GGACR/Justice

From Dustloop Wiki

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.
GGACR Justice Nameplate.png
GGACR Justice Portrait.png
Damage Received Mod
×1.03
Guts Rating
5/5
Gravity Mod
×1.05
Stun Resistance
70
Prejump
3F
Backdash
24F (1~19F Strike Invuln)
Wakeup Timing
25F (Face Up)/ 20F (Face Down)
Number of Jumps:
2
Number of Air Dashes:
0
Unique Movement Options
Omega Shift
Fastest Attack
2P (5F)
Reversals
632146H (13F)

 Justice is a slow fortress character with large attacks and an extremely oppressive projectile.

Pros
Cons
  • Nuclear War Crimes: NukesGGACR Justice 22X.pngGuardAllStartup7RecoveryTotal 51Advantage-13 are nigh indestructible projectiles which Justice can pollute the screen with to shut down entire lanes of movement. They can make or break matchups, and filter people who haven't done their homework.
  • Giant Reach: Many of Justice's attacks—such as f.S, 2S, 6H, and Michael SwordGGAC Justice 41236H.pngGuardMidStartup11Recovery15Advantage-5—cover large zones of screen space. Moves like these, paired with Nukes, enable Justice to dominate neutral.
  • Strong Mixer: Justice is able to apply threatening mixups using her fast, overhead 6P and her long throw range. She can keep the opponent locked down for extended periods by spending meter on Nuke FRC—raising the opponent's guard bar, and consequently her reward.
  • High Damage and Meter Gain: Justice gains a lot of tension and has great base damage. As a result, she can usually chunk an opponent's life bar without the need for an optimal combo starter.
  • Useful Defensive Toolbox: She has one of the best defensive backdashes in the game, a fullscreen reversal super with an FRC, a pseudo-DP, a counter, and great throw and airthrow range.
  • Can Take a Beating: Great guts, an average defense modifier, and low guard balance make Justice hard to kill.
  • 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, extended combos, and makes playing around traps and projectiles a pain in certain matchups. She also has a number of unfortunate extended hurtboxes, which can be counter-poked and punished.
  • 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 consistently bypass it and make Justice's life hell.

Starter Guide

Need help getting started? Go to this page for information targeted at new players. It covers easy combos, key moves, and what to do after you knock the opponent down.
StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

Normal Moves

5P

Damage Guard Startup Active Recovery On-Block Invuln
10×2 Mid, Low 6 3,3 9 -2
Total: 20

Two hit jab with great range, startup and the second hit is a low.

Can be mashed on either hit, making it useful in conjuction with 6P against opponents who try to fuzzy guard.

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

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 100%, 80% 3×2 8×2 1

5K

Damage Guard Startup Active Recovery On-Block Invuln
16 Mid 8 3 12 -1
Total: 22

Nice jump cancellable poke. The standard reach for Justice's normals.

Less committal option than f.S, faster overall and less prone to low profile. Has very good reward on CH since it combos directly into 6H.

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

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10 7 3

c.S

Damage Guard Startup Active Recovery On-Block Invuln
26 Mid 6 8 11 -5
Total: 24

Anti-air, poke, and relaunch tool. Leads to whatever into knockdown. When within range, this move is absolutely awesome.

  • High dizzy modifier. Use this to start punishes.
  • Combos to and from 6P for pressure and damage.
  • Links from 2H launch, adding consistency against heavy and middle weights.

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

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10 7 3
  • Dizzy modifier x2

f.S

Damage Guard Startup Active Recovery On-Block Invuln
18×4 Mid 10 2,1,1,2 16 -4
Total: 31

Long range, multi-hit harassment tool.

Easily confirms into knockdown with SMS or 2D, but rarely leads into good damage. Good at cranking guard bar and beating armored moves. Very prone to both low profile and IADs, so must be used with caution.

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

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10×4 7×4 3

5H

Damage Guard Startup Active Recovery On-Block Invuln
40 Mid 12 6 24 -11 11~31F Above Chest
Total: 41

5H is a slow grounded poke usually outclassed by Justice's other grounded options, but which can still work as a 'wall' to stop approaches due to decent active frames and its far-reaching disjointed hitbox which will beat low profile attempts. Particularly effective against opponents trying to dash underneath nukes towards Justice. Leaves her very vulnerable on whiff, so needs some consideration before using.

Its other main use is in combos, including crouch confirms to combo into H Michael Sword. Gatling options after it are very limited, but it's a solid point for Nuke FRC pressure rebuys.

Gatling Options: 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 20 6 5
  • Staggers on ground CH (max 35F)

5D

Damage Guard Startup Active Recovery On-Block Invuln
28 High 29 10 12 -3 31~46F Above Knees
Total: 50

Extremely slow but far reaching, safe overhead. Leads into full combos with knockdown.

Justice's hurtbox leans back during the animation giving it slight evasive properties, but it's too slow for it to generally be useful. Nevertheless will sometimes anti-air.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 15 20 5
  • Dizzy modifier x1.5

6P

Damage Guard Startup Active Recovery On-Block Invuln
20×2 High 10 2(6)6 12 -4 1~17F Upper Body
18~29F Above Knees
Total: 35

Horrifying overhead that also Anti-Airs.

  • 2 hits, touches as an overhead scarily fast at 18 frames (hits Pot crouching frame 10).
  • Upper body invincible, jump cancellable, and gatlings from and to nearly everything.
  • Also forces crouching on hit, thus combos into 5H > HMS for a wallbounce into a closer knockdown or alternatively RC > 6H > air combo, you'll be doing that a lot.
  • Combos from P and K normals on standing.
  • Easily baits bursts when used to juggle opponents before air strings.

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

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 90% 8×2 7×2 3
  • 2nd hit hits crouching opponent on 18F (tested on Sol)

6H

Damage Guard Startup Active Recovery On-Block Invuln
38×2 Mid 17 2(6)2 26 -9
Total: 52

Huge damage launcher and relaunch tool. Prime punish starter.

In neutral this is Justice's farthest reaching meterless attack and can be used to try and catch the opponent, but is terrible on whiff. Staggers on counterhit and shines in blockstrings due to its second hit vacuum effect and heavy guard bar build. Creates fearsome pressure with nuke FRC mixups and frametraps with both Michael Swords.

Outside of a raw hit, 6H can be used with a variety of starters. However a major concern is range. Towards the end of its range the second hit will whiff, so it's better to go into SMS, Michael Blade, or on counterhit, HMS.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 20×2 6×2 5
  • 1st hit staggers on ground CH (max 35F)

2P

Damage Guard Startup Active Recovery On-Block Invuln
8 Mid 5 2 7 +1
Total: 13

Justice's fastest grounded normal and only source of plus frames besides Imperial Ray.

Good for tick throws and your best bet for mashing out of pressure. With its relatively short range and weakness to low profile, using 5P is still preferable in some situations.

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

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 80% 3 8 1

2K

Damage Guard Startup Active Recovery On-Block Invuln
18 Low 7 6 10 -5
Total: 22

Justice's fastest low. Typical low for empty jumps or when obscured by nuke.

  • Has similar range to 6P, so you can do a high/low game by doing 2K > 6P.
  • Combos to 2H for launch combos.

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

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 90% 5 7 2

2S

Damage Guard Startup Active Recovery On-Block Invuln
28 Mid 9 4 16 -6
Total: 28

Less safe poke than f.S, but leads to higher damage especially on counter hit.

  • Good poke, combos to 5H/2D or 2H if close enough, or to 6H on counter hit.
  • Scales better than f.S, better for combo filler.
  • Can be used for relaunches, due to being jump cancellable, a tad hard to get the right height.
  • Pushes out fairly far on hit, keep this in mind.

Gatling Options: 5H, 2H, 6H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10 7 3
  • Pulls in opponent on air hit
  • Staggers on ground CH (max 40F)

2H

Damage Guard Startup Active Recovery On-Block Invuln
32×2 Mid 11 6,6 18 -5
Total: 40

Justice's main launcher as it combos from any gatling except 5P/2P when within range. Large disjointed hitbox makes it a good predictive counterpoke against certain moves and a pretty good anti-air.

Not jump or special cancellable, but has enough untech to link into c.S or her faster air buttons for a full combo. Alternatively goes into H/D Nuke for knockdown.

Note: Second hit of 2H will whiff on Faust in most situations, with 2H(1) into c.S being a 1F link from ground hit and j.P/5K having tight timing from spaced hit. Consider the risks before using 2H in this matchup.

Gatling Options: 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 20×2 6×2 5
  • Pulls in opponent on air hit
  • Dizzy modifier x1.25

2D

Damage Guard Startup Active Recovery On-Block Invuln
40 Low 11 5 16 -2
Total: 31

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

  • Combos into SMS, for extended pushback and knockdown.
  • Makes nearly any blockstring safe as well at -2.
  • Cancels into a nuke on hit as well, which will set up your oki nicely.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 15 6 5

j.P

Damage Guard Startup Active Recovery On-Block Invuln
14 High/Air 4 4 9
Total: 16

Frame 4 Drill Jab, great air-to-air. Tied for the fastest air normal with a good hitbox.

  • Self cancels, being frame 4 makes IB throw against it almost impossible.
  • Gatlings to all of Justice's other air normals.
  • Used mostly to stabilize air routes and weird pickups.

Gatling Options: j.P, j.K, j.S, j.H, j.D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 3 8 1

j.K

Damage Guard Startup Active Recovery On-Block Invuln
18 High/Air 5 4 16
Total: 24

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, except j.H
  • Good and consistent link out of 2H.
  • Has a pretty bad hurtbox extension to offset its speed and reach.

Gatling Options: j.P, j.S, j.D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 5 7 2

j.S

Damage Guard Startup Active Recovery On-Block Invuln
18×2 High/Air 8 4(2)6 3
Total: 22

Combo filler with a large active window. Combos from 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 into air HMS, allowing for rejumps and a closer knockdown.
  • Can be jump cancelled at any point after the first hit has made contact.
  • Hits well above Justice from farther away near the end of the active window for air-to-air.

Gatling Options: j.P, j.H, j.D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8×2 7×2 3
  • Pulls in opponent on air hit

j.H

Damage Guard Startup Active Recovery On-Block Invuln
44 High/Air 13 3 24
Total: 39

One of the biggest jump-ins in the game. Very damaging conversions on CH, linking into 6H and 2H.

  • Great for spaced air-to-ground approaches, and for knockdowns out of air combos and after air HMS.
  • Hurtbox extension is still pretty bad, making it prone to air throws, but it is still mostly contained within the hitbox.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A Forced 90% 15 6 5

j.D

Damage Guard Startup Active Recovery On-Block Invuln
50 High/Air 11 2 18+3 after landing
Total: 33

Freakishly wide hitbox, and one of the highest damage jumping normals in the game. Good for crossups.

  • Converts into air SMS for knockdown and blowback. Be aware of the height.
  • Combos from j.S and jump cancels for extensive damage. j.S j.D dj.S j.D air SMS can lead to 200+ damage.
  • Air Saperia Trance or air SMS FRC 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.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 11 6 4

Universal Mechanics

Ground Throw

Damage Guard Startup Active Recovery On-Block Invuln
55 55 pixels

Tied with Pot for the farthest ground throw range in the game, and launches on hit. Use it a lot.

Leads to easy damage anywhere on screen with 6H and plenty of other followups, or into knockdown with nuke which automatically baits bursts.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A Forced 50% 6

Air Throw

Damage Guard Startup Active Recovery On-Block Invuln
60 91 pixels

Great throw range. Knocks down not too far away from Justice, allowing for Nuke setups. Can be jump installed, also followed up with RC, on CH, or with 2P/5P against some characters.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A Forced 50% 6×2
  • Sends opponent on opposite side of throw direction

Dead Angle Attack

Damage Guard Startup Active Recovery On-Block Invuln
22 All 13 10 12 -8 1~5F All
6~22F Strike
Total: 34

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

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 50% 10 7 3

Blue Burst

Damage Guard Startup Active Recovery On-Block Invuln
0 All 19 6 27 -15 1~37F Strike
Total: 51

Justice has a unique Blue Burst. Unlike other characters, her Burst has an extra 6 frames of invulnerability.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 25% 6 20 2
  • Untech time does not change on CH
  • Hitstop is one-sided like projectiles

Special Moves

Valkyrie Arc

236P

Damage Guard Startup Active Recovery On-Block Invuln
60 5 Total 38 5~23F Guard High

Quite active counter that catches high and mid attacks. Leads to mostly same followups as her normal throw, but places opponent farther away and might require slight adjustments.

Valuable tool for stopping opponents with normally hard to contest options or acting too predictable. Being a catch counter it will bring opponent to Justice from any distance and will not give them chance to RC the attack. Keep in mind that it does not work on projectiles.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A Forced 50% 6
  • Able to move again after 55F on a successful catch
  • Can do follow-ups after 33F (tested vs. Sol) ???
  • Dizzy modifier x0.7

Michael Sword

41236S or 41236H

Version Damage Guard Startup Active Recovery On-Block Invuln
41236S 40 Mid 11 9 15 -5
41236H 50 Mid 20 9 23 -13
Total: 34
Total: 51

41236S is Justice's main combo ender. Blows opponent fullscreen away and gives time to setup Nukes.

Strong neutral tool due to hitbox and speed and pushes opponent far enough to be mostly safe blocksting ender. Floor slides on counter hit for big conversions with Michael Blade, Saperia, or 6H.


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

Combos from 6H ground hit, crouching hit 5H, or counter hits, opening up her biggest damage routes. Requires meter to convert from hits other than 6H, but even just getting close knockdown is good in some matchups. Will also give full conversions when counterhits by itself, making it useful as a high risk/high reward frametrap tool.

Version FRC Window Proration Guard Bar+ Guard Bar- Level
41236S N/A 20 6 5
41236H N/A 20 6 5

41236S:

  • Slides on CH (untechable for 84F, slides for 50F)

41236H:

Air Michael Sword

j.41236S or j.41236H

Version Damage Guard Startup Active Recovery On-Block Invuln
j.41236S 30×2 All 10 3,6 26+10 after landing
j.41236H 40×2 All 21 3,6 25+10 after landing
Total: 44
Total: 54

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 SMS. Useful against close range characters.
  • Easy aerial combo ender, blows the opponent fullscreen, allowing for Nuke setups. You should whiff an air button after it.
  • 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 MS prevents use of another until Justice lands and jumps again.
  • Justice can score a single hit air SMS that knocks down more closely, allowing for her optimal okizeme. The opponent must be slightly below and behind Justice, and is usually done after an air combo into j.S(1) > j.H. These combos can be found here.

j.41236H is used in combo ending and rejumps. Allows Justice to score closer ranged knockdowns out of the air.

  • Does more damage than air SMS.
  • 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.
Version FRC Window Proration Guard Bar+ Guard Bar- Level
j.41236S 10~13F 20×2 6×2 5
j.41236H N/A 20×2 6×2 5

j.41236S:

  • Slides on CH (untechable for 120F, slides for 51F)
  • Can only perform once per jump
  • Landing recovery of both versions can be cancelled with FD, double jump, or another attack after recovery while still airborne. Can block during part of landing recovery(?)

j.41236H:

  • Can only perform once per jump

Strike Back Tail (S.B.T.)

623K

Damage Guard Startup Active Recovery On-Block Invuln
24,32 Mid, All 7 4,8 36 -10 1~3F, 10~18F Feet
4~9F Lower Body
Total: 54

The closest thing Justice has to a meterless reversal; effective at low crushing and occasionally anti-airing due to the lightning hitbox. Not fully invul, but Justice's hurtbox shrinks significantlyGGACR Justice SBT Frame1.png on the first frame.

Similar to 6H, this move has a vacuum effect on block and launches on hit. The former is very undesirable given its lengthy recovery, but the FRC on S.B.T. not only makes it safe but provides advantage, or in the case of a hit, a combo opportunity.

Since it is throw invulnerable throughout startup and active frames, S.B.T. can also be used up close on an opponent's wakeup to try and bait a throw. Best performed along with the FRC to allow continuation of pressure.

FRC Window Proration Guard Bar+ Guard Bar- Level
14~17F 80% 20×2 6×2 5
  • 2nd hit is a projectile
  • Pulls in opponent on hit
  • Justice is airborne 5~25F, in CH state 1~30F, in crouching state 31~54F

Nuclear Blast (N.B.)

22[X] > ]X[

Damage Guard Startup Active Recovery On-Block Invuln
8, 20×3 All 7 Until detonation(3)8 Total 51 -13
Total: 51

Slow moving but indestructible projectile which can be detonated at will. All around vital tool. Used for keepaway, oki, knockdown, damage, etc. What defines a matchup.

Manual detonation is important as it prevents projectile from being easily bypassed. Depending on character and which nuke was launched, low profiling, (super)jump airdash, and poking with extended hurtbox can all be valid ways to avoid undetonated nuke and must be played around. Even then some hurtboxes can just avoid it entirely (e.g.  Millia running under K nuke).

  • 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, essentially disabling it until release. It is possible to release and repress it during hitstop without detonating the nuke.
  • Every nuke will disappear if Justice is hit.
  • To see how N.B interact with specific projectiles, see Nuclear Blast Interactions.
FRC Window Proration Guard Bar+ Guard Bar- Level
7~10F 10, 6×3 7, 9×3 3, 2×3
  • Justice is in CH state during move
  • Goes through other projectiles
  • Projectile disappears if Justice gets hit, if detonated current hit will not disappear but next won't happen
  • Pushes opponent towards Justice if the explosion hits behind the opponent
  • Can be cancelled into another 22X from 41F onwards
  • Hits happen on frames 5, 7, 9 after release and each is active for 4F
  • Detonation happens 1F after button release, earliset manual detionation is 23F(?)
  • 1st hit is only if the opponent touches the travelling nuke and has a Dizzy modifier x0

Force Breaks

Saperia Trance

236D (Air OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
236D 50 All 12 9 23 -4~ 6~11F Upper Body
12~20F All
j.236D 50 All 11 4 14 8~14F All
Total: 43
Total: 28

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.
  • 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.
  • Converts to 2H afterwards, it's a link and depends on screen positioning, because of how iffy Saperia can be. Always converts on CH.
  • Counterhit recovery. If you meet the person who slashbacks Saperia, send me the clip of you dying.

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 air SMS FRC, can be iffy as to which direction it blasts the opponent. Converts to 2H/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.
Version FRC Window Proration Guard Bar+ Guard Bar- Level
236D N/A 14 40 4
j.236D N/A 14 40 4

236D:

  • In CH state during move
  • Goes through opponent

j.236D:

  • In CH state until ??F
  • Goes through opponent

Overdrives

Michael Blade

632146H

Damage Guard Startup Active Recovery On-Block Invuln
100 Mid 9+4 2 46 -14 1~15F All

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

Leads to full conversions when close enough, making it very useful to hitconfirm from moves that don't lead to much by themselves like 5H or 2D. With FRC point can lead to combo from nearly fullscreen. FRC itself is also useful to make reversal safe and steal back her turn.

Being a single hit its weak against puppets who can absorb it (e.g. Dizzy's fish) and may not lead to advantageous situation even when FRC'd. It is also slightly held back by pretty harsh 60% initial prorate, making it poor starter considering its use as a fullscreen callout.

FRC Window Proration Guard Bar+ Guard Bar- Level
9~13F 60% 20 6 5
  • Dizzy modifier x0

Imperial Ray

632146S

Damage Guard Startup Active Recovery On-Block Invuln
28×46 All 5+2 63 25 +8 5~7F Strike
Total: 94

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.

Combos into for guts crush from many moves and can easily be made burst safe. Is not really good for damage otherwise as it gives opponent full tension bar and significant amount of burst back. While this can be alleviated by hitting it OTG, its still not recommended unless it will kill, with meter better saved for Nuke FRC instead. Doesn't knock down while opponent is grounded, which can put you in a bad position.

  • Can be FRC'd to go for tick throws or another setup, since Imperial Ray is safe on block already.
FRC Window Proration Guard Bar+ Guard Bar- Level
31~34F 3×46 20×46 5

Gamma Ray

46463214H

Damage Guard Startup Active Recovery On-Block Invuln
20, 30×52 All 10+1 3(71)2×52 36 -5 10~11F Strike

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.

  • Costs a full tension bar. Uses 50% to activate and another 50% for the actual laser half of it. Can be FRCed after the initial hit if it whiffs or is blocked
  • (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.
  • Everyone except Justice herself can get around this if done in neutral. Be sure to use it wisely.
FRC Window Proration Guard Bar+ Guard Bar- Level
11~14F 20×53 6×53 5
  • Can only be RC'd if first hit lands or is blocked

Omega Shift

46463214S

Damage Guard Startup Active Recovery On-Block Invuln
5+0 Total 5

Meme super. Extremely risky with very little reward, as buffs she gains do not offset a chance to lose the round instantly.

For the cost of 100% tension, Justice is granted a dash, three jumps, three airdashes, jump cancel on all normals except 5D, and airdash cancels on air normals, while also increasing her movement speed in general. Despite all of these buffs none of the combos available in Omega Shift deal more damage than you could do normally.

Gives a full, flashing guard bar when it ends, along with a hefty recovery animation generously giving your opponent plenty of time to think up what cool combo they'll kill you with.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A
  • Omega Shift is active for 627F after super flash
  • All normal attacks become jump cancelable
  • All air normal attacks become jump and airdash cancelable
  • Can air dash 3 times per jump, can triple jump
  • 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 Guard Startup Active Recovery On-Block Invuln
Fatal All 9+3 18 18 -17 10~10F All
Total: 47

Nearly fullscreen IK. Justice dashes forward frighteningly fast. Can kill A.B.A from anywhere on the screen if she ever runs out of Moroha gauge without a burst.

  • Can make for a very silly whiff > throw setup.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 20 5
  • IK Mode activation: 74F

Colors

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.

  1. Only selectable on the Arcade and PC-Rollback versions of the game.
  2. Available on home ports, and are selected by pressing the Rec. Enemy button on the Slash or Reload color sets, respectively. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.


Navigation

To edit frame data, edit values in GGACR/Justice/Data.
Systems Pages