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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id=https://youtu.be/wYssPNLHp_Y
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Normal Moves
5K |
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The standard of the reach for Justice's normals.
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c.S |
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When within range, this move is absolutely awesome.
Additional Frame Data: Dizzy modifier x2. |
f.S |
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Non bastardized Dizzy f.S.
Additional Frame Data: Hitstop 6F. |
5H |
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Big damage combo filler.
Additional Frame Data: Upper body invincible 11~31F. Staggers opponent on ground CH (Max 47F). |
6P |
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Horrifying overhead that also Anti-Airs.
Additional Frame Data: 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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Non bastardized Dizzy 6H.
Additional Frame Data: 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.
Additional Frame Data: Above knees invincible 31~46F. Dizzy modifier x1.5. |
2P |
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Mash out button.
Additional Frame Data: Initial prorate 80%. |
2K |
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Justice's fastest low.
Additional Frame Data: Initial prorate 80%. Hitstop 6F. |
2S |
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CH fisher.
Pulls in opponent on air hit. Staggers opponent on ground CH (Max 44F). |
2H |
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Vital, hugely disjointed sweeping laser claws.
Additional Frame Data: Pulls in opponent on air hit. Floats opponent on hit (both hits has 35F untechable time). |
2D |
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Justice's slowest and last low attack, with enormous reach for a sweep.
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j.P |
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Frame 4 Drill Jab.
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j.K |
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Very long range air-to-air button.
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j.S |
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Combo filler aerial with a large active window.
Additional Frame Data: 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
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j.D |
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Freakishly wide hitbox, good for crossups.
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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
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