- Smack Studio: Justice -
JUSTICE
1.89
1.65
37
3.6
21
3.2
5.0
1.5
1.15
9.5
2*
3f
Z_BOF_Justice
*Justice's jump count is determined by her current Air Actions
OVERVIEW
Justice is a polarized character with incredibly strong attacks, yet severely lacking mobility. She can have trouble getting in, but once she does she can decimate the opponent.
Justice's attacks all do above average damage, have great hitboxes, and easily combo into each other. She can very easily get opponents to kill percents, assuming she can actually get in to hit the opponent. Of note are down tilt, a vacuuming launcher, up tilt, a fast juggling tool, and Charged Michael Sword, a slow but rewarding attack that gives a "wallbounce" for a combo.
Justice has very poor mobility, with the worst speed in the game and generally being very limited in her approach options. She also has a unique mechanic in air options, which limit her jumps and airdodge replacement to only twice per airtime. While this gives her extra options unavailible to other characters, it does still limit her in what she can choose to do.
Justice is a low mobility character with high damage, strong combos, and large hitboxes.
PROS / CONS
- Damage: All of Justice's attacks do high damage. She easily racks up damage to get close to kill percent.
- Combos: Justice's tilts all easily combo, and her strong attacks are quick enough to be used as combo enders.
- Range: The majority of Justice's attacks have very large hitboxes and are easy to hit with. She also has an indestructable projectile with Nuclear Blast, and a fullscreen blast with Gamma Ray.
- Mobility: Justice has by far the slowest mobility in the game, and has slightly more limited air mobility due to the air dodge being replaced with air dash.
- Size: Justice is large, and therefore gets comboed easily.
- Defense: Justice does not have an airdodge or spotdodge, and her directional dodges have limited distance. She does have S.B.T., but it does not fully make up for those shortcomings.
Unique Mechanic: Dash Cancel
Cancelling Justice's dash on frames 3~6 gives an extra boost of momentum to the cancelled move.
Unique Mechanic: Airdash / Air Actions
Justice does not have an airdodge, and instead can do an airdash forward or backwards. It can be used at any point in the air, only being unusable in the early frames of a grounded jump.
Justice has two "air actions" per airtime. Jumping or airdodging uses an air actions, and they are only refreshed after landing or using Teleport. This means she can either jump twice, airdash twice, or do a single jump and single airdash.
Unique Mechanic: Crouchblock
Justice does not have a spotdodge, and instead is able to crouch while blocking to shrink her hurtbox vertically at the cost of increasing it horizontally.
Frame Data Grid Key
Frame Data Bar Key
- Normal Attacks -
Jab
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Jab
4%
6.0
0.05
4
2
8
-
-
A mid-range poke with great frame data. Has use in combos, and gives decent reward on close range hit.
Forward Tilt
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Forward Tilt
2% x3, 3%
1.0 x3, 5.0
0.01 x3, 0.06
6
1, 1, 1, 1
11
-
-
- Forward velocity on 3~6f.
- Backwards velocity on each hit.
Long ranged poke that does good damage but is inconsistant at the tip and has generally poor reward. It has very little use in combos, does not lead to much, and can't kill. Generally outshined by other options like side strong, dash-in jab, or dash-in down tilt.
Up Tilt
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Up Tilt
6%
8.0
0.04
3
5
8
-
-
Massive anti-air with incredible frame-data, as well as a great combo tool. It has use in all of Justice's combos, with the minor weakness of short range against grounded opponents.
Down Tilt
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Down Tilt
7%
9.0
0.045
5
3
11
-
-
Excellent vacuuming combo tool for continuing Justice's looping tilt combos. While it is slower than jab, it has much more reward.
Dash Attack
...why didn't it kill instantly?
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Dash Attack
9%
9.0
0.07
9
9
11
-
-
- Forward velocity on 9~21F.
Long-ranged, highly active burst tool that is a bit slow. Doesn't lead to much reward, but the high range lets it catch players that other moves can not.
- Strong Attacks -
Side Strong
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Side Strong
16%
8.0
0.12
8
4
16
-
-
- Forward velocity on 8~10f.
Fast, powerful kill move with a massive hitbox and great range. Similar usage to uncharged Michael Sword, but does more damage, has better base knockback and has a larger hitbox while not being usable in the air.
Up Strong
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Up Strong
18%
10.0
0.14
15
5
17
-
-
- Can go off platforms.
- Has reduced friction.
Slower than Justice's other strong attacks by far, but has incredible kill power, absurd damage, and a disgustingly large hitbox. Also has the ability to slide off the ledge and catch attemps to recover high.
Down Strong
Hit 1 (Weak)
Hit 2 (Strong)
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Down Strong
6%, 9%
3.0, 9.5
0.04, 0.12
7
4, 4
12
-
-
Multihit launcher with poor range but great startup. Can be a decent kill move, but is harder to connect with than many of Justice's other moves.
- Aerial Attacks -
Neutral Air
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Neutral Air
2%
5.0
0.02
3
3
5
4
-
Incredibly fast but low reward move with low range. Compared to forward air hits grounded opponents easier but has less horizontal range. Great after an airdash due to its speed, but difficult to get much off of.
Forward Air
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Forward Air
6%
6.0
0.04
3
3
13
8
-
Excellent range compared to its speed but has similarly poor reward to neutral air. It has some difficulty hitting grounded opponents, but is still useful to stop opponents from doing attacks. Generally great offstage for harrassing recovering opponents, but rarely kills on its own.
Back Air
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Back Air
9%
7.0
0.06
7
2
15
10
-
- Front hit knockback:
35
- Back hit knockback:
145
Massive sweeping aerial with ok kill power and good damage. It hits in front of Justice, though is a bit of an awkward input. A bit slow, but much better reward than forward air or neutral air.
Up Air
Hit 1 (Weak)
Hit 2 (Strong)
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Up Air
4%, 5%
3.0, 7.0
0.04, 0.08
5
3 (1) 4
8
8
-
- Upwards velocity on first hit.
Prime juggling tool and decent vertical kill option. The first hit has an extra boost to vertical momentum to improve consistency.
Down Air
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Down Air
11%
7.0
0.10
9
4
14
9
-
Massive, strong spike that is a bit slow. A great kill option offstage, with a decent combo from charged Michael Sword. The hitbox does not reach in back of Justice despite what the visuals show.
- Special Attacks -
Neutral Special : Nuclear Blast (N.B.)
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Nuclear Blast
-
-
-
-
7
P
27
~
-
Bomb
2% x3
7.0 x3
0.08 x3
14 + Until Release + 5
2, 2, 2
-
-
-
Nuclear Blast:
Total: 34
Bomb:
Total: 25
- Bomb explodes only once Special is no longer held.
- Bomb flies in the direction that the stick is held.
- Pressing Taunt while special is held uses Nuclear Blast.
A fantastic angleable projectile that can be manually detonated. Can be used to fill the stage with hitboxes, especially when creating multiple using taunt. Using it without an angle instead does a unique close angle useful for covering the area directly in front of Justice.
Side Special : Michael Sword
Michael Swor - oops, wrong ga- wait.. right charac- wait.. still wrong game??
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Michael Sword
12%
3.0
0.14
7
6
11
~
-
Charged Michael Sword
12%, 4%
[GRAB], 9.0
[GRAB], 0.07
16
6 (13) T
5
~
-
Michael Sword:
Total: 24
Charged Michael Sword:
Total: 40
- Opponent is thrown from a distance far in front of Justice.
A slash forward with two distinct versions.
Uncharged Michael Sword is a good kill move with average range, though with unusually low base knockback. It has similar uses to side strong, but is faster and can be used in the air. Great after an airdash to add improved range, and as a kill move offstage.
Charged Michael Sword is a very different move, having the same range but significantly worse frame data and much worse kill power. Instead, CMS gives a "wallbounce" that flings the opponent back at Justice for a followup. A staple combo tool due to its followup potential, but somewhat difficult to make use of due to its speed.
Up Special : Teleport
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Teleport
5%
10.0
0.00
2
4
41
~
-
- Directional velocity on.
- Restores both
air actions.
A slow teleport. Justice's main recovery tool, and valuable to it restoring jumps and airdashes. Also has a very fast starting hitbox, but it leads to nothing and has no reward besides keeping Justice safer.
Down Special : Strike Back Tail (S.B.T.)
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Strike Back Tail
3%
8.0
0.03
4
9
22
~
-
Lightning
8%
8.0
0.04
-
6
-
-
-
[ ] Values represent the sweetspot
Strike Back Tail:
Total: 8
- Backwards velocity on 1~29F.
Invincible move that is useful for disengaging and has some use in combos. It can also be used as an anti-air due to how high the lightning reaches.
- Grabs / Throws -
Grab
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Grab
[GRAB]
[GRAB]
[GRAB]
[GRAB]
5
3
13
-
-
Fairly average grab with low range. Can have some issues hitting shorter opponents except at point-blank range.
Forward Throw
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Forward Throw
5%
9.0
0.06
20
T
6
-
-
Dedicated combo throw that does low damage.
Back Throw
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Back Throw
6%
9.5
0.05
13
T
8
-
-
Knocks down when onstage, and acts as a mid-strength spike near the ledge.
Up Throw
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Up Throw
6%
9.0
0.11
12
T
11
-
-
Flings them into the air for air pressure, and can kill at high percents.
Down Throw
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Down Throw
2% x5, 4%
[GRAB] x5, 9.0
[GRAB] x5, 0.03
11
[1 (1)] x5, 2
18
-
-
Does great damage, but the high recovery means it can't have followups.
- Dodges -
Forward Dodge
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Forward Dodge
-
-
-
-
-
-
16
-
-
- Forward velocity on 2~15F.
Faster than most dodges, but really bad distance. Equivalent to the average spot dodge, but with a bit of movement.
Back Dodge
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Back Dodge
-
-
-
-
-
-
16
-
-
- Backwards velocity on 2~15F.
Faster than most dodges, but really bad distance. Equivalent to the average spot dodge, but with a bit of movement.
- Ultra -
Ultra : Gamma Ray
Useful for a change!
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Gamma Ray
10%
13.0
0.00
7 + Superflash + 1
3 (24 + Superflash + 24) [P (2)] x40
25
~
-
Beam
1%
9.0
0.09
-
400
-
-
-
Incredibly slow fullscreen laser. Does excellent damage, but somewhat poor knockback for an ultra. A great combo ender if hitting with the starting shockwave, but can easily be interupted or avoided if done in nuetral.
- Other Things -
Taunt
Hitbox
Damage
BKB
KBS
Angle
Startup
Active
Endlag
Landlag
Cancels
Taunt
-
-
-
-
-
-
53
-
-
Average taunt. No use. When holding special, Taunt is replaced with Nuclear Blast, allowing Justice to use the move multiple times without exploding the nukes.
Alternate Colors
Color 01
Default. Created by Arc System Works.
Color 02
Smack Studio Color 2 Default.
Color 03
Smack Studio Color 3 Default.
Color 04
Smack Studio Color 4 Default.
Color 05
Smack Studio Color 5 Default.
Color 06
Smack Studio Color 6 Default.
Color 07
Smack Studio Color 7 Default.
Color 08
Smack Studio Color 8 Default.
Update History
v1.0 (January 23rd, 2025)