GGST/Giovanna

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Overview
Overview

Move fast, strike fast, think fast! Giovanna is an aggressive rushdown character with excellent speed, pressure and good defensive capabilities as well. Her unique step dash preserves its forward momentum if she attacks during it. This allows her to advance and attack simultaneously, quite useful for closing the gap during an opening.

Giovanna’s attack speed is top-class. Notably, her 5P is the third fastest attack in the game, and her 5K is quite fast for its range. Her powerful pressure tools include her plus on block c.S and the multi-hitting f.S and 2S, which are 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-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.

Giovanna’s defensive moves are also solid. Sol Nascente is a highly rewarding 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 by having a small hurtbox and being plus on air block. Her 2D is a long, disjointed poke with great reward on counter hit. It’s excellent for space control, frame traps and can be used as a meaty attack to outrange DPs or super reversals.

Giovanna’s unique Meter Boost increases her damage output and defense when she has enough Tension, allowing her to benefit from Tension without spending it. This, in combination with her low-risk pressure, simple execution and straight-forward gameplan, make her easy to pick up and play.

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  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, throw, backdash, or block. This allows her to wait right outside most characters' effective range, and effortlessly slip in during an opening. It also gives her normals significantly more range via the dash's momentum, and leads to a terrifying throw game.
  • Meter Boost: Giovanna gains unique buffs once she reaches 50% Tension, and it strengthens once it reaches 100%. 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 counter-hit tools also make for great frametraps. Conditioning opponents to block is trivial and her plus frame options go hand in hand with her quick 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 solid 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 most effective range is within c.S distance. Beyond that, her step dash and Trovão help seize opportunities and punish mistakes in neutral, but can force her to take big risks, since the dash inevitably gives extra startup to whatever she cancels into and Trovão is quite reactable to someone who knows it's coming. Because her approach options are so linear, she can have difficulty getting in on characters with more space control and/or opponents with patience.
  • Opportunity Costs: It can be tough to know where and when exactly to spend tension. She has Roman Cancels for mixups, Ventania for damage, Tempestade for approach, and Faultless Defense on block, each leading to wildly different outcomes that may or may not be better than holding onto her meter for the boost.

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

She gains a (~5%) damage buff at half or more tension, which is replaced with a more powerful (~10%) damage buff at full tension. The buff will apply even if a move consumes tension to a lower threshold, meaning Ventania and Tempestade deal more damage with each boost.

Her defense rating decreases from 1.03 to 0.97 at half or more tension, then changes to 0.93 at full tension, comparable to Potemkin's.
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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.
  • 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 from dash momentum extending its range to almost 1/4th screen. It's also excellent when combined with a dash stop, as you can space yourself out to avoid a throw. If used with dash momentum to go into throw range, it being -2 means it is just barely punishable by an opponent's throw if it isn't jump canceled.

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.
  • 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. 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 - -

  • 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. 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 - -

  • Combos into 236K on counter-hit.
  • Disjointed while active

A button Giovanna has many good gatlings into, making it invaluable in pressure and frametraps from her S buttons. 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

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 - -

  • Universal anti-air button.
  • 5K/2K > 6P will beat throws up close (1f gap) where cancelling into 214K would lose.

Giovanna throws out a straight punch that has upper body invulnerability like other 6P buttons. It has a good angle to stop airdashes and is a good counter-poke against some disjointed moves, but it's actually quite slow for a 6P and the short hitbox makes it primarily defense-oriented. Combos into 214K, and combos from 5P.

6H

Template:FrameDataWithName-GGSTTemplate:FrameDataWithName-GGSTTemplate:FrameDataWithName-GGST
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

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

  • Puts Giovanna airborne.
  • The landing lag of 6H and 6HH is special cancelable.
  • 6HHH gives a hard knockdown.

Without meter to RC it, it's mostly relegated to combo filler as it's rather unsafe. With meter, you may use it as a long range short-hop from RC to go for a quick high/low setup. The only normal that combos into 6H on the ground is c.S, but it's far more useful in air juggles. Due to combo scaling and positioning, you may also need to delay the second and third hits in order to connect them all. The special cancel after landing with 6H or 6HH can allow you to go into Sepultura for an advantageous hard knockdown, or even Ventania for damage.

2P

2K

2S

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 - -

  • 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. 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 - -

  • 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

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 - -

  • 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. Also good when other anti-air buttons would fail, such as against Ramlethal's j.H. The airdash cancel means it can give surprisingly good reward on hit in these scenarios, as well, since it lets you go into j.D and then a ground pickup.

Gatling Options: j.H

j.H

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 - -

  • Hits twice.
  • Jump and 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

6D or 4D

Air Throw

j.6D or j.4D

Special Moves

Sepultura

214K

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 - -

  • Always gives a hard knockdown, but can be used to juggle on air hit once per combo.
  • 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 6P and other low profile moves.

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. 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 - -

  • Cancels single hit projectiles while active, and goes through multi-hit ones.
  • Slightly plus on block.
  • Doesn't quite reach fullscreen, but catches extended hurtboxes pretty well.
  • Vulnerable to 6Ps.

A slow startup, forward-moving dropkick. It's 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 fireballs that have very reactable startups. For multi-hit projectiles, you are able to pass through them unharmed only if you travel past them by the end of the projectile invulnerability. Besides the anti-fireball properties, though, the plus frames make it double as 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. 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 - Above Knees 4-6
Upper Body 7-8
Airborne 9-26

  • 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 hitbox that reaches above and only slightly behind you in the air, and is also low enough to the ground to beat any low profiles.
  • Plus on air block. The sky is yours.

A non-invincible cartwheel with 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 plus 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 jab confirms where the window is too tight for your other special moves to connect. Throwing this move out as a reactive anti-air, a counter-hit hard callout, or as a frame trap after Sepultura can really force the opponent to watch when they push buttons in the right matchups.

Sol Poente

214S (Air OK)

Template:FrameDataWithName-GGSTTemplate:FrameDataWithName-GGST
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

  • 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 main kick with both legs.
  • Air version has same animation, but places a sigil for Giovanna to move from.
  • Dash momentum will make it travel farther in the air.
  • Vulnerable to 6Ps, even if it switches sides.

A plus, low-crushing, side-switching, overhead flip-kick. Good as a pressure reset, but should probably be used sparingly outside of oki and commital low crushes 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. 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 - -

  • Invincible on startup.
  • Benefits from the 50% meter bonus if Giovanna uses it with full meter.
  • Moves Giovanna forward about half a screen, meaning you may be able to move through certain mid-range projectiles thanks to the invincibility.

Giovanna's only real reversal. Very easily blocked or jumped over, 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 damage of a full length route due to it being less scaled. The distance it travels also makes it great for carrying into corner to break wall. Fantastic for combo confirms, but in neutral it's only worth throwing out 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 - -

  • Combos from c.S if you Tiger Knee 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.


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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