Maybe I should give it another look. It did feel super jank when I tried it for like 45 minutes, so maybe it deserves another try.
Yeah, when I first played Judgment, not only did he feel slow, he felt so slow that I thought he'd be downright impossible to play as and win.
Then I noticed that just about every attack has an ideal distance and situation for its use. I'll use Judgement's 3 heavy stance side-attacks as example:
Normal: - Takes a few steps to the side, also allowing you to guide it a bit, and takes a wide swing. Good for flanking an enemy with a damaging attack when they're stuck in their attack own animation. You can also chain these left and right, zigzagging behind your enemy and constantly keeping them from properly realigning with you.
Half-charge: - Does 2-handed swing on the spot to the side. Heavy damage, good for punishing someone coming straight at you, a defensive move. There are faster, "safer" attacks for this in terms of start-up frames, but because this is a Heavy Stance move, it can not be parried mid-swing, merely interrupted
Full charge: - Almost complete circle slash, the damage is tremendous and is likely to end a round, if not, then enemy is knocked down on their ass at the far corner of arena, or staggered from the parry. If they're knocked down, use a throwing weapon and GG