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===Notable Interactions=== | ===Notable Interactions=== | ||
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* 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 are nuanced (if not outright questionable). | |||
** Doing {{clr|K|236K}} on reaction does beat the charged version, 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, and Testament is throwing out a "zoning" Grave Reaper with the intent to deter Gio, but not to outright hit her (why would Testament do so, though?), ''then'' you can on-reaction {{clr|K|236K}} your way in. | |||
===Neutral=== | ===Neutral=== |
Revision as of 08:53, 17 August 2022
Matchups
- 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
- A matchup that demands awareness thanks to his autoguardGuardStartupRecoveryTotal 34~50Advantage- and large buttons.
- You also cannot outrange his counter superGuardStartup1Recovery10Advantage- 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.
- FuujinGuardAllStartup16 [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.
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Notable Interactions
Neutral
Offense
Defense
Axl Low
- 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 RensensGuardAllStartup24Recovery29Advantage-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 fastest abare button, 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 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.
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Notable Interactions
Neutral
Offense
Defence
Baiken
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Notable Interactions
Neutral
Offense
Defence
Bridget
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Notable Interactions
Neutral
Offense
Defence
Chipp Zanuff
- Similar to Sol, Chipp has many fast normals and a DPGuardAllStartup9Recovery23Advantage-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 BladesGuardAllStartup29Recovery19Advantage-4 as well as his command grabGuardGround 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.
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Notable Interactions
Neutral
Offense
Defence
Faust
- Similar to Nago and Axl, Faust has many long range pokes that can give Gio a hard time. You'll need to respect his 2H, 6H, and general item shenanigans, but you can easily 6P ThrustGuardAllStartup26~37Recovery19Advantage-12.
- 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 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.
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Notable Interactions
Neutral
Offense
Defence
Giovanna
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Notable Interactions
Neutral
Offense
Defence
Goldlewis Dickinson
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.
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Notable Interactions
Neutral
Offense
Defence
Happy Chaos
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 Zato-1's Eddie gauge, there's your chance to go in.
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Notable Interactions
Neutral
Offense
Defence
I-No
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 noteGuardAllStartup29RecoveryTotal 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 SGuardLowStartup16Recovery16Advantage-7/HGuardLowStartup28Recovery16Advantage-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 FortissimoGuardAll (Guard Crush)Startup7+2Recovery13Advantage+26, you can punish it with a tricky 2H combo starter right after the first hit.
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
- jump > j.236KGuardAllStartup10 [37]RecoveryUntil Landing + 15Advantage-3 ~ -4 [+2 ~ 0]/j.236SGuardAllStartup10 [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
Neutral
Offense
Defence
Jack-O'
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.
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Notable Interactions
Neutral
Offense
Defence
Ky Kiske
6P is particularly handy in this matchup, as it will actually clash with or beat his DPGuardAllStartup11Recovery43Advantage-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 EclatGuardAllStartup14Recovery25Advantage-8 [-6] and Stun DipperGuardLow, 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 LightningGuardAllStartup8+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.
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Notable Interactions
Neutral
Offense
Defence
Leo Whitefang
His fireball is far too fast in the S versionGuardAllStartup10RecoveryTotal 50FAdvantage-12 to 236K on reaction, but it's a fairly reasonable option against the H versionGuardAllStartup35RecoveryTotal 66FAdvantage+17. His DPGuardAllStartup9Recovery33Advantage-28 is fast and naturally beats cross-ups, encouraging you to use a decent safejump for oki and also to keep your mixups unpredictable.
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Notable Interactions
Neutral
Offense
Defence
May
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 dolphinGuardAllStartup7Recovery20 (24 OH)Advantage-3 or on reaction to H dolphinGuardAllStartup25Recovery20 (18 OH)Advantage+7. Her more disjointed buttons may be hard to contest, so try to play patient and punish her mistakes.
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Notable Interactions
Neutral
Offense
Defence
Millia Rage
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.
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Notable Interactions
Neutral
Offense
Defence
Nagoriyuki
With Nago's amazing poke buttons, it can be very tricky to approach one who uses his tools effectively. His 2S and 5H are great at stuffing your dash-ins, and his 2H can completely destroy your jump-ins. Avoid blowing meter on Fautless Defense as he can often just use FukyoGuardN/AStartup-RecoveryTotal 25AdvantageN/A to negate the pushback and instead save it for something that allows you to force your turn like RC or 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 avoid wallbreak as much as you can. When being pressured, exercise patience and try to react to his main mixup: the command grabGuardGround 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.
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Notable Interactions
Neutral
Offense
Defence
Potemkin
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 BusterGuardGround 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 HeadGuardLowStartup29Recovery24Advantage0 by backdashing or using an airborne special (623SGuardAllStartup7Recovery21Advantage-15, 214SGuardAll, 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 KnuckleGuardAir Guard CrushStartup12Recovery18Advantage+10~+3 can still catch you even during 623S sometimes).
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Notable Interactions
Neutral
Offense
Defence
Ramlethal Valentine
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.SGuardAllStartup11Recovery21Advantage-10 [-13], 5HGuardAllStartup12Recovery28Advantage-12 [-13], and BajonetoGuardAllStartup20RecoveryTotal 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 reversalGuardAllStartup7+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.
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
- 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.SGuardAllStartup11Recovery21Advantage-10 [-13] loses to Gio'S 6P in a very satisfying way, 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 5H 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.
Neutral
Offense
Defence
Sol Badguy
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. After hitting him with the 214K blockstring ender, an instant 623S will beat his attempts to 5K.
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Notable Interactions
Neutral
Offense
Defence
Notes
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 another one from before Season 2 update (and its analysis by Sajam)
Testament
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Notable Interactions
- Testament's 2KGuardLowStartup6Recovery13Advantage-3 lowprofiles Gio's 214S.
- 236K destroys Grave ReaperGuardAllStartup16~22Recovery27Advantage-4 projectiles. The practical implications are nuanced (if not outright questionable).
- Doing 236K on reaction does beat the charged version, 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, and Testament is throwing out a "zoning" Grave Reaper with the intent to deter Gio, but not to outright hit her (why would Testament do so, though?), then you can on-reaction 236K your way in.
- Doing 236K on reaction does beat the charged version, 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).
Neutral
Offense
Defence
Zato-1
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"GuardAllStartup74 {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!"GuardAllStartup27→42→57→72 [31→46→61→76]RecoveryTotal 74Advantage+55 that occupy a lot of the space Gio likes to be in.
Frame Data • Counterstrategy • Reverse Matchup • Videos
Round Start
Notable Interactions
Neutral
Offense
Defence
- Anji Mito [★]
- Asuka R♯ [★]
- Axl Low [★]
- Baiken [★]
- Bedman? [★]
- Bridget [★]
- Chipp Zanuff [★]
- Faust [★]
- Giovanna [★]
- Goldlewis [★]
- Happy Chaos [★]
- I-No [★]
- Jack-O' [★]
- Johnny [★]
- Ky Kiske [★]
- Leo Whitefang [★]
- May [★]
- Millia Rage [★]
- Nagoriyuki [★]
- Potemkin [★]
- Ramlethal [★]
- Sin Kiske [★]
- Sol Badguy [★]
- Testament [★]
- Zato-1 [★]
Click [★] for character's full frame data
Essentials
• HUD •
Controls •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Universal Strategy •
Detailed & Advanced Information
• Damage/Combo •
Frame Data & System Data •
Attack Attributes •
Misc •
Archived Information
• Patch Notes • Tier Lists •
- Attack Level
- Blocking
- Burst Gauge
- Cancels
- Clash
- Dash Cancel
- Faultless Defense
- Frame Advantage
- Gatling
- Gravity
- Guard Crush
- Guts
- Hitstop
- Hitstun
- Instant Air Dash (IAD)
- Instant Block
- Instant Faultless Defense
- Invalid Combos
- Knockdown Recovery
- Low Profile
- Minimum Damage
- Negative Penalty
- Off the Ground (OTG)
- Positive Bonus
- Prejump
- Proration
- Psych Burst
- Punish
- Overdrive (Super Attack)
- R.I.S.C. Level
- Roman Cancel (RC)
- Stagger Recovery
- Tension Gauge
- Throw
- Throw Clash
- Wall