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)

 Justice  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


GGACR Justice Nameplate.png
GGACR Justice Portrait.png

Normal Moves

5P

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

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.

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

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.

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

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.

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

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

Universal Mechanics

Throw

Air Throw

Dead Angle Attack

Special Moves

Valkyrie Arc

236P

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
H
Air S
Air H

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

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

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.

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
Air

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

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

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 with 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

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

Awful install super. The 2nd worst use of meter in the game behind only Sol's Dragon install 2nd.

  • 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 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

X Laser

During IK Mode 236236H

Notable Players

Name (English/Japanese) Color Location Common
Venues
Contact Status Notes Example Play
Hotta enter Japan Mikado Twitter Active Keeping JP +R alive. Very Strong Can be found on nearly any Hotta/Jonio stream Twitch
Piggnuttz enter US West - - Retired SoCal's Hidden Boss -
Mr. Two enter Ohio - - Active Also goes by Excalibur -

NOTE: These tables are still WIP

External References

Navigation

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.