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Combo Notation Guide | Character Name Abbreviations | |||||||||
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In General
Justice combos may need minor character and position specific adjustments to work, mostly consisting of using combo fillers at the cost of reduced damage or going into alternate routing altogether.
They consist into getting any launcher into aerial gatlings and a KD after that with j.HGuardHigh/AirStartup13Recovery24Advantage- or air SMS usually, sometimes her IRGuardAllStartup5+2Recovery25Advantage+8 super is also used if you're going for a kill, as it's great for chip and OTG damage.
Her aerial combo enders will push her back, even if you're in the corner, however, with specific routing, she can get a point-blank okizeme with nuke and a mixup, those are known as 1-hit routes and are her best okizeme, so go for each ender according to the situation in each MU.
Basic Combos
Basic combos are simple combos with the fewest requirements and conditions possible. They:
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Very simple knockdown route. 5HGuardMidStartup12Recovery24Advantage-11 is only a combo filler and can be omitted depending on distance. 2DGuardLowStartup11Recovery16Advantage-2 > Nuke will get you oki up close, while cancelling into SMS will send the opponent to the other side of the screen. Choose the ender depending on matchup.
6P > f.S > 5H > HMSGuardMidStartup20Recovery23Advantage-13 (> RC > microwalk forward > 6H > j.K > j.D > dj.S(1) > j.H > air SMS)
Justice's overhead forces crouch in order to confrim 5H into HMS, but can technically be used from any crouch hit. f.S is a combo filler and can be omitted for consistency. Places opponent closer than 2D. Useful against mobile opponents so they can't escape Nuke oki as easily.
Can be RC'd to do 6HGuardMidStartup17Recovery26Advantage-9 > air combo, you should microwalk after the RC, but distance usually prevents connecting with j.S outside of corner, use j.P/j.K instead.
Throw 22K/S/D > 22X
Justice's throwGuard55 pixelsStartupRecoveryAdvantage- is one of the best in the entire game, it's tied with Potemkin's for the farthest in the game and it allows for conversions anywhere in the screen into big damage and great okizeme, as well as it's great on baiting bursts. Doing the above combo will either give you a knockdown so you can get more nukes out or bait their burst which you'll be able to punish with a 6H starter
5D > j.D > j.D > jc > j.D (> j.D) > air SMS
Justice's Dust is pretty good and will often catch people off guard as they're usually waiting for a 2D ender on your pressure. Deals good damage and gives fullscreen okizeme. You can forgo one j.D for j.S > j.H before air SMS for a more stable and guaranteed knockdown.
Intermediate
Core combos balance potency with consistency. They:
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Launcher > j.K/j.S(1) > j.D > dj.S(1) > [j.H > air SMSGuardAllStartup10Recovery26+10 after landingAdvantage-] or air HMSGuardAllStartup21Recovery25+10 after landingAdvantage- > j.H]
Simple yet always relevant combo, which is very easy to route into. Many Justice routes are variations of this combo. Confirmable from many things including: Throw, anti-air, air-to-air, 2H and 6H.
j.H > air SMS gives fullscreen knockdown allowing you to put a nuke or two on the screen. Meanwhile, air HMS > j.H gives halfscreen knockdown allowing for a closer oki, usually by mixing up with 2K/6P, which cancels into 2H which allows you to do it all over again. Which one you'll use depends on each situation and matchup.
May require some minor adjustments such as doing c.S after ground hit 2H on mid-weights and heavyweights for more consistency or adding multiple j.Ps to get height after stray air hits. Note that 2H > c.S is 1 frame link on Faust.
There are multiple ways to confirm into 6H including:
- Throw/236PGuardStartup5RecoveryTotal 38Advantage- catch. May require microwalk forward after VA.
- CH 5K/c.S/2S/j.H/j.D/SMS/HMS
- 22X Nukes may require specific timings or FRC in most cases.
- 623KGuardMid, AllStartup7Recovery36Advantage-10 FRC
- (2D >) Michael BladeGuardMidStartup9+4Recovery46Advantage-14
6H > HMS > 6H/2H > Air combo
6H > HMS > 5K > Air combo (Corner)
Combo filler from ground hit 6H. 2H is easier to connect and is recommended on heavyweights. On midweights 6H is easier to connect if they are closer while 2H needs to be delayed, on lightweights you need to delay a little. Midscreen you can do second HMS on all lightweights except Millia.
If too close to the corner 2H becomes too slow, thus depending on distance 6P, 5K, c.S, f.S and 2S all become valid choices to pickup with.
Throw > microwalk back > 6H > Air combo
Throw > HMS > 2H > Air combo
In addition to the combos mentioned on the previous section, these also allow for great damage and as a cherry on top, they bait bursts if done correctly. These are very consistent and will work from any range except in the deep corner, where you should slightly delay 6H so that the second hit doesn't whiff. 6H routes are easier and more consistent meanwhile HMS routes deal more damage but are a tad easier to burst. In the corner, do HMS > 5K instead.
(Starter) > MB > (6H >) Air combo
(Starter) > MB FRC > j9 > [HMS > 6H/2H > Air combo]
Basic confirm into Michael Blade super. Best way to convert from 2D. Combos into 6H or directly into air buttons if close enough. If you have 75 meter you can FRC, jump forward, then do a HMS right after and convert into any 6H/2H route. If you hit MB from fullscreen, you can either do another one or put Nukes out.
Starter > 2H > c.S > j9.S(1) > air HMS> delay j.S(1) > j.H(whiff) > land > 6P > j.K > j.D > dj.S(1) > j.H > air SMS
While better, this combo is limited by character specific delays, requiring midscreen position and being relatively close to the opponent. But it is still consistent enough to be worth doing after some practice. Character hurtboxes may render some starters less practical such as j.H on ABA. You can forgo j.S(1) > land > 6P for j.S(2) > land > j.P for an easier link, in exchange of damage.
- Character specifics
- On lightweights replace c.S > j9.S(1) with j7.S(1) and on MA and JA do j8.S(1)
- On RO do 6P > j.9S(1) > j.P > j.S(1) > air HMS after c.S
- Does not work on SO
- Hard on BA, FA, OS, DI, requiring very character specific adjustments
Advanced
Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
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Starter > [j.PPP > j.S(1) > j.H > land > 2P > c.S]x3 > 22K/IR
Highly potent extension with character specific timings. Best used to close out rounds. Most commonly routed into from SMS FRC or Saperia Trance, but other options exist (eg. air CH j.H, SBT FRC, HMS relaunch routes).
Has many variables: initial pickup timing, number of j.Ps, can replace second j.P with j.K, delay time between j.S and j.H, can omit 2P during relaunch, total number of loops (commonly ~3, but depends on prior combo time). All are character and position dependant. A writeup is available in this document Air Routing explanation
While it is possible to use for corner carry and end with 22K, its not advisable to do most of the time because of the amount of tension opponent gets.
Example Routes
Combo | Notes |
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Starter > 2H(2) > [c.S > j9.S(1)] or [j7.S(1)] > air HMS > j.S(1) > jc9 > [j.PPP > j.S(1) > j.H > land > 2P > c.S]x3 > 22X/IR | Variation of the HMS relaunch route, can be used as fallback in case it was mistimed (recommended to end early with j.H if done so). Subpar damage wise, better suited for corner carry (carries about half of the stage). j8.S(1) on AX, ED, JA, ZA. Delay j9.S(1) on CH and OS. Not recommended for JA and KL. Does not work on DI, RO, SO. |
Starter > 2H(2) > c.S > 6P > j9.S(1) > j.P > j.S(1) > air HMS > j.S(1) > land > [j.PPP > j.S(1) > j.H > land > 2P > c.S]x2 > 22X/IR | Version of the above working on Robo-Ky. |
Starter > 2H(2) > [c.S > j9.S(1)] or [j7.S(1)] > j.D > j8.S(1) > j.H > ST > land > 5K > [j.PPP > j.S(1) > j.H > land > 2P > c.S]x2-3 > 22X/IR | MA needs j8.S(1) > j.D. Does not work on AX, FA, SL, ZA. |
CH SMS > 236D > 2H > Air combo (Midscreen)
CH SMS > TK j.236D > 6H/2H > Air combo (Near corner)
CH SMS > sj9 > j.D > Air combo (Near corner meterless)
This routes give conversions from a move that is good to throw out in neutral, but hard to normally capitalize on. If you are close enough you can ignore those routes and simply do microwalk 6H. In case of Saperia routes 2K is easier to use, but will sacrifice a lot of damage to the point where its usually not worth it.
Saperia should always whiff for the route to work.
- Character specifics
- 2H does not hit sliding Axl.
- j.D does not hit sliding: AB, AN, AX, BR, DI, JO, KY, MI, OS, RO, SL
Other Combos
Air Combo Extensions
Justice's main enders for her air combos are j.H and air SMS, giving halfscreen and fullscreen oki respectively. Her ideal, but harder, okizeme is 1-hit air SMS, which leaves them right behind you, that oki is also possible with air SMS FRC, however, you can extend your combo and still get a 1-hit okizeme along with a substantial damage boost (usually 40+ damage on an already long combo) rather easily due to the gravity scaling. These extensions however can be rather difficult, as they're extremely character and height specific, you'll need to practice them in order to get your Justice to the next level.
Combo | Position | Damage | Tension cost | Difficulty | Notes | Video |
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6P/2K/j.H > 2H(2) > c.S > j9.S(1) > j.D > j8.S(1) > j.H > ST > land > 5K > [j.PPP > j.S(1) > j.H > land > 2P > c.S]x2-3 > 22X/IR | Midscreen | ?? | 25-75 | [5] Very Hard | Works on Middleweights, Heavyweights and Ultra-Heavyweights except AX, FA, SL, ZA. Cranks up a lot of tension, guts killer. | link ref here |
6P/2K/j.H > 2H(2) > j7.S(1) > j.D -> j9.S(1) > j.H > ST > land > 5K > [j.PPP > j.S(1) > j.H > land > 2P > c.S]x2-3 > 22X/IR | Midscreen | ?? | 25-75 | [5] Very Hard | Works on Ultra-Lightweights and Lightweights. MA needs j8.S(1) > j.D for it to work. Cranks up a lot of tension, guts killer. | link ref here |
Air Throw Combos
Air throw combos are typically done after RC, but can be done meterless on specific characters. Note that without RC airthrow puts her on the same side as throw direction.
Air Throw RC
Most common followups are 6P and c.S into air combo ending with either fullscreen knockdown or 1 hit SMS. The side Justice ends up on is character specific and is illustrated below.
Same side as airthrow direction | |
Opposite side of airthrow direction | |
Always P1 side |
Meterless Combos
Justice airthrow can be jump installed by holding 8 when it connects to the ground. Certain combos use superjump and by having jump install you can jump again to continue combo and get optimal okizeme.
Combo | Position | Works On | Notes |
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AT > 5P(1)/2P > 5K > SMS | Anywhere/Corner | AB, BA, IN (anywhere) AX, JA, MI (corner only) |
2P on Axl and Millia. 5P on everyone else. Not worth resetting neutral instead of going for oki unless it kills. |
AT > 2P > 5K > j.KD > SMS | Deep corner | AX | Axl specific extension. Still not worth doing. |
AT > 5P(1) > 5K > j.PKD > dj.KD > SMS | Midscreen | KL | Grants fullscreen oki. |
AT > 2P > 2S > j.KD > dj.KD > SMS | Midscreen | MA | Simmilar to the Kliff route above. |
AT > 2P > 5K > sj.KPK > j.S(1) > j.H > c.S > ... | Midscreen | JU | Relaunch combo. Potential followups include: sideswitch, 1 hit SMS, j.P loops. |
AT > JI > [2P > 5P(1) > 5K] or [2P > 2S] > sj.PKPK > j.S(2) > dj.S(1) > j.H > SMS | Midscreen | BR, TE | 1 hit SMS route. 5K version for Testament. 2S version for Bridget. Always worth doing to tack extra damage, but can be somewhat hard. |
CH Airthrow
Very rare occurence. All end with 1 hit sword oki. Multiple may work on some characters.
Combo | Optimal on | Notes |
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CH AT > 6H > j.S(1)/(2) > j.D > dj.S(1) > j.H > SMS | AB, AN, AX, BA, BR, CH, DI, IN, JA, JU, KL, MA, MI, TE | j.S(1) on lightweights. j.S(2) on others. |
CH AT > 2H > j.K > j.D > dj.S(1)/(2) > j.H > SMS | ED, KY, PO, SL, VE, ZA | j.S(2) for Potemkin. |
CH AT > 2H > j.K > j.S(1) > j.D > dj.S(1) > j.H > SMS | JO, SO, OS, RO | Extremely hard on Johnny. |
CH AT > JI > 2S > sj.PKPK > j.S(1) > j.D > dj.S(1) > j.H > SMS | FA |
Optimal Okizeme
Every MU will have a different 'optimal okizeme', in general terms, characters that lose neutral against Justice, you want to end j.H > air SMS, and characters that wins neutral against Justice, you want to air HMS, j.H, there is an option however that both gets you close and keeps you safe, which is 1-hit air SMS ender.
That ender is a specific situation that happens when your opponent is slight below and behind you when j.H hits. This allows for a meaty, meterless P Nuke with a high/low (6P/2K) or left/right (Timed j.D after meaty P Nuke) mixup, both okizemes will allow to combo into launchers, then loop it all over again.
Every starter, route, character is a different combo and not always possible. Her air routes are dependent on height adjustment and awareness, in general it goes like (something > j.K/j.S(1)) > j.D > dj.S > [j.H > air SMS] or [air HMS, j.H], air SMS will throw your opponent far away, while air HMS will put them closer, knowing when to do each ender and against who is vital for your Justice gameplan.
A playlist of how to do the optimal okizeme combos from 6P/2K starters can be found in resource dump videos tab.