GGST/Giovanna/Combos

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< GGST‎ | Giovanna
Revision as of 14:17, 18 April 2022 by TreWe04 (talk | contribs) (moved beginner combos and reduced number of combos)
 Giovanna



Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P 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.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
BRC = Blue Roman Cancel
RRC = Red Roman Cancel
PRC = Purple Roman Cancel
YRC = Yellow Roman Cancel
YYXRC = Dash Input X Roman Cancel in Y direction i.e: 22PRC
XRC~Q = Cancel the X Roman Cancel into Q i.e: RRC~5K
WS = Wall Stick/Wall Splat
AB =  A.B.A
AN =  Anji Mito
AS =  Asuka R♯
AX =  Axl Low
BA =  Baiken
BE =  Bedman?
BR =  Bridget
CH =  Chipp Zanuff
EL =  Elphelt
FA =  Faust
GI =  Giovanna
GO =  Goldlewis
HA =  Happy Chaos
IN =  I-No
JC =  Jack-O'
JO =  Johnny
KY =  Ky Kiske
LE =  Leo Whitefang
MA =  May
MI =  Millia Rage
NA =  Nagoriyuki
PO =  Potemkin
RA =  Ramlethal
SI =  Sin Kiske
SO =  Sol Badguy
TE =  Testament
ZA =  Zato-1

External Resources

Combo Doc

Patch 1.1 Combo Video


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

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.

Beginner Combos
Combo Position Damage Tension Gain Works on: Difficulty Video Notes
(66) 5P/2P/5K/2K > 6P (> 214K) Anywhere 70 (73) [76] ~14 Everyone [1] Very Easy - Close range P/K confirm. 6P > 214K is guaranteed in the corner, but very close range or dash momentum is needed midscreen for the combo to connect midscreen. Damage given for 5P starter.
6P/5K/2K/5H/2D > 214K Anywhere 65 (67) [71] ~11 Everyone [1] Very Easy - 6P Midrange poke confirm. Buffering pokes into 214K is a safe way to automatically convert stray hits into a hard knockdown that lets Giovanna start her pressure. Damage given for 5K
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, OTG Anywhere 142 (147) [154] ~29 Everyone [2] Easy - Midscreen punish combo.
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.
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.

Standard Combos

These routes are more complete versions of combos above, with additional routes and conversions for specific situations.

5P/2P/6P/5K/2K/j.K Starters
Combo Position Damage Tension Gain Works on: Difficulty Video Notes
(66) 5P > 6P (> 214K) 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.
c.S/f.S/2S Starters
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.
5H/2H/6H Combos
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 214PGGST Millia Rage Iron Savior.pngGuardLowStartup20Recovery17 + 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].
Dust Combos
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.
Throw Starters
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.
Jump-in Starters
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.
Air-to-air Combos
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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