GGACR/Justice

From Dustloop Wiki
Jump to: navigation, search
GGACR Justice Nameplate.png
GGAC Justice Portrait.png

Defense Modifier: x 1.03
Guts Rating: 5
Stun Resistance: 70
Prejump: 3
Backdash Time: 24
Backdash Invincibility: 1-19
Wakeup (Face Up/Down): 54 / 45

Movement Options
Double Jump, no air dashes or run
Full Frame Data
GGACR/Justice/Frame Data
Colors
Colors
default P
default K
default S
default H
default D
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
ex P
ex K
ex S
ex H
ex 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
slash P
slash K
slash S
slash H
slash 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
reload P
reload K
reload S
reload H
reload D
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

Overview[edit]

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 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. 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 can have 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 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.


Playstyle
GGACR Justice Icon.png Justice is a slow fortress character with large attacks and an extremely oppressive projectile.
Pros Cons
  • Oppressively large hitboxes.
  • Good mixup tools and long throw range.
  • Builds meter quickly.
  • Force Break goes through nearly everything.
  • Excellent overdrives.
  • Can take quite a beating: great guts rating, low guard balance.
  • Amazing backdash.
  • Extremely limited movement options.
  • Slow pokes.
  • Big target and horribly large hurtboxes.
  • Generally outclassed in many situations.
  • Incredibly polarizing matchups
Guilty Bits Character Intro


Normal Moves[edit]

[edit]
5P
GGAC Justice 5P.png
Claw
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
10x2 Mid, LF CSJR 6 3,3 9 -2

Knocks Anji and Robo-Ky's 5Ps off the pedestal for best jab in the game.

  • Two hits, second hit goes low, decent speed and great range for a jab.
  • 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.

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

[edit]
5K
GGAC Justice 5K.png
Good opener and poke
GGXXACPR Justice-5K-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
16 Mid SJR 8 3 12 -1

The standard of the reach for Justice's normals.

  • Nice jump cancellable poke. Works at round start.
  • Goes right into f.S afterwards, or 2H if you're close enough.
[edit]
c.S
GGAC Justice cS.png
BIG Anti-Air
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
26 Mid SJR 6 8 11 -5

When within range, this move is absolutely awesome.

  • AA, Poke, and relaunch tool. Leads to whatever into knockdown.
  • High dizzy modifier. Use this to start punishes.
  • Combo's to and from 6P for pressure and conversion.
  • Links from 2H launch.
  • Mainly used in staircase loops against heavyweights: c.S > (j.P > j.P > j.S(1) > j.H, land c.S), repeat.

Additional Frame Data: Dizzy modifier x2.

[edit]
f.S
GGAC Justice fS.png
Hell from away
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
18x4 Mid SJR 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.

Additional Frame Data: Hitstop 6F.

[edit]
5H
GGAC Justice 5H.png
SHYAA
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
40 Mid SR 12 6 24 -11

Big damage combo filler.

  • Very high damage and extremely disjointed.
  • Mostly used after f.S when close enough before going right into S Michael Sword.
  • Can work as a damaging poke from far away, and as a situational anti-air with its upper body invincibility.
  • Nets big rewards on counter hit.
  • Combos into H Michael Sword against crouching opponents.

Additional Frame Data: Upper body invincible 11~31F. Staggers opponent on ground CH (Max 47F).

[edit]
6P
GGAC Justice 6P.png
Oh God Overheads
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
20x2 High SJR 10 2(6)6 12 -4

Horrifying overhead that also Anti-Airs.

  • 2hits, touches as an overhead scarily fast at 18 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.

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.

[edit]
6H
GGAC Justice 6H.png
Damage Machine
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
38x2 Mid SR, CJR 17 2(6)2 26 -9

Non bastardized Dizzy 6H.

  • Huge damage launcher and relaunch tool. 8 hit combos with two of these do 200+ damage meterless. Prime punish starter.
  • Combos best from Throw, Valkyrie Ark (The counter), FRC Nuke, CH 2S, Michael Blade, RC H Michael Sword, and TK Saperia.
  • Builds some nasty amounts of guard bar,

Additional Frame Data: 1st hit staggers opponent on ground CH (Max 47F). 2nd hit floats opponent on hit (on ground hit, untechable for 28F).

[edit]
5D
GGAC Justice 5D.png
You're telling me
that thing is an overhead?
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
28 High R 29 10 12 -3

Extremely slow but safe overhead.

  • Far reaching 5D that's very safe on block.
  • Justice's hurtbox leans back, avoiding some higher reaching moves on use.
  • Leads to full combos with knockdown.
  • Mixed with 2D, can make some things safer on block if they're not cognizant enough to jump out of the way.

Additional Frame Data: Above knees invincible 31~46F. Dizzy modifier x1.5.

[edit]
2P
GGAC Justice 2P.png
Justice issues a command, but has no minions remaining
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
8 Mid CSR 5 2 7 +1

Mash out button.

  • Has the worst range out of every one of Justice's normals, but also the only one plus on block.
  • Justice's fastest normal. Use it to poke out.
  • Best for tick throws and occasionally works for jab pressure.
  • Combos to 6P on standing, and when in range.

Additional Frame Data: Initial prorate 80%.

[edit]
2K
GGAC Justice 2K.png
Tail Poke, Hits Low
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
18 Low SR 7 6 10 -5

Justice's fastest low.

  • Fairly fast for the range, this is one of Justice's faster normals,
  • Typical low for empty jumps or when obscured by nuke.
  • Has similar range to 6P, so you can do a screwy high/low game by doing 2K > 6P.
  • Combos to 2H for launch combos.

Additional Frame Data: Initial prorate 80%. Hitstop 6F.

[edit]
2S
GGAC Justice 2S.png
Tail Slap, Hits Mid
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
28 Mid SJR 9 4 16 -6

CH fisher.

  • Good poke, combos to 5H/2D naturally, or to 6H on counter hit.
  • Scales better than f.S, better for combo filler.
  • Can be used for relaunches, due to being jump cancelable.
  • Not the best hit/hurtbox ratio, but it can't be low profiles easily in comparison to f.S.
  • Pushes out fairly far on hit, keep this in mind.

Pulls in opponent on air hit. Staggers opponent on ground CH (Max 44F).

[edit]
2H
GGAC Justice 2H.png
j.S on the ground!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
32x2 (???) Mid R 11 6,6 18 -5

Vital, hugely disjointed sweeping laser claws.

  • 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.
  • Starts launch combos from anywhere, when within range.
  • 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.

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

[edit]
2D
GGAC Justice 2D.png
Clean Sweep
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
40 Low SR 11 5 16 -2

Justice's slowest and last low attack, with enormous reach for a sweep.

  • Combos to S Michael Sword, for extended pushback and knockdown.
  • Can replace S Michael Sword in utility for a closer knockdown. Does the same damage.
  • Makes nearly any blockstring safe as well at -2.
  • Cancels into a nuke on hit as well, which will set up your oki nicely.
[edit]
j.P
GGAC Justice jP.png
Pierce the heavens, or hell
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
14 High, Air SJR 4 4 9 -

Frame 4 Drill Jab.

  • Tied for the fastest air normal with a good hitbox.
  • Pretty good for close range air-to-air.
  • Gatlings to all of Justice's other air normals.
  • Self cancels, being frame 4 makes IB throw against it impossible.
  • Used often in Justice's staircase combos against bigger characters.
[edit]
j.K
GGAC Justice jK.png
Fork you
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
18 High, Air SJR 5 4 16 -

Very long range air-to-air button.

  • Great speed and range for aerial button battles.
  • Combos to all of Justice's other air normals for conversions.
  • Good to link out of 2H.
  • Has a pretty bad hurtbox extension to offset its speed and reach.
[edit]
j.S
GGAC Justice jS.png
2H in the air!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
18x2 High, Air SJR 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.

[edit]
j.H
GGAC Justice jH.png
Move over, HOS
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
44 High, Air SR 13 3 24 -

One of the biggest jump-ins in the game

  • Excellent for safejumps with a very large hitbox.
  • Great for spaced air-to-ground approaches, and for knockdowns out of air combos and H Air Michael Sword.
  • Hurtbox extension is still pretty bad on this one too, but it is still mostly contained within the hitbox.
  • Additional Frame Data: Forced prorate 90%. Untechable for 22F.
[edit]
j.D
GGAC Justice jD.png
Justice opts not to clip her nails
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
50 High, Air SJR 11 2 18 -

Freakishly wide hitbox, good for crossups.

  • Highest damage jumping normal in the game.
  • 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[edit]

[edit]
Throw
GGAC Justice throw.png
OH GOD IT'S POT ALL OVER AGAIN
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
55 55 pixels - - - - -

Justice grabs the opponent with her tail and slams them down.

  • Tied with Pot for the farthest ground throw range in the game. You'll be throwing opponents a lot.
  • Leads to easy damage anywhere on screen with 6H and plenty of other followups.
  • Knocks down for oki with no followup, or with a single nuke.

Additional Frame Data: Forced prorate 50%.

[edit]
Air Throw
GGAC Justice airThrow.png
Down to Earth
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
60 91 pixels R - - - -

Foot claw grab to ground slam.

  • Knocks down not too far away from Justice.
  • Has significantly above average throw range.
  • Can be followed up with RC, on CH, or with 2P against some characters.
  • Leads to good unburstable damage in the by going to Imperial Ray. Even if it hits OTG it'll be good.

Additional Frame Data: Forced prorate 50%.

[edit]
Dead Angle Attack
GGAC Justice 6P.png
Like a gavel
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
22 All R 13 10 12 -4

Standard DAA.

  • Knocks down on hit, and can be combo'd out of in the corner.
  • NOT throw invincible, don't get baited.

Additional Frame Data: Strike invincible 1~22F.

Special Moves[edit]

[edit]
Valkyrie Arc
236P
GGAC Justice 236P.png
MUDA
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
60 - - - - 38 total -

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.

Additional Frame Data: Catches all High and Mid attacks 9~28F 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.

[edit]
Michael Sword
41236S/H, air OK
GGAC Justice 41236H.png
FWOOOOSH
GGXXACPR Justice-41236SH-1-Hitbox.png

Slash Ver.: Frames 9-11
Heavy Slash Ver.: Frames 20-22

Slash Ver.: Frames 12-14
Heavy Slash Ver.: Frames 23-25

Slash Ver.: Frames 15-17
Heavy Slash Ver.: Frames 26-28

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
S 40 Mid R 11 9 15 -5

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).

H 50 Mid R 20 9 23 -13

Slower version that causes wallbounce.

  • Combos from 6H, crouching hit 5H, or counter hits.
  • Builds a lot of meter.
  • Knocks down closer to Justice.
  • 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).

Air S 30x2 All RF 10 3,6 31 -

Nigh incontestable. One of Justice's strongest options.

  • Enormous hitbox which most characters cannot challenge from the ground, or even the air. 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.

Air H 40x2 All R 21 3,6 31 -

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.

[edit]
Strike Back Tail (S.B.T.)
623K
GGAC Justice 421K.png
A DP for the legs
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
24,32 Mid, All RF 7 4,8 36 -10

A low crush if you ever saw one.

  • 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.

[edit]
Nuclear Blast (N.B.)
22P/K/S/H/D
GGACR Justice 22X.png
Might as well destroy humans with human weapons
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
8,20x3 All F 7 4x4 51 Total -13

What defines a matchup.

  • All around vital tool. Used for keepaway, oki, damage, etc.
  • Detonate automatically when an opponent gets close, but can be low profiled under.
  • Will pass through almost every other projectile unhindered, save for edge cases as Venom's Lightning Ball or Ky's Sacred Edge.
  • 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.

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.

[edit]
Detonate
22[P/K/S/H/D] -> release button
GGAC Justice 421S-P.png
No, you are the devils!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
8,20x3 All F - - - -

Manual explosion behaves the same as automatic, but it lets you blow up somebody trying to play around it.

  • Releasing the button will cause the nuke to explode, 7f after the button is released.
  • Has a short minimum travel distance before nukes can be detonated.

Additional Frame Data: 1st hit has hitstop 6F.

Force Breaks[edit]

[edit]
Saperia Trance
236D, air OK
GGAC Justice 236D.png
ZONE OF THE ENDERS ZERO SHIFT
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
Ground 50 All - 12 9 31 -14

Ridiculously fast dash attack.

  • Crosses the entire screen and smacks the opponent off of the opposite wall, knocking down.
  • 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 50 All - 11 4 14 -

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[edit]

[edit]
Michael Blade
632146H
GGAC Justice 632146H.png
Cut the Screen
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
100 Mid F 9+4 2 46 -14

Reversal super which hits the entire width of the screen and above Justice's head.

  • Big damage, fullscreen punish 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).

[edit]
Imperial Ray
632146S
GGAC Justice 641236S.png
Great for chip damage, OTG kills, etc.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
28x46 All F 5+2 63 25 +8

Justice likes lasers, and so should you.

  • Does a ridiculous amount of hits and will chip anything to death that's low on health and without meter.
  • 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 with a full tension bar on hit. Keep this in mind.

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

[edit]
Gamma Ray
46463214H
GGAC Justice 46463214H.png
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOHHHHHHHHHH
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
20,30x52 All RF, -x52 10+1 3(71)2x52 36 -5

Justice fires the Wave Motion Cannon and destroys some floating continents around Jupiter.

  • Pretty much a guaranteed kill if the opponent has less than 25 tension and is low on health.
  • (Throw/Valkyrie Arc) > 6H > Gamma Ray will combo on everyone not named Sol.
  • Scales like hell off throw or VA, but does ludicrous damage off a raw 6H. A solid 50% or more off most of the cast's life with the confirm and the resources.
  • 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.

[edit]
Omega Shift
46463214S
GGAC Justice 46463214S.png
Who the hell wants to win?
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
- - - 5+0 - Total 4 -

Indisputably the biggest waste of tension in the game.

  • Grants Justice a dash, three jumps, three airdashes, and jump and airdash cancels, while also increasing her movement speed in general.
  • However, her normals retain the same speeds and generally requires the knowledge of an entirely different character.
  • Has a lengthy, vulnerable recovery animation.
  • Justice gains a full, flashing guard bar when Omega Shift ends.
  • A huge risk with minimal reward. Not a good idea. Use if you like losing.

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[edit]

X Laser
During IK Mode 236236H
GGAC Justice 236236H.png
Somebody explain how the body remains intact after exploding
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
Fatal All - 9+3 18 18 -17

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. It has some use in punishing summons such as Dizzy's Fish or Testament's EXE Beast if they don't respect this move. However, as much as she tries to ducks her head down she still doesn't manage to get though Ky's Stun Edge or most of Venom's ball trajectories. If you miss then this move is an expensive dash. On block it may allow you to get a grab if they're still stunned that you tried this.

IK Mode activation time: 74F

Roadmap[edit]

Dustloop Wiki:Roadmap/GGACR

Navigation[edit]


Ambox notice.png To edit frame data, edit values in GGACR/Justice/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
Guilty Gear XX Accent Core Plus Re
Click [★] for character's frame data
System Explanations

HUDControlsFrame Data & System Data


Movement/CancelingOffenseDefenseDamage/Combo SystemTension/Burst GaugeMisc