Tangerinedream Posted January 18, 2013 Posted January 18, 2013 I put the title so that people would come in and answer the question why do i get a justice with 3 air dashes and triple jump, when I finish her story mode? I want a character that I hear is "balanced" and that I feel right playing her against people. I heard she had been slowed down, air dashes removed and jumps limited. But when I play with the Justice i received upon defeating her story mode she seems no different than the old justice. I wanted the one with "potempkin style movement." How do i get the justice that isn't OP? Tang
zeth07 Posted January 18, 2013 Posted January 18, 2013 When the GGAC+R update actually comes out on consoles.
Tangerinedream Posted January 18, 2013 Author Posted January 18, 2013 oh muh god when will this be? becasue honestly this kind of sucks i wanted to play her and enjoy the difficulty so long as it is a character I enjoy.
MikelAL93 Posted January 18, 2013 Posted January 18, 2013 (edited) oh muh god when will this be? becasue honestly this kind of sucks i wanted to play her and enjoy the difficulty so long as it is a character I enjoy. It will be released this Spring for PSN and XBLA. The Vita version will have AC+R straight from the NVG card, but I'm not sure when that version will be released. Although I'm not sure if the patch is ver. 1.10, which was released just recently, but here are the changes for Justice in that version (Thanks to Alzarath for linking the translated list in the AC+R discussion thread): Justice - Hurtbox * Smaller hurtbox during movement (walking around, jumping etc) - Backdash * Distance traveled reduced - 6P * Reduced initial prorate * Forces crouching state - 6HS * 2nd hit launches the opponent when a Counter Hit - 2K * Reduced initial prorate - 2HS * 1st hit has a larger horizontal hitbox - Air Throw * Opponent gets thrown closer - Valkyrie Arc (236P) * Counter activates faster - S.B.T. (623K) * Invincible to low * The part with lightning has increased untechable time - S Michael Sword (air version) (j.41236S) * Recovery reduced - HS Michael Sword (air version) (j.41236HS) * Recovery reduced - FB Saperia Trance (ground) (236D) * Smaller hitbox 'above' during the start of the move * Moves faster * Reduced recovery - Defensive Burst * Faster activation Edited January 18, 2013 by MikelAL93
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now