GGST/Giovanna/Strategy: Difference between revisions

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{{GGST/CharacterLinks}}
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==General Strategies==
==General Strategies==
===Gameplan===
===Gameplan===
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====Step Dash Blocking====
====Step Dash Blocking====
When you dash as Gio and then immediately hold back, you will actually be blocking '''while still dashing forward'''. This is because her step dash is both cancelable and has no skidding animation when you stop inputting the dash like characters with a run do, causing her to continue moving while simultaneously blocking. This is even doable with [[GGST/Defense#Faultless Defense|Faultless Defense]] if you press and hold the buttons ''before'' you dash, so as to not trigger an [https://glossary.infil.net/?t=FD%20Brake FD Brake]. Dash macro helps out a lot here especially, as you won't have to hit forward and instead just alternate between going neutral, dash, then back.
Dash Blocking involves transitioning from a dash to a block state. By holding back when initiating the dash, one can achieve a shorter dash and quickly proceed to blocking. This tactic is essential in managing your dash distance and avoiding getting hit by your opponent. Gio, in particular, is capable of executing an almost instantaneous Dash Block due to her unique combination of dash mechanics. This move is highly advantageous as it can be employed to approach and close space without suffering any repercussions, or as a means of baiting and punishing your opponent's attacks.


Furthermore, if you input FD ''after'' you dash to properly do an [https://glossary.infil.net/?t=FD%20Brake FD Brake], it retains some dash momentum, but still stops the dash. Since your step dash normally has a fixed distance to travel as opposed to a run, FD Braking allows you to have more control over the distance of your dash without having to throw out a move.
Proper use of these blocking techniques turns safe approach from something Gio struggles with into something she excels at. It's especially important against characters with very fast and long moves that are able to stuff your dash-in attempts, such as {{Character Label|GGST|Axl Low|label=Axl}} or {{Character Label|GGST|Nagoriyuki|label=Nago}}. It's great to use on roundstart so as to react to what the opponent might do without getting counter-hit, and it even allows you to safely close distance during gaps in pressure that are as small as a few frames. The possibilities are virtually endless with such a versatile step dash.
While it somewhat resembles a wavedash if done repeatedly, it isn't faster than dashing normally. Instead, think of it as a micro-dash of sorts: useful when you want to close just a bit of distance to get to the right spacing at the right time.


Proper use of these blocking techniques turns safe approach from something Gio struggles with into something she excels at. It's especially important against characters with very fast and long moves that are able to stuff your dash-in attempts, such as {{Character Label|GGST|Axl Low|label=Axl}} or {{Character Label|GGST|Nagoriyuki|label=Nago}}. It's great to use on roundstart so as to react to what the opponent might do without getting counter-hit, and it even allows you to safely close distance during gaps in pressure that are as small as a few frames. The possibilities are virtually endless with such a versatile step dash.
====Dash Jump vs Instant Air Dash====
Dash jumping is a technique that involves executing a dash and then immediately jumping up forward (9) to harness the momentum of the dash and propel yourself forward. It is particularly useful in certain matchups, as it allows you greater freedom of movement compared to Instant Air Dash (IAD), which depletes your air dash or other jumps. On the other hand, IAD involves jumping up and swiftly initiating an air dash at the first opportunity. This technique is useful for executing safe jumps after an Off The Ground (OTG) attack. It is also advantageous in air-to-air encounters that require you to be at a certain height and distance. However, using an IAD in neutral can leave you vulnerable to attacks like 6P, as you won't have any other air actions to defend yourself.


==Offense==
==Offense==
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Though Gio's pressure shines at close range, she isn't the kind of character that strictly specializes in one distance. She has a formidable '''mid-range poke game''', mainly focused around '''counterhits''' , '''whiff punishes''', and the topic of this section: '''pokes'''. To compensate for her normals not having much range on their own, Giovanna often has to rely on her dash and its transferred momentum to go '''in and out of striking range''' in order to poke. The two most reliable moves for it are...
Though Gio's pressure shines at close range, she isn't the kind of character that strictly specializes in one distance. She has a formidable '''mid-range poke game''', mainly focused around '''counterhits''' , '''whiff punishes''', and the topic of this section: '''pokes'''. To compensate for her normals not having much range on their own, Giovanna often has to rely on her dash and its transferred momentum to go '''in and out of striking range''' in order to poke. The two most reliable moves for it are...
<gallery widths="280px" heights="180px" mode="nolines">
<gallery widths="280px" heights="180px" mode="nolines">
GGST Giovanna 5K.png | '''{{clr|2|5K}}'''
GGST Giovanna 5K.png | '''{{clr|K|5K}}'''
GGST Giovanna 5H.png | '''{{clr|4|5H}}'''
GGST Giovanna 5H.png | '''{{clr|H|5H}}'''
</gallery>
</gallery>
<center>While these two moves may look very similar in appearance, taking a look at the hitboxes reveals some key differences:</center>
<center>While these two moves may look very similar in appearance, taking a look at the hitboxes reveals some key differences:</center>
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GGST Giovanna 5H Hitbox.png
GGST Giovanna 5H Hitbox.png
</gallery>
</gallery>
Most notably, {{clr|4|5H}} is not only longer range, but it's '''disjointed while active''', only losing the disjoint during recovery. This means it can beat certain moves at max range that {{clr|2|5K}} would get counterhit by. It also gives a solid counterhit combo that can be [[Option Select|option selected]] using [[GGST/Giovanna/Strategy#5H_Counterhit_Option_Select|this technique]]. The combined '''speed''' and '''range''' of this normal makes it a very valuable tool when trying to put '''pressure''' and '''whiff punish''' from a distance, something Gio can't accomplish too well with the rest of her moveset. It also gives solid '''counter-hit reward''', making it all the more useful in frame traps, and poking as a whole.
Most notably, {{clr|H|5H}} is not only longer range, but it's '''disjointed while active''', only losing the disjoint during recovery. This means it can beat certain moves at max range that {{clr|K|5K}} would get counterhit by. It also gives a solid counterhit combo that can be [[Option Select|option selected]] using [[GGST/Giovanna/Strategy#5H_Counterhit_Option_Select|this technique]]. The combined '''speed''' and '''range''' of this normal makes it a very valuable tool when trying to put '''pressure''' and '''whiff punish''' from a distance, something Gio can't accomplish too well with the rest of her moveset. It also gives solid '''counter-hit reward''', making it all the more useful in frame traps, and poking as a whole.
 
This doesn't mean {{clr|K|5K}} is outclassed by any means, however—it comes out in 6 frames, 4 faster than {{clr|H|5H}}, and has less recovery by a whopping 9 frames. It also has the massive potential advantage of being both '''jump cancelable''' and '''dash cancelable''', allowing you to approach for mixups, bait bursts, and much more.
 
With Dash {{clr|K|5K}}, you can seamlessly transition into {{clr|P|6P}} with a small 1F gap, and then end the combo with {{clr|K|214K}}. With this you have the option of OTG-ing either {{clr|K|5K}} or {{clr|S|c.S}} and then performing an IAD {{clr|H|j.H}} for a safejump consistently.
Dash {{clr|K|5K}} also leads to one of the two most effective tick throw options available for Gio, the other being {{clr|S|c.S}}.
It's essential to observe that these grants gio a setup that involves a 1F gap that catches mashing, and it also creates a situation where opponents must mash a button or risk being thrown. Creating a strike/throw mixup


This doesn't mean {{clr|2|5K}} is outclassed by any means, however—it comes out in 6 frames, 4 faster than {{clr|4|5H}}, and has less recovery by a whopping 9 frames. It also has the massive potential advantage of being both '''jump cancelable''' and '''dash cancelable''', allowing you to approach for mixups, bait bursts, and much more.


{{clr|2|5K}} is often better for [[Abare|abare]] and getting in, whereas {{clr|4|5H}} fishes for counter-hits while maintaining your distance (unless you cancel it into {{clr|2|236K}}). These two moves often compliment each other quite well, as {{clr|2|5K}} into {{clr|4|5H}} is a 12~ frame gap on their block that can still often beat their abare due to {{clr|4|5H}}'s active disjoint. Both of these moves can still be '''beaten out''' and '''punished''' on whiff recovery due to the nature of them being forward, '''hurtbox-extending''' kicks that lose to {{clr|1|6P}} and other low profile moves. But there is one more core poking tool that Giovanna has to fill those weaknesses, and that is...
{{clr|K|5K}} is often better for [[Abare|abare]] and getting in, whereas {{clr|H|5H}} fishes for counter-hits while maintaining your distance (unless you cancel it into {{clr|K|236K}}). These two moves often compliment each other quite well, as {{clr|K|5K}} into {{clr|H|5H}} is a 12~ frame gap on their block that can still often beat their abare due to {{clr|H|5H}}'s active disjoint. Both of these moves can still be '''beaten out''' and '''punished''' on whiff recovery due to the nature of them being forward, '''hurtbox-extending''' kicks that lose to {{clr|P|6P}} and other low profile moves. But there is one more core poking tool that Giovanna has to fill those weaknesses, and that is...
<gallery widths="280px" heights="180px" mode="nolines">
<gallery widths="280px" heights="180px" mode="nolines">
GGST Giovanna 2D Hitbox.png | '''{{clr|5|2D}}'''
GGST Giovanna 2D 2 Hitbox.png | '''{{clr|D|2D}}'''
</gallery>
</gallery>
An extremely valuable tool for Giovanna in the right scenarios, {{clr|5|2D}} allows her to safely cover an area with its very significant '''disjointed hitbox'''. Even though it takes a while to start up, the range and recovery surpass quite a few mid range moves in the game. The fact that it '''hits low''' can also catch some opponents off guard, as they may not expect to be blocking a low from that range and will instead be trying to adjust their spacing or jump away. This move can be very hard to contest at the right ranges and in the right matchups, but its '''slow startup''' causes it to be very risky to throw out against '''zoners''' who tend to throw out moves that will outrange it in neutral. It can also be used for '''reversal safe okizeme''', expanded on in [[GGST/Giovanna/Strategy#2D|this section]].
An extremely valuable tool for Giovanna in the right scenarios, {{clr|D|2D}} allows her to safely cover an area with its very significant '''disjointed hitbox'''. Even though it takes a while to start up, the range and recovery surpass quite a few mid range moves in the game. The fact that it '''hits low''' can also catch some opponents off guard, as they may not expect to be blocking a low from that range and will instead be trying to adjust their spacing or jump away. This move can be very hard to contest at the right ranges and in the right matchups, but its '''slow startup''' causes it to be very risky to throw out against '''zoners''' who tend to throw out moves that will outrange it in neutral. It can also be used for '''reversal safe okizeme''', expanded on in [[GGST/Giovanna/Strategy#2D|this section]].
Use this move when you think {{clr|H|5H}} won't catch them, where a low can help you or if you expect a {{clr|P|6P}}.


<gallery widths="280px" heights="180px" mode="nolines">
<gallery widths="280px" heights="180px" mode="nolines">
GGST Giovanna Sepultura.png | '''{{clr|2|214K}}''' (Sepultura)
GGST Giovanna Sepultura.png | '''{{clr|K|214K}}''' (Sepultura)
GGST Giovanna Sol Nascente.png | '''{{clr|3|623S}}''' (Sol Nascente)
GGST Giovanna Sol Nascente.png | '''{{clr|S|623S}}''' (Sol Nascente)
</gallery>
</gallery>
An honorable mention goes to Sepultura—being the multi-purpose tool that it is also lends its use as a poke to '''pressure jumpers''' and '''beat out anyone trying to low profile''' your other options. Sol Nascente also serves as a risky poke thats usefulness is often '''matchup-dependent''', but in the right scenarios is able to beat out many high/air options with its '''frame 1 low profile''' and '''large vertical hitbox'''. More on these moves in a later section.
An honorable mention goes to Sepultura—being the multi-purpose tool that it is also lends its use as a poke to '''pressure jumpers''' and '''beat out anyone trying to low profile''' your other options. Sol Nascente also serves as a risky poke thats usefulness is often '''matchup-dependent''', but in the right scenarios is able to beat out many high/air options with its '''frame 1 low profile''' and '''large vertical hitbox'''. More on these moves in a later section.
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<gallery widths="300px" heights="280px" mode="nolines">
<gallery widths="300px" heights="280px" mode="nolines">
GGST Giovanna cS.png | '''{{clr|3|c.S}}'''
GGST Giovanna cS.png | '''{{clr|S|c.S}}'''
</gallery>
</gallery>
{{clr|3|c.S}} is one of her most '''reliable pressure tools''': it's '''+3 on block''', has '''low pushback''', and it '''beats low profiles'''. With it, you're often able to scare opponents into blocking, and if they continue doing so without Faultless Defense, it can quite easily '''loop into itself'''. The possibilities for pressure with this button are vast... when you're actually in range for it, that is. Its largest weakness is being a '''proximity-based''' close slash that requires you to take the risk of actually going close in order to use it. You can make up for this with smartly timed dashes, but that will always create larger pressure gaps that allow for more time to fight back. That's why smart use of this button requires solid '''conditioning''' and '''counterplay''', encouraging you to observe your opponent and respond to how they seem to want to get out of pressure accordingly.
{{clr|S|c.S}} is one of her most '''reliable pressure tools''': it's '''+3 on block''', has '''low pushback''', and it '''beats low profiles'''. With it, you're often able to scare opponents into blocking, and if they continue doing so without Faultless Defense, it can even '''loop into itself'''. If they get fed up and try to hit a button, it's likely you'll land a rewarding counter-hit. Its largest weakness is being a '''proximity-based''' close slash that requires you to take the risk of actually going close in order to use it. You can make up for this with smartly timed dashes, but that will always create larger pressure gaps that allow for more time to fight back. That's why smart use of this button requires solid '''conditioning''' and '''counterplay''', encouraging you to observe your opponent and respond to how they seem to want to get out of pressure accordingly.


<gallery widths="180px" heights="180px" mode="nolines">
<gallery widths="180px" heights="180px" mode="nolines">
GGST Giovanna cS.png | Start with {{clr|3|c.S}}, then...
GGST Giovanna cS.png | Start your pressure with {{clr|S|c.S}}, then...
</gallery>
</gallery>
<gallery widths="280px" heights="180px" mode="nolines">
<gallery widths="280px" heights="180px" mode="nolines">
GGST Giovanna Ground Throw.png | ...walk up for a ''throw''</br>to catch someone trying to '''block'''.
GGST Giovanna Ground Throw.png | ...walk up for a ''throw''</br>to catch someone trying to '''block''' or '''{{keyword|DP}}'''.
GGST Giovanna 2S1.png | ...gatling into {{clr|3|2S}}</br>to catch someone trying to '''block high'''</br>or '''jump your throw'''.
GGST Giovanna 2S1.png | ...delay gatling into {{clr|S|2S}}</br>to catch someone trying to '''block high''',</br> '''jump your throw''', or '''mash out'''.
GGST Giovanna 5D.png | ...gatling into {{clr|5|5D}}</br>as a situational mixup </br>to catch someone '''blocking low'''.
GGST Giovanna 5D.png | ...gatling into {{clr|D|5D}}</br>as a situational '''overhead''' </br>to catch someone '''blocking low'''.
GGST Giovanna Sol Poente 2.png | ...cancel into {{clr|3|214S}}</br>as a situational '''cross-up''', or</br>to catch someone trying to '''throw'''.
GGST Giovanna Sol Poente 2.png | ...cancel into {{clr|S|214S}}</br>as a safer '''overhead''' and '''cross-up''', or</br>to catch someone trying to '''tech throw'''.
GGST Giovanna cS.png | ...walk up for another {{clr|3|c.S}}</br>to continue to '''loop your pressure'''.
GGST Giovanna cS.png | ...dash up for another {{clr|S|c.S}}</br>to continue to '''loop your pressure'''.
</gallery>
</gallery>
[[GGST/Giovanna#Trovão|Trovão]] can be used as a callout or to mess with the opponent's reactions and gain plus frames.
<gallery widths="180px" heights="180px" mode="nolines">
GGST_Giovanna_Trovao.png | {{clr|K|236K}}
</gallery>
Upon blocking, it grants Gio a +4 advantage, allowing for various follow-up moves including throw, true 0F gap {{clr|P|5P}}, 1F gap {{clr|P|2P}}, 2F gap {{clr|K|5K}}/{{clr|K|2K}} and 3F gap {{clr|S|c.S}}. However, the spacing of the opponent plays a crucial role in the choice of follow-up. It is advisable to go for the K buttons if the opponent has a 3F or 4F option.
In certain matchups where {{clr|H|5H}}/{{clr|D|2D}} won't reach, or dash jumping isn't a viable option, the far movement of this move makes it worthwhile. For instance, against {{Character Label|GGST|Nagoriyuki|label=Nago}}'s {{clr|S|2S}}, {{clr|K|236K}} can punish at higher blood levels
====Basic Blockstring====
{{clr|S|c.S}}>{{clr|S|2S}}>{{clr|H|5H}}>{{clr|K|214K}} is a powerful tool in Giovanna's arsenal. Let's break it down:
* {{clr|S|c.S}}>{{clr|S|2S}}<br>it can catch opponents who try to jump out and is the best option for maintaining the blockstring.<br>Here we can stop and do a few things:
** delay {{clr|H|5H}} to catch opponents who try to press. Learning to put gaps in the blockstring is important to Giovanna's playstyle since it allows for more opportunities to deal damage and forces the opponent to respect her pressure, thereby making it easier to perform grabs. It's a technique that adds up over time and can greatly benefit her overall gameplay.
** dash throw if they are respecting the pressure, expecting a {{clr|H|5H}}
** backdash if they don't respect and are prone to use a '''{{keyword|DP}}''', punishing them with big damage.
*Continuing with {{clr|S|c.S}}>{{clr|S|2S}}>{{clr|H|5H}}<br>if you manage to score a counter hit, you can follow up with CH {{clr|H|5H}}>{{clr|K|236K}}>{{clr|S|f.S}}>{{clr|H|5H}}>{{clr|K|214K}} for a confirm. However, there are other options such as CH {{clr|H|5H}}>{{clr|K|236K}}>{{clr|K|5K}}>{{clr|K|214K}} or CH {{clr|H|5H}}>{{clr|K|236K}}>{{clr|K|5K}}>BRC for easier confirms or extensions respectively.<br>If they block we have the following options:<br>
** {{clr|K|214K}}: the typical ender. You can delay it a bit to fish for a counter hit. You can also try {{clr|S|623S}} afterwards to steal their turn thanks to it's low profile properties. There is a gap of 4f between the two moves so it's not recommended against characters with fast normals (like {{Character Label|GGST|Sol Badguy|label=Sol}}, {{Character Label|GGST|Chipp Zanuff|label=Chipp}}, {{Character Label|GGST|Giovanna|label=Giovanna}})
** {{clr|K|236K}}: {{clr|P|6P}}’able. This is the option you’ll want to go into for a reset. Easily reactable, use it sparingly or after conditioning the opponent to block
** {{clr|S|214S}}: {{clr|P|6P}}’able. '''Overhead'''. You don't want to end your string with this unless you have RC to make it safe or a read.<br>Notable mention if you do {{clr|H|2H}} instead of {{clr|H|5H}} you can steal the corner if you do {{clr|S|214S}} while holding the forward button
As you can see two of your three options are weak to {{clr|P|6P}} and it bumps to three if you delay {{clr|K|214K}} too much. This means after {{clr|H|5H}} it's important to consider the opponent's habits. If they haven't yet shown respect for your pressure, the best option is to go for {{clr|K|214K}}, deal with the RPS, and proceed accordingly. However, if they are respecting your pressure, you can try to execute a sneaky {{clr|K|236K}} to gain plus frames.
====Resisting Pushback====
As the main weakness of your {{clr|S|c.S}} pressure is its substantial '''distance requirement''', the '''pushback you receive''' after they block it is your biggest enemy in being able to pressure freely. Get pushed too far, and your pressure will be given a '''deadline''' of sorts, losing access to your safest, most plus tool and instead having to use buttons that can only really safely go into a basic gatling string. [[GGST/Giovanna#Trovão|Trovão]] can be a decent way to '''reset your pressure''' once you're pushed too far, but it isn't too hard to react to if used carelessly.
Luckily, Giovanna has a trick for this exact thing. By '''using dash momentum even at point-blank''', she is able to continue moving forward to the point where she can significantly '''resist pushback'''. This can greatly aid the effectiveness of your {{clr|S|c.S}} pressure, increasing your ability to loop it into itself and overall maintaining your frame advantage to do whatever you'd like. This is especially important against defenders who rely on Faultless Defense, as it causes pushback to increase along with the need to resist it.
[[File:GGST_Giovanna_Dash_Momentum_Resisting_Pushback.mp4|500px|frameless|caption]]
<div>The difference in {{clr|S|c.S}} pushback on block between no dash momentum, cancelling a dash early, and cancelling it slightly later.</br>
Even while as close to the opponent as possible and in the corner, the momentum still serves to fight against the pushback of {{clr|S|c.S}}.</div>
=====Vs Faultless Defense=====
Assuming the move being FD'd is {{clr|S|c.S}} a recommended method is to cycle through the following options depending on the situation:
* Dash up throw
* {{clr|H|5H}} to make sure they don't mash, if they mash {{clr|P|6P}} use {{clr|D|2D}} instead
* Dash {{clr|S|c.S}} to stop them from teching the throw or jumping after blocking {{clr|H|5H}}/{{clr|D|2D}} to avoid the mixup. You can also delay {{clr|H|5H}}/{{clr|D|2D}} to stop this but {{clr|S|c.S}} is better if they block
* Jump cancel but is very reactable so do it only if the opponent has shown they can't anti air.
* {{clr|K|236K}} or {{clr|S|214S}} if they stop using FD after {{clr|S|c.S}} but you have to be aware that if they keep using FD you will be too far to continue pressure.
* If you have meter you can do a free 50/50 with JC > 66.BRC > {{clr|S|j.S}} > high/low. A more detailed explanation on how to perform it is in metered setups
* Another interesting option is {{clr|S|c.S}}>{{clr|S|c.S}}>{{clr|D|2D}} then microdash {{clr|K|2K}}. You frametrap with {{clr|D|2D}} which is your safest normal on block and then microdash {{clr|K|2K}} to stay in and either frametrap with {{clr|D|2D}} again or go for a throw. {{clr|K|2K}} ducks under {{clr|P|6P}} which is what most people go to against Gio since it counters half her moves. When they start using low buttons to hit you is when you start using {{clr|S|214S}}
If they FD your {{clr|S|f.S}}/{{clr|S|2S}} cancel it after the initial kick so you do not get pushed away too far and can continue with the subsequent moves.


====Meterless Setups====
====Meterless Setups====
;Basic Frame Traps
;Basic Frame Traps
*'''c.S/236K/214S > 5K
*'''{{clr|S|c.S}}/{{clr|K|236K}} > {{clr|K|5K}} (3/2 frames)
*'''5P > 6P''' (don't go for this)
*'''{{clr|K|5K}} > {{clr|K|214K}} (2 frames)
*'''5K > 214K
*'''{{clr|K|5K}}/{{clr|K|2K}} > {{clr|D|2D}} (6 frames)
*'''5K/2K > 2D
*'''{{clr|K|5K}} > dash Throw''' (tick throw, beats normals slower than 5 frame startup)
*'''5K > dash Throw''' (tick throw, beats normals slower than 5 frame startup)


Outside her built-in frametraps, Giovanna's offense revolves around making frametraps with delays. c.S is naturally plus, but that only really matters when going for a throw or a dash c.S pressure reset. Establishing fear of c.S usually means a delayed gatling. f.S and 2S can gatling into 5H, giving her another opportunity to reset pressure (albeit with more risk as their frame advantage is worse). 5H doesn't naturally have any gatlings, but a slight delay 214K can have the same effect while still leaving Giovanna safe.
Outside her built-in frametraps, Giovanna's offense revolves around making frametraps with delays. {{clr|S|c.S}} is naturally plus, but that only really matters when going for a throw or a dash {{clr|S|c.S}} pressure reset. Establishing fear of {{clr|S|c.S}} usually means a delayed gatling. {{clr|S|f.S}} and {{clr|S|2S}} can gatling into {{clr|H|5H}}, giving her another opportunity to reset pressure (albeit with more risk as their frame advantage is worse). {{clr|H|5H}} doesn't naturally have any gatlings, but a slight delay {{clr|K|214K}} can have the same effect while still leaving Giovanna safe.


====Metered Setups====
====Metered Setups====
;Midscreen BRC
;Midscreen BRC
Instead of using a jump cancel, Giovanna can instead use her dash cancelable normals (5K and preferably c.S) to gain access to BRCs. A dash cancelled c.S BRC has enough plus frames to ''blockstring into 5D while staying plus'', and be able to also let her link from 2K to complement said 5D. Video example: https://twitter.com/raynexpress/status/1415526550087294978?s=21
Instead of using a jump cancel, Giovanna can instead use her dash cancelable normals ({{clr|K|5K}} and preferably {{clr|S|c.S}}) to gain access to BRCs. A dash cancelled {{clr|S|c.S}} BRC has enough plus frames to ''blockstring into {{clr|D|5D}} while staying plus'', and be able to also let her link from {{clr|K|2K}} to complement said {{clr|D|5D}}. Video example: https://twitter.com/raynexpress/status/1415526550087294978?s=21


;Corner BRC
;Corner BRC
Giovanna can get a fuzzy guard mixup off of any of her jump-cancelable normals in the corner if she has 50 tension available. After jumping, an immediate 66.BRC j.S will force the opponent to stand block or get hit by a highly damaging BRC combo. This part is easily reactable so most players will not get hit here. The fuzzy itself is the rising j.H after landing from j.S. This can be linked into a falling j.H to continue a combo thanks to the BRC slowdown. The low option (2K after j.S) can be linked into c.S because of the BRC slowdown as well.
Giovanna can get a fuzzy guard mixup off of any of her jump-cancelable normals in the corner if she has 50 tension available. After jumping, an immediate 66.BRC {{clr|S|j.S}} will force the opponent to stand block or get hit by a highly damaging BRC combo. This part is easily reactable so most players will not get hit here. The fuzzy itself is the rising {{clr|H|j.H}} after landing from {{clr|S|j.S}}. This can be linked into a falling {{clr|H|j.H}} to continue a combo thanks to the BRC slowdown. The low option ({{clr|K|2K}} after {{clr|S|j.S}}) can be linked into {{clr|S|c.S}} because of the BRC slowdown as well.
 
===Throw===
The threat of your throw (dash grab) is most potent when you're opponent is too preoccupied with your strikes and don't expect it. Here are some common situations:
* Go for throw after a knockdown (after the frames of throw invincibility end)
* If they respect {{clr|K|5K}} you can go for a tick throw
* Tick throw after {{clr|S|c.S}}
* After a safejump
* After super wallbreak with IAD {{clr|K|j.K}} (whiff) grab
* After the opponent air blocks your {{keyword|DP}}
 
Tick throws after {{clr|K|5K}}/{{clr|S|c.S}} on block have a 5F gap that if not hit out allow you to throw them. Tick throws also beat {{keyword|DP}} by grabbing the opponent before the move gets active.


===Okizeme===
===Okizeme===


====[[Safe_Jump|Safejumps]]====
====[[Safe_Jump|Safejumps]]====
Giovanna has a variety of safejump setups that are done by landing with a properly timed {{clr|4|j.H}} on the opponent's wakeup. However, they vary in their viability based on how fast an opponent's reversal is.  
Giovanna has a variety of safejump setups that are done by landing with a properly timed {{clr|H|j.H}} on the opponent's wakeup.  


'''If a reversal is 7 frames or shorter, most safejumps will lose'''. Knowing which ones you can use in each scenario is simply a matter of matchup knowledge.
'''Giovanna's safejumps are consistent against the whole cast'''. This makes for your default, consistent and reliable oki option out of nearly any hit.


If you have the chance to do either of your jump cancelable normals ({{clr|3|c.S}} or {{clr|2|5K}}) as an [[GGST/Attack_Attributes#Off_The_Ground|OTG]], she can then jump cancel them and [[Instant_Air_Dash|IAD]] > {{clr|4|j.H}} for a rather simple setup.
If you have the chance to do either of your jump cancelable normals ({{clr|S|c.S}} or {{clr|K|5K}}) as an [[GGST/Attack_Attributes#Off_The_Ground|OTG]], you can then jump cancel them and [[Instant_Air_Dash|IAD]] > {{clr|H|j.H}} for a rather simple setup.


Each OTG move and their respective setups each have their tradeoffs:  
Each OTG move and their respective setups each have their tradeoffs:  
*'''{{clr|2|5K}}''' safejump is faster, longer range, '''beats ~7 frame reversals''', but its narrow and raised hitbox demands you hit the OTG very early upon them falling on the ground, limiting its use after a long combo.
*'''{{clr|K|5K}}''' is faster, longer range, but its narrow and raised hitbox demands you hit the OTG very early upon them falling on the ground, limiting its use after a long combo.
*'''{{clr|3|c.S}}''' safejump is much more forgiving with the timing, but demands you be in its effective range and will '''lose to ~7 frame reversals'''.
*'''{{clr|S|c.S}}''' is much more forgiving with the timing and is usable in more scenarios.
Making sure you use {{clr|K|214K}} as high as possible to end your juggle combo is a good way to ensure the {{clr|K|5K}} safejump's success.  


There are also some ways to do the safejump without an OTG:
There are also some ways to do the safejump without an OTG:
*After a ground throw, you may simply hold up-forward and do {{clr|4|j.H}} late in your ascent and it will give you a properly timed safejump. '''Loses to ~7 frame reversals'''.
*After a ground throw, you may simply hold up-forward and do {{clr|H|j.H}} late in your ascent and it will give you a properly timed safejump.
**Doing a neutral/back jump into an IAD {{clr|H|j.H}} or {{clr|K|j.K}} may work to as well if one prefers after a ground throw, but it does demand more precision.


Examples ''(these are out of date, the setups still work in most scenarios but interactions may not work the same)'':</br>
Remember that when doing safejumps, the amount of frame advantage you have is in your control. If you're getting thrown after using {{clr|S|c.S}} or a lower button you need to delay your {{clr|H|j.H}} more. However, even with the minimum advantage of +4, you can still frame trap throws with {{clr|P|2P}} reliably. Delaying {{clr|H|j.H}} or doing {{clr|P|2P}} are your two options to ensure the safejump is true. Keep in mind that there can be counterplay to using {{clr|P|2P}} right away, but that's just the nature of fighting games.
https://twitter.com/subpanda101/status/1406237780125097992 (c.S safejump)</br>
 
https://www.youtube.com/watch?v=zZU39CSTGBc (5K safejump)</br>
You can also do a Super '''{{keyword|OS}}''' safejump by performing a safejump {{clr|H|j.H}}~{{clr|H|632146H}}. This will effectively counter '''{{keyword|DP}}'''s, reversal throws, backdash, and mashing.


====2D====
====2D====
If you wish to safely meaty the opponent, beat reversals, hit low to catch jumpers, and stay at a distance either for matchup or mixup reasons, 2D is a solid option. Because it has such a disjointed and active hitbox, you are often completely uncontestable using it from a distance if you have time to get it out, thus beating many reversals in the game. For more info on which reversals 2D will be able to safely beat, check out [[GGST/Giovanna/Strategy#Reversals_you_can_2D|this table]] in the matchups section. Keep in mind that 2D is active for 10 frames, so [[Meaty#Meaty_Attack_Timeline|optimal timing]] will require you to hit with it on the last couple frames. A properly timed 2D can be up to +6 on block. Off of a throw, Giovanna can help time her meaty 2D by doing '''Throw > whiff 5P > 2D'''.
If you wish to safely meaty the opponent, beat reversals, hit low to catch jumpers, and stay at a distance either for matchup or mixup reasons, {{clr|D|2D}} is a solid option. Because it has such a disjointed and active hitbox, you are often completely uncontestable using it from a distance if you have time to get it out, thus beating many reversals in the game. For more info on which reversals {{clr|D|2D}} will be able to safely beat, check out [[GGST/Giovanna/Strategy#Reversal_Chart|this table]] in the matchups section. Keep in mind that {{clr|D|2D}} is active for 10 frames, so [[Meaty#Meaty_Attack_Timeline|optimal timing]] will require you to hit with it on the last couple frames. A properly timed {{clr|D|2D}} can be up to +1 on block. Off of a throw, Giovanna can help time her meaty {{clr|D|2D}} by doing '''Throw > whiff {{clr|P|5P}} > {{clr|D|2D}}'''.


====c.S====
====c.S====
After longer combos ending in a hard knockdown or after a throw, Gio has enough time to dash in and get a meaty c.S. This can turn into a mixup with a slightly delayed throw, dash cancel, backdash to beat reversals/throw techs, Sol Poente, and more. It's usually easier for her to bait throws with a backdash instead of trying to get a frame-perfect meaty or shimmy, but it's also generally less reward and leads to less pressure. If you're able to land meaty c.S, the pressure is highly in your favour, but be wary of trying to land multiple c.S together as the window is very tight and you can easily get grabbed out of it.
After longer combos ending in a hard knockdown or after a throw, Gio has enough time to dash in and get a meaty {{clr|S|c.S}}. This can turn into a mixup with a slightly delayed throw, dash cancel, backdash to beat reversals/throw techs, Sol Poente, and more. It's usually easier for her to bait throws with a backdash instead of trying to get a frame-perfect meaty or shimmy, but it's also generally less reward and leads to less pressure. If you're able to land meaty {{clr|S|c.S}}, the pressure is highly in your favour, but be wary of trying to land multiple {{clr|S|c.S}} together as the window is very tight and you can easily get grabbed out of it.
 
===Using Chave===
''Note: To simplify notation, cancelling Chave into other special moves is notated by putting "en" (short for enhanced) in front of the move being cancelled into. For example, {{clr|H|214H}}~{{clr|K|214K}} is notated as en{{clr|K|214K}}.''
 
Chave is a command dash that can be special cancelled into Giovanna's other special moves starting halfway through the animation, granting the special moves enhanced properties when cancelled into in this manner. The command dash on it's own is quite poor, locking you into the animation for a long period and not covering much ground, so it's almost entirely used for the purpose of special cancelling.
 
Due to the extra startup that Chave effectively gives enhanced special moves (minimum 14 frames), enhanced specials are very risky to do in the middle of blockstrings. However, they are amazing in combos, with en{{clr|S|214S}} and en{{clr|S|623S}} both being extremely important combo pieces due to their strong damage and large launches.
 
Aside from combos, en{{clr|S|214S}} can serve as a mixup tool that gives good reward on hit without requiring meter, though it should be used sparingly due to it's massive startup. In addition, en{{clr|K|236K}} is an extremely potent oki tool due to it's guard crush property, though it does have a weakness to reversals.
 
====En236K Oki====
En{{clr|K|236K}} may have a massive startup of at least 41 frames, but Giovanna has many ways to hit the opponent on their wakeup with it. The simplest two are after throw or {{clr|H|6HH}}, but it is also possible to do meaty en{{clr|K|236K}} after {{clr|P|6P}}, airhit {{clr|K|5K}}, and airhit {{clr|H|5H}}. Airhit {{clr|H|5H}} requires a small amount of manual delay or else en{{clr|K|236K}} will whiff (in the corner, a very large amount of delay is required, so other options may be better), but it's not too hard to time thanks to {{clr|K|236K}}'s many active frames. In addition, if combo gravity is very heavily scaled some of these may not work, or may not require as much delay as usual.
 
When the opponent blocks en{{clr|K|236K}} they are put into a lengthy guard crush, allowing you to do a very simple mixup between microdash {{clr|S|2S}} and dash throw. Thanks to the combination of guard crush not giving 5 frames of throw protection after it ends and {{clr|S|2S}} being a multi-hit low, this is as close to a true 50/50 as strike/throw can get.
*Delay jumping doesn't defend against this due to the lack of throw protection
*Delay teching doesn't work since {{clr|S|2S}} as a double hitting low will hit them with the second hit.
*Fast buttons won't beat the throw option due to the lack of throw protection, meaning that {{clr|S|2S}} as the strike option doesn't even need to frametrap to stop that kind of defense. You can still choose to make it frametrap to punish mashing even more, but keeping it a true blockstring keeps you safe to reversals and even potentially punishes reversals by catching the opponent not blocking low.
*Faultless Defense, Instant Faultless Defense, and even Deflect Shield have no impact at all on the position you are left at after en{{clr|K|236K}}
 
In addition to throw vs {{clr|S|2S}}, you can also threaten other options, such as tap dust for an overhead with a 5 frame gap or simply frametrapping with {{clr|S|c.S}} to maintain very strong blockstring pressure even if they block your strike.
 
The main weakness of meaty en{{clr|K|236K}} is it's vulnerability to invincible reversals. It's extreme startup means that the opponent can simply reversal on reaction to the startup, allowing them to reversal without any risk. Be sure to check if the opponent has the meter available to do an invincible reversal before committing to a meaty en{{clr|K|236K}}. Use and abuse this tool if they don't, but it may be better to choose another option if they do. (Against Zato and Happy Chaos who don't have reversals at all, go nuts.)
 
Against characters with meterless invincible reversals, as well as against {{Character Label|GGST|Faust|label=Faust}} and {{Character Label|GGST|Giovanna|label=Giovanna}} who both have moves with instant low profile, meaty en{{clr|K|236K}} is much harder to utilize since they always have the tools to beat it available. However, it is still potentially possible to pull of meaty en{{clr|K|236K}} against these opponents by:
*Doing an empty Chave without a special cancel to fake meaty en{{clr|K|236K}}, potentially baiting them into whiffing a reversal and making them more scared to use them in the future. However, smart opponents won't commit to the reversal until they see the {{clr|K|236K}} part of the move rather than just the Chave part, but this can still make many opponents think twice.
*Not commiting to en{{clr|K|236K}} at all until you believe that they may be overwhelmed with thinking about how to deal with all of your other options and thus won't be prepared to reversal en{{clr|K|236K}} on reaction.
 
Or simply don't do meaty en{{clr|K|236K}} against these characters. You have many other, less risky ways of pressuring opponents after all.


==Counter-hits==
==Counter-hits==
For most characters, a counter-hit is a nice thing to get some good damage. For Giovanna, however, it's considerably more integral to her gameplay to land them, and she has several tools to do so, both offensively and defensively.
For most characters, a counter-hit is a nice thing to get some good damage. For Giovanna, however, it's considerably more integral to her gameplay to land them, and she has several tools to do so, both offensively and defensively.
<gallery widths="380px" heights="380px" mode="nolines">
<gallery widths="380px" heights="380px" mode="nolines">
GGST_Sol_Nascente_on_Axl_5K.png | '''{{clr|3|623S}} low profiles''' many of the fastest jabs,</br>allowing you counter-hit attempts to interrupt your pressure.
GGST_Sol_Nascente_on_Axl_5K.png | '''{{clr|S|623S}} low profiles''' many of the fastest jabs,</br>allowing you counter-hit attempts to interrupt your pressure.
</gallery>
</gallery>


<gallery widths="380px" heights="380px" mode="nolines">
<gallery widths="380px" heights="380px" mode="nolines">
GGST Giovanna Sepultura hitbox.png | '''{{clr|2|214K}}''' is able to predictively counter-hit their low-profiles,</br>such as when they try to {{clr|1|6P}} your plus special moves.
GGST Giovanna Sepultura hitbox.png | '''{{clr|K|214K}}''' is able to predictively frame trap their low-profiles,</br>such as when they try to {{clr|P|6P}} your [[GGST/Giovanna#Trovão|Trovão]]. </br>However, loses to {{clr|P|6P}} if timed too late to frame trap.
</gallery>
</gallery>
==Roundstart==
The effectiveness of roundstart options varies depending on the matchup.
* {{clr|H|5H}} is gio's standard button, it has a 10f start-up and slight disjoint, making it effective against many character buttons. Indispensable in some matchups, like {{Character Label|GGST|Nagoriyuki|label=Nago}}, hard callout in others.
* Dash {{clr|K|5K}} and Dash {{clr|K|2K}} are safer options, while a regular {{clr|K|2K}} at roundstart will only hit characters with extended hurtboxes (such as {{Character Label|GGST|Faust|label=Faust}} {{clr|P|2P}}).
* {{clr|P|6P}} is slightly less safe than {{clr|H|5H}} but can be useful against opponents who open with mids that can be counterpoked. {{clr|S|623S}} also fulfill the same purpose with comparable risk or slightly more but greater rewards.
* Walk back and backdash are also effective options, each requiring different responses from opponents.
* Dash block works well against characters whose pressure you are comfortable blocking or if there is a specific interaction you want to force.
* Another choice is {{clr|D|2D}}, but it carries a higher risk due to its 17F start-up


==Tips and Tricks==
==Tips and Tricks==
Line 127: Line 230:
https://twitter.com/FrinkyWinkZz/status/1404966974531190788?s=19
https://twitter.com/FrinkyWinkZz/status/1404966974531190788?s=19


Simply said, you use {{clr|4|5H}} then do {{clr|2|214K1236K}}. If {{clr|4|5H}} gets blocked, it'll do {{clr|2|214K}}, the safer option. If {{clr|4|5H}} counter-hits, however, {{clr|2|236K}} will come out due to the slowdown extending the input buffer time and allowing you to override the previous input, leading into your usual ch '''5H > 236K''' combo.
Simply said, you use {{clr|H|5H}} then do {{clr|K|214K1236K}}. If {{clr|H|5H}} gets blocked, it'll do {{clr|K|214K}}, the safer option. If {{clr|H|5H}} counter-hits, however, {{clr|K|236K}} will come out due to the slowdown extending the input buffer time and allowing you to override the previous input, leading into your usual ch '''5H > 236K''' combo.


====c.S====
====c.S====
https://twitter.com/Snare56447417/status/1414719133652963328
https://twitter.com/Snare56447417/status/1414719133652963328


This OS is similar to the one above, as it uses the counterhit slowdown to your advantage. Pressing {{clr|3|c.S}} and tapping what button you want next (preferably standing normals like {{clr|3|f.S}}, {{clr|3|2S}}, or {{clr|4|5H}}) then inputting {{clr|5|5[D]}} will give you the normal of your choice on hit/block and a fully charged {{clr|5|5D}} on counter hit, giving a highly damaging launch starter.
This OS is similar to the one above, as it uses the counterhit slowdown to your advantage. Pressing {{clr|S|c.S}} and tapping what button you want next (preferably standing normals like {{clr|S|f.S}}, {{clr|S|2S}}, or {{clr|H|5H}}) then inputting {{clr|D|5[D]}} will give you the normal of your choice on hit/block and a fully charged {{clr|D|5D}} on counter hit, giving a highly damaging launch starter.


===Avoiding Wallbreak===
===Avoiding Wallbreak===
Because Giovanna struggles in neutral against certain long/mid-range characters, there are scenarios where you may not want to break the wall in order to '''avoid returning to neutral'''. There are two key ways to do this, the first being '''shortening your combo''' so that it doesn't touch the wall. This is a fairly simple method: simply try to end combos with {{clr|2|214K}} or {{clr|2|5K}} dash cancel before the wall is reached, and you will be able to get an advantageous to continue corner pressure without breaking the wall. This can also net you more damage and meter gain as a whole, as one more confirm in the corner may lead to a wallbreak that may ultimately end the round, especially if you built enough meter to super. This method will always lead to a wallsplat eventually, but the point is to make the most of your corner pressure while you can and then cash out when there's no avoiding it, ideally when it closes out the round. Generally, this is quite practical and pays off in many matchups, unless you are in absolute need of a fast Positive Bonus and don't care about returning to neutral too much.
Because Giovanna struggles in neutral against certain long/mid-range characters, there are scenarios where you may not want to break the wall in order to '''avoid returning to neutral'''. There are two key ways to do this, the first being '''shortening your combo''' so that it doesn't touch the wall. This is a fairly simple method: simply try to end combos with {{clr|K|214K}} or {{clr|K|5K}} dash cancel before the wall is reached, and you will be able to get an advantageous to continue corner pressure without breaking the wall. This can also net you more damage and meter gain as a whole, as one more confirm in the corner may lead to a wallbreak that may ultimately end the round, especially if you built enough meter to super. This method will always lead to a wallsplat eventually, but the point is to make the most of your corner pressure while you can and then cash out when there's no avoiding it, ideally when it closes out the round. Generally, this is quite practical and pays off in many matchups, unless you are in absolute need of a fast Positive Bonus and don't care about returning to neutral too much, although if you have the burst meter to spare, breaking the wall with wild assault allows you to get the same knockdown as if you had used a super, allowing you to continue your pressure without needing the 50 tension and still get positive.


The second method is to perform corner pressure exclusively with normals that '''keep the opponent grounded'''. Each normal is hard coded to either keep the opponent on the ground or to launch them into the air. To do this technique, simply avoid connecting buttons that cause the opponent to be airborne on the same hit that the wallsplat occurs, and then afterward '''do not hit them'''. If they are in an air state while on the wall like usual, they will be able to tech out using the very advantageous wall tech positions... but if they are kept on the ground, they will '''slouch over''', unable to tech, as if it were an '''even longer hard knockdown'''.
The second method is to perform corner pressure exclusively with normals that '''keep the opponent grounded'''. Each normal is hard coded to either keep the opponent on the ground or to launch them into the air. To do this technique, simply avoid connecting buttons that cause the opponent to be airborne on the same hit that the wallsplat occurs, and then afterward '''do not hit them'''. If they are in an air state while on the wall like usual, they will be able to tech out using the very advantageous wall tech positions... but if they are kept on the ground, they will '''slouch over''', unable to tech, as if it were an '''even longer hard knockdown'''.
This may be a little trickier to do than it sounds. {{clr|2|214K}} will always cause an airborne wallsplat, even if it doesn't seem like it. When comboing from a hit from {{clr|3|c.S}}, you may delay the gatling so that it connects after their brief airborne period, and it will keep them grounded for the remaining hits of the combo. {{clr|3|c.S}} > delayed {{clr|3|2S}} > {{clr|4|5H}} would be a common string to do this, for example. While this technique limits your options quite substantially especially if you don't have meter, it allows you to keep the opponent cornered '''forever''', in theory.
This may be a little trickier to do than it sounds. {{clr|K|214K}} will always cause an airborne wallsplat, even if it doesn't seem like it. When comboing from a hit from {{clr|S|c.S}}, you may delay the gatling so that it connects after their brief airborne period, and it will keep them grounded for the remaining hits of the combo. {{clr|S|c.S}} > delayed {{clr|S|2S}} > {{clr|H|5H}} would be a common string to do this, for example. While this technique limits your options quite substantially especially if you don't have meter, it allows you to keep the opponent cornered '''forever''', in theory.


An extra method is to use RRC to un-stick them from the wall, but this uses so much meter for so little damage that you'd probably rather just super, since it gives a knockdown anyway.
An extra method is to use RRC to un-stick them from the wall, but this uses so much meter for so little damage that you'd probably rather just super, since it gives a knockdown anyway.


==Fighting Giovanna==
==Random notes==
* She keeps using the Spiral Arrow move (236K), how do I get around it?
This move may look scary, but the hurtbox is quite a bit larger than the hitbox (and it's quite slow). Most 6P normals and reactive pokes will stop her dead in her tracks. If you ''really'' read one, you can even neutral jump and get a full jump-in combo. Even though the projectile invulnerability only tanks one hit of a fireball, it still allows her to phase through slower fireballs such as H Stun Edge and H Graviert Wurde if she times it correctly. Because slower fireballs are much more likely to be reacted to, faster ones will typically beat her out as she cannot react to them in neutral and would simply have to use prediction to pre-emptively beat them out, allowing you to react to her prediction and 6P.


* She keeps hitting me with the flip kick (214S), what can I do to stop it?
===Trovão Projectile Chart===
Flip kick can be beaten by moves with upper body invincibility, such as any kind of 6P or DP. The timing is slightly different than 236K, but it's perfectly consistent if Giovanna lacks meter to RC the move. You may also try to react with a neutral jump into an airgrab or air-to-air if you're really going for an optimal punish.
{{MMC|input=236K|label=[[GGST/Giovanna#Trovão|Trovão]]}} negates many, but not all projectiles it comes in contact with. Here's the full chart:


*When am I allowed to take back my turn?
{| class="mw-collapsible  mw-collapsed  wikitable"
Giovanna's offense is mostly based around blockstrings and frametraps, making her offense scary on the outset. However, most of her special move enders either leave a wide gap or are slightly minus. 6P works pre-emptively against both 236K and 214S. 214K is -4 on block, as well, which basically ends her turn unless the Giovanna player is willing to spend resources to keep the pressure up. As well, strategic use of Faultless Defense, Burst and YRC can end Giovanna pressure, though haphazard use of these defensive mechanics can get you killed, so be cautious.
! colspan="3" | Projectile chart &nbsp;
 
|-
==Matchups==
! Character !! Attack !! Trovão wins?
 
|-
===Characters===
| {{Character Label|GGST|Anji Mito}} || {{MMC|chara=Anji Mito|input=236P|label=Shitsu}} || Wins
 
|-
===={{Character Label|GGST|Anji Mito|label=Anji Mito}}====
| {{Character Label|GGST|Baiken}} || {{MMC|chara=Baiken|input=236K|label=Tatami Gaeshi}} || {{tt|Depends|Giovanna loses on 236K(1), but wins on 236K(2)}}
A matchup that demands awareness thanks to his [[GGST/Anji_Mito#Suigetsu_No_Hakobi|autoguard]]. You also cannot outrange his [[GGST/Anji_Mito#Kachoufuugetsu_Kai|counter super]] with 2D nor can you safejump it, so performing oki on him while he has meter is inherently a risk unless you use 214S to cross him up, causing the counter to whiff. In neutral, however, your fast buttons will serve you well in being difficult for him to punish after he autoguards them. To counter autoguard both in neutral and on roundstart, it's also a good idea to simply run up and dash while blocking. This lets you defend against any buttons he might try to use, and if he tries to autoguard, you'll quickly be in range to punish it with a throw. Irritate him with pokes, pressure, and try to beat his counters and overall pressure with patient throws and reactions.
|-
 
| {{Character Label|GGST|Bridget}} || {{MMC|chara=Bridget|input=236S/H|label=Stop and Dash}} || Wins
===={{Character Label|GGST|Axl Low|label=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 fairly well. Remember to always [[GGST/Giovanna/Strategy#Step_Dash_Blocking|block while dashing]] so that you don't get stuffed by any [[GGST/Axl_Low#Sickle_Flash|Rensens]] or 2Hes 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 remain a large threat to your ability to dodge around his normals at mid-range, but remember that 623S will easily low profile buttons like 5K and 5P. He is the only character whose fastest normal is 6 frames, 1 more frame than most. This means that if you perfectly time your c.S loops to give them a 5 frame gap, he must spend meter on a reversal to beat the frametrap (if you are out of grab range).
| {{Character Label|GGST|Chipp}} || {{MMC|chara=Chipp Zanuff|input=j.214P|label=Shuriken}} || Wins
 
|-
===={{Character Label|GGST|Chipp Zanuff|label=Chipp Zanuff}}====
| {{Character Label|GGST|Goldlewis Dickinson}} || {{MMC|chara=Goldlewis Dickinson|input=236S Level 1|label=Skyfish}} || Loses
Similar to {{Character Label|GGST|Sol Badguy|label=Sol}}, Chipp has many fast normals and a DP to interrupt your pressure in ways other characters can't. His neutral is also formidable, as many of his best buttons are difficult for Gio to avoid. Try your best to stay patient and minimize the gaps in your pressure, while also knowing when to retaliate with your big counter-hit buttons before his mixups hit. Both his grounded  [[GGST/Chipp_Zanuff#Alpha_Blade_Horizontal|Alpha Blades]] as well as his [[GGST/Chipp_Zanuff#Genrou_Zan|command grab]] are great to contest with your {{clr|3|S}} specials: {{clr|3|623S}} will interrupt them all and give you a huge counter-hit, whereas {{clr|3|214S}} is a lower risk option that can still net a good combo (on Alpha Blades only) and may even go above any lows Chipp tries to throw out to try and beat your {{clr|3|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.
|-
 
| {{Character Label|GGST|I-No}} || {{MMC|chara=I-No|input=214P|label=Antidepressant Scale}} || Wins
===={{Character Label|GGST|Faust|label=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 [[GGST/Faust#Thrust|Thrust]]. 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 both your 236K and 214S. 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.
| rowspan="2" | {{Character Label|GGST|Ky Kiske}} || {{MMC|chara=Ky Kiske|input=236S|label=Stun Edge}} (S, H, j.S versions) || Wins
 
|-
===={{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis Dickinson}}====
| {{MMC|chara=Ky Kiske|input=236236P|label=Sacred Edge}} || Loses
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 Blocking is very valuable for disrupting it. You want to try and stay close enough so that you can use 5P/5K abare or even throw to interrupt Typhoons, but beware his many ways to vary the timings of his pressure and effortlessly frame trap certain options.
|-
 
| rowspan="2" | {{Character Label|GGST|Leo Whitefang}} || {{MMC|chara=Leo Whitefang|input=[4]6S|label=Gravierte Würde}} (S and H versions) || Wins
===={{Character Label|GGST|I-No|label=I-No}}====
|-
It's probably a good idea to save meter for YRC so that you can avoid her mixup game as much as possible. Fortunately, you can often play around I-No's neutral pretty well without meter purely by throwing out lows in expectation of [[GGST/I-No#Stroke_the_Big_Tree|Stroke the Big Tree]], 236King through her 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 by Stroke the Big Tree. If you block a wakeup Ultimate Fortissimo, you can punish it with a 2H combo starter after the first hit.
| {{MMC|chara=Leo Whitefang|input=632146S|label=Stahlwirbel}} || Loses
 
|-
===={{Character Label|GGST|Jack-O'|label=Jack-O'}}====
| {{Character Label|GGST|May}} || {{MMC|chara=May|input=214P|label=Arisugawa Sparkle}} (P and K versions) || Wins
|-
| rowspan="2"| {{Character Label|GGST|Millia Rage}} || {{MMC|chara=Millia Rage|input=236S|label=Tandem Top}} (S and H versions) || Wins
|-
| {{MMC|chara=Millia Rage|input=236236S|label=Septem Voices}} || Loses
|-
| {{Character Label|GGST|Nagoriyuki}} || {{MMC|chara=Nagoriyuki|input=236S|label=Zarameyuki}} || Loses
|-
| rowspan="2" | {{Character Label|GGST|Ramlethal Valentine}} || {{MMC|chara=Ramlethal Valentine|input=236H|label=Bajoneto}} || Loses
|-
| {{MMC|chara=Ramlethal Valentine|input=632146H|label=Calvados}} || Loses
|-
| {{Character Label|GGST|Sol Badguy}} || {{MMC|chara=Sol Badguy|input=236P|label=Gunflame}} || Wins
|-
| rowspan="2" | {{Character Label|GGST|Testament}} || {{MMC|chara=Testament|input=236S|label=Grave Reaper}} (all versions) || Wins
|-
| {{MMC|chara=Testament|input=214P|label=Unholy Diver}} || {{tt|Wins|Neither damage nor stain are applied}}
|-
| {{Character Label|GGST|Zato-1}} || {{MMC|chara=Zato-1|input=632146S|label=Sun Void}} || Loses
|}


===={{Character Label|GGST|Ky Kiske|label=Ky Kiske}}====
===Reversal Chart===
6P is particularly handy in this matchup, as it will actually clash with or beat [[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 [[GGST/Ky_Kiske#Dire_Eclat|Dire Eclat]] and [[GGST/Ky_Kiske#Stun_Dipper|Stun Dipper]] 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, [[GGST/Ky_Kiske#Ride_The_Lightning|Ride the Lightning]] has a very large hitbox that cannot be outranged with 2D, so exercise awareness and use any of your [[GGST/Giovanna/Strategy#Safejumps|safejumps]] when he has meter.
Below is a list of invincible reversals and parameters detailing the following:
 
* Whether or not you are able to use a correctly spaced and timed meaty {{clr|D|2D}} to outrange their reversal and punish, typically determined by the move's range and speed.
===={{Character Label|GGST|Leo Whitefang|label=Leo Whitefang}}====
**'''Yes''' means {{clr|D|2D}} successfully outranges the reversal and you are able to punish it accordingly (unless stated otherwise with *). This assumes that you are at at ideal range away from the reversal, as moves with 7 frame startup or less will beat out your 2D if you are too close, even with optimal [[Meaty#Meaty_Attack_Timeline|meaty timing]].
 
**'''Clash''' means {{clr|D|2D}}'s hitbox may clash with the reversal ''if'' the meaty isn't optimally timed, still outranging the move but allowing it to be cancelled into something safe. Repeat clashes would likely make someone catch on and learn how to cancel from it, but it's generally not too bad as you can also cancel into FD to be safe, and as each clash builds 10% Tension.
===={{Character Label|GGST|May|label=May}}====
**'''No''' means {{clr|D|2D}} has to be out of the opponent's body distance to outrange the reversal, or simply cannot outrange it. You may still be able to time a meaty 2D safely (unless it is marked with **), but improper timing will see you getting hit. If a move both cannot be outranged and outspeeds 2D's recovery (No**), 2D absolutely cannot beat it. You're much better off using a [[GGST/Giovanna/Strategy#Safejumps|safejump]], or simply blocking.
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 buttons like 5K in neutral to try and stuff an attempt at S dolphin or on reaction to HS dolphin.
* Which safejumps will work against the reversal, typically determined by its speed.
 
**'''All''' means the reversal is slow enough to be safejumped by any conventional setup.
===={{Character Label|GGST|Millia Rage|label=Millia Rage}}====
**'''Fast''' means the reversal comes out in ~7 frames, requiring a fast setup that recovers earlier to properly safejump the reversal, such as with {{clr|K|5K}} OTG.
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 214P and 2D as they're quite 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, and her being a 6 frame jab character with no meterless reversal makes your frame traps all the more simple and threatening to do.
**'''None''' means it cannot be safejumped.
 
===={{Character Label|GGST|Nagoriyuki|label=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 [[GGST/Nagoriyuki#Fukyo|Fukyo]] 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 [[GGST/Giovanna/Strategy#Avoiding_Wallbreak|avoid wallbreak]] as much as you can. When being pressured, exercise patience and try to react to the 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 whereas he will lose a very large chunk of his health.
 
===={{Character Label|GGST|Potemkin|label=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 [[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 f.S and 2S force Potemkin to be careful when he decides to use his armored moves. Avoiding [[GGST/Potemkin#Slide_Head|Slide Head]] by backdashing or using an airborne special (623S, 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, [[GGST/Potemkin#Heat_Knuckle|Heat Knuckle]] can still catch you even during 623S sometimes).
 
===={{Character Label|GGST|Ramlethal Valentine|label=Ramlethal}}====
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 2D in neutral, generally urging you to go for fast pokes and low profiles. Her f.S, 5H, and 236H 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. 5H can also be low profiled by 623S to get a juicy counterhit, but the threat of f.S makes it far more risky (if she has both swords, that is). 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 [[GGST/Ramlethal_Valentine#Mortobato|reversal]] cannot be outranged with 2D and comes out fast enough to beat your non-5K [[GGST/Giovanna/Strategy#Safejumps|safejump setups]], so be wary of 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 [[GGST/Ramlethal_Valentine#Bajoneto|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.
 
===={{Character Label|GGST|Sol Badguy|label=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.
 
===={{Character Label|GGST|Zato-1|label=Zato-1}}====
You can use 6P to hit Eddie's frog form during neutral, and your 2K/5P pokes to hit Eddie during pressure. The back hitbox of 214S can actually have a very situational use for hitting Eddie behind you, a spot where most Zatos wouldn'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. Your strong dash-throw game also allows you to beat [[GGST/Zato-1#.22Oppose.22|Oppose]] in neutral better than most characters.
 
===Reversals you can 2D===
Below is a list of invincible reversals and whether or not you are able to use a correctly spaced and timed meaty {{clr|5|2D}} to outrange them and punish.</br>
'''Yes''' means {{clr|5|2D}} successfully outranges the reversal and you are able to punish it accordingly (unless stated otherwise with *). This assumes that you are at at ideal range away from the reversal, as moves with 7 frame startup or less will beat out your 2D if you are too close, even with optimal [[Meaty#Meaty_Attack_Timeline|meaty timing]].</br>
'''Clash''' means {{clr|5|2D}}'s hitbox may clash with the reversal ''if'' the meaty isn't optimally timed, still outranging the move but allowing it to be cancelled into something safe. Repeat clashes would likely make someone catch on and learn how to cancel from it, but it's generally not too bad as you can also cancel into FD to be safe, and as each clash builds 10% Tension.</br>
'''No''' means {{clr|5|2D}} has to be out of the opponent's body distance to outrange the reversal, or simply cannot outrange it. You may still be able to time a meaty 2D safely (unless it is marked with **), but improper timing will see you getting hit.</br>
If a move both cannot be outranged and outspeeds 2D's recovery (No**), 2D absolutely cannot beat it. You're much better off using a [[GGST/Giovanna/Strategy#Safejumps|safejump]], or simply blocking.</br>


{| class="wikitable sortable"
{| class="wikitable sortable"
|+
|+
|-
|-
! Character !! Reversal !! Outrange?
! Character !! Reversal !! {{clr|D|2D}} Outrange? !! Safejumps
|-
| '''Anji Mito''' ||[[GGST/Anji_Mito#Kachoufuugetsu_Kai|Kachoufuugetsu Kai]]||No**||None
|-
| '''Axl Low''' ||[[GGST/Axl_Low#Sickle_Storm|Sickle Storm]]||No||All
|-
|-
| '''Anji Mito''' ||Kachoufuugetsu Kai||No**
| '''Chipp Zanuff'''||[[GGST/Chipp_Zanuff#Beta_Blade|Beta Blade]]||Clash||Fast
|-
|-
| '''Axl Low''' ||Sickle Storm||No
| '''Faust''' ||[[GGST/Faust#Bone-crushing_Excitement|Bone-crushing Excitement]]||No||All
|-
|-
| '''Chipp Zanuff'''||Beta Blade||Clash
| '''Giovanna''' ||[[GGST/Giovanna#Ventania|Ventania]]||No||Fast
|-
|-
| '''Faust''' ||Bone-crushing Excitement||No
| rowspan=3 | '''Goldlewis'''||[[GGST/Goldlewis#Down_With_The_System|Down With The System]]||Clash||All
|-
|-
| '''Giovanna''' ||Ventania||No
||[[GGST/Goldlewis#Down_With_The_System|Down With The System (720)]]||Yes||All
|-
|-
| rowspan=3 | '''Goldlewis'''||Down With The System||Clash
||[[GGST/Goldlewis#Down_With_The_System|Down With The System (1080)]]||Yes||All
|-
|-
||Down With The System (720)||Yes
| '''I-No'''||[[GGST/I-No#Ultimate_Fortissimo|Ultimate Fortissimo]]||Clash*||Fast
|-
|-
||Down With The System (1080)||Yes
| rowspan=2 | '''Ky Kiske'''||[[GGST/Ky_Kiske#Vapor_Thrust|Vapor Thrust]]||Yes||All
|-
|-
| '''I-No'''||Ultimate Fortissimo||Clash*
||[[GGST/Ky_Kiske#Ride_The_Lightning|Ride The Lightning]]||No**||Fast
|-
|-
| rowspan=2 | '''Ky Kiske'''||Vapor Thrust||Yes
| rowspan=2 | '''Leo Whitefang''' ||[[GGST/Leo_Whitefang#Eisensturm|Eisensturm]]||Clash||Fast
|-
|-
||Ride the Lightning||No**
||[[GGST/Leo_Whitefang#Leidenschaft_des_Dirigenten|Leidenschaft des Dirigenten]]||No||All
|-
|-
| rowspan=2 | '''Leo Whitefang'''  ||Eisensturm||Clash
| '''May'''  ||[[GGST/May#The_Wonderful_and_Dynamic_Goshogawara|The Wonderful and Dynamic Goshogawara]]||Clash||All
|-
|-
||Leidenschaft des Dirigenten||No
| '''Millia Rage'''  ||[[GGST/Millia_Rage#Winger|Winger]]||Yes||Fast
|-
|-
| '''May'''  ||The Wonderful and Dynamic Goshogawara||Clash
| rowspan=2 | '''Nagoriyuki'''  ||[[GGST/Nagoriyuki#Wasureyuki|Wasureyuki]]||No**||All
|-
|-
| '''Millia Rage'''  ||Winger||Yes 
||[[GGST/Nagoriyuki#Zansetsu|Zansetsu]]||No||All
|-
|-
| rowspan=2 | '''Nagoriyuki'''  ||Wasureyuki||No**
| '''Potemkin'''  ||[[GGST/Potemkin#Giganter_Kai|Giganter Kai]]||Yes*||All
|-
|-
||Zansetsu||No
| '''Ramlethal'''  ||[[GGST/Ramlethal_Valentine#Mortobato|Mortobato]]||No**||Fast
|-
|-
| '''Potemkin'''  ||Giganter Kai||Yes*
| rowspan=2 | '''Sol Badguy'''  ||[[GGST/Sol_Badguy#Volcanic_Viper|Volcanic Viper]]||Clash||Fast
|-
|-
| '''Ramlethal'''  ||Mortobato||No**
||[[GGST/Sol_Badguy#Tyrant_Rave|Tyrant Rave]]||Yes||Fast
|-
|-
| rowspan=2 | '''Sol Badguy'''  ||Volcanic Viper||Clash
| '''Testament'''  ||[[GGST/Testament#Calamity One|Calamity One]]||No||All
|-
|-
||Tyrant Rave||Yes
|} * Cannot punish. </br> ** Comes out in ~7 frames, meaning it can punish 2D's recovery regardless of meaty timing. Basically, don't 2D this if you can help it.
|} * Cannot punish. </br> ** Comes out in ~7 frames, meaning it can punish 2D's recovery regardless of meaty timing. Basically, don't 2D this if you can help it.


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==Navigation==
==Navigation==
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Revision as of 00:35, 25 October 2023



General Strategies

Gameplan

Giovanna's gameplan, while seeming rather straightforward at first, is arguably quite hard to classify in Guilty Gear. She's labelled as a rushdown character, but she doesn't simply loop gapless high/low oki mixups with lockdown projectiles the same way  Millia or  I-No do, and she isn't the kind of character where you have to constantly keep the opponent locked down else you die, like  Chipp. Instead, she offers a more neutral & defense oriented approach to rushdown, where the threat of her strong counterhits, whiff punishes, and strike/throw mixups are what define her pressure. In that sense, you can draw similarities to  May or  Sol, just with more of a focus on ground speed and evasion rather than pure space control or pressure. The understated yet unique properties of her moves and lack of proper space control causes her gameplan to very strongly vary by matchup compared to most characters—but thankfully, her wide array of tools and strengths allow her to make up for almost any situation with proper foresight and knowledge.

But to elaborate on Giovanna's general design strengths, there's three things that immediately stand out: her amazing step dash, her formidable S buttons, and her nuanced special moves.

Dashing

(It's heavily recommended that you get used to the dash macro, as it will make your life playing Gio much, much easier.)

Much like  I-No, Giovanna's dash is what defines her playstyle. But while one is made for ambiguous high/low hover mix-ups, the other is made for fast and reliable grounded approaches. There's no doubting the strength of her dash: it's fast, travels far, and can be instantly cancelled into any other action. Furthermore, any cancelled action retains momentum from the dash, the distance of which depends on how early you cancel it. Canceling early gives less distance for faster startup, and cancelling later gives more distance for the cost of some extra startup. Combining this with her best ranged pokes extends her effective range, combo routes, and overall neutral game drastically.

If you cancel the dash into a block, however...

Step Dash Blocking

Dash Blocking involves transitioning from a dash to a block state. By holding back when initiating the dash, one can achieve a shorter dash and quickly proceed to blocking. This tactic is essential in managing your dash distance and avoiding getting hit by your opponent. Gio, in particular, is capable of executing an almost instantaneous Dash Block due to her unique combination of dash mechanics. This move is highly advantageous as it can be employed to approach and close space without suffering any repercussions, or as a means of baiting and punishing your opponent's attacks.

Proper use of these blocking techniques turns safe approach from something Gio struggles with into something she excels at. It's especially important against characters with very fast and long moves that are able to stuff your dash-in attempts, such as  Axl or  Nago. It's great to use on roundstart so as to react to what the opponent might do without getting counter-hit, and it even allows you to safely close distance during gaps in pressure that are as small as a few frames. The possibilities are virtually endless with such a versatile step dash.

Dash Jump vs Instant Air Dash

Dash jumping is a technique that involves executing a dash and then immediately jumping up forward (9) to harness the momentum of the dash and propel yourself forward. It is particularly useful in certain matchups, as it allows you greater freedom of movement compared to Instant Air Dash (IAD), which depletes your air dash or other jumps. On the other hand, IAD involves jumping up and swiftly initiating an air dash at the first opportunity. This technique is useful for executing safe jumps after an Off The Ground (OTG) attack. It is also advantageous in air-to-air encounters that require you to be at a certain height and distance. However, using an IAD in neutral can leave you vulnerable to attacks like 6P, as you won't have any other air actions to defend yourself.

Offense

Put simply, Giovanna's offense is focused on combining her moves with her movement. Her grounded moves in particular go hand-in-hand with her dash's momentum, allowing her to pressure, punish, and mixup in a multitude of unique ways.

Pokes

Though Gio's pressure shines at close range, she isn't the kind of character that strictly specializes in one distance. She has a formidable mid-range poke game, mainly focused around counterhits , whiff punishes, and the topic of this section: pokes. To compensate for her normals not having much range on their own, Giovanna often has to rely on her dash and its transferred momentum to go in and out of striking range in order to poke. The two most reliable moves for it are...

While these two moves may look very similar in appearance, taking a look at the hitboxes reveals some key differences:

Most notably, 5H is not only longer range, but it's disjointed while active, only losing the disjoint during recovery. This means it can beat certain moves at max range that 5K would get counterhit by. It also gives a solid counterhit combo that can be option selected using this technique. The combined speed and range of this normal makes it a very valuable tool when trying to put pressure and whiff punish from a distance, something Gio can't accomplish too well with the rest of her moveset. It also gives solid counter-hit reward, making it all the more useful in frame traps, and poking as a whole.

This doesn't mean 5K is outclassed by any means, however—it comes out in 6 frames, 4 faster than 5H, and has less recovery by a whopping 9 frames. It also has the massive potential advantage of being both jump cancelable and dash cancelable, allowing you to approach for mixups, bait bursts, and much more.

With Dash 5K, you can seamlessly transition into 6P with a small 1F gap, and then end the combo with 214K. With this you have the option of OTG-ing either 5K or c.S and then performing an IAD j.H for a safejump consistently. Dash 5K also leads to one of the two most effective tick throw options available for Gio, the other being c.S. It's essential to observe that these grants gio a setup that involves a 1F gap that catches mashing, and it also creates a situation where opponents must mash a button or risk being thrown. Creating a strike/throw mixup


5K is often better for abare and getting in, whereas 5H fishes for counter-hits while maintaining your distance (unless you cancel it into 236K). These two moves often compliment each other quite well, as 5K into 5H is a 12~ frame gap on their block that can still often beat their abare due to 5H's active disjoint. Both of these moves can still be beaten out and punished on whiff recovery due to the nature of them being forward, hurtbox-extending kicks that lose to 6P and other low profile moves. But there is one more core poking tool that Giovanna has to fill those weaknesses, and that is...

An extremely valuable tool for Giovanna in the right scenarios, 2D allows her to safely cover an area with its very significant disjointed hitbox. Even though it takes a while to start up, the range and recovery surpass quite a few mid range moves in the game. The fact that it hits low can also catch some opponents off guard, as they may not expect to be blocking a low from that range and will instead be trying to adjust their spacing or jump away. This move can be very hard to contest at the right ranges and in the right matchups, but its slow startup causes it to be very risky to throw out against zoners who tend to throw out moves that will outrange it in neutral. It can also be used for reversal safe okizeme, expanded on in this section. Use this move when you think 5H won't catch them, where a low can help you or if you expect a 6P.

An honorable mention goes to Sepultura—being the multi-purpose tool that it is also lends its use as a poke to pressure jumpers and beat out anyone trying to low profile your other options. Sol Nascente also serves as a risky poke thats usefulness is often matchup-dependent, but in the right scenarios is able to beat out many high/air options with its frame 1 low profile and large vertical hitbox. More on these moves in a later section.

Pressure

Now, let's assume you have landed a hit with a poke and successfully gained an advantage, probably by comboing into Sepultura for a hard knockdown. Understanding how to pressure the opponent in order to press your advantage is a key to solid Giovanna play. Once again, her dash is key, with a well-placed dash being able to turn much of her mid-screen pressure into up-close offense. And there isn't any better move to reward you for going into close range than...

c.S is one of her most reliable pressure tools: it's +3 on block, has low pushback, and it beats low profiles. With it, you're often able to scare opponents into blocking, and if they continue doing so without Faultless Defense, it can even loop into itself. If they get fed up and try to hit a button, it's likely you'll land a rewarding counter-hit. Its largest weakness is being a proximity-based close slash that requires you to take the risk of actually going close in order to use it. You can make up for this with smartly timed dashes, but that will always create larger pressure gaps that allow for more time to fight back. That's why smart use of this button requires solid conditioning and counterplay, encouraging you to observe your opponent and respond to how they seem to want to get out of pressure accordingly.


Trovão can be used as a callout or to mess with the opponent's reactions and gain plus frames.

Upon blocking, it grants Gio a +4 advantage, allowing for various follow-up moves including throw, true 0F gap 5P, 1F gap 2P, 2F gap 5K/2K and 3F gap c.S. However, the spacing of the opponent plays a crucial role in the choice of follow-up. It is advisable to go for the K buttons if the opponent has a 3F or 4F option.

In certain matchups where 5H/2D won't reach, or dash jumping isn't a viable option, the far movement of this move makes it worthwhile. For instance, against  Nago's 2S, 236K can punish at higher blood levels

Basic Blockstring

c.S>2S>5H>214K is a powerful tool in Giovanna's arsenal. Let's break it down:

  • c.S>2S
    it can catch opponents who try to jump out and is the best option for maintaining the blockstring.
    Here we can stop and do a few things:
    • delay 5H to catch opponents who try to press. Learning to put gaps in the blockstring is important to Giovanna's playstyle since it allows for more opportunities to deal damage and forces the opponent to respect her pressure, thereby making it easier to perform grabs. It's a technique that adds up over time and can greatly benefit her overall gameplay.
    • dash throw if they are respecting the pressure, expecting a 5H
    • backdash if they don't respect and are prone to use a DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion., punishing them with big damage.
  • Continuing with c.S>2S>5H
    if you manage to score a counter hit, you can follow up with CH 5H>236K>f.S>5H>214K for a confirm. However, there are other options such as CH 5H>236K>5K>214K or CH 5H>236K>5K>BRC for easier confirms or extensions respectively.
    If they block we have the following options:
    • 214K: the typical ender. You can delay it a bit to fish for a counter hit. You can also try 623S afterwards to steal their turn thanks to it's low profile properties. There is a gap of 4f between the two moves so it's not recommended against characters with fast normals (like  Sol,  Chipp,  Giovanna)
    • 236K: 6P’able. This is the option you’ll want to go into for a reset. Easily reactable, use it sparingly or after conditioning the opponent to block
    • 214S: 6P’able. Overhead. You don't want to end your string with this unless you have RC to make it safe or a read.
      Notable mention if you do 2H instead of 5H you can steal the corner if you do 214S while holding the forward button

As you can see two of your three options are weak to 6P and it bumps to three if you delay 214K too much. This means after 5H it's important to consider the opponent's habits. If they haven't yet shown respect for your pressure, the best option is to go for 214K, deal with the RPS, and proceed accordingly. However, if they are respecting your pressure, you can try to execute a sneaky 236K to gain plus frames.

Resisting Pushback

As the main weakness of your c.S pressure is its substantial distance requirement, the pushback you receive after they block it is your biggest enemy in being able to pressure freely. Get pushed too far, and your pressure will be given a deadline of sorts, losing access to your safest, most plus tool and instead having to use buttons that can only really safely go into a basic gatling string. Trovão can be a decent way to reset your pressure once you're pushed too far, but it isn't too hard to react to if used carelessly.

Luckily, Giovanna has a trick for this exact thing. By using dash momentum even at point-blank, she is able to continue moving forward to the point where she can significantly resist pushback. This can greatly aid the effectiveness of your c.S pressure, increasing your ability to loop it into itself and overall maintaining your frame advantage to do whatever you'd like. This is especially important against defenders who rely on Faultless Defense, as it causes pushback to increase along with the need to resist it.

The difference in c.S pushback on block between no dash momentum, cancelling a dash early, and cancelling it slightly later.
Even while as close to the opponent as possible and in the corner, the momentum still serves to fight against the pushback of c.S.
Vs Faultless Defense

Assuming the move being FD'd is c.S a recommended method is to cycle through the following options depending on the situation:

  • Dash up throw
  • 5H to make sure they don't mash, if they mash 6P use 2D instead
  • Dash c.S to stop them from teching the throw or jumping after blocking 5H/2D to avoid the mixup. You can also delay 5H/2D to stop this but c.S is better if they block
  • Jump cancel but is very reactable so do it only if the opponent has shown they can't anti air.
  • 236K or 214S if they stop using FD after c.S but you have to be aware that if they keep using FD you will be too far to continue pressure.
  • If you have meter you can do a free 50/50 with JC > 66.BRC > j.S > high/low. A more detailed explanation on how to perform it is in metered setups
  • Another interesting option is c.S>c.S>2D then microdash 2K. You frametrap with 2D which is your safest normal on block and then microdash 2K to stay in and either frametrap with 2D again or go for a throw. 2K ducks under 6P which is what most people go to against Gio since it counters half her moves. When they start using low buttons to hit you is when you start using 214S

If they FD your f.S/2S cancel it after the initial kick so you do not get pushed away too far and can continue with the subsequent moves.

Meterless Setups

Basic Frame Traps
  • c.S/236K > 5K (3/2 frames)
  • 5K > 214K (2 frames)
  • 5K/2K > 2D (6 frames)
  • 5K > dash Throw (tick throw, beats normals slower than 5 frame startup)

Outside her built-in frametraps, Giovanna's offense revolves around making frametraps with delays. c.S is naturally plus, but that only really matters when going for a throw or a dash c.S pressure reset. Establishing fear of c.S usually means a delayed gatling. f.S and 2S can gatling into 5H, giving her another opportunity to reset pressure (albeit with more risk as their frame advantage is worse). 5H doesn't naturally have any gatlings, but a slight delay 214K can have the same effect while still leaving Giovanna safe.

Metered Setups

Midscreen BRC

Instead of using a jump cancel, Giovanna can instead use her dash cancelable normals (5K and preferably c.S) to gain access to BRCs. A dash cancelled c.S BRC has enough plus frames to blockstring into 5D while staying plus, and be able to also let her link from 2K to complement said 5D. Video example: https://twitter.com/raynexpress/status/1415526550087294978?s=21

Corner BRC

Giovanna can get a fuzzy guard mixup off of any of her jump-cancelable normals in the corner if she has 50 tension available. After jumping, an immediate 66.BRC j.S will force the opponent to stand block or get hit by a highly damaging BRC combo. This part is easily reactable so most players will not get hit here. The fuzzy itself is the rising j.H after landing from j.S. This can be linked into a falling j.H to continue a combo thanks to the BRC slowdown. The low option (2K after j.S) can be linked into c.S because of the BRC slowdown as well.

Throw

The threat of your throw (dash grab) is most potent when you're opponent is too preoccupied with your strikes and don't expect it. Here are some common situations:

  • Go for throw after a knockdown (after the frames of throw invincibility end)
  • If they respect 5K you can go for a tick throw
  • Tick throw after c.S
  • After a safejump
  • After super wallbreak with IAD j.K (whiff) grab
  • After the opponent air blocks your DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion.

Tick throws after 5K/c.S on block have a 5F gap that if not hit out allow you to throw them. Tick throws also beat DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion. by grabbing the opponent before the move gets active.

Okizeme

Safejumps

Giovanna has a variety of safejump setups that are done by landing with a properly timed j.H on the opponent's wakeup.

Giovanna's safejumps are consistent against the whole cast. This makes for your default, consistent and reliable oki option out of nearly any hit.

If you have the chance to do either of your jump cancelable normals (c.S or 5K) as an OTG, you can then jump cancel them and IAD > j.H for a rather simple setup.

Each OTG move and their respective setups each have their tradeoffs:

  • 5K is faster, longer range, but its narrow and raised hitbox demands you hit the OTG very early upon them falling on the ground, limiting its use after a long combo.
  • c.S is much more forgiving with the timing and is usable in more scenarios.

Making sure you use 214K as high as possible to end your juggle combo is a good way to ensure the 5K safejump's success.

There are also some ways to do the safejump without an OTG:

  • After a ground throw, you may simply hold up-forward and do j.H late in your ascent and it will give you a properly timed safejump.
    • Doing a neutral/back jump into an IAD j.H or j.K may work to as well if one prefers after a ground throw, but it does demand more precision.

Remember that when doing safejumps, the amount of frame advantage you have is in your control. If you're getting thrown after using c.S or a lower button you need to delay your j.H more. However, even with the minimum advantage of +4, you can still frame trap throws with 2P reliably. Delaying j.H or doing 2P are your two options to ensure the safejump is true. Keep in mind that there can be counterplay to using 2P right away, but that's just the nature of fighting games.

You can also do a Super OS A shorthand for "Option Select"A situation where you perform an input and the game will "select an option" automatically depending on what the other character did. safejump by performing a safejump j.H~632146H. This will effectively counter DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion.s, reversal throws, backdash, and mashing.

2D

If you wish to safely meaty the opponent, beat reversals, hit low to catch jumpers, and stay at a distance either for matchup or mixup reasons, 2D is a solid option. Because it has such a disjointed and active hitbox, you are often completely uncontestable using it from a distance if you have time to get it out, thus beating many reversals in the game. For more info on which reversals 2D will be able to safely beat, check out this table in the matchups section. Keep in mind that 2D is active for 10 frames, so optimal timing will require you to hit with it on the last couple frames. A properly timed 2D can be up to +1 on block. Off of a throw, Giovanna can help time her meaty 2D by doing Throw > whiff 5P > 2D.

c.S

After longer combos ending in a hard knockdown or after a throw, Gio has enough time to dash in and get a meaty c.S. This can turn into a mixup with a slightly delayed throw, dash cancel, backdash to beat reversals/throw techs, Sol Poente, and more. It's usually easier for her to bait throws with a backdash instead of trying to get a frame-perfect meaty or shimmy, but it's also generally less reward and leads to less pressure. If you're able to land meaty c.S, the pressure is highly in your favour, but be wary of trying to land multiple c.S together as the window is very tight and you can easily get grabbed out of it.

Using Chave

Note: To simplify notation, cancelling Chave into other special moves is notated by putting "en" (short for enhanced) in front of the move being cancelled into. For example, 214H~214K is notated as en214K.

Chave is a command dash that can be special cancelled into Giovanna's other special moves starting halfway through the animation, granting the special moves enhanced properties when cancelled into in this manner. The command dash on it's own is quite poor, locking you into the animation for a long period and not covering much ground, so it's almost entirely used for the purpose of special cancelling.

Due to the extra startup that Chave effectively gives enhanced special moves (minimum 14 frames), enhanced specials are very risky to do in the middle of blockstrings. However, they are amazing in combos, with en214S and en623S both being extremely important combo pieces due to their strong damage and large launches.

Aside from combos, en214S can serve as a mixup tool that gives good reward on hit without requiring meter, though it should be used sparingly due to it's massive startup. In addition, en236K is an extremely potent oki tool due to it's guard crush property, though it does have a weakness to reversals.

En236K Oki

En236K may have a massive startup of at least 41 frames, but Giovanna has many ways to hit the opponent on their wakeup with it. The simplest two are after throw or 6HH, but it is also possible to do meaty en236K after 6P, airhit 5K, and airhit 5H. Airhit 5H requires a small amount of manual delay or else en236K will whiff (in the corner, a very large amount of delay is required, so other options may be better), but it's not too hard to time thanks to 236K's many active frames. In addition, if combo gravity is very heavily scaled some of these may not work, or may not require as much delay as usual.

When the opponent blocks en236K they are put into a lengthy guard crush, allowing you to do a very simple mixup between microdash 2S and dash throw. Thanks to the combination of guard crush not giving 5 frames of throw protection after it ends and 2S being a multi-hit low, this is as close to a true 50/50 as strike/throw can get.

  • Delay jumping doesn't defend against this due to the lack of throw protection
  • Delay teching doesn't work since 2S as a double hitting low will hit them with the second hit.
  • Fast buttons won't beat the throw option due to the lack of throw protection, meaning that 2S as the strike option doesn't even need to frametrap to stop that kind of defense. You can still choose to make it frametrap to punish mashing even more, but keeping it a true blockstring keeps you safe to reversals and even potentially punishes reversals by catching the opponent not blocking low.
  • Faultless Defense, Instant Faultless Defense, and even Deflect Shield have no impact at all on the position you are left at after en236K

In addition to throw vs 2S, you can also threaten other options, such as tap dust for an overhead with a 5 frame gap or simply frametrapping with c.S to maintain very strong blockstring pressure even if they block your strike.

The main weakness of meaty en236K is it's vulnerability to invincible reversals. It's extreme startup means that the opponent can simply reversal on reaction to the startup, allowing them to reversal without any risk. Be sure to check if the opponent has the meter available to do an invincible reversal before committing to a meaty en236K. Use and abuse this tool if they don't, but it may be better to choose another option if they do. (Against Zato and Happy Chaos who don't have reversals at all, go nuts.)

Against characters with meterless invincible reversals, as well as against  Faust and  Giovanna who both have moves with instant low profile, meaty en236K is much harder to utilize since they always have the tools to beat it available. However, it is still potentially possible to pull of meaty en236K against these opponents by:

  • Doing an empty Chave without a special cancel to fake meaty en236K, potentially baiting them into whiffing a reversal and making them more scared to use them in the future. However, smart opponents won't commit to the reversal until they see the 236K part of the move rather than just the Chave part, but this can still make many opponents think twice.
  • Not commiting to en236K at all until you believe that they may be overwhelmed with thinking about how to deal with all of your other options and thus won't be prepared to reversal en236K on reaction.

Or simply don't do meaty en236K against these characters. You have many other, less risky ways of pressuring opponents after all.

Counter-hits

For most characters, a counter-hit is a nice thing to get some good damage. For Giovanna, however, it's considerably more integral to her gameplay to land them, and she has several tools to do so, both offensively and defensively.

Roundstart

The effectiveness of roundstart options varies depending on the matchup.

  • 5H is gio's standard button, it has a 10f start-up and slight disjoint, making it effective against many character buttons. Indispensable in some matchups, like  Nago, hard callout in others.
  • Dash 5K and Dash 2K are safer options, while a regular 2K at roundstart will only hit characters with extended hurtboxes (such as  Faust 2P).
  • 6P is slightly less safe than 5H but can be useful against opponents who open with mids that can be counterpoked. 623S also fulfill the same purpose with comparable risk or slightly more but greater rewards.
  • Walk back and backdash are also effective options, each requiring different responses from opponents.
  • Dash block works well against characters whose pressure you are comfortable blocking or if there is a specific interaction you want to force.
  • Another choice is 2D, but it carries a higher risk due to its 17F start-up

Tips and Tricks

Counterhit Option Selects

5H

https://twitter.com/FrinkyWinkZz/status/1404966974531190788?s=19

Simply said, you use 5H then do 214K1236K. If 5H gets blocked, it'll do 214K, the safer option. If 5H counter-hits, however, 236K will come out due to the slowdown extending the input buffer time and allowing you to override the previous input, leading into your usual ch 5H > 236K combo.

c.S

https://twitter.com/Snare56447417/status/1414719133652963328

This OS is similar to the one above, as it uses the counterhit slowdown to your advantage. Pressing c.S and tapping what button you want next (preferably standing normals like f.S, 2S, or 5H) then inputting 5[D] will give you the normal of your choice on hit/block and a fully charged 5D on counter hit, giving a highly damaging launch starter.

Avoiding Wallbreak

Because Giovanna struggles in neutral against certain long/mid-range characters, there are scenarios where you may not want to break the wall in order to avoid returning to neutral. There are two key ways to do this, the first being shortening your combo so that it doesn't touch the wall. This is a fairly simple method: simply try to end combos with 214K or 5K dash cancel before the wall is reached, and you will be able to get an advantageous to continue corner pressure without breaking the wall. This can also net you more damage and meter gain as a whole, as one more confirm in the corner may lead to a wallbreak that may ultimately end the round, especially if you built enough meter to super. This method will always lead to a wallsplat eventually, but the point is to make the most of your corner pressure while you can and then cash out when there's no avoiding it, ideally when it closes out the round. Generally, this is quite practical and pays off in many matchups, unless you are in absolute need of a fast Positive Bonus and don't care about returning to neutral too much, although if you have the burst meter to spare, breaking the wall with wild assault allows you to get the same knockdown as if you had used a super, allowing you to continue your pressure without needing the 50 tension and still get positive.

The second method is to perform corner pressure exclusively with normals that keep the opponent grounded. Each normal is hard coded to either keep the opponent on the ground or to launch them into the air. To do this technique, simply avoid connecting buttons that cause the opponent to be airborne on the same hit that the wallsplat occurs, and then afterward do not hit them. If they are in an air state while on the wall like usual, they will be able to tech out using the very advantageous wall tech positions... but if they are kept on the ground, they will slouch over, unable to tech, as if it were an even longer hard knockdown. This may be a little trickier to do than it sounds. 214K will always cause an airborne wallsplat, even if it doesn't seem like it. When comboing from a hit from c.S, you may delay the gatling so that it connects after their brief airborne period, and it will keep them grounded for the remaining hits of the combo. c.S > delayed 2S > 5H would be a common string to do this, for example. While this technique limits your options quite substantially especially if you don't have meter, it allows you to keep the opponent cornered forever, in theory.

An extra method is to use RRC to un-stick them from the wall, but this uses so much meter for so little damage that you'd probably rather just super, since it gives a knockdown anyway.

Random notes

Trovão Projectile Chart

TrovãoGGST Giovanna Trovao.pngGuardAll [All (Guard Crush)]Startup27Recovery13Advantage+4 [+15] negates many, but not all projectiles it comes in contact with. Here's the full chart:

Projectile chart  
Character Attack Trovão wins?
 Anji Mito ShitsuGGST Anji Mito 236P.pngGuardAllStartup29RecoveryTotal 52Advantage-6 Wins
 Baiken Tatami GaeshiGGST Baiken 236K.pngGuardAllStartup15Recovery5Advantage-3 DependsGiovanna loses on 236K(1), but wins on 236K(2)
 Bridget Stop and DashGGST Bridget Stop and Dash Overlay Air.pngGuardAllStartup15RecoveryTotal 38Advantage-4 Wins
 Chipp ShurikenGGST Chipp Zanuff Shuriken.pngGuardAllStartup22Recovery35+4 After LandingAdvantage- Wins
 Goldlewis Dickinson SkyfishGGST Goldlewis Dickinson Skyfish.pngGuardAllStartup35Recovery84 TotalAdvantage-13 Loses
 I-No Antidepressant ScaleGGST I-No Antidepressant Scale.pngGuardAllStartup29RecoveryTotal 51Advantage-8 Wins
 Ky Kiske Stun EdgeGGST Ky Kiske 236S.pngGuardAllStartup13RecoveryTotal 46Advantage-14 (S, H, j.S versions) Wins
Sacred EdgeGGST Ky Kiske 236236P.pngGuardAll [All (Guard Crush)]Startup4+3RecoveryTotal 38Advantage+10 [+26] Loses
 Leo Whitefang Gravierte WürdeGGST Leo Whitefang Graviert Wurde.pngGuardAllStartup10RecoveryTotal 50FAdvantage-12 (S and H versions) Wins
StahlwirbelGGST Leo Whitefang Stahl Wirbel.pngGuardAllStartup4+1RecoveryTotal 27FAdvantage+14 Loses
 May Arisugawa SparkleGGST May Arisugawa Sparkle.pngGuardAllStartup48RecoveryTotal 45Advantage+29 (P and K versions) Wins
 Millia Rage Tandem TopGGST Millia Rage Tandem Top Full.pngGuardAllStartup12RecoveryTotal 45Advantage-10 (S and H versions) Wins
Septem VoicesGGST Millia Rage Septem Voices.pngGuardAllStartup4+5RecoveryTotal 43Advantage+8 Loses
 Nagoriyuki ZarameyukiGGST Nagoriyuki Zarameyuki1.pngGuardAllStartup18~29RecoveryTotal 39Advantage+5 Loses
 Ramlethal Valentine BajonetoGGST Ramlethal Valentine Bajoneto H.pngGuardAllStartup20RecoveryTotal 43Advantage+3 Loses
CalvadosGGST Ramlethal Valentine Calvados.pngGuardAll (Guard Crush)Startup11+13Recovery17Advantage+16 Loses
 Sol Badguy GunflameGGST Sol Badguy 236P.pngGuardAllStartup18RecoveryTotal 54Advantage-10 Wins
 Testament Grave ReaperGGST Testament j236S.pngGuardAllStartup16~22Recovery27Advantage-4 (all versions) Wins
Unholy DiverGGST Testament 214P.pngGuardAllStartup21RecoveryTotal 39Advantage+1 WinsNeither damage nor stain are applied
 Zato-1 Sun VoidGGST Zato-1 Sun Void.pngGuardAllStartup11+14RecoveryAdvantage+3 Loses

Reversal Chart

Below is a list of invincible reversals and parameters detailing the following:

  • Whether or not you are able to use a correctly spaced and timed meaty 2D to outrange their reversal and punish, typically determined by the move's range and speed.
    • Yes means 2D successfully outranges the reversal and you are able to punish it accordingly (unless stated otherwise with *). This assumes that you are at at ideal range away from the reversal, as moves with 7 frame startup or less will beat out your 2D if you are too close, even with optimal meaty timing.
    • Clash means 2D's hitbox may clash with the reversal if the meaty isn't optimally timed, still outranging the move but allowing it to be cancelled into something safe. Repeat clashes would likely make someone catch on and learn how to cancel from it, but it's generally not too bad as you can also cancel into FD to be safe, and as each clash builds 10% Tension.
    • No means 2D has to be out of the opponent's body distance to outrange the reversal, or simply cannot outrange it. You may still be able to time a meaty 2D safely (unless it is marked with **), but improper timing will see you getting hit. If a move both cannot be outranged and outspeeds 2D's recovery (No**), 2D absolutely cannot beat it. You're much better off using a safejump, or simply blocking.
  • Which safejumps will work against the reversal, typically determined by its speed.
    • All means the reversal is slow enough to be safejumped by any conventional setup.
    • Fast means the reversal comes out in ~7 frames, requiring a fast setup that recovers earlier to properly safejump the reversal, such as with 5K OTG.
    • None means it cannot be safejumped.
Character Reversal 2D Outrange? Safejumps
Anji Mito Kachoufuugetsu Kai No** None
Axl Low Sickle Storm No All
Chipp Zanuff Beta Blade Clash Fast
Faust Bone-crushing Excitement No All
Giovanna Ventania No Fast
Goldlewis Down With The System Clash All
Down With The System (720) Yes All
Down With The System (1080) Yes All
I-No Ultimate Fortissimo Clash* Fast
Ky Kiske Vapor Thrust Yes All
Ride The Lightning No** Fast
Leo Whitefang Eisensturm Clash Fast
Leidenschaft des Dirigenten No All
May The Wonderful and Dynamic Goshogawara Clash All
Millia Rage Winger Yes Fast
Nagoriyuki Wasureyuki No** All
Zansetsu No All
Potemkin Giganter Kai Yes* All
Ramlethal Mortobato No** Fast
Sol Badguy Volcanic Viper Clash Fast
Tyrant Rave Yes Fast
Testament Calamity One No All

* Cannot punish.
** Comes out in ~7 frames, meaning it can punish 2D's recovery regardless of meaty timing. Basically, don't 2D this if you can help it.

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