GGST/Giovanna

From Dustloop Wiki



Overview
Overview

 Giovanna  Giovanna , classified as a Rush type, uses rush-down that can break down any defense. A super-powered special forces officer for the President.

Pros
Cons
  • Insane Dash: Giovanna's step dash travels very far very quickly and can be cancelled into any normal, special, or backdash. This allows her to wait right outside most characters' effective range and slip in quickly.
  • Queen of Mids: all of Giovanna's buttons are quite safe and very well suited to pressure. Her buttons are only accentuated by her incredible dash, as it gives them significantly more range.
  • Meter Boost: Giovanna gains a unique buff once she reaches 50% tension, and it strengthens once she reaches 100% tension. Her meter gain is also higher than normal due to her being a step dash character.
  • Strong Offense: c.S, Sol Poente, and Trovão are all plus on block and her strong normals also make for great frametraps. Conditioning opponents to block is trivial and her plus frame options go hand in hand with her great dash and strong throw.
  • Trouble at Range: Giovanna's only dedicated anti-fireball tool is Trovão, which has slow startup (even if it is plus on block.) An incorrect read on a fireball can mean eating a punish thanks to its extended hurtbox.

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.

Giovanna also gets defense boost when under these conditions. When she is under half meter, her defense rating is an average 1.03. However, once she gets 50% meter, her defense multiplier becomes 0.97. With full meter, her defense rating approaches Potemkin's at 0.93.
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Giovanna

Normal Moves

5P

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 - -

  • Main juggle tool, usually links into itself.
  • Good frame advantage and low pushback makes this a go-to tick throw button.

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

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 - -

  • Causes a float state on hit.
  • Plus on block.
  • Dash cancelable.
  • Sets up an IAD safejump if it connects on OTG.

The dash cancel on this move can lead to an immediate Blue Roman Cancel, 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.

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

f.S

5H

5D

6P

6H

2P

2K

2S

2H

2D

j.P

j.K

j.S

j.H

j.D

Universal Mechanics

Ground Throw

Air Throw

Special Moves

Sepultura

214K

Trovão

236K

Sol Nascente

623S

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 - -

  • Not invincible, but has a low hurtbox making it a great anti-air.
  • Hits on both sides.
  • Plus on air block. The sky is yours.

Excellent as an anti-air. Even though it's -15 on a grounded opponent, the 19 frame landing recovery means she will almost always be plus. Instant Block does negate the landing recovery but it's highly unlikely that will happen.

Sol Poente

214S (Air OK)

Overdrives

Ventania

632146H

Tempestade

j.236236H


81% complete
Page Status %
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
Click here for the scoring criteria to assess character page completion.


External References

Navigation

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

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