User:Moxian/Sandbox: Difference between revisions

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<center>{{Character Label|GGST|Giovanna|45px}}</center>
hello
{{#lst:{{BASEPAGENAME}}/Data|Links}}


lorem ipsum


===Beginner Combos===
{{#vardefine:MoveCardTargetChara|Aigis}}
These routes are basic bread and butter combos for players looking to get started with Giovanna. They prioritize simplicity over damage, tension gain, or corner carry so feel free to modify them.
{{#vardefine:input1|5A}}


{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"
<div class="mw-collapsible mw-collapsed additional-data-section" data-expandtext="Show Stats for Nerds" data-collapsetext="Hide Additional Data" style="width: 100%; max-width: 1920px; padding-top: 5px;">&nbsp;
|+Beginner Combos
<div class="mw-collapsible-content">
{| class="wikitable" style="text-align: center; width: 50%"
{{AdditionalDataHeader-P4U2R|versioned=input}}
|-
|-
{{:User:Moxian/SandboxTemplate}}
{{#cargo_query:tables=MoveData_P4U2R
|-
|fields=input=name,p1,p2,smp,level
{{:User:Moxian/SandboxTemplate2
|where=chara="{{#var:MoveCardTargetChara}}" and input in ('{{#var:input1}}', '{{#var:input2}}', '{{#var:input3}}', '{{#var:input4}}', '{{#var:input5}}', '{{#var:input6}}', '{{#var:input7}}', '{{#var:input8}}', '{{#var:input9}}') {{#if: {{{type|}}}| and MoveData_P4U2R.type="{{{type|}}}" |}}
|combo = (66) {{clr|game=GGST|P|5P}}/{{clr|game=GGST|P|2P}}/{{clr|game=GGST|K|5K}}/{{clr|game=GGST|K|2K}} > {{clr|game=GGST|P|6P}} (> {{clr|game=GGST|K|214K}})
|format=template|template=AdditionalData-P4U2R|named args=yes|order by=_ID
|position = Anywhere
|delimiter=\n{{!}}-\n
|damage = 66 (??) [72]
|tensionGain = ~14
|worksOn = Everyone
|difficulty = [1] {{clr|game=GGST|1|Very Easy}}  
|notes = Close range {{clr|game=GGST|P|P}}/{{clr|game=GGST|K|K}} confirm. {{clr|game=GGST|P|6P}} > {{clr|game=GGST|K|214K}} is guaranteed in the corner, but very close range or dash momentum is needed midscreen for the combo to connect midscreen. Damage given for {{clr|game=GGST|P|5P}} starter.
|recipePC = 52491
|recipePS = 35854
|checkedVersion = 1.19
}}
|-
{{:User:Moxian/SandboxTemplate2
|combo =  {{clr|game=GGST|P|6P}}/{{clr|game=GGST|K|5K}}/{{clr|game=GGST|K|2K}}/{{clr|game=GGST|H|5H}}/{{clr|game=GGST|D|2D}} > {{clr|game=GGST|K|214K}}
|position = Anywhere
|damage = 59 (??) [65]
|tensionGain = ~11
|worksOn = Everyone
|difficulty = [1] {{clr|game=GGST|1|Very Easy}}
|notes = {{clr|game=GGST|P|6P}} Midrange poke confirm. Buffering pokes into {{clr|game=GGST|K|214K}} is a safe way to automatically convert stray hits into a hard knockdown that lets Giovanna start her pressure. Damage given for {{clr|game=GGST|K|5K}}
|recipePC = 52495
|recipePS = 35855
|checkedVersion = 1.19
}}
|-
{{:User:Moxian/SandboxTemplate2
|combo = {{clr|game=GGST|S|c.S}} > dl {{clr|game=GGST|S|f.S}} / {{clr|game=GGST|S|2S}} > {{clr|game=GGST|H|5H}} > {{clr|game=GGST|K|214K}}
|position = Anywhere
|damage = 126/125 (??) [137/135]
|tensionGain = ~22
|worksOn = Everyone
|difficulty = [2] {{clr|game=GGST|2|Easy}}
|notes =  You must delay {{clr|game=GGST|S|f.S}}/{{clr|game=GGST|S|2S}} otherwise Giovanna will get an airborne hit, causing the {{clr|game=GGST|H|5H}} to launch the opponent away and prevent the {{clr|game=GGST|K|214K}} from connecting (except against heavyweights).
|recipePC = 52496
|recipePS = 35856
|checkedVersion = 1.19
}}
}}
|-
{{:User:Moxian/SandboxTemplate2
|combo = {{clr|game=GGST|S|c.S}} > {{clr|game=GGST|H|2H}} > {{clr|game=GGST|K|214K}}, {{clr|game=GGST|K|5K}} > {{clr|game=GGST|K|214K}}, OTG
|position = Anywhere
|damage = 134 (??) [145]
|tensionGain = ~29
|worksOn = Everyone
|difficulty = [2] {{clr|game=GGST|2|Easy}}
|notes = Midscreen punish combo.
|recipePC = 53494
|recipePS = 35857
|checkedVersion = 1.19
}}
|-
{{:User:Moxian/SandboxTemplate2
|combo =  {{clr|game=GGST|S|c.S}} > {{clr|game=GGST|H|2H}} > {{clr|game=GGST|K|236K}}, {{clr|game=GGST|S|c.S}} > {{clr|game=GGST|H|5H}} > {{clr|game=GGST|K|214K}} WS, {{clr|game=GGST|D|5[D]}}
|position = Corner
|damage = 204? (211?) [220?]
|tensionGain = ~37
|worksOn = Everyone
|difficulty = [2] {{clr|game=GGST|2|Easy}}
|notes = Corner punish combo. Replace {{clr|game=GGST|D|5[D]}} with {{clr|game=GGST|H|632146H}} for extra damage and oki after the wallbreak.
|recipePC = 52498
|recipePS = 35858
|checkedVersion = 1.19
}}
|-
{{:User:Moxian/SandboxTemplate2
|combo = {{clr|game=GGST|S|f.S}} / {{clr|game=GGST|S|2S}} > {{clr|game=GGST|H|5H}} > {{clr|game=GGST|K|214K}}
|position = Anywhere
|damage = 92/92 (??) [100/99]
|tensionGain = ~16
|worksOn = Everyone
|difficulty = [1] {{clr|game=GGST|1|Very Easy}}
|notes = {{clr|game=GGST|S|f.S}} confirm.
|recipePC = 52500
|recipePS = 35859
|checkedVersion = 1.19
}}
|-
{{:User:Moxian/SandboxTemplate2
|combo = {{clr|game=GGST|D|5[D]}}8 {{clr|game=GGST|H|j.H}} > {{clr|game=GGST|S|j.S}} > jc > {{clr|game=GGST|S|j.S}} > {{clr|game=GGST|H|j.HH}}
|position = Anywhere
|damage = 174 (179) [185]
|tensionGain = ~20
|worksOn = Everyone
|difficulty = [1] {{clr|game=GGST|1|Very Easy}}
|notes = Very simple charged dust combo.
|recipePS = 35860
|checkedVersion = 1.19
}}
|-
|}
|}
 
{{#cargo_query:tables=MoveData_P4U2R
===Standard Combos===
|fields={{#if: {{{versioned|}}}|input=name,|}}notes
These routes are more complete versions of combos above, with additional routes and conversions for specific situations.
|where=chara="{{#var:MoveCardTargetChara}}" and input in ('{{#var:input1}}', '{{#var:input2}}', '{{#var:input3}}', '{{#var:input4}}', '{{#var:input5}}', '{{#var:input6}}', '{{#var:input7}}', '{{#var:input8}}', '{{#var:input9}}') {{#if: {{{type|}}}| and MoveData_P4U2R.type="{{{type|}}}" |}} and notes HOLDS LIKE "%"
 
|format=template|template=Cargo_Notes|named args=yes|order by=_ID
===={{clr|game=GGST|P|5P}}/{{clr|game=GGST|P|2P}}/{{clr|game=GGST|P|6P}}/{{clr|game=GGST|K|5K}}/{{clr|game=GGST|K|2K}}/{{clr|game=GGST|K|j.K}} Starters====
|default=
{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"
}}</div></div>
|-
{{:User:Moxian/SandboxTemplate}}
|-
{{:User:Moxian/SandboxTemplate2
|combo = (66) {{clr|game=GGST|P|5P}} > {{clr|game=GGST|P|6P}} (> {{clr|game=GGST|K|214K}})
|position = Anywhere
|damage = 70 (73) [76]
|tensionGain = ~14
|worksOn = Everyone
|difficulty = [1] {{clr|game=GGST|1|Very Easy}}
|notes = {{clr|game=GGST|P|5P}} or {{clr|game=GGST|P|2P}} confirm. Guaranteed in the corner, but very close range or dash momentum is needed midscreen for the {{clr|game=GGST|P|6P}} and/or {{clr|game=GGST|K|214K}} to connect.
|recipePC=52491
|checkedVersion = 1.19
}}
|-
{{:User:Moxian/SandboxTemplate2
|combo = {{clr|game=GGST|P|5P}}/{{clr|game=GGST|P|2P}} > {{clr|game=GGST|P|5P}} > {{clr|game=GGST|S|623S}}
|position = Anywhere
|damage = 62 (65) [68]
|tensionGain = ~10
|difficulty = [1] {{clr|game=GGST|1|Very Easy}}
|notes = Very close {{clr|game=GGST|P|5P}}/{{clr|game=GGST|P|2P}} mash confirm.
|video = [https://www.youtube.com/watch?v=cIYSctz-4Tc Youtube]
|recipePC = 60491
|checkedVersion = 1.19
}}
|-
{{:User:Moxian/SandboxTemplate2
|combo = {{clr|game=GGST|P|6P}} (AA) > {{clr|game=GGST|K|214K}}
|position = Anywhere
|damage = 67 (69) [73]
|tensionGain = ~10
|difficulty = [1] {{clr|game=GGST|1|Very Easy}}
|notes = Works as a counterpoke confirm and an anti-air. On counter hit or as an anti-air, (> 66 {{clr|game=GGST|S|c.S}} OTG > IAD {{clr|game=GGST|H|j.H}}) works as a safejump setup.
|video = [https://www.youtube.com/watch?v=P0Med1yvUNk Youtube]
|checkedVersion = 1.19
}}
|-
{{:User:Moxian/SandboxTemplate2
|combo = {{clr|game=GGST|K|5K}}/{{clr|game=GGST|K|2K}} > {{clr|game=GGST|K|214K}}
|position = Anywhere
|damage = 65 (67) [71]
|tensionGain = ~15
|difficulty = [1] {{clr|game=GGST|1|Very Easy}}
|notes = {{clr|game=GGST|K|5K}}/{{clr|game=GGST|K|2K}} confirm. Useful for abare {{clr|game=GGST|K|2K}} or when you can't get dash momentum.
|video = [https://www.youtube.com/watch?v=eINDychzE84 Youtube]
|checkedVersion = 1.19
}}
|-
{{:User:Moxian/SandboxTemplate2
|combo = (66) {{clr|game=GGST|K|5K}}/{{clr|game=GGST|K|2K}} > {{clr|game=GGST|P|6P}} > {{clr|game=GGST|K|214K}}, OTG
|position = Anywhere
|damage = 85 (87) [92]
|worksOn = Everyone
|difficulty = [2] {{clr|game=GGST|2|Easy}}
|notes = Requires dash momentum or very close range for {{clr|game=GGST|K|5K}} > {{clr|game=GGST|P|6P}} to connect. Ends in a IAD {{clr|game=GGST|H|j.H}} safe jump. Damage calculated without {{clr|game=GGST|S|c.S}} OTG.
|checkedVersion = 1.19
}}
|-
|}
 
===={{clr|game=GGST|S|c.S}} Starters====
{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"
|-
{{:User:Moxian/SandboxTemplate}}
|-
{{:User:Moxian/SandboxTemplate2
|combo = {{clr|game=GGST|S|c.S}} > {{clr|game=GGST|S|f.S}}/{{clr|game=GGST|H|5H}} > {{clr|game=GGST|K|214K}}, OTG
|position = Anywhere
|damage = 98/107 (107??) [112??]
|worksOn = Everyone
|difficulty = [1] {{clr|game=GGST|1|Very Easy}}
|notes = Confirm for an immediate {{clr|game=GGST|S|f.S}}/{{clr|game=GGST|H|5H}} cancel from {{clr|game=GGST|S|c.S}}. {{clr|game=GGST|H|5H}} version deals more damage, but also causes a more difficult OTG.
|checkedVersion = 1.19
}}
|-
{{:User:Moxian/SandboxTemplate2
|combo = {{clr|game=GGST|S|c.S}} > {{clr|game=GGST|S|2S}} > {{clr|game=GGST|H|2H}} > {{clr|game=GGST|K|214K}}, OTG
|position = Anywhere
|damage = 121 (131?) [136?]
|worksOn = Everyone
|difficulty = [2] {{clr|game=GGST|2|Easy}}
|notes = Slightly more optimal version of the previous combo for an immediate {{clr|game=GGST|S|2S}} cancel.
|checkedVersion = 1.19
}}
|-
{{:User:Moxian/SandboxTemplate2
|combo = {{clr|game=GGST|S|c.S}} > dl.{{clr|game=GGST|S|f.S(3)}} > {{clr|game=GGST|H|5H}} > {{clr|game=GGST|K|214K}}
|position = Anywhere
|damage = 126 (131) [137]
|tensionGain = ~22
|worksOn = Everyone
|difficulty = [2] {{clr|game=GGST|2|Easy}}
|notes = Cancel too soon and the opponent will be floating from {{clr|game=GGST|S|c.S}} so the combo will not work. Does not give an auto-timed safe jump setup, but has enough advantage for two dashes into a meaty {{clr|game=GGST|S|c.S}} or a manual IAD {{clr|game=GGST|H|j.H}} safe jump.
|recipePC = 58022
|checkedVersion = 1.19
}}
|-
{{:User:Moxian/SandboxTemplate2
|combo = {{clr|game=GGST|S|c.S}} > {{clr|game=GGST|H|2H}} > {{clr|game=GGST|K|214K}}, (66) {{clr|game=GGST|K|5K}} > {{clr|game=GGST|K|214K}}, OTG
|position = Anywhere
|damage = 142 (147) [154]
|tensionGain = ~ 30
|worksOn = Everyone
|difficulty = [2] {{clr|game=GGST|2|Easy}}
|notes = Midscreen {{clr|game=GGST|S|c.S}} punish BnB; damage numbers include extra {{clr|game=GGST|S|c.S}} OTG. Microdash is necessary against lightweight characters, but can be skipped against others for an easier combo.
In the corner against heavyweights, instead of OTG this can optionally link into another {{clr|game=GGST|K|5K}} for a wallstick
|recipePC = 53494
|recipePS = 35857
|checkedVersion = 1.19
}}
|-
{{:User:Moxian/SandboxTemplate2
|combo = {{clr|game=GGST|S|c.S}} > {{clr|game=GGST|H|2H}} > {{clr|game=GGST|K|214K}} , 66 {{clr|game=GGST|K|5K}} > {{clr|game=GGST|H|6HH}} > dl. {{clr|game=GGST|H|H}}
|position = Anywhere
|damage = 150 (??) [??]
|worksOn = Everyone
|difficulty = {{clr|game=GGST|3|Medium}}
|notes = Need to microdash before {{clr|game=GGST|K|5K}} and delay the last hit of {{clr|game=GGST|H|6HHH}}. Not delaying {{clr|game=GGST|H|6HHH}} makes it whiff; not microdashing makes {{clr|game=GGST|K|5K}} whiff on lightweights, and last hit of {{clr|game=GGST|H|6HHH}} whiff on mediumweights+. In the corner corner no dashes are necessary, and the combo wallsticks and wallbreaks.
|recipePC = {{tt|67649|against May}}
|video =
|checkedVersion = 1.21
}}
|-
{{:User:Moxian/SandboxTemplate2
|combo = 66 {{clr|game=GGST|S|c.S}} > {{clr|game=GGST|H|2H}} > {{clr|game=GGST|K|214K}}, 66 {{clr|game=GGST|K|5K}} > jc > {{clr|game=GGST|H|j.H}} > {{clr|game=GGST|D|j.D}} > {{clr|game=GGST|K|5K}} > {{clr|game=GGST|K|214K}} WS, {{clr|game=GGST|D|5[D]}}
|position = Midscreen
|damage = 204 (212) [220]
|tensionGain = ~40
|worksOn = Everyone
|difficulty = [4] {{clr|game=GGST|4|Hard}}
|notes = Midscreen meterless wallbreak off {{clr|game=GGST|S|c.S}}. requires dash momentum to work properly. {{clr|game=GGST|K|214K}}, 66 {{clr|game=GGST|K|5K}} and {{clr|game=GGST|K|214K}} WS, {{clr|game=GGST|D|5[D]}} links are strict. incorrect jc > {{clr|game=GGST|H|j.H}} timing will result in {{clr|game=GGST|H|6H}}. Can finish with {{clr|game=GGST|H|632146H}} for better oki and damage.
|checkedVersion =
}}
|-
{{:User:Moxian/SandboxTemplate2
|combo = 66 {{clr|game=GGST|S|c.S}} > {{clr|game=GGST|H|2H}} > {{clr|game=GGST|K|214K}}, microwalk > {{clr|game=GGST|S|c.S}} > {{clr|game=GGST|H|2H}} > {{clr|game=GGST|K|214K}}, OTG
|position = Anywhere
|damage = 163 (171) [179]
|tensionGain = ~35
|difficulty = [4] {{clr|game=GGST|4|Hard}}
|notes = Max damage meterless {{clr|game=GGST|S|c.S}} punish but requires you to start from a dash, and has very tight timings. Can also do {{clr|game=GGST|S|c.S}} > {{clr|game=GGST|H|2H}} > {{clr|game=GGST|H|6HHH}}/{{clr|game=GGST|K|236K}} for better wall carry and worse oki.
|checkedVersion =
}}
|-
{{:User:Moxian/SandboxTemplate2
|combo = CH {{clr|game=GGST|S|c.S}} > {{clr|game=GGST|D|5[D]}}, {{clr|game=GGST|K|5K}} > {{clr|game=GGST|H|6HHH}}
|position = Anywhere
|worksOn = Everyone
|damage = 166
|tensionGain =
|difficulty = [2] {{clr|game=GGST|2|Easy}}
|notes = Very simple counter hit {{clr|game=GGST|S|c.S}} combo. Only use on guaranteed counter hits (such as DP punishes). Delay the last hits of {{clr|game=GGST|H|6HHH}} slightly.
|recipePC = 68203
|recipePS =
|checkedVersion = 1.21
}}
|-
{{:User:Moxian/SandboxTemplate2
|combo = CH  {{clr|game=GGST|S|c.S}} > {{clr|game=GGST|D|5[D]}}, 66 {{clr|game=GGST|K|5K}} > {{clr|game=GGST|K|214K}} > {{clr|game=GGST|K|5K}} > {{clr|game=GGST|K|214K}}, OTG? <!-- i can't land the otg in practice other than via f.s (which is lol), but i'm kinda not great  at microdashing, so might be a skill issue.. -->
|position = Anywhere
|worksOn = Everyone
|damage = 161
|tensionGain =
|difficulty = [3] {{clr|game=GGST|3|Medium}}
|notes = A mostly inferior variation of the above (it's both harder and has lower damage, albeit does create an otg opportunity). Listed here for completeness.
|recipePC =
|recipePS =
|checkedVersion = 1.21
}}
|-
{{:User:Moxian/SandboxTemplate2
|combo = {{clr|game=GGST|S|c.S}} CH > {{clr|game=GGST|D|5[D]}}, microwalk > {{clr|game=GGST|S|c.S}} > {{clr|game=GGST|K|214K}} > {{clr|game=GGST|K|5K}} > {{clr|game=GGST|H|6HHH}}
|position = Anywhere
|damage = 184(?) (190) [198]
|tensionGain = ~45
|difficulty = [4] {{clr|game=GGST|4|Hard}}
|notes = A harder and more damaging variation of c.S confirm
|recipePC =
|recipePS =
|checkedVersion =
}}
|-
{{:User:Moxian/SandboxTemplate2
|combo = {{clr|game=GGST|S|c.S}} CH > jc > {{clr|game=GGST|H|j.H}} > {{clr|game=GGST|D|j.D}} > adc > {{clr|game=GGST|S|j.s}} > {{clr|game=GGST|H|j.H}} > {{clr|game=GGST|H|5H}} > {{clr|game=GGST|K|214K}} > {{clr|game=GGST|D|5[D]}}
|position = Midscreen
|damage = 210 (220) [228]
|tensionGain = ~35
|worksOn = Everyone but heavy weights
|difficulty = [4] {{clr|game=GGST|4|Hard}}
|notes = An intermediate combo off a counter hit with {{clr|game=GGST|S|c.S}} in midscreen. Causes screen shift and gives positive bonus. Can be practically used during your mixups and pressure if your opponent fails to guess your oki. Make sure to let all hits of the {{clr|game=GGST|D|j.D}} hit. This combo works with all weight classes.
|video = [https://youtu.be/JkVQPP9ndvQ Video]
|checkedVersion =
}}
|-
{{:User:Moxian/SandboxTemplate2
|combo = {{clr|game=GGST|S|c.S}} CH > jc > {{clr|game=GGST|H|j.H}} > AD > {{clr|game=GGST|D|j.D}} > 66 > {{clr|game=GGST|K|5K}} > jc > {{clr|game=GGST|H|j.H}} > {{clr|game=GGST|H|j.H}} > {{clr|game=GGST|S|c.S}} > {{clr|game=GGST|D|5[D]}}
|position = Midscreen
|damage = 212 (218) [225]
|tensionGain = ~30
|worksOn = Everywhere
|difficulty = [4] {{clr|game=GGST|4|Hard}}
|notes = Easier combo than the one listed above without sacrificing much damage and tension gain. Be sure to space out your {{clr|game=GGST|D|j.D}} depending on the weight class. For Heavy-weights: Space your second {{clr|game=GGST|H|j.H}} to raise them a little bit more. For Light-weights: Space your first {{clr|game=GGST|D|j.D}} to be delayed after your AD from {{clr|game=GGST|H|j.H}}.
|video = [https://youtu.be/xvy4gNveHys Video ]
|checkedVersion =
}}
|-
{{:User:Moxian/SandboxTemplate2
|combo = {{clr|game=GGST|S|c.S}}~66 > BRC > {{clr|game=GGST|S|623S}} > dash > {{clr|game=GGST|K|5K}} > jc > dl {{clr|game=GGST|H|j.H}} > dl {{clr|game=GGST|D|j.D}}, (66 {{clr|game=GGST|K|5K}} > {{clr|game=GGST|K|214K}}, OTG)/({{clr|game=GGST|H|5H}} > {{clr|game=GGST|K|214K}} WS, {{clr|game=GGST|D|5[D]}})
|position = Anywhere / Midscreen-Corner
|damage = (219) [224]
|difficulty = [3] {{clr|game=GGST|3|Medium}}
|notes = 50% {{clr|game=GGST|S|c.S}} dash cancel BRC confirm. If the opponent is midscreen, end with the 66 {{clr|game=GGST|K|5K}} ender. If giovanna lands close enough to the corner for 5H to connect, then use the second ender. Damage values given for the corner version.
|checkedVersion =
}}
|-
{{:User:Moxian/SandboxTemplate2
|combo = {{clr|game=GGST|S|c.S}} > {{clr|game=GGST|H|2H}} > {{clr|game=GGST|K|236K}}, {{clr|game=GGST|S|c.S}} > {{clr|game=GGST|S|f.S(3)}} > {{clr|game=GGST|H|5H}} > {{clr|game=GGST|K|214K}} WS, {{clr|game=GGST|D|5[D]}}
|position = Corner
|damage = 204 (211) [221]
|tensionGain = ~30
|worksOn = Everyone
|difficulty = [2] {{clr|game=GGST|2|Easy}}
|notes =  Meterless BnB off of {{clr|game=GGST|S|c.S}} in the corner. Can finish with {{clr|game=GGST|H|632146H}} for better oki and damage.
|recipePC = 58665
|checkedVersion = 1.19
}}
|-
{{:User:Moxian/SandboxTemplate2
|combo = {{clr|game=GGST|S|c.S}} > {{clr|game=GGST|H|2H}} > {{clr|game=GGST|K|236K}}, ({{clr|game=GGST|K|5K}}), {{clr|game=GGST|S|c.S}} > {{clr|game=GGST|H|5H}} > {{clr|game=GGST|K|214K}} WS, {{clr|game=GGST|D|5[D]}}
|position = Corner
|damage = 205 (211) [220]
|tensionGain = 38
|worksOn = Everyone
|difficulty = [3] {{clr|game=GGST|3|Medium}}
|notes = A slightly harder variation of the above. The {{clr|game=GGST|K|5K}} link can be skipped for easier combo at a cost of 3 (three) points of total damage lost.
|video = [https://youtu.be/BXspgPs1tAM Youtube]
|recipePC = {{tt|59843|no {{clr|game=GGST|K|5K}}}}
|checkedVersion = 1.19
}}
|-
{{:User:Moxian/SandboxTemplate2
|combo = {{clr|game=GGST|S|c.S}} CH > jc > {{clr|game=GGST|H|j.H}} > {{clr|game=GGST|D|j.D}} > {{clr|game=GGST|S|c.S}} > {{clr|game=GGST|H|j.H}} > {{clr|game=GGST|D|j.D}} > adc > {{clr|game=GGST|H|j.H}} > {{clr|game=GGST|D|5[D]}}
|position = Corner
|damage = 220 (227) [236]
|tensionGain = ~30
|worksOn = Everyone
|difficulty = [4] {{clr|game=GGST|4|Hard}}
|notes = An intermediate combo off a counter hit with {{clr|game=GGST|S|c.S}} in the corner. You will most likely see this option more frequently as you change up your mix-ups and Okis. Once again, make sure you land all j.D hits. You can charge up your 5 [D] for an extra "OMPH!" Can also work vs heavy weights, but you must space out your initial {{clr|game=GGST|D|j.D}} by letting your {{clr|game=GGST|H|j.H}} bring the opponent higher in the air.
|video = [https://youtu.be/AbPl5I3G7ds Video]
|checkedVersion = 1.19
}}
|-
|}
 
===={{clr|game=GGST|S|f.S}}/{{clr|game=GGST|S|2S}} Starters====
{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"
|-
{{:User:Moxian/SandboxTemplate}}
|-
{{:User:Moxian/SandboxTemplate2
|combo = {{clr|game=GGST|S|f.S}}(3)/{{clr|game=GGST|S|2S}}(2) > {{clr|game=GGST|H|5H}} > {{clr|game=GGST|K|214K}}
|position = Anywhere
|damage = 92/92 (??) [100/99]
|tensionGain = ~20
|difficulty = {{clr|game=GGST|1|Very Easy}}
|notes = Basic combo off {{clr|game=GGST|S|f.S}}/{{clr|game=GGST|S|2S}}.
|checkedVersion = 1.19
}}
|-
{{:User:Moxian/SandboxTemplate2
|combo = CH {{clr|game=GGST|S|f.S(1)}} / CH {{clr|game=GGST|S|2S(1)}} > {{clr|game=GGST|H|5H}} > {{clr|game=GGST|K|236K}} , {{clr|game=GGST|K|5K}} > {{clr|game=GGST|K|214K}}
|position = Anywhere
|damage = 106 (??) [??]
|tensionGain =
|difficulty = {{clr|game=GGST|2|Easy}}
|notes = Counterhit combo. Cancel the {{clr|game=GGST|S|f.S}} / {{clr|game=GGST|S|2S}} into {{clr|game=GGST|H|5H}} after the first hit. Better damage than the basic combo and decent corner carry.
|checkedVersion = 1.21
}}
|-
 
|}
 
===={{clr|game=GGST|H|5H}}/{{clr|game=GGST|H|2H}}/{{clr|game=GGST|H|6H}} Combos====
{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"
|-
{{:User:Moxian/SandboxTemplate}}
|-
{{:User:Moxian/SandboxTemplate2
|combo = {{clr|game=GGST|H|5H}} > {{clr|game=GGST|K|214K}}
|position = Anywhere
|damage = 78 (81) [84]
|worksOn = Everyone
|difficulty = [1] {{clr|game=GGST|1|Very Easy}}
|notes = Meterless {{clr|game=GGST|H|5H}} poke confirm. Midscreen leaves Gio too far for an OTG, but in the corner at close range she can OTG the opponent. Can punish some moves intended to be safe when spaced such as Millia's {{MiniMoveCard|game=GGST|chara=Millia Rage|input=214P|label={{clr|game=GGST|P|214P}}}}.
|checkedVersion = 1.19
}}
|-
{{:User:Moxian/SandboxTemplate2
|combo = {{clr|game=GGST|H|5H}} > {{clr|game=GGST|H|632146H}}
|position = Anywhere
|damage = (192) [202]
|tensionGain = ~6
|worksOn = Everyone
|difficulty = [1] {{clr|game=GGST|1|Very Easy}}
|notes = Better damage than any RRC combo, but harder to confirm and worse midscreen oki. On wallbreak, does (226) [238] damage and grants oki.
|checkedVersion = 1.19
}}
|-
{{:User:Moxian/SandboxTemplate2
|combo = {{clr|game=GGST|H|5H}} CH > {{clr|game=GGST|K|236K}}, {{clr|game=GGST|S|f.S}} > {{clr|game=GGST|H|5H}} > {{clr|game=GGST|K|214K}}
|position = Anywhere
|damage = 151 (155) [161]
|worksOn = Everyone
|difficulty = [3] {{clr|game=GGST|3|Medium}}
|notes = Counterhit confirm from {{clr|game=GGST|H|5H}}. The {{clr|game=GGST|S|f.S}} > {{clr|game=GGST|H|5H}} > {{clr|game=GGST|K|214K}} link can be replaced with {{clr|game=GGST|K|5K}} > {{clr|game=GGST|K|214K}} for a slightly easier but less damaging combo.
|video = [https://youtu.be/UZayN5Z25Kk?t=145 YT]
|checkedVersion = 1.19
}}
|-
{{:User:Moxian/SandboxTemplate2
|combo = {{clr|game=GGST|H|6HH}} > {{clr|game=GGST|H|j.236236H}}
|position = Anywhere
|damage = (161) [170]
|tensionGain = ~10
|difficulty = [1] {{clr|game=GGST|1|Very Easy}}
|notes = Easy super buffer from this move. You can add this to any combo ending with 6H. If done near half screen can wall break for (196) [203] damage.
|checkedVersion = 1.19
}}
|-
{{:User:Moxian/SandboxTemplate2
|combo = {{clr|game=GGST|H|6H}} > {{clr|game=GGST|S|623S}} 66PRC, {{clr|game=GGST|S|c.S}} > {{clr|game=GGST|H|2H}} > {{clr|game=GGST|K|236K}}, {{clr|game=GGST|S|c.S}} > {{clr|game=GGST|K|214K}} WS, {{clr|game=GGST|D|5[D]}}
|position = Midscreen to Corner
|damage = 210 (212) [218]
|tensionGain = -50
|difficulty = [4] {{clr|game=GGST|4|Hard}}
|notes = Midscreen to corner {{clr|game=GGST|H|6H}} starter. Doing {{clr|game=GGST|K|236K}} too quickly or with the opponent too high off the ground can cause them to bounce off the wall and over your head, so delay parts of the sequence after 66PRC as needed. Additionally, if done in the corner or if the opponent hits the wall before {{clr|game=GGST|K|236K}}, {{clr|game=GGST|S|c.S}} will cause the wallsplat instead of {{clr|game=GGST|K|214K}}, in which case just go straight to {{clr|game=GGST|D|5[D]}}.
|video = [https://streamable.com/g577ls Streamable]
|checkedVersion =
}}
|-
|}
 
===={{clr|game=GGST|S|623S}} (Sol Nascente) Starters====
{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"
|-
{{:User:Moxian/SandboxTemplate}}
|-
{{:User:Moxian/SandboxTemplate2
|combo = CH {{clr|game=GGST|S|623S}} > 66 > {{clr|game=GGST|K|5K}} > jc > {{clr|game=GGST|H|j.H}} > {{clr|game=GGST|D|j.D}} > {{clr|game=GGST|S|c.S}} > jc > {{clr|game=GGST|H|j.H}} > {{clr|game=GGST|D|j.D}} > AD > {{clr|game=GGST|H|j.H}}
|position = Corner
|damage = 195 (199) [206]
|tensionGain = 25
|worksOn = Everyone
|difficulty = {{clr|game=GGST|4|Hard}}
|notes = Corner Combo that could be done to either stagger during pressure or a punish. There needs to be NO change for any weight-class. Just make sure you JC diagonally.
|video = [https://youtu.be/JkDd8LfeK4k?t=26 Video]
|checkedVersion =
}}
|-
{{:User:Moxian/SandboxTemplate2
|combo = CH {{clr|game=GGST|S|623S}} > 66 > {{clr|game=GGST|K|5K}} > jc > {{clr|game=GGST|H|j.H}} > {{clr|game=GGST|D|j.D}} > jc > {{clr|game=GGST|H|j.H}} > {{clr|game=GGST|D|j.D}} > {{clr|game=GGST|K|5K}} > {{clr|game=GGST|D|5[D]}}
|position = Midscreen
|damage = 195 (202) [209]
|tensionGain = 25
|worksOn = Everyone
|difficulty = {{clr|game=GGST|4|Hard}}
|notes = Midscreen combo with the same application, can be used for punishes or stagger. Mid & Heavy weights need no difference in combo. Light-weight classes need you to delay your initial {{clr|game=GGST|K|5K}} to allow the spacing needed.
|video = [https://youtu.be/JkDd8LfeK4k Video]
|checkedVersion =
}}
|-
|}
 
===={{clr|game=GGST|K|214K}} (Sepultura) Starters====
{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"
|-
{{:User:Moxian/SandboxTemplate}}
|-
{{:User:Moxian/SandboxTemplate2
|combo = CH {{clr|game=GGST|K|214K}} , (66) {{clr|game=GGST|K|5K}} > {{clr|game=GGST|K|214K}} , OTG
|position = Anywhere
|damage = 82
|tensionGain = ~30
|worksOn = Everyone
|difficulty = {{clr|game=GGST|1|Very Easy}}
|notes = A simple {{clr|game=GGST|K|214K}} counterhit confirm. At longer ranges or against lightweight characters you might need to microdash before {{clr|game=GGST|K|5K}} for it to connect. Alternatively, you can use {{clr|game=GGST|H|5H}} or go for a simple OTG in those cases.
|recipePC =
|recipePS =
|video = [https://youtu.be/UZayN5Z25Kk?t=374 YT]
|checkedVersion = 1.19
}}
|-
{{:User:Moxian/SandboxTemplate2
|combo = CH {{clr|game=GGST|K|214K}} , 66 {{clr|game=GGST|K|5K}} > {{clr|game=GGST|H|6HHH}}
|position = Anywhere
|damage = 109
|tensionGain =
|worksOn = Everyone
|difficulty = {{clr|game=GGST|3|Medium}}
|notes = A bit harder variation of the above with a higher damage and more corner carry. You might need to delay the last two hits of {{clr|game=GGST|H|6HHH}}. Even moreso than the combo above, the {{clr|game=GGST|H|6H}} does not connect at longer ranges.
|recipePC =
|recipePS =
|video =
|checkedVersion = 1.21
}}
|-
|}
 
===={{clr|game=GGST|K|236K}} (Trovão) Starters====
{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"
|-
{{:User:Moxian/SandboxTemplate}}
|-
{{:User:Moxian/SandboxTemplate2
|combo = {{clr|game=GGST|K|236K}} , {{clr|game=GGST|K|5K}}/{{clr|game=GGST|K|2K}} > {{clr|game=GGST|K|214K}}
|position = Anywhere
|damage = 89/87
|tensionGain =
|worksOn = Everyone
|difficulty = {{clr|game=GGST|1|Very Easy}}
|notes = Basic trovao hitconfim.
|recipePC =
|recipePS =
|video =
|checkedVersion = 1.21
}}
|-
{{:User:Moxian/SandboxTemplate2
|combo = {{clr|game=GGST|K|236K}} , 66 {{clr|game=GGST|P|5P}} > {{clr|game=GGST|P|6P}}
|position = Anywhere
|damage = 81
|tensionGain =
|worksOn = Ky, .. ?
|difficulty = {{clr|game=GGST|4|Hard}}
|notes = Very tight timing for not enough reward. Author is unable to repro it even remotely consistently. Possibly can be chained further into a {{clr|game=GGST|K|214K}} (and surpass the damage of the {{clr|game=GGST|K|5K}} version above?), but this is not yet confirmed. Listed here "for completeness" mostly
|recipePC =
|recipePS =
|video =
|checkedVersion = 1.21
}}
|-
{{:User:Moxian/SandboxTemplate2
|combo = CH {{clr|game=GGST|K|236K}} , {{clr|game=GGST|H|6HHH}}
|position = Anywhere
|damage = 109
|tensionGain =
|worksOn = Everyone
|difficulty = {{clr|game=GGST|1|Very Easy}}
|notes = A simple and unoptimal {{clr|game=GGST|K|214K}} counterhit confirm. A nice exuse to use {{clr|game=GGST|H|6HHH}} during a match.
|recipePC =
|recipePS =
|video =
|checkedVersion = 1.21
}}
|-
{{:User:Moxian/SandboxTemplate2
|combo = CH {{clr|game=GGST|K|236K}} , {{clr|game=GGST|S|2S(2)}} > {{clr|game=GGST|H|5H}} > {{clr|game=GGST|K|214K}}
|position = Anywhere
|damage = 116
|tensionGain =
|worksOn = Everyone
|difficulty = {{clr|game=GGST|1|Very Easy}}
|notes = Universal Trovao counterhit combo
|recipePC =
|recipePS =
|video =
|checkedVersion = 1.21
}}
|-
{{:User:Moxian/SandboxTemplate2
|combo = CH {{clr|game=GGST|K|236K}} , {{clr|game=GGST|S|c.S}} > dl. {{clr|game=GGST|S|2S(2)}} > {{clr|game=GGST|H|5H}} > {{clr|game=GGST|K|214K}}
|position = Anywhere
|damage = 132
|tensionGain =
|worksOn = Mediumweights, Leo
|difficulty = {{clr|game=GGST|2|Easy}}
|notes = Counterhit {{clr|game=GGST|K|236K}} does not link into {{clr|game=GGST|S|c.S}} against most heavyweights. And when it does link, the pushback prevents converting that into most of the regular {{clr|game=GGST|S|c.S}} combos
|recipePC =
|recipePS =
|video =
|checkedVersion = 1.21
}}
|}
 
===={{clr|game=GGST|D|Dust}} Combos====
{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"
|-
{{:User:Moxian/SandboxTemplate}}
|-
{{:User:Moxian/SandboxTemplate2
|combo = {{clr|game=GGST|D|2D}} > {{clr|game=GGST|K|214K}}, OTG
|position = Anywhere
|damage = 69 (72) [76]
|tensionGain = ~10
|difficulty = [1] {{clr|game=GGST|1|Very Easy}}
|notes = Basic {{clr|game=GGST|D|2D}} confirm.
|checkedVersion = 1.19
}}
|-
{{:User:Moxian/SandboxTemplate2
|combo = (close) {{clr|game=GGST|D|2D}} > {{clr|game=GGST|K|214K}}, {{clr|game=GGST|K|5K}} > {{clr|game=GGST|K|214K}}, OTG
|position = Anywhere
|damage = 102 (107) [113]
|tensionGain = ~22
|worksOn = Everyone but heavies
|difficulty = [1] {{clr|game=GGST|1|Very Easy}}
|notes = Close {{clr|game=GGST|D|2D}} confirm. Must be close for {{clr|game=GGST|K|5K}} to connect. The OTG timing is fairly strict, so waiting and doing a normal meaty may be preferred.
|checkedVersion = 1.19
}}
|-
{{:User:Moxian/SandboxTemplate2
|combo = {{clr|game=GGST|D|2D}} CH > {{clr|game=GGST|K|214K}}, 66 {{clr|game=GGST|K|5K}}, {{clr|game=GGST|S|c.S}} > {{clr|game=GGST|H|2H}} > {{clr|game=GGST|K|214K}}, OTG
|position = Anywhere
|damage = 141 (147) [155]
|tensionGain = -
|worksOn = Everyone
|difficulty = [2] {{clr|game=GGST|2|Easy}}
|notes = Counter Hit {{clr|game=GGST|D|2D}} starter.
|checkedVersion =
}}
|-
{{:User:Moxian/SandboxTemplate2
|combo = {{clr|game=GGST|D|5[D]}}8, {{clr|game=GGST|H|j.H}} > jc > {{clr|game=GGST|S|j.S}} > {{clr|game=GGST|H|j.HH}}
|position = Anywhere
|damage = 164 (165) [172]
|tensionGain = ~19
|worksOn = Everyone
|difficulty = [1] {{clr|game=GGST|1|Very Easy}}
|notes = Very simple charged dust combo.
|checkedVersion =
}}
|-
{{:User:Moxian/SandboxTemplate2
|combo = {{clr|game=GGST|D|5[D]}}8, {{clr|game=GGST|H|j.H}} > {{clr|game=GGST|S|j.S}} > jc > {{clr|game=GGST|H|j.H}} > {{clr|game=GGST|S|j.S}} > {{clr|game=GGST|H|j.H}} > {{clr|game=GGST|S|j.S}} > jc > {{clr|game=GGST|H|j.HH}}
|position = Anywhere
|damage = 202 (204) [212]
|tensionGain = ~23
|worksOn = Everyone
|difficulty = [3] {{clr|game=GGST|3|Medium}}
|notes = Bread and butter universal dust combo. Timing during the combo is slightly strict, but there is a bit of leeway as to when you can start the combo.
|checkedVersion =
}}
|-
{{:User:Moxian/SandboxTemplate2
|combo = {{clr|game=GGST|D|5D}} > 66RRC, {{clr|game=GGST|S|c.S}} > jc > dl {{clr|game=GGST|H|j.H}} > dl {{clr|game=GGST|D|j.D}}, 66 {{clr|game=GGST|K|5K}} > {{clr|game=GGST|K|214K}}, OTG
|position = Anywhere
|damage = 100 (102) [105]
|tensionGain = -43
|worksOn = Everyone
|difficulty = [4] {{clr|game=GGST|4|Hard}}
|notes = Midscreen uncharged {{clr|game=GGST|D|5D}} confirm. {{clr|game=GGST|H|j.H}} and {{clr|game=GGST|D|j.D}} must be delayed to keep the opponent close enough for microdash {{clr|game=GGST|K|5K}} to reach.
|video = [https://youtu.be/JoDxgMrRfBk Youtube]
|checkedVersion =
}}
|-
{{:User:Moxian/SandboxTemplate2
|combo = {{clr|game=GGST|D|5D}} > 66RRC, {{clr|game=GGST|S|c.S}} > jc > {{clr|game=GGST|H|j.H}} > {{clr|game=GGST|D|j.D}}, {{clr|game=GGST|H|5H}} > {{clr|game=GGST|K|214K}} WS, {{clr|game=GGST|D|5[D]}}
|position = Corner
|damage = 145 (147) [151]
|tensionGain = -43
|worksOn = Everyone
|difficulty = [3] {{clr|game=GGST|3|Medium}}
|notes = Corner uncharged {{clr|game=GGST|D|5D}} confirm.
|checkedVersion =
}}
|-
|}
 
===={{clr|game=GGST|D|Throw}} Starters====
{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"
|-
{{:User:Moxian/SandboxTemplate}}
|-
{{:User:Moxian/SandboxTemplate2
|combo = {{clr|game=GGST|D|6D}} > RRC, {{clr|game=GGST|D|j.D}} > AD > {{clr|game=GGST|D|j.D}}, {{clr|game=GGST|H|5H}} > {{clr|game=GGST|K|214K}} WS {{clr|game=GGST|D|5[D]}}
|position = Midscreen/Corner
|damage = 160 (162) [168]
|worksOn = Everyone
|difficulty = [4] {{clr|game=GGST|4|Hard}}
|notes = Midscreen to corner throw RC combo. Walking forward after RRC and landing the first hit of {{clr|game=GGST|D|j.D}} just before the opponent begins to fall makes the combo more consistent. The {{clr|game=GGST|H|5H}} must wallbounce them for {{clr|game=GGST|K|214K}} to connect.
|video = [https://youtu.be/5Jwepp_k9Yo Youtube]
|checkedVersion =
}}
|-
|}
 
====Jump-in Starters====
{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"
|-
{{:User:Moxian/SandboxTemplate}}
|-
{{:User:Moxian/SandboxTemplate2
|combo = {{clr|game=GGST|H|j.H}}, {{clr|game=GGST|S|c.S}} > dl {{clr|game=GGST|H|5H}} > {{clr|game=GGST|K|214K}}
|position = Anywhere
|damage = 107 [117]
|tensionGain = ~20
|difficulty = [2] {{clr|game=GGST|2|Easy}}
|notes = On a high connect after an air dash, add {{clr|game=GGST|S|f.S(3)}} between the {{clr|game=GGST|S|c.S}} and {{clr|game=GGST|H|5H}} for more damage, will whiff on deeper connect {{clr|game=GGST|H|j.H}} even with airdash momentum.
|checkedVersion = 1.19
}}
|-
{{:User:Moxian/SandboxTemplate2
|combo = {{clr|game=GGST|K|j.K}} Cross-up > {{clr|game=GGST|S|j.214S}}, OTG
|position = Anywhere but Corner
|damage = 58 (61) [65]
|tensionGain = ~22
|difficulty = [2] {{clr|game=GGST|2|Easy}}
|notes = Flashy crossup combo, {{clr|game=GGST|K|j.K}} has to hit behind them so that the first hit of {{clr|game=GGST|S|j.214S}} instantly connects.
|checkedVersion = 1.19
}}
|-
|}
 
====Air-to-air Combos====
{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"
|-
{{:User:Moxian/SandboxTemplate}}
|-
{{:User:Moxian/SandboxTemplate2
|combo = {{clr|game=GGST|H|j.H}}, {{clr|game=GGST|D|j.D(1)}}, jc, {{clr|game=GGST|H|j.H}}, {{clr|game=GGST|D|j.D(2)}}
|position = Anywhere
|difficulty = [2] {{clr|game=GGST|2|Easy}}
|notes = Depending on your positioning and momentum you may have to skip the first j.D.
|checkedVersion =
}}
|-
|}
 
 
==Combo Theory==
 
==={{clr|game=GGST|K|5K}} Juggle Enders===
* Any {{clr|game=GGST|K|214K}} as a combo ender can be substituted with {{clr|game=GGST|H|632146H}} for the increased damage. Midscreen you will get worse oki, but if this breaks the wall you will get the extra damage and wallbreak oki.
 
{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"
|+{{clr|game=GGST|K|5K}} Juggle Enders
|-
! Combo !! Position !! Works on: !! Difficulty !! Video !! Notes
|-
| | ..., 66 {{clr|game=GGST|K|5K}} > {{clr|game=GGST|K|214K}}, OTG || Anywhere || Everyone || [1] {{clr|game=GGST|1|Very Easy}} || - || Standard 5K juggle ender. Gives Giovanna a hard knockdown at the end of her extended juggles to do an OTG or start her offense with a conventional meaty.
|-
| | ..., 66 {{clr|game=GGST|K|5K}} > {{clr|game=GGST|H|6HHH}} || Anywhere || Everyone || [3] {{clr|game=GGST|3|Medium}} || [https://www.youtube.com/watch?v=XMa-GreFPnc Youtube] || Alternate 5K juggle ender. Gives Giovanna increased damage and corner carry at the cost of worse oki. Works anywhere if you delay the {{clr|game=GGST|H|6H}} followups.
|-
| | ..., 66 {{clr|game=GGST|K|5K}} > {{clr|game=GGST|H|6H}}({{clr|game=GGST|H|H}}),{{clr|game=GGST|K|214K}} || Anywhere || - || [4] {{clr|game=GGST|4|Hard}} || - || Standard 5K juggle ender with {{clr|game=GGST|H|6H}} extension. Gives Giovanna the damage benefits of the previous enders at the cost of being much tougher to execute. If substituting {{clr|game=GGST|K|214K}} with super, {{clr|game=GGST|H|6H}} > {{clr|game=GGST|H|632146H}} will be more damage and an easier link while {{clr|game=GGST|H|6HH}} > {{clr|game=GGST|H|632146H}} will be a harder link with slightly less damage, but greater carry.
|-
|}
 
===OTG and Okizeme===
Any combo ending in "OTG" means you are in range to hit the opponent off the ground with a button. From this she can dash up into an OTG {{clr|game=GGST|K|5K}} or {{clr|game=GGST|S|c.S}} for a safe jump, OTG them with a different button, or wait for the opponents wakeup to hit them meaty. See Giovanna's [https://www.dustloop.com/wiki/index.php?title=GGST/Giovanna/Strategy#Okizeme Strategy Page] for more information
 
Safe Jumps:
* 66 {{clr|game=GGST|S|c.S}} OTG > IAD {{clr|game=GGST|H|j.H}}: Standard safe jump. Easier to time but loses to 7f reversals
* 66 {{clr|game=GGST|K|5K}} OTG > IAD {{clr|game=GGST|H|j.H}}: {{clr|game=GGST|K|5K}} safe jump. Harder to connect due to {{clr|game=GGST|K|5K}}'s limited vertical range, but beats 7f Reversals.
 
===Common RC Routes===
* To extend your confirms into extra damage/corner carry, you may want to spend 50% meter and use the routes below. Note that these routes assume minimum scaling/wall damage, so the opponent may wallsplat before the points mentioned.
* For RC confirms from high juggles such as {{clr|game=GGST|S|623S}} or {{clr|game=GGST|S|c.S}} > {{clr|game=GGST|H|2H}} > {{clr|game=GGST|K|214K}}, PRC can be used instead of RRC, although there's little benefit to that.
 
{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"
|+Common RC Routes
|-
! Combo !! Position !! Works on: !! Difficulty !! Video !! Notes
|-
| | ... > 66RRC, dl 66 {{clr|game=GGST|K|5K}}, {{clr|game=GGST|S|c.S}} > {{clr|game=GGST|H|2H}} > {{clr|game=GGST|K|214K}} > OTG || Anywhere || Everyone || [2] {{clr|game=GGST|2|Easy}} || - || Standard midscreen RRC combo.
|-
| | ... > 88RRC, (land) dl {{clr|game=GGST|D|j.D}} > AD > {{clr|game=GGST|D|j.D}} > {{clr|game=GGST|H|5H}} > {{clr|game=GGST|K|214K}} WS, {{clr|game=GGST|D|5[D]}} || Midscreen to Corner || Everyone || [2] {{clr|game=GGST|2|Easy}} || [https://youtu.be/2HiKiK-AHD4 Youtube] || Midscreen to corner RRC confirm. Must reach corner by the second hit of AD > {{clr|game=GGST|D|j.D}}.
|-
| | ... > 66RRC, dl 66 {{clr|game=GGST|S|c.S}} > {{clr|game=GGST|H|2H}} > {{clr|game=GGST|K|236K}}, {{clr|game=GGST|S|c.S}} > {{clr|game=GGST|H|5H}} WS, {{clr|game=GGST|D|5[D]}} || Corner || Everyone || [2] {{clr|game=GGST|2|Easy}} || - || Standard corner RRC combo.
|-
| | ... > RRC > 66 > [4] dl {{clr|game=GGST|S|c.S}} > {{clr|game=GGST|H|2H}} > {{clr|game=GGST|K|236K}}, 66 {{clr|game=GGST|K|5K}}, {{clr|game=GGST|S|c.S}} > {{clr|game=GGST|H|5H}} > {{clr|game=GGST|K|214K}} WS, {{clr|game=GGST|D|5[D]}} || Back to Corner || Everyone || [2] {{clr|game=GGST|2|Easy}} || [https://www.youtube.com/watch?v=BzpkDuioLNs Youtube]<!--Video needs replacing with one that completes the combo--> || Sideswap RC combo. If you're too close to the corner after {{clr|game=GGST|K|236K}}, walk back more. If you get {{clr|game=GGST|S|f.S}} after {{clr|game=GGST|K|236K}} instead of {{clr|game=GGST|S|c.S}}, walk back less. Video example wallsticks before {{clr|game=GGST|K|214K}}.
|-
|}
 
==Navigation==
<center>{{Character Label|GGST|Giovanna|45px}}</center>
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{#lst:GGST/Navigation}}

Latest revision as of 00:34, 19 September 2022