GGST/Giovanna/Matchups

From Dustloop Wiki
< GGST‎ | Giovanna
Jump to navigation Jump to search
Giovanna


Matchups

Table of Contents
GGST Anji Mito Icon.png GGST Axl Low Icon.png GGST Baiken Icon.png GGST Bridget Icon.png GGST Chipp Zanuff Icon.png GGST Faust Icon.png GGST Giovanna Icon.png
GGST Goldlewis Dickinson Icon.png GGST Happy Chaos Icon.png GGST I-No Icon.png GGST Jack-O' Icon.png GGST Ky Kiske Icon.png GGST Leo Whitefang Icon.png GGST May Icon.png
GGST Millia Rage Icon.png GGST Nagoriyuki Icon.png GGST Potemkin Icon.png GGST Ramlethal Valentine Icon.png GGST Sol Badguy Icon.png GGST Testament Icon.png GGST Zato-1 Icon.png
Detailed
  • 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).
  • Character Strategy pages generally have at least some basic counter-strategy.
  • Please keep in mind the matchup chart is subjective and not all players may agree.

Anji Mito

AnjiPlay safe and take minimal risks.
Even


  • A matchup that demands awareness thanks to his autoguardGGST Anji Mito 236K 1.pngGuard:
    -
    Startup:
    -
    Recovery:
    Total 34~50
    Advantage:
    -
    and large buttons.
  • You also cannot outrange his counter superGGST Anji Mito 632146S.pngGuard:
    -
    Startup:
    -
    Recovery:
    Total 40
    Advantage:
    -
    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.
  • FuujinGGST Anji Mito 236H.pngGuard:
    All
    Startup:
    16 [32]
    Recovery:
    21
    Advantage:
    -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.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Anji's Button Loses To Beats Trades Whiffs
2PGGST Anji Mito 2P.pngGuard:
All
Startup:
5
Recovery:
10
Advantage:
-2
6PGGST Anji Mito 6P.pngGuard:
All
Startup:
10
Recovery:
25
Advantage:
-17
5KGGST Anji Mito 5K.pngGuard:
All
Startup:
8
Recovery:
9
Advantage:
-2
f.SGGST Anji Mito fS.pngGuard:
All
Startup:
11
Recovery:
21
Advantage:
-9
charged 236HGGST Anji Mito 236H.pngGuard:
All
Startup:
16 [32]
Recovery:
21
Advantage:
-8 [-6]


Notable Interactions


Neutral


Offense


Defense and Punishes


Axl Low

Axl LowPatience getting in, then go ham.
Very Favorable


  • 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 RensensGGST Axl Low 46S.pngGuard:
    All
    Startup:
    24
    Recovery:
    29
    Advantage:
    -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.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Axl's Button Loses To Beats Trades Whiffs
2PGGST Axl Low 2P.pngGuard:
Low
Startup:
10
Recovery:
21
Advantage:
-13
5PGGST Axl Low 5P.pngGuard:
All
Startup:
7
Recovery:
19
Advantage:
-11
6PGGST Axl Low 6P.pngGuard:
All
Startup:
12
Recovery:
18
Advantage:
-13
f.SGGST Axl Low f.S.pngGuard:
All
Startup:
10
Recovery:
19
Advantage:
-8
2HGGST Axl Low 2H.pngGuard:
Low
Startup:
11
Recovery:
26
Advantage:
-18
214SGGST Axl Low 214S.pngGuard:
All
Startup:
24
Recovery:
21
Advantage:
+3
214HGGST Axl Low 214H.pngGuard:
All
Startup:
14
Recovery:
29
Advantage:
-24
IADB j.SGGST Axl Low j.S.pngGuard:
High
Startup:
14
Recovery:
18
Advantage:
-


Notable Interactions


Neutral


Offense


Defense and Punishes


Baiken

Very Unfavorable


  • WIP

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Baiken's Button Loses To Beats Trades Whiffs
6PGGST Baiken 6P.pngGuard:
All
Startup:
9
Recovery:
19
Advantage:
-10
dl.5H, 2D, 214S 66~5K, f.S, 5H block, 5K, 2K, 2S, 623S
f.SGGST Baiken fS.pngGuard:
All
Startup:
9
Recovery:
15
Advantage:
-7
6P, 623S 5H, f.S, 2S, 2D 5K 2K
2SGGST Baiken 2S.pngGuard:
All
Startup:
11
Recovery:
19
Advantage:
-8
5K, f.S, 2S, 5H, 214S 6P, 2D, 623S
Walk Back 2HGGST Baiken 2H.pngGuard:
Low
Startup:
17
Recovery:
26
Advantage:
-13
Neutral Jump j.SGGST Baiken jS.pngGuard:
High
Startup:
8
Recovery:
19
Advantage:
-

Notable Interactions


Neutral


Offense


Defense and Punishes


  • Blocking Tatami GaeshiGGST Baiken 236K.pngGuard:
    All
    Startup:
    15
    Recovery:
    5
    Advantage:
    -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-KabariGGST Baiken 41236H.pngGuard:
      All
      Startup:
      18
      Recovery:
      19
      Advantage:
      -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.

Bridget

Favorability Goes Here


WIP

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Bridget's Button Loses To Beats Trades Whiffs
2HGGST Bridget 2H-1.pngGuard:
All
Startup:
11
Recovery:
24
Advantage:
-19
5H 2STrades, but bridget recovers faster whereas Gio gets knocked down for an oki Backdash
6PGGST Bridget 6P.pngGuard:
All
Startup:
10
Recovery:
20
Advantage:
-12
2Dnc 5Hcl
f.SGGST Bridget fS.pngGuard:
All
Startup:
10
Recovery:
18
Advantage:
-9
5H[verify?I (moxian) have had numerous games where i counterhit bridgets out of their f.s startup, but frame data does not support this? Can't lab in training mode because dlc..]
2SGGST Bridget 2S.pngGuard:
Low
Startup:
11
Recovery:
20
Advantage:
-9
5H
6HGGST Bridget 6H.pngGuard:
All
Startup:
13
Recovery:
-
Advantage:
-12
5H 623Snc
neutral jump > j.SGGST Bridget jS-1.pngGuard:
High
Startup:
10
Recovery:
15
Advantage:
+3 (IAD)
  • 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 MovementGGST Bridget 214K.pngGuard:
    All
    Startup:
    20
    Recovery:
    0
    Advantage:
    +16 (Airborne)
    and f.SGGST Bridget fS.pngGuard:
    All
    Startup:
    10
    Recovery:
    18
    Advantage:
    -9
    usual followups to the Stop and DashGGST Bridget Stop and Dash Overlay Air.pngGuard:
    All
    Startup:
    15
    Recovery:
    3
    Advantage:
    -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

Even


  • Similar to Sol, Chipp has many fast normals and a DPGGST Chipp Zanuff Beta Blade.pngGuard:
    All
    Startup:
    9
    Recovery:
    23
    Advantage:
    -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 BladesGGST Chipp Zanuff Alpha Blade Horizontal Ground.pngGuard:
    All
    Startup:
    29
    Recovery:
    19
    Advantage:
    -4
    as well as his command grabGGST Chipp Zanuff 63214S.pngGuard:
    Throw
    Startup:
    27
    Recovery:
    15
    Advantage:
    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.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Chipp's Button Loses To Beats Trades Whiffs
6PGGST Chipp Zanuff 6P.pngGuard:
All
Startup:
9
Recovery:
25
Advantage:
-16
f.SGGST Chipp Zanuff fS.pngGuard:
All
Startup:
9
Recovery:
20
Advantage:
-8
2SGGST Chipp Zanuff 2S.pngGuard:
All
Startup:
10
Recovery:
17
Advantage:
-7
2DGGST Chipp Zanuff 2D.pngGuard:
Low
Startup:
10
Recovery:
19
Advantage:
-7
IAD j.HGGST Chipp Zanuff j.H.pngGuard:
High
Startup:
9
Recovery:
17
Advantage:
-


Notable Interactions


Neutral


Offense


Defense and Punishes


References


Faust

Very Favorable


  • Similar to Nago and Axl, Faust has many long range pokes that can give Gio a hard time. You'll need to respect his 2H, 6H, and general item shenanigans, but you can easily 6P his ThrustGGST Faust Thrust.pngGuard:
    All
    Startup:
    26
    Recovery:
    19
    Advantage:
    -12
    .
  • 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 your 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.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Faust's Button Loses To Beats Trades Whiffs
2PGGST Faust 2P.pngGuard:
Low
Startup:
7
Recovery:
11
Advantage:
-3
2K 5K, most buttons5H, 6H, f.S, 2S, 6H, 5P, 2P, 623S 66(1)5K, dl(1-2)2P 5K, 214Srecovers in time to block
6PGGST Faust 6P.pngGuard:
All
Startup:
9
Recovery:
32
Advantage:
-21
2K, 2D, j8>dl.AD>j.H (66)5K, 5H, 662D, j9 j8, walkback, backdash
5KGGST Faust 5K.pngGuard:
All
Startup:
7
Recovery:
8
Advantage:
-2
6P, 662K, 662S, (66)2Dnc 5H (66(1))5K wait, 2K
f.SGGST Faust fS.pngGuard:
All
Startup:
12
Recovery:
20
Advantage:
-8
6P, 662K, (66)5K, 5H 2K, 2D
2HGGST Faust 2H.pngGuard:
Low
Startup:
14
Recovery:
29
Advantage:
-12
(66)2K, 665K, 662S, 5H, 214Snc walkback, backdash j8,j9
j.2KGGST Faust j.2K.pngGuard:
All
Startup:
10
Recovery:
-
Advantage:
-
  • nc - non-counterhit
  • 6P, 2P, f.S, 2H reach from roundstart; 5K doesn't

Notable Interactions


Neutral


Offense


Defense and Punishes


Giovanna

Even


Placeholder

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Giovanna's Button Loses To Beats Trades Whiffs
6PGGST Giovanna 6P.pngGuard:
All
Startup:
12
Recovery:
15
Advantage:
-9
66 5KGGST Giovanna 5K.pngGuard:
All
Startup:
6
Recovery:
10
Advantage:
-2
f.SGGST Giovanna fS1.pngGuard:
All
Startup:
9
Recovery:
16
Advantage:
-4
2SGGST Giovanna 2S1.pngGuard:
Low
Startup:
9
Recovery:
15
Advantage:
-6
5HGGST Giovanna 5H.pngGuard:
All
Startup:
10
Recovery:
19
Advantage:
-5


Notable Interactions


  • 2KGGST Giovanna 2K Hitbox.pngGuard:
    Low
    Startup:
    6
    Recovery:
    11
    Advantage:
    -2
    lowprofiles 623S

Neutral


Offense


Defense and Punishes


Goldlewis Dickinson

Unfavorable


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.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Goldlewis's Button Loses To Beats Trades Whiffs
6PGGST Goldlewis Dickinson 6P.pngGuard:
All
Startup:
12
Recovery:
27
Advantage:
-19
5KGGST Goldlewis Dickinson 5K.pngGuard:
Low
Startup:
10
Recovery:
12
Advantage:
-7
f.SGGST Goldlewis Dickinson f.S.pngGuard:
All
Startup:
10
Recovery:
18
Advantage:
-7
684HGGST Goldlewis Dickinson Behemoth Typhoon (684).pngGuard:
All* (Guard Crush)
Startup:
12
Recovery:
21
Advantage:
-5
j.DGGST Goldlewis Dickinson jD.pngGuard:
High
Startup:
14
Recovery:
-
Advantage:
-


Notable Interactions


Neutral


Offense


Defense and Punishes


Happy Chaos

Even


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.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Happy Chaos's Button Loses To Beats Trades Whiffs
6PGGST Happy Chaos 6P.pngGuard:
All
Startup:
9
Recovery:
25
Advantage:
-16
5KGGST Happy Chaos 5K.pngGuard:
All
Startup:
6
Recovery:
12
Advantage:
-3
2KGGST Happy Chaos 2K.pngGuard:
Low
Startup:
7
Recovery:
12
Advantage:
-4
f.SGGST Happy Chaos fS.pngGuard:
All
Startup:
10
Recovery:
21
Advantage:
-14
2SGGST Happy Chaos 2S.pngGuard:
Low
Startup:
11
Recovery:
18
Advantage:
-7
6SGGST Happy Chaos 6S.pngGuard:
All
Startup:
12
Recovery:
24
Advantage:
-14
2DGGST Happy Chaos 2D.pngGuard:
Low
Startup:
10
Recovery:
19
Advantage:
-8
236PGGST Happy Chaos 236P.pngGuard:
-
Startup:
-
Recovery:
29 total
Advantage:
-


Notable Interactions


Neutral


Offense


Defense and Punishes


I-No

Even


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 noteGGST I-No Antidepressant Scale.pngGuard:
All
Startup:
29
Recovery:
Total 51
Advantage:
-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 SGGST I-No Stroke the Big Tree.pngGuard:
Low
Startup:
16
Recovery:
15
Advantage:
-7
/HGGST I-No Stroke the Big Tree.pngGuard:
Low
Startup:
28
Recovery:
16
Advantage:
-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 FortissimoGGST I-No Ultimate Fortissimo-2.pngGuard:
All (Guard Crush)
Startup:
7+2
Recovery:
13
Advantage:
+26
, you can punish it with a tricky 2H combo starter right after the first hit.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
I-No's Button Loses To Beats Trades Whiffs
6PGGST I-No 6P.pngGuard:
All
Startup:
9
Recovery:
18
Advantage:
-9
2S (non-ch), 2D (non-ch), dl.2K/662K, 623S (non-ch) f.S, 5H, 5K, 2H, j9 6P (clash) block, 2K
f.SGGST I-No f.S.pngGuard:
All
Startup:
13
Recovery:
18
Advantage:
-13
66~5K, 66~f.S, 6H, 2D, IAD j.Xall aerial buttons score a non-ch punish, 66(2)2K 5P, 2S, f.S, 623S, 2K, 66(1)2K dl.623S(clash), 6P(clash) walkback, j8, j9
2SGGST I-No 2S.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-11
214S(non-ch), dashblock>2K(non-ch) 5K, 2K f.S, 2S, 5H, 2D, 662K, 665K backdash, j8, j9, 623S(timingWhen 623S is delayed slightly, the moves trade in a mutual counterhit. Otherwise they whiff completely. Either way, probably a bad idea to use)
2HGGST I-No 2H.pngGuard:
All
Startup:
11
Recovery:
14
Advantage:
-5
5H, 66~5K, 66~f.S 2S, 2D block, j8, j9
236SGGST I-No Stroke the Big Tree.pngGuard:
Low
Startup:
16
Recovery:
15
Advantage:
-7
2S, 2K, 6~6Dneed to step forward slightly for the throw to connect, 214S(non-ch) 5H, 66~5K, walkback 2H, 6P, 623S backdash, j8, j9
66 j.SGGST I-No jS.pngGuard:
High
Startup:
8
Recovery:
20
Advantage:
-
5H, 6P, f.S 2D
66 j.HGGST I-No jH.pngGuard:
High
Startup:
12
Recovery:
22
Advantage:
-
5H, 6P, f.S, 2D
  • jump > j.236KGGST I-No Sultry Performance 2.pngGuard:
    All
    Startup:
    10
    Recovery:
    Until Landing + 18
    Advantage:
    -7~(-4) [-2] [(+1)]
    /j.236SGGST I-No Sultry Performance 1.pngGuard:
    All
    Startup:
    10
    Recovery:
    Until Landing + 18
    Advantage:
    -7~(-2) [-1] [(+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-strokeGGST I-No Stroke the Big Tree.pngGuard:
Low
Startup:
16
Recovery:
15
Advantage:
-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 6HGGST I-No 6H.pngGuard:
    All
    Startup:
    7
    Recovery:
    19
    Advantage:
    -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

Unfavorable


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.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Jack-O's Button Loses To Beats Trades Whiffs
6PGGST Jack-O 6P.pngGuard:
All
Startup:
10
Recovery:
20
Advantage:
-12
f.SGGST Jack-O fS.pngGuard:
All
Startup:
11
Recovery:
17
Advantage:
-9
5HGGST Jack-O 5H.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-6
2DGGST Jack-O 2D.pngGuard:
Low
Startup:
10
Recovery:
18
Advantage:
-19


Notable Interactions


Neutral


Offense


Defense and Punishes


Ky Kiske

Unfavorable


6P is particularly handy in this matchup, as it will actually clash with or beat his DPGGST Ky Kiske 623S.pngGuard:
All
Startup:
11
Recovery:
43
Advantage:
-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 EclatGGST Ky Kiske 214S.pngGuard:
All
Startup:
14
Recovery:
25
Advantage:
-8 [-6]
and Stun DipperGGST Ky Kiske 236K 1.pngGuard:
Low, All
Startup:
5
Recovery:
26
Advantage:
-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 LightningGGST Ky Kiske 632146H.pngGuard:
All
Startup:
8+1
Recovery:
99
Advantage:
-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.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Ky's Button Loses To Beats Trades Whiffs
6PGGST Ky Kiske 6P.pngGuard:
All
Startup:
9
Recovery:
17
Advantage:
-8
f.SGGST Ky Kiske fS.pngGuard:
All
Startup:
12
Recovery:
13
Advantage:
-5
2SGGST Ky Kiske 2S.pngGuard:
Low
Startup:
10
Recovery:
20
Advantage:
-8
2DGGST Ky Kiske 2D.pngGuard:
Low
Startup:
10
Recovery:
18
Advantage:
-10
236KGGST Ky Kiske 236K 1.pngGuard:
Low, All
Startup:
5
Recovery:
26
Advantage:
-15 [-10]


Notable Interactions


Neutral


Offense


Defense and Punishes


  • Stun DipperGGST Ky Kiske 236K 1.pngGuard:
    Low, All
    Startup:
    5
    Recovery:
    26
    Advantage:
    -15 [-10]
    without meter can be punished with 66 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

Unfavorable


His fireball is far too fast in the S versionGGST Leo Whitefang Graviert Wurde.pngGuard:
All
Startup:
10
Recovery:
Total 54F
Advantage:
-16
to 236K on reaction, but it's a fairly reasonable option against the H versionGGST Leo Whitefang Graviert Wurde.pngGuard:
All
Startup:
23
Recovery:
Total 73F
Advantage:
+11
. His DPGGST Leo Whitefang Eisen Sturm.pngGuard:
All
Startup:
9
Recovery:
33
Advantage:
-28
is fast and naturally beats cross-ups, encouraging you to use a decent safejump for oki and also to keep your mixups unpredictable.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Leo's Button Loses To Beats Trades Whiffs
6PGGST Leo Whitefang 6P.pngGuard:
All
Startup:
10
Recovery:
18
Advantage:
-5
66 5KGGST Leo Whitefang 5K.pngGuard:
All
Startup:
9
Recovery:
13
Advantage:
-3
2KGGST Leo Whitefang 2K.pngGuard:
Low
Startup:
7
Recovery:
11
Advantage:
-5
f.SGGST Leo Whitefang f.S.pngGuard:
All
Startup:
12
Recovery:
21
Advantage:
-13
2SGGST Leo Whitefang 2S.pngGuard:
Low
Startup:
10
Recovery:
13
Advantage:
-2
2DGGST Leo Whitefang 2D.pngGuard:
Low
Startup:
12
Recovery:
19
Advantage:
-8


Notable Interactions


  • Leo's 2DGGST Leo 2D Hitbox.pngGuard:
    Low
    Startup:
    12
    Recovery:
    19
    Advantage:
    -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

Even


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 dolphinGGST May Mr. Dolphin Horizontal.pngGuard:
All
Startup:
7
Recovery:
11 (26 OH)
Advantage:
-5
or on reaction to H dolphinGGST May Mr. Dolphin Horizontal.pngGuard:
All
Startup:
25
Recovery:
11 (20 OH)
Advantage:
+5
. Her more disjointed buttons may be hard to contest, so try to play patient and punish her mistakes.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
May's Button Loses To Beats Trades Whiffs
6PGGST May 6P.pngGuard:
All
Startup:
12
Recovery:
18
Advantage:
-7
dl.5H, 2D, 236K f.S, 5H 6P (clash) 5K, 2K, 2S, 623S
5KGGST May 5K.pngGuard:
All
Startup:
8
Recovery:
11
Advantage:
-5
6P, micro-walkback > 5H f.S, 2S, 2D 5K, 623S 2K
2SGGST May 2S.pngGuard:
All
Startup:
10
Recovery:
18
Advantage:
-7
micro-walkback > 5H 5K, 2K, 6P, 2D, 623S f.S, 2S
IADB j.HGGST May j.H.pngGuard:
High
Startup:
12
Recovery:
15
Advantage:
-
IAD j.S
DolphinGGST May Mr. Dolphin Horizontal.pngGuard:
All
Startup:
7
Recovery:
11 (26 OH)
Advantage:
-5
5P, 6P, 2K, 5K, 623S 5H, 2D f.S, 2S

Notable Interactions


Neutral


Offense


Defense and Punishes


Millia Rage

Even


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.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Millia's Button Loses To Beats Trades Whiffs
6PGGST Millia Rage 6P.pngGuard:
All
Startup:
9
Recovery:
16
Advantage:
-11
5KGGST Millia Rage 5K.pngGuard:
All
Startup:
7
Recovery:
12
Advantage:
-3
f.SGGST Millia Rage f.S.pngGuard:
All
Startup:
9
Recovery:
19
Advantage:
-7
2SGGST Millia Rage 2S.pngGuard:
Low
Startup:
11
Recovery:
18
Advantage:
-6
2DGGST Millia Rage 2D.pngGuard:
Low
Startup:
12
Recovery:
22
Advantage:
-11


Notable Interactions


Neutral


Offense


Defense and Punishes


  • Iron SaviorGGST Millia Rage Iron Savior.pngGuard:
    Low
    Startup:
    20
    Recovery:
    17 + 10L
    Advantage:
    -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 TopGGST Millia Rage Tandem Top Full.pngGuard:
All
Startup:
12
Recovery:
Total 45
Advantage:
-14
(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

Unfavorable


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 5HGGST Giovanna 5H.pngGuard:
    All
    Startup:
    10
    Recovery:
    19
    Advantage:
    -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.
  • 5KGGST Nagoriyuki 5K.pngGuard:
    Mid
    Startup:
    7
    Recovery:
    12
    Advantage:
    0
    is another one of his most contentious buttons, as it will go over with your attempts to 2KGGST Giovanna 2K.pngGuard:
    Low
    Startup:
    6
    Recovery:
    11
    Advantage:
    -2
    in neutral and recover fast enough to still throw out another button.
  • 623HGGST Nagoriyuki Shizuriyuki1.pngGuard:
    Mid
    Startup:
    11
    Recovery:
    21
    Advantage:
    -7
    can be beaten roundstart by your 5HGGST Giovanna 5H.pngGuard:
    All
    Startup:
    10
    Recovery:
    19
    Advantage:
    -5
    , but it's generally too risky to try and whiff punish this move until you see the followupGGST Nagoriyuki Shizuriyuki2.pngGuard:
    Mid
    Startup:
    10
    Recovery:
    29
    Advantage:
    -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 5DGGST Nagoriyuki 5D.pngGuard:
    High
    Startup:
    20
    Recovery:
    26
    Advantage:
    -15
    , so it's safe to primarily worry about blocking low and jumping over his best mixup: the command grabGGST Nagoriyuki Bloodsucking Universe.pngGuard:
    Ground Throw
    Startup:
    7
    Recovery:
    48
    Advantage:
    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.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Nagoriyuki's Button Loses To Beats Trades Whiffs
6PGGST Nagoriyuki 6P.pngGuard:
Mid
Startup:
12
Recovery:
15
Advantage:
-6
2D 5H, 5K 623S(clash) Block
5KGGST Nagoriyuki 5K.pngGuard:
Mid
Startup:
7
Recovery:
12
Advantage:
0
6P (punish), 623S 5H 5P, 5K Block, 2D
2SGGST Nagoriyuki 2S.pngGuard:
Low
Startup:
12
Recovery:
15
Advantage:
-5
5H 2D Backdash, 623S
214HGGST Nagoriyuki Kamuriyuki1.pngGuard:
Mid
Startup:
14
Recovery:
17
Advantage:
-3
5H, 5K, 623S 2D, 2K
214KGGST Nagoriyuki Fukyo.pngGuard:
N/A
Startup:
-
Recovery:
Total 16
Advantage:
N/A
214HGGST Nagoriyuki Kamuriyuki1.pngGuard:
Mid
Startup:
14
Recovery:
17
Advantage:
-3
2D, long dash 5H/5K/623S 6P, 5H, 623S
623HGGST Nagoriyuki Shizuriyuki1.pngGuard:
Mid
Startup:
11
Recovery:
21
Advantage:
-7
5H, dash 5K 623S, 2D

Notable Interactions


Neutral


Offense


Defense and Punishes


Potemkin

Favorable


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 BusterGGST Potemkin Potemkin Buster.pngGuard:
Ground Throw
Startup:
5
Recovery:
37
Advantage:
-
, 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 HeadGGST Potemkin Slide Head.pngGuard:
Low (Guard Crush)
Startup:
29
Recovery:
28
Advantage:
0
by backdashing or using an airborne special (623SGGST Giovanna Sol Nascente.pngGuard:
All
Startup:
7
Recovery:
21
Advantage:
-15
, 214SGGST Giovanna Sol Poente 1.pngGuard:
All, High
Startup:
[4] 27
Recovery:
21
Advantage:
-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 KnuckleGGST Potemkin Heat Knuckle 1.pngGuard:
Air Guard Crush
Startup:
12
Recovery:
18
Advantage:
+10~+1
can still catch you even during 623S sometimes).

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Pot's Button Loses To Beats Trades Whiffs
2PGGST Potemkin 2P.pngGuard:
All
Startup:
8
Recovery:
9
Advantage:
-1
5K 6P, f.S, 2S, 5H, 2D 623S
6PGGST Potemkin 6P.pngGuard:
All
Startup:
11
Recovery:
25
Advantage:
-15
2D f.S dl.6P (clash) 6P, 2S, 623S
f.SGGST Potemkin f.S.pngGuard:
All
Startup:
12
Recovery:
18
Advantage:
-8
6P, 5K, f.S, 5H, 2D 2S 623S 2K
2DGGST Potemkin 2D.pngGuard:
Low
Startup:
13
Recovery:
21
Advantage:
-11
f.S, 5H, 214S, 665K 6P, 5K, 2K, 2S, 2D, 623S 214K
Megafist ForwardGGST Potemkin Mega Fist.pngGuard:
High
Startup:
25
Recovery:
16
Advantage:
-6
j.X j.P and j.K need to be delayed slightly not to whiff; when jumping backwards j.P whiffs no matter the delay, (dl.)623S[3] 5H(non-ch), f.S, 2S(non-ch) j7,j8,j9, 2/5K[1], 662/5K[2]
  • [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 reasonsGGST Potemkin Heavenly Potemkin Buster2.pngGuard:
    Air Unblockable
    Startup:
    12+0
    Recovery:
    16
    Advantage:
    N/A

Defense and Punishes


  • MegafistGGST Potemkin Mega Fist.pngGuard:
    High
    Startup:
    25
    Recovery:
    16
    Advantage:
    -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

Unfavorable


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.SGGST Ramlethal Valentine fS.pngGuard:
All
Startup:
11
Recovery:
21
Advantage:
-10 [-13]
, 5HGGST Ramlethal Valentine 5H.pngGuard:
All
Startup:
12
Recovery:
28
Advantage:
-12 [-13]
, and BajonetoGGST Ramlethal Valentine Bajoneto H.pngGuard:
All
Startup:
20
Recovery:
Total 43
Advantage:
+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 reversalGGST Ramlethal Valentine Mortobato.pngGuard:
All
Startup:
7+2
Recovery:
51
Advantage:
-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.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Ramlethal's Button Loses To Beats Trades Whiffs
6PGGST Ramlethal Valentine 6P.pngGuard:
All
Startup:
9
Recovery:
18
Advantage:
-9
2Dnon-counterhit dl.2K 2S 5K 5H 6P Block
5KGGST Ramlethal Valentine 5K.pngGuard:
All
Startup:
7
Recovery:
11
Advantage:
-2
6P 5H 2D 5K f.S Block 2K 2S
2KGGST Ramlethal Valentine 2K.pngGuard:
Low
Startup:
6
Recovery:
9
Advantage:
-2
Block
2SGGST Ramlethal Valentine 2S.pngGuard:
Low
Startup:
10
Recovery:
18
Advantage:
-5 [-8]
214S (non-ch), 4~66~X(see below) most buttons5P, 2P, 2K stop being active before Ram's 2S active frames and get Punished; the rest get Counterhit. Delaying fast buttons does not help to tip the scales in our favor 2S, f.S, 5H, 665K 5K 6H, walk back, j8, j9jump up/forward. Ram recovers before any of Gio's aerial attack can connect, and can block in time
IADB j.SGGST Ramlethal Valentine jS.pngGuard:
High
Startup:
12
Recovery:
24
Advantage:
-
  • 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.SGGST Ramlethal Valentine fS.pngGuard:
    All
    Startup:
    11
    Recovery:
    21
    Advantage:
    -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 5HGGST Ramlethal Valentine 5H Hitbox.pngGuard:
    All
    Startup:
    12
    Recovery:
    28
    Advantage:
    -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 2KGGST Ramlethal Valentine 2K Hitbox.pngGuard:
    Low
    Startup:
    6
    Recovery:
    9
    Advantage:
    -2
    sometimes (depending on the timing) lowprofiles Gio's 214S.
  • Ram's 5PGGST Ramlethal Valentine 5P Hitbox.pngGuard:
    All
    Startup:
    5
    Recovery:
    8
    Advantage:
    -2
    reliably counterhits Gio's 214S startup out of block at pretty much any range

Neutral


Offense


Defense and Punishes



Sol Badguy

Even


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?]

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Sol's Button Loses To Beats Trades Whiffs
6PGGST Sol Badguy 6P.pngGuard:
All
Startup:
9
Recovery:
20
Advantage:
-11
f.SGGST Sol Badguy fS.pngGuard:
All
Startup:
10
Recovery:
13
Advantage:
+2
2SGGST Sol Badguy 2S.pngGuard:
All
Startup:
10
Recovery:
15
Advantage:
-7
6HGGST Sol Badguy 6H.pngGuard:
All
Startup:
9
Recovery:
43
Advantage:
-27
2DGGST Sol Badguy 2D.pngGuard:
Low
Startup:
10
Recovery:
18
Advantage:
-4
Dash 623HGGST Sol Badguy 623X.pngGuard:
All
Startup:
13
Recovery:
19+10 after landing
Advantage:
-26


Notable Interactions


Neutral


Offense


  • Sol's 5KGGST Sol Badguy 5K.pngGuard:
    All
    Startup:
    3
    Recovery:
    25
    Advantage:
    -16
    and 5PGGST Sol Badguy 5P.pngGuard:
    All
    Startup:
    4
    Recovery:
    9
    Advantage:
    -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 BringerGGST Sol Badguy 214K.pngGuard:
    High
    Startup:
    30
    Recovery:
    12 after landing
    Advantage:
    -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 RevolverGGST Sol Badguy 236K.pngGuard:
    All
    Startup:
    12
    Recovery:
    9+6 after landing
    Advantage:
    -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


Testament

Favorable


Placeholder

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Testament's Button Loses To Beats Trades Whiffs
6PGGST Testament 6P.pngGuard:
All
Startup:
11
Recovery:
15
Advantage:
-7
2Dnc, 662K, 662S 5H, 662D 6Pcl, 2S, j7,j8, IAD j.X[3]
f.SGGST Testament fS.pngGuard:
All
Startup:
12
Recovery:
18
Advantage:
-7
5H, 665K 2D
2SGGST Testament 2S.pngGuard:
Low
Startup:
10
Recovery:
18
Advantage:
-7
214Snc, step back -> dl.66 X[2][nc] 2Knc, 2D 5H, 665K, 66/dl.2K[1], f.S, 2S 5K, 623S, walkback, j7,j8,j9
j.236HGGST Testament j236S.pngGuard:
All
Startup:
13~19
Recovery:
21
Advantage:
+2
Walk Back 662D
  • 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 2KGGST Testament 2K hitbox.pngGuard:
    Low
    Startup:
    6
    Recovery:
    13
    Advantage:
    -3
    lowprofiles Gio's 214S.
  • 236K destroys Grave ReaperGGST Testament j236S.pngGuard:
    All
    Startup:
    16~22
    Recovery:
    27
    Advantage:
    -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.

Neutral


Offense


Defense and Punishes


Zato-1

Even


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"GGST Zato-1 Oppose Armor.pngGuard:
All
Startup:
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!"GGST Zato-1 That's a lot.pngGuard:
All
Startup:
27 {31}
Recovery:
[36 Zato]
Advantage:
+55
that occupy a lot of the space Gio likes to be in.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Zato's Button Loses To Beats Trades Whiffs
2PGGST Zato-1 2P.pngGuard:
All
Startup:
6
Recovery:
9
Advantage:
-3
2K 5H 2Drecovers in time to block 5K 2S 2Pclash Block
6PGGST Zato-1 6P.pngGuard:
All
Startup:
12
Recovery:
12
Advantage:
-6
2D f.S 5H 6Pclash Block 2S 5K
f.SGGST Zato-1 f.S.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-12
2SGGST Zato-1 2S.pngGuard:
All
Startup:
11
Recovery:
20
Advantage:
-10
5H
2DGGST Zato-1 2D.pngGuard:
Low
Startup:
10
Recovery:
17
Advantage:
-9
Walk Back 5HGGST Zato-1 5H.pngGuard:
All
Startup:
13
Recovery:
19
Advantage:
-9

Notable Interactions


Neutral


Offense


Defense and Punishes


References

Navigation

Giovanna