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
- Damage
- A quantification of how a character's health bar is reduced when they are hit.
- Guard
- The act of defending against incoming attacks. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
- Low
- Guarded against while crouching
- Mid
- Guarded against in either the crouching or standing state, but not while airborne
- High
- Guarded against in the standing state
- All
- Guarded against while crouching, standing, or while airborne
- Throw
- Cannot be guarded against, but only applies to grounded opponents
- Unblockable
- Cannot be guarded against
- Startup
- The time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
- Active
- The active frames of an attack refers to the amount of time an attack can hit the opponent.
- Recovery
- The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking.
- On-Block
- A measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first.
- On-Hit
- A measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first.
- Invuln
- Short for InvulnerabilityA state where a character cannot be hit. A common component of reversal moves.
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. 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
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
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 |
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 |
j.K
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
7 | Overhead | 4 | 15 | 5 | none |
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 |
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 |
Instant Kill
X Razer
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
FATAL | All | 17 | 12 | 14 | N/A | N/A | Above Shins 1~42 |
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. Unfortunately this is your best GC option most of the time, since Imperial Ray would be better but the input is difficult to get out during blockstun and this is her only other move that can reliably avoid any continued attacks.
Launches a vertical projectile into the air that's still air-unblockable. Can help with stopping opponents from just airdashing in.
- Air Unblockable
- Justice flips backwards during the move, quickly moving her hurtbox backwards.
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. It's only limited by its somewhat difficult input.
- 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 |
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 4 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.