User:Moxian/GioStuff

From Dustloop Wiki

this is a stupid doc i'm using instead of notepad, because imma lose the notepad. And this *might* *potentially* end up being readable enough to get plugged into GGST/Giovanna/Combos (fat chance)..


Combo Theory

Combo pieces:

  • c.S > 2H > trovao
  • c.S > xx > 214K (aerial)
  • (aerial) > (66) 5K > 214K / 6H / jc j.H
  • .. > jc j.H > j.D > AD > j.????

uhm.. not much in terms of combo theory, eh?...


214K, (66) 5K

Giovanna routes very often involve 214K, 66 5K string. For example, basic midscreen combo c.S > f.S > 214K, 66 5K > 214K . The microdash there is only sometimes necessary, but not always. In the example above you can omit the dash, and the combo would still work fine against medium- and heavyweight characters, but against lightweights the 5K would whiff. For another example, omiting microdash from c.S > f.S > 214K, 66 5K > 6HHH not only makes it whiff on lightweight characters (same as above), but it makes the last hit of 6HHH whiff as well.

The timing of the link is somewhat tight, especially for someone new to the game. However, given how often it is featured in the combos, we would represent its difficulty as Easy just so that we can meaningfully differentiate "just" a microdash from more exotic execution hurdles.

For times where omitting the dash only makes the combo drop on some characters, or only makes it whiff some "small" aspect of it, the dash would be represented in parenthesis - 214K, (66)5K (Is it actually a good idea tho?..)

Basic juggle route

c.S > f.S > 214k , OTG
> 2H , (66) 5K > 214K , OTG?
> 6HHH
CH c.S > 5[D], 66 5K

why the heck am i writing this again reeee.... There are better ways to spend time...

  • c.s > f.s > 214k does not connect into 5k on lightweights well at all. It can connect, but super tight. And even if it does, it doesn't chain into 6H
  • ch cs > 5d 66 5k 214k 5k 6hh doesnt connect.
  • ch cs 5d 66 5k 214k 66 5k 214k needs just one microdash, and just against lights
  • c.S > 2H > 214K , 66 5K > 6HHH is optimal (and easy). More damage than > 214k, but no otg. The >214k,c.s otg = 141 dmg, the > 6hhh is 150


  • c.s 2h 214k 66 5k jc jh works (ky); but jd doesn't seem to connect

Less common RC routes

(tested on c.s > 2h > 214k > 5k > 214k > RC, against ky, 100% meter) (btw base combo is 145 dmg)

  • RC > c.s > 2h > 214k - 166 damage (can't fit in 5k) (positioning is tricky)
  • RC > c.s > 6hhh - 167 damage (can't fit in 5k) (timing/positioning is tricky but not as much as above.)
  • RC > udash > 5[d] > 5k > 214k - 168 damage (udash makes it easy, manually positioning sucks)
  • RC > j9 > jH > ad > jD - 159 but can maybe fit more? Maybe only near corner? > dash j.S (corner)= 162 . Very tricky as well. Not a fan
  • 66RC > dl 5[d] > cs > 5h - 172 (timing)
  • 66RC > dl 5[d] > cs > 5d - 172
  • 66RC > dl 5[d] > cs > 214k - 170
  • 66RC > dl 5[d] > cs > 2h - 171
  • 66RC > dl 5[d] > cs > 2h > 214k - 174
  • 66RC > dl 5[d] > 5k > 214k - 168

can't fit 5[D] > (5k) >6hhh


Universal Roundstart

button
startup
6P neutral walkback backdash j8/j9 ch damage
5HGGST Giovanna 5H.pngGuardAllStartup10Recovery19Advantage-5
10f
punished hits whiffs whiffs whiffs 151
CH 5H > 236K , f.S > 5H > 214K
66 5KGGST Giovanna 5K.pngGuardAllStartup6Recovery12Advantage-2
7f
punished hits whiffs whiffs whiffs 62/81
CH 5K > (5K > ) 214K
2DGGST Giovanna 2D.pngGuardLowStartup17Recovery12Advantage-8
17f
counters hits whiffs
662D hits (18f)
whiffs whiffs 69 (nonch 2D > 214k)
106 (CH 2D > 214K , 66 5K > 214k)

Giovanna's 2D has a terribly long startup anyway, so there's seldom a reason not to microdash it (except vs faust and his 6P). Microdashing makes it catch walkback (which it whiffs on otherwise).

Giovanna's 5HGGST Giovanna 5H.pngGuardAllStartup10Recovery19Advantage-5 is a very good roundstart button: It comes out in 10 frames beating (or at worst trading with) most other character's moves reaching the opponent from roundstart, and it also has a great reward on counterhit - not only does it do a good chunk of damage, but it also pushes you all the way into the corner and knocks you down for an oki. You don't want to get roundstart counterhit by it!

The universal RPS available to all characters is roughly: Gio's 5H < your 6P < Gio's 2D < most of your buttons < Gio's 5H.

You can skip straight to neutral by:

  • jumping
  • backdashing
    • can be called out by long dash > 5K or long dash > 5H, but those options are hard callouts and lose to your normal buttons. Also the timing is somewhat tight. You probably won't see gios do this, ever.


Useless combos

helo
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
c.S > 2H > 236K , c.S > f.S(2) > 2H >236K (ws) > 5[D] corner 200 don't go for f.S(3) or you'll be too far away for 2H. Lower damage than the alternatives, not worth it. 69067vs faust
(PC)
1.21
c.S > f.S > 214K > (66) 5K > 5K > 214K (WS) > 5[D] (WB) Corner 182 Everyone (except heavyweighs?) Very easy ([3] Medium) An inferior variation of the > 5k>6hhh route (lower damage, requires extra microdashes against light and even moreso against heavies.) 1.21
236K , 66 5P > 6P Anywhere 81 Ky, .. ? [4] Hard Very tight timing for not enough reward. Author is unable to repro it even remotely consistently. Possibly can be chained further into a 214K for a theoretical 97 damage total, but this is not yet confirmed. Listed here "for completeness" mostly

Update: 214k does not link even with perfect inputs

1.21