GGACR/Justice/Strategy

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Justice


General Tactics

Justice players will have to be patient a lot. Justice will find herself in unfavorable positions all the time, outclassed at certain ranges based on the matchup. Characters like Axl, Venom, Dizzy, Faust, and Zappa, she'll want to force herself in as much as possible, opting to go for high/low mixups quickly and doing big damage. Against close range characters like Kliff, Order-Sol, Sol, and Pot, she'll want them in the corner and out of the way whenever she can get it. Justice's backdash is important here, as its invincibility is the second best in the game(24f (1-19 invul)), only behind Potemkin(21f (1-20 invul)). Note that out of all the characters with a 5 guts rating, Justice has the best defense modifier, so you have a little bit of leeway to take a few hits, but of course the best course of action would be to never get hit at all.


Offense

Justice's biggest strength is her range, hitting targets for above average damage from half screen, knocking them down, and then going for a mixup or more zoning. 5K, 2S, and f.S all make for good pokes and harassment tools from far away, while 5H and 6H can net you big rewards if you throw them out occasionally. In the air, you have j.P and j.K for aerial footsies, and your other jumping normals for easy combo followup tools. You won't be getting your advantage very often, so take it for all it's worth when you do and press it.

6P can make for a loose frame trap and reset tool, due to its upper body invincibility, hitboxes, and forced crouch. Out of 5P, 2P, and 2K, you'll have a gap that will counter hit people trying to mash out. If they jump, 6P will catch them, and you can jump cancel into a combo. Mix it up with tick throws and backdashes (like 2P backdash) to either bait poke attempts or throw people terrified into blocking. Other frame traps include 5P and 2P into Sweep, 2H, and 5H, each with varying rewards.

2H is one of your most important tools for combos. It is combo'd to and from very easily, letting Justice's damage potential shine through as it should. Nearly all of Justice's ground normals will combo into it, and H/D nukes, j.P, j.K, j.S, and c.S can be linked out of it fairly easily. J.S is the hardest to combo into, but nets the biggest rewards. C.S works on everybody, but is harder and leads to less against lighter characters. Use nukes for knockdown.

For punishes and against dizzied opponents, 6H will be your bigger combo starter, as it does enormous damage to start and leads into even bigger numbers. Especially when used as a relaunch tool, 6H will be bringing up the damage count.

For movement, forward super jump is generally your go-to option. Combined with j.H, you'll be using this to get in a lot. Saperia Trance is amazing for how quickly it gets you across the stage, and the fact that it'll go through nearly everything on the way there. You might as well call it the hurt train.


Defense

When you find yourself cornered or outside of your optimal space, backdash, throw, Michael Blade and 5P will work well for you. Throw out Justice's jab to beat opponents trying to get in on you recklessly, as its speed and hitbox work wonders. As mentioned, Justice's backdash works incredibly well for avoiding things, as it's extremely invincible.

Use nukes en masse to zone out rushdown characters and turn the game into a doujin bullet hell. Throws are a good meterless reversal option for Justice because of her grab range. Tossing out Nuclear Blasts intelligently will keep an opponent from approaching from a particular angle for a short while. And of course, Michael Blade is an amazing reversal that can get you out of tight spots.

If you need to get out of the corner, you can push opponents out with FD and then Saperia Trance through them if you have the meter. Though you won't get much off of the grounded version, it'll free you from some pressure.

Blockstrings

(2K/6P >) fS > 2D/5H > 22X/SMS Your main blockstring, also the simplest one. You'll be doing this a lot; Justice gets her best rewards from 2K, 6P and 6H, 2K and 6P are the easiest ones to come by since they're your main low/high mxixup, in case they're blocked, you can always do fS which cranks up the guard bar a lot. After that, you can choose to either 2D > 22X/SMS or 5H > SMS, usually 2D is a better option because in case it hits, knocks down and allows for a nuke setup, in case it's blocked, you're -2 and you'll be distant, so it's a return to neutral with the advantage that you can bring a nuke out, or bait something with MS, you'd be surprised by how much people mash here. In case you do 5H, you'll get more RISC and send them fullscreen after SMS, but way less reward on hit, however, you can do 5H > 2D if you're in range, but that's rather uncommon unless you start really close, which usually isn't the case for fS pressure. After getting a nuke out, you're basically doing a mixup, so you should pay attention to them and react accordingly. K Nuke FRC > fS will do wonders, allowing you to loop your pressure.

(5K/cS >) 6H(1)/6H(2) > 22X/SMS/HMS 6H(1) into Nuke is a vital part of Justice gameplay, since 6H(1) goes 1/2 screen-ish, and allows you time to setup a nuke without FRC, and builds nasty amounts of RISC. As limited as it is, from this point on Justice will have neutral advantage due to having a nuke out, if you can FRC it, then it'll still be your turn. Use SMS if you wanna keep them away and throw nukes from afar, HMS will get greedy attempts to get in with a great air hit CH, which you can follow-up into any combo with 6H, even on the corner.

6H(2) is ridiculous as a meter and RISC building tool; 6H(2) HMS, 6H(2) HMS will already leave them with a flashing bar, HMS will leave you negative on block (-13), it's mostly safe due to the pushback so it should not be used if they're close. Delaying HMS will net you CHs against mash-happy opponents, which easily lead into 50% damage combos. If you do 6H(2) > HMS and have the meter to spare, do RC it. You'll remain safe, their guard bar will be high up, and if you score a hit, you can convert it with any HMS RC route. 6H(2) into Nuke will also crank up nasty amounts of RISC and Justice retains a lot of options after it, especially when FRC'd, it's use is highly recommended but don't get predictable with your nuke patterns, which sadly happens a lot. The nuke you should put out depends heavily on the MU, but usually P and K Nukes are your best calls, since they cover both ground and IAD space respectively. That way, it's fairly easy for them to block the nuke and fall into another 6H(2), and if they get hit, you get a conversion.

Okizeme

Nukes are your best friend for okizeme setups. When you score a knockdown, throw out one or two and move in if you need to press the advantage, or fill the screen with them if your goal is to keep them out. Your scary overheads will lead to decent damage if you move in on them and go for the mixup.

If you need meter, Justice's walk and blocked Michael Swords build tension like nobody's business. Throwing out tiger knee'd Michael Swords shrink's Justice's hurtbox as well, avoiding lows in the process and keeping mostly anything out. If you see somebody rushing in afterwards, you can perform normals out of Michael Sword's aerial recovery pretty easily.

Tips and Tricks

6h(1) frc nuke sape crossup or not crossup depending on nuke release. https://clips.twitch.tv/AgreeableFrigidHedgehogLitty https://clips.twitch.tv/WrongUnusualCurryUnSane

Testament Teleport Meaty OS https://clips.twitch.tv/CrackyDeafBeefDAESuppy

Nuclear Blast Interactions


Nuclear Blast (N.B) has infinite durability while traveling and only explodes via manual detonation or contact with the opposing character's hitbox. As a result, when making contact with an opposing projectile there are three outcomes*:

  1. Nullification (N): The projectile is a single-hit type and either dissipates, or is left on screen without hitbox.
  2. Conflict (C): The projectile is a multi-hit type, and the nuke requires time to go through it before continuing. More often than not results in projectile still being active, but with less hits.
  3. Ignore (I): The nuke and projectile do not interact and go on about their business.

If Justice is within initial hitbox she will get hit in most scenarios. Note that many of the things labeled as nullified are match impractical.

Click the highlighted text on the right of the page to open a full list of Nuclear Blast interactions versus every character -->

A.B.A


AvoidanceGGAC ABA kihi.pngGuard:
All
Startup:
35
Recovery:
Total 40
Advantage:
+18
(N)

FB AvoidanceGGAC ABA kihi.pngGuard:
All
Startup:
51
Recovery:
Total 38
Advantage:
+45
(C)

  • Lingers in place.

EradicationGGAC ABA konzetsu.pngGuard:
All
Startup:
16(17)
Recovery:
Until landing+12
Advantage:
-
(N)

AltercationGGAC ABA henshitsu.pngGuard:
Mid
Startup:
15+2
Recovery:
13
Advantage:
+5
(I)

Anji Mito


ShitsuGGAC Anji Shitsu.pngGuard:
All
Startup:
21
Recovery:
Total 48
Advantage:
-7
(N, C)

  • Transforms into hawk on destruction. Second hit of hawk will most likely connect.

FB ShitsuGGAC Anji FBShitsu.pngGuard:
All, High/Air×2
Startup:
21
Recovery:
Total 50
Advantage:
-9
(I, C)

  • See notes on hawk above.

Shin: IsshikiGGAC Anji ShinIsshiki.pngGuard:
All
Startup:
36
Recovery:
Total 50+8 after landing
Advantage:
+17
(N)

  • One of fans may still hit depending on spacing.

Issei Ougi: SaiGGAC Anji IsseiOugiSai.pngGuard:
All
Startup:
7+3
Recovery:
63
Advantage:
-40
(I)

Axl Low


Rensen GekiGGAC Axl Rensen.pngGuard:
Mid
Startup:
12
Recovery:
39
Advantage:
-15
(N)

  • Multiple hitboxes will result in N.B. nullifying some hits that would hit Justice. Impractical to use on purpose.

Kokuu GekiGGAC Axl KokuuGeki.pngGuard:
Mid
Startup:
7
Recovery:
Until Landing+12
Advantage:
-
(N)

FB Kyokusa GekiGGAC Axl Kyokusa.pngGuard:
Mid
Startup:
8
Recovery:
30
Advantage:
-8
(I)

  • Might be incorrect.

Byakue RenshouGGAC Axl Byakue-2.pngGuard:
Mid
Startup:
14+1
Recovery:
41
Advantage:
-14
(Second part) (N)

  • See notes on Rensen.

Baiken


Tatami GaeshiGGAC Baiken 236K.pngGuard:
All
Startup:
15
Recovery:
9
Advantage:
-6
(N)

FB Tatami GaeshiGGACR Baiken 236D.pngGuard:
All
Startup:
14
Recovery:
Total 47
Advantage:
-3
(N)

  • Spawns multiple projectiles. Will probably not work in your favor.

Bridget


Yoyo RecallGGAC Bridget YoyoCallback-1.pngGuard:
All
Startup:
12
Recovery:
Total 20
Advantage:
+22
(N)

  • Not practical.

Roger HugGGAC Bridget 623H.pngGuard:
All
Startup:
34
Recovery:
Total 40
Advantage:
+20
(N)

  • Yo-Yo retreats on contact.

Jagged RogerGGAC Bridget 214H.pngGuard:
All
Startup:
38
Recovery:
Total 32
Advantage:
+36
/FB Jagged RogerGGAC Bridget 214H.pngGuard:
All
Startup:
38
Recovery:
Total 39
Advantage:
+54
(C)

  • Can get you some breathing room, but good Bridget players will likely still punish you.

Roger GetGGAC Bridget 421H.pngGuard:
All
Startup:
19
Recovery:
Total 30
Advantage:
-
(C)

  • Roger will be stalled in the air, but second hit will still come out (can be destroyed too)

Me and My Killing MachineGGAC Bridget 632146H.pngGuard:
All
Startup:
1+23
Recovery:
Total 32
Advantage:
-
(I)

Maintenance DisasterGGAC Bridget 4123641236S.pngGuard:
Mid
Startup:
4+0
Recovery:
Total 44
Advantage:
-
(I)

Chipp Zanuff


Gamma BladeGGAC Chipp 41236H.pngGuard:
All
Startup:
15
Recovery:
29
Advantage:
+5
/FB Gamma BladeGGAC Chipp 41236H.pngGuard:
All
Startup:
15
Recovery:
19
Advantage:
+15
(I)

Shuriken is not a projectile.

Dizzy


My Talking BuddiesGGAC Dizzy 214P.pngGuard:
All
Startup:
34+43
Recovery:
Total 36
Advantage:
-
(S/H version lasers) (I)

It Started Out as Just LightGGAC Dizzy 236K.pngGuard:
All
Startup:
32
Recovery:
Total 51
Advantage:
+11
(C)

  • Because of their trajectories they are still likely to hit.

I Use This to Get FruitGGAC Dizzy 421S.pngGuard:
All
Startup:
22
Recovery:
Total 37
Advantage:
-
(N)

  • Can nullify both hits, but its unlikely to be in range of first hit and not hit Dizzy herself.

FB I Use This to Get FruitGGACR Dizzy 421D.pngGuard:
All
Startup:
31
Recovery:
Total 47
Advantage:
-
(C)

I Use This to FishGGAC Dizzy 236H.pngGuard:
All
Startup:
14
Recovery:
42
Advantage:
-23
(N)

  • Only comes to play to avoid lingering hitbox (which is not that long).

Imperial RayGGAC Dizzy 632146S.pngGuard:
All
Startup:
7+0
Recovery:
Total 41
Advantage:
-
(I)

Gamma RayGGAC Dizzy 64641236H-2.pngGuard:
All
Startup:
16+7
Recovery:
-
Advantage:
-31
(I)

Eddie


Invite HellGGAC Eddie 22S.pngGuard:
Low/Air
Startup:
18
Recovery:
Total 42
Advantage:
+2
(N)

  • Only comes to play to avoid lingering hitbox.

Drill SpecialGGAC Eddie 22D.pngGuard:
Low/Air, All×2
Startup:
20
Recovery:
Total 62
Advantage:
+8
(I)

Drill Special ViceGGAC Eddie LilEddieWeissH.pngGuard:
Low/Air×2, All
Startup:
147
Recovery:
Total 139
Advantage:
-
(I)

Overhead AttackGGAC Eddie LilEddieD.pngGuard:
High/Air
Startup:
28
Recovery:
Total 37
Advantage:
-
(N)

  • You'll probably never run into this situation in neutral, but it's useful to know if Eddie is keeping distancing using this move to keep you cornered. Recommended to detonate early to get rid of shadow if it is in range.

AmorphousGGAC Eddie 632146H.pngGuard:
Mid
Startup:
8+8
Recovery:
28
Advantage:
-17
(I)

Faust


LoveGGAC Faust j236P.pngGuard:
All
Startup:
21
Recovery:
Total 39+5 after landing
Advantage:
-
(C)

  • Explosion occurs where bag was stopped.

BombGGXXACR Faust Bomb.pngGuard:
All
Startup:
134 [132]
Recovery:
-
Advantage:
-
(I)

HammerGGXXACR Faust Hammer.pngGuard:
All
Startup:
13 [9]
Recovery:
-
Advantage:
-
(N)

Wash PanGGXXACR Faust Tarai.pngGuard:
All
Startup:
See notes
Recovery:
-
Advantage:
-
(N)

  • When it comes from above Justice can be hit by manual K nuke detonation. Very precise.

CoinGGXXACR Faust Coin.pngGuard:
All
Startup:
13 [9]
Recovery:
-
Advantage:
-
(N)

DumbbellGGXXACR Faust Dumbell.pngGuard:
All
Startup:
13
Recovery:
-
Advantage:
-
(N)

HammerGGXXACR Faust Hammer.pngGuard:
All
Startup:
13 [9]
Recovery:
-
Advantage:
-
(N)

Chibi FaustGGAC Faust Chibi Faust.pngGuard:
All
Startup:
39 [35]
Recovery:
-
Advantage:
-
/Chibi Robo-KyGGAC Faust Chibi Robo-Ky.pngGuard:
All
Startup:
39 [35]
Recovery:
-
Advantage:
-
(I, N)

  • Not destructible before landing.

Chibi PotemkinGGAC Faust Chibi Potemkin.pngGuard:
All
Startup:
13 [9]
Recovery:
-
Advantage:
-
(I, C)

  • Not destructible before landing. Must be hit 3 times.

MeteorsGGXXACR Faust Meteors.pngGuard:
All
Startup:
196 [192]
Recovery:
-
Advantage:
-
(I)

Poison is not a projectile.

I-No


f.SGGAC Ino fS.pngGuard:
All
Startup:
19
Recovery:
Total 34
Advantage:
+5
(N)

Antidepressant ScaleGGAC Ino 214P.pngGuard:
All
Startup:
19
Recovery:
Total 50
Advantage:
-11
/FB Antidepressant ScaleGGAC Ino 214D.pngGuard:
All
Startup:
15
Recovery:
Total 42
Advantage:
+10
(C)

Horizontal Chemical LoveGGAC Ino 632146K.pngGuard:
All
Startup:
11
Recovery:
12+8 after landing
Advantage:
+3
/Vertical Chemical LoveGGAC Ino 632146S.pngGuard:
All
Startup:
11
Recovery:
32+13 after landing
Advantage:
-8
(I)

  • People said it nullifes but I couldn't get it to work.

Longing DesperationGGAC Ino 632146H.pngGuard:
All
Startup:
7+2
Recovery:
10
Advantage:
+1
(I)

Ultimate FortissimoGGAC Ino j2363214S.pngGuard:
All
Startup:
7+0
Recovery:
Until landing
Advantage:
+27
(I)

Jam Kuradoberi


RenhoukyakuGGAC Jam 632146H.pngGuard:
All
Startup:
10+0
Recovery:
9
Advantage:
+1
(I)

Johnny


Glitter is GoldGGACR Johnny Glitter.pngGuard:
All
Startup:
5
Recovery:
Total 20
Advantage:
+4
(N)

  • Both versions.

Mist FinerGGAC Johnny 236K.pngGuard:
All
Startup:
9+6
Recovery:
33
Advantage:
-19
(N)

  • P Nuke will beat K Mist Finer. K Nuke will beat P version. S version will go through. Additionaly Level 3 versions hit multiple heights and will likely bypass Nuke.

Divine BladeGGAC Johnny 623SS.pngGuard:
All
Startup:
5+7
Recovery:
Until landing+7
Advantage:
-
(N)

Justice


S.B.T.GGAC Justice 421K.pngGuard:
Mid, All
Startup:
7
Recovery:
36
Advantage:
-10
(Second hit) (I)

  • Too hard to test.

N.B.GGACR Justice 22X.pngGuard:
All
Startup:
-
Recovery:
-
Advantage:
-
(I)

Imperial RayGGAC Justice 641236S.pngGuard:
All
Startup:
5+2
Recovery:
25
Advantage:
+8
(I)

Gamma RayGGAC Justice 46463214H.pngGuard:
All
Startup:
10+1
Recovery:
36
Advantage:
-5
(I)

Kliff Undersn


TauntGGAC Kliff taunt.pngGuard:
All
Startup:
61
Recovery:
Total 120
Advantage:
-
(N)

  • Despite being multiple projectiles they do not slow down N.B. at all. More importantly they can go under Nuke sometimes.

P Bellowing RoarGGAC Kliff 236P.pngGuard:
All
Startup:
16
Recovery:
Total 46
Advantage:
+3
(N)

  • Will need some distance to notice that.

S Bellowing RoarGGAC Kliff 236P.pngGuard:
All
Startup:
22
Recovery:
Total 87
Advantage:
-32
(I)

FB Bellowing RoarGGAC Kliff j236D.pngGuard:
All
Startup:
8
Recovery:
25
Advantage:
-
(N)

Limb SevererGGAC Kliff j41236S.pngGuard:
High/Air, All
Startup:
14
Recovery:
26
Advantage:
-6
(Shockwave only) (N)

Reflex RoarGGAC Kliff 236236H.pngGuard:
All
Startup:
17+6
Recovery:
19
Advantage:
-28
(I)

Ky Kiske


j.DGGAC Ky jD.pngGuard:
All
Startup:
38
Recovery:
Total 20+11 after landing
Advantage:
-
/Stun RaisingGGACR Ky j214D.pngGuard:
Mid
Startup:
45
Recovery:
Total 22
Advantage:
-
(N)

Stun EdgeGGAC Ky StunEdge.pngGuard:
All
Startup:
10
Recovery:
Total 41
Advantage:
-5
/Air Stun EdgeGGAC Ky AirStunEdge.pngGuard:
All
Startup:
15
Recovery:
Total 59+14 after landing
Advantage:
-
(N)

Charged Stun EdgeGGAC Ky CSE.pngGuard:
All
Startup:
43
Recovery:
Total 68
Advantage:
+18
/Air Charged Stun EdgeGGAC Ky ACSE.pngGuard:
All
Startup:
31
Recovery:
Total 63+14 after landing
Advantage:
-
(C)

Lightning SphereGGAC Ky Orb.pngGuard:
Mid
Startup:
6
Recovery:
4
Advantage:
+8
(C)

  • You are likely to get hit by 2nd/3rd hit if in range.

Sacred EdgeGGAC Ky SacredEdge.pngGuard:
All
Startup:
5+3
Recovery:
Total 36
Advantage:
+13
(C)

  • Travel speed may seem like nullifying it is inconsistent, but will get destroyed most of the time.

May


Applause for the VictimGGAC May 41236P.pngGuard:
All
Startup:
49
Recovery:
-
Advantage:
3
(N)

  • Will only cover 2-3 dolphins, so be wary if May charges for longer.

Go, Mr. Dolphin! HorizontalGGAC May 46SD.pngGuard:
All
Startup:
1
Recovery:
Until landing+11
Advantage:
+13
/Go, Mr. Dolphin! VerticalGGAC May 28SD.pngGuard:
All
Startup:
1
Recovery:
Total 16
Advantage:
-
(N)

Deluxe Goshogawara BomberGGAC May 63214SP.pngGuard:
Mid
Startup:
11
Recovery:
14
Advantage:
+20
(I)

Great Yamada AttackGGAC May 236236S.pngGuard:
Mid
Startup:
9+0
Recovery:
Total 74
Advantage:
-
(I)

Millia Rage


Tandem TopGGAC Millia 236S.pngGuard:
All
Startup:
11
Recovery:
15
Advantage:
-1
(Both versions) (N)

  • Remember you will get hit if within range, so only useful when Millia uses them for space control.

FB Pretty MazeGGAC Millia 236D.pngGuard:
All
Startup:
43
Recovery:
Total 33
Advantage:
-
(C)

  • Same as above.

Silent ForceGGAC Millia j214S.pngGuard:
All
Startup:
11
Recovery:
Total 13
Advantage:
-
(N)

  • Proceeds to land normally when nullified.

Secret GardenGGAC Millia 214H.pngGuard:
All
Startup:
56
Recovery:
Total 74
Advantage:
-
/FB Secret GardenGGAC Millia j214D.pngGuard:
All
Startup:
34
Recovery:
Total 68
Advantage:
-
(I)

Emerald RainGGAC Millia 236236S.pngGuard:
All
Startup:
4+2
Recovery:
Total 75
Advantage:
-3
(N)

Order-Sol


6PGGAC OSol 6P.pngGuard:
Mid
Startup:
20
Recovery:
9
Advantage:
+2
(N)

  • Range is so short you probably won't even notice.

Blockhead BusterGGAC OSol 236P.pngGuard:
All
Startup:
12
Recovery:
Total 42
Advantage:
-2
(All levels) (I)

Gun BlazeGGAC OSol 214S.pngGuard:
All
Startup:
23
Recovery:
Total 44
Advantage:
+9
(All levels) (I)

Charge BurstGGAC OSol 214DH.pngGuard:
All
Startup:
19
Recovery:
35
Advantage:
-10
(I)

Savage FangGGAC OSol 632146P.pngGuard:
All
Startup:
3+2
Recovery:
27
Advantage:
-13
(All levels) (I)

Potemkin


GiganterGGAC Potemkin 632146H.pngGuard:
All
Startup:
9+8
Recovery:
Total 41
Advantage:
+9
(I)

F.D.B. ReflectGGAC Potemkin flickBullet.pngGuard:
All
Startup:
1
Recovery:
Total 22
Advantage:
-
(I)

Robo-Ky


6PGGAC RoboKy 6P.pngGuard:
Mid
Startup:
11
Recovery:
36
Advantage:
-4
(N)

  • You need preemtive detonation for it to matter.

2HGGAC RoboKy 2H-1.pngGuard:
Mid
Startup:
14
Recovery:
Total 51
Advantage:
-7
(N)

Don't Get Coc-KY!GGAC RoboKy 236S.pngGuard:
All
Startup:
24
Recovery:
Total 57
Advantage:
+22
(All levels) (C)

  • Will buy you time to get out of the way.

Jun-KY BargainGGAC RoboKy j236S.pngGuard:
All
Startup:
11
Recovery:
Total 47+14 after landing
Advantage:
-
(All levels) (N)

  • Be careful of splitting rockets.

Sol Badguy


Gun FlameGGAC Sol 236P.pngGuard:
All
Startup:
21
Recovery:
Total 50
Advantage:
-3
(N)

DI Gun FlameGGACR Sol 236P DI.pngGuard:
All
Startup:
20
Recovery:
7
Advantage:
+7
(I)

FB Tyrant RaveNo results (I)

Tyrant Rave ver. BetaGGAC Sol 632146H.pngGuard:
Mid
Startup:
5+1
Recovery:
31
Advantage:
-15
(Second hit) (I)

Testament


Phantom SoulGGACR Testament 236K.pngGuard:
All
Startup:
31
Recovery:
Total 47
Advantage:
-
(N)

FB Phantom SoulGGACR Testament 236D.pngGuard:
-
Startup:
80
Recovery:
Total 35
Advantage:
-
(I)

Curse AttacksGGACR Testament crowAttacks.pngGuard:
All
Startup:
35
Recovery:
16
Advantage:
-

  • Dive and feather attacks only.

EXE BeastGGAC Testament 41236S.pngGuard:
All
Startup:
22~81+6
Recovery:
Total 38
Advantage:
+16
(N)

  • Can be used against H version. Will only come into play against S if it interferes with landing.

Nightmare CircularGGAC Testament 632146H.pngGuard:
All
Startup:
0+226
Recovery:
Total 21
Advantage:
-
(I)

Venom


Hit BallGGAC Venom Inert Ball.pngGuard:
All
Startup:
N/A
Recovery:
N/A
Advantage:
Variable
(While in motion) (N)

  • Including the ones from: Carcass Raid, Stinger Aim, Red Hail.

Lightning BallGGAC Venom lightningBall.pngGuard:
All
Startup:
N/A
Recovery:
N/A
Advantage:
Variable
(C)

Charged Stinger AimGGACR Venom 46S-Charged.pngGuard:
All
Startup:
6 after release
Recovery:
30 after release
Advantage:
see notes
/Carcass RaidGGACR Venom 28S-Charged.pngGuard:
All
Startup:
9 after release
Recovery:
27 after release
Advantage:
see notes
(C)

  • Recommended to avoid completely.

Dark AngelGGAC Venom 214236S.pngGuard:
All
Startup:
7+18
Recovery:
Total 35
Advantage:
-
(I)

Zappa


Please Don't Come BackGGAC Zappa SonoMama.pngGuard:
All
Startup:
9
Recovery:
Total 39
Advantage:
-6
(N)

  • Ghost from above can be nullified with precise timing.

BananaGGAC Zappa banana.pngGuard:
Low
Startup:
-
Recovery:
-
Advantage:
-
(N)

  • After it lands.

Golf BallGGAC Zappa golfball.pngGuard:
All
Startup:
38
Recovery:
-
Advantage:
-
(N)

Potted PlantGGAC Zappa hachiue.pngGuard:
All
Startup:
1
Recovery:
-
Advantage:
-
(N)

  • Precise timing.

Darkness AnthemGGAC Zappa darkness.pngGuard:
Mid
Startup:
25
Recovery:
8
Advantage:
+7
(N)

  • Will regain hit potential if launched.

Fighting Justice

Generally, don't faultless defense NB. Super Jump block, move forward block. Gain meter and use metered options to get close.

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Justice