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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.
Justice Justice is a slow fortress character with large attacks and an extremely oppressive projectile.
- Oppressively large hitboxes: Many of Justice's attacks can cover 1/3 to 1/2 of the screen, dominating much of neutral.
- Frustrating projectile game: Nuclear Blast is a projectile nigh indestructible, making a nightmare for many of Justice's opponents.
- Good mixup tools: Long throw range, a fast overhead 6P, and some fakeout tools with meter give Justice many ways of opening up opponents.
- High damage and meter gain: Moves have high base damage and can make the opponent bleed even without meter,
- Useful defensive tools: One of the best backdashes in the game, a fullscreen reversal super an FRC, a psuedo-DP, a counter, and great throw and airthrow range.
- Can take quite a beating: Has a great guts rating and an average defense modifier, as well as a low guard balance.
- Extremely limited movement: Having no forward ground or airdashes, Justice must often play extremely patiently or take a risk with meter if she needs to get in.
- Big target: Has a massive hurtbox, making her susceptible to fuzzies and extended combos.
- Many extended hurtboxes: Despite their size, most of Justice's normals have extended hurtboxes and can be counterpoked easily dependent on the matchup.
- Incredibly polarizing matchups: Both a pro and a con, but characters tend to either be completely shut down by Justice's projectile game, or can laugh their way past it and make Justice's life hell.
Normal Moves
5K |
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c.S |
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f.S |
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5H |
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6P |
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6H |
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5D |
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2P |
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2K |
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2S |
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2H |
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2D |
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j.P |
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j.K |
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j.S |
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j.H |
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j.D |
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Universal Mechanics
Throw |
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Air Throw |
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Dead Angle Attack |
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Special Moves
Valkyrie Arc 236P |
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Michael Sword 41236S/H, air OK |
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Strike Back Tail (S.B.T.) 623K |
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Nuclear Blast (N.B.) 22P/K/S/H/D |
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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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Imperial Ray 632146S |
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Gamma Ray 46463214H |
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Omega Shift 46463214S |
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Instant Kill
X Laser During IK Mode 236236H |
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Navigation
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 •