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Revision as of 16:06, 14 November 2019
Justice |
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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.
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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.
Guilty Bits Character Intro | |
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{{#evt: service=youtube |
id=https://youtu.be/wYssPNLHp_Y
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Normal Moves
5K |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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).
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2D |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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Strike Back Tail (S.B.T.) 623K |
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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 |
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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 |
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Force Breaks
Saperia Trance 236D, air OK |
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Overdrives
Michael Blade 632146H |
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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 |
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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 |
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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 |
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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 |
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Roadmap
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- A.B.A [★]
- Anji Mito [★]
- Axl Low [★]
- Baiken [★]
- Bridget [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Eddie [★]
- Faust [★]
- I-No [★]
- Jam Kuradoberi [★]
- Johnny [★]
- Justice [★]
- Kliff Undersn [★]
- Ky Kiske [★]
- May [★]
- Millia Rage [★]
- Order-Sol [★]
- Potemkin [★]
- Robo-Ky [★]
- Slayer [★]
- Sol Badguy [★]
- Testament [★]
- Venom [★]
- Zappa [★]
Click [★] for character's full frame data
• Starter Guide •
HUD •
Controls •
Frame Data & System Data •
FAQ •
Training Mode •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo System •
Gauges •
Misc •