GGACR/Justice/Frame Data

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System Data[edit]

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

Normals[edit]

Version Damage TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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.
5P 10x2 ?? 3x2 8x2 1 Mid, LF CSJR 6 3,3 9 -2
  • 2nd hit has initial prorate 80%
5K 16 ?? 10 7 3 Mid SJR 8 3 12 -1
c.S 26 ?? 10 7 3 Mid SJR 6 8 11 -5
  • Dizzy modifier x2
f.S 18x4 ?? 10x4 7x4 3 Mid SJR 10 2,1,1,2 16 -4
  • Hitstop 6F
5H 40 ?? 20 6 5 Mid SR 12 6 24 -11
  • Upper body invincible 11~31F
  • Staggers opponent on ground CH (Max 47F)
6P 20x2 ?? 8x2 7x2 3 High SJR 10 2(6)6 12 -4
  • 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)
6H 38x2 ?? 20x2 6x2 5 Mid SR, CJR 17 2(6)2 26 -9
  • 1st hit staggers opponent on ground CH (Max 47F)
  • 2nd hit floats opponent on hit (on ground hit, untechable for 28F)
5D 28 ?? 15 20 5 High R 29 10 12 -3
  • Above knees invincible 31~46F
  • Dizzy modifier x1.5
2P 8 ?? 3 8 1 Mid CSR 5 2 7 +1
  • Initial prorate 80%
2K 18 ?? 5 7 2 Low SR 7 6 10 -5
  • Initial prorate 80%
  • Hitstop 6F
2S 28 ?? 10 7 3 Mid SJR 9 4 16 -6
  • Pulls in opponent on air hit
  • Staggers opponent on ground CH (Max 44F)
2H 32x2 (???) ?? 20x2 6x2 5 Mid R 11 6,6 18 -5
  • Pulls in opponent on air hit
  • Floats opponent on hit (both hits has 35F untechable time)
2D 40 ?? 15 6 5 Low SR 11 5 16 -2
j.P 14 ?? 3 8 1 High, Air SJR 4 4 9 -
j.K 18 ?? 5 7 2 High, Air SJR 5 4 16 -
j.S 18x2 ?? 8x2 7x2 3 High, Air SJR 8 2,2(2)6 3 -
  • 1st hit is untechable for 24F
  • Max 2 hits
  • Pulls in opponent on air hit
j.H 44 ?? 15 6 5 High, Air SR 13 3 24 -
  • Forced prorate 90%
  • Untechable for 22F
j.D 50 ?? 11 6 4 High, Air SJR 11 2 18 -

Universal Mechanics[edit]

Version Damage TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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 Throw 55 ?? - 6 - 55 pixels - - - - -
  • Forced prorate 50%
Air Throw 60 ?? - 6x2 - 91 pixels R - - - -
  • Forced prorate 50%
DAA 22 ?? 10 7 3 All R 13 10 12 -4
  • Strike invincible 1~22F

Specials[edit]

Version Damage TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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.
Valkyrie Arc
236P
60 ?? - 6 - - - - - 38 total -
  • Catches all High and Mid attacks 9~28F
  • 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
S Michael Sword
41236S
40 ?? 20 6 5 Mid R 11 9 15 -5
  • Slides opponent on CH (untechable for 84F, slides for 50F)
H Michael Sword
41236H
50 ?? 20 6 5 Mid R 20 9 23 -13
  • Wallbounces opponent on hit (untechable for 50F)
Air S Michael Sword
j.41236S
30x2 ?? 20x2 6x2 5 All RF 10 3,6 31 -
  • Untechable for 60F
  • Slides opponent on CH (untechable for 84F, sides for 51F)
  • FRC timing 10~13F
  • Justice can do any move (except another Michael Sword) right after recovering in the air
Air H Michael Sword
j.41236H
40x2 ?? 20x2 6x2 5 All R 21 3,6 31 -
  • Wallbounces opponent on hit (untechable for 45F)
  • Justice can do any move (except another Michael Sword) right after recovering in the air
S.B.T
623K
24,32 ?? 20x2 6x2 5 Mid, All RF 7 4,8 36 -10
  • 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
N.B. (explosion)
22P/K/S/H/D
8,20x3 ?? 7,8x3 9x3,7 2x4 (???) All F 7 4x4 51 Total -13
  • Justice is in CH state until end of move
  • FRC timing 7~10F
  • Can stack up to 5 different projectiles on screen
  • Untechable for 60F
  • Goes through other projectiles
  • Projectile disappears if Justice gets hit
  • Pushes opponent towards Justice if the explosion hits behind the opponent
N.B. (hold)
22[P/K/S/H/D]
8,20x3 ?? 7,8x3 9x3,7 3, 2x3 (???) All F - - - -
  • 1st hit has hitstop 6F
  • Does not knock down opponent

Force Breaks[edit]

Version Damage TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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.
Saperia Trance
236D
50 - 14 40 4 All - 12 9 31 -14
  • Projectile
  • Goes through opponent
  • Wallbounces opponent on hit (untechable for 55F)
  • Upper body invincible 6~11F
  • Fully invincible 12~20F
  • Hitstop 7F
Air Saperia Trance
j.236D
50 - 14 40 4 All - 11 4 14 -
  • Projectile
  • Goes through opponent
  • Wallbounces opponent on hit (untechable for 55F)
  • Fully invincible 8~14F
  • Hitstop 7F

Overdrives[edit]

Version Damage TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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.
Michael Blade
632146H
100 - 20 6 5 Mid F 9+4 2 46 -14
  • Initial prorate 60%
  • Goes through projectiles
  • Floats opponent on hit (untechable for 65F)
  • Dizzy modifier x0 (??)
  • Fully invincible 1~15F
  • FRC timing 9~13F (from superflash to 4F after it)
Imperial Ray
632146S
28x46 - 3x46 20x46 5 All F 5+2 63 25 +8
  • Fully invincible 1~2F after superflash
  • FRC timing 31~34F
Gamma Ray
46463214H
20,30x52 - 20x53 6,7x52 5 All RF, -x52 10+1 3(71)2x52 36 -5
  • 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
- - - - - - - 5+0 - Total 4 -
  • Omega Shift is active for 627F after super flash
  • All normal attacks become jump cancelable
  • All air normal attacks become jump and dash cancelable
  • 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]

Version Damage TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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.
X Laser
in IK Mode: 236236H
Fatal - 20 6 5 All - 9+3 18 18 -17

IK Mode activation time: 74F

Gatling Table[edit]

Ground Gatlings
P K S H D Cancel
5P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D Sp
6P - - c.S, f.S, 2S 5H, 2H, 6H 5D Jump, Sp
5K - - c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2K 6P - c.S, f.S, 2S 5H 5D, 2D Sp
c.S 6P - f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
f.S - - 2S 5H, 2H 5D, 2D Jump, Sp
2S - - - 5H, 2H, 6H 5D, 2D Jump, Sp
5H - - - - 5D, 2D Sp
2H - - - - 5D, 2D -
6H - - - - - Jump, Sp
5D - - - - - homing jump
2D - - - - - Sp
Air Gatlings
P K S H D Cancel
j.P j.P j.K j.S j.H j.D Jump, Sp
j.K j.P - j.S - j.D Jump, Sp
j.S j.P - - j.H j.D Jump, Sp
j.H - - - - - Sp
j.D - - - - - Jump, Sp
  • 5D can be only canceled into Homing Jump on ground hit
Black = On Hit or Block
Green = Available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

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.
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