GGACR/Justice/Frame Data

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< GGACR‎ | Justice
Revision as of 18:51, 18 October 2020 by Shtkn (talk | contribs) (→‎System Data)
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System Data

GGACR Justice Icon.png Justice Damage Received Mod. Guts Rating Guard Balance Guard Recovery Stun Resistance
GGACR Justice Portrait.png ×1.03 5 ×0.85 1/5F 70
Backdash Duration Backdash Invulnerability Face Up Wakeup Face Down Wakeup Gravity Modifier
24 1~19F 25F 20F ×1.05
Walk Forwards Tension Gain Jump Forwards Tension Gain Air Dash Forwards Tension Gain Run Tension Gain Prejump
18 10 3
Jump Duration Jump vY Jump Gravity Forwards Jump vX Backwards Jump vX
40 24 1.2 5 5
Backdash vX High Jump Duration High Jump vY High Jump Gravity Forwards High Jump vX Backwards High Jump vX
6.5 50 30 1.2 8 8
Air Dash Backwards Startup Forward Walk Speed Backwards Walk Speed Initial Dash Speed Dash Acceleration Friction
3.6 2.8
Air Dash Startup Air Dash Forwards Duration Air Dash Forwards Speed Air Dash Backwards Speed Air Dash Backwards Duration Minimum Rising Air Dash Height
Landing Recovery Number Of Air Dashes Number Of Jumps Ground Throw Range Air Throw Range c.S Proximity Range
3F 0 2 55 91 135
Special Forwards Dash Unique Movement Options
Omega Shift

Omega Shift System Data

GGACR Justice Icon.png Justice (Omega Shift) Damage Received Mod. Guts Rating Guard Balance Guard Recovery Stun Resistance
GGACR Justice Portrait.png ×1.03 5 ×0.85 1/5F 70
Backdash Duration Backdash Invulnerability Face Up Wakeup Face Down Wakeup Gravity Modifier
24 1~19F 25F 20F ×1.05
Walk Forwards Tension Gain Jump Forwards Tension Gain Air Dash Forwards Tension Gain Run Tension Gain Prejump
18 10 25 25 3
Jump Duration Jump vY Jump Gravity Forwards Jump vX Backwards Jump vX
40 24 1.2 5 5
Backdash vX High Jump Duration High Jump vY High Jump Gravity Forwards High Jump vX Backwards High Jump vX
6.5 50 30 1.2 8 8
Air Dash Backwards Startup Forward Walk Speed Backwards Walk Speed Initial Dash Speed Dash Acceleration Friction
6F 3.6 2.8 11 0.24 100
Air Dash Startup Air Dash Forwards Duration Air Dash Forwards Speed Air Dash Backwards Speed Air Dash Backwards Duration Minimum Rising Air Dash Height
6F 22 21 18 24 30
Landing Recovery Number Of Air Dashes Number Of Jumps Ground Throw Range Air Throw Range c.S Proximity Range
3F 3 3 55 91 135
Special Forwards Dash Unique Movement Options

Blue Burst

D+X
Blue Burst
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
0 All 19 6 27 -15 2 6 20
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
25% 1~37F Strike 11 Launch 20 6
GGACR Justice Blue Burst.png
GGACR Justice Blue Burst-Hitbox.png
•Untech time does not change on CH
•Hitstop is one-sided like projectiles

Gold Burst

D+X gold
Gold Burst
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
0 All 19 6 26 -5 3 10 20
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
25% 1~1F After Landing Strike 13 Launch 20 13
GGACR Justice Gold Burst.png
File:GGACR Justice Gold Burst-Hitbox.png
•Hitstop is one-sided like projectiles


Normals

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
5P
  • 2nd hit has initial prorate 80%
5K
c.S
  • Dizzy modifier x2
f.S
  • Hitstop 6F
5H
  • Upper body invincible 11~31F
  • Staggers opponent on ground CH (Max 47F)
6P
  • 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
  • 1st hit staggers opponent on ground CH (Max 47F)
  • 2nd hit floats opponent on hit (on ground hit, untechable for 28F)
5D
  • Above knees invincible 31~46F
  • Dizzy modifier x1.5
2P
  • Initial prorate 80%
2K
  • Initial prorate 80%
  • Hitstop 6F
2S
  • Pulls in opponent on air hit
  • Staggers opponent on ground CH (Max 44F)
2H
  • Pulls in opponent on air hit
  • Floats opponent on hit (both hits has 35F untechable time)
2D
j.P
j.K
j.S
  • 1st hit is untechable for 24F
  • Max 2 hits
  • Pulls in opponent on air hit
j.H
  • Forced prorate 90%
  • Untechable for 22F
j.D

Universal Mechanics

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 Throw
  • Forced prorate 50%
Air Throw
  • Forced prorate 50%
DAA
  • Strike invincible 1~22F

Specials

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
Valkyrie Arc
236P
  • 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
  • Slides opponent on CH (untechable for 84F, slides for 50F)
H Michael Sword
41236H
  • Wallbounces opponent on hit (untechable for 50F)
Air S Michael Sword
j.41236S
  • 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
  • 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
  • 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
  • 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]
  • 1st hit has hitstop 6F
  • Does not knock down opponent

Force Breaks

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
Saperia Trance
236D
  • 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
  • Projectile
  • Goes through opponent
  • Wallbounces opponent on hit (untechable for 55F)
  • Fully invincible 8~14F
  • Hitstop 7F

Overdrives

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
Michael Blade
632146H
  • 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
  • Fully invincible 1~2F after superflash
  • FRC timing 31~34F
Gamma Ray
46463214H
  • 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
  • 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

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
X Laser
in IK Mode: 236236H

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

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.