Yet another option which doesn't require dash timing and isn't spacing dependent is simply doing a meaty {{clr|2|236K}}, though compared to the other options it's more susceptible to FD while also being reactable.
Yet another option which doesn't require dash timing and isn't spacing dependent is simply doing a meaty {{clr|2|236K}}, though compared to the other options it's more susceptible to FD while also being reactable.
<gallery mode="nolines" caption="Some meaty options after grounded 214K" widths="220">
Meanwhile, if you hit the opponent airborne, you'll be more plus, meaning you can afford to dash in {{clr|3|c.S}} at further ranges. <br>
Meanwhile, if you hit the opponent airborne, you'll be more plus, meaning you can afford to dash in {{clr|3|c.S}} at further ranges. <br>
Furthermore, at lower combo decay, you also have the choice of doing an IAD {{clr|4|j.H}} safejump. Though in this case you'll be pushed extremely far out by FD.
Furthermore, at lower combo decay, you also have the choice of doing an IAD {{clr|4|j.H}} safejump. Though in this case you'll be pushed extremely far out by FD.
<gallery mode="nolines" caption="Some meaty options after airhit 214K" widths="220">
GGST_Giovanna_Combos_2D214K_meaty_cS.webm | Meaty {{clr|3|c.S}} at further ranges
GGST_Giovanna_Combos_6P214K_Safejump.webm | IAD {{clr|4|j.H}} safejump
</gallery>
{{GGST-VideoGallery
|Caption=Some meaty options after airhit 214K
|VideoGalleryItemList=
{{GGST-VideoGalleryItem
|video= GGST_Giovanna_Combos_2D214K_meaty_cS.webm
|autoplay= true
|caption= Meaty {{clr|3|c.S}} at further ranges
}}
{{GGST-VideoGalleryItem
|video= GGST_Giovanna_Combos_6P214K_Safejump.webm
|autoplay= true
|caption= IAD {{clr|4|j.H}} safejump
}}
}}
You can learn more in depth okizeme in the [[GGST/Giovanna/Strategy#Okizeme|strategy page]]
You can learn more in depth okizeme in the [[GGST/Giovanna/Strategy#Okizeme|strategy page]]
WIP As the S3 update changes a lot of Giovanna's tools, the combos page is currently undergoing major revision! This includes the creation of new sections and pages for better clarity, which may take a while.
Introduction
This page will teach you about Giovanna's Combo Theory, from the basics to more advanced concepts.
It is structured in sections which build upon previously established concepts. As such, if you feel like you're missing some information, rereading a previous section might consolidate the missing knowledge.
With each piece of theory, there'll be examples that demonstrate common routes utilizing said theory; on top of explanations as to why said theory would be used there.
At the end of the page, there'll be a standard Combo List, which should be easy to understand once you've read the combo theory.
Numbers represent direction on a keyboard numpad. For example, + becomes 236P.
> = Proceed from the previous move to the following move.
▷/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
Meanwhile, when simply referring to said enhanced specials, the following enSpecial notation will be used, mainly referring to them being enhanced. For example (referring to the above shown combo):
For 2H to combo into en623S on a grounded opponent, you need to cancel 214H into en623S as soon as possible.
Beginner Theory
The purpose of a combo is chiefly to deal damage to the opponent, but we must also consider how to keep our advantage after the combo.
To do so, we aim to get a knockdown A knockdown that puts the character into a state that may allow the character to get up off the ground earlier than a Hard Knockdown, giving the offender less options for continuing offense., and follow that up with different 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. depending on the situation.
Beginner Theory will thus focus mostly on getting a knockdown, with easy to execute combos aimed at beginners to the game.
Once you feel like you've mastered the following sections, you can read their more advanced versions in the Basic Theory section.
Sepultura 214K Knockdown
Sepultura 214K Knockdown
Giovanna's most versatile tool for our requirements is going to be Sepultura 214KGuardAllStartup13Recovery20Advantage-4, as it provides a Soft Knockdown A knockdown that puts the character into a state that may allow the character to get up off the ground earlier than a Hard Knockdown, giving the offender less options for continuing offense. on hit, and is safe on block in case of a miss confirm.
Sepultura combos from every grounded normal, the only exception being 5P and 2P which require the opponent to be crouching, and leaves you advantaged enough to dash up and meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. the opponent.
A very good beginner tactic is to buffer 214K at the end of a blockstring A series of multiple attacks that work well against a blocking opponent. Generally, a block string will be composed of several plus on block or cancelable attacks performed in quick sequence. When blocked, these will slowly push your character out of range and prevent the opponent from counter-attacking, which makes them a very good default, low-risk option when trying to apply offense. or after a poke An attack that's thrown out to occupy the space in front of you and remind your opponent not to try and come closer. Usually, this is a far-reaching and safe normal move with little risk. to automatically hit confirm while still being safe on block.
Common examples of this would be:
Giovanna's dash properties paired together with the speed of her Normals make for deadly neutral pokes An attack that's thrown out to occupy the space in front of you and remind your opponent not to try and come closer. Usually, this is a far-reaching and safe normal move with little risk. while threatening tick throws A throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from..
As such, a good string to do after said poke would be the following:
(66) 5K/2K > 6P > 214K
This string not only works as a combo, but it also doubles as a frametrap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own. tool thanks to the 6P gatling; all while staying safe thanks to 214K.
The only downside to this string is that 214K may whiff at further distances or when you lack dash momentum.
Be assured that even in those cases, 6P's knockdown won't leave you punishable.
Giovanna's Normals are her fastest attacks at 4 (5PGuardAllStartup4Recovery9Advantage-2) and 5 (2PGuardAllStartup5Recovery10Advantage-2) frames.
This makes them ideal buttons to use as abare An attack during the opponent's pressure, intended to interrupt it. or during stagger pressure The use of intentionally delaying gatlings or cancels in order to create frame traps with the intent of catching your opponent mashing or jumping. Loses to reversals..
You can use the following string for either of those purposes:
5P/2P > 6P > 214K
Similar to the 'Dash Kick Poke' combo, you'll be frametrapping with 6P all the while keeping yourself safe on block with 214K.
Once again, be wary of 214K whiffing at further ranges or if lacking dash momentum. Furthermore, if you hit more than one 5P/2P, 214K will always whiff, in those situations though you can salvage it with a 6P knockdown.
Although Giovanna's Normals make for great pokes An attack that's thrown out to occupy the space in front of you and remind your opponent not to try and come closer. Usually, this is a far-reaching and safe normal move with little risk., she also has other great pokes with slightly different purposes available.
While being higher committal options, 5HGuardAllStartup10Recovery19Advantage-5 and 2DGuardLowStartup17Recovery12Advantage-8 are such examples. These sport bigger range, control different spaces and have higher reward on counterhit.
5H/2D > 214K
When poking with these attacks or controlling the space in front of you, buffering 214K is both a way to convert into a knockdown and stay safe on block.
Following your basic gatlings, starting from c.S is an extremely common way of applying your pressure to the opponent, and it works particularly well for Giovanna.
Thus, following this basic string is particularly effective, as it confirms automatically into a knockdown:
c.S > (dl.) f.S/2S > (dl.) 5H > (dl.) 214K
You can choose to delay your buttons to frame trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own. the opponent, and then go in for a throw once you've conditioned them to block. You can also choose to reset your pressure, since most of Giovanna's buttons aren't very negative A measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first..
Using 2S is also generally recommended, as the opponent has to block it while crouching.
Once you confirm that one of your attacks has connected, not delaying makes the combo easier.
If you feel like you're ready to learn more theory, in particular about 214K Knockdowns, read the expanded version in the Basic Theory section.
In particular, it will teach you more about oki options after Sepultura, together with some new combos.
6P Knockdown
6P Knockdown
As mentioned in the previous examples, combos that end with (...) > 6P > 214K might be prone to whiffing based on distance to the opponent; thus not allowing you to press your advantage.
Here is where 6PGuardAllStartup12Recovery15Advantage-9 comes in handy, as it also provides a soft knockdown.
While by itself 6P's knockdown is less advantageous than Sepultura'sGuardAllStartup13Recovery20Advantage-4, you can cancel it into 214H~236K to get a meaty en236K which guard crushes the opponent and leaves Giovanna extremely plus When you are able to freely act, but your opponent cannot (usually because they are still trapped in block stun from your attack). Being plus (or "positive") in a fighting game is quite strong; it means you always have a headstart on your next attack, even if it's only by a very slim margin..
The only downside of this method is that 6P is punishable on block, as such you're either required to hit confirm into it or rapidly cancel into 214K to keep yourself safe.
A common example would be:
When using 5P/2P as abare An attack during the opponent's pressure, intended to interrupt it. or during stagger pressure The use of intentionally delaying gatlings or cancels in order to create frame traps with the intent of catching your opponent mashing or jumping. Loses to reversals., you might not want to give up your turn by ending your string with 214K.
As such, you'd rather gatling 5P/2P into themselves while threatening frametraps An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own. and tick throws A throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from..
5P/2PxN > 6P > 214H~236K
Practice inputting 6P only on hit, while leaving other pressure options open on block.
Depending on the distance to the opponent and dash momentum, 6P might whiff after a different amount of hits.
If you feel like you're ready to learn more theory, in particular about 6P Knockdowns, read the expanded version in the Basic Theory section.
In particular, it will teach you more about oki options after 6P, together with some other setups.
Basic Theory
Basic Theory will explore some fundamental elements of Giovanna's combo structure that are still accessible at lower levels of execution. They will mostly be limited to combos that work on every character and in every screen position.
Furthermore, they will also delve deeper into the 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. situation after a combo.
This section is thus for players who have gotten comfortable with beginner combos, or players who are familiar with the game but are trying out Giovanna for the first time.
This does not mean that the theory here is useless for more advanced players, quite the opposite actually, as the theory presented here lays the groundwork for her more elaborate rounds. Furthermore, in many occasions a 'basic combo' is the best you can get without spending resources.
Routing into okizeme
Giovanna has access to very strong 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. options after her knockdowns. An important focus of Basic Theory will be teaching you how to consciously choose an appropriate oki option based on matchupThe characters you and your opponent choose and situation.
The most important factor to be conscious of is the opponent having an invincible reversal available for usage, be it meterless or metered, as this invalidates her strongest oki option in en236K.
Thankfully, Giovanna has easily accessible safejumps, but when these aren't available you'll be forced to RPS with the opponent on wakeup.
As just preempted, Enhanced Trovao en236KGuardAll [All (Guard Crush)]Startup27Recovery13Advantage+4 [+15] is Giovanna's strongest okizeme option. As it is a +15 guard crush, you'll be able to do an almost true strike-throw 50/50, dash up c.S to crank the opponent's RISC, or even go for high-low mixups with tension.
The only weakness this option has is its slow and reactable startup, clocking in at 41 frames of total startup (14 of ChaveGuardStartupRecovery30Advantage- and 27 of TrovaoGuardAll [All (Guard Crush)]Startup27Recovery13Advantage+4 [+15]); meaning it can't always be accessed and that it's weak to invincible reversals.
Common ways to access it are after knockdowns caused by normals, such as 2D or 6P, or when hitting the enemy airborne with 5H.
Safejumps are the obvious answer to characters with DPs or with meter available.
Her most common safejumps usually consist of an IAD j.H, though at times you might see a simple 'forward jump' 9 followed by a falling j.H, or even a crossup j.K to keep the opponent on their toes.
She has access to them after a good portion of her knockdowns, most important of which are airhit 214K knockdowns (though usually limited for short combos).
Some knockdowns, in particular after stray hits or punishes confirmed into a grounded 214K, you won't be able to access the two previously mentioned options.
In those cases, thanks to Giovanna's incredible dash speed, you're able to dash up and meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. the opponent.
If close enough to the opponent (usually within held dash distance) you can meaty c.S.
If further away, you can choose between timing a spaced meaty 2D to be up to +1 on block and even beat some reversals, f.S to catch the opponent backdashing or 2S for a multi-hitting low.
Sepultura 214K is the easiest to access knockdown move Giovanna has, as it combos from every grounded normal except for 5P and 2P, which require the opponent to be crouching.
This is thanks to its speed paired with its big range.
Sepultura will usually be used as a frametrap tool and a safe blockstring A series of multiple attacks that work well against a blocking opponent. Generally, a block string will be composed of several plus on block or cancelable attacks performed in quick sequence. When blocked, these will slowly push your character out of range and prevent the opponent from counter-attacking, which makes them a very good default, low-risk option when trying to apply offense. ender. And with the right delay, you can make it combo from the previous normal while still frametrapping.
You can also hitconfirm some higher level normals like 5H and 2H into a 214K knockdown.
Be wary that hitconfirming launching normals like 2D or 6P will usually result in an OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." hit or a whiff.
Basic Okizeme
The downside to having such a powerful tool is that the 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. it provides is comparably weak to others she has access too.
This does NOT mean it's bad oki at all, in fact she has multiple meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. options available, and at times even safejumps.
When hitting 214K on a grounded opponent, depending on distance to your opponent and combo decay, you can dash up meaty c.S. If you're not in range for c.S you have other options like f.S/2S/2D available.
Yet another option which doesn't require dash timing and isn't spacing dependent is simply doing a meaty 236K, though compared to the other options it's more susceptible to FD while also being reactable.
Some meaty options after grounded 214K
Meaty c.S
Meaty 2D
Meaty Trovao 236K
Meanwhile, if you hit the opponent airborne, you'll be more plus, meaning you can afford to dash in c.S at further ranges.
Furthermore, at lower combo decay, you also have the choice of doing an IAD j.H safejump. Though in this case you'll be pushed extremely far out by FD.
Some meaty options after airhit 214K
Meaty c.S at further ranges
IAD j.H safejump
You can learn more in depth okizeme in the strategy page
6P Knockdown V2
6P Knockdown V2
6PGuardAllStartup12Recovery15Advantage-9 is the only way for Giovanna to access en236Koki 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. from her punch and kick normals, though it requires an immediate cancel into 214H~236K.
Another benefit is that it allows you to hitconfirm your hits into a knockdown as you won't have to worry about having your (...) > 6P > 214K whiffing because the combo was too scaled.
Going beyond hitconfirming, it can be a good choice to punish moves at close range or to confirm a jump-in when you're uncertain of your advantage; especially against characters without a DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion..
At times, you may also link into it after jump-ins or small counter hits.
While it's a good option to route into in most cases, be aware that against characters that beat en236K okiCharacters with invincible reversals, parries or frame 1 low profile options (when available)Learn more here, it can be a bad choice as it leaves you both less advantaged and at much further distance than a 214K knockdown, meaning you will struggle to initiate your best pressure.
Basic Okizeme
As mentioned above, the main purpose of a 6P knockdown is to get en236K okizeme. To do this you need to immediately cancel into 214H~236K.
When hitconfirming into it against characters that can beat en236K oki, be it with a DP or without, you'll have to RPS between a meaty 2D (which given 6P's low frame advantage will leave you far away), or a delayed f.S to catch backdash.
Some meaty options after 6P
Meaty Enhanced Trovao en236K
Missing video
Meaty 2D
You can learn more in depth okizeme in the strategy page
Basic Combos 1
Punch Normals Starters
As with most of the cast, Giovanna's 5P and 2P are her fastest buttons.
That, paired with their ability to self gatling, means they are both great abare, stagger pressure and occiasional punish tools.
Since they both combo into 6P, you can reliably access en236K okizeme while hitconfirming.
Alternatively, against DP characters you can autopilot into 6P > 214K and have a safejump available.
It is important to differentiate the situation and matchup you're in to choose which option to go for, even moreso in punish situations.
When point blank can be hitconfirmed into pretty reliably with two hits.
With dash momentum, for example during stagger pressure, you can even hit them three times with 6P still reaching.
If at further ranges you may have to wishconfirm into 6P directly because a second 5P/2P would push the enemy too far away.
For okizeme, en236K is the go-to, though if the opponent has counterplay (be it a DP, parry or frame 1 low profile), you'll have to dash up meaty 2D or RPS to stay closer.
5P/2P > 6P > 214K (> IAD j.H)
Point Blank wishconfirm/punish combo which gives access to a safejump.
Without dash momentum requires Point blank range, with dash momentum you can be much further away (not as far as tip 2P range) or else the 214K will whiff.
If you autopiloted the string and don't need the safejumo you can always dash up meaty c.S.
5P/2P×N > 214K
When catching the opponent not cancelling their 2X button in an attempt to reset pressure or hitting the opponent crouching in other occasions, you can hitconfirm into 214K even at tip 2P range.
For oki, you'll usually be too far away for a dash up meaty c.S, but you still have access to f.S/2S/2D/236K.
For more okizeme options after all these combos check out the okizeme page
Kick Normals Starters
Giovanna's 5K/2K are some of her signature neutral, pressure and punishing tools.
They're both amazing pokes, setup strike-throw during pressure, and their speed coupled with their range, 2K's in particular, allow for easy punishes.
During pressure, 6P and 2D are your go-to gatlings for frametraps. 6P combos naturally, while 2D requires a CH.
On offense, you can usually hitconfirm the 5K > 6P for en236K oki, and cancel into 214K on block to keep yourself safe.
Alternatively, against DP characters you can autopilot into 6P > 214K and have a safejump available on hit.
With the 2D gatling, you can hitconfirm CH 5K > 2D into a delayed en236K for oki, or cancelling into 214K for an autotimed safejump (since 2D HKDs, you can manually time a safejump as well).
When punishing unsafe cancels, cancelling into 214K is your go-to knockdown option, especially at tip 2K range.
When closer, you can consider doing a 6P gatling for either en236K or safejump oki.
It is important to differentiate the situation and matchup you're in to choose which option to go for, even moreso in punish situations.
When doing dash 5K/2K it's very common to either tick throw or gatling into 6P for a 1 frame frametrap.
Be aware that without dash momentum it is possible for 6P to whiff, not to mention a possible 214K cancel.
(66) 5K/2K > 6P > 214K (> IAD j.H)
You can very easily autopilot the above-shown string, especially against characters with DPs or counterplay to en236K oki, since it nets you an autotimed IAD j.H safejump.
The 214K may whiff at tip range even with some dash momentum.
(66) 5K/2K > 6P (> 214H~236K)
Alternatively, especially when not worried about meterless reversals, you can hitconfirm the 6P for en236K oki.
Since both 5K and 2K have a 6 frame startup, they're commonly used to punish unsafe cancels (such as I-no's 236S and Leo's 236S). 2K is usually preferred since it has further range than 5K, and it's then cancelled into 214K for a knockdown.
If close enough, you can choose to go for a 6P knockdown for en236K oki; or if really close range even for a 6P > 214K for a safejump.
5K/2K > 214K
Standard punish combo, the 5K version does slightly more damage and gives slightly more frame advantage at the expense of much worse range.
You can always dash up c.S meaty; doing a held dash to cover the distance makes this much easier.
5K/2K > 6P (> 214H~236K)
Punish only available at closer ranges, sets up en236K oki. 2K having less pushback, possibly guarantees a 6P gatling at awkward ranges. Though same as before, 5K does slightly more damage.
5K/2K > 6P > 214K (> IAD j.H)
Punish at pretty much Point Blank range, setting up a safejump.
Same considerations towards 2K vs 5K as before apply.
Doing a 2D gatling is both a common choice when approaching with 5K/2K from further ranges or during pressure when spaced.
While it does require a counter hit to combo, as it doesn't require an actual hitconfirm and since it's a common gatling, it'll be talked about in the Basic Theory
CH 5K/2K > 2D (> dl.214H~236K)
As 2D grants a HKD Short for "Hard Knockdown".A knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc., you'll have to delay your 214H cancel to get a meaty en236K, basically waiting for 2D to recover.
This also means you can take your time hitconfirming, while being prepared to cancel into 214K on block.
For a manually timed safejump, it's recommended to do the forward jump falling j.H variant as it allows you to setup an f-shiki setup. (learn more in the oki section linked below).
CH 5K/2K > 2D > 214K (> IAD j.H)
Airhit 214K ender that can be hitconfirmed pretty reliably if coming from a CH Kick starter, or more simply autopiloted into.
A good option against DP characters when done up close, since when done far away the safejump is likely to leave you far away to continue pressure.
Excellent option against characters that can beat en236K oki without using an invincible reversal (like Giovanna herself with 623S or Faust with Forward Crawl) as you can dash up meaty c.S even from the furthest of ranges.
For more okizeme options after all these combos check out the okizeme page
Standing Heavy Slash Starter
While 5H is an excellent poke in its own right, it has big reward only on counterhit or if extended via resources. This means that if hit normally, it leaves a lot to be desired.
Another important use it has is as a frametrap after 2S, where you might catch an opponent jumping or dash-blocking at you. The reward on normal hit sadly doesn't change even in those occasions.
5H > 214K
It is most definitely possible to hitconfirm a stray hit into 214K, but it's also just as common to simply buffer it after most of her pokes.
As for okizeme, you'll have to dash up and meaty. More often than not, especially if 5H hits at tip range and if 214K was delayed a bit, you won't be able to get a c.S meaty. This forces you to choose between her other options in f.S/2S/2D/236K.
2D is both an amazing keep-away poke, and a good frametrap to use after 5K/2K.
Compared to other pokes that are unsafe on block, as 2D can be spaced to be outside of punish range, and as it hard knockdowns on hit, buffering it into 214K is rarely the best option.
While buffering into 214K does net you a safejump on hit, it's biggest drawback is how far it actually leaves you from the opponent, though it does end up doing more damage.
2D (> dl.214H~236K)
Your most common "combo". Hitconfirming your hard knockdown is extremely effective as it lets you set up en236K okizeme. You'll have to delay your 214H cancel to get a meaty en236K, basically waiting for 2D to recover.
For a manually timed safejump, it's recommended to do the forward jump falling j.H variant as it allows you to setup an f-shiki setup. (learn more in the oki section linked below).
2D > 214K (> IAD j.H)
Hard to hitconfirm as you run the risk of hitting an OTG 214K.
It's a good autopilot when you end up too close to the opponent, especially against characters with a DP, or even moreso against characters who can beat en236K without one.
Even at the farthest of ranges, you can always dash up c.S, though it requires a quick double dash.
For more okizeme options after all these combos check out the okizeme page
Basic Jump-in Starter
Although Giovanna's jump normals aren't outstanding when compared to other characters in the case, they definitely have their uses. Some of which are:
IAD j.H to jump over enemy pokes and punish.
Dash forward jump j.H > j.D(1) to approach the opponent while not leaving yourself as vulnerable, or to reapply pressure if FD'd out while avoiding some abare.
Crossup j.K to keep your opponent on your toes and have some mix
What is important to note is that if you hit the opponent when close enough to the ground, you'll be advantaged enough to link into a grounded normal, be it 2K, 5P or c.S (though the options other than 2K tend to be more situational and require more awareness, which will not be covered in Basic Theory). We can then follow those grounded normals to get a knockdown.
j.K/j.H/j.D(1) ▷ 2K > 214K
Basic Jump-in confirm that works very consistently and nets a knockdown.
If you hit your jump-in high to the ground, while it might not combo, it may catch the opponent not switching to crouch block fast enough.
For okizeme, it won't allow you to dash up meaty c.S from most ranges, but it does allow for meaty f.S/2S/2D/236K.
Giovanna's 2H214S juggles are some of her most defining combo elements.
These deal high damage and build a lot of tension, all while having relatively low execution requirements. Their biggest drawback is that they require particular hits to be accessed.
They aim to get an extremely high launch with the first hit of 214S, and then link into a c.S (or rarely a 5K) to continue comboing, oftentimes following it up with yet another 2H > 214S.
To actually connect the first hit of 214S, the opponent needs to be behind Giovanna, which is only possible thanks to the vacuum effect on 2H. In particular, on airhit 2H, it launches the opponent behind Giovanna just as needed.
As just mentioned, 2H requires the opponent to be airborne for it to launch behind the opponent.
Thankfully, Giovanna possesses a perfect tool to complement this in her c.S. As it causes a floating crumple on hit, it temporarily launches the enemy, just enough time for 2H to connect airborne.
As the gatling needs to be immediate, hitconfirming a stray c.S into an airborne 2H is impossible; thus requiring you to either immediately gatling or to be punishing the opponent.
c.S is not the only normal you'll normally access 2H214S loops from. For example, immediately following c.S with a f.S/2S gatling, will keep the enemy airborne on hit, meaning you can combo into 2H > 214S there too.
After connecting the first hit of 214S, you'll usually be able to link into another c.S, though in rare cases you may need to link into 5K.
An imporant aspect to remember is that you can steer Giovanna's trajectory by holding [4], [6] or nothing at all. This allows you to choose whether to sideswitch or keep sides.
From there you can repeat c.S > 2H > 214S or more commonly, simply do c.S > 2H, which links into another c.S. This second option only works at low combo scaling and on very high c.S hits.
Using Enhanced Sol Puente en214S
Any timeIn some extremely specific instances, beyond the scope of Basic Theory, this substitution might not work Giovanna can fit 214S into a combo, she can instead substitute it with 214H~214S.
This has a few benefits: firstly the launch is much higher, allowing you more choices for routing, and secondly, it does more damage.
It does however pose a disadvantage, steering Giovanna to keep sides becomes almost impossible, basically turning into a forced sideswitch unless the combo is very scaled or the en214S hits extremely low to the ground.
This is easily avoided by simply utilizing a regular 214S, as the extra damage won't have any meaningful impact when a combo is scaled.
Basic Okizeme
The first hit of 214S provides a hard knockdown, allowing you to set up the oki of your choice.
After landing, you'll always be close enough for an OTG c.S, this allows you to either jump cancel IAD j.H for a safejump, or to dash cancel and get a meaty c.S.
The safejump is obviously useful when worried about an invincible reversal, while the dash cancel is good against characters who can beat en236K oki without using an invincible reversal.
For en236K okizeme, which is usually the objective, you'll have to manually time 214H~236K.
Some meaty options after 214S (temporary videos)
OTG Safejump
OTG dc Meaty c.S
Meaty en236K
You can learn more in depth okizeme in the strategy page
Enhanced Sol Nascente en623S Knockdown
Enhanced Sol Nascente en623S Knockdown
The knockdown, and more importantly the launch, provided by Enhanced Sol Nascente en623S is an extremely important element in her combo game, and what makes her Slash buttons have extremely good reward.
It's important to learn and get used to hitconfirm her Slash buttons into 2H to then access en623S.
While beyond the scope of Basic Theory, the launch provided by a grounded en623S allows Giovanna to link into a dash f.S/5K; with f.S allowing to go into 2H214S Juggles while 5K being used primarily for cornercarry.
The only way to access this tool on a grounded opponent is to hit the opponent with a 2H. Furthermore, to actually combo into it you'll have to cancel 2H > 214H~623S at the earliest possible timing.
Given 2H's short range and it being extremely punishing at said range, you'll usually have to hitconfirm into it. Thankfully, her dash and her Slash normals allow her to do so more often than not.
More commonly you'll hit a dash f.S/2S with enough momentum to combo into 2H, though hitconfirming a stray c.S into a grounded 2H may also happen. Additionally, given f.S/2S multihit nature it is quite easy to hitconfirm and know whether you're in 2H range with some practice.
Basic Okizeme
As mentioned before, while en623S' launch allows Giovanna to keep comboing, we will instead use it for its knockdown.
Since it gives a soft knockdown, the frame advantage differs depending on how scaled the combo is. Generally speaking though, you'll be advantaged enough to choose between en236K oki, a safejump or a meaty c.S.
To get a properly meaty en236K, you'll have to immediately input 214H~236K.
For the safejump, given the high frame advantage you can do microdash forward jump falling j.H, which can enable more mix compared to its IAD j.H counterpart while still being safe from DPs.
Choosing a meaty c.S is a good choice in match-ups that beat en236K oki without a DP, or in very scaled combos that end with en623S when you aren't sure about your frame advantage.
Some meaty options after en623S (temporary videos)
Meaty Enhanced Trovao en236K
66~9 falling j.H safejump
Meaty c.S
You can learn more in depth okizeme in the strategy page
Basic Combos 2
Close Slash Punish Starter
Giovanna's c.S is her best combo starter, especially when punishing the opponent after an unsafe special move or an invincible overdrive. (As meterless reversals have CH recovery, there's more choices to be had)
Thanks to having a guaranteed hit, you can immediately go into 2H214S juggles. In particular you should be using the enhanced version of Sol Poente en214S since it deals more damage and allows the follow-up combo to be easier.
As said above this is usually a punish combo, but if you where to gatling into f.S/2S immediately and hit a stray c.S, you can hitconfirm into the rest of the combo.
Thanks to the low combo decay, you can pickup with c.S > 2H, c.S > 2H > ..., which deals high amounts of damage and tension while requiring very little in terms of execution.
After the last 2H, you can choose between 214S and en214S; the first keeps sides while the second side-switches.
The same logic applies to the first en214S, though substituting that one is less recommendable.
Generally speaking some experimentation is required to get comfortable with 214S' trajectory.
For okizeme you can either delay en236K for guard crush oki or hit an OTG c.S and choose between jc IAD j.H or dash cancel meaty c.S.
Giovanna's Slash Normals each have their different uses, which rarely overlap. Nonetheless, the combos you have access to are nearly the same, with the biggest difference being initial combo decay (which isn't impactful for Basic Theory).
c.S is your pressure starter and primary punish tool.
f.S is a risky neutral and pressure reset tool, that when paired with Giovanna's dash momentum, has extremely good reward on hit.
2S is an incredible double-hitting low, that is an essential tool for Giovanna's strike-throw gameplan.
f.S and 2S are easy to hitconfirm, given their multi-hitting nature; while c.S is harder to hitconfirm, though still possible given its high attack level.
On hit, learning to confirm whether you are within 2H becomes an important skill, since that allows you to get an en623S launch.
On block or outside of 2H range, you'll have to confirm into 5H > 214K.
(66) c.S/f.S/2S > 2H > 214H~623S (> 214H~236K)
Basic close range Slash confirm into a knockdown. When you're in 2H range it'll usually be thanks to dash momentum, as raw without it can very easily make 2H unless at point blank.
Utilizes the fact that 2H combos into en623S, though requiring quick cancels.
While you could pick-up the combo and continue it for high amounts of damage, that is beyond the scope of Basic Theory.
For okizeme, you can choose between en236K, a 66~9 falling j.H safejump or simply dash up meaty c.S.
f.S/2S > 5H > 214K
Confirm off of a far ranged f.S/2S hit. Sadly when outside of 2H range, Giovanna's Slash buttons have very little reward, especially okizeme wise.
Given the distance and scaling of a combo, the knockdown provided by 214K will leave you too far away to get a meaty c.S. This means you'll have to choose between f.S/2S/2D/236K.
For more okizeme options after all these combos check out the okizeme page
Core Combos
Core combos balance potency with consistency. They:
Work against most characters of a selected weight or hurt box type
May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
Are expected to be consistently performable by most intermediate and advanced players who main the character
All damage values are tested on Ky at 100% health, 0 RISC, and 0% Tension unless stated otherwise
Round Start Counter Hit CombosClick the tabs above this box to navigate
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.
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.
Round Start Counter Hit Dash 5K/2K ComboYour fastest round start
Easy
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).
Round Start Counter 2D ComboCatch them trying to whiff punish you 229
Medium
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.
Round Start Counter 6P ComboNot really a combo but a solid hit to get nonetheless
Easy
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.
Close Slash Punish CombosClick the tabs above this box to navigate
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.
Anywhere Close Slash PunishYour real BnB 189/192 damage, 43% Tension
Easy
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.
Corner Close Slash PunishThank the 5H wallbounce 244 damage, 41%(WS)/45%(WB) Tension
Medium
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.
Cornered Close Slash Punish623S Backhit is quite nifty 237 damage, 37%(WS)/42%(WB) Tension
Medium
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.
Corner Counter Hit Close Slash PunishCharged Dust is good damage 254 damage, 43%(WS)/47%(WB) Tension
Medium
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.
Close Range Slash Hit Confirm ComboA hard knockdown's worth of reward 160/141 damage
Medium
(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).
Charged Dust ComboPositive bonus without wall break 202 damage
Easy
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).
Combo List
All damage values are tested on Ky at 100% health, 0 RISC, and the minimum Tension necessary unless stated otherwise.
Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.
Tension gain numbers may vary, learn more about gaining tension here. For combos with interchangeable parts assume the highest tension variation.
For routes that end with a wallbreak both damage and tension gain numbers are provided on wallbreak (WB) and wallstick (WS)
This list is meant for combos, not for frame traps, blockstrings, or mixups. If the combo itself allows to set them up afterwards, it is mentioned in the "Notes" field.
At the end of a combo if there are moves in parenthesis like (> IAD), (> 214H), (> OTG); they refer to possible oki setups. Learn more in the Combo Enders section in combo theory.
The difficulty is ranked on a scale of 1 to 5 (Very Easy, Easy, Medium, Hard and Very Hard) based on various factors (cancel leniency, link timings, special techniques, range consistency, etc).
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
Punch 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.
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.
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.
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.
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.
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.
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.
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
(AA) 6P > 214K
Anywhere
61
Everyone
[1] Very Easy
Tension Gain: ~11% Usually done as a string without hit confirming
1.30
CH 6P > 214K, 66~5K > 214K
Anywhere
91
Everyone
[3] Medium
Tension Gain: ~21% Short extension after a CH 6P. At tip 6P the 5K might whiff.
1.30
CH 6P > 214K, 66~5K (> 214H)
Anywhere
80
Everyone
[3] Medium
Tension Gain: ~16% Short extension after a CH 6P. At tip 6P the 5K might whiff. Allows for much better oki.
1.30
CH 6P > 214H~214K
Anywhere
70
Everyone
[2] Easy
Tension Gain: ~14% Allows to get some extra damage when counterpoking reactable moves at range, such as Faust's ThrustGuardAllStartup26~37Recovery19Advantage-12.
1.30
CH 6P > 214H~623S, 66~5H (> 214H)
Anywhere
102
Everyone
[3] Medium
Tension Gain: ~16% Requires close range. Good confirm when frametrapping with 6P at closer ranges. If close to the corner the 5H will wallbounce, making the en236K setup not autotimed; but said wallbounce does allow for an extension (see corner combos for more info)
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.
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
Kick Starters
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
??
Dust Starters
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.
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.
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.
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
Special Move Starters
Only specials that lead to a combo meterlessly will be mentioned
Tension Gain: ~30 A simple 214KGuardAllStartup13Recovery20Advantage-4 counter hit confirm. At longer ranges you will to microdash before 5K for it to connect.
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.
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.
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
Air-to-air Combos
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.
??
Combo Theory
Overview
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 > 214SBnB 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..
Combo Structure
Corner Combos
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.
5H > 214H~623S LoopsThe optimal corner juggle
Medium
Starter > (5H > 214H~623S)xN WS
Thanks to 5H's wall bounce and en623SGuardAllStartup7Recovery21Advantage-15's launch, Giovanna can loop this for enormous damage.
Because both moves have low wall damage, an extra c.S may be necessary to wall stick.
Enders
214K KnockdownA knockdown is never a bad thing
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:
... > 6P > 214K
Both CH and regular 6P launch on hit, leading to an airborne 214K hit.
( ... ) > 2D > 214K
2D launches on hit, though when hit as a CH it leads to much more damaging conversions.
... > 5H > 214K
Usually comboed into grounded or hitconfirmed off a raw 5H, doesn't lead to safejump oki unless in the corner, but it is still a hard knockdown.
( ... ) > 5K > 214K
Used to either punish unsafe moves at range or linked into thanks to CH or 236K extensions, usually on grounded opponents.
236K extensionsSqueezing more of everything out of a non-launcher
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:
... > 236K, 5K > 214K
Works anytime, even on raw 236K hits
... > 236K, f.S > 5H > 214K
Leverages the extended slowdown properties of Large counter hits (if you delay the 236K too much you might not be plus enough for the link to work)
The Juggles
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.
LaunchersBe ready to cash out big
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..
c.S > 2H > 214S, ...
Your most common punish starter that can't otherwise be directly hitconfirmed into 2H. The 2H must be gatlinged immediately to hit during the airborne part of c.S' floating crumple.
CH c.S > 2H/5[D], ...
Thanks to the counter hit slowdown, both of these combos launch on their own and can be directly linked into a juggle part without needing an immediate 214S. While 5[D] is usually the optimal way to go thanks to it's higher damage and lower wall damage, the combos after it require harder execution than it's 2H counterpart; furthermore 2H allows an immediate side swap.
CH 623S, ...
Very high reward off a pseudo-DP move and great anti-air. Grounded counter hit sends them quite far horizontally, but still close enough for a juggle after a dash. When anti-airing the launch can vary wildly in horizontal and vertical distance, with the followup dash sometimes crossing up and messing up your links, it is recommended to try these out in various situations to convert more consistently
CH 2D > 214K, ...
Leverages the extended slowdown of a Large counter hit to link after the 214K. Depending on the distance to the opponent linking some juggles might be much harder or outright impossible; once again trying these out is recommended.
CH 214K, ...
Usually allows much shorter juggles or none at all, but at close range or with dash momentum you can sometimes pick it up with a damaging conversion.
CH 5H/2H > 623S, ...
Leverages the Large counter hit slowdown and higher vertical launch provided by 623S to link into a juggle, requires to be within 623S' range.
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.
CH f.S(1)/2S(1) > 623S, ...
Once again leveraging counter hit slowdown to allow a juggle after the 623S launch thanks to the wall leaving the opponent much closer. You need to gatling into 623S on the hit that counter-hits (usually the first one), otherwise the slowdown will run out too soon to allow for a link.
CH 2D > 236K, ...
The higher damage counterpart to 214K, though the difference is so minimal that auto-piloting into 214K is oftentimes easier.
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.
IAD j.H, c.S > 2H > 214S, ...
Also works from 9jump falling j.H as a safejump after throw
CH j.S/j.H/j.D, c.S > 2H > 214S, ...
All of these attacks have a Mid counter hit effect, giving plenty of time to microdash to guarantee the 2H > 214S pickup. j.K can sometimes work but it needs to be low and really close, you're usually better off going for 5K.
After certain grounded CH that leave you particularly close or with dash momentum.
CH 5P/2P, c.S > 2H > 214S, ...
Hard to hitconfirm if not a complete wishconfirm, though it can be a solid string to do as abare An attack during the opponent's pressure, intended to interrupt it. if the enemy is close enough for c.S to connect.
66 CH 5K/2K, c.S > 2H > 214S, ...
Requires dash momentum, and is slightly easier to hitconfirm than it's 5P/2P counterpart. Notably 5K scales combos less than jump-ins, 5P/2P and 2K, allowing for easier conversions.
CH 2H/6H/6HH, c.S > 2H > 214S, ...
Though doing either 2H/6H in blockstrings is generally a blunder, they do give good reward on counter hit. Same as 5K they have better initial scaling than other attacks.
CH 236K, 66 c.S > f.S(2) > 2H > 214S, ...
Projectile punish on a read, otherwise a fairly uncommon starter. Though linking into a juggle is possible and does more damage, simply doing f.S > 5H > 214K gives a safejump that guaranteed works against all reversals, whereas after a juggle it might not.
Air JugglesCombine these like a puzzle
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.
c.S > 2H > 214S ...
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.
f.S(2) > 2H > 214S ...
In most situations it is possible to loop this combo twice. This can be made easier by holding [6] after the first 214S to steer Giovanna's trajectory, which will cause her to land closer to her opponent. This steering can also sideswitch in many situations by holding either [4] or [6] during 214S.
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
Holding [4] is to avoid a sideswap and messing up the dash 5K pickup. 5K is usually preferred over c.S as it makes the pickup more consistent at the cost of some damage. The delay before j.D is done to hit the j.D closer to the ground and link with the ender more easily.
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.
Consult the launchers page to know which ones work. c.S is extremely inconsistent so it should be avoided. The delay before j.D is rarely necessary but can help with stabilizing the ender.
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.
... > j.D, land 5H/5K > 214K
If 214K still doesn't wallstick you'll be able to OTG safejump, but be aware that for very scaled combos you might not be safe against 9f reversals.
6H and it's followups can be a great tool for obtaining extra damage and cornercarry in exchange for oki; or going for wallbreak during a very scaled wallbreak.
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
..., 5K/c.S > 6H > dl.6HH > dl.6HHH
Followups will be notated with 6HH and 6HHH same as the overview page to better clarify which attack Giovanna is doing.
..., 5K/c.S > 6HHH
Just 6HHH alone instead indicates doing 6H and it's followups without any delay, though this is a more uncommon option.
Furthermore, 6H and 6HH are often used to get some extra distance before cancelling them into either Overdrive to get a burst safe wallbreak.
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.
Meterless Combos
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.
Overdrive Combo Enders
Nearly any combo that ends with 214KGuardAllStartup13Recovery20Advantage-4 can substitute it with 632146HGuardAllStartup5+4Recovery49Advantage-37 for increased damage, as well as wallbreak when used close enough to a corner.
Combos that end with 6HHH can usually substitute it for 6H > land > 632146HGuardAllStartup5+4Recovery49Advantage-37 OR for 6H > j.236236HGuardAllStartup3+1RecoveryAdvantage0~+6
Choosing a Wallbreak
When it comes to meterless wallbreaks, Giovanna's most common options are either 5[D]GuardHighStartup28Recovery25Advantage-10 or 236KGuardAll [All (Guard Crush)]Startup27Recovery13Advantage+4 [+15]. 5[D] is Giovanna's highest damage non overdrive attack, while 236K has the advantage of building more tension being a special move. If the enemy splatted on the wall high enough off the ground where neither of the previous options reach, j.H is a fine substitute.
With tension you have the option to use 632146HGuardAllStartup5+4Recovery49Advantage-37 for higher damage and a guaranteed knockdown (+36) after the wallbreak. j.236236HGuardAllStartup3+1RecoveryAdvantage0~+6 is also available to obtain said knockdown whenever 632146HGuardAllStartup5+4Recovery49Advantage-37 doesn't have enough vertical reach.
OTG and Okizeme
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.
Common RC Routes
To extend your confirms into extra damage/corner carry, you may want to spend 50% meter and use the routes below. Note that these routes assume minimum scaling/wall damage, so the opponent may wallsplat before the points mentioned.
Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific
Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc.
Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute
Big Body Loops
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 Loop
Combo
Position
Damage
Works on
Difficulty
Notes
Video
Recipe
Ver
66 5K > jc > j.S > j.H > dl.j.D
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
FA, PO, GO, BE
Useful variant for finishing the last loop before wallstick to avoid whiffing as the combo scaling grows.