GGML/Justice

From Dustloop Wiki
Overview
Overview

Justice is one of the 3 unblockable boss Characters in Missing Link, and the game's actual "boss character." As such she follows the typical standards of a boss, with her large frame towering over the cast along with her ginormous normals, blasphemous damage output, and unparalleled screen control and mobility. There's no real need to tell you about Justice's toolkit in GGML, you can just imagine whatever incredibly overpowered tool a character might have in a fighting game and there's a good chance she has it or something that can serve the same purpose. Ironically, her only REAL fault is the game she's in; she doesn't get to abuse the game's systems particularly well as she has no attack that can be charged, and her deliberately ridiculous tools are unintentionally shared with a lot of the cast due to the game's vast infinites. Though as you'll quickly realize once you pick her, that doesn't really matter, as you don't need infinites when you rule the screen and kill people in a hit any way.

Justice's stupendous versatility allowing her to do whatever she wants anywhere she wants, freely shift between rushdown or zoning, and instantly win the game off of a 632146S input makes her a naturally controversial character. She would go on to be a tournament banned character in future installments of Guilty Gear, although she is NOT banned in GGML. Her incarnation in +R is a very different and much more balanced character despite similarities, and is also not banned.

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

Pros
Cons
  • 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.
  • 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
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
Reversals

Normals

5P

5P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
9x2 All 4 5,12 10 +6 -7 none

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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.

c.S

c.S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
14 All 4 10 29 -29 -18 none

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f.S

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

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5H

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

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6P

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

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2P

2P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
5 Low 5 5 6 -4 +3 none

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2K

2K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
9 Low 12 8 16 -18 -11 none

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2S

2S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
14 Low 9 5 20 -16 -5 none

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2H

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

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

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j.K

j.K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
7 Overhead 4 15 5 none

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j.S

j.S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
9x2 Overhead 1 24 2 none
Hits up and in front of Justice. Because of this, the move is borderline impossible to land on many grounded opponents.

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.

Universal Mechanics

Dust Attack

S+H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
18 Low 12 7 13 -10 +89 none

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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.

Dash Attack

6[6]
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1 All +5 +7

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Instant Kill

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

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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.

  • Air Unblockable
  • Justice flips backwards during the move

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.

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.

  • Sweeps across the entire screen in front of Justice from bottom to top

Valcyrie Arc

236P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
N/A 7 21 11 N/A +4 Counter

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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
  • 2nd hit is air unblockable

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 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.

Colors

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