All of these combos end in the same way, but have different use cases and leave Giovanna in different advantageous situations depending on starter.
Consult the enders section in Combo theory for more details.
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===={{ | ===={{Prompt|GGST|D|32px}} {{clr|5|Dust}} Starters==== | ||
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|combo = {{clr|D|5D}} > 66RRC, 9 > {{clr|H|j.H}} > {{clr|D|j.D}}, {{clr|H|5H}} > {{MMC|game=GGST|input=214K|chara=Giovanna|label={{clr|K|214K}}}} WS | |||
|position = Corner | |||
|damage = 105 | |||
|tensionGain = -43 | |||
|worksOn = Everyone | |||
|difficulty = Medium | |||
|notes = Corner uncharged {{clr|D|5D}} confirm. | |||
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|combo = {{clr|D|5[D]}}8, {{clr|H|j.H}} > {{clr|S|j.S}} > jc > {{clr|H|j.H}} > {{clr|S|j.SS}} | |combo = {{clr|D|5[D]}}8, {{clr|H|j.H}} > {{clr|S|j.S}} > jc > {{clr|H|j.H}} > {{clr|S|j.SS}} | ||
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|combo = {{clr|D|5[D]}}8, {{clr|H|j.H}} > {{clr|S|j.S}} > jc > {{clr|S|j.S}} > {{clr|H|j.HH}} | |combo = {{clr|D|5[D]}}8, {{clr|H|j.H}} > {{clr|S|j.S}} > jc > {{clr|S|j.S}} > {{clr|H|j.HH}} | ||
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|combo = {{clr|D|5[D]}}8, {{clr|H|j.H}} > {{clr|S|j.S}} > jc > {{clr|H|j.H}} > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|S|j.S}} > jc > {{clr|H|j.HH}} | |combo = {{clr|D|5[D]}}8, {{clr|H|j.H}} > {{clr|S|j.S}} > jc > {{clr|H|j.H}} > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|S|j.S}} > jc > {{clr|H|j.HH}} | ||
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---- | |||
====Throw Starters==== | ====Throw Starters==== |
Combo Notation Guide | Character Name Abbreviations | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
|
|
As the S3 update changes a lot of Giovanna's tools, the combos page is currently undergoing major revision! |
Basic combos are simple combos with the fewest requirements and conditions possible. They:
|
All of these combos end in the same way, but have different use cases and leave Giovanna in different advantageous situations depending on starter.
Consult the enders section in Combo theory for more details.
5P/2P > 6P > 214K
Basic combo from Giovanna's attacks. Optimal conversion when doing 5P/2P as abare An attack during the opponent's pressure, intended to interrupt it..
If you do 5P/2P more than once without dash momentum or outside the corner, 214K is prone to whiffing; in those cases, simply doing 6P also nets you a knockdown.
(66) 5K/2K > 6P > 214K
Basic combo from Giovanna's attacks. Dash 5K is Giovanna's defining poke and whiff punish tool; as this combo also doubles as a pressure string, it is of paramount importance to learn.
Requires you to be close range or to have dash momentum for 6P > 214K to connect.
5H/2D/2K > 214K
Basic combo from Giovanna's midrange pokes. When poking with these attacks, buffering 214K is both a way to convert into a knockdown and stay safe on block.
2K here is mainly used to punish unsafe moves, given its good range for its startup.
c.S > (dl.) f.S/2S > (dl.) 5H > (dl.) 214K
Basic c.S pressure string that combos into a knockdown if the opponent gets hit during any part of it. It's better to delay your buttons during pressure, leaving a small gap for the opponent to try and counterattack; once you confirm that one of your attacks connects, not delaying makes the combo easier.
Using 2S is generally recommended, as the opponent has to block it while crouching.
c.S > 2H > 214S / (214H~214S)
Basic c.S punish combo. This combo is the basic launcher Giovanna uses in her non-beginner combos, and grants a 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..
The Chave (214H)GuardStartupRecovery30Advantage- version of the combo is slightly harder to execute and side switches, but it's even more fundamental to learn than the basic one.
Either version can be repeated a second time for more damage and no drawbacks; it is recommended to hold [6] after 214S to make the combo more consistent.
As you can't generally hitconfirm c.S into 2H for a launch, try keeping this combo only for punishing unsafe attacks like reversal Overdrives.
Core combos balance potency with consistency. They:
|
All of these combos are for when Giovanna's non-passive round starts counter hit the opponent. This doesn't mean these combos are not good outside round start situation, quite the opposite, as you're more than likely to have these hits happen during the round as well.
These combos are not meant to be optimal when it comes to damage, tension build or 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.. Instead they are consistent throughout the whole cast with relatively easy execution.
They also do not take into account the Burst gauge, so be aware that you might get bursted into the corner by an observant opponent.
CH 5H > 214H~623S, 66 f.S(2) > 2H > 214S, c.S > 5H > 214H~623S, 5K WS > 214H~236K WB
Easy combo for Positive bonus.
The dash to get the f.S(2) pickup needs to be longer than you might expect. Connecting only the first two hits of f.S(2) makes it more consisten on characters with weird hurtboxes like Anji.
You might need to delay the link into c.S slightly for 5H not to whiff under the opponent.
66~CH 5K/2K > 2D > 214K
Air hit 214K knockdown, which enables a safejump.
Not a combo without counter hit, but it's a good string nonetheless.
Microdash if done at the earliest time makes it a 7f attack which almost reaches round start distance (reaches round start against Nago, Gold and Bed).
5K and 2K are used to beat different options, see the Strategy and Matchups pages for more information (add link).
CH 2D > 214H~623S, 66 f.S > 2H > 214H~214S, c.S, c.S > 2H > dl.214S(2) WS, 66 214H~236K WB
Positive bonus and 50% Tension to play with after wall break.
2D is a high reward callout to the opponent doing walk back into a button, netting a very similar combo to CH 5H but with less reward.
As 2D has higher combo decay as a starter, the links (especially c.S into c.S) become somewhat tighter. Furthermore, if the last 214S(2) hits too far away from the corner, it might not wall stick the opponent. Consult the CH 5H combo for a more detailed explanation.
CH 6P > 214H~214K
Leaves you a bit closer simply cancelling into 214K. Doesn't give enough time for a dash up c.S, but you have your other options open.
If you'd rather have a guaranteed safejump that leaves you close for followup pressure, you can instead do CH 6P > 214H, 5P(whiff), IAD j.H
.
All of these combos are for when Giovanna has an opportunity to guarantee punish the opponent. Though they might seem like many, they share a lot of aspects; furthermore, learning these means your punishes will be all the more effective.
These are generally focused on damage rather than oki Short for "Okizeme" Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups., learn more about other combos and setups in the combo list and combo theory section.
Tension build values may vary slightly; (WS) refers to Tension built right after wall stick, whereas (WB) refers to after wall break with the shown ender.
c.S > 2H > 214H~214S[6], c.S > 2H, c.S > 2H > 214S / (214H~214S)
High damage and Tension for very easy execution. This combo grants a hard knockdown which can lead into a safejump or guard crush pressure.
On counter hit, you might have to slightly vary the timings of the attacks to ensure they connect.
The 214S keeps the same side, while the en214S version switches sides.
Holding [6] after the first en214S makes the rest of the combo more consistent.
c.S > 5H > 214H~623S, 5H > 214H~623S, (66)~c.S > 5H > 214H~623S WS, 214H~623S WB
Optimal damage thanks to 5H > en623S corner loops (see combo theory).
On top of being a punish combo, it can be used when catching a backdash airborne.
Depending on spacing from the corner, you might have to microdash c.S or settle for a f.S altogether. Both of these attacks are being added simply to increase wall damage as to wall stick and may not be strictly necessary otherwise.
c.S > 2H > 214H~623S, (66) 5H > 214H~623S, 5H > 214H~623S WS, 214H~623S WB
Featuring 5H > en623S corner loops once again, with some added backhit en623S flair to it.
Utilize it when the opponent overextends during their pressure, or to whiff punish after a backdash in the corner.
On counter hit, delay the first 5H as to not make it whiff and to ensure enough the wall health decreased enough to wall stick.
Depending on spacing from the corner, you might have to dash 5H. As the combo won't be very scaled and 5H wall bounces, it'll be hard for it to drop even when quite far away.
c.S > 5[D], 5H > 214H~623S, 5H > 214H~623S, 5H > 214H~623S WS, 214H~623S WB
Optimal combo sporting three 5H > en623 loops, with an added 5[D] to ensure as much damage as possible is done to the opponent.
Great DP or shimmy punish at high wall health.
If not close enough to the corner, you won't be able to pick up with the second 5H > en623S loop, thus ending the combo prematurely. Look at the combo list for an alternative punish.
(66) c.S/f.S/2S > 2H > 214H~623S, 66~f.S(2) > 2H > 214H~214S
Hard knockdown off hit confirming one of your buttons. Requires dash momentum (unless you're hit confirming off c.S) to be within 2H's range.
Depending on screen position and starter, you might be able to extend the combo into a wall break; in particular, as 2S has higher initial combo decay it makes such efforts harder.
Not steering the en214S will make you side switch at the end. Holding [4] keeps your side, though if you're finding this inconsistent, you can substitute it with a regular 214S (you won't be able to extend the combo this way).
5[D][7/8/9] j.H > j.S > 9jc > j.H > j.S > j.H > j.S > 9jc > j.HH
Good Overdrive punish for when the wall has low hp, or you don't want to give the opponent the 25% Burst gauge associated with wall stick.
Upon area shift grants Positive bonus and a hard knockdown (+23).
While the combo list mostly contains combos that do work in the current version of the game, it's still lacking a lot of combos that are possible and is thus a WIP |
Normal Starters
5P and 2P are interchangeable as starters
5P/2P
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
(5P/2P)×2 > 6P (> 214H)
|
Anywhere | 58 | Everyone | [1] Very Easy | Tension Gain: ~9% Point-blank 5P/2P confirm. When further away you might only be able to get one hit or the 6P will whiff. |
1.30 | ||
5P/2P > 6P > 214K (> IAD)
|
Anywhere | 66 | Everyone | [1] Very Easy | Tension Gain: ~13% Requires to be point-blank or have dash momentum to connect the 214K. |
1.30 | ||
(5P/2P)×3 > 214K
|
Anywhere | 69 | Everyone | [1] Very Easy | Tension Gain: ~14% Requires the opponent to be crouching at point-blank distance. The 214K will hit at any range, just make sure to not whiff a 5P/2P if further away. |
1.30 | ||
CH 5P/2P > 6H > (dl.) 6HH > (dl.) 6HHH (> 214H)
|
Anywhere | 83 | Everyone | [2] Easy | Tension Gain: ~16% Not hit confirmable. Requires Close Range as to allow the 6H to hit on its first active frame. The delays allow for a more consistent combo. |
1.30 | ||
CH 5P/2P, 2K > 214K
|
Anywhere | 66 | Everyone | [2] Easy | Tension Gain: ~14% CH 5P/2P confirm. Requires to be at 5P range or have dash momentum to link into 2K |
1.30 | ||
CH 5P/2P, c.S > 5H > 214K (> IAD)
|
Anywhere | 94 | Everyone | [2] Easy | Tension Gain: ~21% Requires Point Blank range to link into c.S. |
1.30 | ||
CH 5P/2P, c.S > f.S (> 5H) (> 214H)
|
Anywhere | 91 | Everyone | [2] Easy | Tension Gain: ~17% Requires Point Blank range. Going from f.S into 214H allows for an autotimed en236K meaty. With 5H there needs to be a slight delay instead. |
1.30 | ||
CH 5P/2P, c.S > 6H > (dl.) 6HH > (dl.) 6HHH (> 214H)
|
Anywhere | 99 | Everyone | [2] Easy | Tension Gain: ~21% Requires Point Blank range. The delays allow for a more consistent combo. |
1.30 | ||
CH 5P/2P, c.S > f.S(2) > 214H~623S, 66 f.S(2) > 2H > 214H~214S, c.S > 6H > dl. 6HH > 6HHH (> IAD)
|
Anywhere | 129 | Everyone | [4] Hard | Tension Gain: ~39% Requires Point Blank range. The en623S needs to be done as fast as possible to link into f.S(2) > 2H high enough for 214H to go under the opponent. Not delaying 6HHH makes the combo more consistent as well as the autotimed safejump possible afterwards. If cornered this combo wall sticks. |
1.30 | ||
CH 5P/2P, c.S > f.S(2) > 214H~623S, 66 f.S(2) > 2H > 214H~214S, c.S > f.S > 5H (> 214H)
|
Anywhere | 129 | Everyone | [4] Hard | Tension Gain: ~37% Requires Point Blank range. The en623S needs to be done as fast as possible to link into f.S(2) > 2H high enough for 214H to go under the opponent. |
1.30 | ||
66 CH 5P/2P, c.S > 2H > 214H~214S[4], c.S > 2H > 214S (> OTG)
|
Anywhere | 132 | Everyone | [3] Medium | Tension Gain: ~35% Requires dash momentum. Holding [4] on the en214S allows you to keep sides on the second 214S. Holding [6] instead will make you side-switch. |
1.30 | ||
66 CH 5P/2P, c.S > 2H > 214H~214S[6], c.S > 2H, c.S > f.S > 5H (> 214H)
|
Anywhere | 141 | Everyone | [3] Medium | Tension Gain: ~39% Requires dash momentum. Holding [6] on the en214S allows you to keep sides after the second c.S > 2H. Holding [4] instead will make you side-switch. |
1.30 | ||
66 CH 5P/2P, c.S > 2H > 214H~214S[6], c.S > 2H, 5K > 6H > (dl.) 6HH > (dl.) 6HHH
|
Anywhere | 140 | Everyone | [3] Medium | Tension Gain: ~40% Requires dash momentum. Holding [6] on the en214S allows you to keep sides after the second c.S > 2H. Holding [4] instead will make you side-switch. |
1.30 |
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
CH 5P/2P, c.S > (5H > 214H~623S)×2, f.S > 5H WS > 214H~236K WB
|
Corner | 183(WB) 142(WS) |
Everyone | [3] Medium | Tension Gain: ~39%(WB) / ~34%(WS) Requires Point Blank range. The last link into f.S can be somewhat tight and requires being a close distance from the corner. |
154347 (PC) |
1.30 | |
CH 5P/2P, c.S > 5H > 214H~623S, 2H > 214H~623S, 5H > 214H~623S, WS > 214H~623S WB
|
Corner | 186(WB) 146(WS) |
Everyone | [3] Medium | Tension Gain: ~41%(WB) / ~37%(WS) Requires Point Blank range. Requires being close to the corner after the first en623S to link into 2H. |
154348 (PC) |
1.30 | |
66 CH 5P/2P, c.S > 2H > 214H~214S, c.S > 214H~623S, 5H > 214H~623S, WS > 214H~623S WB
|
Corner | 184(WB) 144(WS) |
Everyone | [3] Medium | Tension Gain: ~43%(WB) / ~39%(WS) Requires Dash momentum. |
154351 (PC) |
1.30 |
66 CH 5P/2P, c.S > 2H > 214H~623S, 5H > 214H~623S, 5H > 214K, WS > 214H~623S WB
|
Cornered | 182(WB) 143(WS) |
Everyone | [3] Medium | Tension Gain: ~42%(WB) / ~38%(WS) Requires Dash momentum. Requires to be within 5H range from the corner after the backhit en623S. |
154352 (PC) |
1.30 | |
66 CH 5P/2P, c.S > 2H > 214H~214S[4], c.S > 2H, c.S > f.S > 5H WS > 214H~236K WB
|
Cornered | 181(WB) 141(WS) |
Everyone | [3] Medium | Tension Gain: ~44%(WB) / ~39%(WS) Requires Dash momentum. Holding [4] after en214S is required to face the correct side as to make the combo wall-stick. |
154353 (PC) |
1.30 |
6P
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
CH 6P > 214K, 5K > 6H > dl. 6HH > dl. 6HHH WS ▷ 214H~623S WB
|
Corner | 165(WB) 119(WS) |
Everyone | [2] Easy | Tension Gain: ~27%(WB) / ~22%(WS) Corner CH 6P confirm from an autopilot 214K. The delays between the 6H followups are required to not get pushed out too much. |
1.30 | ||
CH 6P > 214H~623S, 5H > 214H~623S, 2K > 6H > dl. 6HH WS ▷ 214H~236K WB
|
Corner | 207(WB) 161(WS) |
Everyone | [3] Medium | Tension Gain: ~31%(WB) / ~27%(WS) Corner CH 6P confirm. The pickup has to be done with 2K as to not be pushed back too much and make 6H whiff. |
1.30 |
5K
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
5K > 214K
|
Anywhere | 59 | Everyone | [1] Very Easy | Tension Gain: ~15 5K/2K confirm. Useful for abare An attack during the opponent's pressure, intended to interrupt it. 2K or situations without dash momentum. |
Youtube | 94119 (PC) |
1.29 |
(66) 5K > 6P > 214K
|
Anywhere | 80 | Everyone | [2] Easy | Requires dash momentum or very close range for 5K > 6P to connect. | Link | 94120 (PC) |
1.29 |
CH 5K > 5K/2K > 214KGuardAllStartup13Recovery20Advantage-4
|
Anywhere | 81 | Everyone | [2] Easy | Easy counterhit confirm. | Link | 94121 (PC) |
1.29 |
CH 5K > 6HHH
|
Anywhere | 101 | Everyone | [2] Easy | Having 6H blocked is extremely dangerous, so be sure to hitconfirm. | 94122 (PC) |
1.29 | |
CH 5K, c.S > 5H/f.S > 214K
|
Anywhere | 115 | Everyone | [2] Easy | Requires dash momentum or close range. The 2K variant requires dash momentum. | 94128 94129 (PC) |
1.29 | |
AA (CH) 5K > 214K, 66 > 5K > 214K
|
Anywhere | 92 | Everyone | [2] Easy | 5K Anti-Air combo. | 94133 (PC) |
1.29 | |
CH 5K > 2D > 214K
|
Anywhere | 89 | Everyone | [2] Easy | Basic hitconfirm | 94132 (PC) |
1.29 | |
CH 5K > 2D > 214K, 2K > 214K
|
Anywhere | 116 | Everyone | [2] Easy | Basic hitconfirm from CH 5K. | 117142 (PC) |
1.29 | |
CH 5K, c.S > 2S > 5H > 214K
|
Anywhere | 128 | Everyone | [2] Easy | Basic hitconfirm from CH 5K. Takes close range or dash momentum. The 2K variant requires dash momentum to work. | 117143 (PC) |
1.29 | |
66 CH 5K, c.S > 2H > 214S[6], c.S > 2H > (dl)214S, OTG
|
Anywhere | 155 | Everyone | [2] Easy | Basic link from dash CH 5K | 117141 (PC) |
1.29 |
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
66 CH 5K, c.S > 2H > 214S, (66)c.S > jc > j.H > j.D ▷ 5K > 214KGuardAllStartup13Recovery20Advantage-4 WS
|
Midscreen | 163 | Everyone | [4] Hard | Meterless wallbreak from midscreen. Dash momentum required, and the microdash may be necessary to reach the wall. | Link | 109088 (PC) |
1.29 |
66 CH 5K, c.S > 2H > 214H~214S, c.S > 2H, c.S > 5H > 236K WS
|
Midscreen | 177 | Everyone | [3] Medium | Meterless wallbreak from midscreen. Dash momentum required. | 1.29 | ||
66 CH 5K, c.S > 2H > 214S, 66 5K > jc > j.H > j.D > adc > j.H WS
|
Midscreen | 163 | Everyone | [4] Hard | Meterless wallbreak from midscreen. Dash momentum required. | 95044 (PC) |
1.29 |
2K
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
2K > 214K
|
Anywhere | 59 | Everyone | [1] Very Easy | Tension Gain: ~15 5K/2K confirm. Useful for abare An attack during the opponent's pressure, intended to interrupt it. 2K or situations without dash momentum. |
Youtube | 94119 (PC) |
1.29 |
(66) 2K > 6P > 214K
|
Anywhere | 80 | Everyone | [2] Easy | Requires dash momentum or very close range for 5K > 6P to connect. | Link | 94120 (PC) |
1.29 |
CH 2K > 5K/2K > 214KGuardAllStartup13Recovery20Advantage-4
|
Anywhere | 81 | Everyone | [2] Easy | Easy counterhit confirm. | Link | 94121 (PC) |
1.29 |
CH 2K > 6HHH
|
Anywhere | 101 | Everyone | [2] Easy | Having 6H blocked is extremely dangerous, so be sure to hitconfirm. | 94122 (PC) |
1.29 | |
CH 2K, c.S > 5H/f.S > 214K
|
Anywhere | 115 | Everyone | [2] Easy | Requires dash momentum or close range. The 2K variant requires dash momentum. | 94128 94129 (PC) |
1.29 | |
CH 2K > 2D > 214K
|
Anywhere | 89 | Everyone | [2] Easy | Basic hitconfirm | 94132 (PC) |
1.29 | |
CH 2K, c.S > 2S > 5H > 214K
|
Anywhere | 128 | Everyone | [2] Easy | Basic hitconfirm from CH 5K. Takes close range or dash momentum. The 2K variant requires dash momentum to work. | 117143 (PC) |
1.29 | |
66 CH 2K, c.S > dl.f.S > 5H > 214KGuardAllStartup13Recovery20Advantage-4
|
Anywhere | 104 | Everyone | [3] Medium | Dash momentum and delayed f.S required for combo to work. Opponent's feet cannot leave the ground, or Giovanna's 5H will launch. | 94131 (PC) |
1.29 | |
66 CH 2K, c.S > 2H > dl.214S, c.S > 2H (dl.)214S, OTG
|
Anywhere | 126 | Everyone | [3] Medium | Can switch sides with timing and steering of 214S. Can also end with c.S > 6H > dl.6HH > dl.6HHH instead for a hard knockdown. | 1.29 |
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
|
?? |
c.S
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
c.S > f.S/5H > 214K
|
Anywhere | 107 | Everyone | [1] Very Easy | Confirm for an immediate f.S/5H cancel from c.S. | 94269 (PC) |
1.29 | |
c.S > f.S/2S > 214K, (66) 5K > 214K
|
Anywhere | 129 | Everyone | [2] Easy | Variation on a basic c.S combo. | 94272 (PC) |
1.29 | |
c.S > 2S > 2H > 214S, OTG
|
Anywhere | 123 | Everyone | [2] Easy | Basic starter for the 2H > 214SGuardAll, HighStartup{4} 27Recovery21Advantage-5 combo. | 94270 (PC) |
1.29 | |
c.S > 2H > 214S, 5K > 214K
|
Anywhere | 141 | Everyone | [2] Easy | Tension Gain: ~ 30 Midscreen c.S punish BnB. |
94273 (PC) |
1.29 | |
c.S > 2H > 214S[6], c.S > 2H, c.S > 2H > 214S, OTG
|
Anywhere | 184 | Everyone | [3] Medium | Tension Gain: ~ 40 Simple midscreen c.S BnB. Can be used as a side-switch wallbreak when Gio is cornered. |
95035 (PC) |
1.29 | |
CH c.S > 5[D], 5K > 6H > dl.6HH > dl.6HHH
|
Anywhere | 166 | Everyone | [2] Easy | Simple counter hit c.S combo. Unless you have a guaranteed counter hit (such as DP punishes), you should use the option select to route into a different combo in case you don't get a counter hit. | 68203 (PC) |
1.29 | |
CH c.S > 2H, c.S > 2H > (dl)214S[6], c.S > 2H > (dl)214S, OTG
|
Anywhere | 188 | Everyone | [3] Medium | Switches sides, can additionally keep sides or switch sides again depending on the delay and steering of the 214Ss (especially the second one). | 1.29 | ||
CH c.S > 2H, c.S > 2H, c.S > 2H > 214S, 5K > 214K
|
Anywhere | 195 | Everyone | [3] Medium | Meterless CH c.S combo, builds meter. | Link | 108910 (PC) |
1.29 |
CH c.S > 2H, c.S > 2H, c.S > 2H > 214S, 5K > 6H > dl.6HH > dl.6HHH
|
Anywhere | 198 | Everyone | [3] Medium | Meterless CH c.S combo, builds 50% meter. | 117503 (PC) |
1.29 | |
CH c.S > (dl)jc > j.H > adc > j.D, 66 f.S(2) > 2H > 214S[6], c.S > 2H > 214S, OTG
|
Anywhere | 178 | Everyone | [4] Hard | Meterless CH c.S combo that carries the opponent nearly full-screen, ending in an OTG setup. Can also end with c.S > 6H > dl.6HH > dl.6HHH for a hard knockdown. | 117494 117496 (PC) |
1.29 |
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
c.S > 2H > 214H~214S, c.S > 2H, c.S > 5H > 236K, 5K WS
|
Midscreen | 196 | Everyone | [3] Medium | A basic use of 214H~214S to wallsplat from starting position. | 145132 (PC) |
1.29 | |
c.S > 2H > 214S, c.S > jc > j.H > j.D ▷ 5H > 214KGuardAllStartup13Recovery20Advantage-4 WS
|
Midscreen | 182 | Everyone | [3] Medium | Meterless non-CH wallbreak from midscreen. | Link | 108906 (PC) |
1.29 |
c.S > 2H > 214S, 5K > jc > j.H > j.D > adc > j.S > j.H WS
|
Midscreen | 171 | Everyone | [4] Hard | Tension Gain: ~40 Midscreen meterless wallbreak off c.S. |
Link | 94275 (PC) |
1.29 |
CH c.S > 5[D], f.S(2) > 2H > 214S, 66 > c.S > jc > j.H > j.D land 5H WS
|
Midscreen | 192 | Everyone | [4] Hard | Meterless CH c.S wallbreak combo. | Link | 108907 (PC) |
1.25 |
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
c.S > f.S > 214KGuardAllStartup13Recovery20Advantage-4 > 5K > 6H > dl.6HH > dl.6HHH WS
|
Corner | 145 | Everyone | [2] Easy | A c.S > f.S corner route to break the wall. For the times when you didn't hitconfirm c.S into a better route, but still want to break the wall. | Link | 94283 (PC) |
1.24 |
66 c.S > 2S > 2H > 214S, c.S > 2H, c.S > 2H > 214S(2)(WS), 623S (Whiff), 632146KH
|
Corner | 249 | Everyone | [5] Very Hard | Tension Gain: net 0 Meter-building optimization of the above route which builds 50% meter before wallbreak, allowing for a super WB with 0 starting tension. The whiffed 623S and kara cancel A type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup. through 214KGuardAllStartup13Recovery20Advantage-4 are both necessary to build enough meter to wallbreak with super. There is little room for error - 623S must be input almost immediate after recovering from the second 214SGuardAll, HighStartup{4} 27Recovery21Advantage-5 to recover in time to execute the kara super. |
108377 (PC) |
1.25 | |
c.S > 2H > 214S, c.S > 2H, c.S > 2H > dl.214S(2) WS
|
Corner | 191 | Everyone | [3] Medium | A basic corner use of the BnB combo. Delay the second 214SGuardAll, HighStartup{4} 27Recovery21Advantage-5 until the opponent is low to the ground to make sure both hits connect - the opponent will be sent tumbling backwards into a wallsplat. Builds over 50% meter including 236K wallbreak. On counterhit, delay the first 214SGuardAll, HighStartup{4} 27Recovery21Advantage-5 to keep the opponent in the air. | Link | 108915 (PC) |
1.29 |
CH c.S > jc > j.H > j.D ▷ c.S > jc > j.H > j.D > adc > j.H WS
|
Corner | 169 | Everyone | [4] Hard | Tension Gain: ~30 An intermediate combo off a CH c.S in the corner. Make sure to land all j.D hits. |
Link | 108750 (PC) |
1.29 |
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
c.S > 2H > 214S[6], c.S > 2H, c.S > 5H > 214KGuardAllStartup13Recovery20Advantage-4 WS
|
Cornered | 185 | Everyone | [3] Medium | Side switch combo, for escaping the corner. | Link | 108929 (PC) |
1.29 |
CH c.S > 2H, c.S > 2H > 214S, c.S > 5H > 214K WS
|
Cornered | 189 | Everyone | [3] Medium | Side switch combo, for escaping the corner. | Link | 108930 (PC) |
1.29 |
f.S
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
f.S > 5H > 214K
|
Anywhere | 92 | Everyone | [1] Very Easy | Tension Gain: ~20 Basic combo off f.S/2S. |
Link | 94826 (PC) |
1.29 |
CH f.S(1) > 5H > 236K , 5K > 214K
|
Anywhere | 106 | Everyone | [2] Easy | Counterhit combo. Cancel the f.S/2S into 5H after the first hit. | Link | 94828 (PC) |
1.29 |
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
|
?? |
2S
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
2S > 5H > 214K
|
Anywhere | 92 | Everyone | [1] Very Easy | Tension Gain: ~20 Basic combo off f.S/2S. |
Link | 94826 (PC) |
1.29 |
CH 2S(1) > 5H > 236K , 5K > 214K
|
Anywhere | 106 | Everyone | [2] Easy | Counterhit combo. Cancel the f.S/2S into 5H after the first hit. | Link | 94828 (PC) |
1.29 |
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
|
?? |
5H
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
5H > 214K
|
Anywhere | 74 | Everyone | [1] Very Easy | Meterless 5H poke confirm, or basic 2H combo if you happen to land it. Midscreen, this combo leaves Giovanna too far away for an OTG. | 94808 (PC) |
1.29 | |
CH 5H > 236K, f.S > 5H > 214K
|
Anywhere | 151 | Everyone | [2] Easy | Counterhit confirm from 5H/2H. The f.S > 5H > 214KGuardAllStartup13Recovery20Advantage-4 link can be replaced with 5K > 214KGuardAllStartup13Recovery20Advantage-4 for a slightly easier but less damaging combo. | Link | 94830 (PC) |
1.29 |
CH 5H > 5H > 632146H
|
Anywhere | 175 | Everyone | [3] Medium | Optimal damage metered 5H CH confirm. Mediocre corner carry and 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. compared to RC routes. R.I.S.C loss will reduce the damage on any string longer than this. | Link | 94831 (PC) |
1.24 |
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
CH 5H > 214H~623S, 66 2H > 214H~214S[4], [4] c.S > 5H > 214H~623S, 5H > 214H~623S WS, (214H~623S / 5[D] / 214H~632146K~H
|
Round Start (or closer) | 239/240/251 | Everyone | [4] Hard | Tension Gain: ~51% The microdash 2H is a tight link, even more so on some characters like Leo. After the en214S, hold 4 and keep holding it to sideswitch on the c.S or the 5H; the objective is for the 5H to be facing the wall allowing the en623S loops. This is the optimal CH 5H round start combo, but it's doable with either 5H or 2H CH, the closer to the enemy the easier. |
Link | 150525 (PC) |
1.29 |
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
|
?? |
2H
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
2H > 214K
|
Anywhere | 74 | Everyone | [1] Very Easy | Meterless basic 2H combo if you happen to land it. | 94808 (PC) |
1.29 | |
CH 2H > 236K, f.S > 5H > 214K
|
Anywhere | 151 | Everyone | [2] Easy | Counterhit confirm from 2H. The f.S > 5H > 214KGuardAllStartup13Recovery20Advantage-4 link can be replaced with 5K > 214KGuardAllStartup13Recovery20Advantage-4 for a slightly easier but less damaging combo. | Link | 94830 (PC) |
1.29 |
CH 2H, c.S > 2H > (dl.)214S[6], c.S > 2H > 214S, OTG
|
Anywhere | 166 | Everyone | [3] Medium | Basic CH 2H route with an OTG. Can also end with 66 5K > 6H > dl.6HH > dl.6HHH for a hard knockdown and slightly more damage. | 1.29 |
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
|
?? |
6H list includes combos starting with its followups as well
6H
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
6H > dl.6HH > j.236236H
|
Anywhere | 142 | Everyone | [2] Easy | Tension Gain: ~10 Metered finisher for any combo ending in 6H. The delay is necessary to catch the opponent with the descending angle of j.236236HGuardAllStartup3+1RecoveryAdvantage0~+6. If done near half-screen, it can wall break. |
Link | 94840 (PC) |
1.29 |
CH 6H, 66 c.S > 2H, c.S > 2H > (dl)214S[6], c.S > 2H > (dl)214S, OTG
|
Anywhere | 171 | Everyone | [3] Medium | Tension Gain: 47% Switches sides, can additionally keep sides or switch sides again depending on the delay and steering of the 214Ss (especially the second one). Can also be done from the first 6H follow-up (same damage, meter, etc). |
1.29 |
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
|
?? |
Special Move:
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
-
|
Placeholder. Changes to 623S's launch height mean that the old combos no longer work. Feel free to add new combos! | 1.29 |
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
CH 214K, (66) 5K > 214KGuardAllStartup13Recovery20Advantage-4
|
Anywhere | 80 | Everyone | [1] Very Easy | Tension Gain: ~30 A simple 214KGuardAllStartup13Recovery20Advantage-4 counter hit confirm. At longer ranges you will to microdash before 5K for it to connect. |
YouTube | 94846 (PC) |
1.29 |
CH 214K, 66 5K > 6HHH
|
Anywhere | 104 | Everyone | [3] Medium | A harder variation of the above with a higher damage and more corner carry. Only works at close range or in the corner. At mid-screen it is necessary to delay the 2nd and 3rd hits of 6HHH on many characters. | Link | 94847 (PC) |
1.29 |
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
236K, 5K/2K > 214K
|
Anywhere | 84 | Everyone | [1] Very Easy | Basic 236K hit confirm. | 94853 (PC) |
1.29 | |
214H~236K, f.S > 2S > 5H > 214
|
Anywhere | 116 | Everyone | [2] Easy | Basic confirm from 214H~236K. | 70667 (PC) |
1.29 | |
CH 236K, 6HHH
|
Anywhere | 103 | Everyone | [1] Very Easy | A simple counter hit confirm. | 94848 (PC) |
1.29 | |
CH 236K , 2S(2) > 5H > 214K
|
Anywhere | 108 | Everyone | [2] Easy | Universal 236K counter hit combo | 94849 (PC) |
1.29 | |
CH 236K, (66) c.S > 2S(2) > 5H > 214K
|
Anywhere | 123 | Everyone | [2] Easy | Basic Counterhit combo. | 94852 (PC) |
1.29 |
2D
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
2D > 214K
|
Anywhere | 63 | Everyone | [1] Very Easy | Tension Gain: ~10 Basic 2D confirm. |
110721 (PC) |
1.29 | |
(close) 2D > 214K, 5K > 214K
|
Anywhere | 102 | Lightweights, Mediumweights | [2] Easy | Tension Gain: ~22 Close 2D confirm. Must be close for 5K to connect. |
1.29 | ||
CH 2D > 214K, 66 5K > jc > j.H > (dl.)j.D ▷ 5H > 214K, WS
|
Midscreen to Corner | 141 | Everyone | [4] Hard | Tension Gain: - Counter Hit 2D, can wallstick from midscreen. The timing on the 5K and j.D hits is very specific when carrying from midscreen to corner. |
Link | 89949 (PC) |
1.29 |
CH 2D > 214K, 66 f.S > 2H > (dl)214S[6], c.S > 2H > 214K
|
Anywhere | 150 | Everyone | [3] Medium | Tension Gain: - When starting from midscreen, after 214S you can do 5K > 6HHH to get a wallsplat instead. You can do 66 f.S(2) > 2H to make it more consistent but the wallsplat route won't work. |
1.29 |
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
|
?? |
5D
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
5D > 66RRC, c.S > jc > dl j.H > dl j.D, 66 5K > 214K, OTG
|
Anywhere | 109 | Everyone | [4] Hard | Tension Gain: -43 Midscreen uncharged 5D confirm. j.H and j.D must be delayed to keep the opponent close enough for microdash 5K to reach. |
Youtube | 1.29 |
5[D]
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
5[D]8, j.H > j.S > jc > j.H > j.SS
|
Anywhere | 174 | Everyone | [3] Medium | Tension Gain: ~19 Very simple 5[D] combo. Be sure to jump cancel diagonally forward (9). |
Link | 1.29 | |
5[D]8, j.H > j.S > jc > j.S > j.HH
|
Anywhere | 174 | Everyone | [3] Medium | Variation on the above very simple 5[D] combo. Be sure to jump cancel diagonally forward (9). | Link | 35860 (PC) |
1.29 |
5[D]8, j.H > j.S > jc > j.H > j.S > j.H > j.S > jc > j.HH
|
Anywhere | 202 | Everyone | [4] Hard | Tension Gain: ~23 Bread and butter universal 5[D] combo. Timing during the combo is slightly strict, but there is a bit of leeway as to when you can start the combo. |
111810 (PC) |
1.24 |
Starting Position:
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
6D or 4D > RRC/66RRC/22RRC, dl.66 c.S > 2H > 214S, c.S > 6HH > dl.6HHH > dl.6H
|
Anywhere | 133 | Everyone | [3] Medium | 1.26 | |||
6D or 4D > RRC/66RRC/22RRC, dl.66 c.S > 2H > 214S, c.S > 2H > (dl)214S, OTG
|
Anywhere | 133 | Everyone | [3] Medium | 1.26 | |||
j.6D or j.4D > RRC/22RRC, 5[D], 665K > 214K, OTG
|
Anywhere | 120 | Everyone | [3] Medium | 1.26 | |||
j.6D or j.4D > RRC/22RRC, 5[D], 665K > 6H > dl.6HH > dl.6HHH
|
Anywhere | 130 | Everyone | [3] Medium | 1.26 |
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
6D > RRC, j.D > AD > j.D, 5H > 214KGuardAllStartup13Recovery20Advantage-4 WS 5[D]
|
Midscreen/Corner | 160 | Everyone | [4] Hard | Midscreen to corner throw RC combo. Walking forward after RRC and landing the first hit of j.D just before the opponent begins to fall makes the combo more consistent. The 5H must wallbounce them for 214KGuardAllStartup13Recovery20Advantage-4 to connect. | Youtube | ?? |
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
j.P > j.P, 2K > 214K
|
Anywhere | 68 | Everyone | [2] Easy | Basic j.P jump-in starter. | 117176 (PC) |
1.26 | |
j.P > j.P, c.S > 5H > 214K, OTG
|
Anywhere | 93 | Everyone | [3] Medium | Basic j.P jump-in starter. Requires forward momentum from jump, air dash, etc. | 117177 (PC) |
1.26 | |
(j.K/j.S/j.H) > j.D(1), 2K/5H > 214K
|
Anywhere | 93 | Everyone | [2] Easy | Basic jump-in combo. The j.H route must start above IAD height in order for j.D to connect before landing. | 117179 117178 (PC) |
1.26 | |
(j.K/j.S/j.H) > j.D(1), c.S > 5H > 214K
|
Anywhere | 108 | Everyone | [4] Hard | If hitting the j.H below IAD height, omit the j.D. Requires close range and forward momentum. | 117181 (PC) |
1.26 | |
Cross-Up j.K > j.214S
|
Midscreen | 58 | Everyone | [1] Very Easy | Tension Gain: ~14 Flashy cross-up combo, j.K has to hit behind them so that the first hit of j.214S instantly connects. |
117182 (PC) |
1.26 | |
CH j.P/j.K/j.S/j.H/j.D, microdash c.S > f.S > 5H > 214K
|
Anywhere | 112 | Everyone | [3] Medium | Tension Gain: 22 Basic CH jump-in starter. Must start at close range for j.P/j.K versions. |
117184 (PC) |
1.26 | |
CH j.P/j.K/j.S/j.H/j.D, microdash c.S > 2H > 214S, c.S > 2H > 214S
|
Anywhere | 142 | Everyone | [3] Medium | Tension Gain: ~34 Can switch sides depending on the timing of the two 214S. Must start at close range for j.P/j.K versions. |
117186 (PC) |
1.26 |
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
j.H, j.D(1), jc, j.H, j.D(2)
|
Anywhere | ? | [2] Easy | Depending on your positioning and momentum you may have to skip the first j.D. | ?? |
Giovanna is known for her high and consistent damage. While most of her combos end with 214KGuardAllStartup13Recovery20Advantage-4, once she manages to get the enemy into her c.S > 2H > 214S BnB A staple combo that is simple yet effective., she has great freedom to choose between routes for high damage, tension gain, positioning, and 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..
Giovanna's optimal corner route. Can be done on it's own or linking it from a juggle. They deal more damage while having slightly less Tension build than 214S loops.
The changes to 214K's knockdown properties mean that this section requires revision |
214K makes space between Giovanna and her opponent, which becomes even more advantageous if the enemy is hit airborne, since it leaves them much closer allowing Giovanna's offense to continue.
The most common routes which lead into it are:
Oftentimes Giovanna can get non-launching Mid and Large counter hits during pressure, which sadly do not lead into her best conversions, be it because of distance or screen position. We can still get more damage, corner-carry and tension build by utilizing 236K, then linking it into a 214K knockdown.
Most commonly CH f.S/2S/5H > 236K > ... be aware that for f.S and 2S you need to gatling into 236K on the hit you got the CH on.
The type of counter hit and delay into the 236K change what you can link it into, your two options are:
The combos where Giovanna's high damage really shine. They usually comprise a launcher, and various combo pieces with lots of variety when it comes to the juggles itself. The great part about Giovanna's juggle combos is the amount of freedom and choices you have; allowing you to link juggles into each other to maximize damage, screen position or even go for a wallbreak.
Launchers are the hits that enable Giovanna to get her conversions, some are very consistent while others can highly depend on distance to the opponent, so always be ready to hitconfirm To perform the first hit of a combo, and performing follow up attacks if the first hit successfully hits the opponent.. While her most important launchers can be used anywhere, it's important to know when you can link into one or utilize the wall to get a launcher not otherwise available
All of these launchers will let you get at least one juggle, with some even allowing to link into another, or at least continue the combo at the expense of some 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..
Apart from allowing easier links into juggles compared to those described in the 'anywhere' section; some further launches are available thanks to the wall stopping the enemy closer to Giovanna.
Off certain hits, it's possible for Giovanna to link into one of the previously talked launchers, usually c.S > 2H > 214S.
Jump-ins can at times link into c.S, though depending on how many hits and knockback it'll be too far to reliably combo into 2H > 214S. Furthermore as jump-ins have higher initial scaling it'll make the juggles harder. The following ones should work the most consistently.
After certain grounded CH that leave you particularly close or with dash momentum.
Giovanna's air juggle combos function as discrete pieces that can be mixed and matched to create a combo with the desired outcome.
Good for building tension and dealing damage. 214S also gives a hard knockdown and leaves the opponent close by enough for safejump okizeme.
Heavies used to require this variation for loops, but no longer as of season 3's patch changes to weight. It can pick up the combo when the opponent is a little too far away for the normal route.
Air routing has a lot of variation, though it's usually comprised of doing j.H > (dl.) j.D after a jump cancellable normal, then landing and ending the combo into a wall stick.
Most commonly you're going to link into these after one 214S loop with a microdash 5K
For other launchers you'll instead have to choose between the air routing or doing a 214S loop, usually when the combo is quite scaled or has a faraway and low launch. At times air routing from these starters only work in the corner too.
When it comes to enders after you land you have 5H, or 5K for extremely scaled combos. Since air combos are usually done when going for wallbreak you'll usually wallstick with either of these or the 214K gatling.
As 6HHH still provides a hard knockdown with it's considerably easier execution it can still be a great option; the only real caveat is that you might have to delay the various followups to make them connect and increase cornercarry.
The situations where you can extend with 6HHH are whenever you can get a pickup with 5K, with dash momentum or not, and it's usually
At times you might be in a situation where you'd want to use a 6HHH extension, but don't want to sacrifice your safejump oki. In those occasions doing 5K > 214K is likely your only option left. Unfortunately it doesn't provide as much damage or corner carry as other options, but an air hit 214K remains the strong tool it is.
Most of Giovanna's meterless combos route into a few possible enders, most notably 2H > 214SGuardAll, HighStartup{4} 27Recovery21Advantage-5, which leads to an to OTG Safejump; 5H > 214KGuardAllStartup13Recovery20Advantage-4 and 5K > 214K, which will lead into the OTG safejump if the opponent was airborne, but will knock the opponent back too far if they were grounded; and less commonly, 5K/c.S > 6HHH, which leads to a hard knockdown.
Any combo ending in "OTG" means you are in range to hit the opponent off the ground with a button. From this she can dash up into an OTG 5K or c.S for a safe jump, OTG them with a different button, or wait for the opponents wakeup to hit them meaty. See Giovanna's Strategy Page for more information
Safe Jumps:
66 c.S OTG > IAD j.H
: Standard safe jump. Easier to time.66 5K OTG > IAD j.H
: 5K safe jump. Harder to connect due to 5K's limited vertical range.Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
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... > RRC/88RRC/66RRC/44RRC > (dl.)66/walk > c.S > 2H > (dl.)214S, OTG
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Anywhere | - | Everyone | [3] Medium | Depending on the timing of 214SGuardAll, HighStartup{4} 27Recovery21Advantage-5, this combo can switch sides. | - | ?? | |
... > RRC/88RRC/66RRC/44RRC > (dl.)66/walk > c.S > 6H > dl.6HH > dl.6HHH
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Anywhere | - | Everyone | [3] Medium | - | - | ?? | |
... > RRC/88RRC/66RRC/44RRC > (66) 5[D] > (66) 5K > 214KGuardAllStartup13Recovery20Advantage-4
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Anywhere | - | Everyone | [3] Medium | Can use 5[D] to switch sides. | - | ?? | |
... > RRC/88RRC/66RRC/44RRC > (66) 5[D] > (66) 5K > 6H > dl.6HH > dl.6HHH
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Anywhere | - | Everyone | [3] Medium | Can use 5[D] to switch sides. | - | ?? | |
... > 88RRC, (land) dl j.D > AD > j.D > 5H > 214KGuardAllStartup13Recovery20Advantage-4 WS, 5[D]
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Midscreen to Corner | - | Everyone | [2] Easy | Midscreen to corner RRC confirm. Must reach corner by the second hit of AD > j.D. | Youtube | ?? |
Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
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Giovanna has a looping combo that she can use against "Big Body" characters when they are standing, namely Faust, Goldlewis, Potemkin, and Bedman?. This can be looped up to three times.
The LoopCombo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
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66 5K > jc > j.S > j.H > dl.j.D
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FA, PO, GO, BE | The Loop. j.D is delayed so that Giovanna is nearly to the ground by the time the second hit lands, allowing her time to dash in and start the loop again. | ?? | |||||
66 5K > jc > j.S > dl.j.H > j.D
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FA, PO, GO, BE | Useful variant for finishing the last loop before wallstick to avoid whiffing as the combo scaling grows. | ?? |
Loops by Starter
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
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CH 236K, (loop)x1, 5H > 214K
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Anywhere | 140(FA) | GO, FA, PO, BE | [3] Medium | Only works on standing opponents. | ?? | ||
CH 236K, (loop)x2, 66 5H > 214K
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Cornered | 181(FA) | GO, FA, PO, BE | [4] Hard | Only works on standing opponents. | ?? |