Combo Notation Guide | Character Name Abbreviations | |||||||||
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External Resources
Beginner Combo List
- All damage values are damage dealt to Ky.
- Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.
- Damage is listed as follows: Dmg (50%T Dmg) [100%T Dmg] based on Giovanna's Tension at the start of the combo.
Beginner Combos
These routes are basic bread and butter combos for players looking to get started with Giovanna. They prioritize simplicity over damage, tension gain, or corner carry so feel free to modify them. A full list of optimal routes can be found below this list once your understanding of Giovanna's combo theory and execution improves.
Note: Most combos listed here that end in 214K can optionally be instead ended in 632146H, granting extra corner carry and much higher damage at the cost of oki.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Video | Notes |
---|---|---|---|---|---|---|---|
(66) 5P > 6P (> 214K/632146H) | Anywhere | 70 (73) [76] | ~14 | Everyone | [1] Very Easy | - | 5P or 2P confirm. Guaranteed in the corner, but very close range or dash momentum is needed midscreen for the 6P and/or 214K to connect. Can be ended with 632146H for 50 Tension to increase the damage to 135 (137) [146]. |
AA 6P > 214K | Anywhere | 67 (69) [73] | ~11 | Everyone | [1] Very Easy | - | 6P Anti-air combo. |
5K > 214K | Anywhere | 65 (67) [71] | ~11 | Everyone | [1] Very Easy | - | 5K/2K combo. 2K will deal marginally less damage. |
c.S > delay f.S / 2S > 5H > 214K | Anywhere | 131/130 (136/135) [142/140] | ~22 | Everyone | [2] Easy | - | You must delay f.S/2S otherwise Giovanna will get an airborne hit, causing the 5H to launch the opponent away and prevent the 214K from connecting. |
c.S > 2H > 214K, 5K > 214K (> 66 c.S > IAD j.H) | Anywhere | 142 (147) [154] | ~29 | Everyone | [2] Easy | - | Midscreen punish combo. Optionally, Giovanna can dash up and OTG c.S to end the combo. Jump cancelling the c.S and instantly airdashing with j.H will grant a safejump, giving Giovanna a safe way to start her offense. |
c.S > 2H > 236K, c.S > 5H > 214K WS 5[D] | Corner | 204 (211) [220] | ~37 | Eeveryone | [2] Easy | - | Corner punish combo. Replace 5[D] with 632146H for extra damage and oki after the wallbreak. |
f.S / 2S > 5H > 214K | Anywhere | 97 (99) [105/104] | ~16 | Everyone | [1] Very Easy | - | f.S confirm. |
5H > 214K | Anywhere | 84 (88) [91] | ~13 | Everyone | [1] Very Easy | - | 5H confirm. |
CH 5H > 236K, f.S > 5H > 214K | Anywhere | 154 (158) [164] | Everyone | [3] Medium | - | Counterhit confirm from 5H. The f.S > 5H > 214K link can be replaced with 5K > 214K for a slightly easier but less damaging combo. | |
5[D]8 > j.H > j.S > jc > j.H > j.S > j.H > j.SS | Anywhere | 195 (199) [205] | ~29 | Everyone | [2] Easy | - | Charged Dust combo. |
Combo List
- All damage values are damage dealt to Ky.
- Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.
- Damage is listed as follows: Dmg (50%T Dmg) [100%T Dmg] based on Giovanna's Tension at the start of the combo.
- Note: Almost any combo that has 5K > 6HHH can convert into 632146H, assuming you have 50 tension. 6H > 632146H will be more damage and an easier link while 6HH > 632146H will be a harder link with slightly less damage, but greater carry
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Video | Notes |
---|---|---|---|---|---|---|---|
(66) 5P > 6P (> 214K/632146H) | Anywhere | 70 (73) [76] | ~14 | Everyone | [1] Very Easy | - | 5P or 2P confirm. Guaranteed in the corner, but very close range or dash momentum is needed midscreen for the 6P and/or 214K to connect. Can be ended with 632146H for 50 Tension to increase the damage to 135 (137) [146]. |
5P/2P > 5P > 623S | Anywhere | 62 (65) [68] | ~10 | [1] Very Easy | Youtube | Very close 5P/2P mash confirm. | |
5P/2P > 5P/2P > 623S > RRC, dash under, walk back c.S > 2H > 236K, c.S > 5H WS, 5[D] | Back to corner | (147) [152] | ~12-13 | Everyone | [2] Easy | Youtube | Damage values shown use 5P. If you're too close to the corner after 236K, walk back more. If you get f.S after 236K instead of c.S, walk back less. |
6P (AA) > 214K | Anywhere | 67 (69) [73] | ~10 | [1] Very Easy | Youtube | Works as a counterpoke confirm and an anti-air. On counter hit or as an anti-air, (> 66 c.S OTG > IAD j.H) works as a safejump setup. | |
5K/2K > 214K | Anywhere | 65 (67) [71] | ~15 | [1] Very Easy | Youtube | 5K/2K confirm. Useful for abare 2K or when you can't get dash momentum. | |
2K/5K > 214K > 66RRC, 66 c.S > 2H > 236K | Anywhere | 92/113 (94/115) [98/121] | -38 | Everyone | [2] Easy | - | Used to convert 2K/5K starter into more damage and corner carry. |
(66) 5K/2K > 6P > 214K (> 66 c.S OTG > IAD j.H) | Anywhere | 85 (87) [92] | Everyone | [2] Easy | - | Requires dash momentum or very close range for 5K > 6P to connect. Ends in a IAD j.H safe jump. Damage calculated without c.S OTG. |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Video | Notes |
---|---|---|---|---|---|---|---|
c.S > f.S(3)/5H > 214K (> 66 c.S OTG > IAD j.H) | Anywhere | 103 (107) [112] | Everyone | [1] Very Easy | Allows for an IAD j.H safe jump after. 5H version is more damage, but also a more difficult OTG. Damage calculated using f.S without the OTG. | ||
c.S > 2S > 2H > 214K (> 66 c.S OTG > IAD j.H) | Anywhere | 126 (131) [136] | Everyone | [2] Easy | Slightly more optimal version of the previous combo for an immediate 2S cancel. Damage calculated without c.S OTG. | ||
c.S > dl.f.S(3) > 5H > 214K | Anywhere | 131 (136) [142] | ~22 | Everyone | [2] Easy | Cancel too soon and the opponent will be floating from c.S so the combo will not work. Does not give an auto-timed safe jump setup, but has enough advantage for two dashes into a meaty c.S or a manual IAD j.H safe jump. | |
c.S > 2H > 214K, 66 5K > 214K (> 66 c.S OTG > IAD j.H) | Anywhere | 142 (147) [154] | ~ 30 | [2] Easy | Midscreen punish combo with optional safejump oki. Damage calculated without c.S OTG. | ||
c.S > 2H > 214K, 66 5K > 6HHH | Anywhere | 155 (162) [171] | ~33 | [3] Medium | Youtube | Alternate c.S punish combo. Works anywhere if you delay the two last Hs. Will wallbreak if started close enough to the corner. | |
c.S > 2H > 214K, 66 5K > 6HH > 214K | Anywhere | 157 (163) [172] | ~35 | [4] Hard | Max damage alternative to the above. Need to heavily delay both hits of 6HH. | ||
66 c.S > 2H > 214K, microwalk > c.S > 2H > 214K (> 66 c.S OTG > IAD j.H) | Anywhere | 163 (171) [179] | ~35 | [4] Hard | Max damage meterless c.S punish but requires you to start from a dash, and has very tight timings. Can also do c.S > 2H > 6HHH/236K for better wall carry and worse oki. | ||
c.S CH > 5[D], microwalk > c.S > 214K > 5K > 6HHH | Anywhere | 184 (190) [198] | ~45 | [4] Hard | Counter hit c.S combo. Only use on guaranteed counter hits (such as DP punishes). | ||
c.S > 2H > 236K, 5K, c.S > 5H > 214K WS, 5[D] | Corner | 207 (214) [222] | 38 | Everyone | [3] Medium | Youtube | Meterless BnB off of c.S in the corner. Can finish with 632146H for better oki and damage. |
c.S > dl 2S > 5H > 214K > 88RRC > j.D > AD > j.D > 5H > 214K WS, 5[D] | Midscreen | 202 (207) [218] | [3] Medium | Youtube | Midscreen 50% c.S confirm. Must reach corner by the second hit of AD > j.D. | ||
c.S~66 > BRC > 623S > dash > 5K > jc > j.K > j.D > adc > j.D > 5H WS > 214K | Midscreen | (214) [222] | [3] Medium | Midscreen 50% c.S dash cancel BRC confirm. If the opponent wall-splats late on 214K, do 5[D] to wallbreak. | |||
c.S > 2H > 214K > 66.PRC (walk back) > c.S, 5K, 5K > 214K WS, 5[D] | Back to the wall | 204 | [3] Medium | Needs some timing down for it, but a useful combo for when your back is to the wall. | |||
f.S(3)/2S(2) > 5H > 214K | Anywhere | 97 (99) [104] | ~20 | [1] Very Easy | Basic combo off f.S/2S. 5H can cancel the second hit of 2S. Avoid this in order to get maximum damage. |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Video | Notes |
---|---|---|---|---|---|---|---|
5H > 214K | Anywhere | 91 | Everyone | [1] Very Easy | - | Meterless 5H poke confirm. Midscreen a manually timed IAD j.H safe jump or two dashes into c.S will hit meaty. In the corner at close range, 66 c.S OTG > IAD j.H is a safe jump. Can punish some moves intended to be safe when spaced such as Millia's 214PGuardLowStartup20Recovery17 + 10LAdvantage-12. | |
5H > 632146H | Anywhere | (192) [202] | ~6 | Everyone | [1] Very Easy | - | Better damage than any RRC combo, but harder to confirm and worse midscreen oki. On wallbreak, does (226) [238] and grants oki. |
5H > 214K, 66RRC > dash > 66 c.S, c.S > 2H > 214K | Anywhere | (146) [150] | ~15-16 | Everyone | [2] Easy | - | 50% 5H confirm. Less damage than 5H > 63214H but much better oki. |
5H > 214K, 66RRC > dash > 66 c.S > 2H > 236K, c.S > 5H WS, 5[D] | Midscreen to Corner | (188) [164] | ~15-16 | Everyone | [2] Medium | - | Close to corrner 50% 5H confirm. |
5H > 214K, RRC > dash > (walk back) > c.S > 2H > 236K, 66.5K, c.S > 5H > 214K WS, 5[D] | Back to corner | (192) [198] | ~17 | Everyone | [2] Easy | - | Works when you're in the corner and they're at the furthest range of 5H. |
5H CH > 236K, f.S > 5H > 214K | Anywhere | 154 (158) [164] | Everyone | [3] Medium | - | Counterhit confirm from 5H. The f.S > 5H > 214K link can be replaced with 5K > 214K for a slightly easier but less damaging combo. | |
6HH > j.236236H | Anywhere | (161) [170] | ~10 | [1] Very Easy | - | Easy super buffer from this move. You can add this to any combo ending with 6H. If done near half screen can wall break for (196) [203] damage. | |
6H > 623S 66PRC, c.S > 2H > 236K, c.S > 214K WS, 5[D] | Midscreen to Corner | 210 (212) [218] | -50 | [4] Hard | Streamable | Midscreen to corner 6H starter. Doing 236K too quickly or with the opponent too high off the ground can cause them to bounce off the wall and over your head, so delay parts of the sequence after 66PRC as needed. Additionally, if done in the corner or if the opponent hits the wall before 236K, c.S will cause the wallsplat instead of 214K, in which case just go straight to 5[D]. |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Video | Notes |
---|---|---|---|---|---|---|---|
2D > 214K (> 66 c.S OTG > IAD j.H) | Anywhere | 75 (78) [82] | ~10 | [1] Very Easy | Basic 2D confirm. Damage calculated without c.S OTG. | ||
(close) 2D > 214K, 5K > 214K (> 66 c.S OTG > IAD j.H) | Anywhere | 112 (117) [122] | ~22 | Everyone but heavies | [1] Very Easy | - | Close 2D confirm. Must be close for 5K to connect. The c.S OTG timing is very strict, so waiting and doing a normal meaty may be preferred. Damage calculated without c.S OTG. |
(close) 2D > 214K, 5K > 6HHH | Anywhere* | 130 (135) [141] | ~26% | Everyone but heavies | [3] Medium | Streamable | Combo works anywhere on screen but if they aren't going to hit the corner by the end you'll need to delay each 6H by a fair bit to make them all connect. Alternatively do 2D > 214K, 5K > 6H, 214K for a better knockdown at the cost of a little bit of damage. |
2D CH > 214K, 66 5K, c.S > 2H > 214K (> 66 c.S OTG > IAD j.H) | Anywhere | 141 (147) [155] | - | Everyone | [2] Easy | Counter Hit 2D starter. Damage calculated without c.S OTG. | |
5[D], [8/9], j.H > jc > j.S > j.HH | Anywhere | 164 (165) [172] | ~19 | Everyone | [1] Very Easy | - | Very simple charged dust combo. |
5[D], [8/9], j.H > j.S > jc > j.H > j.S > j.H > j.S > jc > j.HH | Anywhere | 202 (204) [212] | ~23 | Everyone | [3] Medium | - | Bread and butter universal dust combo. Timing during the combo is slightly strict, but there is a bit of leeway as to when you can start the combo. |
5D > 66RRC, c.S > jc > dl j.H > dl j.D, 66 5K > 214K (> 66 c.S OTG > IAD j.H) | Anywhere | 100 (102) [105] | -43 | Everyone | [5] Very Hard | Youtube | Midscreen uncharged 5D confirm. j.H and j.D must be delayed to keep the opponent close enough for microdash 5K to reach. Ends in an optional safe jump setup. Damage calculated without safejump setup. |
5D > 66RRC, c.S > jc > j.H > j.D, 5H > 214K WS, 5[D] | Corner | 145 (147) [151] | -43 | Everyone | [3] Medium | - | Corner uncharged 5D confirm. |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Video | Notes |
---|---|---|---|---|---|---|---|
6D > RRC, j.D > AD > j.D, 5H > 214K WS 5[D] | Midscreen/Corner | 160 (162) [168] | Everyone | [4] Hard | Youtube | 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 214K to connect. |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Video | Notes |
---|---|---|---|---|---|---|---|
j.H, c.S > dl 5H > 214K | Anywhere | 110 (115) [121] | ~20 | [2] Easy | - | On a high connect after an air dash, add f.S(3) between the c.S and 5H for more damage, will whiff on deeper connect j.H even with airdash momentum. | |
j.K Cross-up > 214S (> 66 c.S OTG > IAD j.H) | Anywhere but Corner | 58 (61) [65] | ~22 | [2] Easy | - | Flashy crossup combo, j.K has to hit behind them so that the first hit of 214S instantly connects. Damage calculated without c.S OTG. |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Video | Notes |
---|---|---|---|---|---|---|---|
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. |
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