GGST/Giovanna/Matchups: Difference between revisions

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< GGST‎ | Giovanna
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m (→‎Defense and Punishes: small edit to chaos defense guide, adding k button throw interaction)
 
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<center>{{Character Label|GGST|{{#titleparts: {{BASEPAGENAME}}|1|2}}|45px}}</center>
{{GGST/CharacterLinks}}
{{#lst:{{BASEPAGENAME}}/Data|Links}}


== Matchups ==
== Matchups ==
__NOTOC__
{{Matchup ToC}}
{{Matchup ToC}}


==Anji Mito==
==Anji Mito==
<div class="mw-collapsible" style="border: 1px solid #a2a9b1; padding: 5px">
{{MatchupSummaryBox
{{TheoryBox
| character    = Anji Mito
| Title      = {{Character Label|GGST|Anji|48px}}
| favorability = '''{{clr|#ffbf00|Even}}'''
| Difficulty = '''{{clr|#ffbf00|Even}}'''
| oneliner    = Play safe and take minimal risks.
| Oneliner  = Play safe and take minimal risks.
| summary      =  
| content    =
* A matchup that demands awareness thanks to his {{MMC|chara=Anji Mito|input=236K|label=[[GGST/Anji_Mito#Suigetsu_No_Hakobi|autoguard]]}} and large buttons.  
* A matchup that demands awareness thanks to his {{MMC|chara=Anji Mito|input=236K|label=[[GGST/Anji_Mito#Suigetsu_No_Hakobi|autoguard]]}} and large buttons.  
* You also cannot outrange his {{MMC|chara=Anji Mito|input=632146S|label=[[GGST/Anji_Mito#Kachoufuugetsu_Kai|counter super]]}} with {{clr|D|2D}} nor can you safejump it, so performing oki on him while he has meter is inherently a risk unless you cross him up and force the counter to whiff.  
* You also cannot outrange his {{MMC|chara=Anji Mito|input=632146S|label=[[GGST/Anji_Mito#Kachoufuugetsu_Kai|counter super]]}} with {{clr|D|2D}} nor can you safejump it, so performing oki on him while he has meter is inherently a risk unless you cross him up and force the counter to whiff.  
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* {{MMC|chara=Anji Mito|input=236H|label=[[GGST/Anji_Mito#Fuujin|Fuujin]]}} is a very formidable pressure tool that can completely invalidate trying to Faultless Defense out of pressure, so use your meter wisely and try your best to react to the followups.
* {{MMC|chara=Anji Mito|input=236H|label=[[GGST/Anji_Mito#Fuujin|Fuujin]]}} is a very formidable pressure tool that can completely invalidate trying to Faultless Defense out of pressure, so use your meter wisely and try your best to react to the followups.
}}
}}
<div class="mw-collapsible-content">
 
[[GGST/Anji Mito/Frame Data|Frame Data]] • [[GGST/Anji Mito/Strategy#Fighting_Anji|Counterstrategy]] • [[GGST/Anji Mito/Matchups#Giovanna|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=giovanna&p2chars=anji Videos]


===Round Start===
===Round Start===
----
----
{| class="mw mw wikitable" style=text-align:center
{| class="wikitable" style=text-align:center
|+style=white-space:nowrap | Common Round Start Interaction Table
! Anji's Button !! Loses To !! Beats !! Trades !! Whiffs  
! Anji's Button !! Loses To !! Beats !! Trades !! Whiffs  
|-
|-
|{{MMC|game=GGST|chara=Anji Mito|input=2P|label={{clr|P|2P}}}} ||  ||  || ||  
| {{MMC|chara=Anji Mito|input=2P|label={{clr|P|2P}}}}
| 66~({{MMC|chara=Giovanna|input=5K|label={{clr|K|5K}}}}<sup>nc</sup>, {{MMC|chara=Giovanna|input=f.S|label={{clr|S|f.S}}}}<sup>nc</sup>, {{MMC|chara=Giovanna|input=2S|label={{clr|S|2S}}}}), dl.({{MMC|chara=Giovanna|input=5H|label={{clr|H|5H}}}}, {{MMC|chara=Giovanna|input=214K|label={{clr|K|214K}}}})<sup>nc</sup>
| {{MMC|chara=Giovanna|input=5H|label={{clr|H|5H}}}}, {{MMC|chara=Giovanna|input=214K|label={{clr|K|214K}}}}
| {{MMC|chara=Giovanna|input=5P|label={{clr|P|5P}}}}, {{MMC|chara=Giovanna|input=5K|label={{clr|K|5K}}}}
| {{MMC|chara=Giovanna|input=2P|label={{clr|P|2P}}}}<sup>cl</sup>, {{MMC|chara=Giovanna|input=2K|label={{clr|K|2K}}}}, {{MMC|chara=Giovanna|input=2S|label={{clr|S|2S}}}}, {{MMC|chara=Giovanna|input=2H|label={{clr|H|2H}}}}, {{MMC|chara=Giovanna|input=2D|label={{clr|D|2D}}}}, {{MMC|chara=Giovanna|input=6P|label={{clr|P|6P}}}}, {{MMC|chara=Giovanna|input=6H|label={{clr|H|6H}}}}, {{MMC|chara=Giovanna|input=236K|label={{clr|K|236K}}}}<sup>{{tt|note|Leaves enough time for Anji to 6P after.}}</sup>, {{MMC|chara=Giovanna|input=623S|label={{clr|S|623S}}}}
|-
| {{MMC|chara=Anji Mito|input=6P|label={{clr|P|6P}}}}
| dl.({{MMC|chara=Giovanna|input=5H|label={{clr|H|5H}}}}, {{MMC|chara=Giovanna|input=5D|label={{clr|D|5D}}}}, {{MMC|chara=Giovanna|input=214K|label={{clr|K|214K}}}}, {{MMC|chara=Giovanna|input=214S|label={{clr|S|214S}}}})<sup>nc</sup>, 66{{MMC|chara=Giovanna|input=2K|label={{clr|K|2K}}}}{{tt|*|Fairly narrow window.}}, {{MMC|chara=Giovanna|input=2D|label={{clr|D|2D}}}}<sup>nc</sup>, {{MMC|chara=Giovanna|input=6H|label={{clr|H|6H}}}}<sup>nc</sup>, {{MMC|chara=Giovanna|input=236K|label={{clr|K|236K}}}}<sup>nc</sup>
| {{MMC|chara=Giovanna|input=5H|label={{clr|H|5H}}}}, {{MMC|chara=Giovanna|input=214K|label={{clr|K|214K}}}}, {{MMC|chara=Giovanna|input=214S|label={{clr|S|214S}}}}
|
| {{MMC|chara=Giovanna|input=5P|label={{clr|P|5P}}}}, {{MMC|chara=Giovanna|input=5K|label={{clr|K|5K}}}}, {{MMC|chara=Giovanna|input=f.S|label={{clr|S|f.S}}}}, {{MMC|chara=Giovanna|input=2P|label={{clr|P|2P}}}}, {{MMC|chara=Giovanna|input=2K|label={{clr|K|2K}}}}, {{MMC|chara=Giovanna|input=2S|label={{clr|S|2S}}}}, {{MMC|chara=Giovanna|input=2H|label={{clr|H|2H}}}}, {{MMC|chara=Giovanna|input=6P|label={{clr|P|6P}}}}<sup>cl</sup>, {{MMC|chara=Giovanna|input=623S|label={{clr|S|623S}}}}<sup>cl</sup>
|-
| {{MMC|chara=Anji Mito|input=5K|label={{clr|K|5K}}}}
| dl.({{MMC|chara=Giovanna|input=5K|label={{clr|K|5K}}}}, {{MMC|chara=Giovanna|input=f.S|label={{clr|S|f.S}}}}{{tt|*|Only one hit of f.S connects}}, {{MMC|chara=Giovanna|input=5H|label={{clr|H|5H}}}}, 66{{MMC|chara=Giovanna|input=2K|label={{clr|K|2K}}}}, {{MMC|chara=Giovanna|input=2H|label={{clr|H|2H}}}})<sup>nc</sup>, 66{{MMC|chara=Giovanna|input=5K|label={{clr|K|5K}}}}{{tt|*|Very narrow window}}, {{MMC|chara=Giovanna|input=2D|label={{clr|D|2D}}}}<sup>nc</sup>, {{MMC|chara=Giovanna|input=6P|label={{clr|P|6P}}}}, {{MMC|chara=Giovanna|input=6H|label={{clr|H|6H}}}}<sup>nc</sup>, {{MMC|chara=Giovanna|input=623S|label={{clr|S|623S}}}}
| {{MMC|chara=Giovanna|input=f.S|label={{clr|S|f.S}}}}, {{MMC|chara=Giovanna|input=5H|label={{clr|H|5H}}}}, {{MMC|chara=Giovanna|input=214K|label={{clr|K|214K}}}}, {{MMC|chara=Giovanna|input=214S|label={{clr|S|214S}}}}
| {{MMC|chara=Giovanna|input=5K|label={{clr|K|5K}}}}, {{MMC|chara=Giovanna|input=2H|label={{clr|H|2H}}}}
| {{MMC|chara=Giovanna|input=5P|label={{clr|P|5P}}}}, {{MMC|chara=Giovanna|input=2P|label={{clr|P|2P}}}}, {{MMC|chara=Giovanna|input=2K|label={{clr|K|2K}}}}, {{MMC|chara=Giovanna|input=2S|label={{clr|S|2S}}}}, {{MMC|chara=Giovanna|input=236K|label={{clr|K|236K}}}}<sup>{{tt|note|Leaves enough time for Anji to 6P after.}}</sup>
|-
| {{MMC|chara=Anji Mito|input=f.S|label={{clr|S|f.S}}}}
| 4~66~({{MMC|chara=Giovanna|input=5K|label={{clr|K|5K}}}}, {{MMC|chara=Giovanna|input=5H|label={{clr|H|5H}}}}, {{MMC|chara=Giovanna|input=2K|label={{clr|K|2K}}}}, {{MMC|chara=Giovanna|input=2S|label={{clr|S|2S}}}})<sup>nc</sup>, 66{{MMC|chara=Giovanna|input=5K|label={{clr|K|5K}}}}, {{MMC|chara=Giovanna|input=5H|label={{clr|H|5H}}}}, {{MMC|chara=Giovanna|input=6P|label={{clr|P|6P}}}}, 4~{{MMC|chara=Giovanna|input=214K|label={{clr|K|214K}}}}<sup>nc</sup>, {{MMC|chara=Giovanna|input=214S|label={{clr|S|214S}}}}<sup>nc</sup>
| {{MMC|chara=Giovanna|input=5P|label={{clr|P|5P}}}}, {{MMC|chara=Giovanna|input=5K|label={{clr|K|5K}}}}, {{MMC|chara=Giovanna|input=f.S|label={{clr|S|f.S}}}}, {{MMC|chara=Giovanna|input=2P|label={{clr|P|2P}}}}, {{MMC|chara=Giovanna|input=2K|label={{clr|K|2K}}}}, {{MMC|chara=Giovanna|input=2D|label={{clr|D|2D}}}}, {{MMC|chara=Giovanna|input=6H|label={{clr|H|6H}}}}, {{MMC|chara=Giovanna|input=214K|label={{clr|K|214K}}}}, {{MMC|chara=Giovanna|input=236K|label={{clr|K|236K}}}}, {{MMC|chara=Giovanna|input=623S|label={{clr|S|623S}}}}
| {{MMC|chara=Giovanna|input=2S|label={{clr|S|2S}}}}, {{MMC|chara=Giovanna|input=2H|label={{clr|H|2H}}}}
|  
|-
|-
|{{MMC|game=GGST|chara=Anji Mito|input=6P|label={{clr|P|6P}}}} || || || ||  
| {{MMC|chara=Anji Mito|input=2S|label={{clr|S|2S}}}}
| 4~66~({{MMC|chara=Giovanna|input=5K|label={{clr|K|5K}}}}, {{MMC|chara=Giovanna|input=5H|label={{clr|H|5H}}}}, {{MMC|chara=Giovanna|input=2K|label={{clr|K|2K}}}}, {{MMC|chara=Giovanna|input=2S|label={{clr|S|2S}}}})<sup>nc</sup>, {{MMC|chara=Giovanna|input=5H|label={{clr|H|5H}}}}, {{MMC|chara=Giovanna|input=6H|label={{clr|H|6H}}}}<sup>nc</sup>, 4~{{MMC|chara=Giovanna|input=214K|label={{clr|K|214K}}}}<sup>nc</sup>, {{MMC|chara=Giovanna|input=214S|label={{clr|S|214S}}}}<sup>nc</sup>
| {{MMC|chara=Giovanna|input=5P|label={{clr|P|5P}}}}, {{MMC|chara=Giovanna|input=5K|label={{clr|K|5K}}}}, {{MMC|chara=Giovanna|input=f.S|label={{clr|S|f.S}}}}, {{MMC|chara=Giovanna|input=2P|label={{clr|P|2P}}}}, {{MMC|chara=Giovanna|input=2K|label={{clr|K|2K}}}}, {{MMC|chara=Giovanna|input=2H|label={{clr|H|2H}}}}, {{MMC|chara=Giovanna|input=2D|label={{clr|D|2D}}}}, {{MMC|chara=Giovanna|input=6P|label={{clr|P|6P}}}}, {{MMC|chara=Giovanna|input=214K|label={{clr|K|214K}}}}, {{MMC|chara=Giovanna|input=236K|label={{clr|K|236K}}}}
| {{MMC|chara=Giovanna|input=5H|label={{clr|H|5H}}}}, {{MMC|chara=Giovanna|input=2S|label={{clr|S|2S}}}}
| {{MMC|chara=Giovanna|input=623S|label={{clr|S|623S}}}}, dl.{{MMC|chara=Giovanna|input=214S|label={{clr|S|214S}}}}
|-
|-
|{{MMC|game=GGST|chara=Anji Mito|input=5K|label={{clr|K|5K}}}} || || || ||  
| {{MMC|chara=Anji Mito|input=5H|label={{clr|H|5H}}}}
| 66~({{MMC|chara=Giovanna|input=5P|label={{clr|P|5P}}}}, {{MMC|chara=Giovanna|input=f.S|label={{clr|S|f.S}}}}, {{MMC|chara=Giovanna|input=2P|label={{clr|P|2P}}}}, {{MMC|chara=Giovanna|input=2K|label={{clr|K|2K}}}}, {{MMC|chara=Giovanna|input=2S|label={{clr|S|2S}}}}), {{MMC|chara=Giovanna|input=5K|label={{clr|K|5K}}}}, {{MMC|chara=Giovanna|input=5H|label={{clr|H|5H}}}}, {{MMC|chara=Giovanna|input=6P|label={{clr|P|6P}}}}, {{MMC|chara=Giovanna|input=214K|label={{clr|K|214K}}}}, 6~{{MMC|chara=Giovanna|input=623S|label={{clr|S|623S}}}}{{tt|*|Very narrow window}}
| {{MMC|chara=Giovanna|input=5P|label={{clr|P|5P}}}}, {{MMC|chara=Giovanna|input=5K|label={{clr|K|5K}}}}, {{MMC|chara=Giovanna|input=f.S|label={{clr|S|f.S}}}}, {{MMC|chara=Giovanna|input=2P|label={{clr|P|2P}}}}, {{MMC|chara=Giovanna|input=2K|label={{clr|K|2K}}}}, {{MMC|chara=Giovanna|input=2S|label={{clr|S|2S}}}}, {{MMC|chara=Giovanna|input=2H|label={{clr|H|2H}}}}, {{MMC|chara=Giovanna|input=2D|label={{clr|D|2D}}}}, {{MMC|chara=Giovanna|input=6H|label={{clr|H|6H}}}}, {{MMC|chara=Giovanna|input=236K|label={{clr|K|236K}}}}, {{MMC|chara=Giovanna|input=623S|label={{clr|S|623S}}}}, {{MMC|chara=Giovanna|input=214S|label={{clr|S|214S}}}}
|  
|  
|-
|-
|{{MMC|game=GGST|chara=Anji Mito|input=f.S|label={{clr|S|f.S}}}} ||  || || ||  
| {{MMC|chara=Anji Mito|input=6H|label={{clr|H|6H}}}}
| 66~({{MMC|chara=Giovanna|input=5P|label={{clr|P|5P}}}}, {{MMC|chara=Giovanna|input=f.S|label={{clr|S|f.S}}}}, {{MMC|chara=Giovanna|input=2P|label={{clr|P|2P}}}}, {{MMC|chara=Giovanna|input=2K|label={{clr|K|2K}}}}, {{MMC|chara=Giovanna|input=2S|label={{clr|S|2S}}}}), {{MMC|chara=Giovanna|input=5K|label={{clr|K|5K}}}}, {{MMC|chara=Giovanna|input=f.S|label={{clr|S|f.S}}}}{{tt|*|Only one hit connects without dash}}, {{MMC|chara=Giovanna|input=5H|label={{clr|H|5H}}}}, {{MMC|chara=Giovanna|input=6P|label={{clr|P|6P}}}}, {{MMC|chara=Giovanna|input=214K|label={{clr|K|214K}}}}, 44~{{MMC|chara=Giovanna|input=236K|label={{clr|K|236K}}}}<sup>nc</sup>, 6~{{MMC|chara=Giovanna|input=623S|label={{clr|S|623S}}}}{{tt|*|Very narrow window}}
| {{MMC|chara=Giovanna|input=5P|label={{clr|P|5P}}}}, {{MMC|chara=Giovanna|input=5K|label={{clr|K|5K}}}}, {{MMC|chara=Giovanna|input=2P|label={{clr|P|2P}}}}, {{MMC|chara=Giovanna|input=2K|label={{clr|K|2K}}}}, {{MMC|chara=Giovanna|input=2S|label={{clr|S|2S}}}}, {{MMC|chara=Giovanna|input=2D|label={{clr|D|2D}}}}, {{MMC|chara=Giovanna|input=6H|label={{clr|H|6H}}}}, {{MMC|chara=Giovanna|input=236K|label={{clr|K|236K}}}}, {{MMC|chara=Giovanna|input=623S|label={{clr|S|623S}}}}, {{MMC|chara=Giovanna|input=214S|label={{clr|S|214S}}}}
| {{MMC|chara=Giovanna|input=2H|label={{clr|H|2H}}}}
|  
|-
|-
|{{MMC|game=GGST|chara=Anji Mito|input=236H|label={{clr|H|236H}}}} || || || ||  
| {{MMC|chara=Anji Mito|input=236H|label={{clr|H|236H}}}}
| 66~({{MMC|chara=Giovanna|input=5P|label={{clr|P|5P}}}}, {{MMC|chara=Giovanna|input=5K|label={{clr|K|5K}}}}, {{MMC|chara=Giovanna|input=6D or 4D|label={{clr|D|6D}}}}), dl.({{MMC|chara=Giovanna|input=5K|label={{clr|K|5K}}}}, {{MMC|chara=Giovanna|input=2P|label={{clr|P|2P}}}}), {{MMC|chara=Giovanna|input=f.S|label={{clr|S|f.S}}}}, {{MMC|chara=Giovanna|input=5H|label={{clr|H|5H}}}}, dl.{{MMC|chara=Giovanna|input=2K|label={{clr|K|2K}}}}, {{MMC|chara=Giovanna|input=2S|label={{clr|S|2S}}}}, {{MMC|chara=Giovanna|input=2H|label={{clr|H|2H}}}}, {{MMC|chara=Giovanna|input=6P|label={{clr|P|6P}}}}, {{MMC|chara=Giovanna|input=214K|label={{clr|K|214K}}}}, {{MMC|chara=Giovanna|input=623S|label={{clr|S|623S}}}}, {{MMC|chara=Giovanna|input=214S|label={{clr|S|214S}}}}<sup>nc</sup>
| {{MMC|chara=Giovanna|input=5P|label={{clr|P|5P}}}}, {{MMC|chara=Giovanna|input=5K|label={{clr|K|5K}}}}, {{MMC|chara=Giovanna|input=2P|label={{clr|P|2P}}}}, {{MMC|chara=Giovanna|input=2K|label={{clr|K|2K}}}}, {{MMC|chara=Giovanna|input=2D|label={{clr|D|2D}}}}, {{MMC|chara=Giovanna|input=6H|label={{clr|H|6H}}}}, {{MMC|chara=Giovanna|input=236K|label={{clr|K|236K}}}}
|
|
|-
| charged {{MMC|chara=Anji Mito|input=236H|label={{clr|H|236H}}}}
| 66~{{MMC|chara=Giovanna|input=6D or 4D|label={{clr|D|6D/4D}}}}
|  
|  
|  
|}
|}
 
* <sup>nc</sup> - non-counterhit
* <sup>cl</sup> - clash


===Notable Interactions===
===Notable Interactions===
----
----
===Neutral===
----
===Offense===
----
===Defense and Punishes===
----
==Asuka R==
{{MatchupSummaryBox
| character    = Asuka R
| favorability = '''{{clr|5|Slightly Unfavorable}}'''
| oneliner  =
| summary    =
}}
===Round Start===
----
{| class="wikitable" style=text-align:center
|+style=white-space:nowrap | Common Round Start Interaction Table
! Asuka's Button !! Loses To !! Beats !! Trades !! Whiffs
|-
| {{MMC|chara=Asuka R|input=5K|label={{clr|K|5K}}}}
| {{MMC|chara=Giovanna|input=6P|label={{clr|P|6P}}}}, {{MMC|chara=Giovanna|input=2D|label={{clr|D|2D}}}}, dl.({{MMC|chara=Giovanna|input=5H|label={{clr|H|5H}}}} {{MMC|chara=Giocanna|input=5K|label={{clr|K|5K}}}})<sup>nc</sup>, 66~{{MMC|chara=Giovanna|input=5K|label={{clr|K|5K}}}}{{tt|*|1 frame 5K input to win, 2 frames trades, 3< frames gets counterhit}}
| {{MMC|chara=Giovanna|input=5H|label={{clr|H|5H}}}}, 66~{{MMC|chara=Giovanna|input=f.S|label={{clr|S|f.S}}}}
| {{MMC|chara=Giovanna|input=5K|label={{clr|K|5K}}}}
| 66~{{MMC|chara=Giovanna|input=2K|label={{clr|K|2K}}}}
|-
|-
| {{MMC|chara=Asuka R|input=2K|label={{clr|K|2K}}}}
| {{MMC|chara=Giovanna|input=5H|label={{clr|H|5H}}}}, {{MMC|chara=Giovanna|input=2D|label={{clr|D|2D}}}}, dl.({{MMC|chara=Giovanna|input=5H|label={{clr|H|5H}}}})<sup>blocks</sup>, 66~{{MMC|chara=Giovanna|input=2K|label={{clr|K|2K}}}}
| N/A
| {{MMC|chara=Giovanna|input=2K|label={{clr|K|2K}}}}
| {{MMC|chara=Giovanna|input=6P|label={{clr|P|6P}}}}, 66~{{MMC|chara=Giovanna|input=5K|label={{clr|K|5K}}}} 
|-
| {{MMC|chara=Asuka R|input=Metron Screamer 808}}
| {{MMC|chara=Giovanna|input=5H|label={{clr|H|5H}}}},66~({{MMC|chara=Giovanna|input=5K|label={{clr|K|5K}}}}, {{MMC|chara=Giovanna|input=f.S|label={{clr|S|f.S}}}}){{tt|*|small window}}
| everything else
| N/A{{tt|*|can trade with delay 5h, 66~f.S/5k, etc.}}
| 44 
|-
| {{MMC|chara=Asuka R|input=Howling Metron}}
| {{MMC|chara=Giovanna|input=5H|label={{clr|H|5H}}}},{{MMC|chara=Giovanna|input=5K|label={{clr|K|5K}}}}, 66~({{MMC|chara=Giovanna|input=5K|label={{clr|K|5K}}}}, {{MMC|chara=Giovanna|input=f.S|label={{clr|S|f.S}}}}){{tt|*|small window}}
| dl.{{MMC|chara=Giovanna|input=5H|label={{clr|H|5H}}}}, 66~{{MMC|chara=Giovanna|input=2K|label={{clr|K|2K}}}}, {{MMC|chara=Giovanna|input=2D|label={{clr|D|2D}}}}
| N/A{{tt|*|can trade with delay 5h, 66~f.S/5k, etc.}}
| {{MMC|chara=Giovanna|input=6P|label={{clr|P|6P}}}}
|-
| j.{{MMC|chara=Asuka R|input=Metron Screamer 808}}
| 66~({{MMC|chara=Giovanna|input=6P|label={{clr|P|6P}}}}, {{MMC|chara=Giovanna|input=623S|label={{clr|S|623S}}}})
| {{MMC|chara=Giovanna|input=5H|label={{clr|H|5H}}}},dl.{{MMC|chara=Giovanna|input=5H|label={{clr|H|5H}}}}, 66~({{MMC|chara=Giovanna|input=2K|label={{clr|K|2K}}}},{{MMC|chara=Giovanna|input=5K|label={{clr|K|5K}}}}), {{MMC|chara=Giovanna|input=2D|label={{clr|D|2D}}}}
|
|
|}
Roundstart is slightly winning for gio. {{MMC|chara=Giovanna|input=5H|label={{clr|H|5H}}}} dominates Asuka's roundstart options, except his {{MMC|chara=Asuka R|input=5K|label={{clr|K|5K}}}} can hit Gio's {{MMC|chara=Giovanna|input=5H|label={{clr|H|5H}}}} hurtbox as it's extending. Delaying {{MMC|chara=Giovanna|input=5H|label={{clr|H|5H}}}} will beat Asuka {{MMC|chara=Asuka R|input=5K|label={{clr|K|5K}}}}, but will lose to Asuka's fast spells. Asuka can jump to beat both {{MMC|chara=Giovanna|input=5H|label={{clr|H|5H}}}} and {{MMC|chara=Giovanna|input=5K|label={{clr|K|5K}}}}, punishing with {{MMC|chara=Asuka R|input=Metron Screamer 808}} on reaction if he has it in his starting hand. In addition, Asuka can back off and start slinging spells if roundstart {{MMC|chara=Giovanna|input=5H|label={{clr|H|5H}}}} whiffs, so be ready to chase him down if he does.
For those ready to do 1-to-2-frame inputs, microdash (1 frame) {{MMC|chara=Giovanna|input=5K|label={{clr|K|5K}}}} roundstart will beat(or trade with, if you input 5k on frame 2) Asuka's {{MMC|chara=Asuka R|input=5K|label={{clr|K|5K}}}} and beat any of Asuka's fast spells.


===Neutral===
===Neutral===
Line 49: Line 150:
===Defense===
===Defense===
----
----
</div></div>


==Axl Low==
==Axl Low==
<div class="mw-collapsible" style="border: 1px solid #a2a9b1; padding: 5px">
{{MatchupSummaryBox
{{TheoryBox
| character    = Axl Low
| Title      = {{Character Label|GGST|Axl Low|48px}}
| favorability = '''{{clr|#00bfff|Very Favorable}}'''
| Difficulty = '''{{clr|#00bfff|Very Favorable}}'''
| oneliner    = Patience getting in, then go ham.
| Oneliner  = Patience getting in, then go ham.
| summary      =  
| content    =
* Axl's fantastic air control buttons may often force you to play grounded, as Gio's air game is not very difficult for Axl to deal with. Due to this, the matchup may seem difficult for Gio at first, but with proper mastery of her step dash, Gio can challenge Axl's zoning quite well. Remember to always [[GGST/Giovanna/Strategy#Step_Dash_Blocking|block while dashing]] so that you don't get stuffed by any {{MMC|chara=Axl Low|input=[4]6S|label=[[GGST/Axl_Low#Sickle_Flash|Rensens]]}} or {{clr|H|2H}}'s he throws out. Stay patient in your approach, and you will eventually outpace his ability to keep you out.  
* Axl's fantastic air control buttons may often force you to play grounded, as Gio's air game is not very difficult for Axl to deal with. Due to this, the matchup may seem difficult for Gio at first, but with proper mastery of her step dash, Gio can challenge Axl's zoning quite well. Remember to always [[GGST/Giovanna/Strategy#Step_Dash_Blocking|block while dashing]] so that you don't get stuffed by any {{MMC|chara=Axl Low|input=[4]6S|label=[[GGST/Axl_Low#Sickle_Flash|Rensens]]}} or {{clr|H|2H}}'s he throws out. Stay patient in your approach, and you will eventually outpace his ability to keep you out.  
* When you're in, try your best to keep that advantage with knockdowns and corner pressure. The hulking hitboxes of his {{clr|S|c.S}} and {{clr|S|f.S}} are a large threat to your ability to dodge around his normals at closer mid-range, but remember that {{clr|S|623S}} will easily low profile and punish his fastest abare button, {{clr|K|5K}}. In fact, he is the only character whose fastest normal is 6 frames, 1 more frame than most. This makes it so that if you perfectly time your {{clr|S|c.S}} loops to give an exact 5 frame gap out of throw range, he would have no choice but to spend meter to beat the frametrap.
* When you're in, try your best to keep that advantage with knockdowns and corner pressure. The hulking hitboxes of his {{clr|S|c.S}} and {{clr|S|f.S}} are a large threat to your ability to dodge around his normals at closer mid-range, but remember that {{clr|S|623S}} will easily low profile and punish his best scramble poke, {{clr|K|5K}}. Although he can still {{clr|K|2K}} if you aren't perfectly spaced.
}}
}}
<div class="mw-collapsible-content">
 
[[GGST/Axl Low/Frame Data|Frame Data]] • [[GGST/Axl Low/Strategy#Fighting_Axl|Counterstrategy]] • [[GGST/Axl Low/Matchups#Giovanna|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=giovanna&p2chars=axl Videos]


===Round Start===
===Round Start===
----
----
{| class="mw mw wikitable" style=text-align:center
{| class="wikitable" style=text-align:center
|+style=white-space:nowrap | Common Round Start Interaction Table
! Axl's Button !! Loses To !! Beats !! Trades !! Whiffs  
! Axl's Button !! Loses To !! Beats !! Trades !! Whiffs  
|-
|-
|{{MMC|game=GGST|chara=Axl Low|input=2P|label={{clr|P|2P}}}} ||  ||  || ||  
|{{MMC|chara=Axl Low|input=2P|label={{clr|P|2P}}}} ||  ||  || ||  
|-
|-
|{{MMC|game=GGST|chara=Axl Low|input=5P|label={{clr|P|5P}}}} ||  ||  || ||  
|{{MMC|chara=Axl Low|input=5P|label={{clr|P|5P}}}} ||  ||  || ||  
|-
|-
|{{MMC|game=GGST|chara=Axl Low|input=6P|label={{clr|P|6P}}}} ||  ||  || ||  
|{{MMC|chara=Axl Low|input=6P|label={{clr|P|6P}}}} ||  ||  || ||  
|-
|-
|{{MMC|game=GGST|chara=Axl Low|input=f.S|label={{clr|S|f.S}}}} ||  ||  || ||  
|{{MMC|chara=Axl Low|input=f.S|label={{clr|S|f.S}}}} ||  ||  || ||  
|-
|-
|{{MMC|game=GGST|chara=Axl Low|input=2H|label={{clr|H|2H}}}} ||  ||  || ||  
|{{MMC|chara=Axl Low|input=2H|label={{clr|H|2H}}}} ||  ||  || ||  
|-
|-
|{{MMC|game=GGST|chara=Axl Low|input=214S|label={{clr|S|214S}}}} ||  ||  || ||  
|{{MMC|chara=Axl Low|input=214S|label={{clr|S|214S}}}} ||  ||  || ||  
|-
|-
|{{MMC|game=GGST|chara=Axl Low|input=214H|label={{clr|H|214H}}}} ||  ||  || ||  
|{{MMC|chara=Axl Low|input=214H|label={{clr|H|214H}}}} ||  ||  || ||  
|-
|-
|IADB {{MMC|game=GGST|chara=Axl Low|input=j.S|label={{clr|S|j.S}}}} ||  ||  || ||  
|IADB {{MMC|chara=Axl Low|input=j.S|label={{clr|S|j.S}}}} ||  ||  || ||  
|}
|}


Line 97: Line 195:
----
----


===Defence===
===Defense and Punishes===
----
----
</div></div>


==Baiken==
==Baiken==
<div class="mw-collapsible" style="border: 1px solid #a2a9b1; padding: 5px">
{{MatchupSummaryBox
{{TheoryBox
| character    = Baiken
| Title      = {{Character Label|GGST|Baiken|48px}}
| favorability = '''{{clr|5|Slightly Unfavorable}}'''
| Difficulty = '''{{clr|#e32636|Very Unfavorable}}'''
| oneliner    =
| Oneliner  =  
| summary      =  
| content    =
* WIP
* WIP
}}
}}
<div class="mw-collapsible-content">
 
[[GGST/Baiken/Frame Data|Frame Data]] • [[GGST/Baiken/Strategy#Fighting_Baiken|Counterstrategy]] • [[GGST/Baiken/Matchups#Giovanna|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=giovanna&p2chars=baiken Videos]


===Round Start===
===Round Start===
----
----
{| class="mw mw wikitable" style=text-align:center
{| class="wikitable" style=text-align:center
|+style=white-space:nowrap | Common Round Start Interaction Table
! Baiken's Button !! Loses To !! Beats !! Trades !! Whiffs  
! Baiken's Button !! Loses To !! Beats !! Trades !! Whiffs  
|-
|-
|{{MMC|game=GGST|chara=Baiken|input=6P|label={{clr|P|6P}}}} ||  || || ||  
|{{MMC|chara=Baiken|input=6P|label={{clr|P|6P}}}} || dl.{{clr|H|5H}}, {{clr|D|2D}}, {{clr|S|214S}} || 66~{{clr|K|5K}}, {{clr|S|f.S}}, {{clr|H|5H}} || || block, {{clr|K|5K}}, {{clr|K|2K}}, {{clr|S|2S}}, {{clr|S|623S}}
|-
|-
|{{MMC|game=GGST|chara=Baiken|input=f.S|label={{clr|S|f.S}}}} ||  {{clr|P|6P}} || {{clr|H|5H}} || ||  
|{{MMC|chara=Baiken|input=f.S|label={{clr|S|f.S}}}} ||  {{clr|P|6P}}, {{clr|S|623S}} || {{clr|H|5H}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|D|2D}} || {{clr|K|5K}} || {{clr|K|2K}}
|-
|-
|{{MMC|game=GGST|chara=Baiken|input=2S|label={{clr|S|2S}}}} || || || ||  
|{{MMC|chara=Baiken|input=2S|label={{clr|S|2S}}}} || {{clr|K|5K}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|S|214S}} || {{clr|P|6P}}, {{clr|D|2D}}, {{clr|S|623S}} || ||  
|-
|-
|Walk Back {{MMC|game=GGST|chara=Baiken|input=2H|label={{clr|H|2H}}}} ||  ||  || ||  
|Walk Back {{MMC|chara=Baiken|input=2H|label={{clr|H|2H}}}} ||  ||  || ||  
|-
|-
|Neutral Jump {{MMC|game=GGST|chara=Baiken|input=j.S|label={{clr|D|j.S}}}} ||  ||  || ||  
|Neutral Jump {{MMC|chara=Baiken|input=j.S|label={{clr|S|j.S}}}} ||  ||  || ||  
|}
|}


Line 139: Line 234:
----
----


===Defence===
===Defense and Punishes===
----
* Blocking {{MMC|chara=Baiken|input=236K|label=[[GGST/Baiken#Tatami Gaeshi|Tatami Gaeshi]]}} leaves Baiken at -3 but spaced far away from Gio to be out of reach of most buttons (notably {{clr|K|5K}} and {{clr|S|f.S}}/{{clr|S|2S}}). However she ''is'' still in range of Gio's {{clr|H|5H}}, which (often) allows Gio to take her turn back, or even score a counterhit should Baiken choose to continue her offense. This has several caveats however:
** This not a true punish, and Baiken has ways to deal with that on a read ({{clr|P|6P}}, parry, jump/backdash into whiff punish etc)
** If Baiken spaces herself to end up out of range of the first hit of the tatami, and only hit you with the second (can be done via e.g. H-Kabari>{{clr|S|f.S}}>{{clr|H|2H}}>Tatami) she ends up being very plus on block, and not challengable (to the point where she can do {{MMC|chara=Baiken|input=41236H|label=H-Kabari}} and still counterhit you out of {{clr|H|5H}} startup). Also she ends up being spaced even further out so {{clr|H|5H}} no longer reaches in the first place.
*** However, in ''that'' case, you can (technically) dodge the tatami hit (iad/backdash/walkback) and whiff punish her.
 
* Blocking her {{MMC|chara=Baiken|input=236236S|label=[[GGST/Baiken#Tsurane Sanzu-watashi|Tsurane Sanzu-watashi]]}} super leaves Baiken -32, meaning you can go for almost any punish you want.
** At all but max range {{clr|D|[5]D}} will connect for a homing jump combo and guaranteed oki. Good for a meterless kill or if you have your back to the corner.
** Around midscreen, a RRC combo with a lot of corner carry can net you an free wallbreak. Example: {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|214K}} > {{clr|K|5K}} > {{clr|K |214K}} > RRC > dl.66 > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|236K}} > WS > {{clr|D|[5]D}}.
** If they're in the corner you can use a meterless wallbreak combo like {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|236K}} > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|236K}} > WS > {{clr|D|[5]D}} (or {{clr|H|632146H}} if you have meter) to get positive bonus and possibly oki.
 
==Bedman==
{{MatchupSummaryBox
| character    = Bedman
| favorability = '''{{clr|2|Slightly Favorable}}'''
| oneliner  =
| summary    =
}}
 
===Round Start===
----
{| class="wikitable" style=text-align:center
|+style=white-space:nowrap | Common Round Start Interaction Table
! Bedman's Button !! Loses To !! Beats !! Trades !! Whiffs
|-
| ||  ||  || ||
|}
 
===Neutral===
----
----


</div></div>
===Offense===
----
 
===Defense===
----


==Bridget==
==Bridget==
<div class="mw-collapsible" style="border: 1px solid #a2a9b1; padding: 5px">
{{MatchupSummaryBox
{{TheoryBox
| character    = Bridget
| Title      = {{Character Label|GGST|Bridget|48px}}
| favorability = '''{{clr|3|Even}}'''
| Difficulty = Favorability Goes Here
| oneliner    =
| Oneliner  =
| summary      =  
| content    =
WIP
WIP
}}
}}
<div class="mw-collapsible-content">
 
[[GGST/Bridget/Frame Data|Frame Data]] • [[GGST/Bridget/Strategy#Fighting_Bridget|Counterstrategy]] • [[GGST/Bridget/Matchups#Giovanna|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=giovanna&p2chars=bridget Videos]


===Round Start===
===Round Start===
----
----
{| class="mw mw wikitable" style=text-align:center
{| class="wikitable" style=text-align:center
|+style=white-space:nowrap | Common Round Start Interaction Table
! Bridget's Button !! Loses To !! Beats !! Trades !! Whiffs  
! Bridget's Button !! Loses To !! Beats !! Trades !! Whiffs  
|-
|-
|{{MMC|game=GGST|chara=Bridget|input=2H|label={{clr|H|2H}}}} || {{clr|H|5H}} || {{tt|{{clr|S|2S}}|Mutual counterhit, but bridget recovers faster whereas Gio gets knocked down for an oki}} ||  || Backdash
|{{MMC|chara=Bridget|input=2H|label={{clr|H|2H}}}} || {{clr|H|5H}} || {{tt|{{clr|S|2S}}|Trades, but bridget recovers faster whereas Gio gets knocked down for an oki}} ||  || Backdash
|-
|{{MMC|chara=Bridget|input=6P|label={{clr|P|6P}}}} || {{clr|D|2D}}<sup>nc</sup> || ||  || {{clr|H|5H}}<sup>cl</sup>
|-
|-
|{{MMC|game=GGST|chara=Bridget|input=6P|label={{clr|P|6P}}}} || {{tt|{{clr|D|2D}}|not a counterhit}} || || {{tt|{{clr|H|5H}}|Clash, Gio is +4 afterwards}} ||  
|{{MMC|chara=Bridget|input=f.S|label={{clr|S|f.S}}}} || {{clr|H|5H}}<sup>[{{tt|verify?|I (moxian) have had numerous games where i counterhit bridgets out of their f.s startup, but frame data does not support this? Can't lab in training mode because dlc..}}]</sup> || ||  ||  
|-
|-
|{{MMC|game=GGST|chara=Bridget|input=f.S|label={{clr|S|f.S}}}} ||  || || {{tt|{{clr|H|5H}}|Mutual counterhit, gio is +8}}  ||  
|{{MMC|chara=Bridget|input=2S|label={{clr|S|2S}}}} || {{clr|H|5H}} || ||  ||  
|-
|{{MMC|chara=Bridget|input=6H|label={{clr|K|6H}}}} || {{clr|H|5H}} || {{clr|S|623S}}<sup>nc</sup> ||  ||
|-
|neutral jump > {{MMC|chara=Bridget|input=j.S|label={{clr|S|j.S}}}} || || || ||  
|}
|}
 
* <sup>nc</sup> - non-counterhit
* <sup>cl</sup> - clash
Bridget buttons are pretty slow, so the players ''tend'' not to contest Gio roundstart and instead opt for a backdash or jump>{{clr|S|j.S}}. The latter might be called out by a 66{{clr|S|623S}}. The backdash, however might be unpunishable?<sup>[{{tt|confirm?|Somebody please lab this out.. Thanks!}}]


===Notable Interactions===
===Notable Interactions===
Line 174: Line 309:
===Neutral===
===Neutral===
----
----
* {{clr|S|623S}} (with or without dash) is a surprisingly useful button in this matchup. It is a good answer to both {{MMC|chara=Bridget|input=214K|label=[[GGST/Bridget#Rolling_Movement|Rolling Movement]]}} and {{MMC|chara=Bridget|input=f.S|label={{clr|S|f.S}}}} usual followups to the {{MMC|chara=Bridget|input=236S/H|label=[[GGST/Bridget#Stop_and_Dash|Stop and Dash]]}}, as it scores a counterhit into very a damaging combo. But also - unlike {{clr|P|6P}} - it hits her out of the sky, should the opponent happen to be too jumpy.


===Offense===
===Offense===
----
----


===Defence===
===Defense and Punishes===
----
----


</div></div>
 


==Chipp Zanuff==
==Chipp Zanuff==
<div class="mw-collapsible" style="border: 1px solid #a2a9b1; padding: 5px">
{{MatchupSummaryBox
{{TheoryBox
| character    = Chipp Zanuff
| Title      = {{Character Label|GGST|Chipp Zanuff|48px}}
| favorability = '''{{clr|#ffbf00|Even}}'''
| Difficulty = '''{{clr|#ffbf00|Even}}'''
| oneliner    =
| Oneliner  =  
| summary      =  
| content    =
* Similar to {{Character Label|GGST|Sol Badguy|label=Sol}}, Chipp has many fast normals and a {{MMC|chara=Chipp Zanuff|input=623S|label=[[GGST/Chipp Zanuff#Beta Blade|DP]]}} to interrupt your pressure in ways most other characters can't. His neutral is also formidable, as many of his best buttons are difficult for Gio to evade around.  
* Similar to {{Character Label|GGST|Sol Badguy|label=Sol}}, Chipp has many fast normals and a {{MMC|chara=Chipp Zanuff|input=623S|label=DP}} to interrupt your pressure in ways most other characters can't. His neutral is also formidable, as many of his best buttons are difficult for Gio to evade around.  
* Try your best to stay patient and minimize the openings in your pressure, while also knowing when to retaliate with your big counter-hit buttons before his mixups hit.  
* Try your best to stay patient and minimize the openings in your pressure, while also knowing when to retaliate with your big counter-hit buttons before his mixups hit.  
* Both his grounded  {{MMC|chara=Chipp Zanuff|input=236P|label=[[GGST/Chipp_Zanuff#Alpha_Blade_Horizontal|{{clr|P|Alpha Blades}}]]}} as well as his {{MMC|chara=Chipp Zanuff|input=63214S|label=[[GGST/Chipp_Zanuff#Genrou_Zan|{{clr|S|command grab}}]]}} are great to contest with your {{clr|S|S}} specials: {{clr|S|623S}} will interrupt them all and give you a huge counter-hit, whereas {{clr|S|214S}} can net a good low-risk sideswitch combo (on Alpha Blades only) and may even go above any lows Chipp tries to throw out to try and beat your {{clr|S|623S}}. Because you'll generally lose less from a trade than Chipp does due to the nature of his low health, it's even better than usual to take risks and force interactions.
* Both his grounded  {{MMC|chara=Chipp Zanuff|input=236P|label=[[GGST/Chipp_Zanuff#Alpha_Blade_Horizontal|Alpha Blades]]}} as well as his {{MMC|chara=Chipp Zanuff|input=63214S|label=[[GGST/Chipp_Zanuff#Genrou_Zan|command grab]]}} are great to contest with your {{clr|S|S}} specials: {{clr|S|623S}} will interrupt them all and give you a huge counter-hit, whereas {{clr|S|214S}} can net a good low-risk sideswitch combo (on Alpha Blades only) and may even go above any lows Chipp tries to throw out to try and beat your {{clr|S|623S}}. Because you'll generally lose less from a trade than Chipp does due to the nature of his low health, it's even better than usual to take risks and force interactions.
}}
}}
<div class="mw-collapsible-content">
 
[[GGST/Chipp Zanuff/Frame Data|Frame Data]] • [[GGST/Chipp Zanuff/Strategy#Fighting_Chipp|Counterstrategy]] • [[GGST/Chipp Zanuff/Matchups#Giovanna|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=giovanna&p2chars=chipp Videos]


===Round Start===
===Round Start===
----
----
{| class="mw mw wikitable" style=text-align:center
{| class="wikitable" style=text-align:center
|+style=white-space:nowrap | Common Round Start Interaction Table
! Chipp's Button !! Loses To !! Beats !! Trades !! Whiffs  
! Chipp's Button !! Loses To !! Beats !! Trades !! Whiffs  
|-
|-
|{{MMC|game=GGST|chara=Chipp Zanuff|input=6P|label={{clr|P|6P}}}} ||  ||  || ||  
|{{MMC|chara=Chipp Zanuff|input=6P|label={{clr|P|6P}}}} ||  ||  || ||  
|-
|-
|{{MMC|game=GGST|chara=Chipp Zanuff|input=f.S|label={{clr|S|f.S}}}} ||  ||  || ||  
|{{MMC|chara=Chipp Zanuff|input=f.S|label={{clr|S|f.S}}}} ||  ||  || ||  
|-
|-
|{{MMC|game=GGST|chara=Chipp Zanuff|input=2S|label={{clr|S|2S}}}} ||  ||  || ||  
|{{MMC|chara=Chipp Zanuff|input=2S|label={{clr|S|2S}}}} ||  ||  || ||  
|-
|-
|{{MMC|game=GGST|chara=Chipp Zanuff|input=2D|label={{clr|D|2D}}}} ||  ||  || ||  
|{{MMC|chara=Chipp Zanuff|input=2D|label={{clr|D|2D}}}} ||  ||  || ||  
|-
|-
|IAD {{MMC|game=GGST|chara=Chipp Zanuff|input=j.H|label={{clr|H|j.H}}}} ||  ||  || ||  
|IAD {{MMC|chara=Chipp Zanuff|input=j.H|label={{clr|H|j.H}}}} ||  ||  || ||  
|}
|}


Line 223: Line 358:
----
----


===Defence===
===Defense and Punishes===
----
 
===References===
----
----
* "How to beat Chipp Zanuff" by Akarien - https://www.youtube.com/watch?v=XF4UYDxhHoE


</div></div>


==Elphelt Valentine==
{{MatchupSummaryBox
| character    = Elphelt Valentine
| favorability =
| oneliner    = 
| summary      =
}}
===Round Start===
----
{| class="wikitable" style=text-align:center
|+style=white-space:nowrap | Common Round Start Interaction Table
! Elphelt's Button !! Loses To !! Beats !! Trades !! Whiffs
|-
||| || || || 
|-
||| || || || 
|-
||| || || || 
|-
||| || || || 
|}
===Neutral===
----
===Offense===
----
===Defense===
----
==Faust==
==Faust==
<div class="mw-collapsible" style="border: 1px solid #a2a9b1; padding: 5px">
{{MatchupSummaryBox
{{TheoryBox
| character    = Faust
| Title      = {{Character Label|GGST|Faust|48px}}
| favorability = '''{{clr|#00bfff|Very Favorable}}'''
| Difficulty = '''{{clr|#00bfff|Very Favorable}}'''
| oneliner    = You are the apple a day
| Oneliner  =  
| summary      =  
| content    =
* Gio's dominant ground mobility makes it very difficult for Faust to create opportunities without incurring significant risk for himself. However, remember that he still threatens space with his buttons better than you, respect his space and don't overextend. You'll need to respect his {{clr|H|2H}}, {{clr|H|6H}}, and general item shenanigans, but you can easily {{clr|P|6P}} and {{clr|S|623S}} his {{MMC|chara=Faust|input=41236K|label=[[GGST/Faust#Thrust|Thrust]]}}.
* Similar to Nago and Axl, Faust has many long range pokes that can give Gio a hard time. You'll need to respect his {{clr|H|2H}}, {{clr|H|6H}}, and general item shenanigans, but you can easily {{clr|P|6P}} {{MMC|chara=Faust|input=41236K|label=[[GGST/Faust#Thrust|Thrust]]}}.
* Gio's anti air game with {{clr|P|6P}} and {{clr|S|623S}} also force Faust to be careful in the air with using {{clr|K|j.2K}} and other such moves, remain vigilant and you should have no problems with a jump-happy Faust player.
* His poor reversal means you can pressure him quite nicely when you actually get the lead, but be wary of his ability to hold 1 in order to low profile your {{clr|K|236K}}, {{clr|S|214S}}, and mid pokes. This is especially a threat if the Faust is simply holding downback to block and you attempt to cross them up with {{clr|S|214S}}, as the crossup will cause him to be holding down forward and unintentionally(?) low profile the move.
* His poor reversal means you can pressure him quite nicely when you actually get the lead, but be wary of his ability to hold 1 in order to low profile {{clr|K|236K}}, {{clr|S|214S}}, and mid pokes. This is especially a threat if the Faust is simply holding downback to block and you attempt to cross them up with {{clr|S|214S}}, as the crossup will cause him to be holding down forward and unintentionally(?) low profile the move.
}}
}}
<div class="mw-collapsible-content">
 
[[GGST/Faust/Frame Data|Frame Data]] • [[GGST/Faust/Strategy#Fighting_Faust|Counterstrategy]] • [[GGST/Faust/Matchups#Giovanna|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=giovanna&p2chars=faust Videos]


===Round Start===
===Round Start===
----
----
{| class="mw mw wikitable" style=text-align:center
{| class="wikitable" style=text-align:center
|+style=white-space:nowrap | Common Round Start Interaction Table
! Faust's Button !! Loses To !! Beats !! Trades !! Whiffs  
! Faust's Button !! Loses To !! Beats !! Trades !! Whiffs  
|-
|-
|{{MMC|game=GGST|chara=Faust|input=2P|label={{clr|P|2P}}}} ||  || || ||  
|{{MMC|chara=Faust|input=2P|label={{clr|P|2P}}}} || {{clr|K|2K}} || {{clr|K|5K}}, {{tt|most buttons|5H, 6H, f.S, 2S, 6H, 5P, 2P, 623S}} || 66(1){{clr|K|5K}}, dl(1-2){{clr|P|2P}} || {{clr|K|5K}}, {{tt|{{clr|S|214S}}|recovers in time to block}}
|-
|-
|{{MMC|game=GGST|chara=Faust|input=6P|label={{clr|P|6P}}}} ||  || || ||  
|{{MMC|chara=Faust|input=6P|label={{clr|P|6P}}}} || {{clr|K|2K}}, {{clr|D|2D}}, j8>dl.AD>{{clr|H|j.H}} || (66){{clr|K|5K}}, {{clr|H|5H}}, 66{{clr|D|2D}}, j9 || || j8, walkback, backdash
|-
|-
|{{MMC|game=GGST|chara=Faust|input=5K|label={{clr|K|5K}}}} || || || ||  
|{{MMC|chara=Faust|input=5K|label={{clr|K|5K}}}} || {{clr|P|6P}}, 66{{clr|K|2K}}, 66{{clr|S|2S}}, (66){{clr|D|2D}}<sup>nc</sup> || {{clr|H|5H}} || (66(1)){{clr|K|5K}} || wait, {{clr|K|2K}}
|-
|-
|{{MMC|game=GGST|chara=Faust|input=f.S|label={{clr|S|f.S}}}} || ||  || ||  
|{{MMC|chara=Faust|input=f.S|label={{clr|S|f.S}}}} || {{clr|P|6P}}, 66{{clr|K|2K}}, (66){{clr|K|5K}}, {{clr|H|5H}} || {{clr|K|2K}}, {{clr|D|2D}} || ||  
|-
|-
|{{MMC|game=GGST|chara=Faust|input=2H|label={{clr|H|2H}}}} ||  ||  || ||  
|{{MMC|chara=Faust|input=2H|label={{clr|H|2H}}}} || (66){{clr|K|2K}}, 66{{clr|K|5K}}, 66{{clr|S|2S}}, {{clr|H|5H}}, {{clr|S|214S}}<sup>nc</sup> || walkback, backdash || || j8,j9
|-
|-
|{{MMC|game=GGST|chara=Faust|input=j.2K|label={{clr|K|j.2K}}}} ||  || || ||  
|{{MMC|chara=Faust|input=j.2K|label={{clr|K|j.2K}}}} ||  || || ||  
|}
|}


* <sup>nc</sup> - non-counterhit
* {{clr|P|6P}}, {{clr|P|2P}}, {{clr|S|f.S}}, {{clr|H|2H}} reach from roundstart; {{clr|K|5K}} doesn't


===Notable Interactions===
===Notable Interactions===
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===Offense===
===Offense===
Remember that Faust can crouch under 214K and 236K. Use this to your advantage by dropping your combo when you do 5H and reset your pressure with a C.S or a 2S.
When you safe jump on Faust: remember that he can use Bone-crushing Excitement>FRC>Snip Snip Snip to punish the safe jump. Use Giovanna's safejump option select Super to punish
----
----


===Defence===
===Defense and Punishes===
----
----
</div></div>


==Giovanna==
==Giovanna==
<div class="mw-collapsible" style="border: 1px solid #a2a9b1; padding: 5px">
{{MatchupSummaryBox
{{TheoryBox
| character    = Giovanna
| Title      = {{Character Label|GGST|Giovanna|48px}}
| favorability = '''{{clr|#ffbf00|Even}}'''
| Difficulty = '''{{clr|#ffbf00|Even}}'''
| oneliner    =
| Oneliner  =  
| summary      =  
| content    =
Mirror match. You have the same tools.
Placeholder
}}
}}
<div class="mw-collapsible-content">
 
[[GGST/Giovanna/Frame Data|Frame Data]] • [[GGST/Giovanna/Strategy#Fighting_Giovanna|Counterstrategy]] • [[GGST/Giovanna/Matchups#Giovanna|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=giovanna&p2chars=giovanna Videos]


===Round Start===
===Round Start===
----
----
{| class="mw mw wikitable" style=text-align:center
{| class="wikitable" style=text-align:center
|+style=white-space:nowrap | Common Round Start Interaction Table
! Giovanna's Button !! Loses To !! Beats !! Trades !! Whiffs  
! Giovanna's Button !! Loses To !! Beats !! Trades !! Whiffs  
|-
|-
|{{MMC|game=GGST|chara=Giovanna|input=6P|label={{clr|P|6P}}}} ||  ||  || ||  
|{{MMC|chara=Giovanna|input=6P|label={{clr|P|6P}}}} ||  ||  || ||  
|-
|-
|66 {{MMC|game=GGST|chara=Giovanna|input=5K|label={{clr|K|5K}}}} ||  ||  || ||  
|66 {{MMC|chara=Giovanna|input=5K|label={{clr|K|5K}}}} ||  ||  || ||  
|-
|-
|{{MMC|game=GGST|chara=Giovanna|input=f.S|label={{clr|S|f.S}}}} ||  ||  || ||  
|{{MMC|chara=Giovanna|input=f.S|label={{clr|S|f.S}}}} ||  ||  || ||  
|-
|-
|{{MMC|game=GGST|chara=Giovanna|input=2S|label={{clr|S|2S}}}} ||  ||  || ||  
|{{MMC|chara=Giovanna|input=2S|label={{clr|S|2S}}}} ||  ||  || ||  
|-
|-
|{{MMC|game=GGST|chara=Giovanna|input=5H|label={{clr|H|5H}}}} ||  ||  || ||  
|{{MMC|chara=Giovanna|input=5H|label={{clr|H|5H}}}} ||  ||  || ||  
|}
|}


Line 305: Line 478:
===Notable Interactions===
===Notable Interactions===
----
----
* {{MMC|chara=Giovanna|input=2K|hitboxMode=true|label={{clr|K|2K}}}} lowprofiles {{clr|S|623S}} (for some reason).


===Neutral===
===Neutral===
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----
----


===Defence===
===Defense and Punishes===
----
----
</div></div>


==Goldlewis Dickinson==
==Goldlewis Dickinson==
<div class="mw-collapsible" style="border: 1px solid #a2a9b1; padding: 5px">
{{MatchupSummaryBox
{{TheoryBox
| character    = Goldlewis Dickinson
| Title      = {{Character Label|GGST|Goldlewis Dickinson|48px}}
| favorability = '''{{clr|#FF6700|Unfavorable}}'''
| Difficulty = '''{{clr|#FF6700|Unfavorable}}'''
| oneliner    =
| Oneliner  =  
| summary      =  
| content    =
Goldlewis loves to play at mid-range and pressure you with Behemoth Typhoon hits on block, so staying right out of his effective range and then using a dash-in {{clr|H|5H}} to whiff punish is very effective against players who like to throw out Typhoons carelessly. Because his pressure is so good at pushing you back to mid-range and resetting itself, Instant Block and Faultless Defense are both very valuable for disrupting it. You may want to try and stay close enough so that you can use {{clr|P|5P}}/{{clr|K|5K}} abare or even throw to interrupt Typhoons, or you may choose to simply FD out of it all.
Goldlewis loves to play at mid-range and pressure you with Behemoth Typhoon hits on block, so staying right out of his effective range and then using a dash-in {{clr|H|5H}} to whiff punish is very effective against players who like to throw out Typhoons carelessly. Because his pressure is so good at pushing you back to mid-range and resetting itself, Instant Block and Faultless Defense are both very valuable for disrupting it. You may want to try and stay close enough so that you can use {{clr|P|5P}}/{{clr|K|5K}} abare or even throw to interrupt Typhoons, or you may choose to simply FD out of it all.
}}
}}
<div class="mw-collapsible-content">
 
[[GGST/Goldlewis Dickinson/Frame Data|Frame Data]] • [[GGST/Goldlewis Dickinson/Strategy#Fighting_Goldlewis|Counterstrategy]] • [[GGST/Goldlewis Dickinson/Matchups#Giovanna|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=giovanna&p2chars=goldlewis Videos]


===Round Start===
===Round Start===
----
----
{| class="mw mw wikitable" style=text-align:center
{| class="wikitable" style=text-align:center
|+style=white-space:nowrap | Common Round Start Interaction Table
! Goldlewis's Button !! Loses To !! Beats !! Trades !! Whiffs  
! Goldlewis's Button !! Loses To !! Beats !! Trades !! Whiffs  
|-
|-
|{{MMC|game=GGST|chara=Goldlewis Dickinson|input=6P|label={{clr|P|6P}}}} ||  ||  || ||  
|{{MMC|chara=Goldlewis Dickinson|input=6P|label={{clr|P|6P}}}} ||  ||  || ||  
|-
|-
|{{MMC|game=GGST|chara=Goldlewis Dickinson|input=5K|label={{clr|K|5K}}}} ||  ||  || ||  
|{{MMC|chara=Goldlewis Dickinson|input=5K|label={{clr|K|5K}}}} ||  ||  || ||  
|-
|-
|{{MMC|game=GGST|chara=Goldlewis Dickinson|input=f.S|label={{clr|S|f.S}}}} ||  ||  || ||  
|{{MMC|chara=Goldlewis Dickinson|input=f.S|label={{clr|S|f.S}}}} ||  ||  || ||  
|-
|-
|{{MMC|game=GGST|chara=Goldlewis Dickinson|input=69874H|label={{clr|H|684H}}}} ||  ||  || ||  
|{{MMC|chara=Goldlewis Dickinson|input=69874H|label={{clr|H|684H}}}} ||  ||  || ||  
|-
|-
|{{MMC|game=GGST|chara=Goldlewis Dickinson|input=j.D|label={{clr|D|j.D}}}} ||  ||  || ||  
|{{MMC|chara=Goldlewis Dickinson|input=j.D|label={{clr|D|j.D}}}} ||  ||  || ||  
|}
|}


Line 355: Line 526:
----
----


===Defence===
===Defense and Punishes===
----
----


</div></div>
 


==Happy Chaos==
==Happy Chaos==
<div class="mw-collapsible" style="border: 1px solid #a2a9b1; padding: 5px">
{{MatchupSummaryBox
{{TheoryBox
| character    = Happy Chaos
| Title      = {{Character Label|GGST|Happy Chaos|48px}}
| favorability = '''{{clr|5|Slightly Unfavorable}}'''
| Difficulty = '''{{clr|#ffbf00|Even}}'''
| oneliner    = Win in two hits, or get put into the blender forever
| Oneliner  =  
| summary      =  
| content    =
Chaos has Giovanna beat in roundstart risk-reward, in pressure with his myriad of mixup tools, and in metergain with his wallbreak conversions off of stray hits. He slightly loses in neutral, but has a competent game to play with {{clr|K|2K}} and {{clr|S|2S}} to keep Gio out. Gio's saving grace is that she can output more damage than he does, though she has to work much harder to open him up. Try to play conservatively in neutral, punishing his attempts to zone, and make the few hits you get count.
Try to stay grounded, and dash block plenty in order to bait him into wasting his resources. Once they're down and he can't shoot, similar to playing around {{Character Label|GGST|Zato-1|label=Zato-1}}'s Eddie gauge, there's your chance to go in.
}}
}}
<div class="mw-collapsible-content">
 
[[GGST/Happy Chaos/Frame Data|Frame Data]] • [[GGST/Happy Chaos/Strategy#Fighting_Happy_Chaos|Counterstrategy]] • [[GGST/Happy Chaos/Matchups#Giovanna|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=giovanna&p2chars=chaos Videos]


===Round Start===
===Round Start===
----
----
{| class="mw mw wikitable" style=text-align:center
{| class="wikitable" style=text-align:center
|+style=white-space:nowrap | Common Round Start Interaction Table
! Happy Chaos's Button !! Loses To !! Beats !! Trades !! Whiffs  
! Happy Chaos's Button !! Loses To !! Beats !! Trades !! Whiffs  
|-
|-
|{{MMC|game=GGST|chara=Happy Chaos|input=6P|label={{clr|P|6P}}}} || ||  || ||
|66 {{MMC|chara=Happy Chaos|input=5K|label={{clr|K|5K}}}}{{tt|*|3 frame window}}
|-
|  
|{{MMC|game=GGST|chara=Happy Chaos|input=5K|label={{clr|K|5K}}}} || || || ||
| {{MMC|chara=Giovanna|input=5H|label={{clr|H|5H}}}}, 66 {{MMC|chara=Giovanna|input=f.S|label={{clr|S|f.S}}}}
|-
|66 ({{MMC|chara=Giovanna|input=2K|label={{clr|K|2K}}}}, {{MMC|chara=Giovanna|input=5K|label={{clr|K|5K}}}})
|{{MMC|game=GGST|chara=Happy Chaos|input=2K|label={{clr|K|2K}}}} || ||  || ||  
|  
|-
|-
|{{MMC|game=GGST|chara=Happy Chaos|input=f.S|label={{clr|S|f.S}}}} || || || ||  
|4 {{MMC|chara=Happy Chaos|input=2S|label={{clr|S|2S}}}}
|66 {{MMC|chara=Giovanna|input=f.S|label={{clr|S|f.S}}}}  
| {{MMC|chara=Giovanna|input=5H|label={{clr|H|5H}}}}, 66 {{MMC|chara=Giovanna|input=2K|label={{clr|K|2K}}}}
|  
|  
|-
|-
|{{MMC|game=GGST|chara=Happy Chaos|input=2S|label={{clr|S|2S}}}} || || || ||  
|66 {{MMC|chara=Happy Chaos|input=2S|label={{clr|S|2S}}}}
| {{MMC|chara=Giovanna|input=5H|label={{clr|H|5H}}}}, 66 ({{MMC|chara=Giovanna|input=f.S|label={{clr|S|f.S}}}}, {{MMC|chara=Giovanna|input=2K|label={{clr|K|2K}}}}, {{MMC|chara=Giovanna|input=5K|label={{clr|K|5K}}}})
|44, 4 {{tt|*|Chaos 66 {{clr|S|2S}} destroys Gio's reactive roundstart options}}
|  
|  
|-
|-
|{{MMC|game=GGST|chara=Happy Chaos|input=6S|label={{clr|S|6S}}}} || || || ||  
|{{MMC|chara=Happy Chaos|input=2S|label={{clr|S|2S}}}}
|{{MMC|chara=Giovanna|input=5H|label={{clr|H|5H}}}}, 66 ({{MMC|chara=Giovanna|input=f.S|label={{clr|S|f.S}}}}, {{MMC|chara=Giovanna|input=2K|label={{clr|K|2K}}}}, {{MMC|chara=Giovanna|input=5K|label={{clr|K|5K}}}}){{tt|*|the timings for the microdash {{clr|K|K}} buttons is tight}}
|
|  
|4, 44
|-
|-
|{{MMC|game=GGST|chara=Happy Chaos|input=2D|label={{clr|D|2D}}}} || || || ||  
|{{MMC|chara=Happy Chaos|input=2D|label={{clr|D|2D}}}}  
|66 ({{MMC|chara=Giovanna|input=2K|label={{clr|K|2K}}}}, {{MMC|chara=Giovanna|input=5K|label={{clr|K|5K}}}}){{tt|*|3 frame window}}
|66 {{MMC|chara=Giovanna|input=f.S|label={{clr|S|f.S}}}}{{tt|*|can trade unfavorably after a 1f microdash}}
|{{MMC|chara=Giovanna|input=5H|label={{clr|H|5H}}}}{{tt|*|trade leaves Chaos plus enough to start offense}}
|4, 44
|-
|-
|{{MMC|game=GGST|chara=Happy Chaos|input=236P|label={{clr|P|236P}}}} ||  ||  || ||
|}
|}


Happy Chaos goes even with Gio roundstart, but his reward for winning is almost always either hard knockdown or a wall-breaking combo, meaning that Gio should represent proactive options occasionally but default to disengaging and trying to fight Happy Chaos in neutral where she is slightly favored.
Roundstart centers around Chaos's {{clr|S|2S}}. Microdash {{clr|S|2S}} catches backdash/walkback, and walkback {{clr|S|2S}} catches Gio's {{clr|H|5H}}, 66 {{clr|K|5K}}, and 66 {{clr|K|2K}}.
Gio can do 66 {{clr|S|f.S}} (3 frame window) to beat both walk forward+back {{clr|S|2S}}, as well as catching reactive play. A 1 frame microdash allows it to trade with Chaos {{clr|D|2D}} (though Chaos gets hard knockdown so is very plus).
Chaos {{clr|D|2D}}, like other 10 frame sweeps, will trade favorably with Gio {{clr|H|5H}} and Gio's 66 {{clr|S|f.S}}.


===Notable Interactions===
===Notable Interactions===
Line 404: Line 595:
----
----


===Defence===
===Defense and Punishes===
----
----


</div></div>
Happy chaos pressure is centered around getting close to you using his {{clr|green|+23}} {{MMC|chara=Happy Chaos|input=H, 236S H|label={{clr|H|5H/gunshot}}}} that he can use essentially whenever. Once he's close, he can use {{MMC|chara=Happy Chaos|input=6D or 4D|label={{clr|D|throws}}}} , {{MMC|chara=Happy Chaos|input=5D|label={{clr|D|tap dusting}}}}, or {{MMC|chara=Happy Chaos|input=214K|label={{clr|K|crossup rolling}}}} to open you up and regain resources. Low profiles do well into happy chaos's {{MMC|chara=Happy Chaos|input=6S|label={{clr|S|advancing options}}}}. {{keyword|FD}} is very important to make space and force him to use his resources.
 
Bullets are an essentially meaningless resource, as Chaos can do wall to wall combos with 1-2 bullets (reloading as he goes). Instead, watch his concentration. The lower the concentration gauge, the more mashable offense chaos will have to do, meaning you should fuzzy mash more on defense as you see his concentration start to dip.
 
'''Blockstring starters''':
 
'''{{MMC|chara=Happy Chaos|input=2K|label={{clr|K|2K}}}}/{{MMC|chara=Happy Chaos|input=5K|label={{clr|K|5K}}}}''': If chaos is close enough to, fuzzy throw to catch them tick {{MMC|chara=Happy Chaos|input=6D or 4D|label={{clr|D|throwing}}}}/{{MMC|chara=Happy Chaos|input=214K|label={{clr|K|crossup rolling}}}}/{{MMC|chara=Happy Chaos|input=6K|label={{clr|K|6K}}}}'ing. {{keyword|FD}}'ing {{MMC|chara=Happy Chaos|input=2K|label={{clr|K|2K}}}}/{{MMC|chara=Happy Chaos|input=5K|label={{clr|K|5K}}}} > {{MMC|chara=Happy Chaos|input=5D|label={{clr|D|tap dust}}}} will usually make it whiff, but if Chaos has dash momentum and is as close as possible, {{clr|K|2K}} > {{clr|D|5D}} will connect.
Gio's {{MMC|chara=Giovanna|input=6P|label={{clr|P|6P}}}}/{{MMC|chara=Giovanna|input=2K|label={{clr|K|2K}}}} will beat {{MMC|chara=Happy Chaos|input=6S|label={{clr|S|6S}}}} after {{MMC|chara=Happy Chaos|input=2K|label={{clr|K|2K}}}}/{{MMC|chara=Happy Chaos|input=5K|label={{clr|K|5K}}}}, and she can throw him between {{clr|K|5K/2K}}>{{clr|K|6K}}. However, both of these options are Chaos favored, as rotation of his options will lead to a juicy counterhit starter for him.
 
'''{{MMC|chara=Happy Chaos|input=c.S|label={{clr|S|c.S}}}}''':  {{keyword|FD}} this so roll won't cross up unless Chaos has dash momentum or does dash {{keyword|Kara Cancel}} {{MMC|chara=Happy Chaos|input=214K|label={{clr|K|roll}}}}. If {{clr|S|c.S}} is {{keyword|FD}}'d, {{clr|D|5D}} will whiff. {{clr|S|c.S}} is a high enough attack level to let chaos go into any of his string enders without gaps except {{clr|D|5D}}, so Chaos gets normal strike throw on top of his 6 gunshots.
 
'''{{MMC|chara=Happy Chaos|input=6K|label={{clr|K|6K}}}}''': After {{clr|K|6k}}, Chaos has usually moved close enough to go for gapless {{MMC|chara=Happy Chaos|input=236S|label={{clr|S|gunflip}}}} even on FD. After {{clr|S|c.S}} > {{clr|K|6K}}, Chaos can still roll to crossup even if both hits are FD'd.
 
'''String Enders''' (Chaos must spend gunshot after these to continue pressure, or risk getting mashed on).
 
'''{{MMC|chara=Happy Chaos|input=2D|label={{clr|D|2D}}}}''': If you FD {{clr|D|2D}}, backdash then either backdash again, block low, or rps with {{clr|K|2K}} to force Chaos to spend resources to get close again.
 
'''{{MMC|chara=Happy Chaos|input=6S|label={{clr|S|6S}}}}''': Watch for {{clr|S|6S}} > {{clr|K|214K}}. If you FD {{clr|S|6S}}, {{clr|S|gunflip}} will whiff. Be ready to punish whiffed gunflip. FD'ing 6s will make roll usually same side, but with dash momentum chaos can easily sideswap.
 
'''{{MMC|chara=Happy Chaos|input=2S|label={{clr|K|2S}}}}''': Similar to {{clr|D|2D}}, FD this and backdash rps Chaos.
 
'''{{MMC|chara=Happy Chaos|input=5D|label={{clr|K|5D}}}}''': The main mixup, and his reward for getting close to you using moves like {{clr|S|6S}}/walk forward/{{clr|K|6K}} during pressure. At 20 frames, it is technically reactable (but good luck). Chaos cannot go into this gapless from any move, unless he chooses to use gunshot.
 
{{MMC|chara=Happy Chaos|input=236S|label={{clr|S|236S/Gunflip}}}}: similar to blocking {{clr|D|2D}}. However, since gunflip leaves Chaos plus, challenging is a worse idea, and in the corner backdashing gets caught by {{clr|S|2S}}. Miscreen backdashing after blocking this is fine.
 
'''{{MMC|chara=Happy Chaos|input=236P|label={{clr|K|236K/Scapegoat/Clone}}}}/{{MMC|chara=Happy Chaos|input=236P|label={{clr|P|236P/Curse}}}}''': Both of these moves are very reactable, and minus. {{clr|P|Curse}} is 29 frames total. clone comes out in 10 frames, but has 43 total frames. If they ever do either of these moves in pressure, use dash + an advancing normal that can be cancelled to chase them down. If you hit clone, gatling into another button to reach Chaos.
 
Be aware that Chaos can clone prc in 18 frames total, which isn't reactable and leaves him in a position to do {{clr|P|j.P}} > {{clr|P|j.P}} > {{clr|K|2K}} > {{clr|D|2D}}, giving him time to regain his resources.
 
'''{{MMC|chara=Happy Chaos|input=214K|label={{clr|K|214K/Roll}}}}''': Roll cannot cross up when you're in the corner, but Chaos can and will use it to get '''out''' of the corner. Try to throw this move. FD'ing a move cancelled into roll will ususally cause it to not cross up, but Chaos can {{clr|H|gunshot}} > dash > {{clr|K|roll}} at basically any time. Off of {{clr|S|6S}}/{{clr|S|c.S}}/{{clr|H|gunshot}}, Chaos can time a gunshot to catch a throw attempt{{tt|*|this is a 1 frame gap for chaos, but 5 frames if the defender is trying to react, since chaos can shoot on frame 16 of roll}}. Cancelled off of any other button, throw will always win if mashed{{tt|*|There is a 1 frame gap where throw will get crossed up, similar to leo dashthrough}}, since the blocker isn't in enough blockstun for chaos to shoot before he gets thrown.


==I-No==
==I-No==
<div class="mw-collapsible" style="border: 1px solid #a2a9b1; padding: 5px">
{{MatchupSummaryBox
{{TheoryBox
| character    = I-No
| Title      = {{Character Label|GGST|I-No|48px}}
| favorability = '''{{clr|#ffbf00|Even}}'''
| Difficulty = '''{{clr|#ffbf00|Even}}'''
| oneliner    =
| Oneliner  =  
| summary      =  
| content    =
Try not to get into the situation where you have to block I-no mix as much as possible.
Try not to get into the situation where you have to block I-no mix as much as possible.


Line 421: Line 640:


Fortunately, you can often play around I-No's neutral pretty well without meter purely by throwing out {{clr|K|214K}} in expectation of  
Fortunately, you can often play around I-No's neutral pretty well without meter purely by throwing out {{clr|K|214K}} in expectation of  
{{MMC|chara=I-No|input=236S|label=[[GGST/I-No#Stroke the Big Tree]] S}}/{{MMC|game=GGST|chara=I-No|input=236H|label=H}}, {{clr|K|236K}}ing through note, and anti-airing her air approaches. Your {{clr|S|623S}} is notably good in this matchup, letting you occupy a large amount of the air space I-No wants to approach you from, though it can now be low profiled and either trades or loses with Stroke the Big Tree.
{{MMC|chara=I-No|input=236S|label=[[GGST/I-No#Stroke the Big Tree]] S}}/{{MMC|chara=I-No|input=236H|label=H}}, {{clr|K|236K}}ing through note, and anti-airing her air approaches. Your {{clr|S|623S}} is notably good in this matchup, letting you occupy a large amount of the air space I-No wants to approach you from, though it can now be low profiled and either trades or loses with Stroke the Big Tree.


If you block a wakeup {{MMC|chara=I-no|input=632146S|label=[[GGST/I-No#Ultimate_Fortissim|Ultimate Fortissimo]]}}, you can punish it with a tricky {{clr|H|2H}} combo starter right after the first hit.
If you block a wakeup {{MMC|chara=I-no|input=632146S|label=[[GGST/I-No#Ultimate_Fortissim|Ultimate Fortissimo]]}}, you can punish it with a tricky {{clr|H|2H}} combo starter right after the first hit.
}}
}}
<div class="mw-collapsible-content">
 
[[GGST/I-No/Frame Data|Frame Data]] • [[GGST/I-No/Strategy#Fighting_I-No|Counterstrategy]] • [[GGST/I-No/Matchups#Giovanna|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=giovanna&p2chars=ino Videos]


===Round Start===
===Round Start===
----
----
{| class="mw mw wikitable" style=text-align:center
{| class="wikitable" style=text-align:center
|+style=white-space:nowrap | Common Round Start Interaction Table
! I-No's Button !! Loses To !! Beats !! Trades !! Whiffs  
! I-No's Button !! Loses To !! Beats !! Trades !! Whiffs  
|-
|-
|{{MMC|game=GGST|chara=I-No|input=6P|label={{clr|P|6P}}}} || {{clr|S|2S}} (non-ch), {{clr|D|2D}} (non-ch), dl.{{clr|K|2K}}, 623S (non-ch)  || {{clr|S|f.S}}, {{clr|H|5H}}, {{clr|K|5K}}, {{clr|H|2H}}, j9  || {{clr|P|6P}} (clash) ||  block, {{clr|K|2K}}
|{{MMC|chara=I-No|input=6P|label={{clr|P|6P}}}} || {{clr|S|2S}} (non-ch), {{clr|D|2D}} (non-ch), dl.{{clr|K|2K}}/66{{clr|K|2K}}, {{clr|S|623S}} (non-ch)  || {{clr|S|f.S}}, {{clr|H|5H}}, {{clr|K|5K}}, {{clr|H|2H}}, j9  || {{clr|P|6P}} (clash) ||  block, {{clr|K|2K}}
|-
|-
|{{MMC|game=GGST|chara=I-No|input=f.S|label={{clr|S|f.S}}}} || 66~{{clr|K|5K}}, 66~{{clr|S|f.S}}, {{clr|H|6H}}, {{clr|D|2D}}, IAD {{tt|j.X|all aerial buttons score a non-ch punish}}  || {{clr|P|5P}}, {{clr|S|2S}}, {{clr|S|f.S}}, {{clr|S|623S}} || dl.{{clr|S|623S}}(clash), {{clr|P|6P}}(clash) || walkback, j8, j9
|{{MMC|chara=I-No|input=f.S|label={{clr|S|f.S}}}} || 66~{{clr|K|5K}}, 66~{{clr|S|f.S}}, {{clr|H|6H}}, {{clr|D|2D}}, IAD {{tt|j.X|all aerial buttons score a non-ch punish}}, 66(2){{clr|K|2K}}  || {{clr|P|5P}}, {{clr|S|2S}}, {{clr|S|f.S}}, {{clr|S|623S}}, {{clr|K|2K}}, 66(1){{clr|K|2K}} || dl.{{clr|S|623S}}(clash), {{clr|P|6P}}(clash) || walkback, j8, j9
|-
|-
|{{MMC|game=GGST|chara=I-No|input=2S|label={{clr|S|2S}}}} || {{clr|S|214S}}(non-ch), dashblock>{{clr|K|2K}}(non-ch) || {{clr|K|5K}}, {{clr|K|2K}}  ||  {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|D|2D}}, dl.{{clr|K|2K}} || backdash, j8, j9, {{clr|S|623S}}({{tt|timing|When {{clr|S|623S}} is delayed slightly, the moves trade in a mutual counterhit. Otherwise they whiff completely. Either way, probably a bad idea to use}})
|{{MMC|chara=I-No|input=2S|label={{clr|S|2S}}}} || {{clr|S|214S}}(non-ch), dashblock>{{clr|K|2K}}(non-ch) || {{clr|K|5K}}, {{clr|K|2K}}  ||  {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|D|2D}}, 66{{clr|K|2K}}, 66{{clr|K|5K}} || backdash, j8, j9, {{clr|S|623S}}({{tt|timing|When {{clr|S|623S}} is delayed slightly, the moves trade in a mutual counterhit. Otherwise they whiff completely. Either way, probably a bad idea to use}})
|-
|-
|{{MMC|game=GGST|chara=I-No|input=2H|label={{clr|H|2H}}}} || {{clr|H|5H}}, 66~{{clr|K|5K}}, 66~{{clr|S|f.S}} ||  {{clr|S|2S}}, {{clr|D|2D}} || || block, j8, j9
|{{MMC|chara=I-No|input=2H|label={{clr|H|2H}}}} || {{clr|H|5H}}, 66~{{clr|K|5K}}, 66~{{clr|S|f.S}} ||  {{clr|S|2S}}, {{clr|D|2D}} || || block, j8, j9
|-
|-
|{{MMC|game=GGST|chara=I-No|input=236S|label={{clr|S|236S}}}} || {{clr|S|2S}}, {{clr|K|2K}}, {{tt|6~{{clr|D|6D}}|need to step forward slightly for the throw to connect}}, {{clr|S|214S}}(non-ch) ||  {{clr|H|5H}}, 66~{{clr|K|5K}}, walkback || {{clr|H|2H}}, {{clr|P|6P}}, {{clr|S|623S}} || backdash, j8, j9
|{{MMC|chara=I-No|input=236S|label={{clr|S|236S}}}} || {{clr|S|2S}}, {{clr|K|2K}}, {{tt|6~{{clr|D|6D}}|need to step forward slightly for the throw to connect}}, {{clr|S|214S}}(non-ch) ||  {{clr|H|5H}}, 66~{{clr|K|5K}}, walkback || {{clr|H|2H}}, {{clr|P|6P}}, {{clr|S|623S}} || backdash, j8, j9
|-
|-
|66 {{MMC|game=GGST|chara=I-No|input=j.S|label={{clr|S|j.S}}}} || {{clr|H|5H}}, {{clr|P|6P}}, {{clr|S|f.S}}  || {{clr|D|2D}} || ||  
|66 {{MMC|chara=I-No|input=j.S|label={{clr|S|j.S}}}} || {{clr|H|5H}}, {{clr|P|6P}}, {{clr|S|f.S}}  || {{clr|D|2D}} || ||  
|-
|-
|66 {{MMC|game=GGST|chara=I-No|input=j.H|label={{clr|H|j.H}}}} || {{clr|H|5H}}, {{clr|P|6P}}, {{clr|S|f.S}}, {{clr|D|2D}}  ||  || ||  
|66 {{MMC|chara=I-No|input=j.H|label={{clr|H|j.H}}}} || {{clr|H|5H}}, {{clr|P|6P}}, {{clr|S|f.S}}, {{clr|D|2D}}  ||  || ||  
|}
|}


* jump > {{MMC|game=GGST|chara=I-No|input=j.236S|label={{clr|K|j.236K}}}}/{{MMC|game=GGST|chara=I-No|input=j.236K|label={{clr|S|j.236S}}}} is another tool that I-no has. Used as a whiff punish for slower buttons; but what exactly is a "slower button" heavily depends on the ino player in question, as the timing is extremely variable. Treat it as I-no's attempt to skip roundstart and go straight into neutral.
* jump > {{MMC|chara=I-No|input=j.236S|label={{clr|K|j.236K}}}}/{{MMC|chara=I-No|input=j.236K|label={{clr|S|j.236S}}}} is another tool that I-no has. Used as a whiff punish for slower buttons; but what exactly is a "slower button" heavily depends on the ino player in question, as the timing is extremely variable. Treat it as I-no's attempt to skip roundstart and go straight into neutral.


===Notable Interactions===
===Notable Interactions===
----
----
* Stroke the Big Tree naturally lowprofile all your standing moves, so be wary of throwing those out recklessly.
** {{clr|S|2S}} does ''not'' lowprofile them despite what the visuals might imply


===Neutral===
===Neutral===
Line 459: Line 680:
----
----


===Defence===
===Defense and Punishes===
----
----
====Stroke the Big Tree====
{{MMC|chara=I-No|input=236S|label=S-stroke}} is -7 on block, but it leaves I-No far enough away that Gio can't reach and punish her in time without microdashing.
* {{clr|K|2K}} might be an okay option sometimes - it is a tad big longer than {{clr|K|5K}}, and in particular reaches I-no after blocking roundstart-range S-stroke
* I-no's  <span class="MockCodeBlock">{{MMC|chara=I-no|input=6H|label={{clr|H|6H}}}} > S-stroke</span> blockstring string ''consistently'' leaves her outside of {{clr|K|2K}} range
* 66{{clr|P|5P}} is one other punish option. However the dash must be 1-2frames long, and it still appears to not connect in time at longer ranges.


</div></div>


==Jack-O'==
 
<div class="mw-collapsible" style="border: 1px solid #a2a9b1; padding: 5px">
==Jack-O==
{{TheoryBox
{{MatchupSummaryBox
| Title      = {{Character Label|GGST|Jack-O'|48px}}
| character    = Jack-O
| Difficulty = '''{{clr|#FF6700|Unfavorable}}'''
| favorability = '''{{clr|#FF6700|Unfavorable}}'''
| Oneliner  =  
| oneliner    =
| content    =
| summary      =  
Your meter will be a toss-up between YRC, which is vital for stopping Jack-O's pressure; and Faultless Defense, that will help you resist her hefty chip damage if necessary. Since she likes to cancel all her normals into specials, YRCing after you block a normal is typically your best bet. If she sets up minions behind you, you can jump and do a quick {{clr|K|j.K}} in order to hit behind you, and even cancel that into a double jump or airdash to turn your jump into an approach.
Your meter will be a toss-up between YRC, which is vital for stopping Jack-O's pressure; and Faultless Defense, that will help you resist her hefty chip damage if necessary. Since she likes to cancel all her normals into specials, YRCing after you block a normal is typically your best bet. If she sets up minions behind you, you can jump and do a quick {{clr|K|j.K}} in order to hit behind you, and even cancel that into a double jump or airdash to turn your jump into an approach.
}}
}}
<div class="mw-collapsible-content">
 
[[GGST/Jack-O/Frame Data|Frame Data]] • [[GGST/Jack-O/Strategy#Fighting_Jack-O|Counterstrategy]] • [[GGST/Jack-O/Matchups#Giovanna|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=giovanna&p2chars=jacko Videos]


===Round Start===
===Round Start===
----
----
{| class="mw mw wikitable" style=text-align:center
{| class="wikitable" style=text-align:center
|+style=white-space:nowrap | Common Round Start Interaction Table
! Jack-O's Button !! Loses To !! Beats !! Trades !! Whiffs  
! Jack-O's Button !! Loses To !! Beats !! Trades !! Whiffs  
|-
|-
|{{MMC|game=GGST|chara=Jack-O|input=6P|label={{clr|P|6P}}}} ||  ||  || ||  
|{{MMC|chara=Jack-O|input=6P|label={{clr|P|6P}}}} ||  ||  || ||  
|-
|-
|{{MMC|game=GGST|chara=Jack-O|input=f.S|label={{clr|S|f.S}}}} ||  ||  || ||  
|{{MMC|chara=Jack-O|input=f.S|label={{clr|S|f.S}}}} ||  ||  || ||  
|-
|-
|{{MMC|game=GGST|chara=Jack-O|input=5H|label={{clr|H|5H}}}} ||  ||  || ||  
|{{MMC|chara=Jack-O|input=5H|label={{clr|H|5H}}}} ||  ||  || ||  
|-
|-
|{{MMC|game=GGST|chara=Jack-O|input=2D|label={{clr|D|2D}}}} ||  ||  || ||  
|{{MMC|chara=Jack-O|input=2D|label={{clr|D|2D}}}} ||  ||  || ||  
|}
|}


Line 500: Line 725:
----
----


===Defence===
===Defense and Punishes===
----
----


</div></div>


==Johnny==
{{MatchupSummaryBox
| character    = Johnny
| favorability =
| oneliner    = 
| summary      =
}}
===Round Start===
{| class="wikitable" style=text-align:center
|+style=white-space:nowrap | Common Round Start Interaction Table
! Johnny's Button !! Loses To !! Beats !! Trades !! Whiffs
|-
| {{MMC|chara=Johnny|input=f.S|label={{clr|S|f.S}}}}
| 66&nbsp;{{clr|K|5K}}<sup>1</sup>&nbsp;(CH), {{clr|K|5K}}&nbsp;(CH), {{clr|P|6P}}
| {{clr|H|5H}}&nbsp;(CH), {{clr|D|2D}}&nbsp;(CH)
|-
| {{MMC|chara=Johnny|input=2S|label={{clr|S|2S}}}}
| 66 {{clr|K|5K}}<sup>1</sup>&nbsp;(CH), {{clr|H|5H}}&nbsp;(CH), {{clr|D|2D}}&nbsp;(CH)
| {{clr|K|5K}}, {{clr|P|6P}}&nbsp;(CH), {{clr|D|2D}}&nbsp;(CH)
|-
| {{MMC|chara=Johnny|input=2D|label={{clr|D|2D}}}}
| 66&nbsp;{{clr|K|5K}}<sup>1</sup>&nbsp;(CH)
| {{clr|K|5K}}, {{clr|P|6P}}&nbsp;(CH), {{clr|D|2D}}&nbsp;(CH)
| {{clr|H|5H}}
|-
| {{MMC|chara=Johnny|input=6P|label={{clr|P|6P}}}}
| {{clr|D|2D}}
| 66&nbsp;{{clr|K|5K}}&nbsp;(CH<sup>2</sup>), {{clr|H|5H}}&nbsp;(CH)
|{{clr|P|6P}}&nbsp;(Clash)
| {{clr|K|5K}}, {{clr|K|2K}}
|-
! Notes
| colspan=4 style="text-align:left"| <ol><li value="1">You need to input {{clr|K|5K}} before his move can start up. You can dash for up to 4 frames against {{clr|S|2S}}, for up to 3 frames against {{clr|D|2D}}, and for up to 2 frames against {{clr|S|f.S}}.</li><li value="2">Counter hits long (> 3f) dashes, punishes short dashes.</li></ol>
|}
All of Johnny's proactive roundstart options get stuffed by microdash (2 frames) {{clr|K|5K}} from gio.
*The input is tight (though a 2 frame window means it's possible to do consistently)
*Johnny can {{clr|K|5K}} to trade, or {{clr|K|2K}} to cause both to whiff (causing Johnny to be about {{clr|green|+2}})
*Johnny can 6p to challenge both microdash {{clr|K|5K}} and {{clr|H|5H}}
*Microdash {{clr|K|5K}} will whiff if Johnny stands still roundstart, allowing him to whiff punish with a delayed button
Without microdash {{clr|K|5K}}, Johnny represents a very strong roundstart with his 9 frame {{clr|S|f.S}} reaching roundstart and {{clr|D|2D}} trading favorably with Gio's {{clr|H|5H}}.
===Neutral===
----
===Offense===
----
===Defense===
----
==Ky Kiske==
==Ky Kiske==
<div class="mw-collapsible" style="border: 1px solid #a2a9b1; padding: 5px">
{{MatchupSummaryBox
{{TheoryBox
| character    = Ky Kiske
| Title      = {{Character Label|GGST|Ky Kiske|48px}}
| favorability = '''{{clr|#FF6700|Unfavorable}}'''
| Difficulty = '''{{clr|#FF6700|Unfavorable}}'''
| oneliner    =
| Oneliner  =  
| summary      =  
| content    =
6P is particularly handy in this matchup, as it will beat his {{MMC|chara=Ky Kiske|input=f.s|label=[[GGST/Ky_Kiske#f.s|f.s]]}} at roundstart where your DP would only clash, and also actually clash with or beat {{MMC|chara=Ky Kiske|input=623S|label=[[GGST/Ky_Kiske#Vapor_Thrust|his DP]]}} given the right timing, and it isn't too hard for Gio to include in her pressure or oki thanks to her great special cancel options. Instant Blocking allows you to punish both {{MMC|chara=Ky Kiske|input=214S|label=[[GGST/Ky_Kiske#Dire_Eclat|Dire Eclat]]}} and {{MMC|chara=Ky Kiske|input=236K|label=[[GGST/Ky_Kiske#Stun_Dipper|Stun Dipper]]}} with '''{{clr|K|5K}} > {{clr|K|214K}}''', further disincentivizing him being on the offense. Once he's afraid to push buttons, go to town with throws and any other mixups. Be wary of his formidable low pokes that can stuff your dashes and prejump, and try to use as many opportunities as you can to safely dash in to close distance. Although his DP is trivial to deal with, {{MMC|chara=Ky Kiske|input=632146H|label=[[GGST/Ky_Kiske#Ride_The_Lightning|Ride the Lightning]]}} has a very large hitbox that cannot be outranged with {{clr|D|2D}}, so exercise awareness and use any of your [[GGST/Giovanna/Strategy#Safejumps|safejumps]] when he has meter.
6P is particularly handy in this matchup, as it will actually clash with or beat {{MMC|chara=Ky Kiske|input=623S|label=[[GGST/Ky_Kiske#Vapor_Thrust|his DP]]}} given the right timing, and it isn't too hard for Gio to include in her pressure or oki thanks to her great special cancel options. Instant Blocking allows you to punish both {{MMC|chara=Ky Kiske|input=214S|label=[[GGST/Ky_Kiske#Dire_Eclat|Dire Eclat]]}} and {{MMC|chara=Ky Kiske|input=236K|label=[[GGST/Ky_Kiske#Stun_Dipper|Stun Dipper]]}} with '''{{clr|K|5K}} > {{clr|K|214K}}''', further disincentivizing him being on the offense. Once he's afraid to push buttons, go to town with throws and any other mixups. Be wary of his formidable low pokes that can stuff your dashes and prejump, and try to use as many opportunities as you can to safely dash in to close distance. Although his DP is trivial to deal with, {{MMC|chara=Ky Kiske|input=632146H|label=[[GGST/Ky_Kiske#Ride_The_Lightning|Ride the Lightning]]}} has a very large hitbox that cannot be outranged with {{clr|D|2D}}, so exercise awareness and use any of your [[GGST/Giovanna/Strategy#Safejumps|safejumps]] when he has meter.
}}
}}
<div class="mw-collapsible-content">
 
[[GGST/Ky Kiske/Frame Data|Frame Data]] • [[GGST/Ky Kiske/Strategy#Fighting_Ky|Counterstrategy]] • [[GGST/Ky Kiske/Matchups#Giovanna|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=giovanna&p2chars=ky Videos]


===Round Start===
===Round Start===
----
----
{| class="mw mw wikitable" style=text-align:center
{| class="wikitable" style=text-align:center
|+style=white-space:nowrap | Common Round Start Interaction Table
! Ky's Button !! Loses To !! Beats !! Trades !! Whiffs  
! Ky's Button !! Loses To !! Beats !! Trades !! Whiffs  
|-
|-
|{{MMC|game=GGST|chara=Ky Kiske|input=6P|label={{clr|P|6P}}}} ||  ||  || ||
|{{MMC|chara=Ky Kiske|input=6P|label={{clr|P|6P}}}} || {{clr|D|2D}} || {{clr|H|5H}} || ||  
|-
|{{MMC|game=GGST|chara=Ky Kiske|input=f.S|label={{clr|S|f.S}}}} ||  ||  || ||  
|-
|-
|{{MMC|game=GGST|chara=Ky Kiske|input=2S|label={{clr|S|2S}}}} || || || ||  
|{{MMC|chara=Ky Kiske|input=f.S|label={{clr|S|f.S}}}} || {{clr|P|6P}} || {{clr|D|2D}} || {{clr|H|5H}} ||  
|-
|-
|{{MMC|game=GGST|chara=Ky Kiske|input=2D|label={{clr|D|2D}}}} || || || ||  
|{{MMC|chara=Ky Kiske|input=2S|label={{clr|S|2S}}}} || {{clr|S|f.S}}, {{clr|K|5K}} || {{clr|D|2D}} || {{clr|H|5H}} ||  
|-
|-
|{{MMC|game=GGST|chara=Ky Kiske|input=2D|label={{clr|D|2D}}}} || || || ||  
|{{MMC|chara=Ky Kiske|input=2D|label={{clr|D|2D}}}} || 66{{clr|K|5K}} || {{clr|P|6P}}, {{clr|H|5H}} || ||  
|-
|-
|{{MMC|game=GGST|chara=Ky Kiske|input=236K|label={{clr|K|236K}}}} || || || ||  
|{{MMC|chara=Ky Kiske|input=236K|label={{clr|K|236K}}}} || || {{clr|P|6P}}, {{clr|K|5K}}, {{clr|D|2D}} || {{clr|K|2K}} ||  
|
|}
|}


===Notable Interactions===
===Notable Interactions===
Line 545: Line 822:
----
----


===Defence===
===Defense and Punishes===
----
----
 
* {{MMC|chara=Ky Kiske|input=236K|label=[[GGST/Ky_Kiske#Stun_Dipper|Stun Dipper]]}} without meter can be punished with {{clr|D|6D}} or {{clr|D|4D}}. Even with Shock State, at all but the max range, a dash throw will beat his jab attempts. He will either need to tech it or jump both of which can be blown up with a {{clr|H|5H}} > {{clr|K|214K}} (or even {{clr|H|632146H}}.) If he does it without Shock State he just widens the windows and {{clr|H|5H}} covers everything.
</div></div>


==Leo Whitefang==
==Leo Whitefang==
<div class="mw-collapsible" style="border: 1px solid #a2a9b1; padding: 5px">
{{MatchupSummaryBox
{{TheoryBox
| character    = Leo Whitefang
| Title      = {{Character Label|GGST|Leo Whitefang|48px}}
| favorability = '''{{clr|#FF6700|Unfavorable}}'''
| Difficulty = '''{{clr|#FF6700|Unfavorable}}'''
| oneliner    =
| Oneliner  =  
| summary      =  
| content    =
[[GGST/Leo_Whitefang#Gravierte_W.C3.BCrde|His fireball]] is far too fast in the {{MMC|chara=Leo Whitefang|input=[4]6S|label={{clr|S|S}} version}} to {{clr|K|236K}} on reaction, but it's a fairly reasonable option against the {{MMC|chara=Leo Whitefang|input=[4]6H|label={{clr|H|H}} version}}. {{MMC|chara=Leo Whitefang|input=[2]8S|label=[[GGST/Leo_Whitefang#Eisensturm|His DP]]}} is fast and naturally beats cross-ups, encouraging you to use a decent [[GGST/Giovanna/Strategy#Safejumps|safejump]] for oki and also to keep your mixups unpredictable.
[[GGST/Leo_Whitefang#Gravierte_W.C3.BCrde|His fireball]] is far too fast in the {{MMC|chara=Leo Whitefang|input=[4]6S|label={{clr|S|S}} version}} to {{clr|K|236K}} on reaction, but it's a fairly reasonable option against the {{MMC|chara=Leo Whitefang|input=[4]6H|label={{clr|H|H}} version}}. {{MMC|chara=Leo Whitefang|input=[2]8S|label=[[GGST/Leo_Whitefang#Eisensturm|His DP]]}} is fast and naturally beats cross-ups, encouraging you to use a decent [[GGST/Giovanna/Strategy#Safejumps|safejump]] for oki and also to keep your mixups unpredictable.
}}
}}
<div class="mw-collapsible-content">
 
[[GGST/Leo Whitefang/Frame Data|Frame Data]] • [[GGST/Leo Whitefang/Strategy#Fighting_Leo|Counterstrategy]] • [[GGST/Leo Whitefang/Matchups#Giovanna|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=giovanna&p2chars=leo Videos]


===Round Start===
===Round Start===
----
----
{| class="mw mw wikitable" style=text-align:center
{| class="wikitable" style=text-align:center
|+style=white-space:nowrap | Common Round Start Interaction Table
! Leo's Button !! Loses To !! Beats !! Trades !! Whiffs  
! Leo's Button !! Loses To !! Beats !! Trades !! Whiffs  
|-
|-
|{{MMC|game=GGST|chara=Leo Whitefang|input=6P|label={{clr|P|6P}}}} ||  ||  || ||  
|{{MMC|chara=Leo Whitefang|input=6P|label={{clr|P|6P}}}} ||  ||  || ||  
|-
|-
|66 {{MMC|game=GGST|chara=Leo Whitefang|input=5K|label={{clr|K|5K}}}} ||  ||  || ||  
|66 {{MMC|chara=Leo Whitefang|input=5K|label={{clr|K|5K}}}} ||  ||  || ||  
|-
|-
|{{MMC|game=GGST|chara=Leo Whitefang|input=2K|label={{clr|K|2K}}}} ||  ||  || ||  
|{{MMC|chara=Leo Whitefang|input=2K|label={{clr|K|2K}}}} ||  ||  || ||  
|-
|-
|{{MMC|game=GGST|chara=Leo Whitefang|input=f.S|label={{clr|S|f.S}}}} ||  ||  || ||  
|{{MMC|chara=Leo Whitefang|input=f.S|label={{clr|S|f.S}}}} ||  ||  || ||  
|-
|-
|{{MMC|game=GGST|chara=Leo Whitefang|input=2S|label={{clr|S|2S}}}} ||  ||  || ||  
|{{MMC|chara=Leo Whitefang|input=2S|label={{clr|S|2S}}}} ||  ||  || ||  
|-
|-
|{{MMC|game=GGST|chara=Leo Whitefang|input=2D|label={{clr|D|2D}}}} ||  ||  || ||  
|{{MMC|chara=Leo Whitefang|input=2D|label={{clr|D|2D}}}} ||  ||  || ||  
|}
|}


Line 583: Line 858:
===Notable Interactions===
===Notable Interactions===
----
----
* Leo's {{MMC|chara=Leo Whitefang|input=2D|hitboxMode=true|label={{clr|D|2D}}}} highprofiles Gio's {{clr|K|2K}}, if Leo has +1 frame advantage or better, even point-blank.
** Said differently: if Leo presses {{clr|D|2D}} and gio presses {{clr|K|2K}} one (or more) frame later, then Gio will get Punished (or Counterhit), despite {{clr|K|2K}} being the faster move of the two.


===Neutral===
===Neutral===
Line 590: Line 867:
----
----


===Defence===
===Defense and Punishes===
----
----


</div></div>
 


==May==
==May==
<div class="mw-collapsible" style="border: 1px solid #a2a9b1; padding: 5px">
{{MatchupSummaryBox
{{TheoryBox
| character    = May
| Title      = {{Character Label|GGST|May|48px}}
| favorability = '''{{clr|#ffbf00|Even}}'''
| Difficulty = '''{{clr|#ffbf00|Even}}'''
| oneliner    =
| Oneliner  =  
| summary      =  
| content    =
{{clr|S|623S}} can often get solid counter-hits on May's jumping normals that she usually gets away with uncontested. She also has a bit of a blind spot when it comes to being above her, as her {{clr|H|2H}} is very slow, forcing her to rely on {{clr|P|6P}} to beat your {{clr|S|214S}} and general air mixup. You can also throw out quick {{keyword|abare}} buttons like {{clr|K|5K}} in neutral to try and stuff an attempt at {{MMC|chara=May|input=[4]6S|label=S dolphin}} or on reaction to {{MMC|chara=May|input=[4]6H|label=H dolphin}}. Her more disjointed buttons may be hard to contest, so try to play patient and punish her mistakes.
{{clr|S|623S}} can often get solid counter-hits on May's jumping normals that she usually gets away with uncontested. She also has a bit of a blind spot when it comes to being above her, as her {{clr|H|2H}} is very slow, forcing her to rely on {{clr|P|6P}} to beat your {{clr|S|214S}} and general air mixup. You can also throw out quick {{keyword|abare}} buttons like {{clr|K|5K}} in neutral to try and stuff an attempt at {{MMC|chara=May|input=[4]6S|label=S dolphin}} or on reaction to {{MMC|chara=May|input=[4]6H|label=H dolphin}}. Her more disjointed buttons may be hard to contest, so try to play patient and punish her mistakes.
}}
}}
<div class="mw-collapsible-content">
 
[[GGST/May/Frame Data|Frame Data]] • [[GGST/May/Strategy#Fighting_May|Counterstrategy]] • [[GGST/May/Matchups#Giovanna|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=giovanna&p2chars=may Videos]


===Round Start===
===Round Start===
----
----
{| class="mw mw wikitable" style=text-align:center
{| class="wikitable" style=text-align:center
|+style=white-space:nowrap | Common Round Start Interaction Table
! May's Button !! Loses To !! Beats !! Trades !! Whiffs  
! May's Button !! Loses To !! Beats !! Trades !! Whiffs  
|-
|-
|{{MMC|game=GGST|chara=May|input=6P|label={{clr|P|6P}}}} ||  ||  || ||  
|{{MMC|chara=May|input=6P|label={{clr|P|6P}}}} ||  dl.{{clr|H|5H}}, {{clr|D|2D}}, {{clr|K|236K}} || {{clr|S|f.S}}, {{clr|H|5H}}  || {{clr|P|6P}} (clash) || {{clr|K|5K}}, {{clr|K|2K}}, {{clr|S|2S}}, {{clr|S|623S}}
|-
|-
|{{MMC|game=GGST|chara=May|input=5K|label={{clr|K|5K}}}} ||  || || ||  
|{{MMC|chara=May|input=5K|label={{clr|K|5K}}}} || {{clr|P|6P}}, micro-walkback > {{clr|H|5H}} || {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|D|2D}} || {{clr|K|5K}}, {{clr|S|623S}} || {{clr|K|2K}}
|-
|-
|{{MMC|game=GGST|chara=May|input=2S|label={{clr|S|2S}}}} ||  || || ||  
|{{MMC|chara=May|input=2S|label={{clr|S|2S}}}} || micro-walkback > {{clr|H|5H}} || {{clr|K|5K}}, {{clr|K|2K}}, {{clr|P|6P}}, {{clr|D|2D}}, {{clr|S|623S}} || {{clr|S|f.S}}, {{clr|S|2S}} ||  
|-
|-
|IADB {{MMC|game=GGST|chara=May|input=j.H|label={{clr|H|j.H}}}} || ||  || ||  
|IADB {{MMC|chara=May|input=j.H|label={{clr|H|j.H}}}} || IAD {{clr|S|j.S}} ||  || ||  
|-
|-
|{{MMC|game=GGST|chara=May|input=[4]6S|label=Dolphin}} ||  || || ||  
|{{MMC|chara=May|input=[4]6S|label=Dolphin}} || {{clr|P|5P}}, {{clr|P|6P}}, {{clr|K|2K}}, {{clr|K|5K}}, {{clr|S|623S}} || {{clr|H|5H}}, {{clr|D|2D}} || {{clr|S|f.S}}, {{clr|S|2S}} ||  
|}
|}


===Notable Interactions===
===Notable Interactions===
Line 633: Line 908:
----
----


===Defence===
===Defense and Punishes===
----
----


</div></div>
 


==Millia Rage==
==Millia Rage==
<div class="mw-collapsible" style="border: 1px solid #a2a9b1; padding: 5px">
{{MatchupSummaryBox
{{TheoryBox
| character    = Millia Rage
| Title      = {{Character Label|GGST|Millia Rage|48px}}
| favorability = '''{{clr|#ffbf00|Even}}'''
| Difficulty = '''{{clr|#ffbf00|Even}}'''
| oneliner    =
| Oneliner  =  
| summary      =  
| content    =
While {{clr|S|623S}} will often net you huge reward against Millias who aren't expecting it, a competent Millia will know how to utilize her plethora of air options in order to misdirect your attempts to anti-air. Beware of her lows being fairly good at stuffing your dash-ins. Besides that, though, neutral can be in your favour if you manage to beat her approaches with your generally superior poke tools.
While {{clr|S|623S}} will often net you huge reward against Millias who aren't expecting it, a competent Millia will know how to utilize her plethora of air options in order to misdirect your attempts to anti-air. Beware of her lows being fairly good at stuffing your dash-ins. Besides that, though, neutral can be in your favour if you manage to beat her approaches with your generally superior poke tools.
}}
}}
<div class="mw-collapsible-content">
 
[[GGST/Millia Rage/Frame Data|Frame Data]] • [[GGST/Millia Rage/Strategy#Fighting_Millia|Counterstrategy]] • [[GGST/Millia Rage/Matchups#Giovanna|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=giovanna&p2chars=millia Videos]


===Round Start===
===Round Start===
----
----
{| class="mw mw wikitable" style=text-align:center
{| class="wikitable" style=text-align:center
|+style=white-space:nowrap | Common Round Start Interaction Table
! Millia's Button !! Loses To !! Beats !! Trades !! Whiffs  
! Millia's Button !! Loses To !! Beats !! Trades !! Whiffs  
|-
|-
|{{MMC|game=GGST|chara=Millia Rage|input=6P|label={{clr|P|6P}}}} ||  || || ||  
|{{MMC|chara=Millia Rage|input=6P|label={{clr|P|6P}}}} || dl.{{clr|H|5H}}, {{clr|D|2D}}, jump forward {{clr|H|j.H}}<sup>{{tt|*|While a tight window, it is possible to hit her before she can block, and even if she does you're still plus.}}</sup> || {{clr|K|5K}}, {{clr|S|f.S}}, {{clr|H|5H}}, {{clr|H|2H}} || {{clr|P|6P}}<sup>clash</sup>, {{clr|S|623S}}<sup>clash</sup> || {{clr|P|5P}}, {{clr|P|2P}}, {{clr|K|2K}}, {{clr|S|2S}}
|-
|-
|{{MMC|game=GGST|chara=Millia Rage|input=5K|label={{clr|K|5K}}}} ||  ||  || ||  
|{{MMC|chara=Millia Rage|input=5K|label={{clr|K|5K}}}} ||  ||  || ||  
|-
|-
|{{MMC|game=GGST|chara=Millia Rage|input=f.S|label={{clr|S|f.S}}}} ||  ||  || ||  
|{{MMC|chara=Millia Rage|input=f.S|label={{clr|S|f.S}}}} || {{clr|P|6P}}, jump forward {{clr|H|j.H}}<sup>{{tt|*|Millia can always block in time, but you're plus.}}</sup> || {{clr|P|5P}}, {{clr|P|2P}}, {{clr|K|2K}}, {{clr|H|5H}}, {{clr|D|2D}} || {{clr|K|5K}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|S|623S}}, walk back<sup>{{tt|*|Gio will always block here but is probably too far to get any punish}}</sup> || backdash
|-
|-
|{{MMC|game=GGST|chara=Millia Rage|input=2S|label={{clr|S|2S}}}} ||  || || ||  
|{{MMC|chara=Millia Rage|input=2S|label={{clr|S|2S}}}} || {{clr|K|2K}}, {{clr|S|f.S}}, {{clr|H|5H}}, {{clr|S|214S}}, jump forward {{clr|H|j.H}}<sup>{{tt|*|Millia can always block in time, but you're plus.}}</sup> || {{clr|P|5P}}, {{clr|P|2P}}, {{clr|H|2H}}, {{clr|D|2D}}, {{clr|P|6P}} || {{clr|S|2S}} || {{clr|K|5K}}
|-
|-
|{{MMC|game=GGST|chara=Millia Rage|input=2D|label={{clr|D|2D}}}} ||  ||  || ||  
|{{MMC|chara=Millia Rage|input=2D|label={{clr|D|2D}}}} ||  ||  || ||  
|}
|}


===Notable Interactions===
===Notable Interactions===
Line 676: Line 949:
----
----


===Defence===
===Defense and Punishes===
----
----
* {{MMC|chara=Millia Rage|input=214P|label=[[GGST/Millia Rage#Iron Savior|Iron Savior]]}} is -12 on block, but often gets spaced pretty far away after the pushblock for your faster buttons to reach. Your {{clr|H|6H}} is a guaranteed punish.
====S Tandem Top====
The {{MMC|chara=Millia Rage|input=236S|label=[[GGST/Millia Rage#Tandem Top|S version of Tandem Top]]}} (immediate one) is technically -14 on block if it hits immediately. However, when properly spaced, its disadvantage goes down, as well as increases the distance, making Millia unpunishable by Gio's buttons.
It is a bit harder (but far, far from impossible) for Millia to safely space it when:
* in the corner (either you are or she is)
* doing it raw, outside of blockstring
* blockstring being too short (i.e. {{clr|K|2K}}>{{clr|D|2D}}) and/or being started too close (i.e. point-blank)
* most importantly, having parts of the blockstring IB'd
When misspaced, both {{clr|H|5H}} and dash~{{clr|K|5K}} reach her in time for a punish. Millia is in counterhit state during recovery and airborne except for the last 4 frames of it.
Barring that, Millia is still very minus and you can at least take back your turn.


</div></div>


==Nagoriyuki==
==Nagoriyuki==
<div class="mw-collapsible" style="border: 1px solid #a2a9b1; padding: 5px">
{{MatchupSummaryBox
{{TheoryBox
| character    = Nagoriyuki
| Title      = {{Character Label|GGST|Nagoriyuki|48px}}
| favorability = '''{{clr|5|Slightly Unfavorable}}'''
| Difficulty = '''{{clr|#FF6700|Unfavorable}}'''
| oneliner    = Have you heard of IBing? No? Allow me to remind you.
| Oneliner  =  
| summary      =  
| content    =
<div>
With Nago's amazing poke buttons, it can be very tricky to approach one who uses his tools effectively. His {{clr|S|2S}} and {{clr|H|5H}} are great at stuffing your dash-ins, and his {{clr|H|2H}} can completely destroy your jump-ins. Avoid blowing meter on Fautless Defense as he can often just use {{MMC|chara=Nagoriyuki|input=236K|label=[[GGST/Nagoriyuki#Fukyo|Fukyo]]}} to negate the pushback and instead save it for something that allows you to force your turn like RC or {{clr|H|j.236236H}}. Against Nagos who find your approaches easy to predict, neutral is still an uphill battle, so it's probably a good idea to try and [[GGST/Giovanna/Strategy#Avoiding_Wallbreak|avoid wallbreak]] as much as you can. When being pressured, exercise patience and try to react to his main mixup: the {{MMC|chara=Nagoriyuki|input=623P|label=[[GGST/Nagoriyuki#Bloodsucking Universe|command grab]]}}. Remember that he cannot pressure you with special moves forever, and a reckless Nago will inevitably activate Blood Rage trying to do so and essentially lose the round on his own. When Blood Rage is active and you aren't able to punish the animation, always be on the defensive, as you won't lose anything doing so while he is losing a very large chunk of his health.
With Nago's incredibly disjointed and low recovery buttons, it can be difficult for even Gio to whiff punish his attempts at throwing out buttons. There are ways to deal with this, however:
 
* Many of the pokes he tends to rely on are somewhat slow to startup, meaning if you've caught his pace and have a chance to press a button you can often challenge him with {{MMC|chara=Giovanna|input=5H|label={{clr|H|5H}}}} and get rewarded with a counter-hit combo.  
* {{MMC|chara=Nagoriyuki|input=2S|label='''{{clr|S|2S}}'''}} is still rather difficult to deal with, as it's fairly fast for how good of a low poke it is and Gio does not have any safe/reliable low crushes that go far enough to punish it. Just try to generally play it safe against this button and always block low when dash blocking.
* {{MMC|chara=Nagoriyuki|input=5K|label='''{{clr|K|5K}}'''}} is another one of his most contentious buttons, as it will go over with your attempts to {{MMC|chara=Giovanna|input=2K|label={{clr|K|2K}}}} in neutral and recover fast enough to still throw out another button.
* {{MMC|chara=Nagoriyuki|input=623H|label='''{{clr|H|623H}}'''}} can be beaten roundstart by your {{MMC|chara=Giovanna|input=5H|label={{clr|H|5H}}}}, but it's generally too risky to try and whiff punish this move until you see the {{MMC|chara=Nagoriyuki|input=623HH|label=followup}} come out to avoid getting counter-hit by it.
* Against Nagos who find your approaches easy to predict, neutral is still an uphill battle, so it's probably a good idea to try and [[GGST/Giovanna/Strategy#Avoiding_Wallbreak|avoid wallbreak]] as much as you can.  
* When being pressured, exercise patience. He has no highs outside of {{MMC|chara=Nagoriyuki|input=5D|label={{clr|D|5D}}}}, so it's safe to primarily worry about blocking low and jumping over his best mixup: the {{MMC|chara=Nagoriyuki|input=623P|label=[[GGST/Nagoriyuki#Bloodsucking Universe|command grab]]}}. Remember that he cannot pressure you with special moves forever, and a reckless Nago will inevitably activate Blood Rage trying to do so and essentially lose the round on his own.  
* When Blood Rage is active and you aren't able to punish the animation, always be on the defensive, as you won't lose anything doing so, while he is losing a very large chunk of his health over the duration.
}}
}}
<div class="mw-collapsible-content">
</div>
[[GGST/Nagoriyuki/Frame Data|Frame Data]] • [[GGST/Nagoriyuki/Strategy#Fighting_Nagoriyuki|Counterstrategy]] • [[GGST/Nagoriyuki/Matchups#Giovanna|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=giovanna&p2chars=nagoriyuki Videos]
 


===Round Start===
===Round Start===
----
----
{| class="mw mw wikitable" style=text-align:center
{| class="wikitable" style=text-align:center
|+style=white-space:nowrap | Common Round Start Interaction Table
! Nagoriyuki's Button !! Loses To !! Beats !! Trades !! Whiffs  
! Nagoriyuki's Button !! Loses To !! Beats !! Trades !! Whiffs  
|-
|-
|{{MMC|game=GGST|chara=Nagoriyuki|input=6P|label={{clr|P|6P}}}} || {{clr|D|2D}} || {{clr|H|5H}} || {{clr|S|623S}}(clash) || Block
|{{MMC|chara=Nagoriyuki|input=6P|label={{clr|P|6P}}}} || {{clr|D|2D}} || {{clr|H|5H}}, {{clr|K|5K}} || {{clr|S|623S}}(clash) || Block
|-
|-
|{{MMC|game=GGST|chara=Nagoriyuki|input=5K|label={{clr|K|5K}}}} || {{clr|P|6P}} (non-ch) {{clr|S|623S}} || {{clr|H|5H}}  || {{clr|K|5K}} || Block, {{clr|D|2D}}
|{{MMC|chara=Nagoriyuki|input=5K|label={{clr|K|5K}}}} || {{clr|P|6P}} (punish), {{clr|S|623S}} || {{clr|H|5H}}  || {{clr|P|5P}}, {{clr|K|5K}} || Block, {{clr|D|2D}}
|-
|-
|{{MMC|game=GGST|chara=Nagoriyuki|input=2S Level 1|label={{clr|S|2S}}}} || {{clr|H|5H}} || {{clr|D|2D}} || || Backdash, {{clr|S|623S}}
|{{MMC|chara=Nagoriyuki|input=2S Level 1|label={{clr|S|2S}}}} || {{clr|H|5H}} || {{clr|D|2D}} || || Backdash, {{clr|S|623S}}
|-
|-
|{{MMC|game=GGST|chara=Nagoriyuki|input=214H|label={{clr|H|214H}}}} || {{clr|H|5H}}, {{clr|S|623S}} || {{clr|D|2D}} || ||  
|{{MMC|chara=Nagoriyuki|input=214H|label={{clr|H|214H}}}} || {{clr|H|5H}}, {{clr|K|5K}}, {{clr|S|623S}} || {{clr|D|2D}}, {{clr|K|2K}} || ||  
|-
|-
|{{MMC|game=GGST|chara=Nagoriyuki|input=214K|label={{clr|K|214K}}}}~6 {{MMC|game=GGST|chara=Nagoriyuki|input=214H|label={{clr|H|214H}}}} ||  || || ||  
|{{MMC|chara=Nagoriyuki|input=214K|label={{clr|K|214K}}}} {{MMC|chara=Nagoriyuki|input=214H|label={{clr|H|214H}}}} ||  {{clr|D|2D}}, long dash {{clr|H|5H}}/{{clr|K|5K}}/{{clr|S|623S}} || {{clr|P|6P}}, {{clr|H|5H}}, {{clr|S|623S}} || ||  
|-
|-
|{{MMC|game=GGST|chara=Nagoriyuki|input=623H|label={{clr|H|623H}}}} || {{clr|H|5H}} || {{clr|S|623S}}(non-ch) || ||  
|{{MMC|chara=Nagoriyuki|input=623H|label={{clr|H|623H}}}} || {{clr|H|5H}}, dash {{clr|K|5K}} || {{clr|S|623S}}, {{clr|D|2D}} || ||  
|}
|}


Line 715: Line 1,011:


===Neutral===
===Neutral===
This matchup swings from defense to offense. You must approach Nago to condition him to use 5H or 2H in neutral. Once conditioned, you can play passively and bait a whiffed 5H or 2H. Giovanna can whiff punish anything that Nago can do with 5H or 66~5K.
----
----


Line 720: Line 1,017:
----
----


===Defence===
===Defense and Punishes===
----
----
</div></div>


==Potemkin==
==Potemkin==
<div class="mw-collapsible" style="border: 1px solid #a2a9b1; padding: 5px">
{{MatchupSummaryBox
{{TheoryBox
| character    = Potemkin
| Title      = {{Character Label|GGST|Potemkin|48px}}
| favorability = '''{{clr|#4cbb17|Favorable}}'''
| Difficulty = '''{{clr|#4cbb17|Favorable}}'''
| oneliner    =
| Oneliner  =  
| summary      =  
| content    =
While his long range buttons, air control, and close range reward can cause Gio some difficulty, remember the strengths you have in being able to outspeed many of his buttons in neutral. Your standard {{clr|S|c.S}} strike/throw mixups require you to be in close range and thus make you very susceptible to {{MMC|chara=Potemkin|input=632146P|label=[[GGST/Potemkin#Potemkin_Buster|Potemkin Buster]]}}, demanding more mid-range play and possibly thinking on some creative long range pressure. Other than that, the multi-hits of your {{clr|S|f.S}} and {{clr|S|2S}} force Potemkin to be careful when he decides to use his armored moves. Avoiding {{MMC|chara=Potemkin|input=236S|label=[[GGST/Potemkin#Slide_Head|Slide Head]]}} by backdashing or using an airborne special ({{MMC|chara=Giovanna|input=623S|label={{clr|S|623S}}}}, {{MMC|chara=Giovanna|input=214S|label={{clr|S|214S}}}}) is also a pretty good way to beat his full-screen game without having to jump and be susceptible to his threatening anti-air tools (though, {{MMC|chara=Potemkin|input=623H|label=[[GGST/Potemkin#Heat_Knuckle|Heat Knuckle]]}} can still catch you even during {{clr|S|623S}} sometimes).
While his long range buttons, air control, and close range reward can cause Gio some difficulty, remember the strengths you have in being able to outspeed many of his buttons in neutral. Your standard {{clr|S|c.S}} strike/throw mixups require you to be in close range and thus make you very susceptible to {{MMC|chara=Potemkin|input=632146P|label=[[GGST/Potemkin#Potemkin_Buster|Potemkin Buster]]}}, demanding more mid-range play and possibly thinking on some creative long range pressure. Other than that, the multi-hits of your {{clr|S|f.S}} and {{clr|S|2S}} force Potemkin to be careful when he decides to use his armored moves. Avoiding {{MMC|chara=Potemkin|input=236S|label=[[GGST/Potemkin#Slide_Head|Slide Head]]}} by backdashing or using an airborne special ({{MMC|chara=Giovanna|input=623S|label={{clr|S|623S}}}}, {{MMC|chara=Giovanna|input=214S|label={{clr|S|214S}}}}) is also a pretty good way to beat his full-screen game without having to jump and be susceptible to his threatening anti-air tools (though, {{MMC|chara=Potemkin|input=623H|label=[[GGST/Potemkin#Heat_Knuckle|Heat Knuckle]]}} can still catch you even during {{clr|S|623S}} sometimes).
}}
}}
<div class="mw-collapsible-content">
 
[[GGST/Potemkin/Frame Data|Frame Data]] • [[GGST/Potemkin/Strategy#Fighting_Potemkin|Counterstrategy]] • [[GGST/Potemkin/Matchups#Giovanna|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=giovanna&p2chars=potemkin Videos]


===Round Start===
===Round Start===
----
----
{| class="mw mw wikitable" style=text-align:center
{| class="wikitable" style=text-align:center
|+style=white-space:nowrap | Common Round Start Interaction Table
! Pot's Button !! Loses To !! Beats !! Trades !! Whiffs  
! Pot's Button !! Loses To !! Beats !! Trades !! Whiffs  
|-
|-
|{{MMC|game=GGST|chara=Potemkin|input=2P|label={{clr|P|2P}}}} ||  || || ||  
|{{MMC|chara=Potemkin|input=2P|label={{clr|P|2P}}}} || {{clr|K|5K}} || {{clr|P|6P}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|D|2D}} || {{clr|S|623S}} ||  
|-
|-
|{{MMC|game=GGST|chara=Potemkin|input=6P|label={{clr|P|6P}}}} ||  || || ||  
|{{MMC|chara=Potemkin|input=6P|label={{clr|P|6P}}}} || {{clr|D|2D}} || {{clr|S|f.S}} || dl.{{clr|P|6P}} (clash) || {{clr|P|6P}}, {{clr|S|2S}}, {{clr|S|623S}}
|-
|-
|{{MMC|game=GGST|chara=Potemkin|input=f.S|label={{clr|S|f.S}}}} ||  ||  || ||  
|{{MMC|chara=Potemkin|input=f.S|label={{clr|S|f.S}}}} || {{clr|P|6P}}, {{clr|K|5K}}, {{clr|S|f.S}}, {{clr|H|5H}}, {{clr|D|2D}} || {{clr|S|2S}} || {{clr|S|623S}} || {{clr|K|2K}}
|-
|-
|{{MMC|game=GGST|chara=Potemkin|input=2D|label={{clr|D|2D}}}} ||  ||  || ||  
|{{MMC|chara=Potemkin|input=2D|label={{clr|D|2D}}}} || {{clr|S|f.S}}, {{clr|H|5H}}, {{clr|S|214S}}, 66{{clr|K|5K}} || {{clr|P|6P}}, {{clr|K|5K}}, {{clr|K|2K}}, {{clr|S|2S}}, {{clr|D|2D}}, {{clr|S|623S}} || {{clr|K|214K}} ||
|-
|{{MMC|chara=Potemkin|input=236P|label=Megafist Forward}} || {{tt|j.X| j.P and j.K need to be delayed slightly not to whiff; when jumping backwards j.P whiffs no matter the delay}}, (dl.){{clr|S|623S}}<sup>[3]</sup> || {{clr|H|5H}}(non-ch), {{clr|S|f.S}}, {{clr|S|2S}}(non-ch) ||  || j7,j8,j9, {{clr|K|2/5K}}<sup>[1]</sup>, 66{{clr|K|2/5K}}<sup>[2]</sup>
|}
|}


*[1] Megafist connects, but Gio recovers fast enough to block
*[2] Both whiff, sideswap happens - watch which direction you're blocking
*[3] Can delay {{clr|S|623S}} quite a bit, and use it on reaction, although the practicality of such is not apparent. Keep in mind that switching from block to 623 motion might be tricky, regardless of your input method.


===Notable Interactions===
===Notable Interactions===
Line 760: Line 1,059:
===Offense===
===Offense===
----
----
* It might be a good idea to either completely avoid {{clr|S|214S}} or at least use it ''very'' sparingly if Potemkin has meter, for {{MMC|chara=Potemkin|input=236236S|imageNumber=2|label=[[GGST/Potemkin#Heavenly Potemkin Buster|obvious reasons]]}}


===Defence===
===Defense and Punishes===
----
----
* {{MMC|chara=Potemkin|input=236P|label=Megafist}} is not countered by {{clr|P|6P}} - at best the two clash. However {{clr|S|623S}} has good enough hitbox, and comes out fast enough to answer megafist on reaction.


</div></div>


==Ramlethal Valentine==
==Ramlethal Valentine==
<div class="mw-collapsible" style="border: 1px solid #a2a9b1; padding: 5px">
{{MatchupSummaryBox
{{TheoryBox
| character    = Ramlethal Valentine
| Title      = {{Character Label|GGST|Ramlethal Valentine|48px}}
| favorability = '''{{clr|5|Slightly Unfavorable}}'''
| Difficulty = '''{{clr|#FF6700|Unfavorable}}'''
| oneliner    = Dash 5k, Far slash whiff punish. heh
| Oneliner  =  
| summary      =  
| content    =
Much like {{Character Label|GGST|Nagoriyuki|label=Nagoriyuki}}, Ram is very formidable at the longer mid-ranges. This makes her very good at stuffing both your pokes and your attempts at approaching. Since being in neutral against her is so threatening, you should probably opt for [[GGST/Giovanna/Strategy#Avoiding_Wallbreak|not breaking the wall]] whenever you get a combo and simply go for corner pressure for as long as you can.
Much like {{Character Label|GGST|Nagoriyuki|label=Nagoriyuki}}, Ram is very formidable at the longer mid-ranges. This makes her very good at stuffing both your pokes and your attempts at approaching. Since being in neutral against her is so threatening, you should probably opt for [[GGST/Giovanna/Strategy#Avoiding_Wallbreak|not breaking the wall]] whenever you get a combo and simply go for corner pressure for as long as you can.  
 
The immense range and speed of nearly all her sword-related moves will rarely let you get out a {{clr|D|2D}} in neutral, generally urging you to go for fast pokes and low profiles. Her {{MMC|chara=Ramlethal Valentine|input=f.S|label={{clr|S|f.S}}}}, {{MMC|chara=Ramlethal Valentine|input=5H|label={{clr|H|5H}}}}, and {{MMC|chara=Ramlethal Valentine|input=236H|label=[[GGST/Ramlethal_Valentine#Bajoneto|Bajoneto]]}} can all be beaten by {{clr|P|6P}}, and might urge her to start throwing out {{clr|S|2S}} to beat it. You can then abuse the short range of her {{clr|S|2S}} to land a whiff punish in response. Ram {{clr|S|f.S}} is a very rare case of a button that can't be low profiled by {{clr|S|623S}} but can be by {{clr|P|6P}}. Her {{clr|H|j.H}} is quite good at beating Gio's anti-airs even post-nerf, so trying to react to her double jumps with an air-to-air that can then be confirmed into airdash {{clr|D|j.D}} can be a very unexpected and rewarding way to deal with such a typically uncontested button. Since her anti-air options are pretty limited in range, a back jump is generally a low risk idea in neutral and as a round opener. Her {{MMC|chara=Ramlethal Valentine|input=236236S|label=[[GGST/Ramlethal_Valentine#Mortobato|reversal]]}} cannot be outranged with {{clr|D|2D}}, but you can still do a [[GGST/Giovanna/Strategy#Safejumps|safejump setups]] to guard against it..
The immense range and speed of nearly all her sword-related moves will rarely let you get out a {{clr|D|2D}} in neutral, generally urging you to go for fast pokes and low profiles. Her {{MMC|chara=Ramlethal Valentine|input=f.S|label={{clr|S|f.S}}}}, {{MMC|chara=Ramlethal Valentine|input=5H|label={{clr|H|5H}}}}, and {{MMC|chara=Ramlethal Valentine|input=236H|label=[[GGST/Ramlethal_Valentine#Bajoneto|Bajoneto]]}} can all be beaten by {{clr|P|6P}}, and might urge her to start throwing out {{clr|S|2S}} to beat it. You can then abuse the short range of her {{clr|S|2S}} to land a whiff punish in response. Ram {{clr|S|f.S}} is a very rare case of a button that can't be low profiled by {{clr|S|623S}} but can be by {{clr|P|6P}}. Her {{clr|H|j.H}} is quite good at beating Gio's anti-airs even post-nerf, so trying to react to her double jumps with an air-to-air that can then be confirmed into airdash {{clr|D|j.D}} can be a very unexpected and rewarding way to deal with such a typically uncontested button. Since her anti-air options are pretty limited in range, a back jump is generally a low risk idea in neutral and as a round opener. Her {{MMC|chara=Ramlethal Valentine|input=236236S|label=[[GGST/Ramlethal_Valentine#Mortobato|reversal]]}} cannot be outranged with {{clr|D|2D}}, but you can still do a [[GGST/Giovanna/Strategy#Safejumps|safejump setups]] to guard against it..


Corner pressure is where Ram excels the most. Fortunately, Giovanna's dash is actually fast enough for you to block the first hit of the {{clr|H|Bajoneto sword throw}} and then dash forward to avoid the explosion, although Ram may be able to stop you and continue pressure with a quick normal if she's still in range for it. Her air control is also far stronger while in the corner thanks to {{clr|S|S}} sword throw and {{clr|P|j.P}} spam to keep you locked down until you land again. All in all, her corner pressure is scary, and saving your meter for YRCing out of it can serve you quite well.
Corner pressure is where Ram excels the most. Fortunately, Giovanna's dash is actually fast enough for you to block the first hit of the {{clr|H|Bajoneto sword throw}} and then dash forward to avoid the explosion, although Ram may be able to stop you and continue pressure with a quick normal if she's still in range for it. Her air control is also far stronger while in the corner thanks to {{clr|S|S}} sword throw and {{clr|P|j.P}} spam to keep you locked down until you land again. All in all, her corner pressure is scary, and saving your meter for YRCing out of it can serve you quite well.
}}
}}
<div class="mw-collapsible-content">
 
[[GGST/Ramlethal Valentine/Frame Data|Frame Data]] • [[GGST/Ramlethal Valentine/Strategy#Fighting_Ramlethal|Counterstrategy]] • [[GGST/Ramlethal Valentine/Matchups#Giovanna|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=giovanna&p2chars=ramlethal Videos]


===Round Start===
===Round Start===
----
----
{| class="mw mw wikitable" style=text-align:center
{| class="wikitable" style=text-align:center
|+style=white-space:nowrap | Common Round Start Interaction Table
! Ramlethal's Button !! Loses To !! Beats !! Trades !! Whiffs  
! Ramlethal's Button !! Loses To !! Beats !! Trades !! Whiffs  
|-
|-
|{{MMC|game=GGST|chara=Ramlethal Valentine|input=6P|label={{clr|P|6P}}}} || {{tt|{{clr|D|2D}}|non-counterhit}} dl.{{clr|K|2K}} {{clr|S|2S}} || {{clr|K|5K}} {{clr|H|5H}} || {{clr|P|6P}} || Block
|{{MMC|chara=Ramlethal Valentine|input=6P|label={{clr|P|6P}}}} || {{tt|{{clr|D|2D}}|non-counterhit}} dl.{{clr|K|2K}} {{clr|S|2S}} || {{clr|K|5K}} {{clr|H|5H}} || {{clr|P|6P}} || Block
|-
|-
|{{MMC|game=GGST|chara=Ramlethal Valentine|input=5K|label={{clr|K|5K}}}} || {{clr|P|6P}} || {{clr|H|5H}} {{clr|D|2D}} || {{clr|K|5K}} {{clr|S|f.S}} || Block {{clr|K|2K}} {{clr|S|2S}}
|{{MMC|chara=Ramlethal Valentine|input=5K|label={{clr|K|5K}}}} || {{clr|P|6P}} || {{clr|H|5H}} {{clr|D|2D}} || {{clr|K|5K}} {{clr|S|f.S}} || Block {{clr|K|2K}} {{clr|S|2S}}
|-
|-
|{{MMC|game=GGST|chara=Ramlethal Valentine|input=2K|label={{clr|K|2K}}}} ||  ||  || || Block
|{{MMC|chara=Ramlethal Valentine|input=2K|label={{clr|K|2K}}}} ||  ||  || || Block
|-
|-
|{{MMC|game=GGST|chara=Ramlethal Valentine|input=2S|label={{clr|S|2S}}}} || {{clr|S|214S}} (non-ch), 4~66~X(see below) || {{tt|most buttons|{{clr|P|5P}}, {{clr|P|2P}}, {{clr|K|2K}} stop being active before Ram's {{clr|S|2S}} active frames and get Punished; the rest get Counterhit. Delaying fast buttons does not help to tip the scales in our favor}}  ||  {{clr|S|2S}} {{clr|H|5H}} || {{clr|K|5K}} {{clr|H|6H}}, walk back, {{tt|j8, j9|jump up/forward. Ram recovers before any of Gio's aerial attack can connect, and can block in time}}
|{{MMC|chara=Ramlethal Valentine|input=2S|label={{clr|S|2S}}}} || {{clr|S|214S}} (non-ch), 4~66~X(see below) || {{tt|most buttons|{{clr|P|5P}}, {{clr|P|2P}}, {{clr|K|2K}} stop being active before Ram's {{clr|S|2S}} active frames and get Punished; the rest get Counterhit. Delaying fast buttons does not help to tip the scales in our favor}}  ||  {{clr|S|2S}}, {{clr|S|f.S}}, {{clr|H|5H}}, 66{{clr|K|5K}} || {{clr|K|5K}} {{clr|H|6H}}, walk back, {{tt|j8, j9|jump up/forward. Ram recovers before any of Gio's aerial attack can connect, and can block in time}}
|-
|-
|IADB {{MMC|game=GGST|chara=Ramlethal Valentine|input=j.S|label={{clr|S|j.S}}}} ||  ||  || ||  
|IADB {{MMC|chara=Ramlethal Valentine|input=j.S|label={{clr|S|j.S}}}} ||  ||  || ||  
|}
|}


* Ram's {{clr|S|2S}} can be punished by '''micro-walk back > dash forward > {{clr|K|5K}}''' ({{clr|S|f.S}} or {{clr|H|5H}} also work), or '''micro-walk back > micro-walk forward > {{clr|H|5H}}'''. {{clr|K|5K}} can score a counterhit that way, but not {{clr|S|f.S}} or {{clr|H|5H}}. The timing and execution requirements for that are somewhat strict though, so it's advisable to practice in training mode first before implementing the technique in real match.
* Ram's {{clr|S|2S}} can be punished by '''micro-walk back > dash forward > {{clr|K|5K}}''' ({{clr|S|f.S}} or {{clr|H|5H}} also work), or '''micro-walk back > micro-walk forward > {{clr|H|5H}}'''. {{clr|K|5K}} can score a counterhit that way, but not {{clr|S|f.S}} or {{clr|H|5H}}. The timing and execution requirements for that are somewhat strict though, so it's advisable to practice in training mode first before implementing the technique in real match.
* Ram's {{MMC|game=GGST|chara=Ramlethal Valentine|input=f.S|label={{clr|S|f.S}}}} loses to Gio'S {{clr|P|6P}} in a very satisfying way, but there is no reason for Ram to use {{clr|S|f.S}} as a roundstart over {{clr|S|2S}} after [[GGST/Patch Notes|patch 1.18]]. So that's more of a noob-trap.
* Ram's {{MMC|chara=Ramlethal Valentine|input=f.S|label={{clr|S|f.S}}}} loses to Gio's {{clr|P|6P}}, {{clr|H|5H}} and 66{{clr|K|5K}}, but there is no reason for Ram to use {{clr|S|f.S}} as a roundstart over {{clr|S|2S}} after [[GGST/Patch Notes|patch 1.18]]. So that's more of a noob-trap.


===Notable Interactions===
===Notable Interactions===
----
----
* Ram's {{clr|H|5H}} can *technically* be low profiled by {{clr|S|623S}}, but only once the latter becomes active (frame 7 onwards), not frame 1, which makes it highly impractical. {{clr|P|6P}} is a much more reliable option.
* Ram's {{MMC|chara=Ramlethal Valentine|input=5H|hitboxMode=true|imageNumber=1|label={{clr|H|5H}}}} can *technically* be low profiled by {{clr|S|623S}}, but only once the latter becomes active (frame 7 onwards), not frame 1, which makes it highly impractical. {{clr|P|6P}} is a much more reliable option.
* Ram's {{MMC|chara=Ramlethal Valentine|input=2K|hitboxMode=true|label={{clr|K|2K}}}} sometimes (depending on the timing) lowprofiles Gio's {{clr|S|214S}}.
* Ram's {{MMC|chara=Ramlethal Valentine|input=5P|hitboxMode=true|label={{clr|P|5P}}}} reliably counterhits Gio's {{clr|S|214S}} startup out of block at pretty much any range


===Neutral===
===Neutral===
Line 811: Line 1,112:
----
----


===Defence===
===Defense and Punishes===
----
* Blocking her {{MMC|chara=Ramlethal Valentine|input=236236S|label=[[GGST/Ramlethal#Mortobato|Mortobato]]}} super leaves Ramlethal -38 or worse, meaning you can go for almost any punish you want.
** Due to pushback {{clr|D|[5]D}} will only connect at close range (around less than {{clr|K|5K}}'s max distance.) This leads to a homing jump combo and guaranteed oki. Good for a meterless kill or if you have your back to the corner.
** Around midscreen, a RRC combo with a lot of corner carry can net you an free wallbreak. Example: {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|214K}} > {{clr|K|5K}} > {{clr|K |214K}} > RRC > dl.66 > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|236K}} > WS > {{clr|D|[5]D}}.
** If they're in the corner you can use a meterless wallbreak combo like {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|236K}} > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|236K}} > WS > {{clr|D|[5]D}} (or {{clr|H|632146H}} if you have meter) to get positive bonus and possibly oki.
 
 
 
==Sin Kiske==
{{MatchupSummaryBox
| character    = Sin Kiske
| favorability = '''{{clr|3|Even}}'''
| oneliner    = One-Liner
| summary      =
WIP
}}
 
 
===Round Start===
----
{| class="wikitable" style=text-align:center
|+style=white-space:nowrap | Common Round Start Interaction Table
! Sin's Button !! Loses To !! Beats !! Trades !! Whiffs
|-
|}
 
 
===Notable Interactions===
----
----


===Neutral===
----
===Offense===
----
===Defense and Punishes===
----


</div></div>
===Match Footage===
----


==Sol Badguy==
==Sol Badguy==
<div class="mw-collapsible" style="border: 1px solid #a2a9b1; padding: 5px">
{{MatchupSummaryBox
{{TheoryBox
| character    = Sol Badguy
| Title      = {{Character Label|GGST|Sol Badguy|48px}}
| favorability = '''{{clr|5|Slightly Unfavorable}}'''
| Difficulty = '''{{clr|#ffbf00|Even}}'''
| oneliner    =
| Oneliner  =  
| summary      =  
| content    =
Sol has fast, pressure-interrupting buttons that can make it very tough to do things with Gio that typically work well in other matchups. Overall, playing your cards carefully and at the right moments is key. Play it cool and condition him to throw out buttons on your pressure, then try to bait and punish said buttons. Fortunately his reversals are trivial to outrange, but when it comes to neutral, his buttons can be a massive threat. You can {{clr|P|6P}} most of his pressure if you're at the right distance, now including {{clr|S|6S}} thanks to the nerf.
Sol has fast, pressure-interrupting buttons that can make it very tough to do things with Gio that typically work well in other matchups. Overall, playing your cards carefully and at the right moments is key. Play it cool and condition him to throw out buttons on your pressure, then try to bait and punish said buttons. Fortunately his reversals are trivial to outrange, but when it comes to neutral, his buttons can be a massive threat. You can {{clr|P|6P}} most of his pressure if you're at the right distance, now including {{clr|S|6S}} thanks to the nerf. Your fast normals also come in handy here, as {{clr|P|5P}}, {{clr|K|5K}}, and {{clr|S|623S}} are all solid for abare against Sol's pressure. After hitting him with the {{clr|K|214K}} blockstring ender, an instant {{clr|S|623S}} will beat his attempts to {{clr|K|5K}}.
 
Your fast normals also come in handy here, as {{clr|P|5P}}, {{clr|K|5K}}, and {{clr|S|623S}} are all solid for abare against Sol's pressure.
}}
}}
<div class="mw-collapsible-content">
 
[[GGST/Sol Badguy/Frame Data|Frame Data]] • [[GGST/Sol Badguy/Strategy#Fighting_Sol|Counterstrategy]] • [[GGST/Sol Badguy/Matchups#Giovanna|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=giovanna&p2chars=sol Videos]


===Round Start===
===Round Start===
----
----
{| class="mw mw wikitable" style=text-align:center
{| class="wikitable" style=text-align:center
|+style=white-space:nowrap | Common Round Start Interaction Table
! Sol's Button !! Loses To !! Beats !! Trades !! Whiffs  
! Sol's Button !! Loses To !! Beats !! Trades !! Whiffs  
|-
|-
|{{MMC|game=GGST|chara=Sol Badguy|input=6P|label={{clr|P|6P}}}} ||  ||  || ||  
|{{MMC|chara=Sol Badguy|input=6P|label={{clr|P|6P}}}} ||  ||  || ||  
|-
|-
|{{MMC|game=GGST|chara=Sol Badguy|input=f.S|label={{clr|S|f.S}}}} ||  ||  || ||  
|{{MMC|chara=Sol Badguy|input=f.S|label={{clr|S|f.S}}}} ||  ||  || ||  
|-
|-
|{{MMC|game=GGST|chara=Sol Badguy|input=2S|label={{clr|S|2S}}}} ||  ||  || ||  
|{{MMC|chara=Sol Badguy|input=2S|label={{clr|S|2S}}}} ||  ||  || ||  
|-
|-
|{{MMC|game=GGST|chara=Sol Badguy|input=6H|label={{clr|H|6H}}}} ||  ||  || ||  
|{{MMC|chara=Sol Badguy|input=6H|label={{clr|H|6H}}}} ||  ||  || ||  
|-
|-
|{{MMC|game=GGST|chara=Sol Badguy|input=2D|label={{clr|D|2D}}}} ||  ||  || ||  
|{{MMC|chara=Sol Badguy|input=2D|label={{clr|D|2D}}}} ||  ||  || ||  
|-
|-
|Dash {{MMC|game=GGST|chara=Sol Badguy|input=623H|label={{clr|H|623H}}}} ||  ||  || ||  
|Dash {{MMC|chara=Sol Badguy|input=623H|label={{clr|H|623H}}}} ||  ||  || ||  
|}
|}


Line 856: Line 1,195:
===Offense===
===Offense===
----
----
* Sol's {{MMC|chara=Sol Badguy|input=5K|label={{clr|K|5K}}}} and {{MMC|chara=Sol Badguy|input=5P|label={{clr|P|5P}}}} are very fast at 3 and 4 frames, respectively. However they are also very short-ranged, and rarely can be used as a punish. Specifically, the can connect after blocked {{clr|K|5K}}(x1-2)>{{clr|K|214K}} or {{clr|S|c.S}}>{{clr|S|f.S}}>{{clr|K|214K}}. Adding {{clr|H|5H}} to the {{clr|S|c.S}} string sufficiently spaces it to not be punishable. {{clr|S|214S}} can always be nudged to land out of range as well (although it can still get swatted out of the air during startup by either of the two buttons, as per usual).
** Both of those whiff on crouching giovanna after blocked {{clr|K|236K}}. Even though Sol's {{clr|K|5K}} trades with Gio's {{clr|S|2S}} when both are inputted immediately after {{clr|K|236K}}, delaying the {{clr|S|2S}}/{{clr|S|f.S}} for a couple of frames scores a hit and a minor combo. This is not an optimal punish (since <span class="MockCodeBlock">{{clr|K|236K}}, {{clr|K|5K}} CH > {{clr|H|6HHH}}</span> or <span class="MockCodeBlock">{{clr|K|236K}}, dl.66{{clr|S|c.S}} > ...</span> give much better damage), but it's an easy autopilot.


===Defence===
===Defense and Punishes===
----
----
* Sol's {{MMC|chara=Sol Badguy|input=214K|label=[[GGST/Sol Badguy#Bandit_Bringer|Bandit Bringer]]}} loses to {{clr|S|623S}} regardless of the distance. It is possible to answer it on reaction, but one needs to react to his initial jump - inputting {{clr|S|623S}} when sol is already in the air tends to be too late. If you missed the jump, there's little you can do other than block high. Sol is unpunishable after (at -2), although you might be able to take your turn back. How far away he lands from you varies a lot, so take that into account when choosing the next button to press.
* (Not Gio-specific) Sol's {{MMC|chara=Sol Badguy|input=236K|label=[[GGST/Sol Badguy#Bandit_Revolver|Bandit Revolver]]}} can have either a single hit, or two (initial and a followup). This creates a bit of an RPS situation - after having blocked the first one, pressing a button to punish it might get counterhit by the second. Regardless, if you do successfully block all the hits, then Sol is left standing in point blank range from you, -7 frames at best and -11 at worst, opening himself up for a full {{clr|S|c.S}} combo of your choosing. Or a throw.
** The gap between the first and the second hit can be as big as 5 frames (maybe more??), and is thus not really fuzzyable


===Notes===
===Match Footage===
----
----
A long set of Mocchi (high ranked Japan Sol players) vs TY (high ranked Japan Gio player): https://www.youtube.com/watch?v=spsKV2BpPes . And [https://www.youtube.com/watch?v=yZl4qFBWWPk another one] from before Season 2 update (and its [https://www.youtube.com/watch?v=5irbb7UfZUw analysis by Sajam])
* A long set of Mocchi (high ranked Japan Sol players) vs TY (high ranked Japan Gio player): https://www.youtube.com/watch?v=spsKV2BpPes (27-07-2022)
</div></div>
* And another one from before Season 2 update: https://www.youtube.com/watch?v=yZl4qFBWWPk (01-05-2022)
** and its analysis/commentary by Sajam: https://www.youtube.com/watch?v=5irbb7UfZUw


==Testament==
==Testament==
<div class="mw-collapsible" style="border: 1px solid #a2a9b1; padding: 5px">
{{MatchupSummaryBox
{{TheoryBox
| character    = Testament
| Title      = {{Character Label|GGST|Testament|48px}}
| favorability = '''{{clr|#4cbb17|Favorable}}'''
| Difficulty = '''{{clr|#4cbb17|Favorable}}'''
| oneliner    = you reap what you sow
| Oneliner  =  
| summary      =  
| content    =
*Testament's wide array of projectiles, large buttons and anti airs might lead you to believe that neutral will be an uphill battle, this is an illusion, as you aren't trying to get in, they're the one trying to keep you out.
Placeholder
* {{MMC|chara=Testament|input=236S|label=[[GGST/Testament#Grave_Reaper|Grave Reaper]]}}, {{MMC|chara=Testament|input=214P|label=[[GGST/Testament#Unholy_Diver|Crow]]}}, and {{MMC|chara=Testament|input=214S|label=[[GGST/Testament#Arbiter_Sign|Arbiter Sign]]}} are all tools that Testament has to commit to, one at a time. {{MMC|chara=Testament|input=236S|label=[[GGST/Testament#Grave_Reaper|Grave Reaper]]}} projectiles are relatively easy to avoid or block, however they place a succubus that will make the {{MMC|chara=Testament|input=214P|label=[[GGST/Testament#Unholy_Diver|Crow]]}} go to it, making it significantly harder to avoid as gio normally avoids the crow by... standing up. {{MMC|chara=Testament|input=214S|label=[[GGST/Testament#Arbiter_Sign|Arbiter]]}} can be [[GGST/Giovanna/Strategy#Step_Dash_Blocking|dashblocked]] easily, just be mindful of the overhead version.
}}
}}
<div class="mw-collapsible-content">
 
[[GGST/Testament/Frame Data|Frame Data]] • [[GGST/Testament/Strategy#Fighting_Testament|Counterstrategy]] • [[GGST/Testament/Matchups#Giovanna|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=giovanna&p2chars=testament Videos]


===Round Start===
===Round Start===
----
----
{| class="mw mw wikitable" style=text-align:center
{| class="wikitable" style=text-align:center
|+style=white-space:nowrap | Common Round Start Interaction Table
! Testament's Button !! Loses To !! Beats !! Trades !! Whiffs  
! Testament's Button !! Loses To !! Beats !! Trades !! Whiffs  
|-
|-
|{{MMC|game=GGST|chara=Testament|input=6P|label={{clr|P|6P}}}} ||  || || ||  
|{{MMC|chara=Testament|input=6P|label={{clr|P|6P}}}} || {{clr|D|2D}}<sup>nc</sup>, 66{{clr|K|2K}}, 66{{clr|S|2S}} || {{clr|H|5H}}, 66{{clr|D|2D}} || || {{clr|P|6P}}<sup>cl</sup>, {{clr|S|2S}}, j7,j8, IAD j.X<sup>[3]</sup>
|-
|-
|{{MMC|game=GGST|chara=Testament|input=f.S|label={{clr|S|f.S}}}} || || || ||  
|{{MMC|chara=Testament|input=f.S|label={{clr|S|f.S}}}} || {{clr|H|5H}}, 66{{clr|K|5K}} || {{clr|D|2D}} || ||  
|-
|-
|{{MMC|game=GGST|chara=Testament|input=2S|label={{clr|S|2S}}}} || || || ||  
|{{MMC|chara=Testament|input=2S|label={{clr|S|2S}}}} || {{clr|S|214S}}<sup>nc</sup>, step back -> dl.66 X<sup>[2]</sup><sup>[nc]</sup> || {{clr|K|2K}}<sup>nc</sup>, {{clr|D|2D}} || {{clr|H|5H}}, 66{{clr|K|5K}}, 66/dl.{{clr|K|2K}}<sup>[1]</sup>, {{clr|S|f.S}}, {{clr|S|2S}} || {{clr|K|5K}}, {{clr|S|623S}}, walkback, j7,j8,j9
|-
|-
|{{MMC|game=GGST|chara=Testament|input=236S|label={{clr|S|236S}}}} ||  ||  || ||  
|{{MMC|chara=Testament|input=236H|label={{clr|H|j.236H}}}} ||  ||  || ||  
|-
|-
|{{MMC|game=GGST|chara=Testament|input=236H|label={{clr|H|j.236H}}}} ||  ||  || ||
|Walk Back || 66{{clr|D|2D}} ||  || ||  
|-
|Walk Back ||  ||  || ||  
|}
|}
 
* <sup>nc</sup> Non-counterhit
* <sup>cl</sup> Clash
* [1] Either delay or microdash works, but the timing is rather tight in either case
* [2] A single step back is enough - don't walk all the way. Then wait a tiny bit, and dash in with a button. {{clr|K|5K}} needs a longer (non-micro) dash, {{clr|H|5H}} or {{clr|S|f.S}}/{{clr|S|2S}} are fine with shorter ones. Non counterhit, just a regular whiff-punish.
* [3] {{clr|P|6P}} whiffs, but testament recovers in time to block the jump-in attempt.


===Notable Interactions===
===Notable Interactions===
----
----


Testament's {{MMC|chara=Testament|input=2K|hitboxMode=true|label={{clr|K|2K}}}} lowprofiles Gio's {{clr|S|214S}}. Since {{clr|K|2K}} is a button testament would want to mash out of pressure anyway, this makes using {{clr|S|214S}} especially impractical.
* Testament's {{MMC|chara=Testament|input=2K|hitboxMode=true|label={{clr|K|2K}}}} lowprofiles Gio's {{clr|S|214S}}.
* {{clr|K|236K}} destroys {{MMC|chara=Testament|input=236S|label=[[GGST/Testament#Grave Reaper|Grave Reaper]]}} projectiles. The practical implications of that are unclear.
**  Doing {{clr|K|236K}} on reaction does beat the charged Grave Reaper, but is too slow to beat the uncharged one (except if gio is outside of Grave Reaper range during the startup). And reacting to the amount of charge (and inputing {{clr|K|236K}} after making sure that the fireball is charged) does not appear to be feasible either (i.e. that makes {{clr|K|236K}} too slow, and it gets counterhit, just like the tap version).
*** Trying to RPS this is probably not in Gio's favor, since charged Grave Reaper is a somewhat niche tool, and Testament would not be too upset losing it.
** However if gio is ''already'' outside of Grave Reaper range (or just barely within it), and Testament is throwing out a "zoning" Grave Reaper with the intent to deter Gio, but not to outright hit her, ''then'' you can on-reaction {{clr|K|236K}} your way in.


===Neutral===
===Neutral===
Line 907: Line 1,259:
----
----


===Defence===
===Defense and Punishes===
----
----
</div></div>


==Zato-1==
==Zato-1==
<div class="mw-collapsible" style="border: 1px solid #a2a9b1; padding: 5px">
{{MatchupSummaryBox
{{TheoryBox
| character    = Zato-1
| Title      = {{Character Label|GGST|Zato-1|48px}}
| favorability = '''{{clr|#ffbf00|Even}}'''
| Difficulty = '''{{clr|#ffbf00|Even}}'''
| oneliner    =
| Oneliner  =  
| summary      =  
| content    =
It's important to try and ensure Zato doesn't get his pressure off, as Gio has fairly limited ways to escape it. If you expect anything other than {{MMC|chara=Zato-1|input=236H|label=[[GGST/Zato-1#"Oppose"|"Oppose"]]}} at roundstart, you can attempt to throw out a microdash {{clr|K|5K}} or {{clr|S|f.S}} to outspeed his sluggish buttons or pressure his block. Otherwise, you can patiently dash block and then react to Oppose by grabbing Zato out of the animation. You can use {{clr|P|6P}} to hit Eddie's frog form during neutral, and your {{clr|P|5P}} is fast enough to land a hit on Eddie during pressure. The back hitboxes of {{clr|S|214S}} and {{clr|K|j.K}} can have a situational use for hitting Eddie behind you, an important spot where most Zatos don't expect him to get hit. As it is with facing Zato in general, try to play around Eddie's timer by putting on the pressure when Eddie is down and respecting moves like {{MMC|chara=Zato-1|input=236K|label=[[GGST/Zato-1#"That's a lot!"|"That's a lot!"]]}} that occupy a lot of the space Gio likes to be in.
It's important to try and ensure Zato doesn't get his pressure off, as Gio has fairly limited ways to escape it. If you expect anything other than {{MiniMoveCard|game=GGST|chara=Zato-1 |input=236H|label=[[GGST/Zato-1#.22Oppose.22|"Oppose"]]}} at roundstart, you can attempt to throw out a microdash {{clr|K|5K}} or {{clr|S|f.S}} to outspeed his sluggish buttons or pressure his block. Otherwise, you can patiently dash block and then react to Oppose by grabbing Zato out of the animation. You can use {{clr|P|6P}} to hit Eddie's frog form during neutral, and your {{clr|P|5P}} is fast enough to land a hit on Eddie during pressure. The back hitboxes of {{clr|S|214S}} and {{clr|K|j.K}} can have a situational use for hitting Eddie behind you, an important spot where most Zatos don't expect him to get hit. As it is with facing Zato in general, try to play around Eddie's timer by putting on the pressure when Eddie is down and respecting moves like {{MiniMoveCard|game=GGST|chara=Zato-1 |input=236K|label=[[GGST/Zato-1#%22That's%20a%20lot!%22|"That's a lot!"]]}} that occupy a lot of the space Gio likes to be in.
}}
}}
<div class="mw-collapsible-content">
 
[[GGST/Zato-1/Frame Data|Frame Data]] • [[GGST/Zato-1/Strategy#Fighting_Zato|Counterstrategy]] • [[GGST/Zato-1/Matchups#Giovanna|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=giovanna&p2chars=zato Videos]


===Round Start===
===Round Start===
----
----
{| class="mw mw wikitable" style=text-align:center
{| class="wikitable" style=text-align:center
|+style=white-space:nowrap | Common Round Start Interaction Table
! Zato's Button !! Loses To !! Beats !! Trades !! Whiffs  
! Zato's Button !! Loses To !! Beats !! Trades !! Whiffs  
|-
|-
|{{MMC|game=GGST|chara=Zato-1|input=2P|label={{clr|P|2P}}}} || {{clr|K|2K}} || {{clr|H|5H}} {{tt|{{clr|D|2D}}|recovers in time to block}} || {{clr|K|5K}} {{clr|S|2S}} {{tt|{{clr|P|2P}}|clash}} || Block
|{{MMC|chara=Zato-1|input=2P|label={{clr|P|2P}}}} || {{clr|K|2K}} || {{clr|H|5H}} {{tt|{{clr|D|2D}}|recovers in time to block}} || {{clr|K|5K}} {{clr|S|2S}} {{tt|{{clr|P|2P}}|clash}} || Block
|-
|-
|{{MMC|game=GGST|chara=Zato-1|input=6P|label={{clr|P|6P}}}} || {{clr|D|2D}} || {{clr|S|f.S}} {{clr|H|5H}} || {{tt|{{clr|P|6P}}|clash}} || Block {{clr|S|2S}} {{clr|K|5K}}
|{{MMC|chara=Zato-1|input=6P|label={{clr|P|6P}}}} || {{clr|D|2D}} || {{clr|S|f.S}} {{clr|H|5H}} || {{tt|{{clr|P|6P}}|clash}} || Block {{clr|S|2S}} {{clr|K|5K}}
|-
|-
|{{MMC|game=GGST|chara=Zato-1|input=f.S|label={{clr|S|f.S}}}} ||  ||  || ||  
|{{MMC|chara=Zato-1|input=f.S|label={{clr|S|f.S}}}} ||  ||  || ||  
|-
|-
|{{MMC|game=GGST|chara=Zato-1|input=2S|label={{clr|S|2S}}}} || {{clr|H|5H}} ||  || ||  
|{{MMC|chara=Zato-1|input=2S|label={{clr|S|2S}}}} || {{clr|K|5K}} {{clr|K|2K}} {{clr|H|5H}} ||  || ||  
|-
|-
|Walk Back {{MMC|game=GGST|chara=Zato-1|input=2S|label={{clr|S|2S}}}} ||  ||  || ||  
|{{MMC|chara=Zato-1|input=2D|label={{clr|D|2D}}}} ||  ||  || ||  
|-
|-
|{{MMC|game=GGST|chara=Zato-1|input=236H|label={{clr|S|236H}}}} ||  || buttons || ||  
|Walk Back {{MMC|chara=Zato-1|input=5H|label={{clr|H|5H}}}} ||  || || ||  
|}
|}


===Notable Interactions===
===Notable Interactions===
Line 952: Line 1,300:
----
----


===Defence===
===Defense and Punishes===
----
----


</div></div>
==References==
 
* S2 Akarien Giovanna matchup tier list - https://twitter.com/Akaraien/status/1553646432426631168


==Navigation==
==Navigation==
<center>{{Character Label|GGST|{{#titleparts: {{BASEPAGENAME}}|1|2}}|45px}}</center>
{{GGST/Navigation}}
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{#lst:GGST/Navigation}}

Latest revision as of 20:34, 24 April 2024



Matchups

Table of Contents
GGST A.B.A Icon.png GGST Anji Icon.png GGST Asuka R Icon.png GGST Axl Icon.png
GGST Baiken Icon.png GGST Bedman Icon.png GGST Bridget Icon.png GGST Chipp Icon.png
GGST Elphelt Valentine Icon.png GGST Faust Icon.png GGST Giovanna Icon.png GGST Goldlewis Icon.png
GGST Happy Chaos Icon.png GGST I-No Icon.png GGST Jack-O Icon.png GGST Johnny Icon.png
GGST Ky Icon.png GGST Leo Icon.png GGST May Icon.png GGST Millia Icon.png
GGST Nagoriyuki Icon.png GGST Potemkin Icon.png GGST Ramlethal Icon.png GGST Sin Kiske Icon.png
GGST Sol Icon.png GGST Testament Icon.png GGST Zato Icon.png
Detailed
  • Replay Theater is a great resource to find high-level matchup footage.
  • High-level replays may also be found in-game (Main Menu > Collection > Replay > Search).
  • The Counterstrategy page will generally have some basic counterstrategy against each character in the game.
  • Please keep in mind that matchup charts are subjective and not all players may agree on them.

Anji Mito

 Anji MitoPlay safe and take minimal risks.
Even
  • A matchup that demands awareness thanks to his autoguardGGST Anji Mito 236K 1.pngGuardStartupRecoveryTotal 34~50Advantage- and large buttons.
  • You also cannot outrange his counter superGGST Anji Mito 632146S.pngGuardStartup1Recovery10Advantage- with 2D nor can you safejump it, so performing oki on him while he has meter is inherently a risk unless you cross him up and force the counter to whiff.
  • In neutral, try to rely more on your low recovery pokes that he can't punish off of autoguard, such as 5K or 2D. Another good way to counter autoguard both in neutral and on roundstart is to dash block. This lets you defend against any buttons he might try to use, and if he tries to autoguard as an opener, you'll quickly be in range to punish it with a throw.
  • FuujinGGST Anji Mito 236H.pngGuardAllStartup16 [32]Recovery21Advantage-8 [-6] is a very formidable pressure tool that can completely invalidate trying to Faultless Defense out of pressure, so use your meter wisely and try your best to react to the followups.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Anji's Button Loses To Beats Trades Whiffs
2PGGST Anji Mito 2P.pngGuardAllStartup5Recovery10Advantage-2 66~(5KGGST Giovanna 5K.pngGuardAllStartup6Recovery12Advantage-2nc, f.SGGST Giovanna fS1.pngGuardAllStartup9Recovery16Advantage-4nc, 2SGGST Giovanna 2S1.pngGuardLowStartup9Recovery15Advantage-6), dl.(5HGGST Giovanna 5H.pngGuardAllStartup10Recovery19Advantage-5, 214KGGST Giovanna Sepultura.pngGuardAllStartup13Recovery20Advantage-4)nc 5HGGST Giovanna 5H.pngGuardAllStartup10Recovery19Advantage-5, 214KGGST Giovanna Sepultura.pngGuardAllStartup13Recovery20Advantage-4 5PGGST Giovanna 5P.pngGuardAllStartup4Recovery9Advantage-2, 5KGGST Giovanna 5K.pngGuardAllStartup6Recovery12Advantage-2 2PGGST Giovanna 2P.pngGuardAllStartup5Recovery10Advantage-2cl, 2KGGST Giovanna 2K.pngGuardLowStartup6Recovery11Advantage-2, 2SGGST Giovanna 2S1.pngGuardLowStartup9Recovery15Advantage-6, 2HGGST Giovanna 2H.pngGuardAllStartup11Recovery21Advantage-8, 2DGGST Giovanna 2D.pngGuardLowStartup17Recovery12Advantage-8, 6PGGST Giovanna 6P.pngGuardAllStartup12Recovery15Advantage-9, 6HGGST Giovanna 6H.pngGuardAllStartup17Recovery5 + 10 After LandingAdvantage-10, 236KGGST Giovanna Trovao.pngGuardAll [All (Guard Crush)]Startup27Recovery13Advantage+4 [+15]noteLeaves enough time for Anji to 6P after., 623SGGST Giovanna Sol Nascente.pngGuardAllStartup7Recovery21Advantage-15
6PGGST Anji Mito 6P.pngGuardAllStartup10Recovery25Advantage-17 dl.(5HGGST Giovanna 5H.pngGuardAllStartup10Recovery19Advantage-5, 5DGGST Giovanna 5D.pngGuardHighStartup20Recovery25Advantage-15, 214KGGST Giovanna Sepultura.pngGuardAllStartup13Recovery20Advantage-4, 214SGGST Giovanna 214S 1.pngGuardAll, HighStartup{4} 27Recovery21Advantage-5)nc, 662KGGST Giovanna 2K.pngGuardLowStartup6Recovery11Advantage-2*Fairly narrow window., 2DGGST Giovanna 2D.pngGuardLowStartup17Recovery12Advantage-8nc, 6HGGST Giovanna 6H.pngGuardAllStartup17Recovery5 + 10 After LandingAdvantage-10nc, 236KGGST Giovanna Trovao.pngGuardAll [All (Guard Crush)]Startup27Recovery13Advantage+4 [+15]nc 5HGGST Giovanna 5H.pngGuardAllStartup10Recovery19Advantage-5, 214KGGST Giovanna Sepultura.pngGuardAllStartup13Recovery20Advantage-4, 214SGGST Giovanna 214S 1.pngGuardAll, HighStartup{4} 27Recovery21Advantage-5 5PGGST Giovanna 5P.pngGuardAllStartup4Recovery9Advantage-2, 5KGGST Giovanna 5K.pngGuardAllStartup6Recovery12Advantage-2, f.SGGST Giovanna fS1.pngGuardAllStartup9Recovery16Advantage-4, 2PGGST Giovanna 2P.pngGuardAllStartup5Recovery10Advantage-2, 2KGGST Giovanna 2K.pngGuardLowStartup6Recovery11Advantage-2, 2SGGST Giovanna 2S1.pngGuardLowStartup9Recovery15Advantage-6, 2HGGST Giovanna 2H.pngGuardAllStartup11Recovery21Advantage-8, 6PGGST Giovanna 6P.pngGuardAllStartup12Recovery15Advantage-9cl, 623SGGST Giovanna Sol Nascente.pngGuardAllStartup7Recovery21Advantage-15cl
5KGGST Anji Mito 5K.pngGuardAllStartup8Recovery9Advantage-2 dl.(5KGGST Giovanna 5K.pngGuardAllStartup6Recovery12Advantage-2, f.SGGST Giovanna fS1.pngGuardAllStartup9Recovery16Advantage-4*Only one hit of f.S connects, 5HGGST Giovanna 5H.pngGuardAllStartup10Recovery19Advantage-5, 662KGGST Giovanna 2K.pngGuardLowStartup6Recovery11Advantage-2, 2HGGST Giovanna 2H.pngGuardAllStartup11Recovery21Advantage-8)nc, 665KGGST Giovanna 5K.pngGuardAllStartup6Recovery12Advantage-2*Very narrow window, 2DGGST Giovanna 2D.pngGuardLowStartup17Recovery12Advantage-8nc, 6PGGST Giovanna 6P.pngGuardAllStartup12Recovery15Advantage-9, 6HGGST Giovanna 6H.pngGuardAllStartup17Recovery5 + 10 After LandingAdvantage-10nc, 623SGGST Giovanna Sol Nascente.pngGuardAllStartup7Recovery21Advantage-15 f.SGGST Giovanna fS1.pngGuardAllStartup9Recovery16Advantage-4, 5HGGST Giovanna 5H.pngGuardAllStartup10Recovery19Advantage-5, 214KGGST Giovanna Sepultura.pngGuardAllStartup13Recovery20Advantage-4, 214SGGST Giovanna 214S 1.pngGuardAll, HighStartup{4} 27Recovery21Advantage-5 5KGGST Giovanna 5K.pngGuardAllStartup6Recovery12Advantage-2, 2HGGST Giovanna 2H.pngGuardAllStartup11Recovery21Advantage-8 5PGGST Giovanna 5P.pngGuardAllStartup4Recovery9Advantage-2, 2PGGST Giovanna 2P.pngGuardAllStartup5Recovery10Advantage-2, 2KGGST Giovanna 2K.pngGuardLowStartup6Recovery11Advantage-2, 2SGGST Giovanna 2S1.pngGuardLowStartup9Recovery15Advantage-6, 236KGGST Giovanna Trovao.pngGuardAll [All (Guard Crush)]Startup27Recovery13Advantage+4 [+15]noteLeaves enough time for Anji to 6P after.
f.SGGST Anji Mito fS.pngGuardAllStartup11Recovery21Advantage-9 4~66~(5KGGST Giovanna 5K.pngGuardAllStartup6Recovery12Advantage-2, 5HGGST Giovanna 5H.pngGuardAllStartup10Recovery19Advantage-5, 2KGGST Giovanna 2K.pngGuardLowStartup6Recovery11Advantage-2, 2SGGST Giovanna 2S1.pngGuardLowStartup9Recovery15Advantage-6)nc, 665KGGST Giovanna 5K.pngGuardAllStartup6Recovery12Advantage-2, 5HGGST Giovanna 5H.pngGuardAllStartup10Recovery19Advantage-5, 6PGGST Giovanna 6P.pngGuardAllStartup12Recovery15Advantage-9, 4~214KGGST Giovanna Sepultura.pngGuardAllStartup13Recovery20Advantage-4nc, 214SGGST Giovanna 214S 1.pngGuardAll, HighStartup{4} 27Recovery21Advantage-5nc 5PGGST Giovanna 5P.pngGuardAllStartup4Recovery9Advantage-2, 5KGGST Giovanna 5K.pngGuardAllStartup6Recovery12Advantage-2, f.SGGST Giovanna fS1.pngGuardAllStartup9Recovery16Advantage-4, 2PGGST Giovanna 2P.pngGuardAllStartup5Recovery10Advantage-2, 2KGGST Giovanna 2K.pngGuardLowStartup6Recovery11Advantage-2, 2DGGST Giovanna 2D.pngGuardLowStartup17Recovery12Advantage-8, 6HGGST Giovanna 6H.pngGuardAllStartup17Recovery5 + 10 After LandingAdvantage-10, 214KGGST Giovanna Sepultura.pngGuardAllStartup13Recovery20Advantage-4, 236KGGST Giovanna Trovao.pngGuardAll [All (Guard Crush)]Startup27Recovery13Advantage+4 [+15], 623SGGST Giovanna Sol Nascente.pngGuardAllStartup7Recovery21Advantage-15 2SGGST Giovanna 2S1.pngGuardLowStartup9Recovery15Advantage-6, 2HGGST Giovanna 2H.pngGuardAllStartup11Recovery21Advantage-8
2SGGST Anji Mito 2S.pngGuardLowStartup10Recovery16Advantage-6 4~66~(5KGGST Giovanna 5K.pngGuardAllStartup6Recovery12Advantage-2, 5HGGST Giovanna 5H.pngGuardAllStartup10Recovery19Advantage-5, 2KGGST Giovanna 2K.pngGuardLowStartup6Recovery11Advantage-2, 2SGGST Giovanna 2S1.pngGuardLowStartup9Recovery15Advantage-6)nc, 5HGGST Giovanna 5H.pngGuardAllStartup10Recovery19Advantage-5, 6HGGST Giovanna 6H.pngGuardAllStartup17Recovery5 + 10 After LandingAdvantage-10nc, 4~214KGGST Giovanna Sepultura.pngGuardAllStartup13Recovery20Advantage-4nc, 214SGGST Giovanna 214S 1.pngGuardAll, HighStartup{4} 27Recovery21Advantage-5nc 5PGGST Giovanna 5P.pngGuardAllStartup4Recovery9Advantage-2, 5KGGST Giovanna 5K.pngGuardAllStartup6Recovery12Advantage-2, f.SGGST Giovanna fS1.pngGuardAllStartup9Recovery16Advantage-4, 2PGGST Giovanna 2P.pngGuardAllStartup5Recovery10Advantage-2, 2KGGST Giovanna 2K.pngGuardLowStartup6Recovery11Advantage-2, 2HGGST Giovanna 2H.pngGuardAllStartup11Recovery21Advantage-8, 2DGGST Giovanna 2D.pngGuardLowStartup17Recovery12Advantage-8, 6PGGST Giovanna 6P.pngGuardAllStartup12Recovery15Advantage-9, 214KGGST Giovanna Sepultura.pngGuardAllStartup13Recovery20Advantage-4, 236KGGST Giovanna Trovao.pngGuardAll [All (Guard Crush)]Startup27Recovery13Advantage+4 [+15] 5HGGST Giovanna 5H.pngGuardAllStartup10Recovery19Advantage-5, 2SGGST Giovanna 2S1.pngGuardLowStartup9Recovery15Advantage-6 623SGGST Giovanna Sol Nascente.pngGuardAllStartup7Recovery21Advantage-15, dl.214SGGST Giovanna 214S 1.pngGuardAll, HighStartup{4} 27Recovery21Advantage-5
5HGGST Anji Mito 5H.pngGuardAllStartup15Recovery23Advantage-8 66~(5PGGST Giovanna 5P.pngGuardAllStartup4Recovery9Advantage-2, f.SGGST Giovanna fS1.pngGuardAllStartup9Recovery16Advantage-4, 2PGGST Giovanna 2P.pngGuardAllStartup5Recovery10Advantage-2, 2KGGST Giovanna 2K.pngGuardLowStartup6Recovery11Advantage-2, 2SGGST Giovanna 2S1.pngGuardLowStartup9Recovery15Advantage-6), 5KGGST Giovanna 5K.pngGuardAllStartup6Recovery12Advantage-2, 5HGGST Giovanna 5H.pngGuardAllStartup10Recovery19Advantage-5, 6PGGST Giovanna 6P.pngGuardAllStartup12Recovery15Advantage-9, 214KGGST Giovanna Sepultura.pngGuardAllStartup13Recovery20Advantage-4, 6~623SGGST Giovanna Sol Nascente.pngGuardAllStartup7Recovery21Advantage-15*Very narrow window 5PGGST Giovanna 5P.pngGuardAllStartup4Recovery9Advantage-2, 5KGGST Giovanna 5K.pngGuardAllStartup6Recovery12Advantage-2, f.SGGST Giovanna fS1.pngGuardAllStartup9Recovery16Advantage-4, 2PGGST Giovanna 2P.pngGuardAllStartup5Recovery10Advantage-2, 2KGGST Giovanna 2K.pngGuardLowStartup6Recovery11Advantage-2, 2SGGST Giovanna 2S1.pngGuardLowStartup9Recovery15Advantage-6, 2HGGST Giovanna 2H.pngGuardAllStartup11Recovery21Advantage-8, 2DGGST Giovanna 2D.pngGuardLowStartup17Recovery12Advantage-8, 6HGGST Giovanna 6H.pngGuardAllStartup17Recovery5 + 10 After LandingAdvantage-10, 236KGGST Giovanna Trovao.pngGuardAll [All (Guard Crush)]Startup27Recovery13Advantage+4 [+15], 623SGGST Giovanna Sol Nascente.pngGuardAllStartup7Recovery21Advantage-15, 214SGGST Giovanna 214S 1.pngGuardAll, HighStartup{4} 27Recovery21Advantage-5
6HGGST Anji Mito 6H.pngGuardAllStartup12Recovery21Advantage-8 66~(5PGGST Giovanna 5P.pngGuardAllStartup4Recovery9Advantage-2, f.SGGST Giovanna fS1.pngGuardAllStartup9Recovery16Advantage-4, 2PGGST Giovanna 2P.pngGuardAllStartup5Recovery10Advantage-2, 2KGGST Giovanna 2K.pngGuardLowStartup6Recovery11Advantage-2, 2SGGST Giovanna 2S1.pngGuardLowStartup9Recovery15Advantage-6), 5KGGST Giovanna 5K.pngGuardAllStartup6Recovery12Advantage-2, f.SGGST Giovanna fS1.pngGuardAllStartup9Recovery16Advantage-4*Only one hit connects without dash, 5HGGST Giovanna 5H.pngGuardAllStartup10Recovery19Advantage-5, 6PGGST Giovanna 6P.pngGuardAllStartup12Recovery15Advantage-9, 214KGGST Giovanna Sepultura.pngGuardAllStartup13Recovery20Advantage-4, 44~236KGGST Giovanna Trovao.pngGuardAll [All (Guard Crush)]Startup27Recovery13Advantage+4 [+15]nc, 6~623SGGST Giovanna Sol Nascente.pngGuardAllStartup7Recovery21Advantage-15*Very narrow window 5PGGST Giovanna 5P.pngGuardAllStartup4Recovery9Advantage-2, 5KGGST Giovanna 5K.pngGuardAllStartup6Recovery12Advantage-2, 2PGGST Giovanna 2P.pngGuardAllStartup5Recovery10Advantage-2, 2KGGST Giovanna 2K.pngGuardLowStartup6Recovery11Advantage-2, 2SGGST Giovanna 2S1.pngGuardLowStartup9Recovery15Advantage-6, 2DGGST Giovanna 2D.pngGuardLowStartup17Recovery12Advantage-8, 6HGGST Giovanna 6H.pngGuardAllStartup17Recovery5 + 10 After LandingAdvantage-10, 236KGGST Giovanna Trovao.pngGuardAll [All (Guard Crush)]Startup27Recovery13Advantage+4 [+15], 623SGGST Giovanna Sol Nascente.pngGuardAllStartup7Recovery21Advantage-15, 214SGGST Giovanna 214S 1.pngGuardAll, HighStartup{4} 27Recovery21Advantage-5 2HGGST Giovanna 2H.pngGuardAllStartup11Recovery21Advantage-8
236HGGST Anji Mito 236H.pngGuardAllStartup16 [32]Recovery21Advantage-8 [-6] 66~(5PGGST Giovanna 5P.pngGuardAllStartup4Recovery9Advantage-2, 5KGGST Giovanna 5K.pngGuardAllStartup6Recovery12Advantage-2, 6DGGST Giovanna Ground Throw.pngGuardGround ThrowStartup2Recovery38AdvantageN/A), dl.(5KGGST Giovanna 5K.pngGuardAllStartup6Recovery12Advantage-2, 2PGGST Giovanna 2P.pngGuardAllStartup5Recovery10Advantage-2), f.SGGST Giovanna fS1.pngGuardAllStartup9Recovery16Advantage-4, 5HGGST Giovanna 5H.pngGuardAllStartup10Recovery19Advantage-5, dl.2KGGST Giovanna 2K.pngGuardLowStartup6Recovery11Advantage-2, 2SGGST Giovanna 2S1.pngGuardLowStartup9Recovery15Advantage-6, 2HGGST Giovanna 2H.pngGuardAllStartup11Recovery21Advantage-8, 6PGGST Giovanna 6P.pngGuardAllStartup12Recovery15Advantage-9, 214KGGST Giovanna Sepultura.pngGuardAllStartup13Recovery20Advantage-4, 623SGGST Giovanna Sol Nascente.pngGuardAllStartup7Recovery21Advantage-15, 214SGGST Giovanna 214S 1.pngGuardAll, HighStartup{4} 27Recovery21Advantage-5nc 5PGGST Giovanna 5P.pngGuardAllStartup4Recovery9Advantage-2, 5KGGST Giovanna 5K.pngGuardAllStartup6Recovery12Advantage-2, 2PGGST Giovanna 2P.pngGuardAllStartup5Recovery10Advantage-2, 2KGGST Giovanna 2K.pngGuardLowStartup6Recovery11Advantage-2, 2DGGST Giovanna 2D.pngGuardLowStartup17Recovery12Advantage-8, 6HGGST Giovanna 6H.pngGuardAllStartup17Recovery5 + 10 After LandingAdvantage-10, 236KGGST Giovanna Trovao.pngGuardAll [All (Guard Crush)]Startup27Recovery13Advantage+4 [+15]
charged 236HGGST Anji Mito 236H.pngGuardAllStartup16 [32]Recovery21Advantage-8 [-6] 66~6D/4DGGST Giovanna Ground Throw.pngGuardGround ThrowStartup2Recovery38AdvantageN/A
  • nc - non-counterhit
  • cl - clash

Notable Interactions


Neutral


Offense


Defense and Punishes


Asuka R

Round Start


Common Round Start Interaction Table
Asuka's Button Loses To Beats Trades Whiffs
5KGGST Asuka R 5K.pngGuardAllStartup7Recovery12Advantage-3 6PGGST Giovanna 6P.pngGuardAllStartup12Recovery15Advantage-9, 2DGGST Giovanna 2D.pngGuardLowStartup17Recovery12Advantage-8, dl.(5HGGST Giovanna 5H.pngGuardAllStartup10Recovery19Advantage-5 5K)nc, 66~5KGGST Giovanna 5K.pngGuardAllStartup6Recovery12Advantage-2*1 frame 5K input to win, 2 frames trades, 3< frames gets counterhit 5HGGST Giovanna 5H.pngGuardAllStartup10Recovery19Advantage-5, 66~f.SGGST Giovanna fS1.pngGuardAllStartup9Recovery16Advantage-4 5KGGST Giovanna 5K.pngGuardAllStartup6Recovery12Advantage-2 66~2KGGST Giovanna 2K.pngGuardLowStartup6Recovery11Advantage-2
2KGGST Asuka R 2K.pngGuardLowStartup6Recovery12Advantage-3 5HGGST Giovanna 5H.pngGuardAllStartup10Recovery19Advantage-5, 2DGGST Giovanna 2D.pngGuardLowStartup17Recovery12Advantage-8, dl.(5HGGST Giovanna 5H.pngGuardAllStartup10Recovery19Advantage-5)blocks, 66~2KGGST Giovanna 2K.pngGuardLowStartup6Recovery11Advantage-2 N/A 2KGGST Giovanna 2K.pngGuardLowStartup6Recovery11Advantage-2 6PGGST Giovanna 6P.pngGuardAllStartup12Recovery15Advantage-9, 66~5KGGST Giovanna 5K.pngGuardAllStartup6Recovery12Advantage-2
Metron Screamer 808GGST Asuka R Metron Screamer 808.pngGuardAll (Guard Crush)Startup12RecoveryTotal 34Advantage+16 5HGGST Giovanna 5H.pngGuardAllStartup10Recovery19Advantage-5,66~(5KGGST Giovanna 5K.pngGuardAllStartup6Recovery12Advantage-2, f.SGGST Giovanna fS1.pngGuardAllStartup9Recovery16Advantage-4)*small window everything else N/A*can trade with delay 5h, 66~f.S/5k, etc. 44
Howling MetronGGST Asuka R Howling Metron.pngGuardAll [Guard Crush]Startup11RecoveryTotal 39Advantage+5 [+16] 5HGGST Giovanna 5H.pngGuardAllStartup10Recovery19Advantage-5,5KGGST Giovanna 5K.pngGuardAllStartup6Recovery12Advantage-2, 66~(5KGGST Giovanna 5K.pngGuardAllStartup6Recovery12Advantage-2, f.SGGST Giovanna fS1.pngGuardAllStartup9Recovery16Advantage-4)*small window dl.5HGGST Giovanna 5H.pngGuardAllStartup10Recovery19Advantage-5, 66~2KGGST Giovanna 2K.pngGuardLowStartup6Recovery11Advantage-2, 2DGGST Giovanna 2D.pngGuardLowStartup17Recovery12Advantage-8 N/A*can trade with delay 5h, 66~f.S/5k, etc. 6PGGST Giovanna 6P.pngGuardAllStartup12Recovery15Advantage-9
j.Metron Screamer 808GGST Asuka R Metron Screamer 808.pngGuardAll (Guard Crush)Startup12RecoveryTotal 34Advantage+16 66~(6PGGST Giovanna 6P.pngGuardAllStartup12Recovery15Advantage-9, 623SGGST Giovanna Sol Nascente.pngGuardAllStartup7Recovery21Advantage-15) 5HGGST Giovanna 5H.pngGuardAllStartup10Recovery19Advantage-5,dl.5HGGST Giovanna 5H.pngGuardAllStartup10Recovery19Advantage-5, 66~(2KGGST Giovanna 2K.pngGuardLowStartup6Recovery11Advantage-2,5KGGST Giovanna 5K.pngGuardAllStartup6Recovery12Advantage-2), 2DGGST Giovanna 2D.pngGuardLowStartup17Recovery12Advantage-8

Roundstart is slightly winning for gio. 5HGGST Giovanna 5H.pngGuardAllStartup10Recovery19Advantage-5 dominates Asuka's roundstart options, except his 5KGGST Asuka R 5K.pngGuardAllStartup7Recovery12Advantage-3 can hit Gio's 5HGGST Giovanna 5H.pngGuardAllStartup10Recovery19Advantage-5 hurtbox as it's extending. Delaying 5HGGST Giovanna 5H.pngGuardAllStartup10Recovery19Advantage-5 will beat Asuka 5KGGST Asuka R 5K.pngGuardAllStartup7Recovery12Advantage-3, but will lose to Asuka's fast spells. Asuka can jump to beat both 5HGGST Giovanna 5H.pngGuardAllStartup10Recovery19Advantage-5 and 5KGGST Giovanna 5K.pngGuardAllStartup6Recovery12Advantage-2, punishing with Metron Screamer 808GGST Asuka R Metron Screamer 808.pngGuardAll (Guard Crush)Startup12RecoveryTotal 34Advantage+16 on reaction if he has it in his starting hand. In addition, Asuka can back off and start slinging spells if roundstart 5HGGST Giovanna 5H.pngGuardAllStartup10Recovery19Advantage-5 whiffs, so be ready to chase him down if he does.

For those ready to do 1-to-2-frame inputs, microdash (1 frame) 5KGGST Giovanna 5K.pngGuardAllStartup6Recovery12Advantage-2 roundstart will beat(or trade with, if you input 5k on frame 2) Asuka's 5KGGST Asuka R 5K.pngGuardAllStartup7Recovery12Advantage-3 and beat any of Asuka's fast spells.

Neutral


Offense


Defense


Axl Low

 Axl LowPatience getting in, then go ham.
Very Favorable
  • Axl's fantastic air control buttons may often force you to play grounded, as Gio's air game is not very difficult for Axl to deal with. Due to this, the matchup may seem difficult for Gio at first, but with proper mastery of her step dash, Gio can challenge Axl's zoning quite well. Remember to always block while dashing so that you don't get stuffed by any RensensGGST Axl Low 46S.pngGuardAllStartup24Recovery29Advantage-19~-9 or 2H's he throws out. Stay patient in your approach, and you will eventually outpace his ability to keep you out.
  • When you're in, try your best to keep that advantage with knockdowns and corner pressure. The hulking hitboxes of his c.S and f.S are a large threat to your ability to dodge around his normals at closer mid-range, but remember that 623S will easily low profile and punish his best scramble poke, 5K. Although he can still 2K if you aren't perfectly spaced.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Axl's Button Loses To Beats Trades Whiffs
2PGGST Axl Low 2P.pngGuardLowStartup10Recovery14Advantage-6
5PGGST Axl Low 5P.pngGuardAllStartup7Recovery19Advantage-11 [-3]
6PGGST Axl Low 6P.pngGuardAllStartup12Recovery22Advantage-13
f.SGGST Axl Low f.S.pngGuardAllStartup10Recovery19Advantage-8
2HGGST Axl Low 2H.pngGuardLowStartup11Recovery26Advantage-18 [-8]
214SGGST Axl Low 214S.pngGuardAllStartup24Recovery21Advantage+3
214HGGST Axl Low 214H.pngGuardAllStartup14Recovery29Advantage-24
IADB j.SGGST Axl Low j.S.pngGuardHighStartup14Recovery18Advantage-


Notable Interactions


Neutral


Offense


Defense and Punishes


Baiken


Round Start


Common Round Start Interaction Table
Baiken's Button Loses To Beats Trades Whiffs
6PGGST Baiken 6P.pngGuardAllStartup9Recovery19Advantage-10 dl.5H, 2D, 214S 66~5K, f.S, 5H block, 5K, 2K, 2S, 623S
f.SGGST Baiken fS.pngGuardAllStartup9Recovery15Advantage-7 6P, 623S 5H, f.S, 2S, 2D 5K 2K
2SGGST Baiken 2S.pngGuardAllStartup11Recovery19Advantage-8 5K, f.S, 2S, 5H, 214S 6P, 2D, 623S
Walk Back 2HGGST Baiken 2H.pngGuardLowStartup17Recovery26Advantage-13
Neutral Jump j.SGGST Baiken jS.pngGuardHighStartup8Recovery19Advantage+1 (IAD)

Notable Interactions


Neutral


Offense


Defense and Punishes


  • Blocking Tatami GaeshiGGST Baiken 236K.pngGuardAllStartup15Recovery5Advantage-3 leaves Baiken at -3 but spaced far away from Gio to be out of reach of most buttons (notably 5K and f.S/2S). However she is still in range of Gio's 5H, which (often) allows Gio to take her turn back, or even score a counterhit should Baiken choose to continue her offense. This has several caveats however:
    • This not a true punish, and Baiken has ways to deal with that on a read (6P, parry, jump/backdash into whiff punish etc)
    • If Baiken spaces herself to end up out of range of the first hit of the tatami, and only hit you with the second (can be done via e.g. H-Kabari>f.S>2H>Tatami) she ends up being very plus on block, and not challengable (to the point where she can do H-KabariGGST Baiken 41236H.pngGuardAllStartup18Recovery19Advantage-3 and still counterhit you out of 5H startup). Also she ends up being spaced even further out so 5H no longer reaches in the first place.
      • However, in that case, you can (technically) dodge the tatami hit (iad/backdash/walkback) and whiff punish her.
  • Blocking her Tsurane Sanzu-watashiGGST Baiken 236236S.pngGuardAllStartup8+1Recovery48Advantage-32 super leaves Baiken -32, meaning you can go for almost any punish you want.
    • At all but max range [5]D will connect for a homing jump combo and guaranteed oki. Good for a meterless kill or if you have your back to the corner.
    • Around midscreen, a RRC combo with a lot of corner carry can net you an free wallbreak. Example: c.S > 2H > 214K > 5K > 214K > RRC > dl.66 > c.S > 2H > 236K > WS > [5]D.
    • If they're in the corner you can use a meterless wallbreak combo like c.S > 2H > 236K > c.S > 2H > 236K > WS > [5]D (or 632146H if you have meter) to get positive bonus and possibly oki.

Bedman

Round Start


Common Round Start Interaction Table
Bedman's Button Loses To Beats Trades Whiffs

Neutral


Offense


Defense


Bridget


Round Start


Common Round Start Interaction Table
Bridget's Button Loses To Beats Trades Whiffs
2HGGST Bridget 2H-1.pngGuardAllStartup11Recovery24Advantage-18 5H 2STrades, but bridget recovers faster whereas Gio gets knocked down for an oki Backdash
6PGGST Bridget 6P.pngGuardAllStartup10Recovery20Advantage-12 2Dnc 5Hcl
f.SGGST Bridget fS.pngGuardAllStartup10Recovery18Advantage-9 5H[verify?I (moxian) have had numerous games where i counterhit bridgets out of their f.s startup, but frame data does not support this? Can't lab in training mode because dlc..]
2SGGST Bridget 2S.pngGuardLowStartup11Recovery20Advantage-9 5H
6HGGST Bridget 6H.pngGuardAllStartup13Recovery13Advantage-12 5H 623Snc
neutral jump > j.SGGST Bridget jS-1.pngGuardHighStartup10Recovery15Advantage+3 (IAD)
  • nc - non-counterhit
  • cl - clash

Bridget buttons are pretty slow, so the players tend not to contest Gio roundstart and instead opt for a backdash or jump>j.S. The latter might be called out by a 66623S. The backdash, however might be unpunishable?[confirm?Somebody please lab this out.. Thanks!]

Notable Interactions


Neutral


  • 623S (with or without dash) is a surprisingly useful button in this matchup. It is a good answer to both Rolling MovementGGST Bridget 214K.pngGuardAllStartup20~38Recovery0Advantage+16 (Airborne) and f.SGGST Bridget fS.pngGuardAllStartup10Recovery18Advantage-9 usual followups to the Stop and DashGGST Bridget Stop and Dash Overlay Air.pngGuardAllStartup15RecoveryTotal 38Advantage-4, as it scores a counterhit into very a damaging combo. But also - unlike 6P - it hits her out of the sky, should the opponent happen to be too jumpy.

Offense


Defense and Punishes



Chipp Zanuff

Even
  • Similar to  Sol, Chipp has many fast normals and a DPGGST Chipp Zanuff Beta Blade.pngGuardAllStartup9Recovery23Advantage-27 to interrupt your pressure in ways most other characters can't. His neutral is also formidable, as many of his best buttons are difficult for Gio to evade around.
  • Try your best to stay patient and minimize the openings in your pressure, while also knowing when to retaliate with your big counter-hit buttons before his mixups hit.
  • Both his grounded Alpha BladesGGST Chipp Zanuff Alpha Blade Horizontal Ground.pngGuardAllStartup29Recovery19Advantage-4 as well as his command grabGGST Chipp Zanuff 63214S.pngGuardGround ThrowStartup27Recovery15AdvantageN/A are great to contest with your S specials: 623S will interrupt them all and give you a huge counter-hit, whereas 214S can net a good low-risk sideswitch combo (on Alpha Blades only) and may even go above any lows Chipp tries to throw out to try and beat your 623S. Because you'll generally lose less from a trade than Chipp does due to the nature of his low health, it's even better than usual to take risks and force interactions.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Chipp's Button Loses To Beats Trades Whiffs
6PGGST Chipp Zanuff 6P.pngGuardAllStartup9Recovery25Advantage-16
f.SGGST Chipp Zanuff fS.pngGuardAllStartup9Recovery20Advantage-8
2SGGST Chipp Zanuff 2S.pngGuardAllStartup10Recovery17Advantage-7
2DGGST Chipp Zanuff 2D.pngGuardLowStartup10Recovery19Advantage-7
IAD j.HGGST Chipp Zanuff j.H.pngGuardHighStartup8Recovery17Advantage+4~5 (IAD)


Notable Interactions


Neutral


Offense


Defense and Punishes


References



Elphelt Valentine

Round Start


Common Round Start Interaction Table
Elphelt's Button Loses To Beats Trades Whiffs

Neutral


Offense


Defense


Faust

 FaustYou are the apple a day
Very Favorable
  • Gio's dominant ground mobility makes it very difficult for Faust to create opportunities without incurring significant risk for himself. However, remember that he still threatens space with his buttons better than you, respect his space and don't overextend. You'll need to respect his 2H, 6H, and general item shenanigans, but you can easily 6P and 623S his ThrustGGST Faust 41236K.pngGuardAllStartup26~37Recovery19Advantage-12.
  • Gio's anti air game with 6P and 623S also force Faust to be careful in the air with using j.2K and other such moves, remain vigilant and you should have no problems with a jump-happy Faust player.
  • His poor reversal means you can pressure him quite nicely when you actually get the lead, but be wary of his ability to hold 1 in order to low profile 236K, 214S, and mid pokes. This is especially a threat if the Faust is simply holding downback to block and you attempt to cross them up with 214S, as the crossup will cause him to be holding down forward and unintentionally(?) low profile the move.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Faust's Button Loses To Beats Trades Whiffs
2PGGST Faust 2P.pngGuardLowStartup7Recovery11Advantage-3 2K 5K, most buttons5H, 6H, f.S, 2S, 6H, 5P, 2P, 623S 66(1)5K, dl(1-2)2P 5K, 214Srecovers in time to block
6PGGST Faust 6P.pngGuardAllStartup9Recovery32Advantage-21 2K, 2D, j8>dl.AD>j.H (66)5K, 5H, 662D, j9 j8, walkback, backdash
5KGGST Faust 5K.pngGuardAllStartup7Recovery8Advantage-2 6P, 662K, 662S, (66)2Dnc 5H (66(1))5K wait, 2K
f.SGGST Faust fS.pngGuardAllStartup12Recovery20Advantage-8 6P, 662K, (66)5K, 5H 2K, 2D
2HGGST Faust 2H.pngGuardLowStartup14Recovery29Advantage-12 (66)2K, 665K, 662S, 5H, 214Snc walkback, backdash j8,j9
j.2KGGST Faust j.2K.pngGuardAllStartup10Recovery9 after LandingAdvantage-
  • nc - non-counterhit
  • 6P, 2P, f.S, 2H reach from roundstart; 5K doesn't

Notable Interactions


Neutral


Offense

Remember that Faust can crouch under 214K and 236K. Use this to your advantage by dropping your combo when you do 5H and reset your pressure with a C.S or a 2S.

When you safe jump on Faust: remember that he can use Bone-crushing Excitement>FRC>Snip Snip Snip to punish the safe jump. Use Giovanna's safejump option select Super to punish


Defense and Punishes


Giovanna

Even

Mirror match. You have the same tools.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Giovanna's Button Loses To Beats Trades Whiffs
6PGGST Giovanna 6P.pngGuardAllStartup12Recovery15Advantage-9
66 5KGGST Giovanna 5K.pngGuardAllStartup6Recovery12Advantage-2
f.SGGST Giovanna fS1.pngGuardAllStartup9Recovery16Advantage-4
2SGGST Giovanna 2S1.pngGuardLowStartup9Recovery15Advantage-6
5HGGST Giovanna 5H.pngGuardAllStartup10Recovery19Advantage-5


Notable Interactions


  • 2KGGST Giovanna 2K Hitbox.pngGuardLowStartup6Recovery11Advantage-2 lowprofiles 623S (for some reason).

Neutral


Offense


Defense and Punishes


Goldlewis Dickinson

Unfavorable

Goldlewis loves to play at mid-range and pressure you with Behemoth Typhoon hits on block, so staying right out of his effective range and then using a dash-in 5H to whiff punish is very effective against players who like to throw out Typhoons carelessly. Because his pressure is so good at pushing you back to mid-range and resetting itself, Instant Block and Faultless Defense are both very valuable for disrupting it. You may want to try and stay close enough so that you can use 5P/5K abare or even throw to interrupt Typhoons, or you may choose to simply FD out of it all.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Goldlewis's Button Loses To Beats Trades Whiffs
6PGGST Goldlewis Dickinson 6P.pngGuardAllStartup12Recovery27Advantage-19
5KGGST Goldlewis Dickinson 5K.pngGuardLowStartup10Recovery12Advantage-7
f.SGGST Goldlewis Dickinson f.S.pngGuardAllStartup11Recovery23Advantage-12
684HGGST Goldlewis Dickinson Behemoth Typhoon (684).pngGuardAll* (Guard Crush)Startup12Recovery21Advantage-5
j.DGGST Goldlewis Dickinson jD.pngGuardHighStartup14Recovery14Advantage+13 (IAD)


Notable Interactions


Neutral


Offense


Defense and Punishes



Happy Chaos

 Happy ChaosWin in two hits, or get put into the blender forever
Slightly Unfavorable

Chaos has Giovanna beat in roundstart risk-reward, in pressure with his myriad of mixup tools, and in metergain with his wallbreak conversions off of stray hits. He slightly loses in neutral, but has a competent game to play with 2K and 2S to keep Gio out. Gio's saving grace is that she can output more damage than he does, though she has to work much harder to open him up. Try to play conservatively in neutral, punishing his attempts to zone, and make the few hits you get count.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Happy Chaos's Button Loses To Beats Trades Whiffs
66 5KGGST Happy Chaos 5K.pngGuardAllStartup6Recovery12Advantage-3*3 frame window 5HGGST Giovanna 5H.pngGuardAllStartup10Recovery19Advantage-5, 66 f.SGGST Giovanna fS1.pngGuardAllStartup9Recovery16Advantage-4 66 (2KGGST Giovanna 2K.pngGuardLowStartup6Recovery11Advantage-2, 5KGGST Giovanna 5K.pngGuardAllStartup6Recovery12Advantage-2)
4 2SGGST Happy Chaos 2S.pngGuardLowStartup11Recovery18Advantage-7 66 f.SGGST Giovanna fS1.pngGuardAllStartup9Recovery16Advantage-4 5HGGST Giovanna 5H.pngGuardAllStartup10Recovery19Advantage-5, 66 2KGGST Giovanna 2K.pngGuardLowStartup6Recovery11Advantage-2
66 2SGGST Happy Chaos 2S.pngGuardLowStartup11Recovery18Advantage-7 5HGGST Giovanna 5H.pngGuardAllStartup10Recovery19Advantage-5, 66 (f.SGGST Giovanna fS1.pngGuardAllStartup9Recovery16Advantage-4, 2KGGST Giovanna 2K.pngGuardLowStartup6Recovery11Advantage-2, 5KGGST Giovanna 5K.pngGuardAllStartup6Recovery12Advantage-2) 44, 4 *Chaos 66 2S destroys Gio's reactive roundstart options
2SGGST Happy Chaos 2S.pngGuardLowStartup11Recovery18Advantage-7 5HGGST Giovanna 5H.pngGuardAllStartup10Recovery19Advantage-5, 66 (f.SGGST Giovanna fS1.pngGuardAllStartup9Recovery16Advantage-4, 2KGGST Giovanna 2K.pngGuardLowStartup6Recovery11Advantage-2, 5KGGST Giovanna 5K.pngGuardAllStartup6Recovery12Advantage-2)*the timings for the microdash K buttons is tight 4, 44
2DGGST Happy Chaos 2D.pngGuardLowStartup10Recovery19Advantage-8 66 (2KGGST Giovanna 2K.pngGuardLowStartup6Recovery11Advantage-2, 5KGGST Giovanna 5K.pngGuardAllStartup6Recovery12Advantage-2)*3 frame window 66 f.SGGST Giovanna fS1.pngGuardAllStartup9Recovery16Advantage-4*can trade unfavorably after a 1f microdash 5HGGST Giovanna 5H.pngGuardAllStartup10Recovery19Advantage-5*trade leaves Chaos plus enough to start offense 4, 44

Happy Chaos goes even with Gio roundstart, but his reward for winning is almost always either hard knockdown or a wall-breaking combo, meaning that Gio should represent proactive options occasionally but default to disengaging and trying to fight Happy Chaos in neutral where she is slightly favored.

Roundstart centers around Chaos's 2S. Microdash 2S catches backdash/walkback, and walkback 2S catches Gio's 5H, 66 5K, and 66 2K. Gio can do 66 f.S (3 frame window) to beat both walk forward+back 2S, as well as catching reactive play. A 1 frame microdash allows it to trade with Chaos 2D (though Chaos gets hard knockdown so is very plus).

Chaos 2D, like other 10 frame sweeps, will trade favorably with Gio 5H and Gio's 66 f.S.

Notable Interactions


Neutral


Offense


Defense and Punishes


Happy chaos pressure is centered around getting close to you using his +23 5H/gunshot that he can use essentially whenever. Once he's close, he can use throwsGGST Happy Chaos Ground Throw.pngGuardGround ThrowStartup2Recovery38Advantage- , tap dustingGGST Happy Chaos 5D.pngGuardHighStartup20Recovery26Advantage-15, or crossup rollingGGST Happy Chaos 214K.pngGuard-Startup-Recovery35 totalAdvantage- to open you up and regain resources. Low profiles do well into happy chaos's advancing optionsGGST Happy Chaos 6S.pngGuardAllStartup12Recovery24Advantage-14. FD Faultless DefenceA special type of blocking in Guilty Gear that negates chip damage and pushes the opponent back further than usual. This type of blocking comes at the cost of a resource. is very important to make space and force him to use his resources.

Bullets are an essentially meaningless resource, as Chaos can do wall to wall combos with 1-2 bullets (reloading as he goes). Instead, watch his concentration. The lower the concentration gauge, the more mashable offense chaos will have to do, meaning you should fuzzy mash more on defense as you see his concentration start to dip.

Blockstring starters:

2KGGST Happy Chaos 2K.pngGuardLowStartup7Recovery12Advantage-4/5KGGST Happy Chaos 5K.pngGuardAllStartup6Recovery12Advantage-3: If chaos is close enough to, fuzzy throw to catch them tick throwingGGST Happy Chaos Ground Throw.pngGuardGround ThrowStartup2Recovery38Advantage-/crossup rollingGGST Happy Chaos 214K.pngGuard-Startup-Recovery35 totalAdvantage-/6KGGST Happy Chaos 6K.pngGuardLowStartup16Recovery16Advantage-7'ing. FD Faultless DefenceA special type of blocking in Guilty Gear that negates chip damage and pushes the opponent back further than usual. This type of blocking comes at the cost of a resource.'ing 2KGGST Happy Chaos 2K.pngGuardLowStartup7Recovery12Advantage-4/5KGGST Happy Chaos 5K.pngGuardAllStartup6Recovery12Advantage-3 > tap dustGGST Happy Chaos 5D.pngGuardHighStartup20Recovery26Advantage-15 will usually make it whiff, but if Chaos has dash momentum and is as close as possible, 2K > 5D will connect. Gio's 6PGGST Giovanna 6P.pngGuardAllStartup12Recovery15Advantage-9/2KGGST Giovanna 2K.pngGuardLowStartup6Recovery11Advantage-2 will beat 6SGGST Happy Chaos 6S.pngGuardAllStartup12Recovery24Advantage-14 after 2KGGST Happy Chaos 2K.pngGuardLowStartup7Recovery12Advantage-4/5KGGST Happy Chaos 5K.pngGuardAllStartup6Recovery12Advantage-3, and she can throw him between 5K/2K>6K. However, both of these options are Chaos favored, as rotation of his options will lead to a juicy counterhit starter for him.

c.SGGST Happy Chaos cS.pngGuardAllStartup7Recovery10Advantage+1: FD Faultless DefenceA special type of blocking in Guilty Gear that negates chip damage and pushes the opponent back further than usual. This type of blocking comes at the cost of a resource. this so roll won't cross up unless Chaos has dash momentum or does dash Kara Cancel A type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup. rollGGST Happy Chaos 214K.pngGuard-Startup-Recovery35 totalAdvantage-. If c.S is FD Faultless DefenceA special type of blocking in Guilty Gear that negates chip damage and pushes the opponent back further than usual. This type of blocking comes at the cost of a resource.'d, 5D will whiff. c.S is a high enough attack level to let chaos go into any of his string enders without gaps except 5D, so Chaos gets normal strike throw on top of his 6 gunshots.

6KGGST Happy Chaos 6K.pngGuardLowStartup16Recovery16Advantage-7: After 6k, Chaos has usually moved close enough to go for gapless gunflipGGST Happy Chaos 236S.pngGuardAllStartup9Recovery13Advantage+3 even on FD. After c.S > 6K, Chaos can still roll to crossup even if both hits are FD'd.

String Enders (Chaos must spend gunshot after these to continue pressure, or risk getting mashed on).

2DGGST Happy Chaos 2D.pngGuardLowStartup10Recovery19Advantage-8: If you FD 2D, backdash then either backdash again, block low, or rps with 2K to force Chaos to spend resources to get close again.

6SGGST Happy Chaos 6S.pngGuardAllStartup12Recovery24Advantage-14: Watch for 6S > 214K. If you FD 6S, gunflip will whiff. Be ready to punish whiffed gunflip. FD'ing 6s will make roll usually same side, but with dash momentum chaos can easily sideswap.

2SGGST Happy Chaos 2S.pngGuardLowStartup11Recovery18Advantage-7: Similar to 2D, FD this and backdash rps Chaos.

5DGGST Happy Chaos 5D.pngGuardHighStartup20Recovery26Advantage-15: The main mixup, and his reward for getting close to you using moves like 6S/walk forward/6K during pressure. At 20 frames, it is technically reactable (but good luck). Chaos cannot go into this gapless from any move, unless he chooses to use gunshot.

236S/GunflipGGST Happy Chaos 236S.pngGuardAllStartup9Recovery13Advantage+3: similar to blocking 2D. However, since gunflip leaves Chaos plus, challenging is a worse idea, and in the corner backdashing gets caught by 2S. Miscreen backdashing after blocking this is fine.

236K/Scapegoat/CloneGGST Happy Chaos 236P.pngGuard-Startup-Recovery29 totalAdvantage-/236P/CurseGGST Happy Chaos 236P.pngGuard-Startup-Recovery29 totalAdvantage-: Both of these moves are very reactable, and minus. Curse is 29 frames total. clone comes out in 10 frames, but has 43 total frames. If they ever do either of these moves in pressure, use dash + an advancing normal that can be cancelled to chase them down. If you hit clone, gatling into another button to reach Chaos.

Be aware that Chaos can clone prc in 18 frames total, which isn't reactable and leaves him in a position to do j.P > j.P > 2K > 2D, giving him time to regain his resources.

214K/RollGGST Happy Chaos 214K.pngGuard-Startup-Recovery35 totalAdvantage-: Roll cannot cross up when you're in the corner, but Chaos can and will use it to get out of the corner. Try to throw this move. FD'ing a move cancelled into roll will ususally cause it to not cross up, but Chaos can gunshot > dash > roll at basically any time. Off of 6S/c.S/gunshot, Chaos can time a gunshot to catch a throw attempt*this is a 1 frame gap for chaos, but 5 frames if the defender is trying to react, since chaos can shoot on frame 16 of roll. Cancelled off of any other button, throw will always win if mashed*There is a 1 frame gap where throw will get crossed up, similar to leo dashthrough, since the blocker isn't in enough blockstun for chaos to shoot before he gets thrown.

I-No

Even

Try not to get into the situation where you have to block I-no mix as much as possible.

To that end it's probably a good idea to save meter for YRC but beware of her being able to block while her noteGGST I-No Antidepressant Scale.pngGuardAllStartup29RecoveryTotal 51Advantage-8 hits.

Fortunately, you can often play around I-No's neutral pretty well without meter purely by throwing out 214K in expectation of GGST/I-No#Stroke the Big Tree SGGST I-No Stroke the Big Tree.pngGuardLowStartup16Recovery16Advantage-7/HGGST I-No Stroke the Big Tree.pngGuardLowStartup28Recovery16Advantage-2, 236King through note, and anti-airing her air approaches. Your 623S is notably good in this matchup, letting you occupy a large amount of the air space I-No wants to approach you from, though it can now be low profiled and either trades or loses with Stroke the Big Tree.

If you block a wakeup Ultimate FortissimoGGST I-No Ultimate Fortissimo-2.pngGuardAll (Guard Crush)Startup7+2Recovery13Advantage+26, you can punish it with a tricky 2H combo starter right after the first hit.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
I-No's Button Loses To Beats Trades Whiffs
6PGGST I-No 6P.pngGuardAllStartup9Recovery18Advantage-9 2S (non-ch), 2D (non-ch), dl.2K/662K, 623S (non-ch) f.S, 5H, 5K, 2H, j9 6P (clash) block, 2K
f.SGGST I-No f.S.pngGuardAllStartup12Recovery18Advantage-13 66~5K, 66~f.S, 6H, 2D, IAD j.Xall aerial buttons score a non-ch punish, 66(2)2K 5P, 2S, f.S, 623S, 2K, 66(1)2K dl.623S(clash), 6P(clash) walkback, j8, j9
2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11 214S(non-ch), dashblock>2K(non-ch) 5K, 2K f.S, 2S, 5H, 2D, 662K, 665K backdash, j8, j9, 623S(timingWhen 623S is delayed slightly, the moves trade in a mutual counterhit. Otherwise they whiff completely. Either way, probably a bad idea to use)
2HGGST I-No 2H.pngGuardAllStartup11Recovery14Advantage-5 5H, 66~5K, 66~f.S 2S, 2D block, j8, j9
236SGGST I-No Stroke the Big Tree.pngGuardLowStartup16Recovery16Advantage-7 2S, 2K, 6~6Dneed to step forward slightly for the throw to connect, 214S(non-ch) 5H, 66~5K, walkback 2H, 6P, 623S backdash, j8, j9
66 j.SGGST I-No jS.pngGuardHighStartup8Recovery20Advantage- 5H, 6P, f.S 2D
66 j.HGGST I-No jH.pngGuardHighStartup12Recovery21Advantage- 5H, 6P, f.S, 2D
  • jump > j.236KGGST I-No Sultry Performance 2.pngGuardAllStartup10 [37]RecoveryUntil Landing + 15Advantage-3 ~ -4 [+2 ~ 0]/j.236SGGST I-No Sultry Performance 1.pngGuardAllStartup10 [37]RecoveryUntil Landing + 15Advantage-2 ~ -4 [+4 ~ +1] is another tool that I-no has. Used as a whiff punish for slower buttons; but what exactly is a "slower button" heavily depends on the ino player in question, as the timing is extremely variable. Treat it as I-no's attempt to skip roundstart and go straight into neutral.

Notable Interactions


  • Stroke the Big Tree naturally lowprofile all your standing moves, so be wary of throwing those out recklessly.
    • 2S does not lowprofile them despite what the visuals might imply

Neutral


Offense


Defense and Punishes


Stroke the Big Tree

S-strokeGGST I-No Stroke the Big Tree.pngGuardLowStartup16Recovery16Advantage-7 is -7 on block, but it leaves I-No far enough away that Gio can't reach and punish her in time without microdashing.

  • 2K might be an okay option sometimes - it is a tad big longer than 5K, and in particular reaches I-no after blocking roundstart-range S-stroke
  • I-no's 6HGGST I-No 6H.pngGuardAllStartup7Recovery19Advantage-8 > S-stroke blockstring string consistently leaves her outside of 2K range
  • 665P is one other punish option. However the dash must be 1-2frames long, and it still appears to not connect in time at longer ranges.


Jack-O

Unfavorable

Your meter will be a toss-up between YRC, which is vital for stopping Jack-O's pressure; and Faultless Defense, that will help you resist her hefty chip damage if necessary. Since she likes to cancel all her normals into specials, YRCing after you block a normal is typically your best bet. If she sets up minions behind you, you can jump and do a quick j.K in order to hit behind you, and even cancel that into a double jump or airdash to turn your jump into an approach.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Jack-O's Button Loses To Beats Trades Whiffs
6PGGST Jack-O 6P.pngGuardAllStartup10Recovery20Advantage-12
f.SGGST Jack-O fS.pngGuardAllStartup11Recovery17Advantage-9
5HGGST Jack-O 5H.pngGuardAllStartup10Recovery23Advantage-6
2DGGST Jack-O 2D.pngGuardLowStartup10Recovery18Advantage-19


Notable Interactions


Neutral


Offense


Defense and Punishes



Johnny

Round Start

Common Round Start Interaction Table
Johnny's Button Loses To Beats Trades Whiffs
f.SGGST Johnny fS.pngGuardAllStartup9Recovery22Advantage-11 66 5K1 (CH), 5K (CH), 6P 5H (CH), 2D (CH)
2SGGST Johnny 2S.pngGuardLowStartup11Recovery21Advantage-10 66 5K1 (CH), 5H (CH), 2D (CH) 5K, 6P (CH), 2D (CH)
2DGGST Johnny 2D.pngGuardLowStartup10Recovery26Advantage-15 66 5K1 (CH) 5K, 6P (CH), 2D (CH) 5H
6PGGST Johnny 6P.pngGuardAllStartup11Recovery17Advantage-9 2D 66 5K (CH2), 5H (CH) 6P (Clash) 5K, 2K
Notes
  1. You need to input 5K before his move can start up. You can dash for up to 4 frames against 2S, for up to 3 frames against 2D, and for up to 2 frames against f.S.
  2. Counter hits long (> 3f) dashes, punishes short dashes.

All of Johnny's proactive roundstart options get stuffed by microdash (2 frames) 5K from gio.

  • The input is tight (though a 2 frame window means it's possible to do consistently)
  • Johnny can 5K to trade, or 2K to cause both to whiff (causing Johnny to be about +2)
  • Johnny can 6p to challenge both microdash 5K and 5H
  • Microdash 5K will whiff if Johnny stands still roundstart, allowing him to whiff punish with a delayed button


Without microdash 5K, Johnny represents a very strong roundstart with his 9 frame f.S reaching roundstart and 2D trading favorably with Gio's 5H.

Neutral


Offense


Defense


Ky Kiske

Unfavorable

6P is particularly handy in this matchup, as it will beat his f.sGGST Ky Kiske fS.pngGuardAllStartup10Recovery16Advantage-5 at roundstart where your DP would only clash, and also actually clash with or beat his DPGGST Ky Kiske 623S.pngGuardAllStartup11Recovery43Advantage-33 [-28] given the right timing, and it isn't too hard for Gio to include in her pressure or oki thanks to her great special cancel options. Instant Blocking allows you to punish both Dire EclatGGST Ky Kiske 214S.pngGuardAllStartup14Recovery25Advantage-8 [-6] and Stun DipperGGST Ky Kiske 236K 1.pngGuardLow, AllStartup7Recovery30Advantage-19 [-14] with 5K > 214K, further disincentivizing him being on the offense. Once he's afraid to push buttons, go to town with throws and any other mixups. Be wary of his formidable low pokes that can stuff your dashes and prejump, and try to use as many opportunities as you can to safely dash in to close distance. Although his DP is trivial to deal with, Ride the LightningGGST Ky Kiske 632146H.pngGuardAllStartup8+1Recovery99Advantage-82 has a very large hitbox that cannot be outranged with 2D, so exercise awareness and use any of your safejumps when he has meter.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Ky's Button Loses To Beats Trades Whiffs
6PGGST Ky Kiske 6P.pngGuardAllStartup9Recovery17Advantage-8 2D 5H
f.SGGST Ky Kiske fS.pngGuardAllStartup10Recovery16Advantage-5 6P 2D 5H
2SGGST Ky Kiske 2S.pngGuardLowStartup11Recovery20Advantage-8 f.S, 5K 2D 5H
2DGGST Ky Kiske 2D.pngGuardLowStartup10Recovery18Advantage-10 665K 6P, 5H
236KGGST Ky Kiske 236K 1.pngGuardLow, AllStartup7Recovery30Advantage-19 [-14] 6P, 5K, 2D 2K

Notable Interactions


Neutral


Offense


Defense and Punishes


  • Stun DipperGGST Ky Kiske 236K 1.pngGuardLow, AllStartup7Recovery30Advantage-19 [-14] without meter can be punished with 6D or 4D. Even with Shock State, at all but the max range, a dash throw will beat his jab attempts. He will either need to tech it or jump both of which can be blown up with a 5H > 214K (or even 632146H.) If he does it without Shock State he just widens the windows and 5H covers everything.

Leo Whitefang

Unfavorable

His fireball is far too fast in the S versionGGST Leo Whitefang Graviert Wurde.pngGuardAllStartup10RecoveryTotal 50FAdvantage-12 to 236K on reaction, but it's a fairly reasonable option against the H versionGGST Leo Whitefang Graviert Wurde.pngGuardAllStartup35RecoveryTotal 66FAdvantage+17. His DPGGST Leo Whitefang Eisen Sturm.pngGuardAllStartup9Recovery33Advantage-28 is fast and naturally beats cross-ups, encouraging you to use a decent safejump for oki and also to keep your mixups unpredictable.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Leo's Button Loses To Beats Trades Whiffs
6PGGST Leo Whitefang 6P.pngGuardAllStartup10Recovery17Advantage-5
66 5KGGST Leo Whitefang 5K.pngGuardAllStartup9Recovery13Advantage-3
2KGGST Leo Whitefang 2K.pngGuardLowStartup7Recovery11Advantage-5
f.SGGST Leo Whitefang f.S.pngGuardAllStartup12Recovery21Advantage-13
2SGGST Leo Whitefang 2S.pngGuardLowStartup10Recovery13Advantage-2
2DGGST Leo Whitefang 2D.pngGuardLowStartup12Recovery19Advantage-8


Notable Interactions


  • Leo's 2DGGST Leo 2D Hitbox.pngGuardLowStartup12Recovery19Advantage-8 highprofiles Gio's 2K, if Leo has +1 frame advantage or better, even point-blank.
    • Said differently: if Leo presses 2D and gio presses 2K one (or more) frame later, then Gio will get Punished (or Counterhit), despite 2K being the faster move of the two.

Neutral


Offense


Defense and Punishes



May

 May
Even

623S can often get solid counter-hits on May's jumping normals that she usually gets away with uncontested. She also has a bit of a blind spot when it comes to being above her, as her 2H is very slow, forcing her to rely on 6P to beat your 214S and general air mixup. You can also throw out quick abare An attack during the opponent's pressure, intended to interrupt it. buttons like 5K in neutral to try and stuff an attempt at S dolphinGGST May Mr. Dolphin Horizontal.pngGuardAllStartup7Recovery20 (24 OH)Advantage-3 or on reaction to H dolphinGGST May Mr. Dolphin Horizontal.pngGuardAllStartup25Recovery20 (18 OH)Advantage+7. Her more disjointed buttons may be hard to contest, so try to play patient and punish her mistakes.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
May's Button Loses To Beats Trades Whiffs
6PGGST May 6P.pngGuardAllStartup12Recovery18Advantage-7 dl.5H, 2D, 236K f.S, 5H 6P (clash) 5K, 2K, 2S, 623S
5KGGST May 5K.pngGuardAllStartup8Recovery11Advantage-5 6P, micro-walkback > 5H f.S, 2S, 2D 5K, 623S 2K
2SGGST May 2S.pngGuardAllStartup10Recovery18Advantage-7 micro-walkback > 5H 5K, 2K, 6P, 2D, 623S f.S, 2S
IADB j.HGGST May j.H.pngGuardHighStartup12Recovery15Advantage+9 (IAD) IAD j.S
DolphinGGST May Mr. Dolphin Horizontal.pngGuardAllStartup7Recovery20 (24 OH)Advantage-3 5P, 6P, 2K, 5K, 623S 5H, 2D f.S, 2S

Notable Interactions


Neutral


Offense


Defense and Punishes



Millia Rage

Even

While 623S will often net you huge reward against Millias who aren't expecting it, a competent Millia will know how to utilize her plethora of air options in order to misdirect your attempts to anti-air. Beware of her lows being fairly good at stuffing your dash-ins. Besides that, though, neutral can be in your favour if you manage to beat her approaches with your generally superior poke tools.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Millia's Button Loses To Beats Trades Whiffs
6PGGST Millia Rage 6P.pngGuardAllStartup9Recovery16Advantage-11 dl.5H, 2D, jump forward j.H*While a tight window, it is possible to hit her before she can block, and even if she does you're still plus. 5K, f.S, 5H, 2H 6Pclash, 623Sclash 5P, 2P, 2K, 2S
5KGGST Millia Rage 5K.pngGuardAllStartup7Recovery12Advantage-3
f.SGGST Millia Rage f.S.pngGuardAllStartup9Recovery19Advantage-7 6P, jump forward j.H*Millia can always block in time, but you're plus. 5P, 2P, 2K, 5H, 2D 5K, f.S, 2S, 623S, walk back*Gio will always block here but is probably too far to get any punish backdash
2SGGST Millia Rage 2S.pngGuardLowStartup11Recovery18Advantage-6 2K, f.S, 5H, 214S, jump forward j.H*Millia can always block in time, but you're plus. 5P, 2P, 2H, 2D, 6P 2S 5K
2DGGST Millia Rage 2D.pngGuardLowStartup12Recovery19Advantage-8

Notable Interactions


Neutral


Offense


Defense and Punishes


  • Iron SaviorGGST Millia Rage Iron Savior.pngGuardLowStartup20Recovery17 + 10LAdvantage-12 is -12 on block, but often gets spaced pretty far away after the pushblock for your faster buttons to reach. Your 6H is a guaranteed punish.

S Tandem Top

The S version of Tandem TopGGST Millia Rage Tandem Top Full.pngGuardAllStartup12RecoveryTotal 45Advantage-10 (immediate one) is technically -14 on block if it hits immediately. However, when properly spaced, its disadvantage goes down, as well as increases the distance, making Millia unpunishable by Gio's buttons.

It is a bit harder (but far, far from impossible) for Millia to safely space it when:

  • in the corner (either you are or she is)
  • doing it raw, outside of blockstring
  • blockstring being too short (i.e. 2K>2D) and/or being started too close (i.e. point-blank)
  • most importantly, having parts of the blockstring IB'd

When misspaced, both 5H and dash~5K reach her in time for a punish. Millia is in counterhit state during recovery and airborne except for the last 4 frames of it.

Barring that, Millia is still very minus and you can at least take back your turn.


Nagoriyuki

 NagoriyukiHave you heard of IBing? No? Allow me to remind you.
Slightly Unfavorable

With Nago's incredibly disjointed and low recovery buttons, it can be difficult for even Gio to whiff punish his attempts at throwing out buttons. There are ways to deal with this, however:

  • Many of the pokes he tends to rely on are somewhat slow to startup, meaning if you've caught his pace and have a chance to press a button you can often challenge him with 5HGGST Giovanna 5H.pngGuardAllStartup10Recovery19Advantage-5 and get rewarded with a counter-hit combo.
  • 2S is still rather difficult to deal with, as it's fairly fast for how good of a low poke it is and Gio does not have any safe/reliable low crushes that go far enough to punish it. Just try to generally play it safe against this button and always block low when dash blocking.
  • 5KGGST Nagoriyuki 5K.pngGuardAllStartup7Recovery14Advantage-2 is another one of his most contentious buttons, as it will go over with your attempts to 2KGGST Giovanna 2K.pngGuardLowStartup6Recovery11Advantage-2 in neutral and recover fast enough to still throw out another button.
  • 623HGGST Nagoriyuki Shizuriyuki1.pngGuardAllStartup11Recovery21Advantage-7 can be beaten roundstart by your 5HGGST Giovanna 5H.pngGuardAllStartup10Recovery19Advantage-5, but it's generally too risky to try and whiff punish this move until you see the followupGGST Nagoriyuki Shizuriyuki2.pngGuardHighStartup10Recovery29Advantage-16 come out to avoid getting counter-hit by it.
  • Against Nagos who find your approaches easy to predict, neutral is still an uphill battle, so it's probably a good idea to try and avoid wallbreak as much as you can.
  • When being pressured, exercise patience. He has no highs outside of 5DGGST Nagoriyuki 5D.pngGuardHighStartup20Recovery26Advantage-15, so it's safe to primarily worry about blocking low and jumping over his best mixup: the command grabGGST Nagoriyuki Bloodsucking Universe.pngGuardGround ThrowStartup7Recovery48AdvantageNA. Remember that he cannot pressure you with special moves forever, and a reckless Nago will inevitably activate Blood Rage trying to do so and essentially lose the round on his own.
  • When Blood Rage is active and you aren't able to punish the animation, always be on the defensive, as you won't lose anything doing so, while he is losing a very large chunk of his health over the duration.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Nagoriyuki's Button Loses To Beats Trades Whiffs
6PGGST Nagoriyuki 6P.pngGuardAllStartup12Recovery15Advantage-6 2D 5H, 5K 623S(clash) Block
5KGGST Nagoriyuki 5K.pngGuardAllStartup7Recovery14Advantage-2 6P (punish), 623S 5H 5P, 5K Block, 2D
2SGGST Nagoriyuki 2S.pngGuardLowStartup12Recovery21Advantage-11 5H 2D Backdash, 623S
214HGGST Nagoriyuki Kamuriyuki1.pngGuardLowStartup14Recovery17Advantage-3 5H, 5K, 623S 2D, 2K
214KGGST Nagoriyuki Fukyo.pngGuardN/AStartup-RecoveryTotal 16AdvantageN/A 214HGGST Nagoriyuki Kamuriyuki1.pngGuardLowStartup14Recovery17Advantage-3 2D, long dash 5H/5K/623S 6P, 5H, 623S
623HGGST Nagoriyuki Shizuriyuki1.pngGuardAllStartup11Recovery21Advantage-7 5H, dash 5K 623S, 2D

Notable Interactions


Neutral

This matchup swings from defense to offense. You must approach Nago to condition him to use 5H or 2H in neutral. Once conditioned, you can play passively and bait a whiffed 5H or 2H. Giovanna can whiff punish anything that Nago can do with 5H or 66~5K.


Offense


Defense and Punishes


Potemkin

Favorable

While his long range buttons, air control, and close range reward can cause Gio some difficulty, remember the strengths you have in being able to outspeed many of his buttons in neutral. Your standard c.S strike/throw mixups require you to be in close range and thus make you very susceptible to Potemkin BusterGGST Potemkin Potemkin Buster Startup.pngGuardGround ThrowStartup5Recovery37Advantage-, demanding more mid-range play and possibly thinking on some creative long range pressure. Other than that, the multi-hits of your f.S and 2S force Potemkin to be careful when he decides to use his armored moves. Avoiding Slide HeadGGST Potemkin Slide Head.pngGuardLowStartup29Recovery24Advantage0 by backdashing or using an airborne special (623SGGST Giovanna Sol Nascente.pngGuardAllStartup7Recovery21Advantage-15, 214SGGST Giovanna 214S 1.pngGuardAll, HighStartup{4} 27Recovery21Advantage-5) is also a pretty good way to beat his full-screen game without having to jump and be susceptible to his threatening anti-air tools (though, Heat KnuckleGGST Potemkin Heat Knuckle 1.pngGuardAir Guard CrushStartup12Recovery18Advantage+10~+3 can still catch you even during 623S sometimes).

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Pot's Button Loses To Beats Trades Whiffs
2PGGST Potemkin 2P.pngGuardAllStartup8Recovery9Advantage-1 5K 6P, f.S, 2S, 5H, 2D 623S
6PGGST Potemkin 6P.pngGuardAllStartup11Recovery25Advantage-15 2D f.S dl.6P (clash) 6P, 2S, 623S
f.SGGST Potemkin f.S.pngGuardAllStartup12Recovery18Advantage-8 6P, 5K, f.S, 5H, 2D 2S 623S 2K
2DGGST Potemkin 2D.pngGuardLowStartup13Recovery18Advantage-8 f.S, 5H, 214S, 665K 6P, 5K, 2K, 2S, 2D, 623S 214K
Megafist ForwardGGST Potemkin Mega Fist.pngGuardHighStartup25Recovery16Advantage-6 j.X j.P and j.K need to be delayed slightly not to whiff; when jumping backwards j.P whiffs no matter the delay, (dl.)623S[3] 5H(non-ch), f.S, 2S(non-ch) j7,j8,j9, 2/5K[1], 662/5K[2]
  • [1] Megafist connects, but Gio recovers fast enough to block
  • [2] Both whiff, sideswap happens - watch which direction you're blocking
  • [3] Can delay 623S quite a bit, and use it on reaction, although the practicality of such is not apparent. Keep in mind that switching from block to 623 motion might be tricky, regardless of your input method.

Notable Interactions


Neutral


Offense


  • It might be a good idea to either completely avoid 214S or at least use it very sparingly if Potemkin has meter, for obvious reasonsGGST Potemkin Heavenly Potemkin Buster2.pngGuardAir ThrowStartup12+0Recovery16AdvantageN/A

Defense and Punishes


  • MegafistGGST Potemkin Mega Fist.pngGuardHighStartup25Recovery16Advantage-6 is not countered by 6P - at best the two clash. However 623S has good enough hitbox, and comes out fast enough to answer megafist on reaction.


Ramlethal Valentine

 Ramlethal ValentineDash 5k, Far slash whiff punish. heh
Slightly Unfavorable

Much like  Nagoriyuki, Ram is very formidable at the longer mid-ranges. This makes her very good at stuffing both your pokes and your attempts at approaching. Since being in neutral against her is so threatening, you should probably opt for not breaking the wall whenever you get a combo and simply go for corner pressure for as long as you can. The immense range and speed of nearly all her sword-related moves will rarely let you get out a 2D in neutral, generally urging you to go for fast pokes and low profiles. Her f.SGGST Ramlethal Valentine fS.pngGuardAllStartup11Recovery21Advantage-10 [-13], 5HGGST Ramlethal Valentine 5H.pngGuardAllStartup12Recovery28Advantage-12 [-13], and BajonetoGGST Ramlethal Valentine Bajoneto H.pngGuardAllStartup20RecoveryTotal 43Advantage+3 can all be beaten by 6P, and might urge her to start throwing out 2S to beat it. You can then abuse the short range of her 2S to land a whiff punish in response. Ram f.S is a very rare case of a button that can't be low profiled by 623S but can be by 6P. Her j.H is quite good at beating Gio's anti-airs even post-nerf, so trying to react to her double jumps with an air-to-air that can then be confirmed into airdash j.D can be a very unexpected and rewarding way to deal with such a typically uncontested button. Since her anti-air options are pretty limited in range, a back jump is generally a low risk idea in neutral and as a round opener. Her reversalGGST Ramlethal Valentine 236236S 2.pngGuardAllStartup7+2Recovery51Advantage-38 [-38] {-43} cannot be outranged with 2D, but you can still do a safejump setups to guard against it..

Corner pressure is where Ram excels the most. Fortunately, Giovanna's dash is actually fast enough for you to block the first hit of the Bajoneto sword throw and then dash forward to avoid the explosion, although Ram may be able to stop you and continue pressure with a quick normal if she's still in range for it. Her air control is also far stronger while in the corner thanks to S sword throw and j.P spam to keep you locked down until you land again. All in all, her corner pressure is scary, and saving your meter for YRCing out of it can serve you quite well.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Ramlethal's Button Loses To Beats Trades Whiffs
6PGGST Ramlethal Valentine 6P.pngGuardAllStartup9Recovery18Advantage-9 2Dnon-counterhit dl.2K 2S 5K 5H 6P Block
5KGGST Ramlethal Valentine 5K.pngGuardAllStartup7Recovery11Advantage-2 6P 5H 2D 5K f.S Block 2K 2S
2KGGST Ramlethal Valentine 2K.pngGuardLowStartup6Recovery9Advantage-2 Block
2SGGST Ramlethal Valentine 2S.pngGuardLowStartup10Recovery18Advantage-5 [-8] 214S (non-ch), 4~66~X(see below) most buttons5P, 2P, 2K stop being active before Ram's 2S active frames and get Punished; the rest get Counterhit. Delaying fast buttons does not help to tip the scales in our favor 2S, f.S, 5H, 665K 5K 6H, walk back, j8, j9jump up/forward. Ram recovers before any of Gio's aerial attack can connect, and can block in time
IADB j.SGGST Ramlethal Valentine jS.pngGuardHighStartup12Recovery24Advantage+5 (IAD)
  • Ram's 2S can be punished by micro-walk back > dash forward > 5K (f.S or 5H also work), or micro-walk back > micro-walk forward > 5H. 5K can score a counterhit that way, but not f.S or 5H. The timing and execution requirements for that are somewhat strict though, so it's advisable to practice in training mode first before implementing the technique in real match.
  • Ram's f.SGGST Ramlethal Valentine fS.pngGuardAllStartup11Recovery21Advantage-10 [-13] loses to Gio's 6P, 5H and 665K, but there is no reason for Ram to use f.S as a roundstart over 2S after patch 1.18. So that's more of a noob-trap.

Notable Interactions


  • Ram's 5HGGST Ramlethal Valentine 5H Hitbox.pngGuardAllStartup12Recovery28Advantage-12 [-13] can *technically* be low profiled by 623S, but only once the latter becomes active (frame 7 onwards), not frame 1, which makes it highly impractical. 6P is a much more reliable option.
  • Ram's 2KGGST Ramlethal Valentine 2K Hitbox.pngGuardLowStartup6Recovery9Advantage-2 sometimes (depending on the timing) lowprofiles Gio's 214S.
  • Ram's 5PGGST Ramlethal Valentine 5P Hitbox.pngGuardAllStartup5Recovery8Advantage-2 reliably counterhits Gio's 214S startup out of block at pretty much any range

Neutral


Offense


Defense and Punishes


  • Blocking her MortobatoGGST Ramlethal Valentine 236236S 2.pngGuardAllStartup7+2Recovery51Advantage-38 [-38] {-43} super leaves Ramlethal -38 or worse, meaning you can go for almost any punish you want.
    • Due to pushback [5]D will only connect at close range (around less than 5K's max distance.) This leads to a homing jump combo and guaranteed oki. Good for a meterless kill or if you have your back to the corner.
    • Around midscreen, a RRC combo with a lot of corner carry can net you an free wallbreak. Example: c.S > 2H > 214K > 5K > 214K > RRC > dl.66 > c.S > 2H > 236K > WS > [5]D.
    • If they're in the corner you can use a meterless wallbreak combo like c.S > 2H > 236K > c.S > 2H > 236K > WS > [5]D (or 632146H if you have meter) to get positive bonus and possibly oki.


Sin Kiske


Round Start


Common Round Start Interaction Table
Sin's Button Loses To Beats Trades Whiffs


Notable Interactions


Neutral


Offense


Defense and Punishes


Match Footage


Sol Badguy

Slightly Unfavorable

Sol has fast, pressure-interrupting buttons that can make it very tough to do things with Gio that typically work well in other matchups. Overall, playing your cards carefully and at the right moments is key. Play it cool and condition him to throw out buttons on your pressure, then try to bait and punish said buttons. Fortunately his reversals are trivial to outrange, but when it comes to neutral, his buttons can be a massive threat. You can 6P most of his pressure if you're at the right distance, now including 6S thanks to the nerf.

Your fast normals also come in handy here, as 5P, 5K, and 623S are all solid for abare against Sol's pressure.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Sol's Button Loses To Beats Trades Whiffs
6PGGST Sol Badguy 6P.pngGuardAllStartup9Recovery20Advantage-11
f.SGGST Sol Badguy fS.pngGuardAllStartup10Recovery13Advantage+2
2SGGST Sol Badguy 2S.pngGuardAllStartup10Recovery15Advantage-7
6HGGST Sol Badguy 6H.pngGuardAllStartup9Recovery43Advantage-27
2DGGST Sol Badguy 2D.pngGuardLowStartup10Recovery18Advantage-4
Dash 623HGGST Sol Badguy 623X.pngGuardAllStartup13Recovery19+10 LandingAdvantage-26


Notable Interactions


Neutral


Offense


  • Sol's 5KGGST Sol Badguy 5K.pngGuardAllStartup3Recovery25Advantage-16 and 5PGGST Sol Badguy 5P.pngGuardAllStartup4Recovery9Advantage-2 are very fast at 3 and 4 frames, respectively. However they are also very short-ranged, and rarely can be used as a punish. Specifically, the can connect after blocked 5K(x1-2)>214K or c.S>f.S>214K. Adding 5H to the c.S string sufficiently spaces it to not be punishable. 214S can always be nudged to land out of range as well (although it can still get swatted out of the air during startup by either of the two buttons, as per usual).
    • Both of those whiff on crouching giovanna after blocked 236K. Even though Sol's 5K trades with Gio's 2S when both are inputted immediately after 236K, delaying the 2S/f.S for a couple of frames scores a hit and a minor combo. This is not an optimal punish (since 236K, 5K CH > 6HHH or 236K, dl.66c.S > ... give much better damage), but it's an easy autopilot.

Defense and Punishes


  • Sol's Bandit BringerGGST Sol Badguy 214K.pngGuardHighStartup30Recovery13Advantage-3 loses to 623S regardless of the distance. It is possible to answer it on reaction, but one needs to react to his initial jump - inputting 623S when sol is already in the air tends to be too late. If you missed the jump, there's little you can do other than block high. Sol is unpunishable after (at -2), although you might be able to take your turn back. How far away he lands from you varies a lot, so take that into account when choosing the next button to press.
  • (Not Gio-specific) Sol's Bandit RevolverGGST Sol Badguy 236K.pngGuardAllStartup12Recovery9+6 LandingAdvantage-7 can have either a single hit, or two (initial and a followup). This creates a bit of an RPS situation - after having blocked the first one, pressing a button to punish it might get counterhit by the second. Regardless, if you do successfully block all the hits, then Sol is left standing in point blank range from you, -7 frames at best and -11 at worst, opening himself up for a full c.S combo of your choosing. Or a throw.
    • The gap between the first and the second hit can be as big as 5 frames (maybe more??), and is thus not really fuzzyable

Match Footage


Testament

 Testamentyou reap what you sow
Favorable
  • Testament's wide array of projectiles, large buttons and anti airs might lead you to believe that neutral will be an uphill battle, this is an illusion, as you aren't trying to get in, they're the one trying to keep you out.
  • Grave ReaperGGST Testament j236S.pngGuardAllStartup16~22Recovery27Advantage-4, CrowGGST Testament 214P.pngGuardAllStartup21RecoveryTotal 39Advantage+1, and Arbiter SignGGST Testament 214S.pngGuardLowStartup24Recovery26Advantage-12 are all tools that Testament has to commit to, one at a time. Grave ReaperGGST Testament j236S.pngGuardAllStartup16~22Recovery27Advantage-4 projectiles are relatively easy to avoid or block, however they place a succubus that will make the CrowGGST Testament 214P.pngGuardAllStartup21RecoveryTotal 39Advantage+1 go to it, making it significantly harder to avoid as gio normally avoids the crow by... standing up. ArbiterGGST Testament 214S.pngGuardLowStartup24Recovery26Advantage-12 can be dashblocked easily, just be mindful of the overhead version.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Testament's Button Loses To Beats Trades Whiffs
6PGGST Testament 6P.pngGuardAllStartup11Recovery15Advantage-7 2Dnc, 662K, 662S 5H, 662D 6Pcl, 2S, j7,j8, IAD j.X[3]
f.SGGST Testament fS.pngGuardAllStartup12Recovery18Advantage-7 5H, 665K 2D
2SGGST Testament 2S.pngGuardLowStartup10Recovery18Advantage-7 214Snc, step back -> dl.66 X[2][nc] 2Knc, 2D 5H, 665K, 66/dl.2K[1], f.S, 2S 5K, 623S, walkback, j7,j8,j9
j.236HGGST Testament j236S.pngGuardAllStartup13~19Recovery21Advantage+2
Walk Back 662D
  • nc Non-counterhit
  • cl Clash
  • [1] Either delay or microdash works, but the timing is rather tight in either case
  • [2] A single step back is enough - don't walk all the way. Then wait a tiny bit, and dash in with a button. 5K needs a longer (non-micro) dash, 5H or f.S/2S are fine with shorter ones. Non counterhit, just a regular whiff-punish.
  • [3] 6P whiffs, but testament recovers in time to block the jump-in attempt.

Notable Interactions


  • Testament's 2KGGST Testament 2K hitbox.pngGuardLowStartup6Recovery13Advantage-3 lowprofiles Gio's 214S.
  • 236K destroys Grave ReaperGGST Testament j236S.pngGuardAllStartup16~22Recovery27Advantage-4 projectiles. The practical implications of that are unclear.
    • Doing 236K on reaction does beat the charged Grave Reaper, but is too slow to beat the uncharged one (except if gio is outside of Grave Reaper range during the startup). And reacting to the amount of charge (and inputing 236K after making sure that the fireball is charged) does not appear to be feasible either (i.e. that makes 236K too slow, and it gets counterhit, just like the tap version).
      • Trying to RPS this is probably not in Gio's favor, since charged Grave Reaper is a somewhat niche tool, and Testament would not be too upset losing it.
    • However if gio is already outside of Grave Reaper range (or just barely within it), and Testament is throwing out a "zoning" Grave Reaper with the intent to deter Gio, but not to outright hit her, then you can on-reaction 236K your way in.

Neutral


Offense


Defense and Punishes


Zato-1

Even

It's important to try and ensure Zato doesn't get his pressure off, as Gio has fairly limited ways to escape it. If you expect anything other than "Oppose"GGST Zato-1 Oppose Armor.pngGuardAllStartup74 {78}Recovery(Summon Vanishes) [36 Zato]Advantage- at roundstart, you can attempt to throw out a microdash 5K or f.S to outspeed his sluggish buttons or pressure his block. Otherwise, you can patiently dash block and then react to Oppose by grabbing Zato out of the animation. You can use 6P to hit Eddie's frog form during neutral, and your 5P is fast enough to land a hit on Eddie during pressure. The back hitboxes of 214S and j.K can have a situational use for hitting Eddie behind you, an important spot where most Zatos don't expect him to get hit. As it is with facing Zato in general, try to play around Eddie's timer by putting on the pressure when Eddie is down and respecting moves like "That's a lot!"GGST Zato-1 That's a lot.pngGuardAllStartup27→42→57→72 [31→46→61→76]RecoveryTotal 74Advantage+55 that occupy a lot of the space Gio likes to be in.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Zato's Button Loses To Beats Trades Whiffs
2PGGST Zato-1 2P.pngGuardAllStartup6Recovery9Advantage-3 [-1] 2K 5H 2Drecovers in time to block 5K 2S 2Pclash Block
6PGGST Zato-1 6P.pngGuardAllStartup12Recovery12Advantage-6 2D f.S 5H 6Pclash Block 2S 5K
f.SGGST Zato-1 f.S.pngGuardAllStartup10Recovery23Advantage-12
2SGGST Zato-1 2S.pngGuardAllStartup11Recovery20Advantage-10 5K 2K 5H
2DGGST Zato-1 2D.pngGuardLowStartup10Recovery17Advantage-9
Walk Back 5HGGST Zato-1 5H.pngGuardAllStartup13Recovery19Advantage-9

Notable Interactions


Neutral


Offense


Defense and Punishes


References

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