GGACR/Justice: Difference between revisions

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  |description=Unparalleled in range and devastating in power, Michael Blade hits the entire length of the screen, and vertically reaches from the floor to above Justice's head. It will eat through any projectiles and punish opponents fooling around on the other side of the stage. You can FRC to combo out of it/make it safe, and can combo into 6H afterwards if you're close enough and do even more damage. 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.
  |description=Unparalleled in range and devastating in power, Michael Blade hits the entire length of the screen, and vertically reaches from the floor to above Justice's head. It will ignores 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%. Goes through 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).
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).
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==Instant Kill==
==Instant Kill==
{{MoveData
{{MoveData

Revision as of 11:40, 17 April 2014

The First Gear, Justice

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's optimal range varies depending on the opponent, aiming to keep out close range opponents with a field of projectiles and her huge range normals, but opting 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 has 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 Justice will generally have to work around the opponent's strengths and play off of whatever she can do in given situations.

Strengths
Extreme range. Good mixup tools and long throw range. Builds meter quickly. Force Break goes through nearly everything. Excellent overdrives. Great guts rating, low guard balance. Amazing backdash. Crotch Spike.
Weaknesses
Extremely limited movement options. Slow pokes. Big target. Generally outclassed in many situations. Very few favorable matchups.
Movement Options
1 Double Jump, no dashes or airdashes.

Defense Modifier: x 1.03
Guts Rating: 5
Stun Resistance: 70
Prejump:
Backdash Time: 24
Backdash Invincibility: 19
Wakeup (Face Up/Down): /

Move List

See also: Justice Full Frame Data

Normal Moves

5P
GGAC Justice 5P.png
Claw
10x2 HLF, LF 6 3,3 9 -2 -
5K
GGAC Justice 5K.png
Good opener and poke
16 HLF 8 3 12 -1 -
c.S
GGAC Justice cS.png
BIG Anti-Air
26 HLF 6 8 11 -5 -
f.S
GGAC Justice fS.png
Hell from away
18x4 HLF 10 2,1,1,2 16 -4 -
5H
GGAC Justice 5H.png
SHYAA
40 HLF 12 6 24 -11 -
6P
GGAC Justice 6P.png
Oh God Overheads
20x2 HF 10 2(6)6 12 -4 -
6H
GGAC Justice 6H.png
AAAAUUGGH THE DAMAGE
38x2 HLF 17 2(6)2 26 -9 -
5D
GGAC Justice 5D.png
Dat Tail
28 HF 29 10 12 -3 -
Dead Angle Attack
GGAC Justice 6P.png
Like a gavel
22 All 13 10 12 -4 -
2P
GGAC Justice 2P.png
Justice issues a command, but has no minions remaining
8 HLF 5 2 7 +1 -
2K
GGAC Justice 2K.png
Tail Poke, Floats OTG
18 LF 7 6 10 -5 -
2S
GGAC Justice 2S.png
Twirl
28 HLF 9 4 16 -6 -
2H
GGAC Justice 2H.png
j.S on the ground!
32x2 HLF 11 6,6 18 -5 -
2D
GGAC Justice 2D.png
Clean Sweep
40 LF 11 5 16 -2 -
j.P
GGAC Justice jP.png
Whirrr
14 HA 4 4 9 - -
j.K
GGAC Justice jK.png
Done
18 HA 5 4 16 - -
j.S
GGAC Justice jS.png
2H in the air!
18x2 HA 8 2,2(2)6 3 - -
j.H
GGAC Justice jH.png
Move over, HOS
44 HA 13 3 24 - -
j.D
GGAC Justice jD.png
Justice opts not to clip her nails
50 HA 11 2 18 - -

Throws

Throw
GGAC Justice throw.png
OH GOD IT'S POT ALL OVER AGAIN
55 55 pixels - - - - -
Air Throw
GGAC Justice airThrow.png
Down to Earth
60 91 pixels - - - - -


Special Moves

Valkyrie Arc
236P
GGAC Justice 236P.png
MUDA
60 - - - 38 total - -
Michael Sword
41236S/H, air OK
GGAC Justice 41236H.png
FWOOOOSH
40 HLF 11 9 15 -5 - 50 HLF 20 9 23 -13 - 30x2 All 10 3,6 31 - - 40x2 All 21 3,6 31 - -
Strike Back Tail (S.B.T.)
623K
GGAC Justice 421K.png
Not fully invincible DP? Check
24,32 HLF, All 7 4,8 36 -10 -
Nuclear Blast (N.B.)
22P/K/S/H/D
GGACR Justice 22X.png
Might as well destroy humans with human weapons
20x4 All 7 4x4 51 Total -13 -
Detonate
22[P/K/S/H/D] -> release button
GGAC Justice 421S-P.png
No, you are the devils!
8, 20x3 All - - - - -


Force Breaks

Saperia Trance
236D, air OK
GGAC Justice 236D.png
CRASH INTERLUDE
50 All 12 9 31 -14 - 50 All 11 4 14 - -


Overdrives

Imperial Ray
632146S
GGAC Justice 641236S.png
Great for chip damage, OTG kills, etc.
28x46 All 5+2 63 25 +8 -
Michael Blade
632146H
GGAC Justice 632146H.png
Cut the Screen
100 HLF 9+4 2 46 -14 -
Gamma Ray
46463214H
GGAC Justice 46463214H.png
VOLTEKKAAAAAA
20,30x52 All 10+1 3(71)2x52 36 -5 -
Omega Shift
46463214S
GGAC Justice 46463214S.png
Who the hell wants to win?
- - 5+0 - Total 4 - -


Instant Kill

X Laser
During IK Mode 236236H
GGAC Justice 236236H.png
Somebody explain how the body remains intact after exploding
Fatal All 9+3 18 18 -17 -


Strategy

General Tactics

Justice players will have to be patient a lot. Justice will find herself in unfavorable positions all the time, outclassed at certain ranges based on the matchup. Characters like Axl, Venom, Dizzy, Faust, and Zappa, she'll want to force herself in as much as possible, opting to go for high/low mixups quickly and doing big damage. Against close range characters like Kliff, Order-Sol, Sol, and Pot, she'll want them in the corner and out of the way whenever she can get it. Justice's backdash is important here, as its invincibility is tied with Potemkin for the highest in the game. Note that out of all the characters with a 5 guts rating, Justice has the best defense modifier, so you have a little bit of leeway to take a few hits, but of course the best course of action would be to never get hit at all.


Offense

Justice's biggest strength is her range, hitting targets for above average damage from half screen, knocking them down, and then going for a mixup or more zoning. 5K, 2S, and f.S all make for good pokes and harassment tools from far away, while 5H and 6H can net you big rewards if you throw them out occasionally. In the air, you have j.P and j.K for aerial footsies, and your other jumping normals for easy combo followup tools. You won't be getting your advantage very often, so take it for all it's worth when you do and press it.

6P can make for a loose frame trap and reset tool, due to its upper body invincibility, hitboxes, and forced crouch. Out of 5P, 2P, and 2K, you'll have a gap that will counter hit people trying to mash out. If they jump, 6P will catch them, and you can jump cancel into a combo. Mix it up with tick throws and backdashes (like 2P backdash) to either bait poke attempts or throw people terrified into blocking. Other frame traps include 5P and 2P into Sweep, 2H, and 5H, each with varying rewards.

2H is one of your most important tools for combos. It is combo'd to and from very easily, letting Justice's damage potential shine through as it should. Nearly all of Justice's ground normals will combo into it, and H/D nukes, j.P, j.K, j.S, and c.S can be linked out of it fairly easily. J.S is the hardest to combo into, but nets the biggest rewards. C.S works on everybody, but is harder and leads to less against lighter characters. Use nukes for knockdown.

For punishes and against dizzied opponents, 6H will be your bigger combo starter, as it does enormous damage to start and leads into even bigger numbers. Especially when used as a relaunch tool, 6H will be bringing up the damage count.

For movement, forward super jump is generally your go-to option. Combined with j.H, you'll be using this to get in a lot. Saperia Trance is amazing for how quickly it gets you across the stage, and the fact that it'll go through nearly everything on the way there. You might as well call it the hurt train.


Defense

When you find yourself cornered or outside of your optimal space, backdash, throw, Michael Blade and 5P will work well for you. Throw out Justice's jab to beat opponents trying to get in on you recklessly, as its speed and hitbox work wonders. As mentioned, Justice's backdash works incredibly well for avoiding things, as it's extremely invincible.

Use nukes en masse to zone out rushdown characters and turn the game into a doujin bullet hell. Throws are a good meterless reversal option for Justice because of her grab range. Tossing out Nuclear Blasts intelligently will keep an opponent from approaching from a particular angle for a short while. And of course, Michael Blade is an amazing reversal that can get you out of tight spots.

If you need to get out of the corner, you can push opponents out with FD and then Saperia Trance through them if you have the meter. Though you won't get much off of the grounded version, it'll free you from some pressure.


Oki and Meter

Nukes are your best friend for okizeme setups. When you score a knockdown, throw out one or two and move in if you need to press the advantage, or fill the screen with them if your goal is to keep them out. Your scary overheads will lead to decent damage if you move in on them and go for the mixup.

If you need meter, Justice's walk and blocked Michael Swords build tension like nobody's business. Throwing out tiger knee'd Michael Swords shrink's Justice's hitbox as well, avoiding lows in the process and keeping mostly anything out. If you see somebody rushing in afterwards, you can perform normals out of Michael Sword's aerial recovery pretty easily.


Basic Combos

Justice's combos are more or less the same regardless of whether you're in the corner or midscreen. Her aerial combo enders will push her back, even when you're in the corner.

xx > f.S > (5H) > S Michael Sword

6P > c.S/f.S > 5H > H Michael Sword (only works against crouching opponents, 6P forces crouch)

xx > 2H , H/D Nuke

xx > 2H , H/D Nuke, c.S > j.P (x3) > j.S(1) > H Michael Sword, j.H

xx > 2H , H/D Nuke FRC > 6H > j.S > j.D > dj.D > air S Michael Sword

xx > 2H , (j.P/j.K) > j.S(1) > j.D > dj.D > air S Michael Sword

xx > 2H > j.S(1) > j.D > dj.S(1) > j.D > air S Michael Sword (FRC |> 2H > H nuke)

(Throw/Valkyrie Ark/Michael Blade/CH 5K/c.S/2S) > 6H > S Nuke (+ P nukes in the corner)

(Throw/Valkyrie Ark/Michael Blade/CH 5K/c.S/2S) > 6H > H Michael Sword

(Throw/Valkyrie Ark/Michael Blade/CH 5K/c.S/2S) > 6H > j.S(1) > j.D > dj.S(1) > j.D > air S Michael Sword

(Throw/Valkyrie Ark/Michael Blade/CH 5K/c.S/2S) > 6H > j.S(1) > j.D > dj.S(1) > air H Michael Sword , j.H

(Throw/Valkyrie Ark/Michael Blade/CH 5K/c.S/2S) > 6H > j.S(1) > j.D > dj.S(1) > j.D > air S Michael Sword FRC |> 6H > j.S(1)> j.P > j.S(1) > air H Michael Sword , j.H

5D > j.D > j.D > j.S(1) > j.D > dj.S(1) > j.D > air S Michael Sword

c.S > 6P > 5H > H Michael Sword RC > 6H > j.S > j.D > dj.S(1) > air H Michael Sword, j.H

[Midscreen] 6H > H Michael Sword > 6H > j.S(1) > j.D > dj.S(1) > j.D > air S Michael Sword