GGST/Giovanna/Combos: Difference between revisions

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==Read First==
==Read First==
*All damage values are tested on {{Character Label|GGST|Ky Kiske|label=Ky}} at full health with the R.I.S.C Level at 0 (unless specified otherwise).
* Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.
* Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.
* Because Giovanna's Tension increases her damage, damage values are given under the assumption that the combo started with the minimum Tension required to execute the combo.
* Because Giovanna's Tension increases her damage, damage values are given under the assumption that the combo started with the minimum Tension required to execute the combo.

Revision as of 03:21, 12 April 2023

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

1.24 Combo Doc
Giovanna Starter Guide

Read First

  • Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.
  • Because Giovanna's Tension increases her damage, damage values are given under the assumption that the combo started with the minimum Tension required to execute the combo.
  • See the Combo Theory section for information regarding combo enders and OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground."/okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. information.

Beginner Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple
  1. Midrange 6P/K/5H/2D Starter Ground Combo
  2. Close Range P/K Starter Ground Combo
  3. Close Range c.S Ground Combo
  4. Midrange f.S Ground Combo
  5. Close Range BnB c.S Ground Combo
  6. Charged Dust Combo


Midrange 6P/K/5H/2D Starter Ground ComboAn easy confirm off of 6P/K/5H/2D starts for a knockdown.
59 damage
Very Easy

6P/5K/2K/5H/2D > 214K
Midrange poke An attack that's thrown out to occupy the space in front of you and remind your opponent not to try and come closer. Usually, this is a far-reaching and safe normal move with little risk. 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, video shows 2D.


Close Range P/K Starter Ground ComboAn easy confirm off of P/K starts for a knockdown.
80 damage
Very Easy

(66) 5P/2P/5K/2K > 6P (> 214K)
Close range P/K confirm, and a good way to convert off of an abare An attack during the opponent's pressure, intended to interrupt it. P or K poke An attack that's thrown out to occupy the space in front of you and remind your opponent not to try and come closer. Usually, this is a far-reaching and safe normal move with little risk.. The link between 6P > 214K is guaranteed in the corner and at close range, but dash momentum is needed for the combo to connect midscreen at longer ranges.

Close Range c.S Ground ComboA basic c.S gatling combo with a special finisher.
126/125 damage
Easy

c.S > dl f.S / 2S > 5H > 214K
It is easiest to delay f.S/2S, keeping the opponent's feet on the ground & preventing the 5H from launching the opponent away, but not strictly necessary.

Midrange f.S Ground ComboA basic f.S combo with a special finisher.
92/92 damage
Very Easy

f.S / 2S > 5H > 214K
f.S confirm. Video shows both versions.


Close Range BnB c.S Ground ComboFor flinging opponents into the air and gaining access to key combo routes.
104 damage
Easy

c.S > 2H > 214S
An important confirm to learn for c.S hits. Experiment with timing and starting location - Giovanna will sometimes need different properties for different combos. Most of Giovanna's moves can route into this combo on Counter Hit, and there are several routes to choose from after 214S, depending on whether an OTG, high meter generation, or a hard knockdown is most desirable. Just leaving it here will still allow Giovanna to land a c.S OTG hit.


Charged Dust ComboFor punishing people who crouch block too much.
174 damage
Medium

5[D]8 j.H > j.S > jc > j.S > j.HH
A basic Homing Jump combo from a held 5[D]GGST Giovanna 5D.pngGuardHighStartup28Recovery25Advantage-10 attack. Charged Dust is slow and reactable at 28 frames of startup, but it works excellently as a call-out and a reversal To perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun. punish. The area shift will not grant Positive Bonus, but the hard knockdown caused by the Finish Blow is an advantageous situation normally only achievable by breaking the wall with an Overdrive.

Core Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character
  1. Close Range BnB c.S Full Combo

Close Range BnB c.S Full ComboYour go-to route for practically everything.
184 damage
Medium


c.S > 2H > 214S, c.S > 2H, c.S > 2H > (dl.)214S
An important confirm to learn for c.S hits, an extension of the route in the beginner combo. Since Giovanna can control where she lands with 214S to an extent by holding [6] or [4], and the timing to connect 214S can change greatly depending on counterhit and prior move timing, practicing this move and its slight variations is very important for mastering Giovanna's offense.

Combo List

  • All damage values are tested on Ky at full health with the R.I.S.C Level at 0 unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
  • This list is meant for actual combos, not for frame traps, blockstrings, or mixups. If the combo itself allows to set them up afterwards, it is mentioned in the "Notes" field).
  • The list is focused on most practical examples, not every single option that exists.
  • The difficulty is ranked on a scale of 1 to 5 (Very Easy, Easy, Medium, Hard and Very Hard) based on various factors (cancel leniency, link timings, special techniques, range consistency, etc).

5P/2P/6P Starters

Starting Position


Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5P/2P > 5P > 6P Anywhere 58 Everyone [1] Very Easy Tension Gain: ~9
Very close 5P/2P confirm.
Link 108740
(PC)
1.25
5P/2P > 5P > 214K Anywhere 61 Everyone [1] Very Easy Very close 5P/2P confirm, only works on crouching opponents. Link 94108
(PC)
1.25
5P/2P > 6P > 214K, OTG Anywhere 66 Everyone [1] Very Easy Very close 5P/2P confirm. 52491
(PC)
1.25
CH 5P/2P, 2K > 214K Anywhere 66 Everyone [2] Easy CH 5P/2P confirm. Requires close range or dash momentum to connect, and the timing is fairly tight. Link 108741
(PC)
1.25
CH 5P/2P, c.S > f.S > 214K, OTG Anywhere 88 Everyone [2] Easy CH 5P/2P, confirm. Requires close range or dash momentum. Link 94111
(PC)
1.25
CH 5P/2P, c.S > 5H > 214K, OTG Anywhere 94 Everyone [2] Easy CH 5P/2P, confirm. Requires close range or dash momentum. Link 94111
(PC)
1.25
CH 5P/2P, c.S > 2S/f.S(2) > 5H > 214K, OTG Anywhere 105 Everyone [2] Easy More optimal CH 5P/2P, confirm than the above. Requires close range or dash momentum. It is also possible to use dl.f.S instead of f.S(2). The 2S version does not work on BR or MA. Link 108347
(PC)
1.25
CH 5P/2P, 6H > dl.6H > dl.6H Anywhere 83 Everyone [2] Easy Tension Gain: ~16
The delay between hits of 6HHH are necessary to have the combo connect.
Link 94110
(PC)
1.25
66 CH 5P/2P, c.S > 2H > (dl)214Sc.S > 5H > dl.6H > dl.6H Anywhere 132 Medium and Lightweights [3] Medium CH 5P/2P into BnB. Add a f.S(2) after the c.S and use 214S[6] instead of dl.214S to combo heavyweight characters. Link 108742 108744
(PC)
1.25
66 CH 5P/2P, c.S > 2H > (dl)214Sc.S > 2H > (dl)214S, OTG Anywhere 129 Light and Midweights [4] Hard CH 5P/2P into BnB. Leaves time for an OTG safejump setup. Add a f.S(2) after the c.S and use 214S[6] instead of dl.214S to combo heavyweight characters. Link 108743 108746
(PC)
1.25
AA 5P > 214K, 66 > 5K > 214K Anywhere 77 Everyone [3] Medium AA 5P confirm. Microdash after the first 214K to land the 5K. Link 94113
(PC)
1.25
(AA) 6P > 214K (OTG) Anywhere 61 Everyone [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 A very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening. setup.
Link 94116
(PC)
1.25
(AA) CH 6P > 214K, 66 > 5K > 214K OTG Anywhere 97 Everyone [3] Medium AA CH 6P confirm. The microdash is required after the first214K to land the 5K. Link 94117
(PC)
1.25
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
66 CH 5P/2P, c.S > 2H > 236Kc.S > 5H > 214K WS Corner 125 Everyone [3] Medium Requires dash momentum or close range. May whiff on lightweights with too much dash momentum; see combo below for a route for that situation. Link 114474
(PC)
1.25
66 CH 5P/2P, c.S > 2H > dl.214Sc.S > 6HHH WS Corner 132 (GI) Lightweights [3] Medium Requires dash momentum. Link 114477
(PC)
1.25
CH 6P > 214K, 66 > 5K > dl.6H > dl.6H > dl.6H WS Corner 119 Everyone [3] Medium CH 6P confirm in the corner. Delay the 2nd and 3rd hits of 6HHH to avoid being pushed too far back. Link 108349
(PC)
1.25

5K/2K Starters

Starting Position


Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5K/2K > 214K Anywhere 59 Everyone [1] Very Easy Tension Gain: ~15
5K/2K confirm. Useful for abare An attack during the opponent's pressure, intended to interrupt it. 2K or situations without dash momentum.
Youtube 94119
(PC)
1.26
(66) 5K/2K > 6P > 214K, OTG Anywhere 80 Everyone [2] Easy Requires dash momentum or very close range for 5K > 6P to connect. Ends in a c.S OTG, IAD j.H safejump A very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening.. Link 94120
(PC)
1.26
CH 5K/2K > 5K/2K > 214K Anywhere 81 Everyone [2] Easy Easy counterhit confirm. Link 94121
(PC)
1.26
CH 5K/2K > 6HHH Anywhere 101 Everyone [2] Easy Having 6H blocked is extremely dangerous, so be sure to hitconfirm. 94122
(PC)
1.26
CH 5K, c.S > 5H/f.S > 214K Anywhere 115 Everyone [2] Easy Requires dash momentum or close range. 94128 94129
(PC)
1.26
AA (CH) 5K > 214K, 66 > 5K > 214K OTG Anywhere 92 Everyone [2] Easy 5K Anti-Air combo. 94133
(PC)
1.26
CH 5K/2K > 2D > 214K OTG Anywhere 89 Everyone [2] Easy Basic hitconfirm 94132
(PC)
1.26
CH 5K > 2D > 214K, 2K > 214K, OTG Anywhere 116 Lightweight and Midweight [2] Easy Basic hitconfirm from CH 5K. 117142
(PC)
1.26
CH 5K, c.S > 2S > 5H > 214K, OTG Anywhere 128 Everyone but MA, BR [2] Easy Basic hitconfirm from CH 5K. Takes close range or dash momentum. 117143
(PC)
1.26
66 CH 2K, c.S > dl.f.S > 5H > 214K OTG Anywhere 104 Everyone [3] Medium Dash momentum and delayed f.S required for combo to work. Opponent's feet cannot leave the ground, or Giovanna's 5H will launch. 94131
(PC)
1.24
66 CH 5K, c.S > 2H > 214S[6], c.S > 2H > (dl)214S, OTG Anywhere 155 Everyone [2] Easy Basic link from dash CH 5K 117141
(PC)
1.26


Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5K > 6P > 214K, 5K > 6H > 623S/6H, WS Corner 118 Lightweights, Mediumweights [3] Medium 5K corner confirm on all but heavyweights. Can wallstick with a second hit of 6H for an easier, if slightly less damaging, route. 108747
(PC)
1.24
CH 5K, c.S > f.S > 214K, 5K > 214K WS Corner 130 Everyone [3] Medium Corner combo, requires dash momentum or close range. 94130
(PC)
1.24
CH 5K > 2D > 214K, 2K > 6H > dl.6H > dl.6H WS Corner 133 Lightweight and Midweight [3] Medium Corner combo, requires dash momentum or close range. 117136
(PC)
1.26
CH 5K, c.S > 5H > 236K, c.S > dl.f.S > 5H > 214K WS Corner 159 Everyone [3] Medium Corner combo, requires dash momentum or close range. 117137
(PC)
1.26
66 CH 5K, c.S > 2H > 214S, c.S > 6H > dl.6H > dl.6H WS Corner 158 Everyone [3] Medium Corner combo, requires dash momentum in order to link c.S 117138
(PC)
1.26
66 CH 5K, c.S > 2H > 214S, c.S > dl.f.S > 5H > 214K WS Corner 160 Everyone [3] Medium Corner combo, requires dash momentum in order to link c.S 117140
(PC)
1.26


Combo Position Damage Works on Difficulty Notes Video Recipe Ver
66 CH 5K, c.S > 2H > 214S, (66)c.S > jc > j.H > j.D5K > 214K WS Midscreen 163 Everyone [4] Hard Meterless wallbreak from midscreen. Dash momentum required, and the microdash may be necessary to reach the wall. Link 109088
(PC)
1.25
66 CH 5K, c.S > 2H > 214S, 66 5K > jc > j.H > j.D > adc > j.H WS Midscreen 155 Everyone [4] Hard Meterless wallbreak from midscreen. Dash momentum required. 95044
(PC)
1.24

c.S Starters

Starting Position:


Combo Position Damage Works on Difficulty Notes Video Recipe Ver
c.S > f.S/5H > 214K, OTG Anywhere 107 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. 94269
(PC)
1.24
c.S > f.S/2S > 214K , (66) 5K > 214K (OTG) Anywhere 129 Everyone [2] Easy
([3] Medium)
Variation on a basic c.S combo. Need to microdash in order for 5K to connect on lightweight characters and to get an OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." regardless of the weight. 94272
(PC)
1.24
c.S > 2S > 2H > 214S, OTG Anywhere 123 Everyone [2] Easy Basic starter for the 2H > 214S combo. 94270
(PC)
1.24
c.S > 2H > 214S, 5K > 214K, OTG Anywhere 141 Everyone [2] Easy Tension Gain: ~ 30
Midscreen c.S punish BnB. In the corner against heavyweights can link into another 5K instead of OTG for a wallstick
94273
(PC)
1.24
c.S > 2H > 214S, c.S > 2H, c.S > 2H > 214S, OTG Anywhere 184 Everyone [3] Medium Tension Gain: ~ 40
Simple midscreen c.S BnB. Can be used as a side-switch wallbreak when Gio is cornered.
95035
(PC)
1.24
CH c.S > 5[D], 5K > 6HHH Anywhere 166 Everyone [2] Easy Simple counter hit c.S combo. Delay the last hits of 6HHH slightly, or you will miss. Unless you have a guaranteed counter hit (such as DP punishes), you should use the option select to route into a different combo in case you don't get a counter hit. 68203
(PC)
1.24
CH c.S > 5[D], 66 5K > 214K > 5K > 214K, OTG Anywhere 161 Everyone [3] Medium Lower damage than the above, but creates a better OTG situation. 94276
(PC)
1.24
CH c.S > 2H, c.S > 2H, c.S > 2H > 214S, 5K > 214K > OTG Anywhere 195 Everyone [3] Medium Meterless CH c.S combo, builds meter and can lead to a safejump setup. Link 108910
(PC)
1.25
CH c.S > 2H, c.S > 2H, c.S > 2H > 214S, 5K > 6H > dl.6H > dl.6H Anywhere 198 Everyone [3] Medium Meterless CH c.S combo, builds 50% meter. 117503
(PC)
1.26
CH c.S > (dl)jc > j.H > adc > j.D, 66 f.S(2) > 2H > 214S[6], c.S > 2H > 214S, OTG Anywhere 178 Everyone [3] Medium Meterless CH c.S combo that carries the opponent nearly full-screen, ending in an OTG setup. The jump cancel will need to be delayed slightly against lightweights. 117494
(PC)
1.26
CH c.S > (dl)jc > j.H > adc > j.D, 66 f.S(2) > 2H > 214S[6], c.S > 6H > dl.6H > dl.6H Anywhere 180 Everyone [3] Medium Meterless CH c.S combo that carries the opponent nearly full-screen, ending in a hard knock down. The jump cancel will need to be delayed slightly against lightweights. 117496
(PC)
1.26


Combo Position Damage Works on Difficulty Notes Video Recipe Ver
c.S > 2H > 214S, c.S > jc > j.H > j.D5H > 214K WS Midscreen 182 Everyone [3] Medium Meterless non-CH wallbreak from midscreen. Link 108906
(PC)
1.25
c.S > 2H > 214S, 5K > jc > j.H > j.D > adc > j.S > j.H WS Midscreen 171 Everyone [4] Hard Tension Gain: ~40
Midscreen meterless wallbreak off c.S.
Link 94275
(PC)
1.24
CH c.S > 5[D], f.S(2) > 2H > 214S, 66 > c.S > jc > j.H > j.D land 5H WS Midscreen 192 Everyone [4] Hard Meterless CH c.S wallbreak combo. Link 108907
(PC)
1.25


Combo Position Damage Works on Difficulty Notes Video Recipe Ver
c.S > f.S > 214K > 5K > 6H > dl.6H > dl.6H WS Corner 145 Everyone [2] Easy A c.S > f.S corner route to break the wall. For the times when you didn't hitconfirm c.S into a better route, but still want to break the wall. Link 94283
(PC)
1.24
66 c.S > 2S > 2H > 214S, c.S > 2H, c.S > 2H > 214S(2)(WS), 623S (Whiff), 632146KH Corner 249 Everyone (tight links on heavies) [5] Very Hard Tension Gain: net 0
Meter-building optimization of the above route which builds 50% meter before wallbreak, allowing for a super WB with 0 starting tension. The whiffed 623S and kara cancel A type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup. through 214K are both necessary to build enough meter to wallbreak with super. There is little room for error - 623S must be input almost immediate after recovering from the second 214S to recover in time to execute the kara super. The route is possible on heavy characters when executed with no delays.
108377
(PC)
1.25
c.S > 2H > 214S, c.S > 2H, c.S > 2H > dl.214S(2) WS Corner 191 Everyone [3] Medium A basic corner use of the BnB combo. Delay the second 214S until the opponent is low to the ground to make sure both hits connect - the opponent will be sent tumbling backwards into a wallsplat. Builds over 50% meter including 236K wallbreak. On counterhit, delay the first 214S to keep the opponent in the air. Link

CH Link

108915
(PC)
1.25
CH c.S > jc > j.H > j.Dc.S > j.H > j.D > adc > j.H5[D] Corner 215 Everyone [4] Hard Tension Gain: ~30
An intermediate combo off a CH c.S in the corner. Make sure to land all j.D hits. On heavyweights, delay the first j.D.
Link 108750
(PC)
1.25


Combo Position Damage Works on Difficulty Notes Video Recipe Ver
c.S > 2H > 214S, c.S > 2H, c.S > 5H > 214K WS Cornered 185 Everyone [3] Medium Side switch combo, for escaping the corner. Link 108929
(PC)
1.25
CH c.S > 2H, c.S > 2H > 214S, c.S > 5H > 214K WS Cornered 189 Everyone [3] Medium Side switch combo, for escaping the corner. Link 108930
(PC)
1.25

f.S/2S Starters

Starting Position:


Combo Position Damage Works on Difficulty Notes Video Recipe Ver
f.S/2S > 5H > 214K Anywhere 92 Everyone [1] Very Easy Tension Gain: ~20
Basic combo off f.S/2S.
Link 94826
(PC)
1.24
CH f.S(1) / CH 2S(1) > 5H > 236K , 5K > 214K Anywhere 112 Everyone [2] Easy Counterhit combo. Cancel the f.S/2S into 5H after the first hit. Better damage than the basic combo and decent corner carry. Damage given for 2S version. Link 94828
(PC)
1.24


Combo Position Damage Works on Difficulty Notes Video Recipe Ver
CH f.S(1)/CH 2S(1) > 623S, 5K > jc > j.H > j.Df.S > 5H > 214K WS Corner 134 Everyone [3] Medium Counterhit corner WS combo. Requires dash momentum for f.S start. 1.24

5H/2H/6H Combos

Starting Position:


Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5H/2H > 214K Anywhere 74 Everyone [1] Very Easy Meterless 5H poke confirm, or basic 2H combo if you happen to land it. Midscreen, this combo leaves Giovanna too far away for an OTG. 94808
(PC)
1.24
CH 5H/2H > 236K, f.S > 5H > 214K Anywhere 151 Everyone [2] Easy Counterhit confirm from 5H/2H. The f.S > 5H > 214K link can be replaced with 5K > 214K for a slightly easier but less damaging combo. Link 94830
(PC)
1.24
CH 5H > 5H > 632146H Anywhere 195 Everyone [3] Medium Optimal damage metered 5H CH confirm. Mediocre corner carry and okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. compared to RC routes. R.I.S.C loss will reduce the damage on any string longer than this. Link 94831
(PC)
1.24
CH 5H/2H > 623S, 66 5K > 214K, OTG Anywhere 121 Everyone [3] Medium Basic CH route with an OTG. CH 5H requires dash momentum or close range. 1.24
CH 5H/2H > 623S, 66 5K > 214K, 2H > 214K Anywhere 142 Everyone [4] Hard CH route with an OTG, more damaging than the above route, but trickier. CH 5H requires dash momentum or close range. 1.24
CH 5H/2H > 623S, 66 5K > 6H > dl.6H > dl.6H Anywhere 121 Everyone [3] Medium Basic CH route with a hard knockdown. CH 5H requires dash momentum or close range. 1.24
6H > dl.6H > j.236236H Anywhere 146 Everyone [2] Easy Tension Gain: ~10
Metered finisher for any combo ending in 6H. The delay is necessary to catch the opponent with the descending angle of j.236236HGGST Giovanna j236236H 1.pngGuardAllStartup3+1RecoveryAdvantage0~+6. If done near half-screen, it can wall break.
Link 94840
(PC)
1.24
CH 2H, c.S > 2H > (dl.)214S[6], c.S > 2H > 214S, OTG Anywhere 166 Everyone [3] Medium Basic CH 2H route with an OTG. 1.24
CH 2H, c.S > 2H > (dl.)214S[6], c.S, 66 5K > 6H > dl.6H > dl.6H Anywhere 172 Everyone [3] Medium Basic CH 2H route with a hard knockdown. 1.24


Combo Position Damage Works on Difficulty Notes Video Recipe Ver
CH 5H > 623S, 5H > 236K, c.S > f.S > 5H > 214K, WS Corner 174 [3] Medium CH combo in the corner. Must be done at close range or with dash momentum. 1.24

Special Move Starters

Special Move:


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 194 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 108221
(PC)
1.25
CH 623S, 66 5K > jc > j.H > j.D > jc > j.H > j.D > 5K > 5[D] Midscreen 195 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. Note that this does not work from all locations on the screen; the opponent must begin to collide with the wall after the first j.H > j.D (see the video).
Video 108223
(PC)
1.25


Combo Position Damage Works on Difficulty Notes Video Recipe Ver
CH 214K, (66) 5K > 214K , OTG Anywhere 82 Everyone [1] Very Easy Tension Gain: ~30
A simple 214K counter hit confirm. At longer ranges and/or against lightweight characters you will to microdash before 5K for it to connect.
YouTube 94846
(PC)
1.24
CH 214K, 66 5K > 6HHH Anywhere 109 Everyone [3] Medium A harder variation of the above with a higher damage and more corner carry. Only works at close range or in the corner. At mid-screen it is necessary to delay the 2nd and 3rd hits of 6HHH on many characters. Link 94847
(PC)
1.24


Combo Position Damage Works on Difficulty Notes Video Recipe Ver
236K, 5K/2K > 214K Anywhere 89 Everyone [1] Very Easy Basic 236K hit confirm. 94853
(PC)
1.24
CH 236K, 6HHH Anywhere 109 Everyone [1] Very Easy A simple 214K counter hit confirm. 94848
(PC)
1.24
CH 236K , 2S(2) > 5H > 214K Anywhere 116 Everyone [2] Easy Universal 236K counter hit combo 94849
(PC)
1.24
CH 236K, (66) c.S > 2S(2) > 5H > 214K Anywhere 132 Everyone [2] Easy Against all heavyweights but Leo Whitefang, it is necessary to microdash immediately after the counter hit 236K in order to link into c.S. 94852
(PC)
1.24

5D/2D Combos

Starting Position


Combo Position Damage Works on Difficulty Notes Video Recipe Ver
2D > 214K, OTG Anywhere 69 Everyone [1] Very Easy Tension Gain: ~10
Basic 2D confirm.
110721
(PC)
1.24
(close) 2D > 214K, 5K > 214K, OTG Anywhere 102 Lightweights, Mediumweights [2] 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.
1.24
CH 2D > 214K, 66 5K > jc > j.H > (dl.)j.D5H > 214K, WS Anywhere 141 Everyone [4] Hard Tension Gain: -
Counter Hit 2D, can wallstick from midscreen. The timing on the 5K and j.D hits is very specific when carrying from midscreen to corner.
Link 89949
(PC)
1.24
5D > 66RRC, c.S > jc > dl j.H > dl j.D, 66 5K > 214K, OTG Anywhere 100 Everyone [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 ??
5[D]8, j.H > j.S > jc > j.H > j.SS Anywhere 170 Everyone [3] Medium Tension Gain: ~19
Very simple 5[D] combo. Be sure to jump cancel diagonally forward (9).
Link 1.26
5[D]8, j.H > j.S > jc > j.S > j.HH Anywhere 174 Everyone [3] Medium Variation on the above very simple 5[D] combo. Be sure to jump cancel diagonally forward (9). Link 35860
(PC)
1.26
5[D]8, j.H > j.S > jc > j.H > j.S > j.H > j.S > jc > j.HH Anywhere 202 Everyone [4] Hard Tension Gain: ~23
Bread and butter universal 5[D] combo. Timing during the combo is slightly strict, but there is a bit of leeway as to when you can start the combo.
111810
(PC)
1.24


Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5D > 66RRC, c.S > jc > j.H > j.D, 5H > 214K WS, 5[D] Corner 145 Everyone [3] Medium Tension Gain: -43
Corner uncharged 5D confirm.
??

Throw Starters

Starting Position:


Combo Position Damage Works on Difficulty Notes Video Recipe Ver
6D or 4D > RRC/66RRC/22RRC, dl.66 c.S > 2H > 214S, c.S > 6H > dl.6H > dl.6H Anywhere 133 Everyone [3] Medium 1.26
6D or 4D > RRC/66RRC/22RRC, dl.66 c.S > 2H > 214S, c.S > 2H > (dl)214S, OTG Anywhere 133 Lightweight and Midweight [3] Medium 1.26
6D or 4D > RRC/66RRC/22RRC, dl.66 c.S > 2H > 214S, c.S > f.S(2) > 2H > (dl)214S, OTG Anywhere 131 (LE) Heavyweight [3] Medium 1.26
j.6D or j.4D > RRC/22RRC, 5[D], 665K > 214K, OTG Anywhere 120 Everyone [3] Medium 1.26
j.6D or j.4D > RRC/22RRC, 5[D], 665K > 6H > dl.6H > dl.6H Anywhere 130 Everyone [3] Medium 1.26
|}
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 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 Video Recipe Ver
j.P > j.P, 2K > 214K Anywhere 68 Everyone [2] Easy Basic j.P jump-in starter. 117176
(PC)
1.26
j.P > j.P, c.S > 5H > 214K, OTG Anywhere 93 Everyone [3] Medium Basic j.P jump-in starter. Requires forward momentum from jump, air dash, etc. 117177
(PC)
1.26
(j.K/j.S/j.H) > j.D(1), 2K/5H > 214K Anywhere 93 Everyone [2] Easy Basic jump-in combo. The j.H route must start above IAD height in order for j.D to connect before landing. 117179
117178
(PC)
1.26
(j.K/j.S/j.H) > j.D(1), c.S > 5H > 214K Anywhere 108 Everyone [4] Hard If hitting the j.H below IAD height, omit the j.D. Requires close range and forward momentum. 117181
(PC)
1.26
Cross-Up j.K > j.214S, OTG Midscreen 58 Everyone [1] Very Easy Tension Gain: ~14
Flashy cross-up combo, j.K has to hit behind them so that the first hit of j.214S instantly connects.
117182
(PC)
1.26
CH j.P/j.K/j.S/j.H/j.D, microdash c.S > f.S > 5H > 214K Anywhere 112 Everyone [3] Medium Tension Gain: 22
Basic CH jump-in starter. Must start at close range for j.P/j.K versions.
117184
(PC)
1.26
CH j.P/j.K/j.S/j.H/j.D, microdash c.S > 2H > 214S, c.S > 2H > 214S Anywhere 142 Everyone [3] Medium Tension Gain: ~34
Can switch sides depending on the timing of the two 214S. Must start at close range for j.P/j.K versions.
117186
(PC)
1.26

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] Easy Depending on your positioning and momentum you may have to skip the first j.D. ??

Combo Theory

Combo Structure

Meterless Combos

Most of Giovanna's meterless combos route into a few possible enders, most notably 2H > 214S, which leads to an to OTG Safejump; 5H > 214K and 5K > 214K, which will lead into the OTG safejump if the opponent was airborne, but will knock the opponent back too far if they were grounded; and less commonly, 5K/c.S > 6HHH, which leads to a hard knockdown.

Overdrive Combo Enders

  • Nearly any combo that ends with 214K can substitute it with 632146HGGST Giovanna Ventania.pngGuardAllStartup5+4Recovery49Advantage-37 for increased damage, as well as wallbreak when used close enough to a corner.
  • Combos that end with 6HHH can usually substitute it for 6H > land > 632146HGGST Giovanna Ventania.pngGuardAllStartup5+4Recovery49Advantage-37 OR for 6H > j.236236HGGST Giovanna j236236H 1.pngGuardAllStartup3+1RecoveryAdvantage0~+6


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.
  • 66 5K OTG > IAD j.H: 5K safe jump. Harder to connect due to 5K's limited vertical range.

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.
Common RC Routes
Combo Position Works on: Difficulty Video Notes
... > RRC/88RRC/66RRC/44RRC > (dl.)66/walk > c.S > 2H > (dl.)214S, OTG Anywhere Everyone [3] Medium - Depending on the timing of 214S, this combo can switch sides.
... > RRC/88RRC/66RRC/44RRC > (dl.)66/walk > c.S > 6H > dl.6H > dl.6H Anywhere Everyone [3] Medium -
... > RRC/88RRC/66RRC/44RRC > (66) 5[D] > (66) 5K > 214K Anywhere Everyone [3] Medium - Can use 5[D] to switch sides.
... > RRC/88RRC/66RRC/44RRC > (66) 5[D] > (66) 5K > 6H > dl.6H > dl.6H Anywhere Everyone [3] Medium - Can use 5[D] to switch sides.
... > 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.

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