GGML/Justice: Difference between revisions

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{{GGML_Move_Card
{{GGML_Move_Card
|input=j.P
|input=j.P
|description=Relatively fast and mashable air-to-air jab.
|description=Somewhat fast and mashable air-to-air jab. Bigger than most air jabs.
}}
}}



Revision as of 03:17, 17 February 2022

Overview
Overview

Justice is one of the 3 unblockable boss Characters in Missing Link, and the game's actual "boss character." As such she follows the typical standards of a boss, with her large frame towering over the cast along with her ginormous normals, blasphemous damage output, and unparalleled screen control and mobility. There's no real need to tell you about Justice's toolkit in GGML, you can just imagine whatever incredibly overpowered tool a character might have in a fighting game and there's a good chance she has it or something that can serve the same purpose. Ironically, her only REAL fault is the game she's in; she doesn't get to abuse the game's systems particularly well as she has no attack that can be charged, and her deliberately ridiculous tools are unintentionally shared with a lot of the cast due to the game's vast infinites. Though as you'll quickly realize once you pick her, that doesn't really matter, as you don't need infinites when you rule the screen and kill people in a hit any way.

Justice's stupendous versatility allowing her to do whatever she wants anywhere she wants, freely shift between rushdown or zoning, and instantly win the game off of a 632146S input makes her a naturally controversial character. She would go on to be a tournament banned character in future installments of Guilty Gear, although she is NOT banned in GGML. Her incarnation in +R is a very different and much more balanced character despite similarities, and is also not banned.

 Justice  Justice is a war machine befitting of her appearance. Big, high damage, high defense, and dastardly lasers.

Pros
Cons
  • Obscene Damage: The first several hits of Justice's combos have very minimal scaling, which rewards her with high, frontloaded damage off of just a few hits.
  • Lasers!: Imperial Ray combos into itself and sweeps across the entire screen and usually stuns after 2 uses. Gamma Ray does ludicrous damage, pushback, and hit/block stun. During Desperation State, Gamma ray basically wins the game on its own since most characters can't avoid followup Gamma Rays after blocking or getting hit by one.
  • Meter Gain: Justice is really good at building meter. A single imperial ray can build between 75 and 100 percent of her meter, depending how many hits land. This gives Justice very high uptime access to her Gamma Ray.
  • Air Mobility: Justice has not 1, not 2, but 3 air-dashes! Paired with their speed, Justice is shockingly mobile once she gets into the air. On top of that, Justice has a freakishly fast forwards high jump which allows her to close in from full screen with j.H rapidly.
  • Scary Mixups: Justice has good high/low mixups thanks to her overhead 6P and low Dust attack. Pair that with the respect she commands, due to her imposing damage, and she is able to mix in throws as well.
  • Ironclad Defense: Justice is tied with  Potemkin for highest defense in the game at 18. This makes her incredibly durable, so killing her without infinites can be difficult.
  • Can't Charge: Being unable to Charge means that Justice misses out on Charge Cancels, which are what allow most characters in GGML to perform easy infinite combos.
Note: Because she's so tall some characters, like  Chipp, gain access to character-specific infinites against her. She can also be hit by some instant overheads, such as  Millia's j.H.
Justice
GGML Justice Portrait.png
Defense
180%Raw Value: 18
Jump Startup
10f
Backdash
22f
Meter Gain Mod
150%Raw Value: 15
Charge Time
N/A
Forward Walk Speed
133%Raw Value: 1024
Backward Walk Speed
122%Raw Value: 716
Dizzy Resistance
117%Raw Value: 35
Fastest Attack
Reversals

Normals

5P

5P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
9x2 All 4 5,12 10 +6 -7 none
Unlike later games, the second hit isn't a low. Pretty unremarkable move overall because of this, but its first hit is fast and reaches far, making it usable in abare situations.

5K

5K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
11 All 9 5 11 -25 -18 none
A good balance of speed and range, with the ability to cancel into itself on whiff. Good poke overall, just make sure you cancel it.

c.S

c.S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
14 All 4 10 29 -29 -18 none
A pretty standard c.S. Normally, these kinds of moves are filler for CC infinites, but Justice doesn't have one of those.

f.S

f.S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
16 All 18 6 17 -13 -2 none

Big, relatively slow poke with a respectable hitbox. Has a shit ton of recovery too so it's not too safe to whiff. Not very good, you have better options.

  • Not a multi-hit like in later games.

5H

5H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
22 All 13 18 8 -16 +1 none

Very big button. Faster than f.S, and covers more area too. Can work as an anti-air, although it's not air-unblockable, or a general-purpose poke.

  • Ungodly anti-air hitbox
  • Far-reaching second hit

6P

6P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
14x2 Overhead 18 26 7 -14 -7 none

Doesn't have an anti-air hitbox or upper body invincibility like in later games. Luckily, it's still a fast overhead, making it still useful.

  • First hitbox comes out on frame 18. This is different from later games, where an anti-air hitbox comes out on frame 11 first. No 11f overheads on Potemkin here.

2P

2P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
5 Low 5 5 6 -4 +3 none
It's a crouching jab, and a pretty good one at that. Big, relatively fast, and gives Justice another thing to mash if the opponent's close by. Also a low.

2K

2K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
9 Low 12 8 16 -18 -11 none
Pretty unremarkable poke. Covers a similar area to 2P, but 2P is also faster and safer. 2P being a low also makes this move less attractive for mixups. Not very useful.

2S

2S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
14 Low 9 5 20 -16 -5 none
Bigger and faster than 2K, making it a good low poke option from further away. It's a bit less safe to throw out in neutral than 2P, but this isn't that much of an issue.

2H

2H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
9x2 All 1 24 11 -12 -8 none

High damage and can link into some high damaging combos, or Imperial Ray.

  • Not Special Cancelable
  • First hitbox comes out on frame 1, because God has favorites.

j.P

j.P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
7 Overhead 6 5 5 none
Somewhat fast and mashable air-to-air jab. Bigger than most air jabs.

j.K

j.K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
7 Overhead 4 15 5 none
Actually faster than jP on top of covering a way bigger area in front of Justice. This makes it an exceptional air-to-air option.

j.S

j.S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
9x2 Overhead 1 24 2 none
Spawns a projectile at the location of Justice's chest when the button is pressed. The hitbox lingers in place even as Justice moves independently. If used as close to the ground as possible, this lets you place a projectile, recover immediately by landing, and have an independent hitbox occupy that area for a solid half a second. If done immediately in the air it works as an instant overhead on some of the cast, which can be jump canceled.

j.H

j.H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
18 Overhead 7 14 8 none
Despite how it looks, and how it behaves in later games, this move doesn't cross-up. It's still a gargantuan jump-in, though, and now you have three airdashes to use it out of.

Universal Mechanics

Dust Attack

S+H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
18 Low 12 7 13 -10 +89 none
Pretty fast compared to other Dust attacks, and also a low. Leads to alright damage, but Justice can do better with her punishes.

Throw

6H or 4H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
20 Throw 1 N/A N/A N/A +6 N/A
Throws the opponent high into the air and bounces them off of the wall if they don't tech. Like most throws of its ilk, it can be teched almost immediately so any followups are untrue.

Dash Attack

6[6]
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1 All +5 +7
About as unremarkable as any other dash attack. Safe on block and hit, so you won't die for using it, at least.

Instant Kill

X Razer

P+K > 236X
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
FATAL All 17 12 14 N/A N/A Above Shins 1~42
Long-ranged instant kill, and just safe enough to be used as a deadly poke with its range, though you shouldn't do this too often. Looks incredibly similar to 5K, just to be mean.

Specials

Strike Back Tail

421K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
7x2 Mid 18 12 19 -22 -18 All-But-Tail 1~18

This move has surprisingly short horizontal range. Paired with the backwards movement, and input that can be tricky on this game's input parser, hitting grounded opponents with this can be really unreliable unless they are actively extending a hurtbox towards you.

  • Air Unblockable
  • Justice flips backwards during the move

Imperial Ray

641236S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
9x19 All 3 72 0 Varies Varies none

In later games, this move got nerfed and turned into a super. In this game it's a standard special move. Let that sink in.

On hit, this move builds between 75% and 100% meter so Justice can get access to Gamma Ray practically immediately. This move can combo into itself and usually dizzies the opponent after 2 reps.

  • Sweeps across the entire screen in front of Justice from bottom to top

Valkyrie Arc

236P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
N/A 7 21 11 N/A +4 Counter

Add a description to this move using the |description= field

Describe what the move is used for.

Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

Michael Sword

41236S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
9,11 All,Mid 1* 40 Total Duration: 38 0 +2 none

Incredibly funky despite being pretty simple conceptually. The move is technically active on frame 1 and all the way to the end of the animation, and even after the move recovers. The thing is, the hitboxes that are present for the first 9 frames are so deep inside Justice that they can't hit anyone. On frame 10 the move hits behind Justice, and on frame 20 the move hits in front of her.

  • Hits behind justice on frame 10
  • Hits in front of justice on frame 20
  • 2nd hit is air unblockable
  • hitboxes linger for 2 frames after the move recovers
  • active for the entire animation, but the hitboxes move to different places at different times

Supers

Gamma Ray

46463214H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
72 All 67 69 9 +1 stun none

The fat laser of doom. Slow to start up but extremely rewarding on hit. When in desperation mode, this move becomes game winning on its own. The pushback and hit/block stun are so great that once you make the opponent hold one Gamma Ray, you can continually cycle supers to keep the opponent under constant orbital bombardment.

Of note is that this move can whiff over  Dr Baldhead, so in such a situation you might want to go back to using Imperial Ray.

  • Reaches full screen horizontally.

Colors

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