https://www.dustloop.com/wiki/index.php?title=GGST/Giovanna/Strategy&feed=atom&action=historyGGST/Giovanna/Strategy - Revision history2024-03-28T21:15:21ZRevision history for this page on the wikiMediaWiki 1.39.6https://www.dustloop.com/wiki/index.php?title=GGST/Giovanna/Strategy&diff=416254&oldid=prevCassapphic: Adding addendum to avoiding returning to neutral with wallbreak reminding the reader of wild assault wall breaks2023-10-25T00:35:20Z<p>Adding addendum to avoiding returning to neutral with wallbreak reminding the reader of wild assault wall breaks</p>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>===Avoiding Wallbreak===</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>===Avoiding Wallbreak===</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>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.</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>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<ins style="font-weight: bold; text-decoration: none;">, 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</ins>.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>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'''.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>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'''.</div></td></tr>
</table>Cassapphichttps://www.dustloop.com/wiki/index.php?title=GGST/Giovanna/Strategy&diff=414632&oldid=prevPerpetualSoup: /* En236K Oki */ colored a move i missed2023-10-16T22:01:38Z<p><span dir="auto"><span class="autocomment">En236K Oki: </span> colored a move i missed</span></p>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>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:</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>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:</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>*Doing an empty Chave without a special cancel to fake meaty <del style="font-weight: bold; text-decoration: none;">en236K</del>, 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.</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>*Doing an empty Chave without a special cancel to fake meaty <ins style="font-weight: bold; text-decoration: none;">en{{clr|K|236K}}</ins>, 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.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>*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.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>*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.</div></td></tr>
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</table>PerpetualSouphttps://www.dustloop.com/wiki/index.php?title=GGST/Giovanna/Strategy&diff=414631&oldid=prevPerpetualSoup: Added chave and en236K section, as well as colored move names in c.s and 2d oki sections2023-10-16T21:59:00Z<p>Added chave and en236K section, as well as colored move names in c.s and 2d oki sections</p>
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<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 21:59, 16 October 2023</td>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>====2D====</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>====2D====</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>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#Reversal_Chart|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 +1 on block. Off of a throw, Giovanna can help time her meaty 2D by doing '''Throw > whiff 5P > 2D'''.</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>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, <ins style="font-weight: bold; text-decoration: none;">{{clr|D|</ins>2D<ins style="font-weight: bold; text-decoration: none;">}} </ins>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 <ins style="font-weight: bold; text-decoration: none;">{{clr|D|</ins>2D<ins style="font-weight: bold; text-decoration: none;">}} </ins>will be able to safely beat, check out [[GGST/Giovanna/Strategy#Reversal_Chart|this table]] in the matchups section. Keep in mind that <ins style="font-weight: bold; text-decoration: none;">{{clr|D|</ins>2D<ins style="font-weight: bold; text-decoration: none;">}} </ins>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 <ins style="font-weight: bold; text-decoration: none;">{{clr|D|</ins>2D<ins style="font-weight: bold; text-decoration: none;">}} </ins>can be up to +1 on block. Off of a throw, Giovanna can help time her meaty <ins style="font-weight: bold; text-decoration: none;">{{clr|D|</ins>2D<ins style="font-weight: bold; text-decoration: none;">}} </ins>by doing '''Throw > whiff <ins style="font-weight: bold; text-decoration: none;">{{clr|P|</ins>5P<ins style="font-weight: bold; text-decoration: none;">}} </ins>> <ins style="font-weight: bold; text-decoration: none;">{{clr|D|</ins>2D<ins style="font-weight: bold; text-decoration: none;">}}</ins>'''.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>====c.S====</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>====c.S====</div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>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.</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>After longer combos ending in a hard knockdown or after a throw, Gio has enough time to dash in and get a meaty <ins style="font-weight: bold; text-decoration: none;">{{clr|S|</ins>c.S<ins style="font-weight: bold; text-decoration: none;">}}</ins>. 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 <ins style="font-weight: bold; text-decoration: none;">{{clr|S|</ins>c.S<ins style="font-weight: bold; text-decoration: none;">}}</ins>, the pressure is highly in your favour, but be wary of trying to land multiple <ins style="font-weight: bold; text-decoration: none;">{{clr|S|</ins>c.S<ins style="font-weight: bold; text-decoration: none;">}} </ins>together as the window is very tight and you can easily get grabbed out of it<ins style="font-weight: bold; text-decoration: none;">.</ins></div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div> </div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">===Using Chave===</ins></div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">''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}}.''</ins></div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div> </div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">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.</ins></div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div> </div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">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.</ins></div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div> </div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">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.</ins></div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div> </div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">====En236K Oki====</ins></div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">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.</ins></div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div> </div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">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. </ins></div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">*Delay jumping doesn't defend against this due to the lack of throw protection</ins></div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">*Delay teching doesn't work since {{clr|S|2S}} as a double hitting low will hit them with the second hit.</ins></div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">*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.</ins></div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">*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}}</ins></div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div> </div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">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.</ins></div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div> </div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">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.)</ins></div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div> </div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">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:</ins></div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">*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 {{clr|K|236K}} part of the move rather than just the Chave part, but this can still make many opponents think twice.</ins></div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">*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.</ins></div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div> </div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">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</ins>.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>==Counter-hits==</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>==Counter-hits==</div></td></tr>
</table>PerpetualSouphttps://www.dustloop.com/wiki/index.php?title=GGST/Giovanna/Strategy&diff=406184&oldid=prevZGako: Changed hitbox frame to better visualize the point being made2023-08-22T18:26:58Z<p>Changed hitbox frame to better visualize the point being made</p>
<table style="background-color: #fff; color: #202122;" data-mw="interface">
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<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 18:26, 22 August 2023</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l49">Line 49:</td>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>{{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...</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>{{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...</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div><gallery widths="280px" heights="180px" mode="nolines"></div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div><gallery widths="280px" heights="180px" mode="nolines"></div></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>GGST Giovanna 2D Hitbox.png | '''{{clr|D|2D}}'''</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>GGST Giovanna 2D <ins style="font-weight: bold; text-decoration: none;">2 </ins>Hitbox.png | '''{{clr|D|2D}}'''</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div></gallery></div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div></gallery></div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>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]]. </div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>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]]. </div></td></tr>
</table>ZGakohttps://www.dustloop.com/wiki/index.php?title=GGST/Giovanna/Strategy&diff=400106&oldid=prevDrago967: /* Pokes */2023-06-11T00:47:09Z<p><span dir="auto"><span class="autocomment">Pokes</span></span></p>
<table style="background-color: #fff; color: #202122;" data-mw="interface">
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<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">← Older revision</td>
<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 00:47, 11 June 2023</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l42">Line 42:</td>
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<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>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.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>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.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>With Dash {{clr|K|5K}}, you can seamlessly transition into {{clr|P|<del style="font-weight: bold; text-decoration: none;">6K</del>}} 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. </div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>With Dash {{clr|K|5K}}, you can seamlessly transition into {{clr|P|<ins style="font-weight: bold; text-decoration: none;">6P</ins>}} 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. </div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>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}}. </div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>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}}. </div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>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</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>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</div></td></tr>
</table>Drago967https://www.dustloop.com/wiki/index.php?title=GGST/Giovanna/Strategy&diff=399797&oldid=prevBalloba: /* Throw */2023-06-03T21:09:04Z<p><span dir="auto"><span class="autocomment">Throw</span></span></p>
<table style="background-color: #fff; color: #202122;" data-mw="interface">
<col class="diff-marker" />
<col class="diff-content" />
<col class="diff-marker" />
<col class="diff-content" />
<tr class="diff-title" lang="en">
<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">← Older revision</td>
<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 21:09, 3 June 2023</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l148">Line 148:</td>
<td colspan="2" class="diff-lineno">Line 148:</td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* After the opponent air blocks your {{keyword|DP}}</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* After the opponent air blocks your {{keyword|DP}}</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Tick throws after <del style="font-weight: bold; text-decoration: none;">5k</del>/<del style="font-weight: bold; text-decoration: none;">cS </del>on block have a 5F gap that if not hit out allow you to throw them. Tick throws also beat DP by grabbing the opponent before the move gets active.</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Tick throws after <ins style="font-weight: bold; text-decoration: none;">{{clr|K|5K}}</ins>/<ins style="font-weight: bold; text-decoration: none;">{{clr|S|c.S}} </ins>on block have a 5F gap that if not hit out allow you to throw them. Tick throws also beat <ins style="font-weight: bold; text-decoration: none;">{{keyword|</ins>DP<ins style="font-weight: bold; text-decoration: none;">}} </ins>by grabbing the opponent before the move gets active.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>===Okizeme===</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>===Okizeme===</div></td></tr>
</table>Ballobahttps://www.dustloop.com/wiki/index.php?title=GGST/Giovanna/Strategy&diff=399796&oldid=prevBalloba: /* Throw */2023-06-03T21:08:13Z<p><span dir="auto"><span class="autocomment">Throw</span></span></p>
<table style="background-color: #fff; color: #202122;" data-mw="interface">
<col class="diff-marker" />
<col class="diff-content" />
<col class="diff-marker" />
<col class="diff-content" />
<tr class="diff-title" lang="en">
<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">← Older revision</td>
<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 21:08, 3 June 2023</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l147">Line 147:</td>
<td colspan="2" class="diff-lineno">Line 147:</td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* After super wallbreak with IAD {{clr|K|j.K}} (whiff) grab</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* After super wallbreak with IAD {{clr|K|j.K}} (whiff) grab</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* After the opponent air blocks your {{keyword|DP}}</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>* After the opponent air blocks your {{keyword|DP}}</div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;"></ins></div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">Tick throws after 5k/cS on block have a 5F gap that if not hit out allow you to throw them. Tick throws also beat DP by grabbing the opponent before the move gets active.</ins></div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>===Okizeme===</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>===Okizeme===</div></td></tr>
</table>Ballobahttps://www.dustloop.com/wiki/index.php?title=GGST/Giovanna/Strategy&diff=399795&oldid=prevBalloba: /* Safejumps */2023-06-03T20:58:40Z<p><span dir="auto"><span class="autocomment">Safejumps</span></span></p>
<table style="background-color: #fff; color: #202122;" data-mw="interface">
<col class="diff-marker" />
<col class="diff-content" />
<col class="diff-marker" />
<col class="diff-content" />
<tr class="diff-title" lang="en">
<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">← Older revision</td>
<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 20:58, 3 June 2023</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l166">Line 166:</td>
<td colspan="2" class="diff-lineno">Line 166:</td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>**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.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>**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.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>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 <del style="font-weight: bold; text-decoration: none;">ofR</del>+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.</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>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 <ins style="font-weight: bold; text-decoration: none;">of </ins>+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.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>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.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>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.</div></td></tr>
</table>Ballobahttps://www.dustloop.com/wiki/index.php?title=GGST/Giovanna/Strategy&diff=399792&oldid=prevBalloba: /* Safejumps */2023-06-03T20:56:43Z<p><span dir="auto"><span class="autocomment">Safejumps</span></span></p>
<table style="background-color: #fff; color: #202122;" data-mw="interface">
<col class="diff-marker" />
<col class="diff-content" />
<col class="diff-marker" />
<col class="diff-content" />
<tr class="diff-title" lang="en">
<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">← Older revision</td>
<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 20:56, 3 June 2023</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l168">Line 168:</td>
<td colspan="2" class="diff-lineno">Line 168:</td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>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 ofR+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.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>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 ofR+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.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker" data-marker="−"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>You can also do a Super <del style="font-weight: bold; text-decoration: none;">Option Select </del>safejump by performing a safejump {{clr|H|j.H}}<del style="font-weight: bold; text-decoration: none;">></del>{{clr|H|632146H}}. This will effectively counter <del style="font-weight: bold; text-decoration: none;">DPs</del>, reversal throws, backdash, and mashing.</div></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>You can also do a Super <ins style="font-weight: bold; text-decoration: none;">'''{{keyword|OS}}''' </ins>safejump by performing a safejump {{clr|H|j.H}}<ins style="font-weight: bold; text-decoration: none;">~</ins>{{clr|H|632146H}}. This will effectively counter <ins style="font-weight: bold; text-decoration: none;">'''{{keyword|DP}}'''s</ins>, reversal throws, backdash, and mashing.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>====2D====</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>====2D====</div></td></tr>
</table>Ballobahttps://www.dustloop.com/wiki/index.php?title=GGST/Giovanna/Strategy&diff=399791&oldid=prevBalloba: /* Safejumps */2023-06-03T20:54:19Z<p><span dir="auto"><span class="autocomment">Safejumps</span></span></p>
<table style="background-color: #fff; color: #202122;" data-mw="interface">
<col class="diff-marker" />
<col class="diff-content" />
<col class="diff-marker" />
<col class="diff-content" />
<tr class="diff-title" lang="en">
<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">← Older revision</td>
<td colspan="2" style="background-color: #fff; color: #202122; text-align: center;">Revision as of 20:54, 3 June 2023</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l165">Line 165:</td>
<td colspan="2" class="diff-lineno">Line 165:</td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>*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.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>*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.</div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>**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.</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>**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.</div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;"></ins></div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">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 ofR+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.</ins></div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;"></ins></div></td></tr>
<tr><td colspan="2" class="diff-side-deleted"></td><td class="diff-marker" data-marker="+"></td><td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">You can also do a Super Option Select safejump by performing a safejump {{clr|H|j.H}}>{{clr|H|632146H}}. This will effectively counter DPs, reversal throws, backdash, and mashing.</ins></div></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><br/></td></tr>
<tr><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>====2D====</div></td><td class="diff-marker"></td><td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>====2D====</div></td></tr>
</table>Balloba