Matchups
- Keep on Rockin' is a great resource to find high-level matchup footage.
- High-level replays may also be found in-game (Main Menu > Collection > Replay > Search).
- The Counterstrategy page will generally have at least some basic counterstrategy against each character in the game.
- Please keep in mind that matchup charts are subjective and not all players may agree on them.
Anji Mito

- A matchup that demands awareness thanks to his autoguard
Guard:
Startup:
Recovery:
Total 34~50Advantage:
and large buttons. - You also cannot outrange his counter super
Guard:
Startup:
Recovery:
Total 40Advantage:
with 2D nor can you safejump it, so performing oki on him while he has meter is inherently a risk unless you cross him up and force the counter to whiff. - In neutral, try to rely more on your low recovery pokes that he can't punish off of autoguard, such as 5K or 2D. Another good way to counter autoguard both in neutral and on roundstart is to dash block. This lets you defend against any buttons he might try to use, and if he tries to autoguard as an opener, you'll quickly be in range to punish it with a throw.
- Fuujin
Guard:
AllStartup:
16 [32]Recovery:
21Advantage:
-8 [-6] is a very formidable pressure tool that can completely invalidate trying to Faultless Defense out of pressure, so use your meter wisely and try your best to react to the followups.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
- nc - non-counterhit
- cl - clash
Notable Interactions
Neutral
Offense
Defense and Punishes
Axl Low

- Axl's fantastic air control buttons may often force you to play grounded, as Gio's air game is not very difficult for Axl to deal with. Due to this, the matchup may seem difficult for Gio at first, but with proper mastery of her step dash, Gio can challenge Axl's zoning quite well. Remember to always block while dashing so that you don't get stuffed by any Rensens
Guard:
AllStartup:
24Recovery:
29Advantage:
-19~-9 or 2H's he throws out. Stay patient in your approach, and you will eventually outpace his ability to keep you out. - When you're in, try your best to keep that advantage with knockdowns and corner pressure. The hulking hitboxes of his c.S and f.S are a large threat to your ability to dodge around his normals at closer mid-range, but remember that 623S will easily low profile and punish his fastest abare button, 5K. In fact, he is the only character whose fastest normal is 6 frames, 1 more frame than most. This makes it so that if you perfectly time your c.S loops to give an exact 5 frame gap out of throw range, he would have no choice but to spend meter to beat the frametrap.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Notable Interactions
Neutral
Offense
Defense and Punishes
Baiken
Round Start
Notable Interactions
Neutral
Offense
Defense and Punishes
- Blocking Tatami Gaeshi
Guard:
AllStartup:
15Recovery:
5Advantage:
-3 leaves Baiken at -3 but spaced far away from Gio to be out of reach of most buttons (notably 5K and f.S/2S). However she is still in range of Gio's 5H, which (often) allows Gio to take her turn back, or even score a counterhit should Baiken choose to continue her offense. This has several caveats however:- This not a true punish, and Baiken has ways to deal with that on a read (6P, parry, jump/backdash into whiff punish etc)
- If Baiken spaces herself to end up out of range of the first hit of the tatami, and only hit you with the second (can be done via e.g. H-Kabari>f.S>2H>Tatami) she ends up being very plus on block, and not challengable (to the point where she can do H-Kabari
Guard:
AllStartup:
18Recovery:
19Advantage:
-3 and still counterhit you out of 5H startup). Also she ends up being spaced even further out so 5H no longer reaches in the first place.- However, in that case, you can (technically) dodge the tatami hit (iad/backdash/walkback) and whiff punish her.
- Blocking her Tsurane Sanzu-watashi
Guard:
AllStartup:
8+1Recovery:
48Advantage:
-32 super leaves Baiken -32, meaning you can go for almost any punish you want.- At all but max range [5]D will connect for a homing jump combo and guaranteed oki. Good for a meterless kill or if you have your back to the corner.
- Around midscreen, a RRC combo with a lot of corner carry can net you an free wallbreak. Example: c.S > 2H > 214K > 5K > 214K > RRC > dl.66 > c.S > 2H > 236K > WS > [5]D.
- If they're in the corner you can use a meterless wallbreak combo like c.S > 2H > 236K > c.S > 2H > 236K > WS > [5]D (or 632146H if you have meter) to get positive bonus and possibly oki.
Bridget
Round Start
- nc - non-counterhit
- cl - clash
Bridget buttons are pretty slow, so the players tend not to contest Gio roundstart and instead opt for a backdash or jump>j.S. The latter might be called out by a 66623S. The backdash, however might be unpunishable?[confirm?Somebody please lab this out.. Thanks!]
Notable Interactions
Neutral
- 623S (with or without dash) is a surprisingly useful button in this matchup. It is a good answer to both Rolling Movement
Guard:
AllStartup:
20Recovery:
0Advantage:
+16 (Airborne) and f.SGuard:
AllStartup:
10Recovery:
18Advantage:
-9 usual followups to the Stop and DashGuard:
AllStartup:
15Recovery:
3Advantage:
-4, as it scores a counterhit into very a damaging combo. But also - unlike 6P - it hits her out of the sky, should the opponent happen to be too jumpy.
Offense
Defense and Punishes
Chipp Zanuff
- Similar to
Sol, Chipp has many fast normals and a DP
Guard:
AllStartup:
9Recovery:
23Advantage:
-27 to interrupt your pressure in ways most other characters can't. His neutral is also formidable, as many of his best buttons are difficult for Gio to evade around. - Try your best to stay patient and minimize the openings in your pressure, while also knowing when to retaliate with your big counter-hit buttons before his mixups hit.
- Both his grounded Alpha Blades
Guard:
AllStartup:
29Recovery:
19Advantage:
-4 as well as his command grabGuard:
ThrowStartup:
27Recovery:
15Advantage:
N/A are great to contest with your S specials: 623S will interrupt them all and give you a huge counter-hit, whereas 214S can net a good low-risk sideswitch combo (on Alpha Blades only) and may even go above any lows Chipp tries to throw out to try and beat your 623S. Because you'll generally lose less from a trade than Chipp does due to the nature of his low health, it's even better than usual to take risks and force interactions.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Notable Interactions
Neutral
Offense
Defense and Punishes
References
- "How to beat Chipp Zanuff" by Akarien - https://www.youtube.com/watch?v=XF4UYDxhHoE
Faust

- Gio's dominant ground mobility makes it very difficult for Faust to create opportunities without incurring significant risk for himself. However, remember that he still threatens space with his buttons better than you, respect his space and don't overextend. You'll need to respect his 2H, 6H, and general item shenanigans, but you can easily 6P and 623S his Thrust
Guard:
AllStartup:
26Recovery:
19Advantage:
-12. - Gio's anti air game with 6P and 623S also force Faust to be careful in the air with using j.2K and other such moves, remain vigilant and you should have no problems with a jump-happy Faust player.
- His poor reversal means you can pressure him quite nicely when you actually get the lead, but be wary of his ability to hold 1 in order to low profile 236K, 214S, and mid pokes. This is especially a threat if the Faust is simply holding downback to block and you attempt to cross them up with 214S, as the crossup will cause him to be holding down forward and unintentionally(?) low profile the move.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
- nc - non-counterhit
- 6P, 2P, f.S, 2H reach from roundstart; 5K doesn't
Notable Interactions
Neutral
Offense
Defense and Punishes
Giovanna
Mirror match. You have the same tools.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Notable Interactions
Neutral
Offense
Defense and Punishes
Goldlewis Dickinson
Goldlewis loves to play at mid-range and pressure you with Behemoth Typhoon hits on block, so staying right out of his effective range and then using a dash-in 5H to whiff punish is very effective against players who like to throw out Typhoons carelessly. Because his pressure is so good at pushing you back to mid-range and resetting itself, Instant Block and Faultless Defense are both very valuable for disrupting it. You may want to try and stay close enough so that you can use 5P/5K abare or even throw to interrupt Typhoons, or you may choose to simply FD out of it all.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Notable Interactions
Neutral
Offense
Defense and Punishes
Happy Chaos
Try to stay grounded, and dash block plenty in order to bait him into wasting his resources. Once they're down and he can't shoot, similar to playing around Zato-1's Eddie gauge, there's your chance to go in.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Notable Interactions
Neutral
Offense
Defense and Punishes
I-No
Try not to get into the situation where you have to block I-no mix as much as possible.
To that end it's probably a good idea to save meter for YRC but beware of her being able to block while her noteGuard:
AllStartup:
29Recovery:
Total 51Advantage:
-16 hits.
Fortunately, you can often play around I-No's neutral pretty well without meter purely by throwing out 214K in expectation of
GGST/I-No#Stroke the Big Tree SGuard:
LowStartup:
16Recovery:
15Advantage:
-7/HGuard:
LowStartup:
28Recovery:
16Advantage:
-2, 236King through note, and anti-airing her air approaches. Your 623S is notably good in this matchup, letting you occupy a large amount of the air space I-No wants to approach you from, though it can now be low profiled and either trades or loses with Stroke the Big Tree.
If you block a wakeup Ultimate FortissimoGuard:
All (Guard Crush)Startup:
7+2Recovery:
13Advantage:
+26, you can punish it with a tricky 2H combo starter right after the first hit.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
- jump > j.236K
Guard:
AllStartup:
10Recovery:
Until Landing + 13Advantage:
-2~(-4) [+4] [(+1)]/j.236SGuard:
AllStartup:
10Recovery:
Until Landing + 13Advantage:
-1~(-2) [+4] [(+2)] is another tool that I-no has. Used as a whiff punish for slower buttons; but what exactly is a "slower button" heavily depends on the ino player in question, as the timing is extremely variable. Treat it as I-no's attempt to skip roundstart and go straight into neutral.
Notable Interactions
- Stroke the Big Tree naturally lowprofile all your standing moves, so be wary of throwing those out recklessly.
- 2S does not lowprofile them despite what the visuals might imply
Neutral
Offense
Defense and Punishes
Stroke the Big Tree
S-strokeGuard:
LowStartup:
16Recovery:
15Advantage:
-7 is -7 on block, but it leaves I-No far enough away that Gio can't reach and punish her in time without microdashing.
- 2K might be an okay option sometimes - it is a tad big longer than 5K, and in particular reaches I-no after blocking roundstart-range S-stroke
- I-no's 6H
Guard:
AllStartup:
7Recovery:
19Advantage:
-8 > S-stroke blockstring string consistently leaves her outside of 2K range - 665P is one other punish option. However the dash must be 1-2frames long, and it still appears to not connect in time at longer ranges.
Jack-O
Your meter will be a toss-up between YRC, which is vital for stopping Jack-O's pressure; and Faultless Defense, that will help you resist her hefty chip damage if necessary. Since she likes to cancel all her normals into specials, YRCing after you block a normal is typically your best bet. If she sets up minions behind you, you can jump and do a quick j.K in order to hit behind you, and even cancel that into a double jump or airdash to turn your jump into an approach.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Notable Interactions
Neutral
Offense
Defense and Punishes
Ky Kiske
6P is particularly handy in this matchup, as it will actually clash with or beat his DPGuard:
AllStartup:
11Recovery:
43Advantage:
-33 given the right timing, and it isn't too hard for Gio to include in her pressure or oki thanks to her great special cancel options. Instant Blocking allows you to punish both Dire EclatGuard:
AllStartup:
14Recovery:
25Advantage:
-8 [-6] and Stun DipperGuard:
Low, AllStartup:
5Recovery:
26Advantage:
-15 [-10] with 5K > 214K, further disincentivizing him being on the offense. Once he's afraid to push buttons, go to town with throws and any other mixups. Be wary of his formidable low pokes that can stuff your dashes and prejump, and try to use as many opportunities as you can to safely dash in to close distance. Although his DP is trivial to deal with, Ride the LightningGuard:
AllStartup:
8+1Recovery:
99Advantage:
-82 has a very large hitbox that cannot be outranged with 2D, so exercise awareness and use any of your safejumps when he has meter.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Notable Interactions
Neutral
Offense
Defense and Punishes
- Stun Dipper
Guard:
Low, AllStartup:
5Recovery:
26Advantage:
-15 [-10] without meter can be punished with 6D or 4D. Even with Shock State, at all but the max range, a dash throw will beat his jab attempts. He will either need to tech it or jump both of which can be blown up with a 5H > 214K (or even 632146H.) If he does it without Shock State he just widens the windows and 5H covers everything.
Leo Whitefang
His fireball is far too fast in the S versionGuard:
AllStartup:
10Recovery:
Total 54FAdvantage:
-16 to 236K on reaction, but it's a fairly reasonable option against the H versionGuard:
AllStartup:
23Recovery:
Total 73FAdvantage:
+11. His DPGuard:
AllStartup:
9Recovery:
33Advantage:
-28 is fast and naturally beats cross-ups, encouraging you to use a decent safejump for oki and also to keep your mixups unpredictable.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Notable Interactions
- Leo's 2D
Guard:
LowStartup:
12Recovery:
19Advantage:
-8 highprofiles Gio's 2K, if Leo has +1 frame advantage or better, even point-blank.- Said differently: if Leo presses 2D and gio presses 2K one (or more) frame later, then Gio will get Punished (or Counterhit), despite 2K being the faster move of the two.
Neutral
Offense
Defense and Punishes
May
623S can often get solid counter-hits on May's jumping normals that she usually gets away with uncontested. She also has a bit of a blind spot when it comes to being above her, as her 2H is very slow, forcing her to rely on 6P to beat your 214S and general air mixup. You can also throw out quick abareAn attack during the opponent's pressure, intended to interrupt it. buttons like 5K in neutral to try and stuff an attempt at S dolphinGuard:
AllStartup:
7Recovery:
11 (24 OH)Advantage:
-3 or on reaction to H dolphinGuard:
AllStartup:
25Recovery:
11 (18 OH)Advantage:
+7. Her more disjointed buttons may be hard to contest, so try to play patient and punish her mistakes.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Notable Interactions
Neutral
Offense
Defense and Punishes
Millia Rage
While 623S will often net you huge reward against Millias who aren't expecting it, a competent Millia will know how to utilize her plethora of air options in order to misdirect your attempts to anti-air. Beware of her lows being fairly good at stuffing your dash-ins. Besides that, though, neutral can be in your favour if you manage to beat her approaches with your generally superior poke tools.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Notable Interactions
Neutral
Offense
Defense and Punishes
- Iron Savior
Guard:
LowStartup:
20Recovery:
17 + 10LAdvantage:
-12 is -12 on block, but often gets spaced pretty far away after the pushblock for your faster buttons to reach. Your 6H is a guaranteed punish.
S Tandem Top
The S version of Tandem TopGuard:
AllStartup:
12Recovery:
Total 45Advantage:
-10 (immediate one) is technically -14 on block if it hits immediately. However, when properly spaced, its disadvantage goes down, as well as increases the distance, making Millia unpunishable by Gio's buttons.
It is a bit harder (but far, far from impossible) for Millia to safely space it when:
- in the corner (either you are or she is)
- doing it raw, outside of blockstring
- blockstring being too short (i.e. 2K>2D) and/or being started too close (i.e. point-blank)
- most importantly, having parts of the blockstring IB'd
When misspaced, both 5H and dash~5K reach her in time for a punish. Millia is in counterhit state during recovery and airborne except for the last 4 frames of it.
Barring that, Millia is still very minus and you can at least take back your turn.
Nagoriyuki
With Nago's incredibly disjointed and low recovery buttons, it can be difficult for even Gio to whiff punish his attempts at throwing out buttons. There are ways to deal with this, however:
- Many of the pokes he tends to rely on are somewhat slow to startup, meaning if you've caught his pace and have a chance to press a button you can often challenge him with 5H
Guard:
AllStartup:
10Recovery:
19Advantage:
-5 and get rewarded with a counter-hit combo. - 2SNo results is still rather difficult to deal with, as it's fairly fast for how good of a low poke it is and Gio does not have any safe/reliable low crushes that go far enough to punish it. Just try to generally play it safe against this button and always block low when dash blocking.
- 5K
Guard:
MidStartup:
7Recovery:
12Advantage:
0 is another one of his most contentious buttons, as it will go over with your attempts to 2KGuard:
LowStartup:
6Recovery:
11Advantage:
-2 in neutral and recover fast enough to still throw out another button. - 623H
Guard:
MidStartup:
11Recovery:
21Advantage:
-7 can be beaten roundstart by your 5HGuard:
AllStartup:
10Recovery:
19Advantage:
-5, but it's generally too risky to try and whiff punish this move until you see the followupGuard:
MidStartup:
10Recovery:
29Advantage:
-16 come out to avoid getting counter-hit by it. - Against Nagos who find your approaches easy to predict, neutral is still an uphill battle, so it's probably a good idea to try and avoid wallbreak as much as you can.
- When being pressured, exercise patience. He has no highs outside of 5D
Guard:
HighStartup:
20Recovery:
26Advantage:
-15, so it's safe to primarily worry about blocking low and jumping over his best mixup: the command grabGuard:
Ground ThrowStartup:
7Recovery:
48Advantage:
NA. Remember that he cannot pressure you with special moves forever, and a reckless Nago will inevitably activate Blood Rage trying to do so and essentially lose the round on his own. - When Blood Rage is active and you aren't able to punish the animation, always be on the defensive, as you won't lose anything doing so, while he is losing a very large chunk of his health over the duration.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Notable Interactions
Neutral
Offense
Defense and Punishes
Potemkin
While his long range buttons, air control, and close range reward can cause Gio some difficulty, remember the strengths you have in being able to outspeed many of his buttons in neutral. Your standard c.S strike/throw mixups require you to be in close range and thus make you very susceptible to Potemkin BusterGuard:
Ground ThrowStartup:
5Recovery:
37Advantage:
, demanding more mid-range play and possibly thinking on some creative long range pressure. Other than that, the multi-hits of your f.S and 2S force Potemkin to be careful when he decides to use his armored moves. Avoiding Slide HeadGuard:
Low (Guard Crush)Startup:
29Recovery:
28Advantage:
0 by backdashing or using an airborne special (623SGuard:
AllStartup:
7Recovery:
21Advantage:
-15, 214SGuard:
All, HighStartup:
[4] 27Recovery:
21Advantage:
-5) is also a pretty good way to beat his full-screen game without having to jump and be susceptible to his threatening anti-air tools (though, Heat KnuckleGuard:
Air Guard CrushStartup:
12Recovery:
18Advantage:
+10~+3 can still catch you even during 623S sometimes).
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
- [1] Megafist connects, but Gio recovers fast enough to block
- [2] Both whiff, sideswap happens - watch which direction you're blocking
- [3] Can delay 623S quite a bit, and use it on reaction, although the practicality of such is not apparent. Keep in mind that switching from block to 623 motion might be tricky, regardless of your input method.
Notable Interactions
Neutral
Offense
- It might be a good idea to either completely avoid 214S or at least use it very sparingly if Potemkin has meter, for obvious reasons
Guard:
Air UnblockableStartup:
12+0Recovery:
16Advantage:
N/A
Defense and Punishes
- Megafist
Guard:
HighStartup:
25Recovery:
16Advantage:
-6 is not countered by 6P - at best the two clash. However 623S has good enough hitbox, and comes out fast enough to answer megafist on reaction.
Ramlethal Valentine
Much like Nagoriyuki, Ram is very formidable at the longer mid-ranges. This makes her very good at stuffing both your pokes and your attempts at approaching. Since being in neutral against her is so threatening, you should probably opt for not breaking the wall whenever you get a combo and simply go for corner pressure for as long as you can.
The immense range and speed of nearly all her sword-related moves will rarely let you get out a 2D in neutral, generally urging you to go for fast pokes and low profiles. Her f.SGuard:
AllStartup:
11Recovery:
21Advantage:
-10 [-13], 5HGuard:
AllStartup:
12Recovery:
28Advantage:
-12 [-13], and BajonetoGuard:
AllStartup:
20Recovery:
Total 43Advantage:
+3 can all be beaten by 6P, and might urge her to start throwing out 2S to beat it. You can then abuse the short range of her 2S to land a whiff punish in response. Ram f.S is a very rare case of a button that can't be low profiled by 623S but can be by 6P. Her j.H is quite good at beating Gio's anti-airs even post-nerf, so trying to react to her double jumps with an air-to-air that can then be confirmed into airdash j.D can be a very unexpected and rewarding way to deal with such a typically uncontested button. Since her anti-air options are pretty limited in range, a back jump is generally a low risk idea in neutral and as a round opener. Her reversalGuard:
AllStartup:
7+2Recovery:
51Advantage:
-38 [-38] {-43} cannot be outranged with 2D, but you can still do a safejump setups to guard against it..
Corner pressure is where Ram excels the most. Fortunately, Giovanna's dash is actually fast enough for you to block the first hit of the Bajoneto sword throw and then dash forward to avoid the explosion, although Ram may be able to stop you and continue pressure with a quick normal if she's still in range for it. Her air control is also far stronger while in the corner thanks to S sword throw and j.P spam to keep you locked down until you land again. All in all, her corner pressure is scary, and saving your meter for YRCing out of it can serve you quite well.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
- Ram's 2S can be punished by micro-walk back > dash forward > 5K (f.S or 5H also work), or micro-walk back > micro-walk forward > 5H. 5K can score a counterhit that way, but not f.S or 5H. The timing and execution requirements for that are somewhat strict though, so it's advisable to practice in training mode first before implementing the technique in real match.
- Ram's f.S
Guard:
AllStartup:
11Recovery:
21Advantage:
-10 [-13] loses to Gio's 6P, 5H and 665K, but there is no reason for Ram to use f.S as a roundstart over 2S after patch 1.18. So that's more of a noob-trap.
Notable Interactions
- Ram's 5H
Guard:
AllStartup:
12Recovery:
28Advantage:
-12 [-13] can *technically* be low profiled by 623S, but only once the latter becomes active (frame 7 onwards), not frame 1, which makes it highly impractical. 6P is a much more reliable option. - Ram's 2K
Guard:
LowStartup:
6Recovery:
9Advantage:
-2 sometimes (depending on the timing) lowprofiles Gio's 214S. - Ram's 5P
Guard:
AllStartup:
5Recovery:
8Advantage:
-2 reliably counterhits Gio's 214S startup out of block at pretty much any range
Neutral
Offense
Defense and Punishes
- Blocking her Mortobato
Guard:
AllStartup:
7+2Recovery:
51Advantage:
-38 [-38] {-43} super leaves Ramlethal -38 or worse, meaning you can go for almost any punish you want.- Due to pushback [5]D will only connect at close range (around less than 5K's max distance.) This leads to a homing jump combo and guaranteed oki. Good for a meterless kill or if you have your back to the corner.
- Around midscreen, a RRC combo with a lot of corner carry can net you an free wallbreak. Example: c.S > 2H > 214K > 5K > 214K > RRC > dl.66 > c.S > 2H > 236K > WS > [5]D.
- If they're in the corner you can use a meterless wallbreak combo like c.S > 2H > 236K > c.S > 2H > 236K > WS > [5]D (or 632146H if you have meter) to get positive bonus and possibly oki.
Sin Kiske

WIP
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Sin's Button | Loses To | Beats | Trades | Whiffs |
---|
Notable Interactions
Neutral
Offense
Defense and Punishes
Match Footage
Sol Badguy
Sol has fast, pressure-interrupting buttons that can make it very tough to do things with Gio that typically work well in other matchups. Overall, playing your cards carefully and at the right moments is key. Play it cool and condition him to throw out buttons on your pressure, then try to bait and punish said buttons. Fortunately his reversals are trivial to outrange, but when it comes to neutral, his buttons can be a massive threat. You can 6P most of his pressure if you're at the right distance, now including 6S thanks to the nerf.
Your fast normals also come in handy here, as 5P, 5K, and 623S are all solid for abare against Sol's pressure. After hitting him with the 214K blockstring ender, an instant 623S will beat his attempts to 5K.[what?]
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Notable Interactions
Neutral
Offense
- Sol's 5K
Guard:
AllStartup:
3Recovery:
25Advantage:
-16 and 5PGuard:
AllStartup:
4Recovery:
9Advantage:
-2 are very fast at 3 and 4 frames, respectively. However they are also very short-ranged, and rarely can be used as a punish. Specifically, the can connect after blocked 5K(x1-2)>214K or c.S>f.S>214K. Adding 5H to the c.S string sufficiently spaces it to not be punishable. 214S can always be nudged to land out of range as well (although it can still get swatted out of the air during startup by either of the two buttons, as per usual).- Both of those whiff on crouching giovanna after blocked 236K. Even though Sol's 5K trades with Gio's 2S when both are inputted immediately after 236K, delaying the 2S/f.S for a couple of frames scores a hit and a minor combo. This is not an optimal punish (since 236K, 5K CH > 6HHH or 236K, dl.66c.S > ... give much better damage), but it's an easy autopilot.
Defense and Punishes
- Sol's Bandit Bringer
Guard:
HighStartup:
30Recovery:
12 after landingAdvantage:
-2 loses to 623S regardless of the distance. It is possible to answer it on reaction, but one needs to react to his initial jump - inputting 623S when sol is already in the air tends to be too late. If you missed the jump, there's little you can do other than block high. Sol is unpunishable after (at -2), although you might be able to take your turn back. How far away he lands from you varies a lot, so take that into account when choosing the next button to press.
- (Not Gio-specific) Sol's Bandit Revolver
Guard:
AllStartup:
12Recovery:
9+6 after landingAdvantage:
-7 can have either a single hit, or two (initial and a followup). This creates a bit of an RPS situation - after having blocked the first one, pressing a button to punish it might get counterhit by the second. Regardless, if you do successfully block all the hits, then Sol is left standing in point blank range from you, -7 frames at best and -11 at worst, opening himself up for a full c.S combo of your choosing. Or a throw.- The gap between the first and the second hit can be as big as 5 frames (maybe more??), and is thus not really fuzzyable
Match Footage
- A long set of Mocchi (high ranked Japan Sol players) vs TY (high ranked Japan Gio player): https://www.youtube.com/watch?v=spsKV2BpPes (27-07-2022)
- And another one from before Season 2 update: https://www.youtube.com/watch?v=yZl4qFBWWPk (01-05-2022)
- and its analysis/commentary by Sajam: https://www.youtube.com/watch?v=5irbb7UfZUw
Testament

- Testament's wide array of projectiles, large buttons and anti airs might lead you to believe that neutral will be an uphill battle, this is an illusion, as you aren't trying to get in, they're the one trying to keep you out.
- Grave Reaper
Guard:
AllStartup:
16~22Recovery:
27Advantage:
-4, CrowGuard:
AllStartup:
21Recovery:
Total 39Advantage:
+1, and Arbiter SignGuard:
LowStartup:
24Recovery:
35Advantage:
-12 are all tools that Testament has to commit to, one at a time. Grave ReaperGuard:
AllStartup:
16~22Recovery:
27Advantage:
-4 projectiles are relatively easy to avoid or block, however they place a succubus that will make the CrowGuard:
AllStartup:
21Recovery:
Total 39Advantage:
+1 go to it, making it significantly harder to avoid as gio normally avoids the crow by... standing up. ArbiterGuard:
LowStartup:
24Recovery:
35Advantage:
-12 can be dashblocked easily, just be mindful of the overhead version.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
- nc Non-counterhit
- cl Clash
- [1] Either delay or microdash works, but the timing is rather tight in either case
- [2] A single step back is enough - don't walk all the way. Then wait a tiny bit, and dash in with a button. 5K needs a longer (non-micro) dash, 5H or f.S/2S are fine with shorter ones. Non counterhit, just a regular whiff-punish.
- [3] 6P whiffs, but testament recovers in time to block the jump-in attempt.
Notable Interactions
- Testament's 2K
Guard:
LowStartup:
6Recovery:
13Advantage:
-3 lowprofiles Gio's 214S. - 236K destroys Grave Reaper
Guard:
AllStartup:
16~22Recovery:
27Advantage:
-4 projectiles. The practical implications of that are unclear.- Doing 236K on reaction does beat the charged Grave Reaper, but is too slow to beat the uncharged one (except if gio is outside of Grave Reaper range during the startup). And reacting to the amount of charge (and inputing 236K after making sure that the fireball is charged) does not appear to be feasible either (i.e. that makes 236K too slow, and it gets counterhit, just like the tap version).
- Trying to RPS this is probably not in Gio's favor, since charged Grave Reaper is a somewhat niche tool, and Testament would not be too upset losing it.
- However if gio is already outside of Grave Reaper range (or just barely within it), and Testament is throwing out a "zoning" Grave Reaper with the intent to deter Gio, but not to outright hit her, then you can on-reaction 236K your way in.
- Doing 236K on reaction does beat the charged Grave Reaper, but is too slow to beat the uncharged one (except if gio is outside of Grave Reaper range during the startup). And reacting to the amount of charge (and inputing 236K after making sure that the fireball is charged) does not appear to be feasible either (i.e. that makes 236K too slow, and it gets counterhit, just like the tap version).
Neutral
Offense
Defense and Punishes
Zato-1
It's important to try and ensure Zato doesn't get his pressure off, as Gio has fairly limited ways to escape it. If you expect anything other than "Oppose"Guard:
AllStartup:
74 {78}Recovery:
(Summon Vanishes) [36 Zato]Advantage:
at roundstart, you can attempt to throw out a microdash 5K or f.S to outspeed his sluggish buttons or pressure his block. Otherwise, you can patiently dash block and then react to Oppose by grabbing Zato out of the animation. You can use 6P to hit Eddie's frog form during neutral, and your 5P is fast enough to land a hit on Eddie during pressure. The back hitboxes of 214S and j.K can have a situational use for hitting Eddie behind you, an important spot where most Zatos don't expect him to get hit. As it is with facing Zato in general, try to play around Eddie's timer by putting on the pressure when Eddie is down and respecting moves like "That's a lot!"Guard:
AllStartup:
27 [31]Recovery:
Advantage:
+55 that occupy a lot of the space Gio likes to be in.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Notable Interactions
Neutral
Offense
Defense and Punishes
References
- S2 Akarien Giovanna matchup tier list - https://twitter.com/Akaraien/status/1553646432426631168