Overview | Combos | Strategy/Counter Strategy | Okizeme | Full Frame Data | Forums |
System Data
Justice | Damage Received Mod. | Guts Rating | Guard Balance | Guard Recovery | Stun Resistance |
---|---|---|---|---|---|
×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
Blue Burst
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 | |||||
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 | ||||||||||
| ||||||||||
5K | ||||||||||
c.S | ||||||||||
| ||||||||||
f.S | ||||||||||
| ||||||||||
5H | ||||||||||
| ||||||||||
6P | ||||||||||
| ||||||||||
6H | ||||||||||
| ||||||||||
5D | ||||||||||
| ||||||||||
2P | ||||||||||
| ||||||||||
2K | ||||||||||
| ||||||||||
2S | ||||||||||
| ||||||||||
2H | ||||||||||
| ||||||||||
2D | ||||||||||
j.P | ||||||||||
j.K | ||||||||||
j.S | ||||||||||
| ||||||||||
j.H | ||||||||||
| ||||||||||
j.D |
Universal Mechanics
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 | ||||||||||
| ||||||||||
S Michael Sword 41236S | ||||||||||
| ||||||||||
H Michael Sword 41236H | ||||||||||
| ||||||||||
Air S Michael Sword j.41236S | ||||||||||
| ||||||||||
Air H Michael Sword j.41236H | ||||||||||
| ||||||||||
S.B.T 623K | ||||||||||
| ||||||||||
N.B. (explosion) 22P/K/S/H/D | ||||||||||
| ||||||||||
N.B. (hold) 22[P/K/S/H/D] | ||||||||||
|
Force Breaks
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 | ||||||||||
| ||||||||||
Imperial Ray 632146S | ||||||||||
| ||||||||||
Gamma Ray 46463214H | ||||||||||
| ||||||||||
Omega Shift 46463214S | ||||||||||
|
Instant Kill
Gatling Table
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 |
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)
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.- A.B.A [★]
- Anji Mito [★]
- Axl Low [★]
- Baiken [★]
- Bridget [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Eddie [★]
- Faust [★]
- I-No [★]
- Jam Kuradoberi [★]
- Johnny [★]
- Justice [★]
- Kliff Undersn [★]
- Ky Kiske [★]
- May [★]
- Millia Rage [★]
- Order-Sol [★]
- Potemkin [★]
- Robo-Ky [★]
- Slayer [★]
- Sol Badguy [★]
- Testament [★]
- Venom [★]
- Zappa [★]
Click [★] for character's full frame data
• Starter Guide •
HUD •
Controls •
Frame Data & System Data •
FAQ •
Training Mode •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo System •
Gauges •
Misc •