User:Sig/GGST-Giovanna

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Fuzzy Setups

c.S BRC

    • Fuzzy Overhead: c.S > jc > j.66BRC > j.S > jc > j.H, dl.j.S
      • Completely gapless the entire way. Side switches due to momentum. Delay the j.S until you're about to land on their other side.
    • Low: c.S > jc > j.66BRC > j.S, land, 2K

Okizeme

6/4D

  1. Safejump - This beats all reversals in the game. After throw, hold 7 and immediately IAD and delay pressing your button until right before you hit the ground to safejump. Compared to the other safejumps, the delay is essential; practice doing the safejump without the button first to see if you're doing it correctly.
    • Overhead: 7 > IAD > dl.j.H
      • Standard option. Beats all reversals and wakeup 6Ps. Against Ramlethal and I-No, use the other safejump as you will cross them up often. Loses to backdashes on wakeup, though you can catch them with a K or S button. On characters with 16F backdashes like May and Millia, you will have to catch wtih 2K.
    • Crossup Overhead: 27 > IAD > dl.j.K/j.S
      • Still safejumps everything. Delay the j.S until you are on the other side. j.K can be done early into j.214S.
    • Low: 7 > IAD > j.K(w)/j.S(w)/j.D(w)/Nothing, 2K/2S
      • Not that great, people can fuzzy throw you and backdash to punish if they know this is a thing
    • Throw: 7 > IAD > j.K(w)/j.S(w)/j.D(w)/Nothing, 6/4D
      • Not that great, people can fuzzy throw you and backdash to punish if they know this is a thing
  2. Safejump - This naturally beats all 8F+ reversals. 7F reversals such as Sol's Volcanic Viper (623S) have to be baited with an empty jump. After throw, hold 9 and delay pressing your button until right before you hit the ground to safejump.
    • High: 9 > dl.j.H
      • Standard option. Beats all 8F+ reversals and wakeup 6Ps.
    • Throw: 9, land, 6/4D
      • Beats all 7F+ meterless reversals and wakeup 6Ps. Loses to mash.
    • Low: 9, land, 2K
      • Beats all 7F+ reversals and wakeup 6Ps. Loses to mash.
    • Fuzzy Overhead: 9 > dl.j.S > jc > j.H
      • Beats all 8F+ reversals and wakeup 6Ps. Convert with RRC.
    • Double Overhead/Crossup Overhead: 9 > dl.j.K > adc > j.K
      • Beats all 8F+ reversals and wakeup 6Ps. Loses to reactive mash during the air dash cancel. Will cross them up if they fuzzy guard and habitually block low after the high.


OTG 5K or c.S

  1. Safejump - This beats all reversals in the game safely with 5K. c.S is gravity dependent. A good rule of thumb is that if the combo has 4 or more hits, then c.S will not safejump 7F+ reversals but will still beat wake up 6Ps. After OTG 5K or c.S, immediately IAD and delay pressing your button until right before you hit the ground to safejump. Common places to do this is after 2D, air juggle 214K, CH 214K, or 214S. Note that 4D/6D in the corner does not give you the safejump against 7F DPs.
    • Overhead: OTG 5K/c.S > IAD > dl.j.H
      • Standard option. Beats all reversals and wakeup 6Ps. Covers the issues against Ramlethal and I-no from the above safejump. 5K will always safejump every reversal. c.S depends on the gravity. Loses to backdashes on wakeup, though you can catch them with a K or S button. On characters with 16F backdashes like May and Millia, you will have to catch wtih 2K.
    • Low: OTG 5K/c.S > IAD > j.K(w)/j.S(w)/j.D(w)/Nothing, 2K/2S
      • Not that great, people can fuzzy throw you and backdash to punish if they know this is a thing
    • Throw: OTG 5K/c.S > IAD > j.K(w)/j.S(w)/j.D(w)/Nothing, 6/4D
      • Not that great, people can fuzzy throw you and backdash to punish if they know this is a thing

WS 632146H or WS j.236236H

  1. Safejump - This beats all reversals in the game. After the stage transition, immediately IAD and delay pressing your button until right before you hit the ground to safejump.
    • Overhead: IAD > dl.j.H
      • Standard option. Beats all reversals and wakeup 6Ps. Loses to backdashes on wakeup, though you can catch them with a K or S button. On characters with 16F backdashes like May and Millia, you will have to catch wtih 2K.
    • Low: IAD > j.K(w)/j.S(w)/j.D(w)/Nothing, 2K/2S
      • Not that great, people can fuzzy throw you and backdash to punish if they know this is a thing
    • Throw: IAD > j.K(w)/j.S(w)/j.D(w)/Nothing, 6/4D
      • Not that great, people can fuzzy throw you and backdash to punish if they know this is a thing

Combo Notes

P Starter
Combo Damage Position Works on: Video Notes
5P > 5P > 623S 62 (65) [68] Anywhere Everyone Link
  • Your basic 5P confirm. Extremely useful to know against 4F+ gaps such as Sol's f.S > f.S.


K Starter
Combo Damage Position Works on: Video Notes
5K > 66BRC > 5k > 5[D], 5K > jc > j.K > j.D > adc > j.D, 5H, WS 5[D] 185/194 Roundstart Potemkin Link
  • To Fill
5K > 66BRC > 5k > 5[D], 5K > jc > j.D > adc > j.D, 5H > 214K, WS 5[D] 207/216 Roundstart Ky Link
  • To Fill
CH 214K, 5K > jc > j.D > adc > j.D, 5H > 214K, WS 5[D] 201 (50) Corner Ky Link
  • To Fill


S Starter
Combo Damage Position Works on: Video Notes
c.S > jc > j.K > dl.j.D, c.S > jc > j.K > dl.j.D, 623S, 5[D] - Corner Everyone but SO, KY, MA, LE, AN Link
  • For heavyweight characters like Goldlewis, Nagoriyuki, and Potemkin you want to do 5K instead of 623S.
  • You want to delay the j.D to the point where you can almost not cancel j.K. This lets you push them up higher than you and keep the juggle high enough so you can land 623S later.
c.S > 2H > 214K, 5K > 6H~dl.6H, 214K > 44RC > 665[D], c.S > 6H~dl.6H~dl.6H, WS 5[D] 206 Corner to Corner - Link
  • Let the momentum of the 44RC end before you dash, else you risk crossing under them and not getting the wall break.
  • To fill
c.S > 2H > 214K, 5K > 6H~dl.6H, 214K > 88RC > adc > 62H > 214S, c.S > 5K > 6H~dl.6H~dl.6H, WS 5[D] 206 Corner to Corner* - Link
  • Its slightly corner to corner realistically.
  • Needs a microwalk after the air dash to ge the right spacing for the 214S.
c.S > dl.2S > 5H > 214K > 88RC > adc > 6dl.c.S > 214S, c.S > 2H > 236K, WS 5[D] 206 Back to Corner - Link
  • To fill
c.S > dl.2S > 5H > 214K > 44RC > 665[D], c.S > 6H~dl.6H~dl.6H, WS 214K 208 Back to Corner - Link
  • Cancel the dash into 5[D] on the later half of the dash to get more momentum to get to the other side.
c.S > 2H > 214K, 5K > 66BRC > c.S > 5[D], c.S, 5K > 6H, 214K 183/??? Midscreen Ky Link
  • To Fill
c.S > 2H > 214K, 5K > 66BRC > c.S > 5[D], c.S, 2H > 236K, WS 5[D] 220/??? Midscreen Ky Link
  • To Fill
c.S > 2H > 214K, 5K > 6H, 632146H 226/??? Midscreen Ky Link
  • To Fill


H Starter
Combo Damage Position Works on: Video Notes
CH 665H > 623S, 665K > jc > j.K > j.D > adc > j.D, 5H > 214K, WS 5[D] 228 Midscreen Ky Link
  • To Fill
CH 6H > j.214S, c.S > jc > j.K > j.D > adc > j.D, 5H, WS 5[D] 215 Corner May Link
  • To Fill


Lab-work to-do

  • 2D CH 214K dash 5K c.S theory
  • 5K BRC walk vs dash side swap.
  • c.S CH 5[D] 5K BRC c.S 5[D]
  • 28 crossup faust/pot?
  • 5K backdash air hit j.D j.D dash 5K combos.
  • Throw RRC any direction combos. Principle the same as any other RRC combo.