|This page covers advanced topics which require competitive expertise. Content here can be considered incomplete until expertise is given.|
Move fast, strike fast, think fast! Giovanna is an aggressive rushdown character who pressures opponents with fast attacks, while also having a fair share of defensive capabilities. Key to her offense is her unique step dash, which maintains its forward momentum even if she attacks during it. This allows her to slide forward and attack simultaneously, useful for closing the gap when an opening presents itself.
Giovanna’s attack speed is top-class. Notably, her 5P is the third fastest attack in the game, and her 5K is only a couple frames behind it. Her buttons are strong pressure tools. c.S is plus on block, and the multi-hitting nature of f.S and 2S makes them easy to hit-confirm from. Blockstrings can be ended with the risk-free Sepultura, or reset with the plus on block moves Sol Poente and Trovão. Sol Poente hits overhead and is a cross-upAttacking your opponent after changing which horizontal side you are on, usually by jumping over them. at close range, while Trovão can pierce through projectiles after a moderate startup. Her 2D is an incredibly disjointed poke with great reward on counter-hit. It’s excellent for frame traps and can be used as a meaty attack to outrange DPDragon PunchA move that has invulnerability during its startup, long recovery, and a rising motion.s or super reversals. Sol Nascente is a highly rewarding anti-air that lacks the invulnerability of a traditional DPDragon PunchA move that has invulnerability during its startup, long recovery, and a rising motion. but compensates by having a small hurtbox and being plus on air block. Lastly, Giovanna's unique meter boost increases her damage output and defense when she has enough tension, allowing her to benefit from tension without needing to spend it.
If you want an accessible character who is fast, aggressive, has strong counter-hits, and phenomenal fashion sense to boot, then Giovanna is for you.
|Lore:||She’s an officer in the special operations unit that protects the President of the United States.
She’s careful with her words, but still manages to come off as rude and irreverent due to her attitude. Deep down, though, she means well. She’s especially friendly with children and animals.During battle, she allows her wolf spirit companion “Rei” to possess her and amazes her opponent with inhuman speed.
|Giovanna, classified as a Rush type, uses rush-down that can break down any defense. A super-powered special forces officer for the President.|
Giovanna gains a damage buff when she reaches half Tension (~5%), and a larger buff when she reaches full Tension (~10%). This is represented graphically with Rei glowing at half power and Giovanna turning green at full power. Using a super will keep her current damage buff until the super is over, meaning a Giovanna at full meter performing Ventania will deal ~5% more damage than a Giovanna with half meter.
- Damage is listed as No Meter (Half Meter) [Full Meter].
- One of the fastest buttons in the game, second only to Chipp's 5P and Sol's 5K.
- While this can gatling into 6P, it will only combo on crouching hit, not standing regular nor counter hit.
- Will combo into 623S at close range, standing or crouching.
Gatling Options: 5P, 2P, 6P, 6H
- Main juggle tool, usually links into itself.
- The -2 frame advantage and low pushback makes this a go-to tick throw button.
- Hurtbox is quite accurate to the visual, meaning that Giovanna's raised leg shifts her lower hurtbox to her backmost leg, allowing you to high profile lows with proper spacing.
- Dash and jump cancelable, allowing for tick throw setups and BRC to be used for more advanced combo/pressure routes.
A very fast poke with decent range, made even better by the fact that cancelling into it out of a dash retains quite a lot of the dash momentum, extending its range to a little less than 1/4th screen. It's also excellent when combined with a dash stop, as you can space yourself out to avoid a throw.
Gatling Options: 6P, 6H, 5D, 2D
- Causes a float state on hit.
- Plus on block.
- Jump and dash cancelable.
The dash cancel on this move can lead to an immediate Blue Roman Cancel (BRC), which gives her an airtight high/low mixup on block with 5D or any of her lows. On hit both options lead to a conversion, and on block she remains plus enough to continue offense.
The jump cancel can be done to do the same, though it's mostly only useful with an immediate drift forward BRC once you're in the air, as the hefty blockstun of c.S is retained and you have ample time to mix the opponent up. You can force them into a standing block with any jump normal, and you also get access to double overhead mixups by chaining j.K into j.D and then immediately going for a low upon landing.
Whilst +3 on block and 7f startup, the closest gap you can have between this normal and itself is 5 frames wide due to the cancel window into f.S, meaning you can at best trade with reversal 5 frame normals. Against characters with 6 frame or slower normals as their fastest (Anji, Axl, Faust, Millia, Zato), they must spend meter on a reversal to beat the frametrap if you are out of their grab range. Otherwise, condition your opponent not to challenge by use of delayed gatlings to beat reversal normals.
Gatling Options: 6P, f.S, 2S 5H, 2H, 6H, 5D, 2D
- Hits 3 times.
- Excellent anti-backdash tool due to its active frames.
- Don't whiff this.
Good lockdown normal thanks to its solid frame advantage and multi-hits greatly enhanced by dash momentum. It along with 2S lets Giovanna very easily hit confirm into a knockdown or super. She can also threaten a delay cancel 5H to make her opponent respect its frame advantage and potentially reset pressure from there. Should be used sparingly in neutral as the multi-hitting nature lengthens its duration and makes it exceptionally easy to whiff punish.
Gatling Options: 5H, 2H
- Combos into 236K on counter-hit.
- Useful as a delay-cancel frametrap from any of her S buttons to make your opponent respect your turn.
A button Giovanna has many good gatlings into, making it invaluable in pressure and frametraps. The long reach and relatively quick startup for a 5H also make it a very useful poking and punishing tool when you're forced to stay at a distance. While it may not be the fastest or most plus of her normals, this button opens up many options that she would otherwise struggle with, and is a core part of cementing her poke/punish/pressure playstyle.
- Results in a cinematic if charged or CH.
- Uncharged 5D is 0 on hit.
Giovanna does a split kick. It doesn't really look like an overhead, but it certainly hits like one. Given Giovanna's pressure, it shouldn't be too hard to crank the RISC gauge and cash out damage with 5D.
- Good anti-air button.
Giovanna throws out a straight punch. Has head invulnerability like other 6P buttons, and a good angle to stop airdashes. Also a good counter-poke against certain disjointed moves. Combos into 214K quite reliably.
- Rekka-type move with two follow-ups.
- Puts Giovanna airborne.
- RRCing off second or third hit leads to easy juggle combos.
- PRC early on to use as a makeshift short hop for high/low mix-up.
- Landing recovery of first and second hit can be special cancelled for some tricky juggles.
Mostly relegated to combo filler as it's rather unsafe and slow. The only normal that combos into 6H on the ground is c.S, but it's much easier to combo into on an airborne opponent. Due to combo scaling and positioning, you may also need to delay the second and third hits in order to connect them all. Omitting the third hit usually leads to better oki.
- Quick & short 2P that lets you mash out of gaps in pressure.
Gatling Options: 2P, 5P, 6P, 6H
- Gio's fastest low.
Your go-to low for catching the opponent standing, such as after an empty jump. Will only combo into 214K at most ranges, but a point blank connect can be cancelled into 6P which can combo into 623S with dash momentum for slightly better damage and an easy bake frametrap.
Gatling Options: 6P, 6H, 5D, 2D
- Hits low twice.
- Don't whiff this.
Another great hitconfirm option. The double low tends to catch people off-guard, but in turn makes its total duration longer.
Gatling Options: 5H, 2H
- Launches on air hit (I.E. chained immediately from c.S)
- Short range, long recovery.
Almost entirely useless outside of Giovanna's high-damage combos, as she has far better anti-airs. If chained immediately from c.S, the launch allows her to do extendable combos in the form of 214K midscreen or 236K in the corner for a wallbounce. Basically designed purely for comboing from c.S, but there also may be very rare punishes where you may want to use it for max damage, like after blocking the first hit of a wakeup Ultimate Fortissimo.
- Disjointed hitbox where Rei kicks.
- Too slow to combo from 5K/2K, use 214K instead.
Helps round out Gio's general moveset by offering a very unique tool for keeping the opponent out rather than in. Great on counter-hit and allows for easy Gatling frame-traps from 5K or c.S. While it's a bit slow by poking normal standards, it makes up for this with a massive disjoint that lets it win in situations where many other moves would lose. Abusing the safe nature of this button can be a big threat against certain matchups and opponents that force you to play safe. Can also outrange many reversals in the game when used as a meaty but still clashes with a select few (full list here), meaning an astute player could react to the clash and cancel it into something safe.
Standard air jab. Not quite as fast as her grounded ones and doesn't lead to much, but still a valuable tool nonetheless.
Gatling Options: j.P
- Hits on both sides.
A good, low to the ground cross-up button. Canceling into 214S on cross-up gives a double overhead and a knockdown, whereas the gatling into j.D keeps the same side for a triple overhead. Probably your best jump button in most scenarios.
Gatling Options: j.D
Decent air-to-air button and combo filler in some scenarios. You're probably better off using 6P, 623S, or air throw most of the time, though.
Gatling Options: j.H
Your main air to ground button when low to the ground. Can be canceled into 214S for a cross up double overhead. Can give good counter-hit reward, but is generally minus on block.
- Hits twice.
- Airdash cancelable.
Valuable air combo tool. Good for pseudo-dustloop combos where the opponent is high up enough that you can connect it and then airdash to do it again, such as after an upward drift RRC. The multi-hitting nature of it is also useful in high/low mixups where you want to make it hard for the opponent to know when they should start blocking low, especially when combined with the j.K gatling.
Standard ground throw. Gives a hard knockdown. Can decide to go for an RC afterwards for damage and wall break.
Standard air throw. Gives a hard knockdown. Can decide to go for an RC afterwards for damage and wall break.
- Always gives a hard knockdown, but can be used to juggle on air hit once per combo.
- Generally safe on block if spaced correctly, but an instant block followed by a fast normal may still allow a minor punish.
- Can connect 5K or 5H on counter-hit if close enough, making it a solid frame trapping tool from pretty much any button.
- Despite the animation, this move's hitbox actually reaches low enough to beat out anyone trying to 6P your Sol Poente or Trovão.
Giovanna's primary ground string ender and general combo tool. Very useful in juggles, especially by linking 5K afterward. It's also good to use as a frametrap for anyone trying to mash out of your pressure, and the generous vertical hitbox means that it will often stop people from jumping out of the corner, as well. The only time this move can be seen as a bad option is when you absolutely need to continue your pressure, as your turn generally ends after it gets blocked.
- Cancels single hit projectiles, goes through multi-hit ones.
- Plus on block.
- Doesn't quite reach fullscreen, but catches extended hurtboxes pretty well.
- Very vulnerable to 6P.
An excellent anti-fireball tool... when you actually have time to throw it out, that is. Because many fireballs in the game come out far faster than this move can be used on reaction, it's often only usable against slower fireballs. Besides the anti-fireball properties, though, the plus frames make it a pressure reset tool with an animation that's harder to see than 214S, and the quick distance it travels can situationally allow it to be an unpredictable approach option in neutral, or a last resort, long distance meaty.
- The hurtbox has many evasive properties:
- Airborne after startup, meaning you can Roman Cancel for high/low mix-up if they happen to block.
- Large forward hitbox that reaches above and only slightly behind you.
- Highly affected by dash momentum.
- Plus on air block. The sky is yours.
Not invincible, but has a low hurtbox and fast startup, making it a great anti-air that often trades with or even beats moves 6P would simply lose to. Even though it's highly punishable on a grounded opponent, it is almost always safe on an airborne opponent if they don't Instant Block. A counter-hit will always give you the chance for a damaging combo, whereas a normal hit can only be comboed after if they're high enough off the ground. The fast startup means it can also be used in close-range combos where the window is too tight for your other special moves to connect. Throwing this move out on reaction in neutral as an anti-air or even as a hard callout on something grounded can really force the opponent to watch when they push buttons.
214S (Air OK)
- Hits on both sides, crosses up at close range.
- There are two hitboxes: the first one being behind Giovanna as she jumps up, and the second being the actual kick.
- Air version has same animation, but places a sigil for Giovanna to move from.
- Vulnerable to 6P, even after it switches sides.
A plus on block, low crushing, side switching overhead. Good as a pressure reset, but should be used sparingly outside of oki due to its 30 frame startup. Not super hard to block on its own, but the ability to cancel into it from your plus normals, use it in the air after j.K, and Roman Cancel any part of it for all kinds of setups make it a very versatile mix-up tool for a creative player. The backwards hitbox has some use for converting a crossup j.K into an otherwise impossible knockdown, and also in some advanced combo routes.
- Invincible on startup.
- Benefits from the 50% meter bonus if Giovanna uses it with full meter.
- Works well against meaty projectiles, as it has ample invincibility and moves you forward enough to reach any mid-range fireball throwers.
Giovanna's only real reversal. Very easily blocked or jumped over and doesn't lead to anything interesting on RC, so use it wisely. The damage on it is so high, however, that confirming into it from a mere two hit combo can often rival or even surpass the total damage of a full length route due to it being less scaled.
- Combos from c.S if you Tiger Knee the super input (for example, 2369236H).
The anti-anti air. On block, it's a remarkably fast and safe divekick that forces your turn and can help you approach against players with solid ground control. On hit, it puts you in a cinematic that you can Roman Cancel out of at any point.
|Overview||more detailed description of moves and their uses.||18/20|
|Combos||Combo page needs adjustment. Video examples may help as well.||8/10|
|Strategy||Needs more information added to flesh out the page||15/20|
|Frame Data||Missing proration on all moves. Overdrive data is incomplete.||40/50|
|To edit frame data, edit values in GGST/Giovanna/Data.|
Click [★] for character's full frame data