GGACR/Justice

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Overview
Overview

Justice is Guilty Gear's archetypal zoner: slow, large, and plodding, but with large hitboxes, an oppressive projectile game, and high damage.

Justice is a character of very polarizing matchups, her optimal range varying depending on the opponent. She aims to keep out close range opponents with a field of projectiles and her huge range normals, but will opt to stay in close quarters against other characters that can murder her from far away. With at least 25% meter, she can increase her damage substantially, use Saperia Trance to approach quickly, or deploy multiple nukes quickly.

Yet, when opponents get to their optimal space, Justice can have an extremely hard time: due to her horrid mobility, lacking any damaging reversals outside of meter, and with her projectile game being slow and one-dimensional. Her combos are fairly easy and can deal significant damage even without meter, but in her weaker matchups, Justice will generally have to work around the opponent's strengths and play off of whatever she can do in given situations.


"I am the definition of complete. Complete Gear type, Model 1."
Lore:The center and catalyst for Guilty Gear's main conflict, the long since dead Justice still impacts the world today. In AC, a shrewd scientist of the P.W.A.B. has created a robotic copy of Justice, who while nowhere near her unfathomable power and deep hatred for humanity, still haunts with its combat ability and brings about nightmarish flashbacks to those unfortunate enough to cross paths.
Voice:Yumiko Ogawa (Battle)/Wakana Sakuraba (Story)
Playstyle
GGACR Justice Icon.png Justice is a slow fortress character with large attacks and an extremely oppressive projectile.
Pros Cons
  • Frustrating projectile game: N.B. (Nuclear Blast) is a projectile nigh indestructible, making a nightmare for many of Justice's opponents.
  • Oppressively large hitboxes: Many of Justice's attacks can cover 1/3 to 1/2 of the screen, dominating much of neutral.
  • Good mixup tools: Long throw range, a fast overhead 6P, and some fakeout tools with meter give Justice many ways of opening up opponents.
  • High damage and meter gain: Moves have high base damage and can make the opponent bleed even without meter,
  • Useful defensive tools: One of the best backdashes in the game, a fullscreen reversal super with an FRC, a psuedo-DP, a counter, and great throw and airthrow range.
  • Can take quite a beating: Has a great guts rating and an average defense modifier, as well as a low guard balance.
  • Extremely limited movement: Having no forward ground or airdashes, Justice must often play extremely patiently or take a risk with meter if she needs to get in.
  • Big target: Has a massive hurtbox, making her susceptible to fuzzies and extended combos.
  • Many extended hurtboxes: Despite their size, most of Justice's normals have extended hurtboxes and can be counterpoked easily dependent on the matchup.
  • Incredibly polarizing matchups: Both a pro and a con, but characters tend to either be completely shut down by Justice's projectile game, or can laugh their way past it and make Justice's life hell.
Guilty Bits Character Intro

Normal Moves

5P

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
10x2 Mid, LF 6 3,3 9 -2 -

Two hit jab with great range and the second hit is a low. Knocks Anji and Robo-Ky's 5Ps off the pedestal for best jab in the game.

  • Can be mashed on either hit, second hit is mixed with 6P for the high/low.
  • Great combo starter, even 5P(1) > 6P > xx, or 5P(1) > 2K > 2H > xx. 5P(1, blocked) > 6P can also work as a ghetto fuzzy guard against opponents who end up trying to block a low late.


Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D

Additional Frame Data: 2nd hit has initial prorate 80%.

5K

c.S

f.S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
18x4 Mid 10 2,1,1,2 16 -4 -

Non bastardized Dizzy f.S. Extremely far hitting, multi hit normal. Probably Justice's most used normal.

  • Always hits four times against standing, and twice against crouching.
    • Easily confirms into S Michael Sword for knockdown and nuke setup, or for pushback on block.
  • Cranks Guard Bar *very* quickly. You'll probably be using this move more than anything else, usually in ground combos or for footsies.
  • Multihit beats moves with armor, such as Hammerfall and Danzai.


Gatling Options: 2S, 5H, 2H, 5D, 2D

Additional Frame Data: Hitstop 6F.

5H

6P

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
20x2 High1~17F Upper Body
18~29F Above Knees
10 2(6)6 12 -4 -

Horrifying overhead that also Anti-Airs.

  • 2hits, touches as an overhead scarily fast at 17 frames (hits Pot crouching frame 10 :V).
  • Upper body invincible, jump cancelable, and gatlings from and to nearly everything.
  • Also Forces crouching on hit, thus combos into 5H > H Michael Sword for a wallbounce into closer knockdown.
  • Combos from P and K Normals on standing.
  • Relaunches after air combos, Anti-Airs, confirms into S normals on hit.


Gatling Options: c.S, f.S, 2S, 5H, 2H, 6H, 5D

Additional Frame Data: Initial prorate 80%. Upper body invincible 1~17F. Above knees invincible 18~29F. 2nd hit hits crouching opponent on 18F (tested on crouch blocking Sol). Forces crouching on hit.

6H

5D

2P

2K

2S

2H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
32x2 (???) Mid 11 6,6 18 -5 -

Vital, hugely disjointed sweeping laser claws. Starts launch combos from anywhere, when within range.

  • Not jump cancelable or special cancelable, however it is an extremely active and safe launcher, hits twice (except on Faust*).
    • 2H(2) will whiff on grounded Faust in MOST situations, avoid 2H in this MU. Note: A spaced 2H vs Faust that does not hit on the 1st frame can often be linked to a j.p-> air combo with tight timing.
    • Update: You can also link a frame perfect c.S on Faust from a well spaced 2H(1). [Tested and confirmed via hitbox overlay. 2H(1) needs to hit on the first active frame to link to c.S]
  • Large hitbox makes for a good anti-air.
  • Combos from nearly all of Justice's ground normals.
  • Links to H/D nuke afterwards for knockdown, or j.P, j.K, c.S, or j.S for combo conversion.


Gatling Options: 5D, 2D

Additional Frame Data: Pulls in opponent on air hit. Floats opponent on hit (both hits has 35F untechable time).

2D

j.P

j.K

j.S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
18x2 High/Air 8 2,2(2)6 3 - -

Combo filler aerial with a large active window. Combos to j.P and j.K for gaining height in air strings.

  • Generally used in conjunction with j.D for damage, and j.H for knockdown.
  • The first hit has higher than average hitstun in order to combo to Michael Sword H, in order to score a closer knockdown.
  • Can be jump cancelled at any point after the first hit has made contact, for trickier conversions.
  • Hits well above Justice from farther away near the end of the active window for air-to-air.

Additional Frame Data: 1st hit is untechable for 24F. Max 2 hits. Pulls in opponent on air hit.

j.H

j.D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
50 High/Air 11 2 18 - -

Freakishly wide hitbox, and the highest damage jumping normal in the game. Good for crossups.

  • Converts to Air S Michael Sword for knockdown and blowback.
  • Combos from j.S and jump cancels for extensive damage. j.S j.D dj.S j.D j.S M.Sword can lead to 200+ damage.
  • Air Saperia Trance or FRC j.S M.Sword can convert even farther.
  • Has a bit of a wonky hitbox, but works well if they're already blocking.
  • God forbid you end up using Omega Shift, can be used as an airdash crossup.

Universal Mechanics

Throw

Air Throw

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
60 91 pixels - - - - -

Foot claw grab to ground slam. Knocks down not too far away from Justice.

  • Has significantly above average throw range.
  • Leads to good unburstable damage with Imperial Ray. Even if it hits OTG it'll be good.
  • Can be followed up with RC, on CH, or with 2P against some characters.

Anywhere Corner
  • Aba (2S)
  • Bridget
  • Justice
  • Kliff (5P)
  • May
  • Testament
  • Axl
  • Baiken
  • I-No
  • Jam (5P)
  • Millia

Note: Comboing after air throw isnt very useful in most match ups but its notably useful in the ABA, Justice, and Testament match ups.


Additional Frame Data: Forced prorate 50%.

Dead Angle Attack

Special Moves

Valkyrie Arc

236P

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
60 - 5 - 38 total - 5~28F Guard High

Counter Supreme. Leads to full followups.

  • Quite active counter that can be difficult to punish.
  • On success, leads to 6H or nukes, the same followups to throw.
  • Be careful about its lengthy startup.
  • Loses to lows and throws.
  • Can even catch Zappa's sword attacks and bring him to you

Additional Frame Data: Catches all High and Mid attacks 5~28F except Burst. Able to move again after 55F on a successful catch. Can do follow-ups after 33F (tested vs. Sol), Forced prorate 50%. Dizzy modifier x0.7.

Michael Sword

41236S/H (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
S 40 Mid 11 9 15 -5 -
H 50 Mid 20 9 23 -13 -
Air S 30x2 All 10 3,6 31 - -
Air H 40x2 All 21 3,6 31 - -

41236S is Justice's main combo ender or converter.

  • S version blows them far away.
  • Strong in neutral due to hitbox and speed.
  • Floor slides on counter hit for big conversions with Michael Blade, Saperia, or jump in 6H.

Additional Frame Data: Slides opponent on CH (untechable for 84F, slides for 50F).


41236H is slower and wallbounces, bringing them back to you from nearly anywhere.

  • Combos from 6H, crouching hit 5H, or counter hits.
  • Builds a lot of meter.
  • Can convert from it off of some air hits or with a flashing Guard Bar.

Additional Frame Data: Wallbounces opponent on hit (untechable for 50F).


j.41236S is a nigh incontestable, enormous hitbox. One of Justice's strongest options. Particularly menacing when TK'd.

  • Blows back in the same fashion as the ground S version. Useful against close range characters.
  • Easy aerial combo ender, blows the opponent back into the corner.
  • Can be FRC'd on the first hit, which causes the opponent to fall straight down. Converts when grounded with c.S, 6H, 2H, etc.
  • Using either air Michael Sword prevents use of another until Justice lands and jumps again.
  • Justice can score a single hit Air S Michael Sword that knocks down more closely. The opponent must be slightly below and behind Justice, and is best done after an air combo into j.S(1) > j.H. This works on most of the cast.

Additional Frame Data: Untechable for 60F. Slides opponent on CH (untechable for 84F, sides for 51F). FRC timing 10~13F. Air Michael Sword can only be used once before hitting the ground again. Justice can do any move (except another Michael Sword) right after recovering in the air.


j.41236H is relegated mainly to combo ending. Allows Justice to score closer ranged knockdowns out of the air.

  • Does more damage than the aerial S version.
  • Wallbounces, allowing Justice to follow with a j.H for knockdown.
  • Slow enough that it only combos out of the first hit of j.S.
  • j.D > Saperia Trance converts if they're high enough, for more damage and close oki.
  • Preferable combo ender against characters that outzone Justice or can easily get around nukes.

Additional Frame Data: Wallbounces opponent on hit (untechable for 45F). Air Michael Sword can only be used once before hitting the ground again. Justice can do any move (except another Michael Sword) right after recovering in the air.

Strike Back Tail (S.B.T.)

623K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
24,32 Mid, All 7 4,8 36 -10 1~3F, 10~18F Front Foot
4~9F Lower Body

Your meterless reversal(with caveat),the caveat is that it is not truly fully invuln but can be used as a DP in most situations. It is fully invul below Justice's shoulders the frame that it starts. Will go over a lot of mids too.

  • Big anti-air hitbox, particularly on the lightning strike.
  • Vacuums on hit.
  • Can be FRC'd for safety or maintaining pressure.
  • As a psuedo reversal, it's very unsafe.

Additional Frame Data: 1st hit initial prorate 80%. 2nd hit is a projectile. FRC timing 14~17F. Floats and pulls in opponent on hit (1st hit untechable for 20F, 2nd hit for 25F). Front foot invincible 1~3F, lower body invincible 4~9F, front foot invincible 10~18F. Justice is airborne 5~25F, in CH state 1~30F, in crouching state 31~54F.

Nuclear Blast (N.B.)

22P/K/S/H/D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
8,20x3 All 7 4x4 51 Total -13 -

Slow moving but nearly indestructible projectile with a large detonation. All around vital tool. Used for keepaway, oki, knockdown, damage, etc. What defines a matchup.

  • Will pass through almost every other projectile unhindered, save for edge cases as Venom's Lightning Ball or Ky's Sacred Edge.
  • Detonates automatically when an opponent gets close, but can be low profiled under.
  • Can be FRC'd as soon as they come out for safety, another nuke, or a mixup.
  • Nukes will continue to travel as long as the corresponding button is held down.
    • This button is essentially disabled until you release it, but it is technically possible to release and re-hold a button if the press is within two frames of the release.
  • Every nuke will disappear if Justice is hit.
  • To see how N.B interact with specific projectiles see Nuclear Blast Interactions .

Additional Frame Data: Justice is in CH state until end of move. FRC timing 7~10F. Can stack up to 5 different projectiles on screen, one of each button. Untechable for 60F. Goes through other projectiles. Projectile disappears if Justice gets hit. Pushes opponent towards Justice if the explosion hits behind the opponent.

Detonate

22[P/K/S/H/D] -> Release button

Force Breaks

Saperia Trance

236D (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Ground 50 All 12 9 31 -14 6~11F Upper Body
12~20F All
Air 50 All 11 4 14 - 8~14F All

Ridiculously fast dash attack. Will cross the entire screen and smack the opponent off of the opposite wall, knocking down or allowing for a relaunch.

  • Will go through every projectile in the game, including Dizzy's FB Spike and a Gamma Ray in Justice mirrors.
  • Has short, nonstandard hitstop, making it more difficult for opponents to react to.
  • Sometimes converts off an aerial hit, but will usually just have to take the knockdown on hitting grounded opponents.
  • Justice can pass through the opponent on Saperia Trance's recovery, so you can do silly tricks like whiff and throw, crossup whiff into poke.
  • Good movement option for 25 meter.

Additional Frame Data: Projectile. Goes through opponent. Wallbounces opponent on hit (untechable for 55F). Upper body invincible 6~11F. Fully invincible 12~20F. Hitstop 7F.


Air version is better for combos and crossup setups than grounded Saperia Trance.

  • Half the recovery and minutely faster startup than the grounded version.
    • Less invincibility and travel distance, and will lose to far more attacks.
  • Used in air combos when too far for Michael Sword, can be iffy as to which direction it blasts the opponent. Converts to 6H afterwards, regardless of distance.
  • Leads to crossup/fake crossup shenanigans by doing TK Saperia Trance at the end of blockstrings.
  • Leads to whiff > throw after a max range 2S if TK'd.
  • Both versions scale fairly high.

Additional Frame Data: Projectile. Goes through opponent. Wallbounces opponent on hit (untechable for 55F). Fully invincible 8~14F. Hitstop 7F.

Overdrives

Michael Blade

632146H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
100 Mid 9+4 2 46 -14 1~15F All

Big damage, fullscreen punish and reversal tool. A very good just do it move.

  • Full conversions on hit when close enough.
  • Has an FRC for safety or conversions from farther away.
  • Single hit, make sure to get rid of things that absorb hits first.
  • Can be low profiled or SB'd easily on reaction due to time after the superflash.

Additional Frame Data: 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).

Imperial Ray

632146S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
28x46 All 5+2 63 25 +8 1~7F All

Does a ridiculous amount of hits if the opponent is touching the orb and will chip anything to death that's low on health and without meter. Justice likes lasers, and so should you.

  • Combos off the standard Throw/Valkyrie Ark/6H/whatever.
  • Can be FRC'd to go for tick throws or another setup, since Imperial Ray is safe on block already.
  • Do it out of a corner airthrow, or OTG for a big amount of extra damage.
  • Has a small amount of invincibility, but not enough to act as a reversal reliably.
  • Will usually grant the opponent a full tension bar on hit. Keep this in mind.

Additional Frame Data: Fully invincible 1~2F after superflash. FRC timing 31~34F.

Gamma Ray

46463214H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
20,30x52 All 10+1 3(71)2x52 36 -5 11~67F All

Justice briefly charges before firing the Null Ray Cannon, destroying a few floating continents around Jupiter. Extremely close opponents will be sent flying upon activation. Justice will be vulnerable to hits while charging the beam attack. Opponents with low health/tension will die trying to block this.

  • (Throw/Valkyrie Arc) > 6H > Gamma Ray will combo on everyone not named Flame of Corruption.
  • Scales like hell off throw or VA, but does ludicrous damage off point blank 6H. A solid 50% or more off most of the cast's life with the confirm and the resources but only if very close.
  • Most characters can get around this if done in neutral. Be sure to use it wisely.

Additional Frame Data: Fully invincible 1 after super flash~67F. 1st hit has hitstop 7F, floats opponent (untechable for 120F). Can only be RC'd if first hit lands or is blocked. 2nd hit onwards floats opponent (Untechable for 28F). FRC timing 11~14F.

Omega Shift

46463214S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
- - 5+0 - Total 4 - -

Awful install super. Flush all your meter down the drain, and potentially the game too once it runs out.

  • For the cost of 100% tension, Justice is granted a dash, three jumps, three airdashes, jump cancel on all normals, and airdash cancels on air normals, while also increasing her movement speed in general.
  • However, her normals and specials are unchanged outside of jump cancels, meaning she ultimately plays nothing like the old boss Justice.
  • Gives a full, flashing guard bar when it ends, along with a hefty recovery animation generously giving your opponent plenty time to think up what cool combo they'll kill you with.
  • Overall, extremely risky with very little reward. Only used for trolling.

Additional Frame Data: Omega Shift is active for 627F after super flash. All normal attacks become jump cancellable except 5D. All air normal attacks become jump and dash cancellable. Can air dash 3 times per jump. Can triple jump. Can Airdash Cancel air normal attacks. In recovery for 54F after Omega Shift ends (Justice is in CH state, Guard Gauge goes to max, goes to Negative Warning).

Instant Kill

X Laser

During IK Mode: 236236H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Fatal All 9+3 18 18 -17 -

Nearly fullscreen IK. Justice dashes frighteningly fast towards the opponent and takes them into space if they don't block. Useful if she manages to get a dizzy from a distance with nukes.

  • Has some use in punishing summons such as Dizzy's Fish or Testament's EXE Beast if they don't respect this move.
  • IK Activation > X Laser can kill ABA from anywhere on the screen if she ever runs out of Moroha gauge without a burst.
  • Despite the animation, doesn't really low profile.
  • Can make for a very silly whiff > throw setup.

IK Mode activation time: 74F

Colors

GGACR Justice normal p.png
GGACR Justice normal k.png
GGACR Justice normal s.png
GGACR Justice normal h.png
GGACR Justice normal d.png
Default P
Default K
Default S
Default H
Default D
GGACR Justice ex p.png
GGACR Justice ex k.png
GGACR Justice ex s.png
GGACR Justice ex h.png
GGACR Justice ex d.png
EX P
EX K
EX S
EX H
EX D
GGACR Justice slash p.png
GGACR Justice slash k.png
GGACR Justice slash s.png
GGACR Justice slash h.png
GGACR Justice slash d.png
Slash P
Slash K
Slash S
Slash H
Slash D2
GGACR Justice reload p.png
GGACR Justice reload k.png
GGACR Justice reload s.png
GGACR Justice reload h.png
GGACR Justice reload d.png
Reload P
Reload K
Reload S
Reload H
Reload D2
AC Justice normal h.png
AC Justice normal d.png
Slash D1 Arcade & PC-Rollback Update Only
Reload D1 Arcade & PC-Rollback Update Only
*To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.
1Only selectable on the Arcade and PC-Rollback versions of the game.
2These are available on home ports. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.


External References

Navigation

Ambox notice.png To edit frame data, edit values in GGACR/Justice/Data.