GGST/Giovanna

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Overview

Overview

Move fast, strike fast, think fast! Giovanna is a rushdown character with outstanding speed and pressure, while also having a fair share of defensive capabilities. Her unique step dash preserves forward momentum if she acts during it, allowing her to advance and attack simultaneously; useful for closing the gap during an opening.

Giovanna’s attack speed is top-class. Her 5P is unusually fast, and 5K is quite quick for its range. Her c.S is a powerful, plus on block pressure tool, and the multi-hitting nature of f.S and 2S make them easy to hit-confirm from. Pressure can be ended with the risk-free Sepultura, or reset with the plus on block but challengeable Trovão. Sol Poente is a risky overhead that can cross-up Attacking 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. Sepultura's generous reach allows it to counter attempts to outmaneuver or low profile her pressure.

Giovanna’s combination of speed, range, and evasion makes her defensive game solid despite her lack of a meterless reversal. Sol Nascente is a great anti-air that lacks the invulnerability of a traditional DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion. but compensates with evasive properties and high reward. Her 2D is a long, disjointed poke with great reward on counter hit. It’s good for space control, frame traps, and can be used as a meaty attack to outrange DPs or Reversal Overdrives.

Giovanna’s unique Meter Boost magnifies her damage output and defense value when she has enough Tension, allowing her to benefit from Tension without spending it. Her pressure and neutral are simple yet versatile, and her combo routes have a wide variety of accessibility and adaptability.

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.
Giovanna
GGST Giovanna Portrait.png
Damage Received Mod
×1.03
Guts Rating
1
Prejump
4F
Backdash
19F Duration
1-5F Invuln
1-13F Airborne
Unique Movement Options
Variable step-dash
Fastest Attack
5P (4F)
Reversals
632146H (9F)
 Giovanna is a fast mid-range character with strong strike/throw offense.
Pick if you like Avoid if you dislike
  • Unmatched mobility with a lightning fast cancellable dash that grants loads of momentum to the actions she cancels it into.
  • Guard crush okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. and throw loops
  • Strong mid-range neutral and space control with a footsies A complicated, often nebulous term that refers to the battle for controlling the space in front of you, often by using good pokes. In essence, you are trying to get to a range you like, while trying to deny your opponent getting to a range that they like. How you do this varies wildly based on the game, but it often involves using long range attacks to pester your opponent as they are trying to walk around. This dance of playing mind games with your feet is the source of the term's name.-heavy whiff-punish playstyle.
  • Strong use of stagger pressure The use of intentionally delaying gatlings or cancels in order to create frame traps with the intent of catching your opponent mashing or jumping. Loses to reversals. for enforcing a strike/throw gameplan.
  • High damage and outstanding meter generation from many starters, with lots of flexibity for side swapping and okizeme.
  • Playing neutral without a projectile and relying on whiff punishing.
  • An interactable strike/throw offensive gameplan without an untechable command grab.


Unique Mechanic: Meter Boost

When Giovanna's tension gauge is filled above certain thresholds, she deals more damage, receives less damage, and her normals begin dealing chip damage.

  • She gains an approximate +5% damage at half Tension, which is raised to approximately +10% damage at full Tension. The buff will apply even if a move consumes Tension, meaning Ventania and Tempestade deal more damage with each boost.
  • Her defense ratingA multiplier for how much damage you take.
    Lower = Better
    improves from 1.03 to 0.97 at half Tension, and improves further to 0.93 at full Tension, similar to  Potemkin's defense, the highest in the game.
  • Every Normal attack begins dealing 12% chip at half Tension, which strengthens to 25% at full Tension, the standard chip damage for specials but on every single attack.

Normal Moves

StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

5P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
26 All 4 3 9 -2
Total: 15
  • 4 frames of startup, so faster than average for a punch button
  • The combo into 214K requires the opponent to be crouching, whereas 623S and 6P work on standing.

A remarkably swift elbow jab. Faster than 2P, but has less range. Often as useful as a quick anti-air button as it is an abare button to get out of pressure. Throw punishable if you dash into throw range with only one hit of it, but chaining two jabs will keep you safe.

Gatling Options: 5P, 2P, 6P, 6H

5K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 All 6 2 12 -2
Total: 19
  • Jump and dash cancelable. Unlike a regular dash, the dash cancel prevents all input until the animation is finished.
  • Dash cancel is -11 on block.
  • Juggle tool that links into itself.
  • True to the animation, about half of Giovanna's hurtbox is shifted upward throughout the attack, allowing you to potentially avoid lows from afar.

A fantastic poke with considerable range for its speed, made even better by dash momentum extending it to almost 1/4th screen. In particular, it's great to combine with microdashes and dash stops, as you can space yourself out to avoid going into throw range as well as use it as an opener able to beat a huge variety of common roundstart options. The low recovery means that whiffing this button is very low risk in general, and you can even catch people off guard with a frame kill of sorts by whiffing it right outside of range and then hitting 5H to counter-hit anyone sluggishly trying to punish your whiff.

When using this button with a dash to go into throw range, the -2 advantage on block means it sets up an autotimed tick throw. However, it also leaves Giovanna just barely throw punishable unless it's canceled into 6P, 214S or a jump.

Since the dash cancel causes this move to be punishable on both block and hit, it's far more situational than the c.S one outside of Blue Roman Cancel (BRC) setups. However, the jump cancel still retains tons of other utility, allowing you to jump to block bursts, airdash in for pressure, and turn a grounded juggle into an air combo.

Gatling Options: 6P, 6H, 5D, 2D

c.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
40 All 7 6 10 +3
Total: 22
  • Causes a float state on hit, allowing you to start juggles off the ground by immediately going into 2H.
  • Jump and dash cancelable. Unlike a regular dash, the dash cancel prevents all input until the animation is finished.
  • Dash cancel is -4 on block.
  • 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.

An invaluable knee strike that defines Giovanna's stagger and throw pressure. The +3 frame advantage allows you to chain this normal into itself with a small gap in between, letting you walk/dash up for a throw as you keep conditioning them to block, their only possible only non-reversal retaliation being a ~5 frame normal. Once they are conditioned to try and jump out of your throws, you have the ability to gatling into 2S to catch them holding up. The main weakness of this move is the requirement to be close range in order to use it, potentially causing you to unintentionally throw out f.S if you judge the range or timing wrong, weakening your pressure and giving it a linear opening once your gatlings are done.

Since pressuring with this button is heavily reliant on distance and pushback, proper use of dash momentum is key to maximizing its effectiveness. Even when using it as okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. while as close to the opponent as possible, dashing before you press the button will still help to reduce pushback due to the momentum you preserve from it. When trying to loop your pressure, remember to dash before each hit rather than during, otherwise it will dash cancel, locking you into the dash animation and leaving you fairly minus.

The dash cancel on this button 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, mostly 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.H or j.K into j.D and then immediately going for a low upon landing.

Gatling Options: 6P, f.S, 2S 5H, 2H, 6H, 5D, 2D

f.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
10, 10, 16 All 9 2(6)2(6)2 16 -4
Total: 42
  • Hits 3 times, with each hit slightly increasing in vertical height.
  • Can be low profiled.
  • Long active duration.

Three consecutive kicks that have an interesting relationship with dash momentum. It will continue sliding as each hit comes out, occupying a large amount of the screen with hitboxes, making it good for lockdown despite being very punishable on whiff. Along with 2S, it lets Giovanna easily hit confirm into a basic combo, but it's rarely used in her strongest routes. She has many other pressure and neutral buttons that are more threatening in most scenarios as well, making this button more of a beginner trap outside of scenarios where you really want to guarantee someone is locked down. One advantage it has over 5K is threatening a delayed 5H gatling to make her opponent respect its -4 frame advantage and potentially continue pressure from there.

Gatling Options: 5H, 2H

5H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
45 All 10 3 19 -5
Total: 31
  • Combos into 236K and en623SObtained by cancelling 214H into 623S on counter-hit for decent damage.
  • Partially disjointed
  • Wallbounces and groundbounces on air hit

A long kick that Giovanna has good gatlings into from S buttons, making it invaluable in pressure and frametraps. It's also Giovanna's longest ground poke, useful 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 as well as her grounded routes that she's too far to get a launcher out of.

5D

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Uncharged 45 High 20 4 25 -15
Charged 56 High 28 4 25 -10
Total: 48
Total: 56
Uncharged Dust
  • Uncharged dust on-hit is 0 or neutral frame advantage and causes float
  • Causes 80% proration on-hit

Universal overhead attack that's pretty fast. Giovanna steps forward and 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. Can be gatling from 5K, 2K, or c.S for a mixup.


Charged Dust
  • Charged dust leads to soft knockdown (+36).
  • Holding up during the hitstop frames of charged dust will activate homing jump:
    • Doing a homing jump will cause an area shift and put the opponent into a unique high damaging air combo state.
    • Pressing any attack twice without jump/dash cancel will activate the homing jump finisher causing a hard knockdown (+23).
    • Homing jump combos can sometimes increase meter balance enough to activate positive bonus.

Similar to uncharged but is slow enough to be reacted to, but if it does land it gives a very high damaging combo. Gio's highest damage singular attack, use this if you want to break walls when you have enough time to charge it and you don't have meter.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
Uncharged 80% 2 Mid -0 1125 3000 [1000] 700 (900) 60% 0% [12%] {25%}
Charged 100% 4 Mid KD +36 1875 1500 [1000] 0 (200) 60% 0% [12%] {25%}

Uncharged:

  • Hitstop on block: 20F
  • Hitstop on ground hit: 16F
  • Floating crumple on ground hit: Total 28F (airborne hitstun 1-11F, standing hitstun 12-18F, can block 19-28F)
  • R.I.S.C. Loss in [ ] refers to when 5D is not the initial hit of a combo.
  • Wall Damage in ( ) refers to if opponent is touching the wall.
  • Has no additional Combo Decay on initial hit, unlike other overheads (usually adding +5 on initial hit for 10 total).
  • Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.


Charged:

  • Hitstop on block: 20F
  • Hitstop on raw hit: 45F
  • Properties for opponent on block follow Level 4 rules.
  • R.I.S.C. Loss in [ ] refers to when 5[D] is not the initial hit of a combo.
  • Wall Damage in ( ) refers to if opponent is touching the wall.
  • Wall Damage when hit raw is increased to 700 (900).
  • Applies 5 less Combo Decay on initial hit, for 0 Combo Decay if the first hit of a combo.
  • Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.

2P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
22 All 5 2 10 -2
Total: 16
  • The combo into 214K requires the opponent to be crouching, whereas 623S and 6P work on standing.

Quick & short 2P that lets you mash out of gaps in pressure. While 1 frame slower than 5P, its longer reach and crouching hurtbox might help in some scenarios. Throw punishable if you dash into throw range with only one hit of it, but chaining two jabs will keep you safe.

Gatling Options: 2P, 5P, 6P, 6H

2K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
28 Low 6 3 11 -2
Total: 19
  • Gio's fastest low.
  • The relatively high pushback ensures this move cannot be throw punished without an Instant Block.

A solid low poke for catching the opponent standing. While it shares a lot of similarities with 5K such as being -2 and reliably comboing into 214K, it typically isn't throw punishable unlike Giovanna's other P and K buttons. This makes it a safe countermeasure against players who try throw in response to whenever you do a dash-in button, without having to go for a riskier bait or frame trap.

2K>2D is not true and has a gap of 6F unless it's on counter hit. It's important to be mindful of it and not autopilot your pressure, as skilled opponents may exploit this weakness.

Gatling Options: 6P, 6H, 5D, 2D

2S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
16, 18 Low 9 3(5)3 15 -6
Total: 34
  • Hits low twice.
  • Opponents FDing the first hit will often make the second one whiff.

Another multi-hit, this one being arguably a more important button overall. Not only does it gatling from your main pressure tool of c.S, but the two hits make it even harder to defend against and easier to hit confirm while still having a solid 5H gatling afterwards if it does get blocked. It's a solid tool to catch people trying to jump out of your pressure, bolstering Giovanna's corner lockdown and low/throw mixup game. If your opponent uses FD to make the second hit whiff, you can still cancel into 5H to prevent punishes and threaten a counter-hit.

Gatling Options: 5H, 2H

2H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
40 All 11 6 21 -8
Total: 37
  • Launches on air hit (I.E. chained immediately from c.S)
  • Can beat 6Ps.
  • Vacuum effect on hit or block.

An upward kick that is short range, slow to come out, and has the longest recovery of any of Giovanna's normals outside of 5D. She also has far better anti-airs, so this move is almost entirely useless outside of the launch it gives after c.S. Said launch is very important to Giovanna's combo game. Combined with the vacuum effect, it can be used as a side switch tool or she can extend with 214S. It can also be used in blockstrings as a slightly lower pushback alternative to 5H, but the risk of being pushed out of its short range and being whiff punished on its long recovery makes it a questionable 6P frame trap option at best. There may be very rare punishes where you can use it for a max damage conversion, like after blocking the first hit of a wakeup Ultimate Fortissimo.

2D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
40 Low 17 10 12 -8
Total: 38
  • Large disjointed hitbox where the "dust" appears.
  • Can be up to +1 with optimal meaty timing.

An unusual move where Rei kicks up some dust. Helps round out Gio's general moveset by offering a very unique tool for keeping the opponent out rather than in. The high startup, low recovery, and ample active frames make this move good to throw out moreso when an opportunity presents itself rather than recklessly in neutral. Great on counter-hit and allows for easy Gatling frame-traps from 5K or c.S. While it's a bit slow for poking normal standards, it remains a useful poke thanks to its massive disjoint that lets it safely win situations that would otherwise lead to huge punishment, as well as it also being virtually unpunishable if it comes out. While the safe nature of this button can be a big threat in certain matchups and opponents that urge you to play carefully, its safety and overall usefulness is more limited against characters that simply have faster and longer moves. Can also outrange many reversals in the game when used as a meaty, still loses to some and clashes with a select few (full list here), the clash meaning that an astute player could react and cancel into something safe.

6P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
32 All 12 8 15 -9 1-3 Upper Body
4-19 Above Knees
Total: 34
  • Universal anti-air button.
  • Can combo into 214K from most situations.
  • 5K/2K > 6P will beat throws up close (1f gap) where cancelling into 214K would lose.

A straight punch that has upper body invulnerability like other 6P buttons. It's a little slow for 6P standards but the hitbox is also quite high up, being mostly aligned with Giovanna's head. Good for stopping attacks from directly above, and any lack of forward movement can always be made up for with dash momentum. It's also a fairly useful counter-poke in pressure, mainly due to Giovanna's array of pressure-based special moves to easily continue the offense when they block it. The most unique offensive aspect of this button is likely the ability to frame trap throws when using the gatling from her K buttons, allowing you to take advantage of an opponent that is conditioned to try and throw on reaction to your dash-in 5Ks.

6H

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
6H 32 All 17 9 5 + 10 After Landing -10 14-28F Airborne
6HH 32 All 11 3 Until Landing + 10 -11
6HHH 40 All 13 3 Until Landing + 16 -16
Total: 40
Total: 23
Total: 31
(NotePurple squares indicate landing recovery)

A Rekka style command normal that allows for two delay-able followups: 6HH and 6HHH.

  • Puts Giovanna airborne.
  • Giovanna can only perform the followups while airborne.
  • 6H and 6HH can be special cancelled in the air and during the landing recovery, but 6HHH cannot be cancelled at all.
  • 6HHH gives a hard knockdown.

Without meter to RC it, it's mostly relegated to combo filler in air juggles as it's slow, rather unsafe to throw out, and easily 6Pable by a knowledgeable opponent. Due to combo scaling and positioning, you may need to delay the second and third hits in order to connect them all. The special/super cancel after landing with 6H or 6HH can allow you to go into Sepultura for an advantageous hard knockdown, or even Ventania damage and wallbreak. If the combo is scaled and you don't want to risk dropping it, going into Tempestade before you land is also a solid option to ensure a wallbreak.

With meter, you may use it as a long range short-hop into RC to go for high/low setups, as well as changing up which hit you RC from to add more layers to the mix. You may also use Tempestade to beat 6P or to continue your turn if they block.

Otherwise, if you happen to throw this out on their block without meter, you should use the special cancel after 6H or 6HH to go into Sol Poente to decrease the minus frames, cross up, and defeat some 6Ps. It's not suggested to use this without meter.

j.P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
20 High 6 5 9 +3 (IAD j.PP)
Total: 19

j.K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
25 High 6 3 19
Total: 27

j.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 High 7 3 24 +3 (IAD)
Total: 33
  • Jump and airdash cancelable.

Good air-to-air button. While you're often better off using 6P, 623S, or air throw for ground-to-air purposes, this button's vertical hitbox is especially handy when the opponent is high above you. Good when grounded anti-air buttons would fail, such as against  Ramlethal's j.HGGST Ramlethal Valentine jH.pngGuardHighStartup19Recovery31Advantage-

Gatling Options: j.H, j.D

j.H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
35 High 8 5 18 +4 (IAD)
Total: 30
  • Jump and airdash cancelable.

Your main jumping counter-hit button, as well as your best choice for safejumps. As an air-to-air, the upwards knockback of it generally ensures good reward with or without counter-hit. It also has solid use in air combos due to its jump cancel, airdash cancel, and j.D gatling. Its speed and downward-reaching hitbox also allow Giovanna to set up an f-shiki Sometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters. overhead in some situations, giving her surprisingly good high/low mix on occasion.

Gatling Options: j.D

j.D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
20, 20 High 7 3(7)3 18 +3 (IAD)
Total: 37
  • Hits twice.
  • Jump and airdash cancelable.

Valuable air combo tool. Good for semi-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 used in tandem with other air normals.

Universal Mechanics

Ground Throw

6D or 4D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
80 Throw 2 3 38 N/A
Total: 42
  • Can throw the opponent either forward or backwards.
  • Hard knockdown on hit.
  • 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.

Hold up to jump as soon as possible out of the animation for a late j.H safejump, or instead set up guardcrush oki with en236KObtained by cancelling 214H into 236K.

Gio's ground throw can be effective when used with her step dash, allowing her to threaten tick throw from a much greater range than most characters, such as from a max range 5K, max range 2K, or even an FD Faultless DefenceA special type of blocking in Guilty Gear that negates chip damage and pushes the opponent back further than usual. This type of blocking comes at the cost of a resource.ed c.S

ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
50% HKD +39 2500 1000
  • Frame advantage is identical across all weight classes.
  • Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
  • Builds 1000 Tension once all damage is dealt.
  • On hit, applies an increased 25 Combo Decay.
  • Properties change if Roman Canceled before all damage is dealt:
    • Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
    • R.I.S.C. Loss: 1000
    • Proration: Forced 75%
    • Combo Decay on hit: 15

Air Throw

j.6D or j.4D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
80 Throw 2 3 38 or Until Landing+10 N/A
Total: 42
Total: 14
  • Can throw the opponent either forward or backwards.
  • Hard knockdown on hit.
  • 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.

Gio's air throw can be effective when jumping out of her step dash.

ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
50% HKD +43 (IAD) 2500 1000
  • Air Throws have both normal recovery (which recovers CH) and special recovery frames upon landing (not CH). It is technically possible to recover mid-air from a whiffed Air Throw, but it usually doesn't happen unless done from very high in the air.
  • Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
  • On-Hit value is for attacker's IAD height, except for Potemkin and Nagoriyuki, who have their instant Air Throw height instead.
  • Frame advantage fluctuates with height (+42 to +46).
  • Builds 1000 Tension once all damage is dealt.
  • On hit, applies an increased 25 Combo Decay.
  • Properties change if Roman Canceled before all damage is dealt:
    • Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
    • R.I.S.C. Loss: 1000
    • Proration: Forced 75%
    • Combo Decay on hit: 15

Wild Assault

236D with 50% Burst (Hold OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
236D 30 All 16~28 3 20 -4
236[D] 50 All 29 3 20 -4
Wild Assault
Total: 38
Fully Charged Wild Assault
Total: 51

Orange Wild Assault: Fast startup with extremely high momentum when canceled. See here for more info on Wild Assault types.


A fast advancing strike at the cost of 50% Burst.

  • Normal, special, jump, and backdash cancelable.
  • Drains 7.14% of the opponent's Burst Gauge on hit or block.
  • Applies Hard Knockdown when launching or when used to Wall Break.

Special Moves

Chave

214H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30
Total: 30
(NoteSquares with a yellow underline indicate Chave's special cancel window.)

A command dash that can be cancelled into Giovanna's other special moves, enhancing them. Enhanced specials deal 20% more damage, have better properties on hit and/or on block and gain a distinguishing vermillionLight Red glow. While Chave can be cancelled into other specials fairly quickly, it is quite slow to recover when not cancelled, making it risky as a pressure reset on its own.

  • Counter Hit state throughout its entire duration.
  • Cancelable into other specials from frame 15 onwards.
  • Effectively, this gives empowered specials and additional 14 frames of startup compared to their regular versions, assuming they're performed as fast as possible.

Sepultura

214K or 4K during Chave

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
38 [45] All 13 3 20 -4
Total: 35
  • Can be used to juggle on air hit once per combo.
  • Can connect 5K or 5H on counter-hit if close enough, giving it solid frame trapping reward from pretty much any button.
  • The hitbox reaches low enough to beat upper body invulnerability, but not above knee invuln, meaning it loses to 6Ps past the early frames.

A slightly vertical roundhouse wolf kick that serves numerous purposes for Giovanna. Its speed along with -4 frame advantage means it's a fully safe string ender against most characters, its counter-hit reward and reliable vertical hitbox makes it a good frame trapping and lockdown tool, and the amount that it moves you forward makes it all the more versatile for all kinds of neutral scenarios. If your opponent tries to throw out their fastest jabs to regain their turn after blocking this move, you can try to low profile them with Sol Nascente for that big counter-hit reward. The only times this move can be seen as a "bad" option is when you absolutely need to continue your pressure, your opponent has the awareness to retaliate with fast lows, if the exact timing is predictable and they IB it and punishes with throw, or against a character with a normal faster than 4 frames who can punish depending on spacing ( Sol 5KGGST Sol Badguy 5K.pngGuardAllStartup3Recovery25Advantage-16 & 5PGGST Sol Badguy 5P.pngGuardAllStartup4Recovery9Advantage-2,  Chipp 5PGGST Chipp Zanuff 5P.pngGuardAllStartup3Recovery10Advantage-2,  Millia 2PGGST Millia Rage 2P.pngGuardAllStartup4Recovery10Advantage-2,  Baiken 5PGGST Baiken 5P.pngGuardAllStartup4Recovery10Advantage-2,  May 5PGGST May 5P.pngGuardAllStartup4Recovery8Advantage-1,  Giovanna 5PGGST Giovanna 5P.pngGuardAllStartup4Recovery9Advantage-2).


Enhanced Sepultura (en214K)

Obtained by cancelling Chave into 214K.

  • Data in [] represent enhanced version damage numbers.
  • Greatly increases knockback on block compared to normal version.

Trovão

236K or 6K during Chave

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
48 [57] All [All (Guard Crush)] 27 10 13 +4 [+15]
Total: 49
  • Destroys most projectiles while active (see Strategy page for details).
  • Doesn't quite reach fullscreen, but catches extended hurtboxes pretty well.
  • Decent counter-hit reward.
  • Wall bounces opponent in the corner.
  • On grounded block/hit, always gives the same frame advantage regardless of how late in its active frames it connects.
  • On air hit gives HKD Short for "Hard Knockdown".A knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc..

A fairly quick, plus on block, forward moving dropkick. The projectile nullification makes it an excellent anti-fireball tool when you have time throw it out, either on reaction to a slow fireball or on prediction of a faster one. Fireballs aside, though, the plus frames make it double as a pressure reset tool with an animation that's fairly hard to react to. The distance it travels can situationally allow it to be an unpredictable approach option in neutral, or as a situational meaty.

On block 5K or 2K make a very tight frame trap. You are also plus enough that you can dash and grab to beat DPs.

Can be used after CH 6P for more corner carry than Sepultura while still keeping the HKD Short for "Hard Knockdown".A knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc. or getting a wall bounce.

Vulnerable to 6Ps. Whiffs against very low profile moves (such as  Sol's 2DGGST Sol Badguy 2D.pngGuardLowStartup10Recovery18Advantage-4 and  I-No's Stroke the Big TreeGGST I-No Stroke the Big Tree.pngGuardLowStartup28Recovery16Advantage-2)


Enhanced Trovão (en236K)

Obtained by cancelling Chave into 236K.

Guard crush oki From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. tool and optimal meterless wallbreak.

  • Data in [] represent enhanced version damage and framedata.
  • Guard crushes on block, staggers on hit.
  • On block, sets up a strong strike/throw mixup thanks to the guard crush.
  • Affected very little by FD and IBFD.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
80% 4 Mid +7 [+34] 2500 2000 700 80% 25% 150
  • Strike Clash Level: 2
  • Clash Hits: 1
  • Horizontal Activation Range: 400
  • Chave Enhanced version staggers on grounded hit, Listed on-hit value is for gold (fast) recovery.
  • Total stagger duration: 48F (1-40F hitstun, 41-48F can block only)
  • Hitstun duration is increased by 4F for red (normal) recovery, and 8F for blue (slow) and no recovery. (44F and 48F respectively)
  • Total duration is increased by 5F for red (normal) recovery, and 10F for blue (slow) and no recovery. (53F and 58F respectively)
  • Opponents can be thrown while staggered, allowing comboing into throws. During the 'can only block' stage at the end of stagger, the opponent cannot jump to escape throws, meaning there is more time to combo into throws than strikes.
  • Stagger does not gain 1 addition hitstun on crouching hit, unlike other attacks.

Sol Nascente

623S or 6S during Chave

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
40 [48] All 7 8 21 -15 Above Knees 4-6
Upper Body 7-8
Airborne 9-26
Total: 35
  • The hurtbox has nuanced evasive properties:
    • The first 3 frames of startup have a normal crouching hurtbox
    • During 4-6 startup frames it has a low profile, slightly higher than 6P but still able to avoid most mids.
    • The first 2 active frames have a higher hurtbox (slightly lower than her 6P upper body), but she still retains the same low profile height where her hitbox is.
    • During active and some recovery frames it has a high profile, putting Giovanna in the air and allowing her to dodge and even recover to whiff punish low moves such as  Ky's 2SGGST Ky Kiske 2S.pngGuardLowStartup11Recovery20Advantage-8 and  Ino's 2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11.
  • Airborne frame 9~26, allowing Giovanna to:
    • Roman Cancel at different timings for a high/low mix-up: earlier will leave Giovanna grounded, later will make her airborne.
    • Clash cancel into either a grounded or air move, using the same above principle to decide between a ground or air move.
  • Can be low profiled due to the initial attack's hitbox height. Can clash with 6Ps if properly timed.

A non-invincible cartwheel with some low profile properties and fast startup, making it a good anti-air that covers different angles compared to 6P. Though it lacks invulnerability, it has relatively low recovery that isn't in Counter Hit state, making it a much less committal option than a typical DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion. in most scenarios. It's still quite punishable on grounded block, but considerably plus on an airborne opponent if they don't Instant Block.

The low profile allows Giovanna to go under several of the fastest pokes in the game, good for trying to counter opponent's non-low abare An attack during the opponent's pressure, intended to interrupt it. attempts. Throwing it out as a reactive anti-air, a hard callout, or as a frame trap after SepulturaGGST Giovanna Sepultura.pngGuardAllStartup13Recovery20Advantage-4 can force opponents to watch which buttons they press and when in the right matchups.

Does not give any combos on normal hit, and counterhits can be difficult to convert into a combo unless you have dash momentum, though a successful conversion will usually allow for great damage.


Enhanced Sol Nascente (en623S)

Obtained by cancelling Chave into 623S.

Great combo tool that allows Giovanna to combo directly from 2H and Counter Hit f.S/2S/5H. Nice for frametraps as it gives full combos on hit and, with meter for a roman cancel, a high/low mixup on block. However, mind its weakness to 6Ps and other low profiles, which it cannot hit.

  • Data in [] represent enhanced version damage numbers.
  • Greatly launches on regular hit allowing juggles.

Sol Poente

214S (Air OK) or 4S during Chave

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
214S 40, 30 [48, 36] All, High {4} 27 6(20)3 21 -5 7-37F Airborne
j.214S 20, 30 All, High {4} 27 6(20)3 Until L+12
Total: 53
Total: 44

A flip kick that can side switch, with a disjoint built to crush mid pokes. Not super hard to block on its own, but the ability to cancel into it from your lows, alter its trajectory for left/right mix, and RC any part of it for all kinds of setups make it a potentially acceptable mix-up tool for a creative player.

There are two hits: the first occurs behind Giovanna as she launches herself up, the second is an overhead strike that hits under her after she has kicked up into the air. The first hit launches into a Hard Knockdown which allows for a very easy OTG c.S into an IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. j.HGGST Giovanna jH2.pngGuardHighStartup8Recovery18Advantage+4 (IAD) safejump A very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening.. The launch on this hit leads into natural combos after 2H vacuums an already-launched opponent behind Giovanna. The second hit is an overhead with a disjointed hitbox that beats most character's 5Ps without even trying. This disjoint makes it a situational option to challenge mid pokes (such as  Ram's f.SGGST Ramlethal Valentine fS.pngGuardAllStartup11Recovery21Advantage-10 [-13]), or space control moves like  Goldlewis's 214SGGST Goldlewis Dickinson Thunderbird.pngGuardAllStartup57Recovery42 TotalAdvantage- and  Zato's 236KGGST Zato-1 That's a lot.pngGuardAllStartup27→42→57→72 [31→46→61→76]RecoveryTotal 74Advantage+55, though the lingering hurtbox behind Giovanna on startup has to be accounted for.

The second hit causes a tumble that ends in a soft knockdown. It whiffs against very low profile moves (such as  Sol's 2DGGST Sol Badguy 2D.pngGuardLowStartup10Recovery18Advantage-4). You can use Trovão after recovery to meaty their wakeup and still be plus, albeit with some unfortunate distance. While the grounded version is -5 on block, it can be spaced to avoid punishes.

  • {} refers to the startup of the hitbox behind Giovanna.
  • Holding 4 or 6 will change the trajectory slightly, allowing for more ambiguous left/right positioning. Each of the three versions travel a different distance. Holding forward goes farther than not holding.
  • Both normal and long versions steal the corner after 2H ob while the short doesn't.
  • Can be made -3 if you Tiger Knee the input (2147S), the sigil for the air version should appear as low as possible.

Enhanced Sol Poente (en214S)

Obtained by cancelling Chave into 214S.

  • Data in [] represent enhanced version damage numbers.
  • Launches even higher than the regular version on the first hit.
  • Ground bounces if the second hit connects, allowing a meterless conversion.

Overdrives

Ventania

632146H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
17×4, 71 All 5+4 4(4)4(4)4(4)4(4)7 49 -37 1-10F Full
Total: 96
  • Invincible on startup.
  • Benefits from the 50% meter bonus if Giovanna uses it with full meter.
  • Moves Giovanna forward about half a screen.

Giovanna's only invincible reversal. Very easily blocked or jumped over, so be careful. 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 damage of a full length route due to it being less scaled. The distance it travels also makes it good for carrying into corner to break wall, and combined with the invulnerability it means you're able to go through some mid-range projectiles with proper timing. Still, like most reversals, it's only really worth throwing out in neutral if you get a hard read/reaction or have 100% Tension to RC it and make it safe.

Tempestade

j.236236H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
39, 10×2, 9x3, 19, 28 All 3+1 Until L 0~+6
Total: 3
(NoteThe red line indicates that the move has become active, but has a variable active window.)
  • Combos from c.S and grounded 5K if you Tiger Knee An input method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input. the super input (for example, 2369236H).

A supremely fast divekick. The anti-anti air. The sheer speed and safety of it makes it quite good as a reactive air option in neutral. On block, it can force your turn and help you approach/punish against players with solid ground control. The blockstun is quite low, but the initial hitbox is also very fast to compensate, making it safe and sometimes even slightly plus. On hit, it puts you in a cinematic that you can Roman Cancel out of at any point. Good for a last resort air combo ender when you aren't able to land Ventania.

As it typically works with divekick-type moves, the frame advantage varies depending on where you hit the opponent from. It should generally always be safe, but if you attempt to make an opponent block this from about half screen above and slightly in front of them so that the kick hits their upper body/head region, you may be put into their grab range and be forced to tech a throw instead of taking your turn. You should generally try to hit their block fairly low to the ground so that you can maximize your plus frames as well as maintain enough spacing to be out of grab range. Or, if the opponent doesn't expect the grab, you can force grab range on purpose and take advantage of the short blockstun to catch them off guard with a tick throw style setup.

Colors

GGST Giovanna color 1.png
GGST Giovanna color 2.png
GGST Giovanna color 3.png
GGST Giovanna color 4.png
GGST Giovanna color 5.png
GGST Giovanna color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
GGST Giovanna color 7.png
GGST Giovanna color 8.png
GGST Giovanna color 9.png
GGST Giovanna color 10.png
GGST Giovanna color 11.png
GGST Giovanna color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
GGST Giovanna color 13.png
GGST Giovanna color 14.png
GGST Giovanna color 15.png
Color 13
Color 14
Color 15
Colors 7-15 are available through DLCColor 13 is included in the 25th Anniversary Appreciation Colors free DLC
Colors 14 and 15 are included in the 25th Anniversary Colors DLC
Colors 7-11 are included in Season Pass 1
Color 12 is included in Ultimate Edition

Navigation

To edit frame data, edit values in GGST/Giovanna/Data.
Systems Pages