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.
- 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.
Justice | |
---|---|
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
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
9x2 | All | 4 | 5,12 | 10 | +6 | -7 | none |
5K
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
11 | All | 9 | 5 | 11 | -25 | -18 | none |
c.S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
14 | All | 4 | 10 | 29 | -29 | -18 | none |
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. Not that great.
- Not a multi-hit like in later games.
5H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
22 | All | 13 | 18 | 8 | -16 | +1 | none |
- Ungodly anti-air hitbox
- Far-reaching second hit
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
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
5 | Low | 5 | 5 | 6 | -4 | +3 | none |
2K
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
9 | Low | 12 | 8 | 16 | -18 | -11 | none |
2S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
14 | Low | 9 | 5 | 20 | -16 | -5 | none |
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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.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
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
7 | Overhead | 6 | 5 | 5 | none |
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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.j.K
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
7 | Overhead | 4 | 15 | 5 | none |
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.j.S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
9x2 | Overhead | 1 | 24 | 2 | none |
j.H
Universal Mechanics
Dust Attack
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
18 | Low | 12 | 7 | 13 | -10 | +89 | none |
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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.Throw
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
20 | Throw | 1 | N/A | N/A | N/A | +6 | N/A |
Dash Attack
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
1 | All | +5 | +7 |
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.Instant Kill
X Razer
Specials
Strike Back Tail
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
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
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
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
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.