GGST/Giovanna

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Template-info.png This page covers advanced topics which require competitive expertise. Content here can be considered incomplete until expertise is given.
Overview
Overview

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 GGST S Prompt.png 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 Punch A 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 Punch A 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.
Playstyle
GGST Giovanna Icon.png 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
  • Lightning Dash: Giovanna's step dash travels 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 effortlessly slip in during an opening.
  • Queen of Mids: Many of Giovanna's buttons are quite safe and well suited for pressure. This is only accentuated by her incredible dash, as it gives them significantly more range via the dash's momentum, while also giving her a terrifying throw game.
  • 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.
  • Can Play Defense: If Giovanna can't get in, she can often make the same true for her opponent. Thanks to a good few of her moves being safe neutral options with good reward on counter-hit, she is able to shake up the rushdown archetype a bit in order to punish those who try to carelessly approach her first. Moves like 2D and Sol Nascente excel at this, being able to shutdown ground and air approaches shockingly well.
  • Trouble At Distance: Giovanna's gameplan primarily depends on being close to the opponent, especially within c.S range. Her step dash and Trovão help seize opportunities and punish mistakes in neutral, but since her approach options are all linear and her tools are built around being within range, she has difficulty getting in on opponents with decent space control tools and patience.
  • Can Be Meter-Reliant: Her unique mechanic Meter Boost makes it so holding on to your meter gives you more damage and better defense. Because of this, choices she makes with her meter are more consequential when factoring in roman cancels, Faultless Defense, YRC, and other options that require meter.
Meter Boost

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.


Normal Moves

5P

5K

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
30 (31) [33] All 6 4 10 -2 -

  • 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

c.S

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
40 (42) [44] All 7 6 10 +3 -

  • 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

f.S

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
10, 10, 16 [11, 11, 17] All 9 2(6)2(6)2 16 -4 -

  • 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

5H

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
45 (47) [49] All 10 3 19 -5 -

  • 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.

5D

6P

6H

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
6H 32 (33) [35] All 17 9 15 -10 -
6HH 28 (28) [30] All 11 - - -11 -
6HHH 29 (31) [32] All 13 - - -16 -

  • 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.

2P

2K

2S

2H

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
40 (42) [44] All 11 6 21 -8 -

  • 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.

2D

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
40 (42) [44] Low 17 10 7 -3 -

  • 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.

j.P

j.K

j.S

j.H

j.D

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
25,25 (26,26) [27,27] - 7 3(7)3 18 - -

  • 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.

Universal Mechanics

Ground Throw

Air Throw

Special Moves

Sepultura

214K

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
45 (47) [49] All 13 3 20 -4 -

  • 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.

Trovão

236K

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
48 (50) [52] All 27 7 15 +2 -

  • 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.

Sol Nascente

623S

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
40 (42) [44] All 7 14 21 -15 -

  • The hurtbox has many evasive properties:
    • During startup frames it can low profile mids, and can even just barely go under fast-moving mid fireballs with proper timing and dash momentum.
    • During active and recovery frames it can high profile lows, allowing you to whiff punish moves like Ky or I-No 2S.
  • 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.

Sol Poente

214S (Air OK)

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
214S 30 (31) [33] All, High 4 [30] 6(20)3 10 +4 -
j.214S 30 (31) [33] All, High 4 [30] 6(20) 3 Until L+4 +4 -

  • 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.

Overdrives

Ventania

632146H

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
168 [176] All 4+3 - - -37 -

  • 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.

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