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
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.
- Syrkle's Giovanna beginner guide, breaks down the basics of the character: https://youtu.be/OXchpeAO3Dg
- Akaraien's Giovanna guides playlist (at the time of writing only up to patch 1.11): https://www.youtube.com/playlist?list=PLfoPhzW7mV5UzuaWyKNsLmwoMFZ7TBPn9
- 66 5K punishes backdash ridiculously well: midscreen / corner-to-corner
- Syrkle's companion video to the Guide doc, shows off specific combos with the goal of representing Giovanna's combo structure in the 1.24 patch: https://youtu.be/loOtulXWNKk
- Safejump Guide: https://youtu.be/E8I0N7ZZoyE
- 5K - 2D Pressure: https://youtu.be/shNMo6io7HA
- 5K - 6P Pressure: https://youtu.be/j__8-qtL_As
- c.S - c.S Pressure: https://youtu.be/1SrIZVpd9G0
- c.S - 5D Pressure: https://youtu.be/NDgvDkd2H9c
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).
- Same but in yotube format and no commentary: https://www.youtube.com/watch?v=dPF1MiLOjWY
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
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)GuardAll [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.SGuardAllStartup9Recovery16Advantage-4 | blocked | whiffs | hits | punished | punished | trades | counterhits | counterhits |
5HGuardAllStartup10Recovery19Advantage-5 | blocked | hits, no followupcan fit in 214K against some characters | hits | punished | punished | punished | trades | counterhits |
2SGuardLowStartup9Recovery15Advantage-6 | whiffs | whiffs | hits | counterhits | punished | trades | counterhits | |
5KGuardAllStartup6Recovery12Advantage-2 / 2KGuardLowStartup6Recovery11Advantage-2 | hits | whiffs | whiffs (char dependenthits characters with 4-frame invulnerable backdashes) |
counterhits | ||||
66 5KGuardAllStartup6Recovery12Advantage-2 | hitsThe microdash and the 5K are both 1-frame links | aerial hit | counterhits | |||||
623SGuardAllStartup7Recovery21Advantage-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).
- @smugglesFGC's tech:
- New post throw or post single jump safe jump fuzzy I've been labbing. jP whiff > jD(2) > immediate jump forward BRC down. Works everywhere on screen, lets you be much more plus on block than the air super version - https://twitter.com/SmugglesFGC/status/1550887489090555905
- Gio super can OS everything after Faust 6P - https://twitter.com/SmugglesFGC/status/1562613701311545345
- Faust 2D is -4 and the gap between it and all specials is greater than 4f, so when close enough you can 5P and punish everything - https://twitter.com/SmugglesFGC/status/1562610196257447938
- 1. Leo 6K > 214S is a 5f gap so Gio 5P can interrupt this string (or throw works when close enough) 2. There is a handy OS vs Leos' main 5K RPS of 5K throw vs 5K6K. IB into fuzzy backdash or more simply, 4 plink backdash at the proper timing. - https://twitter.com/SmugglesFGC/status/1562516204765401088
- Against Bridget's Roger Dive:
- Dashing and inputting block before crossing under Bandit bear will give you cross up protection. This is useful for Gio since she can dash block low on reaction to the move and potentially get close enough for a 2P RC punish - https://twitter.com/SmugglesFGC/status/1561713325074964480
- "You'd think DP is the best but there is better options damage wise. Last one kinda hard to see, it's cS trade > dash cS" - https://twitter.com/SmugglesFGC/status/1561716706015420417
- Meterless fuzzy off any 5K OTG
- High option is double jump jS dl jH dl jD
- Low option is 2K6P214K which loops the setup or use 2S5H
- High loses to backdash on wake up, low can OS the backdash, high still works on FD
- You can choose to wall slump off the "infinite"
- https://twitter.com/SmugglesFGC/status/1561468884565254144
- VERY generous timing on a 50 meter fuzzy into "infinite" Dash instant jS vs whatever you want for the low lol, works on both sides, anywhere on screen, full combo if you hit the 214S. - https://twitter.com/SmugglesFGC/status/1561472486709010434
- May 5K6H has a much bigger gap than I thought. Dash 5K will CH immediate 6H or any amount of charged timing - https://twitter.com/SmugglesFGC/status/1561024821227655169
- @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.