GGACR/Justice/Frame Data
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System Data[edit]
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[edit]
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. |
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5P ![]() |
10x2 | Mid, LF | 6 | 3,3 | 9 | -2 | - | 3x2 | 8x2 | ?? | CSJR | 1 |
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5K ![]() |
16 | Mid | 8 | 3 | 12 | -1 | - | 10 | 7 | ?? | SJR | 3 |
c.S ![]() |
26 | Mid | 6 | 8 | 11 | -5 | - | 10 | 7 | ?? | SJR | 3 |
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f.S ![]() |
18x4 | Mid | 10 | 2,1,1,2 | 16 | -4 | - | 10x4 | 7x4 | ?? | SJR | 3 |
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5H ![]() |
40 | Mid | 12 | 6 | 24 | -11 | 11~31F Upper Body | 20 | 6 | ?? | SR | 5 |
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6P ![]() |
20x2 | High | 10 | 2(6)6 | 12 | -4 | 1~17F Upper Body 18~29F Above Knees |
8x2 | 7x2 | ?? | SJR | 3 |
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6H ![]() |
38x2 | Mid | 17 | 2(6)2 | 26 | -9 | - | 20x2 | 6x2 | ?? | SR, CJR | 5 |
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5D ![]() |
28 | High | 29 | 10 | 12 | -3 | =31~46F Above Knees | 15 | 20 | ?? | R | 5 |
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2P ![]() |
8 | Mid | 5 | 2 | 7 | +1 | - | 3 | 8 | ?? | CSR | 1 |
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2K ![]() |
18 | Low | 7 | 6 | 10 | -5 | - | 5 | 7 | ?? | SR | 2 |
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2S ![]() |
28 | Mid | 9 | 4 | 16 | -6 | - | 10 | 7 | ?? | SJR | 3 |
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2H ![]() |
32x2 (???) | Mid | 11 | 6,6 | 18 | -5 | - | 20x2 | 6x2 | ?? | R | 5 |
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2D ![]() |
40 | Low | 11 | 5 | 16 | -2 | - | 15 | 6 | ?? | SR | 5 |
j.P ![]() |
14 | High/Air | 4 | 4 | 9 | - | - | 3 | 8 | ?? | SJR | 1 |
j.K ![]() |
18 | High/Air | 5 | 4 | 16 | - | - | 5 | 7 | ?? | SJR | 2 |
j.S ![]() |
18x2 | High/Air | 8 | 2,2(2)6 | 3 | - | - | 8x2 | 7x2 | ?? | SJR | 3 |
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j.H ![]() |
44 | High/Air | 13 | 3 | 24 | - | - | 15 | 6 | ?? | SR | 5 |
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j.D ![]() |
50 | High/Air | 11 | 2 | 18 | - | - | 11 | 6 | ?? | SJR | 4 |
Universal Mechanics[edit]
Specials[edit]
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. |
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Valkyrie Arc![]() 236P |
60 | - | 5 | - | 38 total | - | 9~28F Guard High | - | 6 | ?? | - | - |
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S Michael Sword![]() 41236S |
40 | Mid | 11 | 9 | 15 | -5 | - | 20 | 6 | ?? | R | 5 |
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H Michael Sword![]() 41236H |
50 | Mid | 20 | 9 | 23 | -13 | - | 20 | 6 | ?? | R | 5 |
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Air S Michael Sword![]() j.41236S |
30x2 | All | 10 | 3,6 | 31 | - | - | 20x2 | 6x2 | ?? | RF | 5 |
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Air H Michael Sword![]() j.41236H |
40x2 | All | 21 | 3,6 | 31 | - | - | 20x2 | 6x2 | ?? | R | 5 |
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S.B.T![]() 623K |
24,32 | Mid, All | 7 | 4,8 | 36 | -10 | 1~3F, 10~18F Front Foot 4~9F Lower Body |
20x2 | 6x2 | ?? | RF | 5 |
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N.B. (explosion)![]() 22P/K/S/H/D |
8,20x3 | All | 7 | 4x4 | 51 Total | -13 | - | 7,8x3 | 9x3,7 | ?? | F | 2x4 (???) |
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N.B. (hold)![]() 22[P/K/S/H/D] |
8,20x3 | All | - | - | - | - | - | 7,8x3 | 9x3,7 | ?? | F | 3, 2x3 (???) |
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Force Breaks[edit]
Overdrives[edit]
Instant Kill[edit]
Gatling Table[edit]
P | K | S | H | D | Cancel | |
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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 |
P | K | S | H | D | Cancel | |
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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)
[edit]
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To edit frame data, edit values in GGACR/Justice/Data. |
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System Explanations
Starter Guide • HUD • Controls • Frame Data & System Data • FAQ
Movement/Canceling • Offense • Defense • Damage/Combo System • Gauges • Misc