GGST/Giovanna: Difference between revisions

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==Overview==
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{GGST/CharacterLinks}}
{{CharaOverview
<div id="home-content" class="home-grid">
| overview =
{{card|width=4
| lore = She’s an officer in the special operations unit that protects the President of the United States.
|header=Overview
|content= Move fast, strike fast, think fast! Giovanna is a rushdown character with outstanding speed and pressure, while also having a fair share of defensive capabilities. Her unique step dash preserves forward momentum if she acts during it, allowing her to advance and attack simultaneously; useful for closing the gap during an opening.
Giovanna’s attack speed is top-class. Her {{clr|P|5P}} is unusually fast, and {{clr|K|5K}} is quite quick for its range. Her {{clr|S|c.S}} is a powerful, plus on block pressure tool, and the multi-hitting nature of {{clr|S|f.S}} and {{clr|S|2S}} make them easy to hit-confirm from. Pressure can be ended with the risk-free [[#Sepultura|Sepultura]], or reset with the plus on block but challengeable [[#Trovão|Trovão]]. [[#Sol Poente|Sol Poente]] is a risky overhead that can {{keyword|cross-up}} at close range, while Trovão can pierce through projectiles after a moderate startup. Sepultura's generous reach allows it to counter attempts to outmaneuver or low profile her pressure.
Giovanna’s combination of speed, range, and evasion makes her defensive game solid despite her lack of a meterless reversal. [[#Sol Nascente|Sol Nascente]] is a great anti-air that lacks the invulnerability of a traditional {{keyword|DP}} but compensates with evasive properties and high reward. Her {{clr|D|2D}} is a long, disjointed poke with great reward on counter hit. It’s good for space control, frame traps, and can be used as a meaty attack to outrange DPs or Reversal Overdrives.
Giovanna’s unique Meter Boost magnifies her damage output and defense value when she has enough Tension, allowing her to benefit from Tension without spending it. Her pressure and neutral are simple yet versatile, and her combo routes have a wide variety of accessibility and adaptability.
If you want an accessible character who is fast, aggressive, has strong counter hits and phenomenal fashion sense to boot, then Giovanna is for you.
}}
{{GGST/Infobox
| fastestAttack = [[#5P|5P]] (4F)
| reversal = [[#Ventania|632146H]] (9F)
}}
{{ReasonsToPick
|intro = {{Character Label|GGST|Giovanna}} is a fast mid-range character with strong strike/throw offense.
|pickMe =  
* Unmatched mobility with a lightning fast cancellable dash that grants loads of momentum to the actions she cancels it into.
* Guard crush {{keyword|okizeme}} and throw loops
* Strong mid-range neutral and space control with a {{keyword|footsies}}-heavy whiff-punish playstyle.
* Strong use of {{keyword|stagger pressure}} for enforcing a strike/throw gameplan.
* High damage and outstanding meter generation from many starters, with lots of flexibity for side swapping and okizeme.
|avoidMe =
* Playing neutral without a projectile and relying on whiff punishing.
* An interactable strike/throw offensive gameplan without an untechable command grab.}}
</div>


She’s careful with her words, but still manages to come off as rude and irreverent due to her attitude.
{{card|width=4
Deep down, though, she means well. She’s especially friendly with children and animals.
|header=Unique Mechanic: Meter Boost
|content=When Giovanna's tension gauge is filled above certain thresholds, she deals more damage, receives less damage, and her normals begin dealing chip damage.


During battle, she allows her wolf spirit companion “Rei” to possess her and amazes her opponent with inhuman speed.
* She gains an approximate +5% damage at half Tension, which is raised to approximately +10% damage at full Tension. The buff will apply even if a move consumes Tension, meaning [[#Ventania|Ventania]] and [[#Tempestade|Tempestade]] deal more damage with each boost.
| summary =, classified as a ''Rush'' type, uses rush-down that can break down any defense. A super-powered special forces officer for the President.
* Her {{Tt|defense rating|A multiplier for how much damage you take.<br><nowiki>Lower = Better</nowiki>}} improves from 1.03 to 0.97 at half Tension, and improves further to 0.93 at full Tension, similar to {{Character Label|GGST|Potemkin|label=Potemkin's}} defense, the highest in the game.
| pros =
* Every Normal attack begins dealing 12% chip at half Tension, which strengthens to 25% at full Tension, the standard chip damage for specials but on every single attack.
* Great pressure game
<gallery mode="nolines" widths=200px heights=200px>
* Is one of the faster characters in the game
GGST_Giovanna_HalfPower.png|Rei glows from 50% to 99% Tension
* Her damage output increases as meter fills
GGST_Giovanna_FullPower.png|Giovanna glows at 100% Tension
* Queen of mids
</gallery>
| cons =
* Short range makes it difficult for her to get in
* Relatively few moves
| difficulty_rating = 4
| official_difficulty = yes
| unique_mechanic1_name = Meter Boost
| unique_mechanic1 = [[File:GGST_Giovanna_HalfPower|center|250px|Giovanna with half Tension]][[File:GGST_Giovanna_FullPower|center|250px|Giovanna with full Tension]]
Giovanna gains a damage buff when she reaches half Tension (~5%), and a larger buff when she reaches full Tension (~10%). This is represented graphically with Rei glowing at half power and Giovanna turning green at full power. Using a super will keep her current damage buff until the super is over, meaning a Giovanna at full meter performing Ventania will deal ~5% more damage than a Giovanna with half meter.
<br>
Giovanna also gets defense boost when under these conditions. When she is under half meter, her defense rating is a normal 1.0. However, once she gets 50% meter, her defense multiplier becomes 0.95. With full meter, her defense rating is even better than Potemkin's at 0.90.
}}
}}


==Normal Moves==
==Normal Moves==
{{FrameChartKey}}
===<big>{{clr|P|5P}}</big>===
{{GGST Move Card
|input=5P
|frameChart=auto
|description=
A remarkably swift elbow jab. Faster than {{clr|P|2P}}, but has less range. Often as useful as a quick anti-air button as it is an abare button to get out of pressure. Throw punishable if you dash into throw range with only one hit of it, but chaining two jabs will keep you safe.
* 4 frames of startup, so faster than average for a punch button
* The combo into {{clr|K|214K}} requires the opponent to be crouching, whereas {{clr|S|623S}} and {{clr|P|6P}} work on standing.
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|H|6H}}
}}
===<big>{{clr|K|5K}}</big>===
{{GGST Move Card
|input=5K
|frameChart=auto
|description=
A fantastic poke with considerable range for its speed, made even better by dash momentum extending it to almost 1/4th screen. In particular, it's great to combine with [[/Strategy#Dashing|microdashes and dash stops]], as you can space yourself out to avoid going into throw range as well as use it as an opener able to beat a huge variety of common roundstart options. The low recovery means that whiffing this button is very low risk in general, and you can even catch people off guard with a [https://glossary.infil.net/?t=Frame%20Kill frame kill] of sorts by whiffing it right outside of range and then hitting {{clr|H|5H}} to counter-hit anyone sluggishly trying to punish your whiff.
When using this button with a dash to go into throw range, the -2 advantage on block means it sets up an autotimed tick throw. However, it also leaves Giovanna just barely throw punishable unless it's canceled into {{clr|P|6P}}, {{clr|S|214S}} or a jump.
Since the dash cancel causes this move to be punishable on both block and hit, it's far more situational than the {{clr|S|c.S}} one outside of Blue Roman Cancel (BRC) setups. However, the jump cancel still retains tons of other utility, allowing you to jump to block bursts, airdash in for pressure, and turn a grounded juggle into an air combo.
* Jump and dash cancelable. Unlike a regular dash, the dash cancel prevents all input until the animation is finished.
* Dash cancel is -11 on block.
* Juggle tool that links into itself.
* True to the animation, about half of Giovanna's hurtbox is shifted upward throughout the attack, allowing you to potentially avoid lows from afar.
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|6P}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}
}}
===<big>{{clr|S|c.S}}</big>===
{{GGST Move Card
|input=c.S
|frameChart=auto
|description=
An invaluable knee strike that defines Giovanna's stagger and throw pressure. The +3 frame advantage allows you to chain this normal into itself with a small gap in between, letting you walk/dash up for a throw as you keep conditioning them to block, their only possible only non-reversal retaliation being a ~5 frame normal. Once they are conditioned to try and jump out of your throws, you have the ability to gatling into {{clr|S|2S}} to catch them holding up. The main weakness of this move is the requirement to be close range in order to use it, potentially causing you to unintentionally throw out {{clr|S|f.S}} if you judge the range or timing wrong, weakening your pressure and giving it a linear opening once your gatlings are done.
Since pressuring with this button is heavily reliant on distance and pushback, proper use of dash momentum is key to maximizing its effectiveness. Even when using it as {{keyword|okizeme}} while as close to the opponent as possible, dashing before you press the button will still help to reduce pushback due to the momentum you preserve from it. When trying to loop your pressure, remember to dash before each hit rather than during, otherwise it will dash cancel, locking you into the dash animation and leaving you fairly minus.
The dash cancel on this button can lead to an immediate Blue Roman Cancel (BRC), which gives her an airtight high/low mixup on block with {{clr|D|5D}} or any of her lows. On hit both options lead to a conversion, and on block she remains plus enough to continue offense. The jump cancel can be done to do the same, mostly useful with an immediate drift forward BRC once you're in the air, as the hefty blockstun of {{clr|S|c.S}} is retained and you have ample time to mix the opponent up. You can force them into a standing block with any jump normal, and you also get access to double overhead mixups by chaining {{clr|H|j.H}} or {{clr|K|j.K}} into {{clr|D|j.D}} and then immediately going for a low upon landing.
* Causes a float state on hit, allowing you to start juggles off the ground by immediately going into {{clr|H|2H}}.
* Jump and dash cancelable. Unlike a regular dash, the dash cancel prevents all input until the animation is finished.
* Dash cancel is -4 on block.
* Whilst +3 on block and 7f startup, the closest gap you can have between this normal and itself is 5 frames wide due to the cancel window into {{clr|S|f.S}}.
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|6P}}, {{clr|S|f.S}}, {{clr|S|2S}} {{clr|H|5H}}, {{clr|H|2H}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}
}}


===<big>5P</big>===
===<big>{{clr|S|f.S}}</big>===
<div class="attack-container">
{{GGST Move Card
<div class="attack-gallery">
|input=f.S
<gallery widths="210px" heights="210px" mode="nolines">
|frameChart=auto
GGST_Giovanna_5P.png |
|description=
</gallery>
Three consecutive kicks that have an interesting relationship with dash momentum. It will continue sliding as each hit comes out, occupying a large amount of the screen with hitboxes, making it good for lockdown despite being very punishable on whiff. Along with {{clr|S|2S}}, it lets Giovanna easily hit confirm into a basic combo, but it's rarely used in her strongest routes. She has many other pressure and neutral buttons that are more threatening in most scenarios as well, making this button more of a beginner trap outside of scenarios where you really want to guarantee someone is locked down. One advantage it has over {{clr|K|5K}} is threatening a delayed {{clr|H|5H}} gatling to make her opponent respect its -4 frame advantage and potentially continue pressure from there.
</div>
 
<div class="attack-info">
* Hits 3 times, with each hit slightly increasing in vertical height.
{| class="wikitable attack-data"
* Can be low profiled.
{{FrameDataHeader-GGST}}
* Long active duration.
|-
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|H|5H}}, {{clr|H|2H}}
{{#lst:{{PAGENAME}}/Data|5P}}
}}
|}
==== ====
</div>
</div>


===<big>5K</big>===
===<big>{{clr|H|5H}}</big>===
<div class="attack-container">
{{GGST Move Card
<div class="attack-gallery">
|input=5H
<gallery widths="210px" heights="210px" mode="nolines">
|frameChart=auto
GGST_Giovanna_5K.png |
|description=
</gallery>
A long kick that Giovanna has good gatlings into from {{clr|S|S}} buttons, making it invaluable in pressure and frametraps. It's also Giovanna's longest ground poke, useful when you're forced to stay at a distance. While it may not be the fastest or most plus of her normals, this button opens up many options that she would otherwise struggle with, and is a core part of cementing her poke/punish/pressure playstyle as well as her grounded routes that she's too far to get a launcher out of.
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#lst:{{PAGENAME}}/Data|5K}}
|}
==== ====
</div>
</div>


===<big>c.S</big>===
* Combos into {{clr|K|236K}} and {{tt|{{clr|S|en623S}}|Obtained by cancelling {{clr|H|214H}} into {{clr|S|623S}}}} on counter-hit for decent damage.
<div class="attack-container">
* Partially disjointed
<div class="attack-gallery">
* Wallbounces and groundbounces on air hit
<gallery widths="210px" heights="210px" mode="nolines">
}}
GGST_Giovanna_cS.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#lst:{{PAGENAME}}/Data|c.S}}
|}
==== ====
* Causes a float state on hit.
* Plus on block.
* Dash cancelable.
</div>
</div>


===<big>f.S</big>===
===<big>{{clr|D|5D}}</big>===
<div class="attack-container">
{{GGST Move Card
<div class="attack-gallery">
|input=5D,5[D]
<gallery widths="210px" heights="210px" mode="nolines">
|versioned=name
GGST_Giovanna_f.S.png |Vegito vibes
|frameChart=auto
</gallery>
|description=
</div>
;Uncharged Dust
<div class="attack-info">
Universal overhead attack that's pretty fast. Giovanna steps forward and does a split kick. It doesn't really look like an overhead, but it certainly hits like one. Given Giovanna's pressure, it shouldn't be too hard to crank the RISC gauge and cash out damage with {{clr|D|5D}}. Can be gatling from {{clr|K|5K}}, {{clr|K|2K}}, or {{clr|S|c.S}} for a mixup.
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#lst:{{PAGENAME}}/Data|f.S}}
|}
==== ====
* Hits 3 times.
</div>
</div>


===<big>5H</big>===
* Uncharged dust on-hit is 0 or neutral frame advantage and causes float
<div class="attack-container">
* Causes 80% proration on-hit
<div class="attack-gallery">
----
<gallery widths="210px" heights="210px" mode="nolines">
;Charged Dust
GGST_Giovanna_5H.png |
Similar to uncharged but is slow enough to be reacted to, but if it does land it gives a very high damaging combo.
</gallery>
Gio's highest damage singular attack, use this if you want to break walls when you have enough time to charge it and you don't have meter.
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#lst:{{PAGENAME}}/Data|5H}}
|}
==== ====
</div>
</div>


===<big>5D</big>===
* Charged dust leads to soft knockdown (+36).
<div class="attack-container">
* Holding up during the hitstop frames of charged dust will activate homing jump:
<div class="attack-gallery">
** Doing a homing jump will cause an area shift and put the opponent into a unique high damaging air combo state.
<gallery widths="210px" heights="210px" mode="nolines">
** Pressing any attack twice without jump/dash cancel will activate the homing jump finisher causing a hard knockdown (+23).
GGST_Giovanna_5D.png |
** Homing jump combos can sometimes increase meter balance enough to activate positive bonus.
</gallery>
}}
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#lst:{{PAGENAME}}/Data|5D}}
|}
==== ====
* Results in a cinematic if charged or CH.
* Uncharged 5D is 0 on hit.
Giovanna does a split kick. It doesn't look like an overhead but it certainly hits like one. Given Giovanna's normals, it shouldn't be too hard to crank the RISC gauge and cash out with 5D.
</div>
</div>


===<big>6P</big>===
===<big>{{clr|P|2P}}</big>===
<div class="attack-container">
{{GGST Move Card
<div class="attack-gallery">
|input=2P
<gallery widths="210px" heights="210px" mode="nolines">
|frameChart=auto
GGST_Giovanna_6P.png |
|description=
</gallery>
Quick & short {{clr|P|2P}} that lets you mash out of gaps in pressure. While 1 frame slower than {{clr|P|5P}}, its longer reach and crouching hurtbox might help in some scenarios. Throw punishable if you dash into throw range with only one hit of it, but chaining two jabs will keep you safe.  
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#lst:{{PAGENAME}}/Data|6P}}
|}
==== ====
* Good anti-air button.
Giovanna throws out a straight punch. Has head invulnerability like other 6P buttons and a good angle to stop airdashes.
</div>
</div>


===<big>6H</big>===
* The combo into {{clr|K|214K}} requires the opponent to be crouching, whereas {{clr|S|623S}} and {{clr|P|6P}} work on standing.
<div class="attack-container">
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|2P}}, {{clr|P|5P}}, {{clr|P|6P}}, {{clr|H|6H}}
<div class="attack-gallery">
}}
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Giovanna_6H.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST|version=yes}}
|-
{{AttackVersion|name=6H}}
{{#lst:{{PAGENAME}}/Data|6H}}
|-
{{AttackVersion|name=6HH}}
{{#lst:{{PAGENAME}}/Data|6HH}}
|-
{{AttackVersion|name=6HHH}}
{{#lst:{{PAGENAME}}/Data|6HHH}}
|}
==== ====
</div>
Giovanna leaps in the air and attacks


You can input 6H up to 2 additional times for a follow-up attack. The final hit will KD.  
===<big>{{clr|K|2K}}</big>===
{{GGST Move Card
|input=2K
|frameChart=auto
|description=
A solid low poke for catching the opponent standing. While it shares a lot of similarities with {{clr|K|5K}} such as being -2 and reliably comboing into {{clr|K|214K}}, it typically isn't throw punishable unlike Giovanna's other {{clr|P|P}} and {{clr|K|K}} buttons. This makes it a safe countermeasure against players who try throw in response to whenever you do a dash-in button, without having to go for a riskier bait or frame trap.


You can delay the follow-up attacks as well
{{clr|K|2K}}>{{clr|D|2D}} is not true and has a gap of 6F unless it's on counter hit. It's important to be mindful of it and not autopilot your pressure, as skilled opponents may exploit this weakness.
</div>


===<big>2P</big>===
* Gio's fastest low.
<div class="attack-container">
* The relatively high pushback ensures this move cannot be throw punished without an Instant Block.
<div class="attack-gallery">
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|6P}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}
<gallery widths="210px" heights="210px" mode="nolines">
}}
GGST_Giovanna_2P.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#lst:{{PAGENAME}}/Data|2P}}
|}
==== ====
</div>
</div>


===<big>2K</big>===
===<big>{{clr|S|2S}}</big>===
<div class="attack-container">
{{GGST Move Card
<div class="attack-gallery">
|input=2S
<gallery widths="210px" heights="210px" mode="nolines">
|frameChart=auto
GGST_Giovanna_2K.png |
|description=
</gallery>
Another multi-hit, this one being arguably a more important button overall. Not only does it gatling from your main pressure tool of {{clr|S|c.S}}, but the two hits make it even harder to defend against and easier to hit confirm while still having a solid {{clr|H|5H}} gatling afterwards if it does get blocked. It's a solid tool to catch people trying to jump out of your pressure, bolstering Giovanna's corner lockdown and low/throw mixup game. If your opponent uses FD to make the second hit whiff, you can still cancel into {{clr|H|5H}} to prevent punishes and threaten a counter-hit.
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#lst:{{PAGENAME}}/Data|2K}}
|}
==== ====
</div>
</div>


===<big>2S</big>===
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Giovanna_2S.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#lst:{{PAGENAME}}/Data|2S}}
|}
==== ====
* Hits low twice.
* Hits low twice.
</div>
* Opponents FDing the first hit will often make the second one whiff.
</div>
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|H|5H}}, {{clr|H|2H}}
}}
 
===<big>{{clr|H|2H}}</big>===
{{GGST Move Card
|input=2H
|frameChart=auto
|description=
An upward kick that is short range, slow to come out, and has the longest recovery of any of Giovanna's normals outside of {{clr|D|5D}}. She also has far better anti-airs, so this move is almost entirely useless outside of the launch it gives after {{clr|S|c.S}}. Said launch is very important to Giovanna's combo game. Combined with the vacuum effect, it can be used as a side switch tool or she can extend with {{clr|S|214S}}. It can also be used in blockstrings as a slightly lower pushback alternative to {{clr|H|5H}}, but the risk of being pushed out of its short range and being whiff punished on its long recovery makes it a questionable {{clr|P|6P}} frame trap option at best. There may be very rare punishes where you can use it for a max damage conversion, like after blocking the first hit of a wakeup [https://www.dustloop.com/wiki/index.php?title=GGST/I-No#Ultimate-Fortissimo Ultimate Fortissimo].
 
* Launches on air hit (I.E. chained immediately from {{clr|S|c.S}})
* Can beat {{clr|P|6P}}s.
* Vacuum effect on hit or block.
}}
 
===<big>{{clr|D|2D}}</big>===
{{GGST Move Card
|input=2D
|frameChart=auto
|description=
An unusual move where Rei kicks up some dust. Helps round out Gio's general moveset by offering a very unique tool for keeping the opponent out rather than in. The high startup, low recovery, and ample active frames make this move good to throw out moreso when an opportunity presents itself rather than recklessly in neutral. Great on counter-hit and allows for easy Gatling frame-traps from {{clr|K|5K}} or {{clr|S|c.S}}. While it's a bit slow for poking normal standards, it remains a useful poke thanks to its massive disjoint that lets it safely win situations that would otherwise lead to huge punishment, as well as it also being virtually unpunishable if it comes out. While the safe nature of this button can be a big threat in certain matchups and opponents that urge you to play carefully, its safety and overall usefulness is more limited against characters that simply have faster and longer moves. Can also outrange many reversals in the game when used as a meaty, still loses to some and clashes with a select few (full list [[/Strategy#Reversal_Chart|here]]), the clash meaning that an astute player could react and cancel into something safe.
 
* Large disjointed hitbox where the "dust" appears.
* Can be up to +1 with optimal [https://www.dustloop.com/wiki/index.php?title=Meaty#Meaty_Attack_Timeline meaty timing].
}}
 
===<big>{{clr|P|6P}}</big>===
{{GGST Move Card
|input=6P
|frameChart=auto
|description=
A straight punch that has upper body invulnerability like other {{clr|P|6P}} buttons. It's a little slow for {{clr|P|6P}} standards but the hitbox is also quite high up, being mostly aligned with Giovanna's head. Good for stopping attacks from directly above, and any lack of forward movement can always be made up for with dash momentum. It's also a fairly useful counter-poke in pressure, mainly due to Giovanna's array of pressure-based special moves to easily continue the offense when they block it. The most unique offensive aspect of this button is likely the ability to frame trap throws when using the gatling from her {{clr|K|K}} buttons, allowing you to take advantage of an opponent that is conditioned to try and throw on reaction to your dash-in {{clr|K|5K}}s.
 
* Universal anti-air button.
* Can combo into {{clr|K|214K}} from most situations.
* {{clr|K|5K}}/{{clr|K|2K}} > {{clr|P|6P}} will beat throws up close (1f gap) where cancelling into {{clr|K|214K}} would lose.
}}
 
===<big>{{clr|H|6H}}</big>===
{{GGST Move Card
|input=6H,6HH,6HHH
|versioned=input
|frameChart=
{{#invoke:GGST-FrameChart|drawFrameData|input=6H
|recovery=5
|specialRecovery=10}}
{{#invoke:GGST-FrameChart|drawFrameData|input=6HH
|recovery = 0
|specialRecovery=10}}
{{#invoke:GGST-FrameChart|drawFrameData|input=6HHH
|recovery = 0
|specialRecovery=16}}<small>({{tt|Note|Purple squares indicate landing recovery}})</small>
|description=
A Rekka style command normal that allows for two delay-able followups: {{clr|H|6HH}} and {{clr|H|6HHH}}.
 
Without meter to RC it, it's mostly relegated to combo filler in air juggles as it's slow, rather unsafe to throw out, and easily {{clr|P|6P}}able by a knowledgeable opponent. Due to combo scaling and positioning, you may need to delay the second and third hits in order to connect them all. The special/super cancel after landing with {{clr|H|6H}} or {{clr|H|6HH}} can allow you to go into [[#Sepultura|Sepultura]] for an advantageous hard knockdown, or even [[#Ventania|Ventania]] damage and wallbreak. If the combo is scaled and you don't want to risk dropping it, going into [[#Tempestade|Tempestade]] before you land is also a solid option to ensure a wallbreak.
 
With meter, you may use it as a long range short-hop into RC to go for high/low setups, as well as changing up which hit you RC from to add more layers to the mix.
You may also use [[#Tempestade|Tempestade]] to beat 6P or to continue your turn if they block.
 
Otherwise, if you happen to throw this out on their block without meter, you should use the special cancel after {{clr|H|6H}} or {{clr|H|6HH}} to go into [[#Sol Poente|Sol Poente]] to decrease the minus frames, cross up, and defeat some {{clr|P|6P}}s. It's not suggested to use this without meter.
 
* Puts Giovanna airborne.
* Giovanna can only perform the followups while airborne.
* {{clr|H|6H}} and {{clr|H|6HH}} can be special cancelled in the air and during the landing recovery, but {{clr|H|6HHH}} cannot be cancelled at all.
* {{clr|H|6HHH}} gives a hard knockdown.
}}


===<big>2H</big>===
===<big>{{clr|P|j.P}}</big>===
<div class="attack-container">
{{GGST Move Card
<div class="attack-gallery">
|input=j.P
<gallery widths="210px" heights="210px" mode="nolines">
|frameChart=auto
GGST_Giovanna_2H.png |
|description=
</gallery>
Standard air jab. Not quite as fast as her grounded ones and doesn't lead to anything, but still a valuable tool nonetheless.
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#lst:{{PAGENAME}}/Data|2H}}
|}
==== ====
* Launches on air hit (I.E. chained immediately from c.S)
* Short range.
</div>
</div>


===<big>2D</big>===
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|j.P}}
<div class="attack-container">
}}
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Giovanna_2D.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#lst:{{PAGENAME}}/Data|2D}}
|}
==== ====
</div>
</div>


===<big>j.P</big>===
===<big>{{clr|K|j.K}}</big>===
<div class="attack-container">
{{GGST Move Card
<div class="attack-gallery">
|input=j.K
<gallery widths="210px" heights="210px" mode="nolines">
|frameChart=auto
GGST_Giovanna_jP.png |
|description=
</gallery>
A fast air normal with a low hitbox on either side. Canceling into {{clr|S|j.214S}} on cross-up gives an easy combo, though if blocked this will leave Giovanna easily punishable. Versatile air button with many use cases such as air-to-airs, jump-ins and mixups.
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#lst:{{PAGENAME}}/Data|j.P}}
|}
==== ====
</div>
</div>


===<big>j.K</big>===
* Jump and airdash cancelable.
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Giovanna_jK.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#lst:{{PAGENAME}}/Data|j.K}}
|}
==== ====
* Hits on both sides.
* Hits on both sides.
</div>
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|D|j.D}}
</div>
}}
 
===<big>{{clr|S|j.S}}</big>===
{{GGST Move Card
|input=j.S
|frameChart=auto
|description=
Good air-to-air button. While you're often better off using {{clr|P|6P}}, {{clr|S|623S}}, or air throw for ground-to-air purposes, this button's vertical hitbox is especially handy when the opponent is high above you. Good when grounded anti-air buttons would fail, such as against {{Character Label|GGST|Ramlethal Valentine|label=Ramlethal's}} {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine |input=j.H|label={{clr|H|j.H}}}}
 
*Jump and airdash cancelable.
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|H|j.H}}, {{clr|D|j.D}}
}}
 
===<big>{{clr|H|j.H}}</big>===
{{GGST Move Card
|input=j.H
|frameChart=auto
|description=
Your main jumping counter-hit button, as well as your best choice for [[/Strategy#Safejumps|safejumps]]. As an air-to-air, the upwards knockback of it generally ensures good reward with or without counter-hit. It also has solid use in air combos due to its jump cancel, airdash cancel, and {{clr|D|j.D}} gatling. Its speed and downward-reaching hitbox also allow Giovanna to set up an {{keyword|f-shiki}} overhead in some situations, giving her surprisingly good high/low mix on occasion.


===<big>j.S</big>===
*Jump and airdash cancelable.
<div class="attack-container">
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|D|j.D}}
<div class="attack-gallery">
}}
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Giovanna_jS.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#lst:{{PAGENAME}}/Data|j.S}}
|}
==== ====
*
</div>
</div>


===<big>j.H</big>===
===<big>{{clr|D|j.D}}</big>===
<div class="attack-container">
{{GGST Move Card
<div class="attack-gallery">
|input=j.D
<gallery widths="210px" heights="210px" mode="nolines">
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=j.D| active=3|inactive2=7|active3=3}}
GGST_Giovanna_jH.png |
|description=
</gallery>
Valuable air combo tool. Good for semi-dustloop combos where the opponent is high up enough that you can connect it and then airdash to do it again, such as after an upward drift RRC. The multi-hitting nature of it is also useful in high/low mixups where you want to make it hard for the opponent to know when they should start blocking low, especially when used in tandem with other air normals.
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#lst:{{PAGENAME}}/Data|j.H}}
|}
==== ====
*
</div>
</div>


===<big>j.D</big>===
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Giovanna_jD.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#lst:{{PAGENAME}}/Data|j.D}}
|}
==== ====
* Hits twice.
* Hits twice.
</div>
* Jump and airdash cancelable.
</div>
}}


==Universal Mechanics==
==Universal Mechanics==


===<big>Ground Throw</big>===
===<big>Ground Throw</big>===
<div class="attack-container">
{{InputBadge|{{clr|D|6D}} or {{clr|D|4D}}}}
<div class="attack-gallery">
{{GGST Move Card
<gallery widths="210px" heights="210px" mode="nolines">
|input=6D or 4D
GGST_Giovanna_Ground Throw.png |
|description=
</gallery>
{{#invoke:FrameChart|drawFrameData
</div>
|startup  = 2
<div class="attack-info">
|active  = 3
{| class="wikitable attack-data"
|recovery = 38
{{FrameDataHeader-GGST}}
}}
|-
Hold up to jump as soon as possible out of the animation for a late {{clr|H|j.H}} safejump, or instead set up guardcrush oki with {{tt|{{clr|K|en236K}}|Obtained by cancelling {{clr|H|214H}} into {{clr|K|236K}}}}.
{{#lst:{{PAGENAME}}/Data|Ground Throw}}
 
|}
Gio's ground throw can be effective when used with her step dash, allowing her to threaten tick throw from a much greater range than most characters, such as from a max range {{clr|K|5K}}, max range {{clr|K|2K}}, or even an {{keyword|FD}}ed {{clr|S|c.S}}
==== ====


</div>
* Can throw the opponent either forward or backwards.
</div>
* Hard knockdown on hit.
* 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.
}}


===<big>Air Throw</big>===
===<big>Air Throw</big>===
<div class="attack-container">
{{InputBadge|{{clr|D|j.6D}} or {{clr|D|j.4D}}}}
<div class="attack-gallery">
{{GGST Move Card
<gallery widths="210px" heights="210px" mode="nolines">
|input=j.6D or j.4D
GGST_Giovanna_Air Throw.png |
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=j.6D or j.4D|recovery=38}}{{#invoke:GGST-FrameChart|drawFrameData|input=j.6D or j.4D|recovery=0|specialRecovery=10}}
</gallery>
|description=
</div>
Gio's air throw can be effective when jumping out of her step dash.
<div class="attack-info">
 
{| class="wikitable attack-data"
* Can throw the opponent either forward or backwards.
{{FrameDataHeader-GGST}}
* Hard knockdown on hit.
|-
* 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.
{{#lst:{{PAGENAME}}/Data|Air Throw}}
}}
|}
 
==== ====
===<big>Wild Assault</big>===
</div>
{{InputBadge|{{clr|D|236D}} with 50% Burst (Hold OK)}}
</div>
{{GGST Move Card
|input=236D,236[D] |versioned=input
|frameChart=
{{#invoke:GGST-FrameChart|drawFrameData
|input = 236D
|title = '''Wild Assault'''
|startup = 16
}}
{{#invoke:GGST-FrameChart|drawFrameData
|input = 236[D]
|title = '''Fully Charged Wild Assault'''
}}
|description=
{{GGST/WildAssaultLabel|type=orange}}
 
A fast advancing strike at the cost of 50% Burst.
 
*Normal, special, jump, and backdash cancelable.
*Drains 7.14% of the opponent's [[../Mechanics#Burst Gauge|Burst Gauge]] on hit or block.
*Applies Hard Knockdown when launching or when used to [[../Damage#The Wall|Wall Break]].
 
}}
 
==Special Moves==
==Special Moves==
===<big>Chave</big>===
{{InputBadge|{{clr|H|214H}}}}
{{GGST Move Card
|input=214H
|frameChart={{#invoke:FrameChart|drawFrameData
|recovery = 30
|frcStart=15
|frcEnd=30
}}<small>({{tt|Note|Squares with a yellow underline indicate Chave's special cancel window.}})</small>
|description=A command dash that can be cancelled into Giovanna's other special moves, enhancing them. Enhanced specials deal 20% more damage and have better properties on hit and/or block, with a distinguishing {{tt|vermillion|Light Red}} glow. While Chave can be cancelled into other specials fairly quickly, it is quite slow to recover when not cancelled, making it risky as a pressure reset on its own.
During Chave, all special moves can be performed with simplified inputs:
{{{!}}
{{!}} Sepultra {{!!}} {{Ni|4}}{{Prompt|GGST|K}}
{{!}}-
{{!}} Trovão {{!!}} {{Ni|6}}{{Prompt|GGST|K}}
{{!}}-
{{!}} Sol Nascente {{!!}} {{Ni|6}}{{Prompt|GGST|S}}
{{!}}-
{{!}} Sol Poente {{!!}} {{Ni|4}}{{Prompt|GGST|S}}
{{!}}}
*Counter Hit state throughout its entire duration.
*Cancelable into other specials from frame 15 onwards. All Enhanced specials have a minimum 14 frames of additional startup compared to their regular versions.
}}
===<big>Sepultura</big>===
===<big>Sepultura</big>===
<span class="input-badge">'''214K'''</span>
{{InputBadge|{{clr|K|214K}}\{{clr|K|4K}} during Chave}}
<div class="attack-container">
{{GGST Move Card
<div class="attack-gallery">
|input=214K
<gallery widths="210px" heights="210px" mode="nolines">
|frameChart=auto
GGST_Giovanna_214K.png|
|description=
</gallery>
A roundhouse wolf kick for safe pressure and knockdown confirms.
</div>
 
<div class="attack-info">
Its speed along with -4 frame advantage means it's a fully safe blockstring ender against most characters. Its counter hit reward and reliable vertical hitbox makes it a good frame trapping tool, and the amount that it moves forward makes it all the more versatile to follow-up many attacks in neutral. After being blocked, you can backdash to evade the enemy's fast attacks, or use a low-profile like {{MMC|input=623S|label=Sol Nascente}} to counter hit slower attacks.
{| class="wikitable attack-data"
 
{{FrameDataHeader-GGST}}
It is an auto-timed frametrap from {{clr|K|K}} normals, but needs to be manually timed off {{clr|S|S}} and {{clr|H|H}} normals. While this can hit fairly deep, delaying too much can open it up to a {{clr|P|6P}} retaliation or other low-profiles.
|-
 
{{#lst:{{PAGENAME}}/Data|214K}}
* A few moves can punish this on block at close spacing, including {{MMC|chara=Sol Badguy|input=5K|label={{Character Label|GGST|Sol_Badguy|P=True}} Sol's {{clr|K|5K}}}} and {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=5P|label={{clr|P|5P}}}}, {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=5P|label={{Character Label|GGST|Chipp_Zanuff|P=True}} Chipp's {{clr|P|5P}}}}, {{MiniMoveCard|game=GGST|chara=Millia Rage |input=2P|label={{Character Label|GGST|Millia_Rage|P=True}} Millia's {{clr|P|2P}}}}, {{MiniMoveCard|game=GGST|chara=Baiken |input=5P|label={{Character Label|GGST|Baiken|P=True}} Baiken's {{clr|P|5P}}}}, {{MiniMoveCard|game=GGST|chara=May |input=5P|label={{Character Label|GGST|May|P=True}} May's {{clr|P|5P}}}}, and {{MiniMoveCard|game=GGST|chara=Giovanna |input=5P|label={{Character Label|GGST|Giovanna|P=True}} Giovanna's {{clr|P|5P}}}}.
|}
----
==== ====
;Enhanced Sepultura (en{{clr|K|214K}})
* Knocks down on hit.
Hugely increased pushback on block making it return to neutral with no threat from the opponent. Generally not very useful as the added startup makes it extremely slow, while having no significant advantages on hit, and is significantly worse for combos than other Enhanced specials. Has a small niche after an opponent uses Deflect Shield and Instant Faultless Defense (IBFD) thanks to its huge range that can be confirmed during the Chave startup.
* Long reach and safe on block.
 
</div>
*Data in [ ] represents Enhanced version.
</div>
}}


===<big>Trovão</big>===
===<big>Trovão</big>===
<span class="input-badge">'''236K'''</span>
{{InputBadge|{{clr|K|236K}}\{{clr|K|6K}} during Chave}}
<div class="attack-container">
{{GGST Move Card
<div class="attack-gallery">
|input=236K
<gallery widths="210px" heights="210px" mode="nolines">
|frameChart=auto
GGST_Giovanna_236K.png|
|description=
</gallery>
Long-range pressure reset and anti-projectile tool.
</div>
 
<div class="attack-info">
Plus on block, allowing a frametrap into {{clr|K|5K}} or {{clr|K|2K}}, or threaten a {{Keyword|Tick Throw}}. Very slow to start and crushed by {{clr|P|6P}}, making it fairly risky to use, but has a subtle animation and can work from very far distances.
{| class="wikitable attack-data"
 
{{FrameDataHeader-GGST}}
Destroys most projectiles while active (see [[/Strategy#Trovão_Projectile_Chart|Strategy page]] for details), making it an excellent approach tool either on reaction to a slow projectile or on prediction of a faster one. Be wary the slow startup means it ''can'' be easily interrupted by projectiles if done at the wrong time. The distance it travels can situationally allow it to be an unpredictable approach option in neutral even if the opponent does not send out a projectile.
|-
 
{{#lst:{{PAGENAME}}/Data|236K}}
* On air hit gives a Hard Knockdown and wall bounces in the corner.
|}
* On grounded block/hit, always gives the same frame advantage regardless of how late in its active frames it connects.
==== ====
----
* Cancels single hit projectiles.
;Enhanced Trovão (en{{clr|K|236K}})
* Slightly plus on block.
 
Too slow to be used on reaction, but an excellent anti-fireball tool nonetheless.
Very slow but grants an ''extremely'' powerful Guard Crush on block, making it an oppressive okizeme tool. Off longer knockdowns it can be set up to hit meaty, leaving Giovanna extremely plus, easily able to threaten a true Tick Throw, not even stopped by Deflect Shield. However, can be reacted to by invulnerable reversals to prevent the okizeme.
</div>
 
</div>
*Data in [ ] represent Enhanced version.
*Guard crushes on block, staggers on hit.
*Almost completely unaffected by Instant Faultless Defense (IBFD).
}}


===<big>Sol Nascente</big>===
===<big>Sol Nascente</big>===
<span class="input-badge">'''623S'''</span>
{{InputBadge|{{clr|S|623S}}\{{clr|S|6S}} during Chave}}
<div class="attack-container">
{{GGST Move Card
<div class="attack-gallery">
|input=623S
<gallery widths="210px" heights="210px" mode="nolines">
|frameChart=auto
GGST_Giovanna_623S.png|
|description=
</gallery>
A very potent anti-air with strange low-profile properties.
</div>
 
<div class="attack-info">
With some low-profile and extremely fast startup makes a good anti-air comparable to most {{clr|P|6P}} attacks, but covers a unique angle above Giovanna with significant range. Though it lacks total invulnerability, it has relatively short and safe recovery, making it a much less committal option than a typical {{keyword|DP}} in most scenarios. It's still quite punishable on grounded block, but considerably plus on an airborne opponent. 
{| class="wikitable attack-data"
 
{{FrameDataHeader-GGST}}
The low-profile allows Giovanna to go under several of the fastest pokes in the game, good for trying to counter opponent's  mid-height attacks. Throwing it out as a reactive anti-air, or as a hard callout in neutral or RPS after {{MMC|input=214K|label=Sepultura}} can force opponents to watch which  attacks they press to avoid counter hits. Does not give any combos on normal hit, and counterhits can be difficult to convert into a combo unless you have dash momentum, though a successful conversion will usually allow for great damage.
|-
 
{{#lst:{{PAGENAME}}/Data|623S}}
* The hurtbox has nuanced evasive properties, shifting from a crouching hurtbox, to a low-profile, before jumping airborne with a '''high''' profile, putting Giovanna in the air and allowing her to dodge and even recover to whiff punish low moves such as {{MiniMoveCard|game=GGST|chara=Ky Kiske |input=2S|label={{Character Label|GGST|Ky Kiske|P=True}} Ky's {{clr|S|2S}}}} and {{MiniMoveCard|game=GGST|chara=I-No |input=2S|label={{Character Label|GGST|I-No|P=True}} I-No's {{clr|S|2S}}}}.
|}
* Briefly airborne during later active frames and some recovery, including when Roman Canceled and when clashing into an attack, allowing for high-low mixups.
==== ====
----
* Not invincible.
;Enhanced Sol Nascente (en{{clr|S|623S}})
* Hits on both sides.
 
</div>
Great combo tool that allows Giovanna to combo directly from various Counter Hits and during juggles to extend combos, easily allowing combo loops, with very high damage and Tension gain. Can also be used on block as a frametrap from {{clr|H|5H}} thanks to its fast startup among Enhanced specials, to threaten opponents reacting to Chave. However, mind its weakness to {{clr|P|6P}} attacks and other low-profiles, which it cannot hit.
</div>
 
*Data in [ ] represent Enhanced version.
*Greatly floats on launches allowing for combo extensions.
}}


===<big>Sol Poente</big>===
===<big>Sol Poente</big>===
<span class="input-badge">'''214S (Air OK)'''</span>
{{InputBadge|{{clr|S|214S}} (Air OK)\{{clr|S|4S}} during Chave}}
<div class="attack-container">
{{GGST Move Card
<div class="attack-gallery">
|input=214S,j.214S
<gallery widths="210px" heights="210px" mode="nolines">
|versioned=input
GGST_Giovanna_214S.png| Greed Sever ver. Beta
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=214S|startup=4}}
</gallery>
{{#invoke:GGST-FrameChart|drawFrameData|input=j.214S|startup=4}}
</div>
|description=
<div class="attack-info">
 
{| class="wikitable attack-data"
A flip kick that can side switch for a mix-up, with a disjoint built to crush mid-height pokes.
{{FrameDataHeader-GGST|version = yes}}
 
|-
The ability to cancel into it from your lows, alter its trajectory for left-right mix-ups, and Roman Cancel any part of it for all kinds of setups make it a good mix-up tool for a creative player. While it is very slow, it easily crushes mid-height attacks and ''clashes'' with most {{clr|P|6P}} attacks, while catching the recovery of many low-profile {{keyword|abare}}, making it difficult to interrupt. While the grounded version is -5 on block, it can be spaced to avoid punishes.
{{AttackVersion|name = Ground}}
 
{{#lst:{{PAGENAME}}/Data|214S}}
The low-crush also makes it a situational option to challenge mid-height pokes, such as {{clr|S|f.S}} attacks, or strike over low-hitting space control moves like {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=214S Level 1|label={{Character Label|GGST|Goldlewis|P=True}} Goldlewis' Thunderbird}} and {{MiniMoveCard|game=GGST|chara=Zato-1|input=236K|label={{Character Label|GGST|Zato|P=True}} Zato's "That's a Lot!"}}, though the lingering hurtbox behind Giovanna on startup has to be accounted for.
|-
 
{{AttackVersion|name = Air}}
There is also an early hit behind Giovanna. This can be used in combos to juggle the opponent after {{clr|H|2H}} for combo extensions and okizeme, or to hit after a cross-up {{clr|K|j.K}}.
{{#lst:{{PAGENAME}}/Data|j.214S}}
 
|}
* { } refers to the startup of the hitbox behind Giovanna.
==== ====
* Holding {{Ni|4}} or {{Ni|6}} will change the moved distance slightly, allowing for more ambiguous left/right positioning.
* Overhead.
* Can be made -3 if you peform an {{Keyword|IAS}} input ({{clr|S|2147S}}). The sigil for the air version should appear as low as possible.
* Low crush.
----
* Plus on block.
; Enhanced Sol Poente (en{{clr|S|214S}})
* Hits on both sides, can cross up if done close.
 
</div>
Launches for a very tall ground bounce on hit, allowing meterless conversion off the mixup. Very slow to set up, and a Low cannot be easily threatened from Chave, but the ambiguous left-right can open up opponents, especially if they're afraid of an {{MMC|input=623S|label=Enhanced Sol Nascente}} frametrap.
</div>
 
The early backward hit launches even higher, allowing for huge combo extensions when done from an air hit {{clr|H|2H}} at better combo scaling.
 
*Data in [ ] represents Enhanced version.
}}


==Overdrives==
==Overdrives==
===<big>Ventania</big>===
===<big>Ventania</big>===
<span class="input-badge">'''632146H'''</span>
{{InputBadge|{{clr|H|632146H}}}}
<div class="attack-container">
{{GGST Move Card
<div class="attack-gallery">
|input=632146H
<gallery widths="210px" heights="210px" mode="nolines">
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=632146H}}
GGST_Giovanna_632146H.png | You're going to Brazil!
|description=
</gallery>
Fully invulnerable reversal with huge corner carry and a backward hit.
</div>
 
<div class="attack-info">
Good defensive utility, but very unsafe on block. It is functionally extremely short for an invulnerable Overdrive as it hits very late at further ranges, making it much easier to safely avoid. However, it can easily catch cross-ups to knock the opponent down.
{| class="wikitable attack-data"
 
{{FrameDataHeader-GGST}}
Travels very far, making it good for breaking the wall from outside of the corner.  Due to the loss of Tension, it can be rather expensive as it takes away some of Giovanna's offensive perks, making it often preferable to break the wall with {{MMC|input=236D|label=Wild Assault}} if resources allow.
|-
 
{{#lst:{{PAGENAME}}/Data|632146H}}
* Benefits from the 50% Tension bonus if Giovanna uses it with full Tension.
|}
* Moves Giovanna forward about half a screen.
==== ====
}}
* Invincible on startup
</div>
</div>


===<big>Tempestade</big>===
===<big>Tempestade</big>===
<span class="input-badge">'''j.236236H'''</span>
{{InputBadge|{{clr|H|j.236236H}}}}
<div class="attack-container">
{{GGST Move Card
<div class="attack-gallery">
|input=j.236236H
<gallery widths="210px" heights="210px" mode="nolines">
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=j.236236H|active=0|isProjectile=yes}}<small>({{tt|Note|The red line indicates that the move has become active, but has a variable active window.}})</small>
GGST_Giovanna_236236H.png |
|description=
</gallery>
A supremely fast divekick. The anti-anti air. The sheer speed and safety of it makes it quite good as a reactive air option in neutral. On block, it can force your turn and help you approach/punish against players with solid ground control. The blockstun is quite low, but the initial hitbox is also very fast to compensate, making it safe and sometimes even slightly plus. On hit, it puts you in a cinematic that you can Roman Cancel out of at any point. Good for a last resort air combo ender when you aren't able to land [[#Ventania|Ventania]].
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As it typically works with divekick-type moves, the frame advantage varies depending on where you hit the opponent from. It should generally always be safe, but if you attempt to make an opponent block this from about half screen above and slightly in front of them so that the kick hits their upper body/head region, you may be put into their grab range and be forced to tech a throw instead of taking your turn. You should generally try to hit their block fairly low to the ground so that you can maximize your plus frames as well as maintain enough spacing to be out of grab range. Or, if the opponent doesn't expect the grab, you can force grab range on purpose and take advantage of the short blockstun to catch them off guard with a tick throw style setup.
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* Combos from {{clr|S|c.S}} and grounded {{clr|K|5K}} if you {{keyword|Tiger Knee}} the super input (for example, {{clr|H|2369236H}}).
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* Great combo tool, gains about 30% tension back.
* Links from c.S
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{{Overview/SEO
|summary = A U.S. Special Forces agent for the president, but quite lazy. A short-range rushdown whose incredible speed allows her to break through defenses.}}
[[Category:Guilty Gear|Giovanna]]

Latest revision as of 06:32, 12 April 2024

Overview

Overview

Move fast, strike fast, think fast! Giovanna is a rushdown character with outstanding speed and pressure, while also having a fair share of defensive capabilities. Her unique step dash preserves forward momentum if she acts during it, allowing her to advance and attack simultaneously; useful for closing the gap during an opening.

Giovanna’s attack speed is top-class. Her 5P is unusually fast, and 5K is quite quick for its range. Her c.S is a powerful, plus on block pressure tool, and the multi-hitting nature of f.S and 2S make them easy to hit-confirm from. Pressure can be ended with the risk-free Sepultura, or reset with the plus on block but challengeable Trovão. Sol Poente is a risky overhead that can cross-up Attacking your opponent after changing which horizontal side you are on, usually by jumping over them. at close range, while Trovão can pierce through projectiles after a moderate startup. Sepultura's generous reach allows it to counter attempts to outmaneuver or low profile her pressure.

Giovanna’s combination of speed, range, and evasion makes her defensive game solid despite her lack of a meterless reversal. Sol Nascente is a great anti-air that lacks the invulnerability of a traditional DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion. but compensates with evasive properties and high reward. Her 2D is a long, disjointed poke with great reward on counter hit. It’s good for space control, frame traps, and can be used as a meaty attack to outrange DPs or Reversal Overdrives.

Giovanna’s unique Meter Boost magnifies her damage output and defense value when she has enough Tension, allowing her to benefit from Tension without spending it. Her pressure and neutral are simple yet versatile, and her combo routes have a wide variety of accessibility and adaptability.

If you want an accessible character who is fast, aggressive, has strong counter hits and phenomenal fashion sense to boot, then Giovanna is for you.
Giovanna
GGST Giovanna Portrait.png
Damage Received Mod
×1.03
Guts Rating
1
Prejump
4F
Backdash
19F Duration
1-5F Invuln
1-13F Airborne
Unique Movement Options
Variable step-dash
Fastest Attack
5P (4F)
Reversals
632146H (9F)
 Giovanna is a fast mid-range character with strong strike/throw offense.
Pick if you like Avoid if you dislike
  • Unmatched mobility with a lightning fast cancellable dash that grants loads of momentum to the actions she cancels it into.
  • Guard crush okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. and throw loops
  • Strong mid-range neutral and space control with a footsies A complicated, often nebulous term that refers to the battle for controlling the space in front of you, often by using good pokes. In essence, you are trying to get to a range you like, while trying to deny your opponent getting to a range that they like. How you do this varies wildly based on the game, but it often involves using long range attacks to pester your opponent as they are trying to walk around. This dance of playing mind games with your feet is the source of the term's name.-heavy whiff-punish playstyle.
  • Strong use of stagger pressure The use of intentionally delaying gatlings or cancels in order to create frame traps with the intent of catching your opponent mashing or jumping. Loses to reversals. for enforcing a strike/throw gameplan.
  • High damage and outstanding meter generation from many starters, with lots of flexibity for side swapping and okizeme.
  • Playing neutral without a projectile and relying on whiff punishing.
  • An interactable strike/throw offensive gameplan without an untechable command grab.


Unique Mechanic: Meter Boost

When Giovanna's tension gauge is filled above certain thresholds, she deals more damage, receives less damage, and her normals begin dealing chip damage.

  • She gains an approximate +5% damage at half Tension, which is raised to approximately +10% damage at full Tension. The buff will apply even if a move consumes Tension, meaning Ventania and Tempestade deal more damage with each boost.
  • Her defense ratingA multiplier for how much damage you take.
    Lower = Better
    improves from 1.03 to 0.97 at half Tension, and improves further to 0.93 at full Tension, similar to  Potemkin's defense, the highest in the game.
  • Every Normal attack begins dealing 12% chip at half Tension, which strengthens to 25% at full Tension, the standard chip damage for specials but on every single attack.

Normal Moves

StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

5P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
26 All 4 3 9 -2
Total: 15

A remarkably swift elbow jab. Faster than 2P, but has less range. Often as useful as a quick anti-air button as it is an abare button to get out of pressure. Throw punishable if you dash into throw range with only one hit of it, but chaining two jabs will keep you safe.

  • 4 frames of startup, so faster than average for a punch button
  • The combo into 214K requires the opponent to be crouching, whereas 623S and 6P work on standing.

Gatling Options: 5P, 2P, 6P, 6H

5K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 All 6 2 12 -2
Total: 19

A fantastic poke with considerable range for its speed, made even better by dash momentum extending it to almost 1/4th screen. In particular, it's great to combine with microdashes and dash stops, as you can space yourself out to avoid going into throw range as well as use it as an opener able to beat a huge variety of common roundstart options. The low recovery means that whiffing this button is very low risk in general, and you can even catch people off guard with a frame kill of sorts by whiffing it right outside of range and then hitting 5H to counter-hit anyone sluggishly trying to punish your whiff.

When using this button with a dash to go into throw range, the -2 advantage on block means it sets up an autotimed tick throw. However, it also leaves Giovanna just barely throw punishable unless it's canceled into 6P, 214S or a jump.

Since the dash cancel causes this move to be punishable on both block and hit, it's far more situational than the c.S one outside of Blue Roman Cancel (BRC) setups. However, the jump cancel still retains tons of other utility, allowing you to jump to block bursts, airdash in for pressure, and turn a grounded juggle into an air combo.

  • Jump and dash cancelable. Unlike a regular dash, the dash cancel prevents all input until the animation is finished.
  • Dash cancel is -11 on block.
  • Juggle tool that links into itself.
  • True to the animation, about half of Giovanna's hurtbox is shifted upward throughout the attack, allowing you to potentially avoid lows from afar.

Gatling Options: 6P, 6H, 5D, 2D

c.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
40 All 7 6 10 +3
Total: 22

An invaluable knee strike that defines Giovanna's stagger and throw pressure. The +3 frame advantage allows you to chain this normal into itself with a small gap in between, letting you walk/dash up for a throw as you keep conditioning them to block, their only possible only non-reversal retaliation being a ~5 frame normal. Once they are conditioned to try and jump out of your throws, you have the ability to gatling into 2S to catch them holding up. The main weakness of this move is the requirement to be close range in order to use it, potentially causing you to unintentionally throw out f.S if you judge the range or timing wrong, weakening your pressure and giving it a linear opening once your gatlings are done.

Since pressuring with this button is heavily reliant on distance and pushback, proper use of dash momentum is key to maximizing its effectiveness. Even when using it as okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. while as close to the opponent as possible, dashing before you press the button will still help to reduce pushback due to the momentum you preserve from it. When trying to loop your pressure, remember to dash before each hit rather than during, otherwise it will dash cancel, locking you into the dash animation and leaving you fairly minus.

The dash cancel on this button can lead to an immediate Blue Roman Cancel (BRC), which gives her an airtight high/low mixup on block with 5D or any of her lows. On hit both options lead to a conversion, and on block she remains plus enough to continue offense. The jump cancel can be done to do the same, mostly useful with an immediate drift forward BRC once you're in the air, as the hefty blockstun of c.S is retained and you have ample time to mix the opponent up. You can force them into a standing block with any jump normal, and you also get access to double overhead mixups by chaining j.H or j.K into j.D and then immediately going for a low upon landing.

  • Causes a float state on hit, allowing you to start juggles off the ground by immediately going into 2H.
  • Jump and dash cancelable. Unlike a regular dash, the dash cancel prevents all input until the animation is finished.
  • Dash cancel is -4 on block.
  • Whilst +3 on block and 7f startup, the closest gap you can have between this normal and itself is 5 frames wide due to the cancel window into f.S.

Gatling Options: 6P, f.S, 2S 5H, 2H, 6H, 5D, 2D

f.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
10, 10, 16 All 9 2(6)2(6)2 16 -4
Total: 42

Three consecutive kicks that have an interesting relationship with dash momentum. It will continue sliding as each hit comes out, occupying a large amount of the screen with hitboxes, making it good for lockdown despite being very punishable on whiff. Along with 2S, it lets Giovanna easily hit confirm into a basic combo, but it's rarely used in her strongest routes. She has many other pressure and neutral buttons that are more threatening in most scenarios as well, making this button more of a beginner trap outside of scenarios where you really want to guarantee someone is locked down. One advantage it has over 5K is threatening a delayed 5H gatling to make her opponent respect its -4 frame advantage and potentially continue pressure from there.

  • Hits 3 times, with each hit slightly increasing in vertical height.
  • Can be low profiled.
  • Long active duration.

Gatling Options: 5H, 2H

5H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
45 All 10 3 19 -5
Total: 31

A long kick that Giovanna has good gatlings into from S buttons, making it invaluable in pressure and frametraps. It's also Giovanna's longest ground poke, useful when you're forced to stay at a distance. While it may not be the fastest or most plus of her normals, this button opens up many options that she would otherwise struggle with, and is a core part of cementing her poke/punish/pressure playstyle as well as her grounded routes that she's too far to get a launcher out of.

  • Combos into 236K and en623SObtained by cancelling 214H into 623S on counter-hit for decent damage.
  • Partially disjointed
  • Wallbounces and groundbounces on air hit

5D

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Dust Attack 45 High 20 4 25 -15
Charged Dust Attack 56 High 28 4 25 -10
Total: 48
Total: 56
Uncharged Dust

Universal overhead attack that's pretty fast. Giovanna steps forward and does a split kick. It doesn't really look like an overhead, but it certainly hits like one. Given Giovanna's pressure, it shouldn't be too hard to crank the RISC gauge and cash out damage with 5D. Can be gatling from 5K, 2K, or c.S for a mixup.

  • Uncharged dust on-hit is 0 or neutral frame advantage and causes float
  • Causes 80% proration on-hit

Charged Dust

Similar to uncharged but is slow enough to be reacted to, but if it does land it gives a very high damaging combo. Gio's highest damage singular attack, use this if you want to break walls when you have enough time to charge it and you don't have meter.

  • Charged dust leads to soft knockdown (+36).
  • Holding up during the hitstop frames of charged dust will activate homing jump:
    • Doing a homing jump will cause an area shift and put the opponent into a unique high damaging air combo state.
    • Pressing any attack twice without jump/dash cancel will activate the homing jump finisher causing a hard knockdown (+23).
    • Homing jump combos can sometimes increase meter balance enough to activate positive bonus.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
Dust Attack 80% 2 Mid -0 1125 3000 [1000] 700 (900) 60% 0% [12%] {25%}
Charged Dust Attack 100% 4 Mid KD +36 1875 1500 [1000] 0 (200) 60% 0% [12%] {25%}

Dust Attack:

  • Hitstop on block: 20F
  • Hitstop on ground hit: 16F
  • Floating crumple on ground hit: Total 28F (airborne hitstun 1-11F, standing hitstun 12-18F, can block 19-28F)
  • R.I.S.C. Loss in [ ] refers to when 5D is not the initial hit of a combo.
  • Wall Damage in ( ) refers to if opponent is touching the wall.
  • Has no additional Combo Decay on initial hit, unlike other overheads (usually adding +5 on initial hit for 10 total).
  • Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.


Charged Dust Attack:

  • Hitstop on block: 20F
  • Hitstop on raw hit: 45F
  • Properties for opponent on block follow Level 4 rules.
  • R.I.S.C. Loss in [ ] refers to when 5[D] is not the initial hit of a combo.
  • Wall Damage in ( ) refers to if opponent is touching the wall.
  • Wall Damage when hit raw is increased to 700 (900).
  • Applies 5 less Combo Decay on initial hit, for 0 Combo Decay if the first hit of a combo.
  • Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.

2P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
22 All 5 2 10 -2
Total: 16

Quick & short 2P that lets you mash out of gaps in pressure. While 1 frame slower than 5P, its longer reach and crouching hurtbox might help in some scenarios. Throw punishable if you dash into throw range with only one hit of it, but chaining two jabs will keep you safe.

  • The combo into 214K requires the opponent to be crouching, whereas 623S and 6P work on standing.

Gatling Options: 2P, 5P, 6P, 6H

2K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
28 Low 6 3 11 -2
Total: 19

A solid low poke for catching the opponent standing. While it shares a lot of similarities with 5K such as being -2 and reliably comboing into 214K, it typically isn't throw punishable unlike Giovanna's other P and K buttons. This makes it a safe countermeasure against players who try throw in response to whenever you do a dash-in button, without having to go for a riskier bait or frame trap.

2K>2D is not true and has a gap of 6F unless it's on counter hit. It's important to be mindful of it and not autopilot your pressure, as skilled opponents may exploit this weakness.

  • Gio's fastest low.
  • The relatively high pushback ensures this move cannot be throw punished without an Instant Block.

Gatling Options: 6P, 6H, 5D, 2D

2S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
16, 18 Low 9 3(5)3 15 -6
Total: 34

Another multi-hit, this one being arguably a more important button overall. Not only does it gatling from your main pressure tool of c.S, but the two hits make it even harder to defend against and easier to hit confirm while still having a solid 5H gatling afterwards if it does get blocked. It's a solid tool to catch people trying to jump out of your pressure, bolstering Giovanna's corner lockdown and low/throw mixup game. If your opponent uses FD to make the second hit whiff, you can still cancel into 5H to prevent punishes and threaten a counter-hit.

  • Hits low twice.
  • Opponents FDing the first hit will often make the second one whiff.

Gatling Options: 5H, 2H

2H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
40 All 11 6 21 -8
Total: 37

An upward kick that is short range, slow to come out, and has the longest recovery of any of Giovanna's normals outside of 5D. She also has far better anti-airs, so this move is almost entirely useless outside of the launch it gives after c.S. Said launch is very important to Giovanna's combo game. Combined with the vacuum effect, it can be used as a side switch tool or she can extend with 214S. It can also be used in blockstrings as a slightly lower pushback alternative to 5H, but the risk of being pushed out of its short range and being whiff punished on its long recovery makes it a questionable 6P frame trap option at best. There may be very rare punishes where you can use it for a max damage conversion, like after blocking the first hit of a wakeup Ultimate Fortissimo.

  • Launches on air hit (I.E. chained immediately from c.S)
  • Can beat 6Ps.
  • Vacuum effect on hit or block.

2D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
40 Low 17 10 12 -8
Total: 38

An unusual move where Rei kicks up some dust. Helps round out Gio's general moveset by offering a very unique tool for keeping the opponent out rather than in. The high startup, low recovery, and ample active frames make this move good to throw out moreso when an opportunity presents itself rather than recklessly in neutral. Great on counter-hit and allows for easy Gatling frame-traps from 5K or c.S. While it's a bit slow for poking normal standards, it remains a useful poke thanks to its massive disjoint that lets it safely win situations that would otherwise lead to huge punishment, as well as it also being virtually unpunishable if it comes out. While the safe nature of this button can be a big threat in certain matchups and opponents that urge you to play carefully, its safety and overall usefulness is more limited against characters that simply have faster and longer moves. Can also outrange many reversals in the game when used as a meaty, still loses to some and clashes with a select few (full list here), the clash meaning that an astute player could react and cancel into something safe.

  • Large disjointed hitbox where the "dust" appears.
  • Can be up to +1 with optimal meaty timing.

6P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
32 All 12 8 15 -9 1-3 Upper Body
4-19 Above Knees
Total: 34

A straight punch that has upper body invulnerability like other 6P buttons. It's a little slow for 6P standards but the hitbox is also quite high up, being mostly aligned with Giovanna's head. Good for stopping attacks from directly above, and any lack of forward movement can always be made up for with dash momentum. It's also a fairly useful counter-poke in pressure, mainly due to Giovanna's array of pressure-based special moves to easily continue the offense when they block it. The most unique offensive aspect of this button is likely the ability to frame trap throws when using the gatling from her K buttons, allowing you to take advantage of an opponent that is conditioned to try and throw on reaction to your dash-in 5Ks.

  • Universal anti-air button.
  • Can combo into 214K from most situations.
  • 5K/2K > 6P will beat throws up close (1f gap) where cancelling into 214K would lose.

6H

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
6H 32 All 17 9 5 + 10 After Landing -10 14-28F Airborne
6HH 32 All 11 3 Until Landing + 10 -11
6HHH 40 All 13 3 Until Landing + 16 -16
Total: 40
Total: 23
Total: 31
(NotePurple squares indicate landing recovery)

A Rekka style command normal that allows for two delay-able followups: 6HH and 6HHH.

Without meter to RC it, it's mostly relegated to combo filler in air juggles as it's slow, rather unsafe to throw out, and easily 6Pable by a knowledgeable opponent. Due to combo scaling and positioning, you may need to delay the second and third hits in order to connect them all. The special/super cancel after landing with 6H or 6HH can allow you to go into Sepultura for an advantageous hard knockdown, or even Ventania damage and wallbreak. If the combo is scaled and you don't want to risk dropping it, going into Tempestade before you land is also a solid option to ensure a wallbreak.

With meter, you may use it as a long range short-hop into RC to go for high/low setups, as well as changing up which hit you RC from to add more layers to the mix. You may also use Tempestade to beat 6P or to continue your turn if they block.

Otherwise, if you happen to throw this out on their block without meter, you should use the special cancel after 6H or 6HH to go into Sol Poente to decrease the minus frames, cross up, and defeat some 6Ps. It's not suggested to use this without meter.

  • Puts Giovanna airborne.
  • Giovanna can only perform the followups while airborne.
  • 6H and 6HH can be special cancelled in the air and during the landing recovery, but 6HHH cannot be cancelled at all.
  • 6HHH gives a hard knockdown.

j.P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
20 High 6 5 9 +3 (IAD j.PP)
Total: 19

j.K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
25 High 6 3 19
Total: 27

j.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 High 7 3 24 +3 (IAD)
Total: 33

Good air-to-air button. While you're often better off using 6P, 623S, or air throw for ground-to-air purposes, this button's vertical hitbox is especially handy when the opponent is high above you. Good when grounded anti-air buttons would fail, such as against  Ramlethal's j.HGGST Ramlethal Valentine jH.pngGuardHighStartup19Recovery31Advantage-

  • Jump and airdash cancelable.

Gatling Options: j.H, j.D

j.H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
35 High 8 5 18 +4 (IAD)
Total: 30

Your main jumping counter-hit button, as well as your best choice for safejumps. As an air-to-air, the upwards knockback of it generally ensures good reward with or without counter-hit. It also has solid use in air combos due to its jump cancel, airdash cancel, and j.D gatling. Its speed and downward-reaching hitbox also allow Giovanna to set up an f-shiki Sometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters. overhead in some situations, giving her surprisingly good high/low mix on occasion.

  • Jump and airdash cancelable.

Gatling Options: j.D

j.D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
20, 20 High 7 3(7)3 18 +3 (IAD)
Total: 37

Valuable air combo tool. Good for semi-dustloop combos where the opponent is high up enough that you can connect it and then airdash to do it again, such as after an upward drift RRC. The multi-hitting nature of it is also useful in high/low mixups where you want to make it hard for the opponent to know when they should start blocking low, especially when used in tandem with other air normals.

  • Hits twice.
  • Jump and airdash cancelable.

Universal Mechanics

Ground Throw

6D or 4D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
80 Ground Throw 2 3 38 N/A
Total: 42

Hold up to jump as soon as possible out of the animation for a late j.H safejump, or instead set up guardcrush oki with en236KObtained by cancelling 214H into 236K.

Gio's ground throw can be effective when used with her step dash, allowing her to threaten tick throw from a much greater range than most characters, such as from a max range 5K, max range 2K, or even an FD Faultless DefenceA special type of blocking in Guilty Gear that negates chip damage and pushes the opponent back further than usual. This type of blocking comes at the cost of a resource.ed c.S

  • Can throw the opponent either forward or backwards.
  • Hard knockdown on hit.
  • 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
50% HKD +39 2500 1000
  • Frame advantage is identical across all weight classes.
  • Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
  • Builds 1000 Tension once all damage is dealt.
  • On hit, applies an increased 25 Combo Decay.
  • Properties change if Roman Canceled before all damage is dealt:
    • Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
    • R.I.S.C. Loss: 1000
    • Proration: Forced 75%
    • Combo Decay on hit: 15

Air Throw

j.6D or j.4D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
80 Air Throw 2 3 38 or Until Landing+10 N/A
Total: 42
Total: 14

Gio's air throw can be effective when jumping out of her step dash.

  • Can throw the opponent either forward or backwards.
  • Hard knockdown on hit.
  • 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
50% HKD +43 (IAD) 2500 1000
  • Air Throws have both normal recovery (which recovers CH) and special recovery frames upon landing (not CH). It is technically possible to recover mid-air from a whiffed Air Throw, but it usually doesn't happen unless done from very high in the air.
  • Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
  • On-Hit value is for attacker's IAD height, except for Potemkin and Nagoriyuki, who have their instant Air Throw height instead.
  • Frame advantage fluctuates with height (+42 to +46).
  • Builds 1000 Tension once all damage is dealt.
  • On hit, applies an increased 25 Combo Decay.
  • Properties change if Roman Canceled before all damage is dealt:
    • Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
    • R.I.S.C. Loss: 1000
    • Proration: Forced 75%
    • Combo Decay on hit: 15

Wild Assault

236D with 50% Burst (Hold OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
236D 30 All 16~28 3 20 -4
236[D] 50 All 29 3 20 -4
Wild Assault
Total: 38
Fully Charged Wild Assault
Total: 51

Orange Wild Assault: Fast startup with extremely high momentum when canceled. See here for more info on Wild Assault types.


A fast advancing strike at the cost of 50% Burst.

  • Normal, special, jump, and backdash cancelable.
  • Drains 7.14% of the opponent's Burst Gauge on hit or block.
  • Applies Hard Knockdown when launching or when used to Wall Break.

Special Moves

Chave

214H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30
Total: 30
(NoteSquares with a yellow underline indicate Chave's special cancel window.)

A command dash that can be cancelled into Giovanna's other special moves, enhancing them. Enhanced specials deal 20% more damage and have better properties on hit and/or block, with a distinguishing vermillionLight Red glow. While Chave can be cancelled into other specials fairly quickly, it is quite slow to recover when not cancelled, making it risky as a pressure reset on its own.

During Chave, all special moves can be performed with simplified inputs:

Sepultra 4K
Trovão 6K
Sol Nascente 6S
Sol Poente 4S
  • Counter Hit state throughout its entire duration.
  • Cancelable into other specials from frame 15 onwards. All Enhanced specials have a minimum 14 frames of additional startup compared to their regular versions.

Sepultura

214K or 4K during Chave

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
38 [45] All 13 3 20 -4
Total: 35

A roundhouse wolf kick for safe pressure and knockdown confirms.

Its speed along with -4 frame advantage means it's a fully safe blockstring ender against most characters. Its counter hit reward and reliable vertical hitbox makes it a good frame trapping tool, and the amount that it moves forward makes it all the more versatile to follow-up many attacks in neutral. After being blocked, you can backdash to evade the enemy's fast attacks, or use a low-profile like Sol NascenteGGST Giovanna Sol Nascente.pngGuardAllStartup7Recovery21Advantage-15 to counter hit slower attacks.

It is an auto-timed frametrap from K normals, but needs to be manually timed off S and H normals. While this can hit fairly deep, delaying too much can open it up to a 6P retaliation or other low-profiles.

  • A few moves can punish this on block at close spacing, including Sol's 5KGGST Sol Badguy 5K.pngGuardAllStartup3Recovery25Advantage-16 and 5PGGST Sol Badguy 5P.pngGuardAllStartup4Recovery9Advantage-2, Chipp's 5PGGST Chipp Zanuff 5P.pngGuardAllStartup3Recovery10Advantage-2, Millia's 2PGGST Millia Rage 2P.pngGuardAllStartup4Recovery10Advantage-2, Baiken's 5PGGST Baiken 5P.pngGuardAllStartup4Recovery10Advantage-2, May's 5PGGST May 5P.pngGuardAllStartup4Recovery8Advantage-1, and Giovanna's 5PGGST Giovanna 5P.pngGuardAllStartup4Recovery9Advantage-2.

Enhanced Sepultura (en214K)

Hugely increased pushback on block making it return to neutral with no threat from the opponent. Generally not very useful as the added startup makes it extremely slow, while having no significant advantages on hit, and is significantly worse for combos than other Enhanced specials. Has a small niche after an opponent uses Deflect Shield and Instant Faultless Defense (IBFD) thanks to its huge range that can be confirmed during the Chave startup.

  • Data in [ ] represents Enhanced version.

Trovão

236K or 6K during Chave

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
48 [57] All [All (Guard Crush)] 27 10 13 +4 [+15]
Total: 49

Long-range pressure reset and anti-projectile tool.

Plus on block, allowing a frametrap into 5K or 2K, or threaten a Tick Throw A throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from.. Very slow to start and crushed by 6P, making it fairly risky to use, but has a subtle animation and can work from very far distances.

Destroys most projectiles while active (see Strategy page for details), making it an excellent approach tool either on reaction to a slow projectile or on prediction of a faster one. Be wary the slow startup means it can be easily interrupted by projectiles if done at the wrong time. The distance it travels can situationally allow it to be an unpredictable approach option in neutral even if the opponent does not send out a projectile.

  • On air hit gives a Hard Knockdown and wall bounces in the corner.
  • On grounded block/hit, always gives the same frame advantage regardless of how late in its active frames it connects.

Enhanced Trovão (en236K)

Very slow but grants an extremely powerful Guard Crush on block, making it an oppressive okizeme tool. Off longer knockdowns it can be set up to hit meaty, leaving Giovanna extremely plus, easily able to threaten a true Tick Throw, not even stopped by Deflect Shield. However, can be reacted to by invulnerable reversals to prevent the okizeme.

  • Data in [ ] represent Enhanced version.
  • Guard crushes on block, staggers on hit.
  • Almost completely unaffected by Instant Faultless Defense (IBFD).
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
80% 4 Mid +7 [+34] 2500 2000 700 80% 25% 150
  • Strike Clash Level: 2
  • Clash Hits: 1
  • Horizontal Activation Range: 400
  • Chave Enhanced version staggers on grounded hit, Listed on-hit value is for gold (fast) recovery.
  • Total stagger duration: 48F (1-40F hitstun, 41-48F can block only)
  • Hitstun duration is increased by 4F for red (normal) recovery, and 8F for blue (slow) and no recovery. (44F and 48F respectively)
  • Total duration is increased by 5F for red (normal) recovery, and 10F for blue (slow) and no recovery. (53F and 58F respectively)
  • Opponents can be thrown while staggered, allowing comboing into throws. During the 'can only block' stage at the end of stagger, the opponent cannot jump to escape throws, meaning there is more time to combo into throws than strikes.
  • Stagger does not gain 1 addition hitstun on crouching hit, unlike other attacks.

Sol Nascente

623S or 6S during Chave

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
40 [48] All 7 8 21 -15 Above Knees 4-6
Upper Body 7-8
Airborne 9-26
Total: 35

A very potent anti-air with strange low-profile properties.

With some low-profile and extremely fast startup makes a good anti-air comparable to most 6P attacks, but covers a unique angle above Giovanna with significant range. Though it lacks total invulnerability, it has relatively short and safe recovery, making it a much less committal option than a typical DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion. in most scenarios. It's still quite punishable on grounded block, but considerably plus on an airborne opponent.

The low-profile allows Giovanna to go under several of the fastest pokes in the game, good for trying to counter opponent's mid-height attacks. Throwing it out as a reactive anti-air, or as a hard callout in neutral or RPS after SepulturaGGST Giovanna Sepultura.pngGuardAllStartup13Recovery20Advantage-4 can force opponents to watch which attacks they press to avoid counter hits. Does not give any combos on normal hit, and counterhits can be difficult to convert into a combo unless you have dash momentum, though a successful conversion will usually allow for great damage.

  • The hurtbox has nuanced evasive properties, shifting from a crouching hurtbox, to a low-profile, before jumping airborne with a high profile, putting Giovanna in the air and allowing her to dodge and even recover to whiff punish low moves such as Ky's 2SGGST Ky Kiske 2S.pngGuardLowStartup11Recovery20Advantage-8 and I-No's 2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11.
  • Briefly airborne during later active frames and some recovery, including when Roman Canceled and when clashing into an attack, allowing for high-low mixups.

Enhanced Sol Nascente (en623S)

Great combo tool that allows Giovanna to combo directly from various Counter Hits and during juggles to extend combos, easily allowing combo loops, with very high damage and Tension gain. Can also be used on block as a frametrap from 5H thanks to its fast startup among Enhanced specials, to threaten opponents reacting to Chave. However, mind its weakness to 6P attacks and other low-profiles, which it cannot hit.

  • Data in [ ] represent Enhanced version.
  • Greatly floats on launches allowing for combo extensions.

Sol Poente

214S (Air OK) or 4S during Chave

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
214S 40, 30 [48, 36] All, High {4} 27 6(20)3 21 -5 7-37F Airborne
j.214S 20, 30 All, High {4} 27 6(20)3 Until L+12
Total: 53
Total: 44

A flip kick that can side switch for a mix-up, with a disjoint built to crush mid-height pokes.

The ability to cancel into it from your lows, alter its trajectory for left-right mix-ups, and Roman Cancel any part of it for all kinds of setups make it a good mix-up tool for a creative player. While it is very slow, it easily crushes mid-height attacks and clashes with most 6P attacks, while catching the recovery of many low-profile abare An attack during the opponent's pressure, intended to interrupt it., making it difficult to interrupt. While the grounded version is -5 on block, it can be spaced to avoid punishes.

The low-crush also makes it a situational option to challenge mid-height pokes, such as f.S attacks, or strike over low-hitting space control moves like Goldlewis' ThunderbirdGGST Goldlewis Dickinson Thunderbird.pngGuardAllStartup57Recovery42 TotalAdvantage- and Zato's "That's a Lot!"GGST Zato-1 That's a lot.pngGuardAllStartup27→42→57→72 [31→46→61→76]RecoveryTotal 74Advantage+55, though the lingering hurtbox behind Giovanna on startup has to be accounted for.

There is also an early hit behind Giovanna. This can be used in combos to juggle the opponent after 2H for combo extensions and okizeme, or to hit after a cross-up j.K.

  • { } refers to the startup of the hitbox behind Giovanna.
  • Holding 4 or 6 will change the moved distance slightly, allowing for more ambiguous left/right positioning.
  • Can be made -3 if you peform an IAS Instant Air Special
    Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
    For Example: 2369S for a j.236S input.
    input (2147S). The sigil for the air version should appear as low as possible.

Enhanced Sol Poente (en214S)

Launches for a very tall ground bounce on hit, allowing meterless conversion off the mixup. Very slow to set up, and a Low cannot be easily threatened from Chave, but the ambiguous left-right can open up opponents, especially if they're afraid of an Enhanced Sol NascenteGGST Giovanna Sol Nascente.pngGuardAllStartup7Recovery21Advantage-15 frametrap.

The early backward hit launches even higher, allowing for huge combo extensions when done from an air hit 2H at better combo scaling.

  • Data in [ ] represents Enhanced version.

Overdrives

Ventania

632146H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
17×4, 71 All 5+4 4(4)4(4)4(4)4(4)7 49 -37 1-10F Full
Total: 96

Fully invulnerable reversal with huge corner carry and a backward hit.

Good defensive utility, but very unsafe on block. It is functionally extremely short for an invulnerable Overdrive as it hits very late at further ranges, making it much easier to safely avoid. However, it can easily catch cross-ups to knock the opponent down.

Travels very far, making it good for breaking the wall from outside of the corner. Due to the loss of Tension, it can be rather expensive as it takes away some of Giovanna's offensive perks, making it often preferable to break the wall with Wild AssaultGGST Giovanna 236D.pngGuardAllStartup16~28Recovery20Advantage-4 if resources allow.

  • Benefits from the 50% Tension bonus if Giovanna uses it with full Tension.
  • Moves Giovanna forward about half a screen.

Tempestade

j.236236H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
39, 10×2, 9x3, 19, 28 All 3+1 Until L 0~+6
Total: 3
(NoteThe red line indicates that the move has become active, but has a variable active window.)

A supremely fast divekick. The anti-anti air. The sheer speed and safety of it makes it quite good as a reactive air option in neutral. On block, it can force your turn and help you approach/punish against players with solid ground control. The blockstun is quite low, but the initial hitbox is also very fast to compensate, making it safe and sometimes even slightly plus. On hit, it puts you in a cinematic that you can Roman Cancel out of at any point. Good for a last resort air combo ender when you aren't able to land Ventania.

As it typically works with divekick-type moves, the frame advantage varies depending on where you hit the opponent from. It should generally always be safe, but if you attempt to make an opponent block this from about half screen above and slightly in front of them so that the kick hits their upper body/head region, you may be put into their grab range and be forced to tech a throw instead of taking your turn. You should generally try to hit their block fairly low to the ground so that you can maximize your plus frames as well as maintain enough spacing to be out of grab range. Or, if the opponent doesn't expect the grab, you can force grab range on purpose and take advantage of the short blockstun to catch them off guard with a tick throw style setup.

  • Combos from c.S and grounded 5K if you Tiger Knee An input method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input. the super input (for example, 2369236H).

Colors

GGST Giovanna color 1.png
GGST Giovanna color 2.png
GGST Giovanna color 3.png
GGST Giovanna color 4.png
GGST Giovanna color 5.png
GGST Giovanna color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
GGST Giovanna color 7.png
GGST Giovanna color 8.png
GGST Giovanna color 9.png
GGST Giovanna color 10.png
GGST Giovanna color 11.png
GGST Giovanna color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
GGST Giovanna color 13.png
GGST Giovanna color 14.png
GGST Giovanna color 15.png
Color 13
Color 14
Color 15
Colors 7-15 are available through DLCColor 13 is included in the 25th Anniversary Appreciation Colors free DLC
Colors 14 and 15 are included in the 25th Anniversary Colors DLC
Colors 7-11 are included in Season Pass 1
Color 12 is included in Ultimate Edition

Navigation

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