GGST/Giovanna: Difference between revisions

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(→‎{{clr|3|c.S}}: Wait... all of these characters have 5 frame jab now, except Axl. I'm instead just going to put this information in his matchup page in the strategy section)
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* Plus on block.
* Plus on block.
* Jump and dash cancelable.
* Jump and dash cancelable.
* Whilst +3 on block and 7f startup, the closest gap you can have between this normal and itself is 5 frames wide due to the cancel window into {{clr|3|f.S}}.


An invaluable knee strike that defines Giovanna's stagger and throw pressure. The +3 frame advantage allows you to chain this normal into itself with a mere 5~ frame gap in between, letting you walk up for a throw as you keep conditioning them to block. To make the pressure of it even more threatening, you have the ability to gatling into {{clr|3|2S}} once they're conditioned to try and jump out of your throws. The main drawback of this move is the requirement to be close range in order to use it, potentially causing you to whiff an easily punished {{clr|3|f.S}} if you judge the range or link timing wrong. Opponents can often use FD to their advantage during your pressure and prevent you from landing another quick {{clr|3|c.S}}, but your dash momentum and variety of cancels can help make up for that in most scenarios.
An invaluable knee strike that defines Giovanna's stagger and throw pressure. The +3 frame advantage allows you to chain this normal into itself with a mere 5~ frame gap in between, letting you walk up for a throw as you keep conditioning them to block. To make the pressure of it even more threatening, you have the ability to gatling into {{clr|3|2S}} once they're conditioned to try and jump out of your throws. The main drawback of this move is the requirement to be close range in order to use it, potentially causing you to whiff an easily punished {{clr|3|f.S}} if you judge the range or link timing wrong. Opponents can often use FD to their advantage during your pressure and prevent you from landing another quick {{clr|3|c.S}}, but your dash momentum and variety of cancels can help make up for that in most scenarios.


The dash cancel on this button can lead to an immediate Blue Roman Cancel (BRC), which gives her an airtight high/low mixup on block with {{clr|5|5D}} or any of her lows. On hit both options lead to a conversion, and on block she remains plus enough to continue offense. The jump cancel can be done to do the same, mostly useful with an immediate drift forward BRC once you're in the air, as the hefty blockstun of {{clr|3|c.S}} is retained and you have ample time to mix the opponent up. You can force them into a standing block with any jump normal, and you also get access to double overhead mixups by chaining {{clr|4|j.H}} or {{clr|2|j.K}} into {{clr|5|j.D}} and then immediately going for a low upon landing.
The dash cancel on this button can lead to an immediate Blue Roman Cancel (BRC), which gives her an airtight high/low mixup on block with {{clr|5|5D}} or any of her lows. On hit both options lead to a conversion, and on block she remains plus enough to continue offense. The jump cancel can be done to do the same, mostly useful with an immediate drift forward BRC once you're in the air, as the hefty blockstun of {{clr|3|c.S}} is retained and you have ample time to mix the opponent up. You can force them into a standing block with any jump normal, and you also get access to double overhead mixups by chaining {{clr|4|j.H}} or {{clr|2|j.K}} into {{clr|5|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 {{clr|3|f.S}}, meaning you can at best trade with reversal 5 frame normals if your timing is perfect. Against characters with 6 frame or slower normals as their fastest ({{Character Label|GGST|Axl_Low|label=Axl}}, {{Character Label|GGST|Faust|label=Faust}}, {{Character Label|GGST|Millia_Rage|label=Millia}}, {{Character Label|GGST|Zato-1|label=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 frame traps to beat their attempts at abare.


[[GGST/Giovanna/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}} {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
[[GGST/Giovanna/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}} {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}

Revision as of 15:19, 20 October 2021



Overview
Overview

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

Giovanna’s attack speed is top-class. Her 5P is the third fastest button in the game, and 5K is quite fast for its range. Her c.S is a powerful, plus on block pressure tool, and the multi-hitting nature of f.S and 2S make them easy to hit-confirm from. Pressure can be ended with the risk-free Sepultura, or reset with the plus on block Sol Poente and Trovão. Sol Poente hits overhead and is a cross-up Attacking your opponent after changing which horizontal side you are on, usually by jumping over them. at close range, while Trovão can pierce through projectiles after a moderate startup. And although both can be beaten by a low profile like 6P, Sepultura's vertical and horizontal reach works great as a countermeasure against any attempts to outmaneuver or low profile your pressure.

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

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

If you want an accessible character who is fast, aggressive, has strong counter hits and phenomenal fashion sense to boot, then Giovanna is for you.

 Giovanna  Giovanna , classified as a Rush type, uses rush-down that can break down any defense. A super-powered special forces officer for the President.

Pros
Cons
  • Lightning Dash: Giovanna's step dash travels far very quickly and can be cancelled into any attack, throw, backdash, or block. This allows her to wait right outside most characters' effective range, and effortlessly slip in during an opening. It also gives her normals significantly more range, leads to a solid tick throw game, and lets her block while moving forward.
  • Meter Boost: Giovanna gains unique buffs once she reaches 50% Tension, and it strengthens once it reaches 100%. Her meter gain is also higher than normal due to her being a step dash character.
  • Strong Offense: c.S, Sol Poente, and Trovão are all plus on block and her strong counter-hit tools also make for great frametraps. Conditioning opponents to block is trivial and her plus frame options go hand in hand with her quick dash and strong throw.
  • Can Play Defense: If Giovanna can't get in, she can often make the same true for her opponent. Thanks to a good few of her moves being solid neutral options with good reward on counter-hit, she is able to shake up the rushdown archetype a bit in order to punish those who try to carelessly approach her first. Moves like 2D and Sol Nascente excel at this, being able to shutdown ground and air approaches shockingly well.
  • Trouble At Distance: Giovanna's most effective range is within c.S distance. Beyond that, her step dash and Trovão help seize opportunities and punish mistakes in neutral, but can force her to take big risks, since the dash inevitably gives extra startup to whatever she cancels into and Trovão is quite reactable to someone who knows it's coming. Because her approach options are so linear, she can have difficulty getting in on characters with more space control and/or opponents with patience.
  • Opportunity Costs: It can be tough to know where and when exactly to spend tension. She has Roman Cancels for mixups, Ventania for damage, Tempestade for approach, and Faultless Defense on block, each leading to wildly different outcomes that may or may not be better than holding onto her meter for the boost.

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.

Her defense rating decreases from 1.03 to 0.97 at half or more tension, then changes to 0.93 at full tension, comparable to Potemkin's.
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Giovanna

Normal Moves

5P

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

  • 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

5K

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

  • Dash and jump cancelable, allowing for tick throw setups, burst baits, and BRC to be used for more advanced combo/pressure routes.
  • Key juggle tool, can link into itself.
  • The -2 frame advantage and low pushback makes this a go-to tick throw button, but also makes it throw punishable if used recklessly.
  • 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.

A fantastic poke with considerable range for its speed, made even better by dash momentum extending it to almost 1/4th screen. It's also great to combine with microdashes and dash stops, 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. The low recovery means that whiffing this button is rarely a risk, and you can even catch people off guard by whiffing it right outside of its range and then hitting 5H to fish for a counter-hit.

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

c.S

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

  • Causes a float state on hit, allowing you to start juggles with 2H.
  • Plus on block.
  • Jump and dash cancelable.
  • Whilst +3 on block and 7f startup, the closest gap you can have between this normal and itself is 5 frames wide due to the cancel window into f.S.

An invaluable knee strike that defines Giovanna's stagger and throw pressure. The +3 frame advantage allows you to chain this normal into itself with a mere 5~ frame gap in between, letting you walk up for a throw as you keep conditioning them to block. To make the pressure of it even more threatening, you have the ability to gatling into 2S once they're conditioned to try and jump out of your throws. The main drawback of this move is the requirement to be close range in order to use it, potentially causing you to whiff an easily punished f.S if you judge the range or link timing wrong. Opponents can often use FD to their advantage during your pressure and prevent you from landing another quick c.S, but your dash momentum and variety of cancels can help make up for that in most scenarios.

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

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

f.S

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

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

Three kicks that are simultaneously very good at locking people down and being whiff punished thanks to the total duration of the move. Along with 2S, it lets Giovanna very easily hit confirm into a basic combo, but it's rarely used in her best routes. She has many other pressure and neutral buttons that are more threatening in most scenarios as well, making this button more of a beginner trap outside of specific scenarios where you really want to guarantee someone is locked down. The main advantage it has over 5K is threatening a delayed 5H gatling to make her opponent respect its -4 frame advantage and potentially continue pressure from there.

Gatling Options: 5H, 2H

5H

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

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

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

5D

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

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

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


Charged Dust
  • Data in [] represents values when fully charged.
  • Charged dust leads to soft knockdown (+36).
  • Holding up during the hitstop frames of charged dust will activate homing jump:
    • Doing a homing jump will cause an area shift and put the opponent into a unique high damaging air combo state.
    • Pressing any attack twice without jump/dash cancel will activate the homing jump finisher causing a hard knockdown (+23).
    • Homing jump combos can sometimes increase meter balance enough to activate positive bonus.

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


6P

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

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

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

6H

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

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.

2P

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

  • 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

2K

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

  • 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

2S

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

  • 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

2H

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

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

An upward kick that is short range, slow to come out, and has the longest recovery of any of Giovanna's normals outside of 5D. She also has far better anti-airs, so this move is almost entirely useless outside of the launch it gives after c.S. Said launch is very important to Giovanna's combo game, however, as it allows her to extend with 214K midscreen or 236K in the corner for a wallbounce. It can also be used in blockstrings as a slightly lower pushback alternative to 5H, but the risk of being pushed out of its short range and being whiff punished on its long recovery makes it a questionable 6P frame trap option at best. There may be very rare punishes where you can use it for a max damage conversion, like after blocking the first hit of a wakeup Ultimate Fortissimo.

2D

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

  • Large disjointed hitbox where the "dust" appears.
  • Can be up to +7 with optimal meaty timing.

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

j.P

j.K

j.S

j.H

j.D

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

  • Hits twice.
  • Jump and airdash cancelable.

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

Universal Mechanics

Ground Throw

6D or 4D

Air Throw

j.6D or j.4D

Special Moves

Sepultura

214K

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

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

Trovão

236K

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

  • 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.

Sol Nascente

623S

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

  • The hurtbox has nuanced evasive properties:
    • During startup frames it has a low profile, slightly higher than 6P but still able to avoid most mids.
    • During recovery frames it has a high profile, making you slightly airborne and allowing you to dodge and then recover to whiff punish low moves such as Ky or I-No 2S.
  • Airborne after startup, allowing you to:
    • Roman Cancel for an air high/low mix-up if they happen to block.
    • Clash cancel into either an air or ground move, if you wait a few frames to become airborne before pressing a button.
  • Can be low profiled due to the initial attack's hitbox height. Can clash with 6Ps if properly timed.

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

Sol Poente

214S (Air OK)

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

  • Hits on both sides, crosses up at close range.
  • There are two hitboxes: the first one being behind Giovanna as she jumps up, and the second being the main kick with both legs.
  • Air version has same animation, but places a sigil for Giovanna to move from.
  • Dash momentum will make the grounded version travel farther.
  • Vulnerable to 6Ps even if it switches sides due to the kick's extended hurtbox.

A plus on block, low-crushing, side-switching, overhead flip-kick. Good as a pressure reset and a callout against lows, but its 30 frame startup means it should be used wisely outside of oki. 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 a crossup 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 in some advanced combo routes.

Overdrives

Ventania

632146H

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

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

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

Tempestade

j.236236H

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

  • 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.


81% complete
Page Status %
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
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External References

Navigation

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

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