GGST/Giovanna/Combos: Difference between revisions

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< GGST‎ | Giovanna
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{{GGST-ComboTableRow
{{GGST-ComboTableRow
|combo = {{clr|3|c.S}}~66 > BRC > {{clr|3|623S}} > dash > {{clr|2|5K}} > jc > dl {{clr|4|j.H}} > dl {{clr|5|j.D}}, (66 {{clr|2|5K}} > {{clr|2|214K}}, OTG)/({{clr|4|5H}} > {{clr|2|214K}} WS, {{clr|5|5[D]}})
|combo = {{clr|3|c.S}}~66 > BRC > {{clr|3|623S}} > dash > {{clr|2|5K}} > jc > dl {{clr|4|j.H}} > dl {{clr|5|j.D}}, (66 {{clr|2|5K}} > {{clr|2|214K}}, OTG)/({{clr|4|5H}} > {{clr|2|214K}} WS, {{clr|5|5[D]}})
|position = Anywhere/Midscreen-Corner
|position = Anywhere / Midscreen-Corner
|damage = (219) [224]
|damage = (219) [224]
|difficulty = [3] {{clr|3|Medium}}
|difficulty = [3] {{clr|3|Medium}}

Revision as of 10:16, 22 July 2022

 Giovanna



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 To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. 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. = Jumping/Aerial
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
IAS = Instant Air Special
[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
AB =  A.B.A
AN =  Anji Mito
AS =  Asuka R♯
AX =  Axl Low
BA =  Baiken
BE =  Bedman?
BR =  Bridget
CH =  Chipp Zanuff
EL =  Elphelt
FA =  Faust
GI =  Giovanna
GO =  Goldlewis
HA =  Happy Chaos
IN =  I-No
JC =  Jack-O'
JO =  Johnny
KY =  Ky Kiske
LE =  Leo Whitefang
MA =  May
MI =  Millia Rage
NA =  Nagoriyuki
PO =  Potemkin
RA =  Ramlethal
SI =  Sin Kiske
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 Video Recipe Ver
(66) 5P/2P/5K/2K > 6P (> 214K) Anywhere 66 (??) [72] Everyone [1] [1] Very Easy Tension Gain: ~14
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
(PC)
1.19
6P/5K/2K/5H/2D > 214K Anywhere 59 (??) [65] Everyone [1] [1] Very Easy Tension Gain: ~11
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
(PC)
1.19
c.S > dl f.S / 2S > 5H > 214K Anywhere 126/125 (??) [137/135] Everyone [2] [2] Easy Tension Gain: ~22
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.
52496
(PC)
1.19
c.S > 2H > 214K, 5K > 214K, OTG Anywhere 134 (??) [145] Everyone [2] [2] Easy Tension Gain: ~29
Midscreen punish combo.
53494
(PC)
1.19
c.S > 2H > 236K, c.S > 5H > 214K WS, 5[D] Corner 204? (211?) [220?] Everyone [2] [2] Easy Tension Gain: ~37
Corner punish combo. Replace 5[D] with 632146H for extra damage and oki after the wallbreak.
52498
(PC)
1.19
f.S / 2S > 5H > 214K Anywhere 92/92 (??) [100/99] Everyone [1] [1] Very Easy Tension Gain: ~16
f.S confirm.
52500
(PC)
1.19
5[D]8 j.H > j.S > jc > j.S > j.HH Anywhere 174 (179) [185] Everyone [1] [1] Very Easy Tension Gain: ~20
Very simple charged dust combo.
35860
(PS)
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 Video Recipe Ver
(66) 5P > 6P (> 214K) Anywhere 70 (73) [76] Everyone [1] [1] Very Easy Tension Gain: ~14
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
(PC)
1.19
5P/2P > 5P > 623S Anywhere 62 (65) [68] [1] [1] Very Easy Tension Gain: ~10
Very close 5P/2P mash confirm.
Youtube 60491
(PC)
1.19
6P (AA) > 214K Anywhere 67 (69) [73] [1] [1] Very Easy Tension Gain: ~10
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] [1] Very Easy Tension Gain: ~15
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] [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/f.S/2S Starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
c.S > f.S/5H > 214K, OTG Anywhere 98/107 (107??) [112??] Everyone [1] [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] [2] Easy Slightly more optimal version of the previous combo for an immediate 2S cancel. 1.19
66 c.S > 2H > 214K, 66 5K > jc > j.H > j.D > 5K > 214K WS, 5[D] Midscreen 204 (212) [220] Everyone [4] [4] Hard Tension Gain: ~40
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.
??
c.S > dl.f.S(3) > 5H > 214K Anywhere 131 (136) [142] Everyone [2] [2] Easy Tension Gain: ~22
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.
??
c.S > 2H > 214K, 66 5K > 214K, OTG Anywhere 142 (147) [154] [2] [2] Easy Tension Gain: ~ 30
Midscreen c.S punish BnB.
??
c.S > 2H > 236K, 5K, c.S > 5H > 214K WS, 5[D] Corner 207 (214) [222] Everyone [3] [3] Medium Tension Gain: 38
Meterless BnB off of c.S in the corner. Can finish with 632146H for better oki and damage.
Youtube ??
66 c.S > 2H > 214K, microwalk > c.S > 2H > 214K, OTG Anywhere 163 (171) [179] [4] [4] Hard Tension Gain: ~35
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.
??
c.S CH > 5[D], microwalk > c.S > 214K > 5K > 6HHH Anywhere 184 (190) [198] [4] [4] Hard Tension Gain: ~45
Counter hit c.S combo. Only use on guaranteed counter hits (such as DP punishes).
??
c.S CH > jc > j.H > j.D > adc > j.s > j.H > 5H > 214K > 5[D] Midscreen 210 (220) [228] Everyone but heavy weights [4] [4] Hard Tension Gain: ~35
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.
Video ??
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] [4] Hard Tension Gain: ~30
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 CH > jc > j.H > j.D > c.S > j.H > j.D > adc > j.H > 5[D] Corner 220 (227) [236] Everyone [3] [3] Medium Tension Gain: ~30
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 ??
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] [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. ??
f.S(3)/2S(2) > 5H > 214K Anywhere 97 (99) [104] [1] [1] Very Easy Tension Gain: ~20
Basic combo off f.S/2S.
??
5H/2H/6H Combos
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5H > 214K Anywhere 91 Everyone [1] [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.pngGuardLowStartup20Recovery17 + 10LAdvantage-12. ??
5H > 632146H Anywhere (192) [202] Everyone [1] [1] Very Easy Tension Gain: ~6
Better damage than any RRC combo, but harder to confirm and worse midscreen oki. On wallbreak, does (226) [238] damage and grants oki.
??
5H CH > 236K, f.S > 5H > 214K Anywhere 154 (158) [164] Everyone [3] [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. ??
6HH > j.236236H Anywhere (161) [170] [1] [1] Very Easy Tension Gain: ~10
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.
??
6H > 623S 66PRC, c.S > 2H > 236K, c.S > 214K WS, 5[D] Midscreen to Corner 210 (212) [218] [4] [4] Hard Tension Gain: -50
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 Video Recipe Ver
CH 623S > 66 > 5K > jc > j.H > j.D > c.S > jc > j.H > j.D > AD > j.H Corner 195 (199) [206] Everyone [4] Hard Tension Gain: 25
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 [4] Hard Tension Gain: 25
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 ??
Dust Combos
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
2D > 214K, OTG Anywhere 75 (78) [82] [1] [1] Very Easy Tension Gain: ~10
Basic 2D confirm.
??
(close) 2D > 214K, 5K > 214K, OTG Anywhere 112 (117) [122] Everyone but heavies [1] [1] Very Easy Tension Gain: ~22
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.
??
2D CH > 214K, 66 5K, c.S > 2H > 214K, OTG Anywhere 141 (147) [155] Everyone [2] [2] Easy Tension Gain: -
Counter Hit 2D starter.
??
5[D]8, j.H > jc > j.S > j.HH Anywhere 164 (165) [172] Everyone [1] [1] Very Easy Tension Gain: ~19
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] [3] Medium Tension Gain: ~23
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] [4] Hard Tension Gain: -43
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] [3] Medium Tension Gain: -43
Corner uncharged 5D confirm.
??
Throw Starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
6D > RRC, j.D > AD > j.D, 5H > 214K WS 5[D] Midscreen/Corner 160 (162) [168] Everyone [4] [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 Video Recipe Ver
j.H, c.S > dl 5H > 214K Anywhere 110 (115) [121] [2] [2] Easy Tension Gain: ~20
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.
??
j.K Cross-up > 214S, OTG Anywhere but Corner 58 (61) [65] [2] [2] Easy Tension Gain: ~22
Flashy crossup combo, j.K has to hit behind them so that the first hit of 214S instantly connects.
??
Air-to-air Combos
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
j.H, j.D(1), jc, j.H, j.D(2) Anywhere [2] [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 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 to avoid the combo scaling from the RRC hit.
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.

Navigation

 Giovanna