GGST/Giovanna

From Dustloop Wiki
Jump to navigation Jump to search


Overview

Overview

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

Giovanna’s attack speed is top-class. Her 5P is the third fastest button in the game, and 5K is quite fast 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 Sol Poente and Trovão. Sol Poente hits overhead and is a Cross-upAttacking 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. And although both can be beaten by a low profile like 6P, Sepultura's vertical and horizontal reach works great as a countermeasure against any attempts to outmaneuver or low profile your pressure.

Giovanna’s combination of speed, range, and evasion makes her defensive game quite solid despite her lack of a meterless reversal. Sol Nascente is a great anti-air that lacks the invulnerability of a traditional DPDragon 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. This makes Giovanna an excellent choice for both beginners and experts alike.

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.
Lore:She’s an officer in the special operations unit that protects the President of the United States.

She’s careful with her words, but still manages to come off as rude and irreverent due to her attitude. Deep down, though, she means well. She’s especially friendly with children and animals.

During battle, she allows her wolf spirit companion “Rei” to possess her and amazes her opponent with inhuman speed.
Playstyle
Giovanna , classified as a Rush type, uses her high-speed dash and powerful offense to open up any opponent.
Pros Cons
  • Powerful Mobility: Giovanna's step dash travels far very quickly and can be cancelled into any action she wants. This allows her to significantly extent the range of her small but fast pokes, set up fast tick throws from further ranges, approach while blocking very effectively, and more.
  • Strong Offense: c.S and Trovão are plus on block pressure tools that work in tandem with her quick dash and strong throw game to help condition opponents to sit still. Moves like 2D, 5HS and Sepultura also excel at punishing opponents who press buttons during pressure or in neutral. Gio often gets great counter-hit reward that further bolsters her frame trap and counter-poke playstyle.
  • Well-Rounded: Giovanna's balanced moveset and solid defense value mean that there is rarely a matchup or situation where she is at a significant disadvantage.
  • Mid-Range Specialist: Against longer range characters, it can be tough for Giovanna to dash in and capitalize on openings. She has no projectiles or meterless full-screen options that would safely allow her to close distance and punish whiffs past her mid-range. Going into the enemy's range can backfire if she is not careful—especially if they have longer, faster pokes.
  • Linear Offense: Giovanna's pressure strongly relies on being in c.S range, making her generally weak to FDFaultless 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.; and all of her special cancel options can be low profiled, making her weak to 6P. This can often force her to take risks and lose her turn fast during offense.

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.
Giovanna
GGST Giovanna Portrait.png
Defense:1.03
Guts Rating:1
Prejump:4
Backdash:19/1~5 strike invuln/1~13 airborne
Forward dash:15
Weight:Light
Unique Movement Options:Variable step-dash
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws.5P (4F)
Reversal Attacks:Any reversal-esque moves this character has. Excludes universal options.632146H (9F)

Normal Moves

5P

5K

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
30 All 6 4 10 -2 -

  • 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.

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 to dash in from a distance so that the active frames hit slightly later, you're able to turn it into a slight meaty that ranges from being -2 to +2 on block. If it is used to go into throw range, however, the -2 advantage means it is just barely throw punishable unless it's canceled into 6P 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.

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

c.S

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
40 All 7 6 10 +3 -

  • 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.

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 OkizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up, usually with meaty attacks or mixups. 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.

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

f.S

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
10, 10, 16 All 9 2(6)2(6)2 16 -4 -

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

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.

Gatling Options: 5H, 2H

5H

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
45 All 10 3 19 -5 -

  • Combos into 236K on counter-hit for decent damage.
  • Disjointed while active

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.

5D

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
Uncharged 45 High 20 4 25 -15 -
Charged 56 High 28 4 25 -10 -

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

Universal overhead attack that's pretty fast. Giovanna 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.


Charged Dust
  • 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.

Similar to uncharged but is slow enough to be reacted to, but if it does land it gives a very high damaging combo.


2P

2K

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
28 Low 6 3 11 -2 -

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

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.

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

2S

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
16, 18 Low 9 3(5)3 15 -6 -

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

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.

Gatling Options: 5H, 2H

2H

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
40 All 11 6 21 -8 -

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

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, however, as it allows her to extend with 214K midscreen or 236K in the corner for a wallbounce. 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.

2D

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
40 Low 17 10 12 -8 -

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

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.

6P

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
32 All 12 8 15 -9 1~4 Upper Body
5~19 Above Knees

  • 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.

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.

6H

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
6H 32 All 17 9 15 -10 -
6HH 32 All 11 - - -11 -
6HHH 40 All 13 - - -16 -

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

  • Puts Giovanna 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.

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 from RC to go for high/low setups, as well as changing up which hit you RC from to add more layers to the mix. Otherwise, if you happen to throw this out on their block without meter, you should use the special cancel after 6HH to go into Sol Poente for a pressure reset and to avoid being punished.

j.P

j.K

j.S

j.H

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
35 High 8 5 18 - -

  • Jump and airdash cancelable.

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 the jump cancel, dash cancel, and j.D gatling. Its speed and downward-reaching hitbox also allow Giovanna to set up an F-ShikiSometimes 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.

Gatling Options: j.D

j.D

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
20, 20 High 7 3(7)3 18 - -

  • Hits twice.
  • Jump and airdash cancelable.

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.

Universal Mechanics

Ground Throw

6D or 4D

Air Throw

j.6D or j.4D

Special Moves

Sepultura

214K

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
38 All 13 3 20 -4 -

  • Always gives a hard knockdown, but can be used to juggle on air hit once per combo.
  • Can connect 5K or 5H on counter-hit if close enough, giving it solid frame trapping reward from pretty much any button.
  • The hitbox reaches low enough to beat upper body invulnerability, but not above knee invuln, meaning it loses to 6Ps past the early frames.

A slightly vertical roundhouse wolf kick that serves numerous purposes for Giovanna. Its speed along with -4 frame advantage means it's a fully safe string ender against most characters, its counter-hit reward and reliable vertical hitbox makes it a good frame trapping and lockdown tool, and the amount that it moves you forward makes it all the more versatile for all kinds of neutral scenarios. It's even integral to her juggle combos, especially after the c.S > 2H starter. If your opponent tries to throw out their fastest jabs to regain their turn after blocking this move, you can try to low profile them with Sol Nascente for that big counter-hit reward. The only times this move can be seen as a "bad" option is when you absolutely need to continue your pressure, your opponent has the awareness to retaliate with fast lows, or against Baiken, Chipp, Giovanna, May, Millia, and Sol who can potentially punish this move with their 4 frame normals if the spacing is close enough.

Trovão

236K

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
48 All 27 10 15 +4 -

  • Destroys most projectiles while active (see table below).
  • Doesn't quite reach fullscreen, but catches extended hurtboxes pretty well.
  • Decent counter-hit reward.
  • Vulnerable to 6Ps.

A fairly quick, plus on block, forward moving dropkick. The projectile nullification makes it an excellent anti-fireball tool when you have time throw it out, either on reaction to a slow fireball or on prediction of a faster one. Fireballs aside, though, the plus frames and buffed startup make it double as a pressure reset tool with an animation that's fairly hard to react to. The distance it travels can situationally allow it to be an unpredictable approach option in neutral, or as a situational meaty.

Projectile chart  
Character Attack Trovão wins?
Anji Mito ShitsuGGST Anji Mito 236P.pngGuard:
All
Startup:
29
Recovery:
Total 52
Advantage:
-5
Wins
Baiken Tatami GaeshiGGST Baiken 236K.pngGuard:
All
Startup:
15
Recovery:
5
Advantage:
-3
Wins?unconfirmed
Bridget Stop and DashGGST Bridget 236H.pngGuard:
All
Startup:
15
Recovery:
3
Advantage:
-4
Wins
Chipp ShurikenGGST Chipp Zanuff Shuriken.pngGuard:
All
Startup:
22
Recovery:
Total ??
Advantage:
-
Wins
Goldlewis Dickinson SkyfishGGST Goldlewis Dickinson Skyfish.pngGuard:
All
Startup:
35
Recovery:
84 Total
Advantage:
-13
Unknown
I-No Antidepressant ScaleGGST I-No Antidepressant Scale.pngGuard:
All
Startup:
29
Recovery:
Total 51
Advantage:
-16
Wins
Ky Kiske Stun EdgeGGST Ky Kiske 236S.pngGuard:
All
Startup:
13
Recovery:
Total 46
Advantage:
-15
(S, H, j.S versions)
Wins
Sacred EdgeGGST Ky Kiske 236236P.pngGuard:
All
Startup:
4+3
Recovery:
32
Advantage:
+10 [+15]
Loses
Leo Whitefang Gravierte WürdeGGST Leo Whitefang Graviert Wurde.pngGuard:
All
Startup:
10
Recovery:
Total 54F
Advantage:
-16
(S and H versions)
Wins
StahlwirbelGGST Leo Whitefang Stahl Wirbel.pngGuard:
All
Startup:
4+1
Recovery:
Total 27F
Advantage:
+14
Loses
May Arisugawa SparkleGGST May Arisugawa Sparkle.pngGuard:
All
Startup:
48
Recovery:
Total 45
Advantage:
+29
(P and K versions)
Wins
Millia Rage Tandem TopGGST Millia Rage Tandem Top Full.pngGuard:
All
Startup:
12
Recovery:
Total 45
Advantage:
-14
(S and H versions)
Wins
Septem VoicesGGST Millia Rage Septem Voices.pngGuard:
All
Startup:
4+5
Recovery:
Total 43
Advantage:
+8
Loses
Nagoriyuki ZarameyukiGGST Nagoriyuki Zarameyuki1.pngGuard:
Mid
Startup:
18
Recovery:
Total 39
Advantage:
+5
Loses
Ramlethal Valentine BajonetoGGST Ramlethal Valentine Bajoneto H.pngGuard:
All
Startup:
20
Recovery:
Total 43
Advantage:
+3
Loses
CalvadosGGST Ramlethal Valentine Calvados.pngGuard:
All (Guard Crush)
Startup:
11+13
Recovery:
-
Advantage:
+16
Loses
Sol Badguy GunflameGGST Sol Badguy 236P.pngGuard:
All
Startup:
20
Recovery:
Total 54
Advantage:
-8
Wins
Testament Grave ReaperGGST Testament 236S.pngGuard:
All
Startup:
16~22
Recovery:
27
Advantage:
-4
(all versions)
Wins
Unholy DiverGGST Testament 214P.pngGuard:
All
Startup:
21
Recovery:
Total 39
Advantage:
+1
WinsNeither damage nor stain are applied
Zato-1 Sun VoidGGST Zato-1 Sun Void.pngGuard:
All
Startup:
11+14
Recovery:
-
Advantage:
-
Loses

Sol Nascente

623S

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
40 All 7 8 21 -15 upper body invuln 1~6
above the knees 7~9

  • The hurtbox has nuanced evasive properties:
    • During startup frames it has a low profile, slightly higher than 6P but still able to avoid most mids.
    • During recovery frames it has a high profile, putting you in the air and allowing you to dodge and even recover to whiff punish low moves such as Ky or I-No 2S.
  • Airborne slightly after startup, allowing you to:
    • Roman Cancel at different timings for a high/low mix-up: earlier will leave you grounded, later will make you airborne.
    • Clash cancel into either an air or ground move, using the same principle to decide whether you want to cancel into an air or ground move.
  • Can be low profiled due to the initial attack's hitbox height. Can clash with 6Ps if properly timed.

A non-invincible cartwheel DP with a low hurtbox and fast startup, making it a great anti-air that often trades with or beats moves that 6P loses to. Though it lacks invulnerability, the relatively low recovery makes it a much less commital option than a typical DP in most scenarios. It's still quite punishable on grounded block, but considerably plus on an airborne opponent if they don't Instant Block. A normal hit can only be comboed after if they're high enough off the ground, but a counter-hit will always give you a chance for great damage. The low profile allows you to go under several of the fastest pokes in the game, good for trying to counter their non-low abare attempts. Throwing it out as a reactive anti-air, a counter-hit hard callout, or as a frame trap after Sepultura can really force the opponent to watch which buttons they press and when in the right matchups.

Sol Poente

214S (Air OK)

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
214S 40, 30 All, High [4] 27 6(20)3 21 -5 -
j.214S 20, 30 All, High [4] 27 6(20)3 Until L+12 - -

  • [] refers to the startup of the hitbox behind Giovanna.
  • Holding 4 or 6 during the startup will change your trajectory slightly, allowing for more ambiguous left/right positioning.
  • Hits on both sides, crosses up at close range.
  • There are two hitboxes: the first one being behind Giovanna as she jumps up, and the second being the main kick with both legs.
  • Air version has same animation, but places a sigil for Giovanna to move from.
  • Dash momentum will make the grounded version travel farther.
  • Vulnerable to 6Ps even if it switches sides due to the kick's extended hurtbox.
  • Can be made safe if you Tiger Knee the input (for example, 2147S), making it -3 with optimal timing.

A minus, low-crushing, side-switching overhead flip-kick. That has limited use outside of situational mix-ups. Not super hard to block on its own, but the ability to cancel into it from your lows, alter its trajectory for left/right mix, and RC any part of it for all kinds of setups make it a potentially acceptable mix-up tool for a creative player. If the move hits, you can use Trovão after recovery to meaty their wakeup and still be plus, albeit with some unfortunate distance.

While the grounded version is -5 on block, it may be spaced so that any ~5 frame move will be out of range to punish it. Jump cancelling after 5K or c.S to TK the move is also a good way to make it unpunishable. Look for the sigil underneath the move to know that you did the air version, and try to make it appear as low to the ground as possible.

Overdrives

Ventania

632146H

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
21×4, 84 All 5+4 4(4)4(4)4(4)4(4)7 49 -37 1~10F Full

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

Giovanna's only invincible reversal. Very easily blocked or jumped over, so be careful. The damage on it is so high, however, that confirming into it from a mere two hit combo can often rival or even surpass the damage of a full length route due to it being less scaled. The distance it travels also makes it good for carrying into corner to break wall, and combined with the invulnerability it means you're able to go through some mid-range projectiles with proper timing. Still, like most reversals, it's only really worth throwing out in neutral if you get a hard read/reaction or have 100% Tension to RC it and make it safe.

Tempestade

j.236236H

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
42, 10×5, 21, 31 All 3+1 Until L - 0 ~ +6 -

  • Combos from c.S if you Tiger Knee the super input (for example, 2369236H).

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.

External References

Safejump Guide: https://youtu.be/E8I0N7ZZoyE


5K - 2D Pressure: https://youtu.be/shNMo6io7HA


5K - 6P Pressure: https://youtu.be/j__8-qtL_As


c.S - c.S Pressure: https://youtu.be/1SrIZVpd9G0


c.S - 5D Pressure: https://youtu.be/NDgvDkd2H9c

Navigation

Giovanna


Ambox notice.png To edit frame data, edit values in GGST/Giovanna/Data.