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{{GGML_Move_Card | {{GGML_Move_Card | ||
|input=41236S | |input=41236S | ||
|description | |description= | ||
*2nd hit is air unblockable | *2nd hit is air unblockable |
Revision as of 02:06, 17 September 2021
Justice is one of the 3 unblockable boss Characters in Missing Link.
Justice Justice is a war machine befitting of her appearance. Big, high damage, high defense, and dastardly lasers.
- Obscene Damage: The first several hits of Justice's combos have very minimal scaling, which rewards her with high, frontloaded damage off of just a few hits.
- Lasers!: Imperial Ray combos into itself and sweeps across the entire screen and usually stuns after 2 uses. Gamma Ray does ludicrous damage, pushback, and hit/block stun. During Desperation State, Gamma ray basically wins the game on its own since most characters can't avoid followup Gamma Rays after blocking or getting hit by one.
- Meter Gain: Justice is really good at building meter. A single imperial ray can build between 75 and 100 percent of her meter, depending how many hits land. This gives Justice very high uptime access to her Gamma Ray.
- Air 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.
- Non-Standard Infinites: Even without CC, Justice has access to infinites both off of throws and normal hits. For example: Throw > Dash [Imperial Ray]xN
- Scary Mixups: Justice has good high/low mixups thanks to her overhead 6P and low Dust attack. Pair that with the respect she commands, due to her imposing damage, and she is able to mix in throws as well.
- Ironclad Defense: Justice is tied with Potemkin for highest defense in the game at 18. This makes her incredibly durable, so killing her without infinites can be difficult.
- 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.
- Big: because she's so tall some characters, like Chipp, gain access to character-specific infinites against her. She can also be hit by some instant overheads, such as Millia's j.H.
Justice | |
---|---|
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 | |
Reversals | |
Normals
5P
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
9x2 | All | 4 | 5,12 | 10 | +6 | -7 | none |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.5K
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
11 | All | 9 | 5 | 11 | -25 | -18 | none |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.c.S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
14 | All | 4 | 10 | 29 | -29 | -18 | none |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.f.S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
16 | All | 18 | 6 | 17 | -13 | -2 | none |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.5H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
22 | All | 13 | 18 | 8 | -16 | +1 | none |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.6P
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
14x2 | Overhead | 18 | 26 | 7 | -14 | -7 | none |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.2P
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
5 | Low | 5 | 5 | 6 | -4 | +3 | none |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.2K
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
9 | Low | 12 | 8 | 16 | -18 | -11 | none |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.2S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
14 | Low | 9 | 5 | 20 | -16 | -5 | none |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.2H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
9x2 | All | 1 | 24 | 11 | -12 | -8 | none |
High damage and can link into some high damaging combos, or Imperial Ray.
- Not Special Cancelable
j.P
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
7 | Overhead | 6 | 5 | 5 | none |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.j.K
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
7 | Overhead | 4 | 15 | 5 | none |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.j.S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
9x2 | Overhead | 1 | 24 | 2 | none |
j.H
Universal Mechanics
Dust Attack
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
18 | Low | 12 | 7 | 13 | -10 | +89 | none |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.Throw
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.
Most notably, this sets up the Imperial Ray air-hit infinite.Dash Attack
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
1 | All | +5 | +7 |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.Instant Kill
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
FATAL | All | 17 | 12 | 14 | N/A | N/A | Above Shins 1~42 |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.Specials
Strike Back Tail
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.
- Air Unblockable
- Justice flips backwards during the move
Imperial Ray
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.
On hit, this move builds between 75% and 100% meter so Justice can get access to Gamma Ray practically immediately. This move can combo into itself and usually dizzies the opponent after 2 reps. When performed against an airborne opponent with proper spacing, this move infinitely loops into itself, and you can set this up by throwing the opponent towards the corner and dashing into them.
- Sweeps across the entire screen in front of Justice from bottom to top
Valcyrie Arc
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
N/A | 7 | 21 | 11 | N/A | +4 | Counter |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.Michael Sword
Supers
Gamma Ray
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 becomes game winning on its own. The pushback and hit/block stun are so great that once you make the opponent hold one Gamma Ray, you can continually cycle supers to keep the opponent under constant orbital bombardment.
Of note is that this move can whiff over Dr Baldhead, so in such a situation you might want to go back to using Imperial Ray.
- Reaches full screen horizontally.