Battle Craze!!/la justicia/C-Side

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Overview

Playstyle
link C-la justicia is the game's conventional grappler, with multiple unique grabs and the ability to cancel into her throws mid combo.
Pros Cons
  • High Health: C-justicia has 50 more health than average.
  • Grabs: C-justicia has 5 unique throws and 2 command throws. This gives her the ability to move opponents wherever through grabs.
  • Mobility: C-justicia has a slower dash, which makes it hard to her to make her way in.
  • Long Range Capabilities: C-justicia has no real way to interact with the opponent at ranges beyond mid-range.

Statistics

Trait "Shoot Style Spirit": la justicia has access to multiple different throws by inputting the Grab command and then any direction. During a combo, la justicia can chain into any of her throws, unless that throw had recently been used.
Health 1050
Mobility Dash

Move Overview

Universal Mechanics

Craze Tech

Dropkick!
5CT
Justctech.png
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
Uncharged 128 Mid 23 5 - +15 -4 Dire Wall Bounce

Armored dropkick, can be spaced to be safer on block.

Charged 128 Mid 39 5 - +34 -2 Dire Wall Bounce

Charged version of drop kick, takes a lot longer but has armor through out all of the start up. Gives a wall bounce on hit and can be spaced to be plus on block

Throws

Power Bomb
5GP
JustThrow5.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
144 Throw Tech 4 - - +29 N/A

Justicia's highest damaging normal throw, moves her just a little bit forward too. Leaves the opponent right in front of her.

German Suplex
4GP
JustThrow4.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
120 Throw Tech 4 - - +28 N/A

Justicia's back throw, knocks the opponent far behind her.

Running Scoop Slam
6GP
JustThrow6.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
104 Throw Tech 4 - - +29 N/A

Gives a very substantial amount of corner carry, moves both justicia and the opponent about half screen.

Fireman's Heave-Ho
8GP
JustThrow8.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
8 Throw Tech 4 - - +42 N/A

Tosses the opponent up for a combo. Scales the combo very hard when done raw though so its usually not worth going for this one outside of combos.

Bear Hug
2GP
JustThrow2.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
104 Throw Tech 4 - - +2 N/A

Gives the opponent a bear hug :D. Leaves them standing right in front of justicia, giving her some good pressure.

Air Dynamic Driver
j.5GP
JustThrowJu.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
120 Throw Tech 2 - - +35 N/A

Justicia's air throw, if it's hit raw it floor splats. Notably moves her very far forward compared to other air throws.

Heartbreaker

Heartbreaker
5CT while blocking
JustHB.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
32 Mid 17 - - +1 -23

Justicia's heartbreaker, uses 5SK's animation.

Normals

Standing

5LP
Just5LP.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
36 Mid 4 3 - +3 -1

Basic 5LP, a bit stubby but hits frame 4.


5SP
Just5SP 1.png
Just5SP 2.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
96 Mid 10 3 - 0 -6

Reaches pretty far compared to her light buttons, not as far as 5SK but is a bit faster than it.


5LK (close)
JustclLK.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
40 Mid 5 3 - +3 -1

Combo filler.

5LK (far)
Just5LK.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
40 Mid 6 3 - +1 -3

Reaches farther than 5LP while still being relatively fast.


5SK (close)
JustclSK.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
88 Mid 5 3 - +5 -1

Links back to lights and into itself, very good for combos in general as it helps with juggles too.

5SK (far)
Just5SK.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
104 Mid 12 3 - +2 -4

Reaches very far and does the most damage out of her standing normals. Interestingly, this can be spaced for better advantage on block.


Crouching

2LP
Just2LP.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
36 Mid 4 3 - +2 -2

Pretty much just 5LP except that it beats low-profile moves.


2SP
Just2SP.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
104 Mid 11 5 - +2 -3

Decent anti-air.


2LK
Just2LK.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
40 Low 5 3 - +1 -3

Reaches decently far, pretty average 2LK.


2SK
Just2SK.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
120 Low 11 3 - +43 -7

Justicia's sweep.


Jumping

j.5LP
JustjuLP.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
44 Overhead 4 3 - - -

Good air-to-air.


j.5SP
JustjuSP.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
96 Overhead 7 2 - - -

Hits above justicia, essentially has the same range as j.5SK.


j.5LK
JustjuLK.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
40 Overhead 5 15 - - -

Good jump-in. Can cross-up but it can be a bit finnicky.


j.5SK
JustjuSK.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
96 Overhead 10 6 - - -

Really good air-to-air and jump-in, reaches far and very fast.


Command Normals

Chair Driver
6SP
Just6LP.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
88 Overhead 21 4 - +2 -6 Dire Stagger

Moves justicia forward a lot, used for her cancels and also mix.


Duck and Roll, Senton
3SK
Just3SK 1.png
Just3SK 2.png
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
roll - - 26 - 2 - - Counter -

Low-profile, also immune to projectiles.

Senton 136 Low 29 2 - +47 -2 Counter -

Functions like a sweep, useful for punishing fireballs or punishing people trying to hit you out of the roll. Inputted by holding SK during the roll.


Dolphin Splash
j.2SP
Justju2SP.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
88 Overhead 8 Inf. - - - Counter Crumple

Justicia's splash, good for cross-ups and jump-ins due to how active it is.


Specials

Star Lariat
236P
Just236P 1.png
Just236P 2.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
144 Mid 10 8, 3 - +17 -6 Dire Flipout

Floor splats the opponent, useful for some combos since you get more advantage the higher the opponent is. The heavy version goes farther.


Rising Star, Meteor Clutch
236K~K
Just236K 1.png
Just236K 2.png
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
Star 128 Mid 6 10 - +10, +8 (heavy) -21, -24 (heavy) Dire Power Launch

Air invuln, heavy goes farther forward and has worse advantage on hit and block.

Clutch 151 Mid 6 10 - +23 -21, -24 (heavy) Dire Ground Bounce

Follow up after Rising Star, useful as a combo ender.


Justice Hammer
63214P
JustThrow5.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
184 N/A 4 - - +20, +11 (heavy) N/A Dire Floor Splat

Command grab, has insane corner carry. Light goes forward, Heavy goes back.


Sunset Slam
63214P
Just624K.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
168 N/A 14, 18 (heavy) - - +17 N/A Dire Ground Bounce

Running command grab. Heavy version travels 3 quarters across the screen.


Supers

All-Out Attack

Morning Sun
236236P
Just236236P.png
Good morning :)
Good morning :)
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
232 Mid 6 2 - +17 -20 Dire N/A

Combo ender.


Defining Verdict
63214PP
JustThrow5.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
272 - 4 - - +44 - Dire N/A

Command grab super, justicia's highest damaging level 1 super. Mostly used for mix-ups.


All-Out EX

Kokyuu Nage
214214PP
Just214214PP.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
304 - 1 - - +24 - Dire N/A

Counter super, immediately goes into the follow-up in combos.


All-Out Destruction

And Justice For All
63214KK
Just624KK.png
RAAAHHHH
RAAAHHHH
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
400 N/A 4 - - +44 N/A Dire N/A

Justicia's level 3, one of the only cutscene supers in the game. Can't juggle into it, meaning her highest damaging combo ender tends to be level 2. Can't be jumped out of at point blank range. Hype.

Battle Craze Navigation

General
Controls
Netplay
HUD
System
FAQ
Glossary
AjitCLS
TsugumiCLS
ShermCLS
WallaceCLS
ReaperCLS
la justiciaCLS
BoundaryCLS
BaxterCLS
Characters
Ci-CiCLS
GoliathCLS
NecrossCLS
EmiCLS
LucyCLS
GabbyCLS
IsabellaCLS
TyrantCLS
IkueCLS
TeriCLS
BernieCLS
Jane BaneCLS