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Justice

From The Codex
Guilty Gear/Justice
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"Mature Content"
This character or verse has mature themes and concepts, thus those of young age are ill-advised to look through these.



So please, promise me. Frederick. Promise me you won't be alone.
~ Aria to Frederick

...So that's why... ...I seem to recall... The G... Gear Project... Long, long ago... ...!?... That's right... Heh heh. H... How could I have forgotten you? If only we could have talked one last time... Just the three of us...
~ Justice to Sol Badguy at the end of Guilty Gear (1998)
. . . . . ...Look at my body. I was created by humans to kill humans. ...I'm a weapon. Yet, the same humans that created me never though about my mind, or soul. I'd have been used as a tool... and if I refused, I'd have been dismantled! Ask yourself... Can you truly blame me? I was born into this world as a slave... And now you're here to destroy me. I know humans loathe me violently... and always will. I could do nothing but live on, if for no other reason than to scorn my creators! But what do you think I've been living FOR? My duty. My assigned role! I was created to kill and so I do. It's justice!
~ Justice to Ky Kiske

Background

Aria Hale is a pivotal figure in the early history of the Guilty Gear series, having lived over a century before its main storyline. She served as one of the principal scientists behind the original Gear Project and was both the fiancée of Frederick Bulsara and a close companion of That Man.

This dropdown contains the synopsis of Aria Hale's story. Read at your own risk as you may be spoiled otherwise!

Background
Born sometime during the 20th century, Aria Hale grew up without a family and is believed to have witnessed the Dawn of Revival firsthand at a young age. Describing herself as something of a "bookworm," she earned her PhD in Cytology while still in her teens. During her time in college, she met both That Man and Frederick Bulsara, the latter being two years her senior and eventually her fiancé.

After graduating, Aria joined Vince McDonell’s research team alongside Frederick and That Man. The team’s work on the theoretical study of "Gear" cells led to the formation of the Gear Project. In November 2014, a casual conversation between her and Frederick turned emotional when he failed to respond to her hypothetical question about how he would spend his last days, unintentionally hurting her feelings.

By 2015, Aria began to show symptoms of a worsening illness, which That Man soon took notice of. The following year, Frederick discovered that Aria was suffering from an incurable TP Infection. She confessed that she wanted to spend her remaining time with him, though Frederick begged her to undergo cryosleep until a cure could be found. Aria initially refused, asking him to promise he wouldn’t live in solitude after her passing. She eventually agreed to cryogenic preservation only after That Man transformed Frederick into the Prototype Gear, granting him indestructibility as the Flame of Corruption. When the Gear experiments spiraled out of control, That Man vanished, taking Aria’s cryo-container with him and ending the project.


Transformation into Justice
When the U.S. government revived the Gear Project in 2042, That Man returned to prevent Gears from being exploited as weapons of war. To achieve this, he transformed Aria into the foundation of what would become Justice, though whether she gave consent remains uncertain.

Her activation test in 2074, however, went disastrously wrong. A mysterious entity linked to the Dawn of Revival copied Justice’s genetic data and attempted to materialize in Japan. To stop it, That Man forced Aria—now Justice—into manual control, leading her to unleash the destructive Gamma Ray that annihilated the country. The event fractured her psyche, erasing all traces of who she once was. Now as Justice, she turned against humanity and led a century-long campaign of devastation.

That Man managed to recover a fragment of her soul and memories, using them to create an artificial lifeform named Jack-O’ Valentine, designed to overwrite Justice’s corrupted data.


Restoration
In November 2187, Aria’s two fragmented selves—Justice and Jack-O’—were fused together after Ariels’ failed attempt to merge Justice with Elphelt Valentine. This process restored Aria to her original form as a complete human being, though the Scales of Juno remained within her body.

While the unification of Jack-O’ and Justice fully revived Aria’s soul, her consciousness continues to lie dormant within Jack-O’, leaving her ultimate fate uncertain.

Justice is a central figure in the Guilty Gear series. Engineered by That Man, she became the first fully autonomous Gear, capable of commanding all others of her species. As the driving force behind the Crusades—a century-long conflict against humanity—Justice was ultimately defeated and sealed away by the Sacred Order of Holy Knights.

This dropdown contains the synopsis of Justice's story. Read at your own risk as you may be spoiled otherwise!

Background

In 2065, the United States began mass-producing combat-ready Gears, monopolizing their use and distributing them to allied nations, thereby expanding its global influence. By 2073, That Man—the lead researcher of the Gear Project—sought to end their use as weapons. He transformed Aria Hale into the prototype of what would later be known as Justice, using her as the foundation to control and command other Gears. It is presumed that Aria willingly accepted the conversion.

During her activation test in 2074, Justice’s mind and body were invaded by the malevolent being responsible for the Dawn of Revival. This entity used her DNA to infect all of Japan in an attempt to manifest itself. The resulting anomaly began merging reality with the Backyard, forcing That Man to override Justice’s systems and trigger a Gamma Ray strike, annihilating the islands.

File:Ggxxacplus mm 06.png
Illustration with Kliff.

The incident shattered Aria’s psyche, erasing her sense of self. That Man managed to preserve half of her soul but could not prevent her from going berserk. Declaring her autonomy, Justice seized command of her fellow Gears and waged war on humanity. In response, mankind established the Sacred Order of Holy Knights, leading to the century-long Crusades.

During the conflict, Justice clashed with Kliff Undersn—the Order’s long-standing Commander—sixteen times, and was also responsible for eradicating an entire tribe of tuners. In 2173, she faced Sol Badguy in battle but spared his life after defeating him, allowing him to steal the Fireseal sword from the Order. Two years later, she confronted Kliff and his successor, Ky Kiske. When she encountered Sol once more, she discovered his identity as a Gear and attempted to control him, but failed. In confusion, she was overwhelmed by Sol’s flames, losing her strength. Ky then ordered her sealing within a dimensional prison, ending the Crusades as most remaining Gears became dormant or destroyed.

Roughly a year later, her seal weakened for reasons unknown, raising concerns among those aware of her potential revival. In 2177, her daughter Dizzy was born, though unaware of her origins.

Guilty Gear
In 2180, fearing Justice’s return, the United Nations revived the Holy Order and hosted the Second Holy Order Selection Tournament—secretly arranged by the Conclave to reclaim control of Justice. During the event, Testament freed her using the blood spilled during the battles. Justice fought numerous contestants, including Baiken, before ultimately being defeated and destroyed by Sol.

As she died, fragments of her memory returned, and she lamented that the three of them—herself, Sol, and That Man—could not speak one last time. Her final words to Ky Kiske, “For my own preservation, I must bring destruction upon humankind,” caused him to question his beliefs. Justice also fought Kliff one last time, a duel that ended with his death. Following her destruction, Crow of the P.W.A.B. attempted to clone her using data recovered from the tournament.

Guilty Gear Xrd
Justice’s remains were acquired by the Conclave, who sealed her within a massive containment structure known as the Cradle. In October 2187, with aid from Ramlethal Valentine, the Conclave retrieved the Cradle from Babylon to resurrect Justice by merging her body with their leader Chronus’s soul, hoping to use her power to reshape humanity.

When the Cradle’s defenses were breached, a colossal, armorless form of Justice was revealed before vanishing once more. Transported to Illyria Castle, the Conclave prepared to complete the resurrection through the energy of St. Elmo’s Fire on November 4. Chronus succeeded in binding his soul to Justice, using her might to repel Sol’s group. However, his soul ultimately proved incompatible; Dizzy sabotaged the system, and Sol forcibly separated Chronus from Justice. In the aftermath, her body was taken by the Universal Will.

On November 20, Ariels began preparations to merge Elphelt Valentine—a genetic replica of Aria—with Justice to create a “complete humanity.” Her plan was foiled by That Man and Sol’s allies. Jack-O’ Valentine, designed as a physical patch to stabilize Justice, absorbed the Saint Oratorio’s energy and entered Justice’s body, freeing Elphelt. Tormented by her past, the dormant Justice resisted humanity’s restoration, forcing Jack-O’ to request more energy to override her consciousness. Sol empowered a second Oratorio with his Junkyard Dog, and despite interference from Daryl’s fleet, Axl Low’s time compression and Ariels’s protection allowed Jack-O’ to complete the fusion.

Justice’s form dissolved, and Aria was fully restored as a complete human being, though the Scales of Juno remain sealed within her body.

Appearance

General Description: Aria is a slender young woman with fair skin. She typically has shoulder-length red hair, though in her early years she kept it long. Her hair length is sometimes noted as being altered to catch the attention of Frederick Bulsara.

Facial Features: Aria's eyes are depicted as either blue or reddish-brown, depending on the illustration. Her facial features are soft and unassuming, giving her a gentle and approachable appearance.

Clothing/Outfit: Her clothing varies between scientific or research attire and casual wear, reflecting her work as a researcher and her everyday life.

Special Features:

Many of her features are shared across the different Valentines. Representing a different aspect of Aria.

General Description: Justice has a tall, imposing figure covered entirely by white armor, which appears to function as a battle suit. Her armor includes a long tail and large shoulder pauldrons, with some components colored blue, including the pectoral plates, shoulder borders, ischium, and forehead. All of her joints are black, and her feet are shaped like heels.

Facial Features: She has a reptilian-like face with slit-pupiled eyes, depicted in gold or red depending on the illustration. A distinctive brand is located on her forehead.

Hair: Justice has long, wild red hair that reaches her waist.

Special Features:

Her overall design conveys a non-human, armored appearance, with the combination of reptilian features, armor, and slit-pupiled eyes giving her a mechanical yet organic presence.

Personality


  • Intelligent and focused: Aria was a talented researcher whose speech and conduct reflected maturity beyond her years.
  • Playful: She had a lighthearted side that sometimes conflicted with Frederick’s serious attitude.
  • Fearful of loneliness: Growing up in isolation, Aria valued the presence of those close to her and worried about being alone.
  • Stubborn: She was persistent and resistant to persuasion, often firmly holding her decisions and beliefs.


  • Determined and confident: Justice possesses high intelligence and is fully aware of her strength, often acting with certainty in her decisions and abilities.
  • Impassive: She maintains a calm and detached demeanor, rarely showing emotion except in interactions with her adversaries.
  • Respectful of strength: Despite her disdain for humanity, she recognizes courage and skill in others, as seen in her interactions with Kliff Undersn and Sol Badguy.
  • Resigned: Justice feels bound by her role as a weapon, experiencing frustration over her lack of choice and the expectations placed upon her.
  • Rebellious: She harbors anger at humanity for condemning Gears, asserting her actions as a form of justice based on her creation and purpose.

General Information

Name: Justice[1]

Other Name: Aria Hale (Formerly)

Origin: Guilty Gear (1998)

Overall Series: Guilty Gear

First Appearance: Guilty Gear (1998)

Company: Arc System Works

Creator: Daisuke Ishiwatari

Actor


  • Japanese Voice Actor: Chie Sawaguchi
  • Korean Voice Actor: Da-seul Lee (Guilty Gear Strive)
  • English Voice Actor: Ashly Burch (Guilty Gear Xrd: -SIGN-), Nicole Tompkins (Guilty Gear Strive)

Gender: Female[2]

Eye Color: Gold[3]

Sexuality: Heteroseuxal (Justice was initially Aria who loves Sol Badguy)

Pronouns: She/Her[4]

Handedness: Unknown

Age: Over Hundreds of Years Old

Blood Type: Unknown[5]

Birthday: September 2nd[6]

Time Period: 22nd Century[7]:

Timeline: Main Timeline

Homeworld: Earth

Residence: United States

Story Role: Monster, Cyborg Enemy, War Leader

Legacy: Global Legacy (Justice was a rebel among the gears declaring war against the humans due to using the gears unfairly[12])

Influence: Event Influence

Language: Common Language

Ethnicity: Gear

Religion: N/A

Classification: Rebel[13], Herald of Destruction[14], God of Destruction[15]

Species: Gears[16]/Unknown[17]

State of Being: Regular

Physiology: Gear Physiology

In-Universe Creator: Asuka Kreutz

Occupation: Commander

Ranking: Sentient Gear, Commander Gear

Risk Rating: None[18]

Affiliations: Testament, Dizzy

Enemies: Sol Badguy, That Man, Ky Kiske, Cliff

Height: 7'7"[19]

Weight: 487 lbs[20]

Status

  • Justice: Destroyed
  • Aria: Other (After Jack-O' Valentine merged with Justice, Aria's body was fully revived, however her consciousness is still dormant with Jack-O's personality taking over)

Date of Death: 2180

Threat Level: Global Threat (Justice was a rebel among the gears declaring war against the humans due to using the gears unfairly[26])

Potential

Archetypal Tiering: Black Knight

Codex Statistics

Grade: S (Justice is referred to as the most powerful and diabolical Gear ever to have been encountered by humans[28])

Tier: 8-B, Far Higher through Magic of the Backyard

Cardinality: Finite

Dimensionality: 3-D

Power Source: Magic (Mankind has succeeded in the dream of developing a natural, limitless energy supply, being the Age of Magic[29]. This is further supported in the memoirs of Eripmavs D Yraid where a band of mages calling themselves "Apostles" taught magic to the people[30]. Magic is described as a scientific impossibility, a power close to omnipotence, with all of its information being of an unknown origin[31])

Attack Potency: City Block level (Potency) (Justice is referred to as the most powerful and diabolical Gear ever to have been encountered by humans[32], making her superior to Testament, who fought and defeated[33] Johnny who fought against Bedman[34], where in his fight with Slayer, caused a massive cavern across the entire terrain[35]), Far Higher through Magic of the Backyard (Magic draws power directly from the Backyard, allowing a user to amplify themself[36] to carry more energy than anything on this planet is capable of producing[37], however without an intermediary, this energy would destroy the planet[38]). Can ignore durability with Magic (The Backyard is the term used to give reason to the five element configuration[39], in other worlds, it's "something" that conveys the information that defines the fundamental truth of this world[40], the magic people use are different from the alchemy that uses resources from present numbers, magic users like Sol and Sin forcefully borrow some kind of "reason" from that "something"[41], being described as an obscure world that magic users temporarily access to gain power[42]. Roughly put, it's a world that can rewrite the rules of the universe in any way it wants[43])

Durability: City Block level, Far Higher through Magic of the Backyard (Magic draws power directly from the Backyard, allowing a user to amplify themself[44])

Striking Strength: City Block Class (Potency), Far Higher through Magic of the Backyard (Magic draws power directly from the Backyard, allowing a user to amplify themself[45], to where even a single strike or punch from them carries more energy than anything on the planet is capable of producing[46])

Lifting Strength: At least Class 1 (Should be comparable to Bridget, who with her instant kill can lift the likes of Potemkin casually[47], who weighs 1446 lbs[48]), Far Higher through Magic of the Backyard (Magic draws power directly from the Backyard, allowing a user to amplify themself[49])

Travel Speed: Unknown: True level, Superhuman with Blast Drive (Blast Drive allows the fighter to move like the wind[50], running far faster then the fighter normally moves[51]), Faster Than Light with Flight (Justice's instant kill has them push the opponent and fly them into space[52]), Far Higher through Magic of the Backyard

Attack Speed: Superhuman, Far Higher through Magic of the Backyard (Magic draws power directly from the Backyard, allowing a user to amplify themself[53]. Fighters can move so fast with their Roman Cancels that they create a light afterimage of two of the same fighter doing a roman cancel[54])

Reaction Speed: Superhuman, Far Higher through Magic of the Backyard (Magic draws power directly from the Backyard, allowing a user to amplify themself[55]. Fighters can move so fast with their Roman Cancels that they create a light afterimage of two of the same fighter doing a roman cancel[56])

Stamina: Limitless (Gears are a fusion of human and animal DNA with magic, which is a natural, limitless supply of energy[57])

Range: Standard Melee, Tens of Meters with Energy Attacks & Missiles, Multiversal with Magic (The Backyard is the term used to give reason to the five element configuration[58], in other worlds, it's "something" that conveys the information that defines the fundamental truth of this world[59], the magic people use are different from the alchemy that uses resources from present numbers, magic users like Sol and Sin forcefully borrow some kind of "reason" from that "something"[60], being described as an obscure world that magic users temporarily access to gain power[61], with it being larger then the universe[62])

Intelligence: Genius Intelligence (With the help of Asuka Kreutz and Sol Badguy, aided in creating Gear Cells infused with magic[63], which granted mankind a limitless energy supply[64], with magic being described as a scientific impossibility, a power close to omnipotence, with all of its information being of an unknown origin[65])

Knowledge: Grandmaster level


Powers and Techniques











Equipment

Gears

As a Commander Gear Justice can control Gears and force them to follow their command, giving them an entire army worth of Gears to fight for them.


Notable Techniques


Gatling Combo System

Gatling Combos involve chaining together normal attacks, always increases or staying the same level of strength. After a Gatling Combo, the fighter can then usually cancel, or two-in-one, into a Special Move.

Charge Attack

Fighters have a special move that can be charged up for increased power, this is accomplished by charging their special in order to use an enhanced version of an attack that reaches all the way to level 3.

Instant Kill System

Instant Kill moves are moves that are a fighter's most powerful technique. Defeating an opponent with the Instant Kill will end the match immediately, regardless of the round the fighters are on.

Chaos Moves

Chaos Moves are super-powerful attacks that takes a completely full Chaos Bar to use. These moves do far more damage then a fighters standard attacks.

Dash / Back-Dash / Air Dash

Fighters can dash forward, do a back dash, and dash even in mid air, allowing for greater mobility of moving around their opponents during fights.

High Jump

A high jump is much higher then a regular jump, and a forward or backward High Jump travels all the way across the screen. A Double Jump cannot be performed during a High Jump.

Knockdown Evasion

When a fighter gets hit with an attack that knocks down, they will flip out of the hit immediately, ready to retaliate.

Double Jump

A fighter can jump once on the ground and once again in the air, allowing them to reach higher and out of reach spots from other fighters.

Throws

Fighters can grab opponents to throw them, being able to throw them either forward or backwards.

Mid-Air Turn

Through pressing the Taunt Button when in mid-air, the fighter can turn around and face the opposite direction, this technique can be useful to attack from behind.

Aerial Combos

Fighters have an Aerial Combo Launcher, which allows them to launch the opponent into the air, they can follow with a Chase Jump where they can attack the opponent with a multi-hit, mid-air Gatling Combo.

Dead-Angle Attack

When blocking an opponent's attacks, the fighter can quickly input a Special Move command to cancel their block animation and strike the enemy while they're still attacking.

Perfect Guard

Unlike normal blocking which drains a small amount of life when blocking against a special move or Chaos Move, the Perfect Guard can block without losing any life at all. Though the Perfect Guard will drain the fighter's Chaos Bar, and if they have no Chaos Energy at all, they will not be able to use Perfect Guard.


Faultess Defense

Through inputing the punch and kick simultaneously while pushgin the directional button for a guard position, the fighter enters a special guard condition that creates a barrier around them. This prevents opponents from shaving away at their strength with deadly attacks and the knock back is greater than when using normal guards, giving the fighter more time to ready an attack against their opponent. This also enables the ability to guard against attacks that cannot be guarded against during jumps. However, while performing Faultess Defense the Tension Gauge decreases, once it is fully depleted the fighter can no longer use Fautless Defense.

Roman Cancel

While hitting an opponent with an attack, pushing any of the attack buttons will forcefully stop attack actions and return the character to a normal standing pose. This allows the fighter to create their own original combo moves and hit unique attacks the opponent was not expecting.

Jump Cancel

There are certain attacks that can be cancelled mid-move into a jump, being called a Jump Cancel. When hitting an opponent with, or guarding against certain attacks, press the Directional button UP to cancel into a jump. Successful use of this can help to enhance their combo techniques.

Counter Hit

While the opponent is trying to use a move, the fighter can counter attack by hitting them with one of their attacks, because the opponent's time off balance is increased, this move allows for use of combo attacks that normally couldn't be used.

Recovery Direction

When using a recovery move by pushing a directional button, the fighter can recover from a knock down in the direction pressed, this can provide with a chance for a counterattack if used correctly.

Instant Kill Technique

As the name implies, these are the ultimate deadly attack that can do away with opponents with a single blast. Due to the sheer power of these moves, they take a long time to unleash. Unleashing an Instant Kill attack, completely depletes the Tension Gauge, thus missing this move at all makes the fighter struggle worse as they won't be able to use various actions that require the Tension Gauge.

Guard

Push the directional button opposite of the direction of the fighter's opponent to guard against attacks. There are standing and crouching guards which guard against the respective areas, with standard guard defending against high and mid-level attacks while crouch guarding defends against low attacks. Fighters can even guard during jumps to protect against attacks in the air.

Two-Level Jumps

Fighters can jump again while in the air.

Gatling Combo

A method of linking normal moves together as combo attacks. The moment a fighter hits an opponent with a normal attack, they proceed to enter commands for another normal attack to create combos. The number of moves that can be used in combos vary with each character.

Overdrive Attack

Over Drive attacks are powerful attacks that use up 50% of the Tension Gauge. The commands for the move vary with each character.

High Jump

Press the down then up directional buttons quickly to jump higher than the usual jumps, though a Two-Level jump cannot be used after a High Jump.

Forward Thrust Attack

With a Punch or Heavy Attack common to all characters, keep the right directional button pressed down while attacking to transform attacks.

Dead Angle Attack

At the instant the fighter has guarded against an opponent's attack, push two attack buttons simultaneously while pushing down on the right directional button to counterattack from the guard position. The Tension Gauge needs to be at 50% or above for this move.

Dust Attack

By pushing a Slash and Heavy Slash button, the fighter can use attacks that break crouching guards. Opponents attacked with this move will be spun around and knocked down, becoming temporarily defenseless. At this time, push up on the directional button for the fighter to pounce on the opponent and have a perfect chance to strike back with a combo attack.

Sweep

Push a Slash and Heavy Slash button while in crouch to use the Sweep move. If this attack hits the opponent, they cannot bounce back from the attack with a recovery move.

Tension Gauge

The Tension Gauge is a gauge that shows a character's hostility, which holds the key to victory. The power of this gauge increases when the fighter uses aggressive moves like moving forward, dashing, forward jumps, and attacks. As the power of this gauge increases more moves can be used.

Recovery

When knocked down after being attacked, push any 2 attack buttons simultaneously while in the air to regain balance. This moves enables the fighter to quickly ready themself against the next attack.

Throw

Push the right or left directional button near an opponent and push the Heavy Slash button to activate this special attack. It's a risky move as the fighter needs to be near an opponent, though the opponent cannot guard against this, making it an effective move to mix in with normal attacks.



Psych Burst

Allows the fighter to not only knock back enemies but also increase the Tension Gauge to "MAX" b meeting certain conditions. The Pysch Burst can only be used when the Burst Gauge reaches "MAX" and it redners them invulnerable for a set tie when activated, but it cannot be activated while the fighter s hit by an Overdrive Attack or when being thrown.

Two-Level Jumps

Lets the fighter jump again while in the air.

High Jump

Press down then up on the directional buttons quickly to jump higher then a usual jump.

Forward Thrust Attack

With a Punch or Heavy Slash common to all characters, keep the right direction button pressed down while attacking to transform attacks.

Dead Angle Attack

At the instant the fighter guarded against an opponent's attack, push any two attack buttons simultaneously while pushing the right directional button to counterattack from the guard position.

The Tension Gauge must be at 50% or above for this move.

Dust Attack

By pushing the Dust button, fighters can use attacks that spin around and knock down the opponents. This causes them to become temporarily defenseless. At this time, push up on the directional button to pounce on the opponent. It's a perfect chance to strike back with a combo attack.

Sweep

Push a Dust button while in a crouch to use the Sweep move. If this attack hits the opponent, they cannot bounce back from the attack with a Recovery move.

Recovery

When knocked down after being attacked, push any two attack buttons simultaneously while in the air to regain their balance. This move enables them to quickly ready themself against the next attack.

Throw

Push the right or left directional button near an opponent and push a Heavy Slash button to actiavte this special attack.

Approach an opponent during a jump while pushing the directional button in the direction of their approach and push the heavy slash button to be able to body toss the enemy during a jump.

During a Dash or Backstep, the fighter can not use a throw move.

Gatling Combo

A method of linking normal moves together as combo attacks. The moment they hit an opponent with a normal attack, enter the commands for another normal attack to create combos. The number of moves that can be used in combos vary with each character.

Overdrive Attack

These are very powerful attacks that use up 50% of the Tension Gauge. The command for this move varies on the fighter.

Instant Kill

As the name implies, this is the ultimate deadly attack that can do away with opponents in a single blast. As these moves are very powerful, they take a long tme to unleash.

Faultless Defense

Push the punch and kick button simultaneously while pushing the directional button for a guard position to enter a special guard condition that creates a special barrier around the fighter. This prevents opponents from shaving away through a fighter's strength with deadly attacks, and the knock back is greater than when a fighter uses normal guards, giving them more time to ready an attack against the opponent. They can also guard against attacks that cannot be guarded against during jumps.

While performing the Faultless Defense, the tension gauge decreases in real time, when the Tension Gauge powr is depleted, this guard can no longer be used.

Jump Cancel

There are certain normal moves where fighters can forcibly stop hitting an opponent with an attack or stop guarding against an attack and link it to a jump. By using these attacks, the fighter can combine these with attacks to widen their repertoire of combo attacks.

Roman Cancel

While hitting your opponent with an attack, push any three of the attack buttons except Dust button to forcefully stop attack actions and return the character to a normal standing pose. With the application of the move, fighters can create their own original combo attack. In order to perform a Roman Cancel, the Tension Gauge must be at least 50% full.

Counter Hit

While the opponent is trying to use a move, the fighter can counter attack by hitting them with one of their attacks. Because the opponent's time off balance is increased, the move allows the fighter to use combo attacks that they normally couldn't use.

Recovery Direction

When the fighter uses a Recovery move, they can recover from a knock down in the direction pressed. A recovery can provide the chance to counterattack if used correctly.

Slip

Specific Normal Moves, Special Moves, and Overdrive Attacks have the special ability to put opponents into a "slip" condition. When the fighter hits an opponent with these moves, they render enemies defenseless for a set time.


Two-Level Jumps

The fighter can jump again while in mid-air.

High Jump

The fighter can jump higher than usual by quickly pressing the directional input down and up. However, Two-Level jumps cannot be used after a High Jump.

Forward Thrust Attack

Through pressing the directional button while pressing the Punch or Heavy Slash buttons, the fighter can transform attacks.

Psych Burst

The fighter becomes temporarily invincible and knocks away the opponent when the Burst Gauge is at max. This technique cannot be used while taking damage from an Overdrive Attack or while being thrown. The Tension Gauge also maxes out whenever the fighter hits an opponent with a move.

Dust Attack

A fighter launches a Dust Attack by pressing Dust while standing. It's impossible to guard against a Dust Attack by crouching. After hitting the opponent with a Dust Attack, press the directional button to chase the opponent and him them with a combo attack while in the air.

Sweep

The fighter uses the Sweep move on the opponent by pressing the Dust button while crouching. A swept opponent cannot use a Recovery move.

Recovery

The fighter can regain balance when knocked down by pressing any attack button in midair.

Throws

The fighter can throw their opponent by pressing the directional button while pressing Heavy Slash when near the opponent. The opponent can also be thrown while in midair using the same method.

Throw Escape

The fighter can escape the opponent's throw while they are on the ground or in mid air through pressing the directional button while pressing Heavy Slash. This technique cannot be used while unconscious or launching an attack.

Gatling Combos

The fighter can create a combo out of a series of Normal Moves, launching a second attack as soon as the opponent is hit with the first attack. The number of moves that can be used for this technique are different for each fighter.

Force Break

It's a unique Special Move that consumes 25% of the Tension Gauge. Commands for this technique vary for each character.

Overdrive Attacks

These are extremely powerful attacks that consume 50% of the Tension Gauge. Commands for this technique vary for each character.

Instant Kills

As the name suggests, this is the ultimate attack that can knockout the opponent in one blow. Although these moves are extremely powerful, it takes time to successfully execute them.

Faultless Defense

While simultaneously holding down any two attack buttons except Dust, press a directional button in the direction the fighter wants to defend in order to enter a special guard called "Faultless Defense". In this state, fighters life won't be consumed when guarding against opponents Special Moves, but the opponent will knock the fighter back further than usual. This technique can be used to guard an attack which normally cannot be defended in mid-air.

Jump Cancel

The fighter can override certain moves, such as hitting the opponent or being blocked by the opponent by jumping out of a move when the fighter is midway through it. This technique can create great varieties in attacks and combos.

Counter Hit

By hitting the opponent in the middle of a move, the fighter can counterattack the opponent's attacks. A counter hit staggers an opponent longer than usual, so it gives a fighter a great chance to try combos they wouldn't normally pull off.

Recovery Direction

Press any directional button while recovering to move towards that direction as the fighter recovers.

Staggering

Certain Normal Moves, Special Moves, and Overdrive Attacks can put the opponent in a "stagger" state after a hit. A "stagger" opponent is temporarily defenseless.

Instant Block

Guarding against the opponent's attack right before it hits activates the "Instant Block". This will cause the fighter to start shining white with a bright light. Unlike a normal guard, which has a period where the fighter cannot move or attack, this time frame is shorter for Instant Block. Thi technique is helpful for guarding against attacks from close range.

Slash Back

Simultaneously pressing Slash, Heavly Slash, and the directional button in the direction the fighter guards against creates a yellow effect.

If successful, the yellow effect flashes and will dramatically cut the stun time after a guard; however, the fighter becomes temporarily defenseless if it fails.

Roman Cancel

While hitting the opponent with an attack, simultaneously press any three attack buttons, except Dust, to cancel the attack move. This technique allows the fighter to create their own original combo attacks. However, it consumes 50% of the Tension Gauge.

Force Roman Cancel

Each fighter has several attack moves that are compatible with this technique, while using one of those attacks, simultaneously press any three attack buttons except Dust of a certain timing to cancel the attack move and return to a standing pose. The best timing to input the command varies for each attack move, and if the timing is missed, it fails. When it's successfully activated, the technique consumes 25% of the Tension Gauge.


Free Mode & Lock-on Mode

Free Mode

It's a normal mode where a fighter can freely move around the battlefield, in this mode fighters can unleash attacks that cover a wide-range to hit multiple foes, but the power of the attacks are rather weak.

Lock-On Mode

Lock-on Mode is an effective technique for one-on-one skirmishes or situations where a fighter would like to target a single foe. Through holding a lock-on on a target, attacks are far more powerful, catering to one-on-one battles, combined with directional input, they can use vertical or horizontal attacks on enemies to shake them up.

Aerial Dash

During a jump, press A to perform a forward dash in mid-air. The fighter uses aerial dashes to jump over units or shortening the gap during aerial combos.

Step

Use the directional input and A while locking on to use a step movement. The distance it covers may be short, but through taking advantage of its speed, one can avoid attacks from enemies or shake them up during an attack.

Blast Drive

Through usage of the left stick button, the fighter is able to run like the wind, being able to accelerated and decelerate respectively.

Drift

During a blast drive, a fighter can perform sharp turns, allowing them to keep their momentum.

Auto Guard

If a fighter is not performing an action, they will automatically guard head-on attacks. However, auto-guard does not block attacks from behind or while the fighter is performing attacks. Along with this, guarding opponent's attacks too much will cause a guard crash, making them defenseless.

Modern Cancel

A technique that skips the recover animation of attacks, allowing the fighter to immediately perform another. With Modern Cancels, the fighter cna combine attacks that normally do not combo to forcibly create a combo, or completely bypass the defenseless state of their attacks during their recovery animation.

Cyclone Blast

It's an emergency-evasion technique that releases a sphere-shaped energy when the fighter is attacked to knock enemies away. This move is effective for escaping an attack from a group of enemies, however it requires a lot of tension.

Short Dash

While in lock-on the fighter can quickly move a short distance, being able to quickly shorten the gap between themself and the opponent.

Power Attack

The fighter unleashes a powerful attack that has a slow start animation. It has a high guard crash rate.

Avoid Knockdown and Falling Techniques

When the fighter takes damage from an enemy and are knocked down as a result, press A in mid-air at an appropriate time to use "Avoid Knockdown" to quickly regain their balance.

By pressing A right before the fighter hits the ground, the fighter will be able to use "Falling Techniques" to quickly get up.

Super Backstep

Allows the fighter to travel a longer distance than a normal backstep, an important technique to quickly distance oneself from the enemy.

Homing Jump

Press A while locking on to jump toward the target. They can also use an air dash to charge toward their target.


Other

Standard Tactics: Justice utilizes Gears and electricity along with their gamma ray and other attacks in battle.

Weaknesses

Explanations

The Backyard

When studying the energy that shouldn't exist (magic), a theory arose: that being the Backyard, a superior dimension[218]. The Backyard is described by Sol as a virtual space though is refuted as the other way around, where the main world is the one that's a virtual space[219]. The Backyard is the term used to give reason to the five element configuration[220], in other worlds, it's "something" that conveys the information that defines the fundamental truth of this world[221]. The magic people like Sol and Sin use are different from the alchemy that uses resources from present numbers, magic users like Sol and Sin forcefully borrow some kind of "reason" from that "something"[222], being described as an obscure world that magic users temporarily access to gain power[223]. Just as the Earth can't exist if there's no universe, this world cannot exist unless they have that "something"[224], being larger then the universe[225]. Roughly put, it's a world that can rewrite the rules of the universe in any way it wants[226]. The Backyard can be explained as a book or library that has the theory of the world written on it[227]. It's responsible for the usage of irregular magic even scientists such as Sol have never seen before[228], allowing people to use magic that disproves the fundamentals of magic[229]. The Backyard was discovered by a Philosopher, being described to rule all things in the universe and from within it, one could understand any truth or even bend the world as they please[230]. Sol notes that if Valentine could freely access the Backyard, then she can also mess with the world's fate[231]. Asuka Kreutz notes that if someone strays too far into the Backyard, their soul breaks down under the pressure of the information's density[232]. In Guilty Gear Xrd -Sign-, the Backyard is defined as a world separate from our own, yet somehow controlling it, what's hidden behind its gates are the eternal truths, including good & evil, creation & destruction, and of chaos the likes of which mankind has never seen[233]. The Backyard is a space connected by people's dreams[234]. Axl traveling in the Backyard with I-No noted how his body felt heavy and his head felt weird, with I-No noting they're in a field created by That Man so they could exist in the Backyard in the flesh[235]. When a normal life form enters the Backyard they turn to dust, the Backyard is composed of high-density information which governs all of creation, any normal creature is instantly crushed by that wealth of data[236]. The Backyard has no effect on any non-living matter[237]. RoboMay explains the Backyard as composed of extremely dense information that governs the creation of all material things and by adding new information to it, one could easily deform the world itself[238]. Noting that it is a dangerous place that could literally cause the world to break[239].

Trivia


  • Aria’s first name likely derives from the term aria, meaning a solo vocal piece in an opera or larger musical composition. It could also serve as a nod to the Russian heavy metal group Aria (Ария).
  • Her surname, Hale, may reference either Lzzy Hale of the American rock band Halestorm or the Filipino alternative rock band Hale.
  • Both Valentine and Jack-O' Valentine share the same height (165 cm), weight (45 kg), and blood type (O), which are likely identical to Aria's own measurements.
  • Similar to Elphelt and Ramlethal, Aria harbors a strong aversion to insects, especially cockroaches.
  • Her Valentine counterpart, Elphelt, not only resembles her physically but also appears to reflect portions of Aria’s original personality.


  • Her name may pay homage to Metallica’s album and song ...And Justice for All.
  • Justice’s overall design takes inspiration from the anime Tekkaman Blade, while also resembling the Evas from Neon Genesis Evangelion, particularly Unit-01.
  • Her Overdrive, Gamma Ray, is named after the German power metal band Gamma Ray.
  • Justice shares numerous traits with Anthrax, the antagonist from the first half of the anime and manga Bastard!!.
    • Both began with the intent to end war but ultimately contributed to large-scale destruction.
    • Each carries the title of "God of Destruction" (破壊神 / Hakai-shin).
    • Both harbor deep hatred toward humanity.
    • Each was sealed away before the beginning of their respective stories.
  • Justice’s attacks, Michael Sword and Michael Blade, likely reference Archangel Michael.
  • In the original Guilty Gear, a mistranslation, her male voice actor, and the blue ischium armor piece led to the mistaken belief that Justice was male. The Japanese script, however, never used gendered pronouns for her.
  • Justice is the only character capable of air dashing completely across the stage due to her exceptional air dash range.
  • In the first Guilty Gear, she lacked a respect action, instead freezing momentarily.
  • In Λ Core Plus, Justice’s move Saperia Trance oddly has its sound effect removed.
    • Interestingly, Valentine uses the same move after transforming into her Gear-like state.
  • Her role as the commander of the Gears aligns with the archetype of an evil overlord or demon lord in medieval fantasy; her fusion of machinery and forbidden technology reflects the trope of a villain empowered by lost or forbidden knowledge.
  • Justice’s sealed form design may have been inspired by Chi Un-D, the final boss of the 1994 Nazca video game Gunforce II.

Codex Statistics Questions

Q: Shouldn't they scale to the higher levels of magic naturally?

A: This would not make much senses as it there are scenes that showcase the cast do not regularly produce those levels of energy, Ramlethal was going to destroy the ship they (Sol Badguy, Ky Kiske, Sin Kiske, & Elphelt Vaentine) were flying on, claiming "We're thirty-four thousand feet up. If this ship goes down, I doubt anyone will survive"[240], Dizzy's instant kill is a massive explosion that the explosion alone scares all fighters into surrendering[241], Jack-O's instant kill causes an explosion so wide it can be seen from the planet, however the planet is overall fine[242], etcetera. It makes much more sense that they are at far lower levels normally and can reach or even ignore higher levels through tapping into the Backyard.

Battle Records

0 - 1 - 0

None.


Sol Badguy - Fight[243]

    • Conditions: Justice was half awake.
    • Location: The Second Holy Order Selection Tournament
    • Note: Sol is the canonical one to have fought and defeated Justice.

None.

References

  1. Guilty Gear (1998) Game Manual Page 2
  2. Guilty Gear 2: Overture Game Manual Pages 4-5
  3. Guilty Gear Complete Bible, pg.72-73
  4. Guilty Gear 2: Overture Game Manual Pages 4-5
  5. Guilty Gear X2 Justice Postwar Admin. Bureau Report #6661
  6. Guilty Gear X2 Justice Postwar Admin. Bureau Report #6661
  7. Guilty Gear (1998) Game Manual Page 2
  8. Guilty Gear Xrd Visual Book Page 2
  9. Guilty Gear Xrd Visual Book Page 2
  10. Guilty Gear Xrd -Revelator- Chapter 01 Revelator A
  11. Guilty Gear -Strive- Chapter 1
  12. Guilty Gear (1998) Game Manual Page 2
  13. Guilty Gear (1998) Game Manual Page 2
  14. Guilty Gear 2 Overture
  15. Guilty Gear Xrd -Sign- Chapter 5 Sign A
  16. Guilty Gear (1998) Game Manual Page 2
  17. Guilty Gear X2 Justice Postwar Admin. Bureau Report #6661
  18. Guilty Gear X2 Justice Postwar Admin. Bureau Report #6661
  19. Guilty Gear X2 Justice Postwar Admin. Bureau Report #6661
  20. Guilty Gear X2 Justice Postwar Admin. Bureau Report #6661
  21. Guilty Gear (1998) Game Manual Page 2
  22. Guilty Gear (1998) Ky Kiske Story Ending
  23. Guilty Gear (1998) Ky Kiske Story Ending
  24. Guilty Gear (1998) Ky Kiske Story Ending
  25. Guilty Gear (1998) Chip Zanuff Story Ending
  26. Guilty Gear (1998) Game Manual Page 2
  27. Guilty Gear 2 Overture
  28. Guilty Gear XX Game Manual Page 5
  29. Guilty Gear (1998) Game Manual Page 2
  30. Guilty Gear Xrd -Sign- Chapter 06 Philosopher B
  31. Guilty Gear 2 Overture
  32. Guilty Gear XX Game Manual Page 5
  33. Guilty Gear X2 Testament Arcade Mode
  34. Guilty Gear Xrd Chapter 07 Showdown B
  35. Guilty Gear Xrd Revelator Chapter 03 Sense B
  36. Guilty Gear Xrd Sign Chapter 7 Showdown B
  37. Guilty Gear Xrd Sign Chapter 7 Showdown B
  38. Guilty Gear Xrd Sign Chapter 7 Showdown B
  39. Guilty Gear 2 Overture
  40. Guilty Gear 2 Overture
  41. Guilty Gear 2 Overture
  42. Guilty Gear 2 Overture
  43. Guilty Gear 2 Overture
  44. Guilty Gear Xrd Sign Chapter 7 Showdown B
  45. Guilty Gear Xrd Sign Chapter 7 Showdown B
  46. Guilty Gear Xrd Sign Chapter 7 Showdown B
  47. Guilty Gear XX Λ Core Plus Bridget Instant Kill
  48. Guilty Gear (1998) Game Manual Page 14
  49. Guilty Gear Xrd Sign Chapter 7 Showdown B
  50. Guilty Gear 2 Overture Page 19
  51. Guilty Gear 2 Overture
  52. Guilty Gear (1998) Justice Instant Kill
  53. Guilty Gear Xrd Sign Chapter 7 Showdown B
  54. Guilty Gear Strive Sliding Roman Cancel
  55. Guilty Gear Xrd Sign Chapter 7 Showdown B
  56. Guilty Gear Strive Sliding Roman Cancel
  57. Guilty Gear (1998) Game Manual Page 2
  58. Guilty Gear 2 Overture
  59. Guilty Gear 2 Overture
  60. Guilty Gear 2 Overture
  61. Guilty Gear 2 Overture
  62. Guilty Gear 2 Overture
  63. Guilty Gear Xrd -Sign- Chapter 02 Struggle A
  64. Guilty Gear (1998) Game Manual Page 2
  65. Guilty Gear 2 Overture
  66. Guilty Gear (1998) Game Manual Page 28
  67. Guilty Gear (1998) Game Manual Page 28
  68. Guilty Gear (1998) Game Manual Page 28
  69. Guilty Gear (1998) Game Manual Page 28
  70. Guilty Gear X Game Manual Page 2
  71. Guilty Gear (1998) Game Manual Page 27
  72. Guilty Gear (1998) Game Manual Page 29
  73. Guilty Gear X Game Manual Page 2
  74. Guilty Gear Strive
  75. Guilty Gear Strive
  76. Guilty Gear X Game Manual Page 36
  77. Guilty Gear 2 Overture Page 21
  78. Guilty Gear 2 Overture Page 20
  79. Guilty Gear X Game Manual Page 36
  80. Guilty Gear XX Accent Core Plus - Story, Sol Badguy Sol 10B, Path 2 (End 2)
  81. Guilty Gear (1998) Game Manual Page 2
  82. Guilty Gear Xrd -Sign- Chapter 06 Philosopher B
  83. Guilty Gear 2 Overture
  84. Guilty Gear 2 Overture
  85. Guilty Gear 2 Overture
  86. Guilty Gear 2 Overture
  87. Guilty Gear 2 Overture
  88. Guilty Gear 2 Overture
  89. Guilty Gear -Strive- Final Chapter
  90. Guilty Gear Xrd Sign Chapter 7 Showdown B
  91. Guilty Gear Xrd Sign Chapter 7 Showdown B
  92. Guilty Gear Xrd Sign Chapter 7 Showdown B
  93. Guilty Gear Xrd Sign Chapter 7 Showdown B
  94. Guilty Gear Xrd Sign Chapter 7 Showdown B
  95. Guilty Gear Xrd Sign Chapter 7 Showdown B
  96. Guilty Gear Xrd Sign Chapter 7 Showdown B
  97. Guilty Gear Xrd -Sign- Chapter 06 Philosopher B
  98. ExplaMaytions with May! Episode 1 - What is Magic?
  99. Guilty Gear 2: Overture Game Manual Pages 10-15
  100. Guilty Gear Strive Happy Chaos Arcade Extreme Route
  101. Guilty Gear Strive Happy Chaos Arcade Extreme Route
  102. Guilty Gear Xrd -Revelator- Raven vs. Kum Haehyun win quote
  103. Guilty Gear Xrd -Sign- Chapter 02 Struggle B
  104. Guilty Gear 2 Overture Page 18
  105. Guilty Gear 2 Overture Page 18
  106. Guilty Gear (1998) Game Manual Page 25
  107. Guilty Gear 2 Overture
  108. Guilty Gear (1998) Game Manual Page 29
  109. Guilty Gear (1998) Game Manual Page 28
  110. Guilty Gear (1998) Game Manual Page 29
  111. Guilty Gear (1998) Game Manual Page 29
  112. Guilty Gear X Game Manual Page 2
  113. Guilty Gear Strive Roman Cancel
  114. Guilty Gear Strive Sliding Roman Cancel
  115. Guilty Gear Strive Red Roman Cancel
  116. Guilty Gear Strive Blue Roman Cancel
  117. Guilty Gear Strive Purple Roman Cancel
  118. Guilty Gear Strive Yellow Roman Cancel
  119. Guilty Gear XX Accent Core Plus - Story, Sol Badguy Sol vs I-No (Gold) Cutscene
  120. Guilty Gear (1998) Sol Badguy
  121. Guilty Gear XX Λ Core Plus Axl Overdrive
  122. Guilty Gear (1998) Justice Boss
  123. Guilty Gear (1998) Justice Boss
  124. Guilty Gear Xrd REV 2 Zato=1 Overdrive
  125. Guilty Gear Xrd REV 2 Zato=1 Instant Kill
  126. Guilty Gear (1998) Testament Overdrive
  127. Guilty Gear 2 Overture
  128. Guilty Gear 2 Short Stories: "Minutes later, Paradigm was inside an aquarium... or rather, his private room. It was a room designed especially for his body that could only breathe in water. His assistants were sitting on the desk, wondering about the state of their master, who was reading the data. From his face, it looked like he was somewhat tense.
    —"What’s wrong, Doctor?"
    —"H-Hmm..., I’ll explain to you what I could read from the output data..."
    —"Y-Yes."
    —"It seems that the sphere recently was a kind of boundary that connects this world with the Backyard. The magical light waves optimized for the Backyard’s observation, emitted toward the center of the sphere, sent back values that cannot be quantified. On the other hand, the magical light waves of this world sent back real numbers. In other words, the interior of that sphere is this world, and the molecules that make up that 'door' seem to have been subjected to a special magical process. Seeing the absorption rate of the magical light waves, there is no doubt about it."
    —"U-Umm, then, what does that mean?"
    —"That is... it closely resembles the special chord I use for the observation of the Backyard."
    —"Doctor, forgive me, but I don’t know how you can observe the Backyard"
    —"Oh, that’s right... I haven’t taught you that. Simply put, we observe the Backyard from this world by ‘substituting’ the world’s theorem partially with the Backyard’s theorem. It’s the best I could do to send real numbers to the Backyard — I cannot do physical interferences... However, that sphere was made by a physical interference in the Backyard from this world. Which means... someone before me was successful in making physical contact with the Backyard."
    *[A reference to “chord substitution” in music theory]*
    —"Ha... then, does that mean there are people who are smarter than you, Doctor?"
    —"It’s frustrating, but that may be so. But leaving that issue aside, the problem is..."
    —"...Problem?"
    —"Is who it is...Although it is somewhat unlikely, only one person comes to mind."
    —"Eh, who!?"
    —"As I mentioned earlier, we use a 'substitute' chord to observe the Backyard from this world. But actually, this chord didn’t originate from me. It is a part of the source extracted from the genetic information contained in Gear Cells, which I modified and decoded."
    —"Gear Cells?"
    —"Yes...The molecular binding that made up the sphere from earlier had a chord habit commonly found in Gear Cells. It’s unpleasant, but that sphere was probably created by... ‘That Man’."
    —"That Man... the GEAR MAKER!?"
    —"Yes, the GEAR MAKER. The villain that caused the Crusades.""
  129. Guilty Gear 2 Overture
  130. Guilty Gear 2 Overture
  131. Guilty Gear 2 Overture
  132. Guilty Gear 2 Overture
  133. Guilty Gear 2 Overture
  134. Guilty Gear Xrd -Sign- Chapter 04 Kaleidoscope B
  135. Guilty Gear 2 Overture
  136. Guilty Gear Xrd -Sign- Chapter 06 Philosopher A
  137. Guilty Gear (1998) Game Manual Page 2
  138. Guilty Gear 2: Overture Game Manual Pages 4-5
  139. ExplaMaytions with May! Episode 2 - Worldwide Development and Gears
  140. Guilty Gear Xrd -SIGN- Chapter 8 Hope A
  141. Guilty Gear Xrd -Sign- Chapter 06 Philosopher A
  142. Guilty Gear X Game Manual Page 30
  143. ExplaMaytions with May! Episode 2 - Worldwide Development and Gears
  144. Guilty Gear -Strive- Chapter 1
  145. Guilty Gear -Strive- Chapter 1
  146. Guilty Gear (1998) Game Manual Page 2
  147. Guilty Gear 2 Overture
  148. Guilty Gear 2 Overture
  149. Guilty Gear 2 Overture
  150. Guilty Gear (1998) Axl Low Story Testament Boss
  151. Guilty Gear (1998) May Story Ending
  152. Guilty Gear (1998) Kliff Undersn's Story Testament Boss
  153. Guilty Gear Xrd -Sign- Chapter 06 Philosopher B
  154. Guilty Gear 2 Overture
  155. Guilty Gear 2 Overture
  156. Guilty Gear 2: Overture Game Manual Pages 4-5
  157. Guilty Gear 2 Overture
  158. Guilty Gear 2 Overture
  159. Guilty Gear 2 Overture
  160. Guilty Gear Xrd -Sign- Chapter 04 Kaleidoscope B
  161. Guilty Gear Xrd -Sign- Chapter 04 Kaleidoscope B
  162. Guilty Gear 2 Short Stories: "Minutes later, Paradigm was inside an aquarium... or rather, his private room. It was a room designed especially for his body that could only breathe in water. His assistants were sitting on the desk, wondering about the state of their master, who was reading the data. From his face, it looked like he was somewhat tense.
    —"What’s wrong, Doctor?"
    —"H-Hmm..., I’ll explain to you what I could read from the output data..."
    —"Y-Yes."
    —"It seems that the sphere recently was a kind of boundary that connects this world with the Backyard. The magical light waves optimized for the Backyard’s observation, emitted toward the center of the sphere, sent back values that cannot be quantified. On the other hand, the magical light waves of this world sent back real numbers. In other words, the interior of that sphere is this world, and the molecules that make up that 'door' seem to have been subjected to a special magical process. Seeing the absorption rate of the magical light waves, there is no doubt about it."
    —"U-Umm, then, what does that mean?"
    —"That is... it closely resembles the special chord I use for the observation of the Backyard."
    —"Doctor, forgive me, but I don’t know how you can observe the Backyard"
    —"Oh, that’s right... I haven’t taught you that. Simply put, we observe the Backyard from this world by ‘substituting’ the world’s theorem partially with the Backyard’s theorem. It’s the best I could do to send real numbers to the Backyard — I cannot do physical interferences... However, that sphere was made by a physical interference in the Backyard from this world. Which means... someone before me was successful in making physical contact with the Backyard."
    *[A reference to “chord substitution” in music theory]*
    —"Ha... then, does that mean there are people who are smarter than you, Doctor?"
    —"It’s frustrating, but that may be so. But leaving that issue aside, the problem is..."
    —"...Problem?"
    —"Is who it is...Although it is somewhat unlikely, only one person comes to mind."
    —"Eh, who!?"
    —"As I mentioned earlier, we use a 'substitute' chord to observe the Backyard from this world. But actually, this chord didn’t originate from me. It is a part of the source extracted from the genetic information contained in Gear Cells, which I modified and decoded."
    —"Gear Cells?"
    —"Yes...The molecular binding that made up the sphere from earlier had a chord habit commonly found in Gear Cells. It’s unpleasant, but that sphere was probably created by... ‘That Man’."
    —"That Man... the GEAR MAKER!?"
    —"Yes, the GEAR MAKER. The villain that caused the Crusades.""
  163. Guilty Gear 2 Overture
  164. Guilty Gear 2 Overture
  165. Guilty Gear 2 Overture
  166. Guilty Gear 2 Overture
  167. Guilty Gear 2 Overture
  168. Guilty Gear X2 Testament Arcade Mode
  169. Guilty Gear Xrd -Sign- Chapter 02 Struggle A
  170. Guilty Gear Xrd -Revelator- Chapter 06 Cause A
  171. Guilty Gear Xrd -Sign- Chapter 06 Philosopher A
  172. Guilty Gear Xrd -Sign- Chapter 06 Philosopher A
  173. Guilty Gear (1998) Justice Boss
  174. Guilty Gear (1998) Justice Instant Kill
  175. Guilty Gear (1998) Justice Boss
  176. Guilty Gear (1998) Justice Boss
  177. Guilty Gear (1998) Justice Boss
  178. Guilty Gear (1998) Game Manual Page 2
  179. Guilty Gear Xrd -Sign- Chapter 08 Wall A
  180. Guilty Gear (1998) Justice Boss
  181. Guilty Gear XX Λ Core Plus Justice Overdrive
  182. Guilty Gear -Strive- Powers/Skills Gamma Ray
  183. Guilty Gear (1998) Sol Badguy Story Ending
  184. Guilty Gear 2 Overture
  185. ExplaMaytions with May! Episode 3 - The Crusades
  186. Guilty Gear X Game Manual Page 4
  187. Guilty Gear (1998) Justice Boss
  188. Guilty Gear (1998) Justice Boss
  189. Guilty Gear (1998) Justice Boss
  190. Guilty Gear XX Λ Core Plus Justice Overdrive
  191. Guilty Gear XX Λ Core Plus Justice Overdrive
  192. Guilty Gear (1998) Justice Overdrive
  193. Guilty Gear Xrd -Sign- Chapter 04 Kaleidoscope B
  194. Guilty Gear 2 Overture
  195. Guilty Gear Xrd -Sign- Chapter 06 Philosopher A
  196. Guilty Gear Xrd -Revelator- Chapter 06 Cause A
  197. Guilty Gear Xrd -Revelator- Chapter 06 Cause A
  198. Guilty Gear Xrd -Revelator- Chapter 06 Cause A
  199. Guilty Gear Xrd -Revelator- Chapter 06 Cause B
  200. Guilty Gear XX Λ Core Plus Justice Overdrive
  201. Guilty Gear Xrd -Revelator- Chapter 06 Cause A
  202. Guilty Gear Xrd -Revelator- Chapter 06 Cause A
  203. Guilty Gear Xrd -Revelator- Chapter 06 Cause A
  204. Guilty Gear Xrd -Revelator- Chapter 06 Cause A
  205. Guilty Gear Xrd -Revelator- Chapter 06 Cause B
  206. Guilty Gear Xrd -Sign- Chapter 09 Maelstrom A
  207. Guilty Gear Xrd -Sign- Chapter 09 Maelstrom A
  208. Guilty Gear Xrd -Sign- Chapter 09 Maelstrom A
  209. Guilty Gear Xrd -Sign- Chapter 09 Maelstrom A
  210. Guilty Gear -Strive- Powers/Skills Womanhood
  211. Guilty Gear -Strive- Powers/Skills Womanhood
  212. Guilty Gear Xrd -SIGN- Chapter 8 Hope A
  213. Guilty Gear XX Game Manual page 5
  214. Guilty Gear 2 Overture
  215. Guilty Gear Strive Glossary Weapons / Items Gear Cell Suppressor
  216. Guilty Gear (1998) Game Manual Page 29
  217. Guilty Gear X Game Manual Page 2
  218. Guilty Gear 2 Overture
  219. Guilty Gear 2 Overture
  220. Guilty Gear 2 Overture
  221. Guilty Gear 2 Overture
  222. Guilty Gear 2 Overture
  223. Guilty Gear 2 Overture
  224. Guilty Gear 2 Overture
  225. Guilty Gear 2 Overture
  226. Guilty Gear 2 Overture
  227. Guilty Gear 2 Overture
  228. Guilty Gear 2 Overture
  229. Guilty Gear 2 Overture
  230. Guilty Gear Xrd -Revelator- Chapter 06 Cause A
  231. Guilty Gear 2 Overture
  232. Guilty Gear 2 Overture
  233. Guilty Gear Xrd -Sign- Opening
  234. Guilty Gear Xrd -Sign- Chapter 06 Philosopher B
  235. Guilty Gear Xrd -Sign- Chapter 04 Kaleidoscope A
  236. Guilty Gear Xrd -Sign- Chapter 06 Philosopher A
  237. Guilty Gear Xrd -Sign- Chapter 06 Philosopher A
  238. ExplaMaytions with May! Episode 6 - Another Threat Looms
  239. ExplaMaytions with May! Episode 6 - Another Threat Looms
  240. Guilty Gear Xrd -Sign- Chapter 02 Struggle A
  241. Guilty Gear Xrd Rev 2 Dizzy Instant Kill
  242. Guilty Gear Xrd Rev 2 Jack-O Instant Kill
  243. ExplaMaytions with May! Episode 4 - The Second Holy Order Selection Tournament