GGACR/Justice/Frame Data

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System Data

Defense:x1.03
Guts:5
Weight:Lighteweight (x1.05)
Stun Resistance:70
Prejump:3F
Backdash:24F (1~>19F invuln)
Forward Step:22F. Can be cancelled into most actions on frame 13 (Dash into FD has 12 frames of recovery) Jump cancellable during the whole duration.
Wakeup Time:54F (Face Up) / 45F (Face Down)
Unique Movements:No Airdash, No Run, Omega Shift


Normals

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. 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 between 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. Inv.Invincibility 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. 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. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
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.
5P GGAC Justice 5P.png 10x2 Mid, LF 6 3,3 9 -2 - 3x2 8x2 ?? CSJR 1
  • 2nd hit has initial prorate 80%
5K GGAC Justice 5K.png 16 Mid 8 3 12 -1 - 10 7 ?? SJR 3
c.S GGAC Justice cS.png 26 Mid 6 8 11 -5 - 10 7 ?? SJR 3
  • Dizzy modifier x2
f.S GGAC Justice fS.png 18x4 Mid 10 2,1,1,2 16 -4 - 10x4 7x4 ?? SJR 3
  • Hitstop 6F
5H GGAC Justice 5H.png 40 Mid11~31F Upper Body 12 6 24 -11 - 20 6 ?? SR 5
  • Staggers opponent on ground CH (Max 47F)
6P GGAC Justice 6P.png 20x2 High1~17F Upper Body
18~29F Above Knees
10 2(6)6 12 -4 - 8x2 7x2 ?? SJR 3
  • Initial prorate 80%
  • 2nd hit hits crouching opponent on 18F (tested on crouch blocking Sol)
6H GGAC Justice 6H.png 38x2 Mid 17 2(6)2 26 -9 - 20x2 6x2 ?? SR, CJR 5
  • 1st hit staggers opponent on ground CH (Max 47F)
  • 2nd hit floats opponent on hit (on ground hit, untechable for 28F)
5D GGAC Justice 5D.png 28 High=31~46F Above Knees 29 10 12 -3 - 15 20 ?? R 5
  • Dizzy modifier x1.5
2P GGAC Justice 2P.png 8 Mid 5 2 7 +1 - 3 8 ?? CSR 1
  • Initial prorate 80%
2K GGAC Justice 2K.png 18 Low 7 6 10 -5 - 5 7 ?? SR 2
  • Initial prorate 80%
  • Hitstop 6F
2S GGAC Justice 2S.png 28 Mid 9 4 16 -6 - 10 7 ?? SJR 3
  • Pulls in opponent on air hit
  • Staggers opponent on ground CH (Max 44F)
2H GGAC Justice 2H.png 32x2 (???) Mid 11 6,6 18 -5 - 20x2 6x2 ?? R 5
  • Pulls in opponent on air hit
  • Floats opponent on hit (both hits has 35F untechable time)
2D GGAC Justice 2D.png 40 Low 11 5 16 -2 - 15 6 ?? SR 5
j.P GGAC Justice jP.png 14 High/Air 4 4 9 - - 3 8 ?? SJR 1
j.K GGAC Justice jK.png 18 High/Air 5 4 16 - - 5 7 ?? SJR 2
j.S GGAC Justice jS.png 18x2 High/Air 8 2,2(2)6 3 - - 8x2 7x2 ?? SJR 3
  • 1st hit is untechable for 24F
  • Max 2 hits
  • Pulls in opponent on air hit
j.H GGAC Justice jH.png 44 High/Air 13 3 24 - - 15 6 ?? SR 5
  • Forced prorate 90%
  • Untechable for 22F
j.D GGAC Justice jD.png 50 High/Air 11 2 18 - - 11 6 ?? SJR 4

Universal Mechanics

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. 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 between 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. Inv.Invincibility 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. 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. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
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.
Ground Throw GGAC Justice throw.png 55 55 pixels - - - - - - 6 ?? - -
  • Forced prorate 50%
Air Throw GGAC Justice airThrow.png 60 91 pixels - - - - - - 6x2 ?? R -
  • Forced prorate 50%
DAAGGAC Justice 6P.png 22 All 13 10 12 -4 1~22F Strike 10 7 ?? R 3

Specials

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. 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 between 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. Inv.Invincibility 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. 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. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
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.
Valkyrie ArcGGAC Justice 236P.png
236P
60 - 5 - 38 total - 5~28F Guard High - 6 ?? - -
  • 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 SwordGGAC Justice 41236H.png
41236S
40 Mid 11 9 15 -5 - 20 6 ?? R 5
  • Slides opponent on CH (untechable for 84F, slides for 50F)
H Michael SwordGGAC Justice 41236H.png
41236H
50 Mid 20 9 23 -13 - 20 6 ?? R 5
  • Wallbounces opponent on hit (untechable for 50F)
Air S Michael SwordGGAC Justice 41236H.png
j.41236S
30x2 All 10 3,6 31 - - 20x2 6x2 ?? RF 5
  • 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 SwordGGAC Justice 41236H.png
j.41236H
40x2 All 21 3,6 31 - - 20x2 6x2 ?? R 5
  • Wallbounces opponent on hit (untechable for 45F)
  • Justice can do any move (except another Michael Sword) right after recovering in the air
S.B.TGGAC Justice 421K.png
623K
24,32 Mid, All 7 4,8 36 -10 1~3F, 10~18F Front Foot
4~9F Lower Body
20x2 6x2 ?? RF 5
  • 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)
  • Justice is airborne 5~25F, in CH state 1~30F, in crouching state 31~54F
N.B. (explosion)GGACR Justice 22X.png
22P/K/S/H/D
8,20x3 All 7 4x4 51 Total -13 - 7,8x3 9x3,7 ?? F 2x4 (???)
  • 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)GGACR Justice 22X.png
22[P/K/S/H/D]
8,20x3 All - - - - - 7,8x3 9x3,7 ?? F 3, 2x3 (???)
  • 1st hit has hitstop 6F
  • Does not knock down opponent

Force Breaks

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. 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 between 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. Inv.Invincibility 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. 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. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
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.
Saperia TranceGGAC Justice 236D.png
236D
50 All 12 9 31 -14 6~11F Upper Body
12~20F All
14 40 - - 4
  • Projectile
  • Goes through opponent
  • Wallbounces opponent on hit (untechable for 55F)
  • Hitstop 7F
Air Saperia TranceGGAC Justice 236D.png
j.236D
50 All 11 4 14 - 8~14F All 14 40 - - 4
  • Projectile
  • Goes through opponent
  • Wallbounces opponent on hit (untechable for 55F)
  • Hitstop 7F

Overdrives

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. 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 between 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. Inv.Invincibility 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. 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. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
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.
Michael BladeGGAC Justice 632146H.png
632146H
100 Mid 9+4 2 46 -14 1~15F All 20 6 - F 5
  • Initial prorate 60%
  • Goes through projectiles
  • Floats opponent on hit (untechable for 65F)
  • Dizzy modifier x0 (??)
  • FRC timing 9~13F (from superflash to 4F after it)
Imperial RayGGAC Justice 641236S.png
632146S
28x46 All 5+2 63 25 +8 1~7F All 3x46 20x46 - F 5
  • FRC timing 31~34F
Gamma RayGGAC Justice 46463214H.png
46463214H
20,30x52 All 10+1 3(71)2x52 36 -5 11~67F All 20x53 6,7x52 - RF, -x52 5
  • 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 ShiftGGAC Justice 46463214S.png
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

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. 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 between 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. Inv.Invincibility 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. 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. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
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.
X LaserGGAC Justice 236236H.png
in IK Mode: 236236H
Fatal All 9+3 18 18 -17 - 20 6 - - 5

IK Mode activation time: 74F

Gatling Table

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

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