|This page covers advanced topics which require competitive expertise. Content here can be considered incomplete until expertise is given.|
Move fast, strike fast, think fast! Giovanna is an aggressive rushdown character with excellent 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, quite useful for closing the gap during an opening.
Giovanna’s attack speed is top-class. Her 5P is the third fastest attack in the game, and 5K is quite fast for its range. Her powerful pressure tools include her plus on block c.S and the multi-hitting f.S and 2S, which are easy to hit-confirm from. Blockstrings can be ended with the risk-free Sepultura, or reset with the plus on block moves 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.
Giovanna’s defensive tools are also solid. She lacks a meterless reversal but makes up for it with strong, evasive counter hit tools. Sol Nascente is a highly rewarding 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 by being plus on air block. Her 2D is a long, disjointed poke with great reward on counter hit. It’s excellent for space control, frame traps and can be used as a meaty attack to outrange DPs or Reversal Overdrives.
Giovanna’s unique Meter Boost increases her damage output and defense when she has enough Tension, allowing her to benefit from Tension without spending it. This in combination with her low-risk pressure and simple combo routes make her easy to pick up and play.
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.
|Giovanna , classified as a Rush type, uses rush-down that can break down any defense. A super-powered special forces officer for the President.|
When Giovanna's tension gauge is filled above certain thresholds, she deals more damage and receives less.
She gains a (~5%) damage buff at half or more tension, which is replaced with a more powerful (~10%) damage buff at full tension. The buff will apply even if a move consumes tension to a lower threshold, meaning Ventania and Tempestade deal more damage with each boost.
- Damage is listed as No Meter (Half Meter) [Full Meter].
- One of the fastest buttons in the game, second only to Chipp's 5P and Sol's 5K.
- The combo into 214K requires the opponent to be crouching, whereas 623S and 6P work on standing.
A remarkably swift elbow jab. Faster than 2P, but has less range. Often as useful as a quick anti-air button as it is an abare button to get out of pressure. Throw punishable if you dash into throw range with only one hit of it, but chaining two jabs will keep you safe.
Gatling Options: 5P, 2P, 6P, 6H
- Main juggle tool, usually links into itself.
- The -2 frame advantage and low pushback makes this a go-to tick throw button.
- Hurtbox is quite accurate to the visual, meaning that Giovanna's raised leg shifts her lower hurtbox to her backmost leg, allowing you to high profile lows with proper spacing.
- Dash and jump cancelable, allowing for tick throw setups and BRC to be used for more advanced combo/pressure routes.
A very fast poke with decent range, made even better from dash momentum extending its range to almost 1/4th screen. It's also good to combine with a dash stop, as you can space yourself out to avoid going into throw range. If full dash momentum 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.
Gatling Options: 6P, 6H, 5D, 2D
- Causes a float state on hit.
- Plus on block.
- Jump and dash cancelable.
The dash cancel on this move 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, though it's mostly only 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.K into j.D and then immediately going for a low upon landing.
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, meaning you can at best trade with reversal 5 frame normals. Against characters with 6 frame or slower normals as their fastest (Anji, Axl, Faust, Millia, Zato), they must spend meter on a reversal to beat the frametrap if you are out of their grab range. Otherwise, condition your opponent not to challenge by use of delayed gatlings to beat reversal normals.
Gatling Options: 6P, f.S, 2S 5H, 2H, 6H, 5D, 2D
- Hits 3 times, with each hit slightly increasing in vertical height.
- Very active, but long recovery.
A triple kick with solid lockdown thanks to its frame advantage and multi-hits that are greatly enhanced by dash momentum. Along with 2S, it lets Giovanna very easily hit confirm into a decent combo. She can also threaten a delayed 5H gatling to make her opponent respect its frame advantage and potentially reset pressure from there. Should probably be used sparingly in most neutral situations as the multi-hitting nature lengthens its duration and makes it exceptionally easy to whiff punish. As for pressure, she has a myriad of tools that are more threatening in most scenarios, as well. Its main use beyond easy hit confirms is likely to make absolute sure a character is locked down from a distance, and then using that lockdown to continue pressure with either special moves or a Roman Cancel.
Gatling Options: 5H, 2H
- Combos into 236K on counter-hit.
- Disjointed while active
A button Giovanna has many good gatlings into, making it invaluable in pressure and frametraps from her S buttons. The long reach and relatively quick startup for a 5H also make it a very useful poking and punishing tool 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.
- Results in a cinematic if charged.
- Uncharged 5D is 0 on hit.
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.
- Universal anti-air button.
- Can combo into 214K on air hit or counter hit only.
- 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 has a good angle to stop airdashes and is a good counter-poke against some disjointed moves, but it's actually a little slow for a 6P and the lack of forward movement makes it primarily defense-oriented. Likely the most unique offensive aspect of this button is 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 punish your dash-in 5Ks.
A Rekka style command normal that allows for two delay-able followups: 6HH and 6HHH.
- Puts Giovanna airborne.
- The landing lag of 6H and 6HH is special cancelable.
- 6HHH gives a hard knockdown.
Without meter to RC it, it's mostly relegated to combo filler as it's rather unsafe. With meter, you may use it as a long range short-hop from RC to go for a quick high/low setup. The only normal that combos into 6H on the ground is c.S, but it's far more useful in air juggles. Due to combo scaling and positioning, you may also need to delay the second and third hits in order to connect them all. The special cancel after landing with 6H or 6HH can allow you to go into Sepultura for an advantageous hard knockdown, or even Ventania for damage.
- The combo into 214K requires the opponent to be crouching, whereas 623S and 6P work on standing.
Quick & short 2P that lets you mash out of gaps in pressure. While 1 frame slower than 5P, its longer reach and crouching hurtbox might help in some scenarios. Throw punishable if you dash into throw range with only one hit of it, but chaining two jabs will keep you safe.
Gatling Options: 2P, 5P, 6P, 6H
- 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 great countermeasure against players who try to exploit said weakness in her other poke buttons and try to throw in response to whenever you do a dash-in button.
Gatling Options: 6P, 6H, 5D, 2D
- Hits low twice.
- Don't whiff this.
Another multi-hit option, 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 block and easier to hit confirm while still having a solid 5H gatling afterwards if it does get blocked. All of this means that it's an extremely good tool to catch people trying to jump out of your pressure, making it central to Giovanna's low/throw mixup game.
Gatling Options: 5H, 2H
- Launches on air hit (I.E. chained immediately from c.S)
- Short range, long recovery.
Almost entirely useless outside of Giovanna's high-damage combos, as she has far better anti-airs. If chained immediately from c.S, the launch allows her to do extendable combos in the form of 214K midscreen or 236K in the corner for a wallbounce. Basically designed purely for comboing from c.S, but there also may be very rare punishes where you may want to use it for max damage, like after blocking the first hit of a wakeup Ultimate Fortissimo.
- Disjointed hitbox where Rei kicks.
- Too slow to combo from 5K/2K, use 214K instead.
Helps round out Gio's general moveset by offering a very unique tool for keeping the opponent out rather than in. Great on counter-hit and allows for easy Gatling frame-traps from 5K or c.S. While it's a bit slow by poking normal standards, it makes up for this with a massive disjoint that lets it win in situations where many other moves would lose. Abusing the safe nature of this button can be a big threat against certain matchups and opponents that force you to play safe. Can also outrange many reversals in the game when used as a meaty but still clashes with a select few (full list here), meaning an astute player could react to the clash and cancel it into something safe.
Standard air jab. Not quite as fast as her grounded ones and doesn't lead to much, but still a valuable tool nonetheless.
Gatling Options: j.P
- Jump and airdash cancelable.
- Hits on both sides.
A good, low to the ground cross-up button. Canceling into 214S on cross-up gives a double overhead and a knockdown, whereas the gatling into j.D keeps the same side for a triple overhead. Probably your best jump button in most scenarios.
Gatling Options: j.D
- Jump and Airdash cancelable.
Good air-to-air button. While you're often better off using 6P, 623S, or air throw for ground-to-air purposes, this button's vertical hitbox is especially handy when the opponent is high above you. Also good when other anti-air buttons would fail, such as against Ramlethal's j.H. The airdash cancel means it can give surprisingly good reward on hit in these scenarios, as well, since it lets you go into j.D and then a ground pickup.
Gatling Options: j.H
- Generally minus on block.
Your main air to ground button when low to the ground, especially when looking for a counter-hit. Like other air normals, it can be canceled into 214S for a cross up double overhead.
- Hits twice.
- Jump and airdash cancelable.
Valuable air combo tool. Good for pseudo-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 combined with the j.K gatling.
6D or 4D
Standard ground throw. Gives a hard knockdown. Can decide to go for an RC afterwards for damage and wall break. Holding up immediately after the throw to jump as soon as possible and then landing with a late j.H sets up for a safejump.
j.6D or j.4D
Standard air throw. Gives a hard knockdown. Can decide to go for an RC afterwards for damage and wall break.
- 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.
- Despite the animation, this move's hitbox actually reaches low enough to beat 6P and other low profile moves.
A slightly vertical wolf kick that serves numerous purposes for Giovanna. Its speed along with it being -4 means it's a generally safe string ender, its decent counter-hit reward and reliable vertical hitbox makes it a good frame trapping tool, and the amount that it moves you forward makes it all the more versatile for all kinds of scenarios. It's also very useful in juggle combos, especially by linking 5K afterward. The only time this move can be seen as a "bad" option is probably when you absolutely need to continue your pressure, as your turn generally ends after it gets blocked.
- Cancels single hit projectiles while active, and goes through multi-hit ones.
- Doesn't quite reach fullscreen, but catches extended hurtboxes pretty well.
- Vulnerable to 6Ps.
A slow startup, plus on block, forward-moving dropkick. It's an excellent anti-fireball tool... when you actually have time to throw it out, that is. Because many fireballs in the game come out far faster than this move can be used on reaction, it's often only usable against fireballs that have very reactable startups. For multi-hit projectiles, you are able to pass through them unharmed only if you travel past them by the end of the projectile invulnerability. Besides the anti-fireball properties, though, the plus frames make it double as a pressure reset tool with an animation that's harder to see but much less evasive than 214S. The quick distance it travels can situationally allow it to be an unpredictable approach option in neutral, or as a last resort midscreen meaty.
- The hurtbox has many evasive properties:
- Airborne after startup, meaning you can Roman Cancel for high/low mix-up if they happen to block.
- Large hitbox that reaches above and only slightly behind you in the air, and is also low enough to the ground to beat any low profiles.
- Plus on air block. The sky is yours.
A non-invincible cartwheel with a low hurtbox and fast startup, making it a great anti-air that often trades with or even beats moves 6P would simply lose to. Even though it's highly punishable on a grounded opponent, it is almost always plus on an airborne opponent if they don't Instant Block. A counter-hit will always give you the chance for a damaging combo, whereas a normal hit can only be comboed after if they're high enough off the ground. The fast startup means it can also be used in jab confirms where the window is too tight for your other special moves to connect. Throwing this move 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 when they push buttons in the right matchups.
214S (Air OK)
- 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 it travel farther in the air.
- Vulnerable to 6Ps, even if it switches sides.
A plus, low-crushing, side-switching, overhead flip-kick. Good as a pressure reset, but should probably be used sparingly outside of oki and commital low crushes due to its 30 frame startup. Not super hard to block on its own, but the ability to cancel into it from your plus normals, use it in the air after j.K, and Roman Cancel any part of it for all kinds of setups make it a very versatile mix-up tool for a creative player. The backwards hitbox has some use for converting a crossup j.K into an otherwise impossible knockdown, and also in some advanced combo routes.
- Invincible on startup.
- Benefits from the 50% meter bonus if Giovanna uses it with full meter.
- Moves Giovanna forward about half a screen, meaning you may be able to move through certain mid-range projectiles thanks to the invincibility.
Giovanna's only real reversal. Very easily blocked or jumped over, so use it wisely. 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 great for carrying into corner to break wall. Fantastic for combo confirms, but in neutral it's only worth throwing out if you get a hard read/reaction or have 100% Tension to RC it and make it safe.
- 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.
|Overview||more detailed description of moves and their uses.||18/20|
|Combos||Combo page needs adjustment. Video examples may help as well.||8/10|
|Strategy||Needs more information added to flesh out the page||15/20|
|Frame Data||Missing proration on all moves. Overdrive data is incomplete.||40/50|
|To edit frame data, edit values in GGST/Giovanna/Data.|
Click [★] for character's full frame data