is an expensive dash. On block it may allow you to get a grab if they're still stunned that you tried this.

IK Mode activation time: 74F

Roadmap

Dustloop Wiki:Roadmap/GGACR

Navigation


To edit frame data, edit values in GGACR/Justice/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.