Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
If she's bad against it, she'll be the one to very slowly and very painfully lose.
A lot of characters that you'd think are uber weak to Justice actually aren't, like Order Sol. He can sit back and build charge all day, while using his normally very important, but generous, tension to perfect guard nukes all day. Nothing's gonna happen in the match until there's like 10 seconds left, though, so it's a drag no matter how you look at it.
The X-factor is the Justice player's ability to land gold bursts. If they can, the matchup really doesn't matter, and even Testament tends to melt.
Also mix it up with things like super jump air dash, double jump, instant airdash, etc. Each nuke covers one angel of approach. The justice player should be using the nukes to guide you into her and they should be ready to react with what approach options you have left. That said things that halt your air momentum or restore air actions can be really useful to trip them up. Like johnny killer joker frc. Also instant blocking while in the air restores an air option, so jumping around and instant blocking an hit of nuke can help. Also things like dash fd break can help as well.
Once your in though, you'll find that is where the justice wants you 90% of time. At that point you have to be able to run a strong offence. Cause if justice gets her hands on you its going to hurt, a lot. Her reversal options are a bit meh though, her back dash is really invuln and long, but has a decent amount of recovery, but back dash throw is still something to look out for. Her counter is to slow to be used as a reversal, and it only counters mids and highs. Decent for frame traps, but not for oki. Her super though, that thing is fully invuln, hits full screen, and gets a combo on hit / counter hit depending on distance. It also has an frc so with 75 meter the justice player can just say its there turn now.
Well there is more to this than that, as every character can handle missiles differently, but thats a mostly universal run down. Like bridget can 6s, pot can slide head, eddie can drill, ky's 5hs if he's close enough can hit justice while not hitting the missile. What the missiles really do is force you to learn the ins and outs of your characters movement.