GGST/Giovanna/Resources

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< GGST‎ | Giovanna



Preface

This page is Giovanna's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review.

For simplicity's sake; anything you would want pinned in your character channel or character Discord can go here, such as:

  • Character Discord pins
  • Links or transcriptions of external personal documents and / or Dustloop User Docs
  • Tech videos, especially from Twitter hashtags
  • One-off or niche combo routes
  • Set-ups (for pressure, mix-ups, okizeme, or setplay)
  • Video analyses of matches and sets
If more opinionated works are posted, such as match-up charts, it is highly recommended that you include accreditation to the creator and any other important specifics (such as ordering or et cetera), so that readers can evaluate the sourcing. To readers, also note that this means you should consume at your own discretion. Not all strategy or reasoning may be fully explained, tested, or viable, so either be sure to ask the creators any questions (if possible), or do your own research in training mode.
Community Links
Character Discord

Twitter Hashtag

Match Replays

Documents

You can embed links to external documents or User Docs here.


1.24 Combo Doc
Giovanna Starter Guide
Syrkle's Giovanna Guide Currently still being worked on but has a lot of combos and strategy, and a companion video.

Videos

You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed.

Plain Text

You can write your own content here, or post transcriptions of content from potentially impermanent sources here.

Random Tech

  • You can do 214S>fPRC>throw for a mix. To do an fPRC "into nothing" and fall down - just press any aerial button. Airthrow works well. (Source: Akaraien's stream - see ~1:15:00 mark for Aka briefly explaining it and e.g. 1:16:51 for an instance of it being used during a match).

Frame Traps/Gaps Chart

Gaps on immediate cancel
Level 0 (9) Level 1 (11) Level 2 (13) Level 3 (16) Level 4 (18)
Move Startup 5P / 2P 2K / 2K f.S / 2S 6P/2D 5H c.S 2H
6P 12 3 1 -6
6H 17 8 6 -1
f.S / 2S 9 -9
5H 10 -3 -8
2H 11 -2 -7
214K 13 4 2 0 -3 -5
214S / 236K 27 18 16 14 11 9

Positive numbers represent gaps, negative represent the inverse (extra frames you can delay and still keep the opponent in stun). Values specified on-block - on hit the gaps are 3frame smaller.


Universal Roundstart

button startup lowprofiled
by 6P?
wait walkback backdash j7 j8 j9 IAD route ch route
5HGGST Giovanna 5H.pngGuardAllStartup10Recovery19Advantage-5 10 yes hits whiffs whiffs whiffs 78: 5H > 214K 151: CH 5H > 236K , f.S > 5H > 214K; corner
5KGGST Giovanna 5K.pngGuardAllStartup6Recovery12Advantage-2 6 no whifffs whiffs whiffs whiffs N/A 62: CH 5K > 214K
66 5KGGST Giovanna 5K.pngGuardAllStartup6Recovery12Advantage-2 7Gio has a moving hurtbox, and connects with the opponent later than that. Some slower moves (like May's 13 frames 5H) can still counterhit this yes hits whiffs whiffs whiffs 59: 66 5K > 214K 101: 66 CH 5K > 6HHH; very corner
81: 66 CH 5K > 5K > 214K (safer)
2DGGST Giovanna 2D.pngGuardLowStartup17Recovery12Advantage-8 17 no hits whiffs whiffs whiffs 69: 2D > 214k 106-116: CH 2D > 214K , 66 5K > 214k OTG; very corner with OTG
662DGGST Giovanna 2D.pngGuardLowStartup17Recovery12Advantage-8 18 hits low
2SGGST Giovanna 2S1.pngGuardLowStartup9Recovery15Advantage-6 9 no whiffs whiffs
623SGGST Giovanna Sol Nascente.pngGuardAllStartup7Recovery21Advantage-15 7 ?? whiffs whiffs hits if delayed
6PGGST Giovanna 6P.pngGuardAllStartup12Recovery15Advantage-9 7 clash whiffs whiffs N/A 64: 6P > 214k

All of the routes end up with the opponent knocked down. Most of the CH routes end with the opponent being in the corner.

Important points:

  • 5H comes out extremely fast and has ridiculous payoff on counterhit. Try really hard not to get counterhit by that.
    • If you trade against Gio's 5H - that's a win for you.
    • The basic char-independent RPS around 5H is thus: Gio's 5H < Your 6P < Gio's 2D < Your most buttons < Gio's 5H
  • 662D is almost the only way to catch walkbacks
  • Gio can catch some backdashes (19f and slower) if she really wants to - either longdash 5K or longdash 6H work. Although that needs to be a hard callout.

Trovão followup rps

Ideally, Trovão ("spiral arrow kick", 236K)GGST Giovanna Trovao.pngGuardAll [All (Guard Crush)]Startup27Recovery13Advantage+4 [+15] should be 6P'd on reaction (it has slow enough startup to allow for that), but if it isn't, then the opponent can still turn the tide in their favour. Despite the arrow kick being plus on block. Specifically, the RPS Rock Paper ScissorsA situation wherein an attacker and a defender have options that only beat certain responses from their opponent. For example, on wakeup a defending opponent may use a reversal to stop an attacker from using an attack, but the attacker can also block to defeat the reversal. If the attacker blocks, the defender can use the opportunity to take the offensive. is as following:

Your move > jump>block backdash 6P
(or similarlow-profiling moves such as Sol's Night Raid Vortex, although the specifics might vary)
buttons
v Gio's followup v midscreen corner 4f 5f 6f 7f+
f.SGGST Giovanna fS1.pngGuardAllStartup9Recovery16Advantage-4 blocked whiffs hits punished punished trades counterhits counterhits
5HGGST Giovanna 5H.pngGuardAllStartup10Recovery19Advantage-5 blocked hits, no followupcan fit in 214K against some characters hits punished punished punished trades counterhits
2SGGST Giovanna 2S1.pngGuardLowStartup9Recovery15Advantage-6 whiffs whiffs hits counterhits punished trades counterhits
5KGGST Giovanna 5K.pngGuardAllStartup6Recovery12Advantage-2 / 2KGGST Giovanna 2K.pngGuardLowStartup6Recovery11Advantage-2 hits whiffs whiffs
(char dependenthits characters with 4-frame invulnerable backdashes)
counterhits
66 5KGGST Giovanna 5K.pngGuardAllStartup6Recovery12Advantage-2 hitsThe microdash and the 5K are both 1-frame links aerial hit counterhits
623SGGST Giovanna Sol Nascente.pngGuardAllStartup7Recovery21Advantage-15 hits, no followup whiffs whiffs punished
(non-counterhit)
counterhits


Put in words:

  • It's safe for Gio to follow up with 5K/2K but the payoff on hit is rather meager (5K > 214K is all she gets)
  • The only followups with decent payoff (and thus the "go-to" buttons to press after 236K) are f.S and 2S. The former can be 6P'd, the latter can be jumped, and in either case you get a punish.
  • If you want to play super safe - hold downback and give up your turn.
  • If you want to play just safe - either jump or (when not cornered) backdash. If you guessed wrong you will get hit once (by 5K/5H respectively), but Gio cannot convert that to a full combo. You, in turn, get a punish if gio decides to go for low.
  • Otherwise, if you feel ballsy, press a 6P or a 4frame button (assuming you have those). You get counterhitted if you guess wrong, but score a combo yourself if don't.
  • The chart above does not at all mention dash 5K, which gets an absolutely ridiculous reward on backdashing opponents. See links in GGST/Giovanna/Resources#Videos. (Ideally someon should transcribe that into combo page and/or into the chart above).

Twitter

  • @Casperdile: "this re-grab set up is so good because if you do 2K into 236K it hits meaty but if you do single hit 2S into 236K you can get a re-grab" [video attached] https://twitter.com/Casperdile/status/1563186553681166338
    "they can easily throw punish or with any button frame 13 or faster but if they do that and you do 2K OTG they'll get counterhit. I dont think any other main knows this interaction well enough to react to the move that hit OTG and punish properly so it's probably a blind guess"
    "best success rate would be to do 2K OTG set up throughout the set so then they get conditioned to block it then you start doing the 2S OTG"
    • Q: "Yo is the 2S set up universal on the cast? I've been losing my mind trying to do it on Ky, but I can do it on Baiken and HC."; A:"yeah it's unfortunately not universal off of throw but there are other ways to set it up that are universal like off of 6P > 214K"
    • In words: 6D > OTG 2K > 214K hits meaty; 6S > OTG 2S(1) > 214k(w) > 6D looks almost exactly the same but is a grab instead.

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