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Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link the previous move into the following move.
->/~ = Cancel the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jump
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
BRC = Blue Roman Cancel
RRC = Red Roman Cancel
PRC = Purple Roman Cancel
YRC = Yellow Roman Cancel
YYXRC = Dash Input X Roman Cancel in Y direction i.e: 22PRC
XRC~Q = Cancel the X Roman Cancel into Q i.e: RRC~5K
WS = Wall Stick/Wall Splat
AN = Anji Mito
AX = Axl Low
BA = Baiken
BR = Bridget
CH = Chipp Zanuff
FA = Faust
GI = Giovanna
GO = Goldlewis
HA = Happy Chaos
IN = I-No
JC = Jack-O'
KY = Ky Kiske
LE = Leo Whitefang
MA = May
MI = Millia Rage
NA = Nagoriyuki
PO = Potemkin
RA = Ramlethal
SO = Sol Badguy
TE = Testament
ZA = Zato-1

External Resources

Combo Doc

Patch 1.1 Combo Video

Combo List

  • All damage values are damage dealt to Ky.
  • Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.
  • Damage is listed as follows: Dmg (50%T Dmg) [100%T Dmg] based on Giovanna's Tension at the start of the combo.
  • See the Combo Theory section for information regarding 5K juggle enders and OTG/oki information.

Beginner Combos

These routes are basic bread and butter combos for players looking to get started with Giovanna. They prioritize simplicity over damage, tension gain, or corner carry so feel free to modify them.

Beginner Combos
Combo Position Damage Works on Difficulty Notes Recipe Video Ver
PC PS4/5
(66) 5P/2P/5K/2K > 6P (> 214K) Anywhere 66 (??) [72] Everyone [1] Very Easy Close range P/K confirm. 6P > 214K is guaranteed in the corner, but very close range or dash momentum is needed midscreen for the combo to connect midscreen. Damage given for 5P starter. 52491 35854 1.19
6P/5K/2K/5H/2D > 214K Anywhere 59 (??) [65] Everyone [1] Very Easy 6P Midrange poke confirm. Buffering pokes into 214K is a safe way to automatically convert stray hits into a hard knockdown that lets Giovanna start her pressure. Damage given for 5K 52495 35855 1.19
c.S > dl f.S / 2S > 5H > 214K Anywhere 126/125 (??) [137/135] Everyone [2] Easy You must delay f.S/2S otherwise Giovanna will get an airborne hit, causing the 5H to launch the opponent away and prevent the 214K from connecting (except against heavyweights). 52496 35856 1.19
c.S > 2H > 214K, 5K > 214K, OTG Anywhere 134 (??) [145] Everyone [2] Easy Midscreen punish combo. 53494 35857 1.19
c.S > 2H > 236K, c.S > 5H > 214K WS, 5[D] Corner 204? (211?) [220?] Everyone [2] Easy Corner punish combo. Replace 5[D] with 632146H for extra damage and oki after the wallbreak. 52498 35858 1.19
f.S / 2S > 5H > 214K Anywhere 92/92 (??) [100/99] Everyone [1] Very Easy f.S confirm. 52500 35859 1.19
5[D]8 j.H > j.S > jc > j.S > j.HH Anywhere 174 (179) [185] Everyone [1] Very Easy Very simple charged dust combo. 35860 1.19

Standard Combos

These routes are more complete versions of combos above, with additional routes and conversions for specific situations.

5P/2P/6P/5K/2K/j.K Starters

Combo Position Damage Works on Difficulty Notes Recipe Video Ver
PC PS4/5
(66) 5P > 6P (> 214K) Anywhere 70 (73) [76] Everyone [1] Very Easy 5P or 2P confirm. Guaranteed in the corner, but very close range or dash momentum is needed midscreen for the 6P and/or 214K to connect. 52491 1.19
5P/2P > 5P > 623S Anywhere 62 (65) [68] [1] Very Easy Very close 5P/2P mash confirm. 60491 Youtube 1.19
6P (AA) > 214K Anywhere 67 (69) [73] [1] Very Easy Works as a counterpoke confirm and an anti-air. On counter hit or as an anti-air, (> 66 c.S OTG > IAD j.H) works as a safejump setup. Youtube 1.19
5K/2K > 214K Anywhere 65 (67) [71] [1] Very Easy 5K/2K confirm. Useful for abare 2K or when you can't get dash momentum. Youtube 1.19
(66) 5K/2K > 6P > 214K, OTG Anywhere 85 (87) [92] Everyone [2] Easy Requires dash momentum or very close range for 5K > 6P to connect. Ends in a IAD j.H safe jump. Damage calculated without c.S OTG. 1.19

c.S Starters

Combo Position Damage Works on Difficulty Notes Recipe Video Ver
PC PS4/5
c.S > f.S/5H > 214K, OTG Anywhere 98/107 (107??) [112??] Everyone [1] Very Easy Confirm for an immediate f.S/5H cancel from c.S. 5H version deals more damage, but also causes a more difficult OTG. 1.19
c.S > 2S > 2H > 214K, OTG Anywhere 121 (131?) [136?] Everyone [2] Easy Slightly more optimal version of the previous combo for an immediate 2S cancel. 1.19
c.S > dl.f.S(3) > 5H > 214K Anywhere 126 (131) [137] Everyone [2] Easy Cancel too soon and the opponent will be floating from c.S so the combo will not work. Does not give an auto-timed safe jump setup, but has enough advantage for two dashes into a meaty c.S or a manual IAD j.H safe jump. 58022 1.19
c.S > 2H > 214K, (66) 5K > 214K, OTG Anywhere 142 (147) [154] Everyone [2] Easy Midscreen c.S punish BnB; damage numbers include extra c.S OTG. Microdash is necessary against lightweight characters, but can be skipped against others for an easier combo.

In the corner against heavyweights, instead of OTG this can optionally link into another 5K for a wallstick

53494 35857 1.19
c.S > 2H > 214K , 66 5K > 6HH > dl. H Anywhere 150 (??) [??] Everyone Medium Need to microdash before 5K and delay the last hit of 6HHH. Not delaying 6HHH makes it whiff; not microdashing makes 5K whiff on lightweights, and last hit of 6HHH whiff on mediumweights+. In the corner corner no dashes are necessary, and the combo wallsticks and wallbreaks. 67649against May 1.21
66 c.S > 2H > 214K, 66 5K > jc > j.H > j.D > 5K > 214K WS, 5[D] Midscreen 204 (212) [220] Everyone [4] Hard Midscreen meterless wallbreak off c.S. requires dash momentum to work properly. 214K, 66 5K and 214K WS, 5[D] links are strict. incorrect jc > j.H timing will result in 6H. Can finish with 632146H for better oki and damage. ??
66 c.S > 2H > 214K, microwalk > c.S > 2H > 214K, OTG Anywhere 163 (171) [179] [4] Hard Max damage meterless c.S punish but requires you to start from a dash, and has very tight timings. Can also do c.S > 2H > 6HHH/236K for better wall carry and worse oki. ??
CH c.S > 5[D], 5K > 6HHH Anywhere 166 Everyone [2] Easy Very simple counter hit c.S combo. Only use on guaranteed counter hits (such as DP punishes). Delay the last hits of 6HHH slightly. 68203 1.21
CH c.S > 5[D], 66 5K > 214K > 5K > 214K, OTG? Anywhere 161 Everyone [3] Medium A mostly inferior variation of the above (it's both harder and has lower damage, albeit does create an otg opportunity). Listed here for completeness. 1.21
c.S CH > 5[D], microwalk > c.S > 214K > 5K > 6HHH Anywhere 184(?) (190) [198] [4] Hard A harder and more damaging variation of c.S confirm ??
c.S CH > jc > j.H > j.D > adc > j.s > j.H > 5H > 214K (WS) > 5[D] (wallbreak) Midscreen to corner 210 (220) [228] Everyone but heavy weights [4] Hard An intermediate combo off a counter hit with c.S in midscreen. Causes screen shift and gives positive bonus. Can be practically used during your mixups and pressure if your opponent fails to guess your oki. Make sure to let all hits of the j.D hit. This combo works with all weight classes. 5961against Sol Video 1.21
c.S CH > jc > j.H > AD > j.D > 66 > 5K > jc > j.H > j.H > c.S > 5[D] Midscreen 212 (218) [225] Everywhere [4] Hard Easier combo than the one listed above without sacrificing much damage and tension gain. Be sure to space out your j.D depending on the weight class. For Heavy-weights: Space your second j.H to raise them a little bit more. For Light-weights: Space your first j.D to be delayed after your AD from j.H. Video ??
c.S~66 > BRC > 623S > dash > 5K > jc > dl j.H > dl j.D, (66 5K > 214K, OTG)/(5H > 214K WS, 5[D]) Anywhere / Midscreen-Corner (219) [224] [3] Medium 50% c.S dash cancel BRC confirm. If the opponent is midscreen, end with the 66 5K ender. If giovanna lands close enough to the corner for 5H to connect, then use the second ender. Damage values given for the corner version. ??
c.S > 2H > 236K, c.S > f.S(3) > 5H > 214K WS, 5[D] Corner 204 (211) [221] Everyone [2] Easy Meterless BnB off of c.S in the corner. Can finish with 632146H for better oki and damage. 58665 1.19
c.S > 2H > 236K, (5K), c.S > 5H > 214K WS, 5[D] Corner 205 (211) [220] Everyone [3] Medium A slightly harder variation of the above. The 5K link can be skipped for easier combo at a cost of 3 (three) points of total damage lost. 59843no 5K Youtube 1.19
c.S > 2H > 214K , 5K > jc9 > j.H > j.D (WS) > 5[D] (wallbreak) Corner 194 Everyone [2] Easy Easy and flashy corner combo.

While the damage is lower than the alternative above, the extremly forgiving timings here may serve as a nice introduction to jump cancel tech used throughout Gio's more advanced combos.

64303 1.21
c.S > 2H > 236K , 5K > jc9 > j.H > j.D > 5K (WS) > 5[D] (wallbreak) Corner 207 Everyone [3] Medium The combo is weirdly sensitive to timings and/or positioning, which might result in an earlier wallsplat. 40586214K ender for some reason resulting in loss of 2 damage 1.21
CH c.S > jc > j.H > j.D > c.S > j.H > j.D > adc > j.H > 5[D] Corner 220 (227) [236] Everyone [4] Hard An intermediate combo off a counter hit with c.S in the corner. You will most likely see this option more frequently as you change up your mix-ups and Okis. Once again, make sure you land all j.D hits. You can charge up your 5 [D] for an extra "OMPH!" Can also work vs heavy weights, but you must space out your initial j.D by letting your j.H bring the opponent higher in the air. Video 1.19

f.S/2S Starters

Combo Position Damage Works on Difficulty Notes Recipe Video Ver
PC PS4/5
f.S(3)/2S(2) > 5H > 214K Anywhere 92/92 (??) [100/99] Very Easy Basic combo off f.S/2S. 1.19
CH f.S(1) / CH 2S(1) > 5H > 236K , 5K > 214K Anywhere 106 (??) [??] Easy Counterhit combo. Cancel the f.S / 2S into 5H after the first hit. Better damage than the basic combo and decent corner carry. 1.21

5H/2H/6H Combos

Combo Position Damage Works on Difficulty Notes Recipe Video Ver
PC PS4/5
5H > 214K Anywhere 78 (81) [84] Everyone [1] Very Easy Meterless 5H poke confirm. Midscreen leaves Gio too far for an OTG, but in the corner at close range she can OTG the opponent. Can punish some moves intended to be safe when spaced such as Millia's 214PGGST Millia Rage Iron Savior.pngGuard:
17 + 10L
5H > 632146H Anywhere (192) [202] Everyone [1] Very Easy Better damage than any RRC combo, but harder to confirm and worse midscreen oki. On wallbreak, does (226) [238] damage and grants oki. 1.19
5H CH > 236K, f.S > 5H > 214K Anywhere 151 (155) [161] Everyone [3] Medium Counterhit confirm from 5H. The f.S > 5H > 214K link can be replaced with 5K > 214K for a slightly easier but less damaging combo. YT 1.19
6HH > j.236236H Anywhere (161) [170] [1] Very Easy Easy super buffer from this move. You can add this to any combo ending with 6H. If done near half screen can wall break for (196) [203] damage. 1.19
6H > 623S 66PRC, c.S > 2H > 236K, c.S > 214K WS, 5[D] Midscreen to Corner 210 (212) [218] [4] Hard Midscreen to corner 6H starter. Doing 236K too quickly or with the opponent too high off the ground can cause them to bounce off the wall and over your head, so delay parts of the sequence after 66PRC as needed. Additionally, if done in the corner or if the opponent hits the wall before 236K, c.S will cause the wallsplat instead of 214K, in which case just go straight to 5[D]. Streamable ??

623S (Sol Nascente) Starters

Combo Position Damage Works on Difficulty Notes Recipe Video Ver
PC PS4/5
CH 623S > 66 > 5K > jc > j.H > j.D > c.S > jc > j.H > j.D > AD > j.H Corner 195 (199) [206] Everyone Hard Corner Combo that could be done to either stagger during pressure or a punish. There needs to be NO change for any weight-class. Just make sure you JC diagonally. Video ??
CH 623S > 66 > 5K > jc > j.H > j.D > jc > j.H > j.D > 5K > 5[D] Midscreen 195 (202) [209] Everyone Hard Midscreen combo with the same application, can be used for punishes or stagger. Mid & Heavy weights need no difference in combo. Light-weight classes need you to delay your initial 5K to allow the spacing needed. Video ??

214K (Sepultura) Starters

Combo Position Damage Works on Difficulty Notes Recipe Video Ver
PC PS4/5
CH 214K , (66) 5K > 214K , OTG Anywhere 82 Everyone Very Easy A simple 214K counterhit confirm. At longer ranges or against lightweight characters you might need to microdash before 5K for it to connect. Alternatively, you can use 5H or go for a simple OTG in those cases. YT 1.19
CH 214K , 66 5K > 6HHH Anywhere 109 Everyone Medium A bit harder variation of the above with a higher damage and more corner carry. You might need to delay the last two hits of 6HHH. Even moreso than the combo above, the 6H does not connect at longer ranges. 1.21

236K (Trovão) Starters

Combo Position Damage Works on Difficulty Notes Recipe Video Ver
PC PS4/5
236K , 5K/2K > 214K Anywhere 89/87 Everyone Very Easy Basic trovao hitconfim. 1.21
236K , 66 5P > 6P Anywhere 81 Ky, .. ? Hard Very tight timing for not enough reward. Author is unable to repro it even remotely consistently. Possibly can be chained further into a 214K (and surpass the damage of the 5K version above?), but this is not yet confirmed. Listed here "for completeness" mostly 1.21
CH 236K , 6HHH Anywhere 109 Everyone Very Easy A simple and unoptimal 214K counterhit confirm. A nice exuse to use 6HHH during a match. 1.21
CH 236K , 2S(2) > 5H > 214K Anywhere 116 Everyone Very Easy Universal Trovao counterhit combo 1.21
CH 236K , c.S > dl. 2S(2) > 5H > 214K Anywhere 132 Mediumweights, Leo Easy Counterhit 236K does not link into c.S against most heavyweights. And when it does link, the pushback prevents converting that into most of the regular c.S combos 1.21

Dust Combos

Combo Position Damage Works on Difficulty Notes Recipe Video Ver
PC PS4/5
2D > 214K, OTG Anywhere 69 (72) [76] [1] Very Easy Basic 2D confirm. 1.19
(close) 2D > 214K, 5K > 214K, OTG Anywhere 102 (107) [113] Everyone but heavies [1] Very Easy Close 2D confirm. Must be close for 5K to connect. The OTG timing is fairly strict, so waiting and doing a normal meaty may be preferred. 1.19
2D CH > 214K, 66 5K, c.S > 2H > 214K, OTG Anywhere 141 (147) [155] Everyone [2] Easy Counter Hit 2D starter. ??
5[D]8, j.H > jc > j.S > j.HH Anywhere 164 (165) [172] Everyone [1] Very Easy Very simple charged dust combo. ??
5[D]8, j.H > j.S > jc > j.H > j.S > j.H > j.S > jc > j.HH Anywhere 202 (204) [212] Everyone [3] Medium Bread and butter universal dust combo. Timing during the combo is slightly strict, but there is a bit of leeway as to when you can start the combo. ??
5D > 66RRC, c.S > jc > dl j.H > dl j.D, 66 5K > 214K, OTG Anywhere 100 (102) [105] Everyone [4] Hard Midscreen uncharged 5D confirm. j.H and j.D must be delayed to keep the opponent close enough for microdash 5K to reach. Youtube ??
5D > 66RRC, c.S > jc > j.H > j.D, 5H > 214K WS, 5[D] Corner 145 (147) [151] Everyone [3] Medium Corner uncharged 5D confirm. ??

Throw Starters

Combo Position Damage Works on Difficulty Notes Recipe Video Ver
PC PS4/5
6D > RRC, j.D > AD > j.D, 5H > 214K WS 5[D] Midscreen/Corner 160 (162) [168] Everyone [4] Hard Midscreen to corner throw RC combo. Walking forward after RRC and landing the first hit of j.D just before the opponent begins to fall makes the combo more consistent. The 5H must wallbounce them for 214K to connect. Youtube ??

Jump-in Starters

Combo Position Damage Works on Difficulty Notes Recipe Video Ver
PC PS4/5
j.H, c.S > dl 5H > 214K Anywhere 107 [117] [2] Easy On a high connect after an air dash, add f.S(3) between the c.S and 5H for more damage, will whiff on deeper connect j.H even with airdash momentum. 1.19
j.K Cross-up > j.214S, OTG Anywhere but Corner 58 (61) [65] [2] Easy Flashy crossup combo, j.K has to hit behind them so that the first hit of j.214S instantly connects. 1.19

Air-to-air Combos

Combo Position Damage Works on Difficulty Notes Recipe Video Ver
PC PS4/5
j.H, j.D(1), jc, j.H, j.D(2) Anywhere [2] Easy Depending on your positioning and momentum you may have to skip the first j.D. ??

Combo Theory

5K Juggle Enders

  • Any 214K as a combo ender can be substituted with 632146H for the increased damage. Midscreen you will get worse oki, but if this breaks the wall you will get the extra damage and wallbreak oki.
5K Juggle Enders
Combo Position Works on: Difficulty Video Notes
..., 66 5K > 214K, OTG Anywhere Everyone [1] Very Easy - Standard 5K juggle ender. Gives Giovanna a hard knockdown at the end of her extended juggles to do an OTG or start her offense with a conventional meaty.
..., 66 5K > 6HHH Anywhere Everyone [3] Medium Youtube Alternate 5K juggle ender. Gives Giovanna increased damage and corner carry at the cost of worse oki. Works anywhere if you delay the 6H followups.
..., 66 5K > 6H(H),214K Anywhere - [4] Hard - Standard 5K juggle ender with 6H extension. Gives Giovanna the damage benefits of the previous enders[verify?] at the cost of being much tougher to execute. If substituting 214K with super, 6H > 632146H will be more damage and an easier link while 6HH > 632146H will be a harder link with slightly less damage, but greater carry.

OTG and Okizeme

Any combo ending in "OTG" means you are in range to hit the opponent off the ground with a button. From this she can dash up into an OTG 5K or c.S for a safe jump, OTG them with a different button, or wait for the opponents wakeup to hit them meaty. See Giovanna's Strategy Page for more information

Safe Jumps:

  • 66 c.S OTG > IAD j.H: Standard safe jump. Easier to time but loses to 7f reversals
  • 66 5K OTG > IAD j.H: 5K safe jump. Harder to connect due to 5K's limited vertical range, but beats 7f Reversals.

Common RC Routes

  • To extend your confirms into extra damage/corner carry, you may want to spend 50% meter and use the routes below. Note that these routes assume minimum scaling/wall damage, so the opponent may wallsplat before the points mentioned.
  • For RC confirms from high juggles such as 623S or c.S > 2H > 214K, PRC can be used instead of RRC, although there's little benefit to that.
Common RC Routes
Combo Position Works on: Difficulty Video Notes
... > 66RRC, dl 66 5K, c.S > 2H > 214K > OTG Anywhere Everyone [2] Easy - Standard midscreen RRC combo.
... > 88RRC, (land) dl j.D > AD > j.D > 5H > 214K WS, 5[D] Midscreen to Corner Everyone [2] Easy Youtube Midscreen to corner RRC confirm. Must reach corner by the second hit of AD > j.D.
... > 66RRC, dl 66 c.S > 2H > 236K, c.S > 5H WS, 5[D] Corner Everyone [2] Easy - Standard corner RRC combo.
... > RRC > 66 > [4] dl c.S > 2H > 236K, 66 5K, c.S > 5H > 214K WS, 5[D] Back to Corner Everyone [2] Easy Youtube Sideswap RC combo. If you're too close to the corner after 236K, walk back more. If you get f.S after 236K instead of c.S, walk back less. Video example wallsticks before 214K.