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|difficulty = [4] {{clr|4|Hard}} | |difficulty = [4] {{clr|4|Hard}} | ||
|notes = Midscreen meterless wallbreak off {{clr|S|c.S}}. requires dash momentum to work properly. {{clr|K|214K}}, 66 {{clr|K|5K}} and {{clr|K|214K}} WS, {{clr|D|5[D]}} links are strict. incorrect jc > {{clr|H|j.H}} timing will result in {{clr|H|6H}}. Can finish with {{clr|H|632146H}} for better oki and damage. | |notes = Midscreen meterless wallbreak off {{clr|S|c.S}}. requires dash momentum to work properly. {{clr|K|214K}}, 66 {{clr|K|5K}} and {{clr|K|214K}} WS, {{clr|D|5[D]}} links are strict. incorrect jc > {{clr|H|j.H}} timing will result in {{clr|H|6H}}. Can finish with {{clr|H|632146H}} for better oki and damage. | ||
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|difficulty = [4] {{clr|4|Hard}} | |difficulty = [4] {{clr|4|Hard}} | ||
|notes = Max damage meterless {{clr|S|c.S}} punish but requires you to start from a dash, and has very tight timings. Can also do {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|6HHH}}/{{clr|K|236K}} for better wall carry and worse oki. | |notes = Max damage meterless {{clr|S|c.S}} punish but requires you to start from a dash, and has very tight timings. Can also do {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|6HHH}}/{{clr|K|236K}} for better wall carry and worse oki. | ||
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|difficulty = [4] {{clr|4|Hard}} | |difficulty = [4] {{clr|4|Hard}} | ||
|notes = Counter hit {{clr|S|c.S}} combo. Only use on guaranteed counter hits (such as DP punishes). | |notes = Counter hit {{clr|S|c.S}} combo. Only use on guaranteed counter hits (such as DP punishes). | ||
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|notes = An intermediate combo off a counter hit with {{clr|S|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 {{clr|D|j.D}} hit. This combo works with all weight classes. | |notes = An intermediate combo off a counter hit with {{clr|S|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 {{clr|D|j.D}} hit. This combo works with all weight classes. | ||
|video = [https://youtu.be/JkVQPP9ndvQ Video] | |video = [https://youtu.be/JkVQPP9ndvQ Video] | ||
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|notes = Easier combo than the one listed above without sacrificing much damage and tension gain. Be sure to space out your {{clr|D|j.D}} depending on the weight class. For Heavy-weights: Space your second {{clr|H|j.H}} to raise them a little bit more. For Light-weights: Space your first {{clr|D|j.D}} to be delayed after your AD from {{clr|H|j.H}}. | |notes = Easier combo than the one listed above without sacrificing much damage and tension gain. Be sure to space out your {{clr|D|j.D}} depending on the weight class. For Heavy-weights: Space your second {{clr|H|j.H}} to raise them a little bit more. For Light-weights: Space your first {{clr|D|j.D}} to be delayed after your AD from {{clr|H|j.H}}. | ||
|video = [https://youtu.be/xvy4gNveHys Video ] | |video = [https://youtu.be/xvy4gNveHys Video ] | ||
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|difficulty = [3] {{clr|3|Medium}} | |difficulty = [3] {{clr|3|Medium}} | ||
|notes = 50% {{clr|S|c.S}} dash cancel BRC confirm. If the opponent is midscreen, end with the 66 {{clr|K|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. | |notes = 50% {{clr|S|c.S}} dash cancel BRC confirm. If the opponent is midscreen, end with the 66 {{clr|K|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. | ||
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|difficulty = [2] {{clr|2|Easy}} | |difficulty = [2] {{clr|2|Easy}} | ||
|notes = Meterless BnB off of {{clr|S|c.S}} in the corner. Can finish with {{clr|H|632146H}} for better oki and damage. | |notes = Meterless BnB off of {{clr|S|c.S}} in the corner. Can finish with {{clr|H|632146H}} for better oki and damage. | ||
|recipePC = 58665 | |||
|checkedVersion = 1.19 | |checkedVersion = 1.19 | ||
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|notes = An intermediate combo off a counter hit with {{clr|S|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 {{clr|D|j.D}} by letting your {{clr|H|j.H}} bring the opponent higher in the air. | |notes = An intermediate combo off a counter hit with {{clr|S|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 {{clr|D|j.D}} by letting your {{clr|H|j.H}} bring the opponent higher in the air. | ||
|video = [https://youtu.be/AbPl5I3G7ds Video] | |video = [https://youtu.be/AbPl5I3G7ds Video] | ||
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|notes = Midscreen to corner {{clr|H|6H}} starter. Doing {{clr|K|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 {{clr|K|236K}}, {{clr|S|c.S}} will cause the wallsplat instead of {{clr|K|214K}}, in which case just go straight to {{clr|D|5[D]}}. | |notes = Midscreen to corner {{clr|H|6H}} starter. Doing {{clr|K|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 {{clr|K|236K}}, {{clr|S|c.S}} will cause the wallsplat instead of {{clr|K|214K}}, in which case just go straight to {{clr|D|5[D]}}. | ||
|video = [https://streamable.com/g577ls Streamable] | |video = [https://streamable.com/g577ls Streamable] | ||
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|notes = 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. | |notes = 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 = [https://youtu.be/JkDd8LfeK4k?t=26 Video] | |video = [https://youtu.be/JkDd8LfeK4k?t=26 Video] | ||
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|notes = 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 {{clr|K|5K}} to allow the spacing needed. | |notes = 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 {{clr|K|5K}} to allow the spacing needed. | ||
|video = [https://youtu.be/JkDd8LfeK4k Video] | |video = [https://youtu.be/JkDd8LfeK4k Video] | ||
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|notes = A simple {{clr|K|214K}} counterhit confirm | |notes = A simple {{clr|K|214K}} counterhit confirm | ||
|video = [https://youtu.be/UZayN5Z25Kk?t=374 YT] | |video = [https://youtu.be/UZayN5Z25Kk?t=374 YT] | ||
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|difficulty = [2] {{clr|2|Easy}} | |difficulty = [2] {{clr|2|Easy}} | ||
|notes = Counter Hit {{clr|D|2D}} starter. | |notes = Counter Hit {{clr|D|2D}} starter. | ||
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|difficulty = [1] {{clr|1|Very Easy}} | |difficulty = [1] {{clr|1|Very Easy}} | ||
|notes = Very simple charged dust combo. | |notes = Very simple charged dust combo. | ||
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|difficulty = [3] {{clr|3|Medium}} | |difficulty = [3] {{clr|3|Medium}} | ||
|notes = 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. | |notes = 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. | ||
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|notes = Midscreen uncharged {{clr|D|5D}} confirm. {{clr|H|j.H}} and {{clr|D|j.D}} must be delayed to keep the opponent close enough for microdash {{clr|K|5K}} to reach. | |notes = Midscreen uncharged {{clr|D|5D}} confirm. {{clr|H|j.H}} and {{clr|D|j.D}} must be delayed to keep the opponent close enough for microdash {{clr|K|5K}} to reach. | ||
|video = [https://youtu.be/JoDxgMrRfBk Youtube] | |video = [https://youtu.be/JoDxgMrRfBk Youtube] | ||
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|difficulty = [3] {{clr|3|Medium}} | |difficulty = [3] {{clr|3|Medium}} | ||
|notes = Corner uncharged {{clr|D|5D}} confirm. | |notes = Corner uncharged {{clr|D|5D}} confirm. | ||
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|notes = Midscreen to corner throw RC combo. Walking forward after RRC and landing the first hit of {{clr|D|j.D}} just before the opponent begins to fall makes the combo more consistent. The {{clr|H|5H}} must wallbounce them for {{clr|K|214K}} to connect. | |notes = Midscreen to corner throw RC combo. Walking forward after RRC and landing the first hit of {{clr|D|j.D}} just before the opponent begins to fall makes the combo more consistent. The {{clr|H|5H}} must wallbounce them for {{clr|K|214K}} to connect. | ||
|video = [https://youtu.be/5Jwepp_k9Yo Youtube] | |video = [https://youtu.be/5Jwepp_k9Yo Youtube] | ||
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|difficulty = [2] {{clr|2|Easy}} | |difficulty = [2] {{clr|2|Easy}} | ||
|notes = Depending on your positioning and momentum you may have to skip the first j.D. | |notes = Depending on your positioning and momentum you may have to skip the first j.D. | ||
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Revision as of 16:18, 27 July 2022
Combo Notation Guide | Character Name Abbreviations | |||||||||
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External Resources
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.
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 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 | ||
c.S > dl.f.S(3) > 5H > 214K
|
Anywhere | 126 (131) [137] | 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. |
58022 (PC) |
1.19 | |
c.S > 2H > 214K, 5K > 214K, OTG
|
Anywhere | 142 (147) [154] | [2] [2] Easy | Tension Gain: ~ 30 Midscreen c.S punish BnB; damage numbers include extra c.S OTG |
53494 (PC) |
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. |
?? | ||
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~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. | ?? | |||
c.S > 2H > 236K, c.S > f.S(3) > 5H > 214K WS, 5[D]
|
Corner | 204 (211) [221] | Everyone | [2] [2] Easy | Tension Gain: ~30 Meterless BnB off of c.S in the corner. Can finish with 632146H for better oki and damage. |
58665 (PC) |
1.19 | |
c.S > 2H > 236K, (5K), c.S > 5H > 214K WS, 5[D]
|
Corner | 205 (211) [220] | Everyone | [3] [3] Medium | Tension Gain: 38 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. |
Youtube | 59843(no 5K) (PC) |
1.19 |
c.S CH > jc > j.H > j.D > c.S > j.H > j.D > adc > j.H > 5[D]
|
Corner | 220 (227) [236] | Everyone | [4] [4] Hard | 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 | ?? |
f.S/2S Starters
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
f.S(3)/2S(2) > 5H > 214K
|
Anywhere | 92/92 (??) [100/99] | [1] [1] Very Easy | Tension Gain: ~20 Basic combo off f.S/2S. |
1.19 |
5H/2H/6H Combos
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
5H > 214K
|
Anywhere | 78 (81) [84] | 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 214PGuardLowStartup20Recovery17 + 10LAdvantage-12. | 1.19 | ||
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. |
1.19 | ||
5H CH > 236K, f.S > 5H > 214K
|
Anywhere | 151 (155) [161] | 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. | YT | 1.19 | |
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. |
1.19 | |||
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 | ?? |
214K Starters
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
CH 214K > 5K > 214K
|
Anywhere | 82 | Everyone? | [2] Easy | Tension Gain: ~30 A simple 214K counterhit confirm |
YT | 1.19 |
Dust Combos
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
2D > 214K, OTG
|
Anywhere | 69 (72) [76] | [1] [1] Very Easy | Tension Gain: ~10 Basic 2D confirm. |
1.19 | |||
(close) 2D > 214K, 5K > 214K, OTG
|
Anywhere | 102 (107) [113] | 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. |
1.19 | ||
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 | 107 [117] | [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. |
1.19 | |||
j.K Cross-up > j.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 j.214S instantly connects. |
1.19 |
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.
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.
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. |
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Essentials
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FAQ •
The Basics
• Movement/Canceling •
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Universal Strategy •
Detailed & Advanced Information
• Damage/Combo •
Frame Data & System Data •
Attack Attributes •
Misc •
Archived Information
• Patch Notes • Tier Lists •
- Attack Level
- Blocking
- Burst Gauge
- Cancels
- Clash
- Dash Cancel
- Faultless Defense
- Frame Advantage
- Gatling
- Gravity
- Guard Crush
- Guts
- Hitstop
- Hitstun
- Instant Air Dash (IAD)
- Instant Block
- Instant Faultless Defense
- Invalid Combos
- Knockdown Recovery
- Low Profile
- Minimum Damage
- Negative Penalty
- Off the Ground (OTG)
- Positive Bonus
- Prejump
- Proration
- Psych Burst
- Punish
- Overdrive (Super Attack)
- R.I.S.C. Level
- Roman Cancel (RC)
- Stagger Recovery
- Tension Gauge
- Throw
- Throw Clash
- Wall