GGACR/Justice/Strategy

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*:
- Nullification (N): The projectile is a single-hit type and either dissipates, or is left on screen without hitbox.
- 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.
- 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
AvoidanceGuard:
AllStartup:
35Recovery:
Total 40Advantage:
+18 (N)
FB AvoidanceGuard:
AllStartup:
51Recovery:
Total 38Advantage:
+45 (C)
- Lingers in place.
EradicationGuard:
AllStartup:
16(17)Recovery:
Until landing+12Advantage:
- (N)
AltercationGuard:
MidStartup:
15+2Recovery:
13Advantage:
+5 (I)
Anji Mito
ShitsuGuard:
AllStartup:
21Recovery:
Total 48Advantage:
-7 (N, C)
- Transforms into hawk on destruction. Second hit of hawk will most likely connect.
FB ShitsuGuard:
All, High/Air×2Startup:
21Recovery:
Total 50Advantage:
-9 (I, C)
- See notes on hawk above.
Shin: IsshikiGuard:
AllStartup:
36Recovery:
Total 50+8 after landingAdvantage:
+17 (N)
- One of fans may still hit depending on spacing.
Issei Ougi: SaiGuard:
AllStartup:
7+3Recovery:
63Advantage:
-40 (I)
Axl Low
Rensen GekiGuard:
MidStartup:
12Recovery:
39Advantage:
-15 (N)
- Multiple hitboxes will result in N.B. nullifying some hits that would hit Justice. Impractical to use on purpose.
Kokuu GekiGuard:
MidStartup:
7Recovery:
Until Landing+12Advantage:
- (N)
FB Kyokusa GekiGuard:
MidStartup:
8Recovery:
30Advantage:
-8 (I)
- Might be incorrect.
Byakue RenshouGuard:
MidStartup:
14+1Recovery:
41Advantage:
-14 (Second part) (N)
- See notes on Rensen.
Baiken
Tatami GaeshiGuard:
AllStartup:
15Recovery:
9Advantage:
-6 (N)
FB Tatami GaeshiGuard:
AllStartup:
14Recovery:
Total 47Advantage:
-3 (N)
- Spawns multiple projectiles. Will probably not work in your favor.
Bridget
Yoyo RecallGuard:
AllStartup:
12Recovery:
Total 20Advantage:
+22 (N)
- Not practical.
Roger HugGuard:
AllStartup:
34Recovery:
Total 40Advantage:
+20 (N)
- Yo-Yo retreats on contact.
Jagged RogerGuard:
AllStartup:
38Recovery:
Total 32Advantage:
+36/FB Jagged RogerGuard:
AllStartup:
38Recovery:
Total 39Advantage:
+54 (C)
- Can get you some breathing room, but good Bridget players will likely still punish you.
Roger GetGuard:
AllStartup:
19Recovery:
Total 30Advantage:
- (C)
- Roger will be stalled in the air, but second hit will still come out (can be destroyed too)
Me and My Killing MachineGuard:
AllStartup:
1+23Recovery:
Total 32Advantage:
- (I)
Maintenance DisasterGuard:
MidStartup:
4+0Recovery:
Total 44Advantage:
- (I)
Chipp Zanuff
Gamma BladeGuard:
AllStartup:
15Recovery:
29Advantage:
+5/FB Gamma BladeGuard:
AllStartup:
15Recovery:
19Advantage:
+15 (I)
Shuriken is not a projectile.
Dizzy
My Talking BuddiesGuard:
AllStartup:
34+43Recovery:
Total 36Advantage:
- (S/H version lasers) (I)
It Started Out as Just LightGuard:
AllStartup:
32Recovery:
Total 51Advantage:
+11 (C)
- Because of their trajectories they are still likely to hit.
I Use This to Get FruitGuard:
AllStartup:
22Recovery:
Total 37Advantage:
- (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 FruitGuard:
AllStartup:
31Recovery:
Total 47Advantage:
- (C)
I Use This to FishGuard:
AllStartup:
14Recovery:
42Advantage:
-23 (N)
- Only comes to play to avoid lingering hitbox (which is not that long).
Imperial RayGuard:
AllStartup:
7+0Recovery:
Total 41Advantage:
- (I)
Gamma RayGuard:
AllStartup:
16+7Recovery:
-Advantage:
-31 (I)
Eddie
Invite HellGuard:
Low/AirStartup:
18Recovery:
Total 42Advantage:
+2 (N)
- Only comes to play to avoid lingering hitbox.
Drill SpecialGuard:
Low/Air, All×2Startup:
20Recovery:
Total 62Advantage:
+8 (I)
Drill Special ViceGuard:
Low/Air×2, AllStartup:
147Recovery:
Total 139Advantage:
- (I)
Overhead AttackGuard:
High/AirStartup:
28Recovery:
Total 37Advantage:
- (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.
AmorphousGuard:
MidStartup:
8+8Recovery:
28Advantage:
-17 (I)
Faust
LoveGuard:
AllStartup:
21Recovery:
Total 39+5 after landingAdvantage:
- (C)
- Explosion occurs where bag was stopped.
BombGuard:
AllStartup:
134 [132]Recovery:
-Advantage:
- (I)
HammerGuard:
AllStartup:
13 [9]Recovery:
-Advantage:
- (N)
Wash PanGuard:
AllStartup:
See notesRecovery:
-Advantage:
- (N)
- When it comes from above Justice can be hit by manual K nuke detonation. Very precise.
CoinGuard:
AllStartup:
13 [9]Recovery:
-Advantage:
- (N)
DumbbellGuard:
AllStartup:
13Recovery:
-Advantage:
- (N)
HammerGuard:
AllStartup:
13 [9]Recovery:
-Advantage:
- (N)
Chibi FaustGuard:
AllStartup:
39 [35]Recovery:
-Advantage:
-/Chibi Robo-KyGuard:
AllStartup:
39 [35]Recovery:
-Advantage:
- (I, N)
- Not destructible before landing.
Chibi PotemkinGuard:
AllStartup:
13 [9]Recovery:
-Advantage:
- (I, C)
- Not destructible before landing. Must be hit 3 times.
MeteorsGuard:
AllStartup:
196 [192]Recovery:
-Advantage:
- (I)
Poison is not a projectile.
I-No
f.SGuard:
AllStartup:
19Recovery:
Total 34Advantage:
+5 (N)
Antidepressant ScaleGuard:
AllStartup:
19Recovery:
Total 50Advantage:
-11/FB Antidepressant ScaleGuard:
AllStartup:
15Recovery:
Total 42Advantage:
+10 (C)
Horizontal Chemical LoveGuard:
AllStartup:
11Recovery:
12+8 after landingAdvantage:
+3/Vertical Chemical LoveGuard:
AllStartup:
11Recovery:
32+13 after landingAdvantage:
-8 (I)
- People said it nullifes but I couldn't get it to work.
Longing DesperationGuard:
AllStartup:
7+2Recovery:
10Advantage:
+1 (I)
Ultimate FortissimoGuard:
AllStartup:
7+0Recovery:
Until landingAdvantage:
+27 (I)
Jam Kuradoberi
RenhoukyakuGuard:
AllStartup:
10+0Recovery:
9Advantage:
+1 (I)
Johnny
Glitter is GoldGuard:
AllStartup:
5Recovery:
Total 20Advantage:
+4 (N)
- Both versions.
Mist FinerGuard:
AllStartup:
9+6Recovery:
33Advantage:
-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 BladeGuard:
AllStartup:
5+7Recovery:
Until landing+7Advantage:
- (N)
Justice
S.B.T.Guard:
Mid, AllStartup:
7Recovery:
36Advantage:
-10 (Second hit) (I)
- Too hard to test.
N.B.Guard:
AllStartup:
-Recovery:
-Advantage:
- (I)
Imperial RayGuard:
AllStartup:
5+2Recovery:
25Advantage:
+8 (I)
Gamma RayGuard:
AllStartup:
10+1Recovery:
36Advantage:
-5 (I)
Kliff Undersn
TauntGuard:
AllStartup:
61Recovery:
Total 120Advantage:
- (N)
- Despite being multiple projectiles they do not slow down N.B. at all. More importantly they can go under Nuke sometimes.
P Bellowing RoarGuard:
AllStartup:
16Recovery:
Total 46Advantage:
+3 (N)
- Will need some distance to notice that.
S Bellowing RoarGuard:
AllStartup:
22Recovery:
Total 87Advantage:
-32 (I)
FB Bellowing RoarGuard:
AllStartup:
8Recovery:
25Advantage:
- (N)
Limb SevererGuard:
High/Air, AllStartup:
14Recovery:
26Advantage:
-6 (Shockwave only) (N)
Reflex RoarGuard:
AllStartup:
17+6Recovery:
19Advantage:
-28 (I)
Ky Kiske
j.DGuard:
AllStartup:
38Recovery:
Total 20+11 after landingAdvantage:
-/Stun RaisingGuard:
MidStartup:
45Recovery:
Total 22Advantage:
- (N)
Stun EdgeGuard:
AllStartup:
10Recovery:
Total 41Advantage:
-5/Air Stun EdgeGuard:
AllStartup:
15Recovery:
Total 59+14 after landingAdvantage:
- (N)
Charged Stun EdgeGuard:
AllStartup:
43Recovery:
Total 68Advantage:
+18/Air Charged Stun EdgeGuard:
AllStartup:
31Recovery:
Total 63+14 after landingAdvantage:
- (C)
Lightning SphereGuard:
MidStartup:
6Recovery:
4Advantage:
+8 (C)
- You are likely to get hit by 2nd/3rd hit if in range.
Sacred EdgeGuard:
AllStartup:
5+3Recovery:
Total 36Advantage:
+13 (C)
- Travel speed may seem like nullifying it is inconsistent, but will get destroyed most of the time.
May
Applause for the VictimGuard:
AllStartup:
49Recovery:
-Advantage:
3 (N)
- Will only cover 2-3 dolphins, so be wary if May charges for longer.
Go, Mr. Dolphin! HorizontalGuard:
AllStartup:
1Recovery:
Until landing+11Advantage:
+13/Go, Mr. Dolphin! VerticalGuard:
AllStartup:
1Recovery:
Total 16Advantage:
- (N)
Deluxe Goshogawara BomberGuard:
MidStartup:
11Recovery:
14Advantage:
+20 (I)
Great Yamada AttackGuard:
MidStartup:
9+0Recovery:
Total 74Advantage:
- (I)
Millia Rage
Tandem TopGuard:
AllStartup:
11Recovery:
15Advantage:
-1 (Both versions) (N)
- Remember you will get hit if within range, so only useful when Millia uses them for space control.
FB Pretty MazeGuard:
AllStartup:
43Recovery:
Total 33Advantage:
- (C)
- Same as above.
Silent ForceGuard:
AllStartup:
11Recovery:
Total 13Advantage:
- (N)
- Proceeds to land normally when nullified.
Secret GardenGuard:
AllStartup:
56Recovery:
Total 74Advantage:
-/FB Secret GardenGuard:
AllStartup:
34Recovery:
Total 68Advantage:
- (I)
Emerald RainGuard:
AllStartup:
4+2Recovery:
Total 75Advantage:
-3 (N)
Order-Sol
6PGuard:
MidStartup:
20Recovery:
9Advantage:
+2 (N)
- Range is so short you probably won't even notice.
Blockhead BusterGuard:
AllStartup:
12Recovery:
Total 42Advantage:
-2 (All levels) (I)
Gun BlazeGuard:
AllStartup:
23Recovery:
Total 44Advantage:
+9 (All levels) (I)
Charge BurstGuard:
AllStartup:
19Recovery:
35Advantage:
-10 (I)
Savage FangGuard:
AllStartup:
3+2Recovery:
27Advantage:
-13 (All levels) (I)
Potemkin
GiganterGuard:
AllStartup:
9+8Recovery:
Total 41Advantage:
+9 (I)
F.D.B. ReflectGuard:
AllStartup:
1Recovery:
Total 22Advantage:
- (I)
Robo-Ky
6PGuard:
MidStartup:
11Recovery:
36Advantage:
-4 (N)
- You need preemtive detonation for it to matter.
2HGuard:
MidStartup:
14Recovery:
Total 51Advantage:
-7 (N)
Don't Get Coc-KY!Guard:
AllStartup:
24Recovery:
Total 57Advantage:
+22 (All levels) (C)
- Will buy you time to get out of the way.
Jun-KY BargainGuard:
AllStartup:
11Recovery:
Total 47+14 after landingAdvantage:
- (All levels) (N)
- Be careful of splitting rockets.
Sol Badguy
Gun FlameGuard:
AllStartup:
21Recovery:
Total 50Advantage:
-3 (N)
DI Gun FlameGuard:
AllStartup:
20Recovery:
7Advantage:
+7 (I)
FB Tyrant RaveNo results (I)
Tyrant Rave ver. BetaGuard:
MidStartup:
5+1Recovery:
31Advantage:
-15 (Second hit) (I)
Testament
Phantom SoulGuard:
AllStartup:
31Recovery:
Total 47Advantage:
- (N)
FB Phantom SoulGuard:
-Startup:
80Recovery:
Total 35Advantage:
- (I)
Curse AttacksGuard:
AllStartup:
35Recovery:
16Advantage:
-
- Dive and feather attacks only.
EXE BeastGuard:
AllStartup:
22~81+6Recovery:
Total 38Advantage:
+16 (N)
- Can be used against H version. Will only come into play against S if it interferes with landing.
Nightmare CircularGuard:
AllStartup:
0+226Recovery:
Total 21Advantage:
- (I)
Venom
Hit BallGuard:
AllStartup:
N/ARecovery:
N/AAdvantage:
Variable (While in motion) (N)
- Including the ones from: Carcass Raid, Stinger Aim, Red Hail.
Lightning BallGuard:
AllStartup:
N/ARecovery:
N/AAdvantage:
Variable (C)
Charged Stinger AimGuard:
AllStartup:
6 after releaseRecovery:
30 after releaseAdvantage:
see notes/Carcass RaidGuard:
AllStartup:
9 after releaseRecovery:
27 after releaseAdvantage:
see notes (C)
- Recommended to avoid completely.
Dark AngelGuard:
AllStartup:
7+18Recovery:
Total 35Advantage:
- (I)
Zappa
Please Don't Come BackGuard:
AllStartup:
9Recovery:
Total 39Advantage:
-6 (N)
- Ghost from above can be nullified with precise timing.
BananaGuard:
LowStartup:
-Recovery:
-Advantage:
- (N)
- After it lands.
Golf BallGuard:
AllStartup:
38Recovery:
-Advantage:
- (N)
Potted PlantGuard:
AllStartup:
1Recovery:
-Advantage:
- (N)
- Precise timing.
Darkness AnthemGuard:
MidStartup:
25Recovery:
8Advantage:
+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.

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
System Explanations
• Starter Guide •
HUD •
Controls •
Frame Data & System Data •
FAQ •
Training Mode •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo System •
Gauges •
Misc •
Mechanics Glossary
- Attack Level
- Bear Stun (Dizzy)
- Burst
- Clash
- Dead Angle Attack (DAA)
- Faultless Defense (FD)
- FD Jump
- Forced Proration
- Force Break (FB)
- Force Roman Cancel (FRC)
- Gatling
- Guard Gauge
- Guts
- Initial Proration
- Instant Block (IB)
- Instant Kill (IK)
- Jump Install (JI)
- Negative Penalty
- Overdrive (Super Attack)
- Roman Cancel (RC)
- Slashback (SB)
- Special Attacks
- Tension Gauge
- Tension Pulse
- Ukemi (Teching)