GGML/Justice

From Dustloop Wiki

Overview

Justice is one of the 3 unlockable boss Characters in Missing Link, and serves as the main final boss. As such, she follows the typical standards of a boss, with cranked up stats, data, and abilities. She boasts some incredibly powerful normal attacks, as well as a wide toolset of specials, including the infamous Imperial Ray
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. On top of this, she has the unique quirk of being fully invulnerable while walking backwards, unless the opponent actives proximity guard. On paper, she is every bit deserving of her status of big-bad boss lady.

The main problem with her is the game that she's in. Justice has no ability to charge, a mediocre Instant Kill, and damage output that is unintentionally kept in check by the number of infinites in this game. These things keep her honest and force her to play a more traditional fighting game than most of the cast.

 Her incarnation in +R is a functionally completely different character.
Justice
GGML Justice Portrait.png
Defense
180%Raw Value: 18
Jump Startup
10f
Backdash
22f
Meter Gain Mod
150%Raw Value: 15
Charge Time
N/A
Forward Walk Speed
133%Raw Value: 1024
Backward Walk Speed
122%Raw Value: 716
Dizzy Resistance
117%Raw Value: 35
Fastest Attack
2H
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(1F)
Reversals
2H
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(no invuln, 1F)
Backwards Walk (invuln 1F, no hitbox)

 Justice is a war machine befitting of her appearance. Big, evil defense, mobile, and dastardly lasers.

Pros
Cons
  • Lasers!: Imperial RayGGML Justice 641236S.pngGuardAllStartup3Recovery0AdvantageVaries is a commanding move which can dominate neutral, and will lead to touch-of-stun combos depending on the character. Many matchups are decided by how well the opponent can navigate this move.
  • Belligerent Abare: Thanks to her 1F 2H, invulnerable back-walk, and solid reversals, Justice is very dangerous to pressure.
  • Mobility: Justice has not 1, not 2, but 3 air-dashes! Paired with their speed, Justice is shockingly mobile once she gets into the air. On top of that, Justice has a freakishly fast forwards high jump which allows her to close in from full screen with j.H rapidly.
  • Scary Mixups: Justice has good high/low mixups thanks to her overhead 6P and low Dust attack.
  • I Hate Blocking!: While walking backwards, Justice does not have a hurtbox and cannot be hit. Because proximity block has a short activation range, she can just kind of moon-walk through things.
  • Can't Charge: Being unable to Charge means that Justice misses out on Charge Cancels, which are what allow most characters in GGML to perform easy infinite combos.
  • Polar: Justice's tools massively fluctuate in power depending on the matchup. This allows her to invalidate characters like  Potemkin, but stronger characters, like  Chipp,  Baldhead, and  Millia, are well-equipped to beat her.
  • She's a Big Girl: which makes it counterintuitively difficult for her to avoid the opponent and projectiles. She can also be hit by some overheads, such as  Millia's j.H, and is subject to character-specific infinites.
Note: Justice is tied with  Potemkin for highest defense in the game at 18. This makes her very durable against non-infinite sources of damage, but does not help against the game's common infinites.

Normals

How to Read Frame Data
Damage
A quantification of how a character's health bar is reduced when they are hit.
Guard
The act of defending against incoming attacks. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
Low
Guarded against while crouching
Mid
Guarded against in either the crouching or standing state, but not while airborne
High
Guarded against in the standing state
All
Guarded against while crouching, standing, or while airborne
Throw
Cannot be guarded against, but only applies to grounded opponents
Unblockable
Cannot be guarded against
Startup
The time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
Active
The active frames of an attack refers to the amount of time an attack can hit the opponent.
Recovery
The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking.
On-Block
A measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first.
On-Hit
A measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first.
Invuln
Short for InvulnerabilityA state where a character cannot be hit. A common component of reversal moves.

5P

5P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
9x2 All 4 5,12 10 +6 -7 none
Unlike later games, the second hit isn't a low. Still, it's range is quite good especially for its speed, making it useful for situations where 2H wouldn't reach. Leads to solid damage on hit.

5K

5K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
11 All 9 5 11 -25 -18 none
A good balance of speed and range, with the ability to cancel into itself on whiff. Good poke overall, just make sure you cancel it.

c.S

c.S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
14 All 4 10 29 -29 -18 none
A pretty standard c.S. Normally, these kinds of moves are filler for CC infinites, but Justice doesn't have one of those. Whiffs on some crouching characters making 2S more reliable for filler.

f.S

f.S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
16 All 18 6 17 -13 -2 none

Big, relatively slow poke with a respectable hitbox. Has a shit ton of recovery too so it's not too safe to whiff. Not very good, you have better options.

  • Not a multi-hit like in later games.

5H

5H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
22 All 13 18 8 -16 +1 none

Very big button. Faster than f.S, and covers more area too. Can work as an anti-air, although it's not air-unblockable, or a general-purpose poke.

  • Ungodly anti-air hitbox
  • Far-reaching second hit

Fierce Strike

6P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
14x2 Overhead 18 26 7 -14 -7 none

Gigantic, high damage, lunging overhead that gatlings and combos into anything that isn't a P button or f.S. Really solid speed and reward, it's an attractive mixup option even without dashing. With a microdash it can easily reach halfscreen, and with a slightly longer respect slide it's a fullscreen overhead. Especially useful since most of the cast is inclined to show Justice respect at range thanks to Imperial Ray.

  • First hitbox comes out on frame 18. This is different from later games, where an anti-air hitbox comes out on frame 11 first. No 11f overheads on Potemkin here.

2P

2P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
5 Low 5 5 6 -4 +3 none
It's a crouching jab, and a pretty good one at that. Big, relatively fast, and gives Justice another thing to mash if the opponent's close by. Also a low.

2K

2K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
9 Low 12 8 16 -18 -11 none
Pretty unremarkable poke. Covers a similar area to 2P, but 2P is also faster and safer. 2P being a low also makes this move less attractive for mixups. Not very useful.

2S

2S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
14 Low 9 5 20 -16 -5 none
Justice's smallest button, not very attractive on hit or block and it's a tiny button on a character who mostly prefers to control neutral space. Not particularly useful, occasionally sees use in the rare combo that's not 2H > Imperial Ray/Michael Sword since it's a lot faster than f.S.

2H

2H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
9x2 All 1 24 11 -12 -8 none

An incredible normal with many applications. Useful in neutral, to combo into and potentially link out of Imperial RayGGML Justice 641236S.pngGuardAllStartup3Recovery0AdvantageVaries, and for abare.

Thanks to its instant startup and incredible active frames, 2H makes for a menacing way to approach on the ground. If the attack connects at a decently-close range, it can combo into Imperial Ray for a potential touch-of-stun if the target has 30 or less Stun Resistance. It can also be linked into after an Imperial Ray on some characters to keep the combo going, depending on Imperial Ray's on-hit advantage. Even on characters where Imperial Ray is inadvised, it combos into Michael Sword for a plus on block ender with solid damage.

The lightning particles count as a projectile, and will not move relative to where Justice was when she used the normal. It will not beat other projectiles.

This normal is absolutely godlike, and is rivaled by only a few normals, like  Baldhead's 2SGGML Baldhead 2S.pngGuardAllStartup5Recovery20Advantage-15.

j.P

j.P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
7 Overhead 6 5 5 none

Somewhat fast and mashable air-to-air jab. Bigger than most air jabs.

Useful as an instant overhead against tall characters, namely  Potemkin and  Justice herself.

j.K

j.K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
7 Overhead 4 15 5 none
Actually faster than j.P on top of covering a way bigger area in front of Justice. This makes it an exceptional air-to-air option.

j.S

j.S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
9x2 Overhead 1 24 2 none
Spawns a projectile at the location of Justice's chest when the button is pressed. The hitbox lingers in place even as Justice moves independently. If used as close to the ground as possible, this lets you place a projectile, recover immediately by landing, and have an independent hitbox occupy that area for a solid half a second. If done immediately in the air it works as an instant overhead on some of the cast, which can be jump canceled to stay safe.

j.H

j.H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
18 Overhead 7 14 8 none
Despite how it looks, and how it behaves in later games, this move doesn't cross-up. It's still a gargantuan jump-in, though, and now you have three airdashes to use it out of. Hits two times.

Universal Mechanics

Dust Attack

S+H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
18 Low 12 7 13 -10 +89 none
Moderate speed dust and also a really big low. Leads to alright damage, but Justice can do better with her punishes. Funnily enough it isn't disjointed but it will clash at worse outside of IKs and projectiles.

Throw

6H or 4H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
20 Throw 1 N/A N/A N/A +6 N/A
Throws the opponent high into the air and bounces them off of the wall if they don't tech. Like most throws of its ilk, it can be teched almost immediately so any followups are untrue. Does lead to decent pressure since it's +6, if nothing else you can force them to block an Imperial Ray.

Dash Attack

6[6]
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1 All +5 +7
About as unremarkable as any other dash attack. Safe on block and hit, so you won't die for using it, at least.

Instant Kill

X Razer

P+K > 236X
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
FATAL All 17 12 14 N/A N/A Above Shins 1~42
Long-ranged instant kill, and just safe enough to be used as a deadly poke with its range. However, the startup is incredibly long for an IK, so it's easier to avoid than most, the invuln isn't spectacular, and the hitbox isn't as good for anti-airs as many other IKs.

Specials

Strike Back Tail

421K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
7x2 Mid 18 12 19 -22 -18 All-But-Tail 1~18

This move has surprisingly short horizontal range. Paired with the backwards movement, and input that can be tricky on this game's input parser, hitting grounded opponents with this can be really unreliable unless they are actively extending a hurtbox towards you. Unfortunately this is your best GC option most of the time, since Imperial Ray would be better but the input is difficult to get out during blockstun and this is her only other move that can reliably avoid any continued attacks.

Launches a vertical projectile into the air that's still air-unblockable. Can help with stopping opponents from just airdashing in.

  • Air Unblockable
  • Justice flips backwards during the move, quickly moving her hurtbox backwards.

Imperial Ray

641236S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
9x19 All 3 72 0 Varies Varies none

In later games, this move got nerfed and turned into a super. In this game it's a standard special move. Let that sink in.

It sweeps across the entire screen incredibly fast, does ridiculous damage even on chip, boxes opponents out, and builds a dumb amount of meter. If your character can't get past the combination of this move and back-walk, they lose the matchup. This move can be used in combos, notably from 2H and from dash bug, to quickly stun characters with 30 or less stun resist.

It's only limited by its horrible frame advantage up close (except against  Potemkin).

Advantage at point-blank range:
VictimCrouching-hitStanding-hitCrouching-blockStanding-block
 Axl -12 -8 -28 -22
 Baiken -21 -6 -38 -30
 Baldhead -18 -8 -36 -26
 Chipp -12 Stun[1] -33 -22
 Justice -8 +18[2] -22 +10
 Kliff -16 -12 -38 -33
 Ky -8 +6 -33 -22
 May -16 -8 -28 -22
 Millia -21 -8 -33 -22
 Potemkin +21 +12 -12 +8
 Sol -16 +2[2] -33 -4
 Testament -8 +6 -28 +22
 Zato -16 +4 -33 -11

Note that because this frame data is measured at point-blank range, Justice's frame advantage will change, usually for the better, as she gets further away from her opponent. This is because it will take longer for the projectiles to reach the opponent. Due to travel time and her instantly invuln back-walk, Justice can be safe in many cases, even if the point-blank frame data might imply otherwise.

Notably, if it's blocked or hits at specific anti-air angles where every single hit of Imperial Ray lands, the block/hitstun is so long that it infinitely loops into itself. While not common, this does come up enough for it to be relevant.
  1. Consistently stuns and re-stuns at point-blank range
  2. 2.0 2.1 Stuns on hit without added stun resistence

Valkyrie Arc

236P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
N/A 7 21 11 N/A +4 Counter
Counter move. Unlike in later games, where it counters mids and highs, it counters any move that touches the activation box which is above her knees. This means there are some crouching mids that will hit it. Unfortunately, because she is so tall, a lot of standing moves will go under her knees and still hit her, making it somewhat unreliable. Decent reward on hit and can lead to a followup.

Michael Sword

41236S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
9,11 All,Mid 1* 40 Total Duration: 38 0 +2 none

Incredibly funky despite being pretty simple conceptually. The move is technically active on frame 1 and all the way to the end of the animation, and even after the move recovers. The thing is, the hitboxes that are present for the first 9 frames are so deep inside Justice that they can't hit anyone.

This is her primary combo and blockstring ender point blank thanks to its very solid frame advantage.

  • Hits behind justice on frame 10
  • Hits in front of justice on frame 20
  • 2nd hit is air unblockable
  • hitboxes linger for 3 frames after Justice becomes actionable

Supers

Gamma Ray

46463214H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
72 All 67 69 9 +1 stun none

The fat laser of doom. Slow to start up, but extremely rewarding on hit. When in desperation mode, this move is incredibly obnoxious. While astute opponents will be able to punish it on reaction, it can be difficult, especially if you're stuck in the air. You don't even want to block it, since the chip damage is obscene and it's plus on block. Instantly stuns the opponent, even as a restun, making it a useful tool for getting extra damage out of stun.

Of note is that this move can whiff over  Dr Baldhead, so in such a situation you might want to stick to using Imperial Ray.

  • Reaches full screen horizontally.

Colors

Navigation

To edit frame data, edit values in GGML/Justice/Data.
Systems Pages