GGST/Giovanna/Combos

From Dustloop Wiki
< GGST‎ | Giovanna
Revision as of 17:41, 11 October 2023 by ZGako (talk | contribs) (→‎Combo List)



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

Read First

Ambox warning.png As the S3 update changes a lot of Giovanna's tools, the combos page is currently undergoing major revision!


Basic Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

Combos ending in 214K knockdownClick the tabs above this box to navigate


All of these combos end in the same way, but have different use cases and leave Giovanna in different advantageous situations depending on starter.

Consult the enders section in Combo theory for more details.

Close Range Punch ComboA faster jab than average is worth using
Very Easy

5P/2P > 6P > 214K
Basic combo from Giovanna's P attacks. Optimal conversion when doing 5P/2P as abare An attack during the opponent's pressure, intended to interrupt it..

If you do 5P/2P more than once without dash momentum or outside the corner, 214K is prone to whiffing; in those cases, simply doing 6P also nets you a knockdown.

Dash In Kick ComboRequires aggression
Very Easy

(66) 5K/2K > 6P > 214K
Basic combo from Giovanna's K attacks. Dash 5K is Giovanna's defining poke and whiff punish tool; as this combo also doubles as a pressure string, it is of paramount importance to learn.

Requires you to be close range or to have dash momentum for 6P > 214K to connect.

Midrange Poke ComboFor when you're keeping your distance.
Very Easy

5H/2D/2K > 214K
Basic combo from Giovanna's midrange pokes. When poking with these attacks, buffering 214K is both a way to convert into a knockdown and stay safe on block.

2K here is mainly used to punish unsafe moves, given its good range for its startup.

Mid-Pressure Hit ConfirmAutopilot your way into easy knockdowns
Very Easy

c.S > (dl.) f.S/2S > (dl.) 5H > (dl.) 214K
Basic c.S pressure string that combos into a knockdown if the opponent gets hit during any part of it. It's better to delay your buttons during pressure, leaving a small gap for the opponent to try and counterattack; once you confirm that one of your attacks connects, not delaying makes the combo easier.

Using 2S is generally recommended, as the opponent has to block it while crouching.


Close Slash Punish Combo PiecePunish them doing very unsafe attacks
Easy

c.S > 2H > 214S / (214H~214S)
Basic c.S punish combo. This combo is the basic launcher Giovanna uses in her non-beginner combos, and grants a hard knockdown A knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc..

The Chave (214H)GGST Giovanna 214H.pngGuardStartupRecovery30Advantage- version of the combo is slightly harder to execute and side switches, but it's even more fundamental to learn than the basic one.

Either version can be repeated a second time for more damage and no drawbacks; it is recommended to hold [6] after 214S to make the combo more consistent.

As you can't generally hitconfirm c.S into 2H for a launch, try keeping this combo only for punishing unsafe attacks like reversal Overdrives.

Core Combos

Intermediate.png 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.

Round Start Counter Hit 5H ComboYour premium round start button
218 damage
Medium

CH 5H > 214H~623S, 66 f.S(2) > 2H > 214S, c.S > 5H > 214H~623S, 5K WS > 214H~236K WB
Easy combo for Positive bonus.

The dash to get the f.S(2) pickup needs to be longer than you might expect. Connecting only the first two hits of f.S(2) makes it more consisten on characters with weird hurtboxes like Anji.
You might need to delay the link into c.S slightly for 5H not to whiff under the opponent.

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.


S Close Slash Punish CombosClick the tabs above this box to navigate
poster=LazyLoadImageThumbnail.png

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 S 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 S 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).
Ambox warning.png 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

P 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.
1.30
CH 5P/2P, c.S > 6H > (dl.) 6HH > (dl.) 6HHH (> 214H) Anywhere 99 Everyone [2] Easy Tension Gain: ~21%
Requires Point Blank range. The delays allow for a more consistent combo.
1.30
CH 5P/2P, c.S > f.S(2) > 214H~623S, 66 f.S(2) > 2H > 214H~214S, c.S > 6H > dl. 6HH > 6HHH (> IAD) Anywhere 129 Everyone [4] Hard Tension Gain: ~39%
Requires Point Blank range. The en623S needs to be done as fast as possible to link into f.S(2) > 2H high enough for 214H to go under the opponent. Not delaying 6HHH makes the combo more consistent as well as the autotimed safejump possible afterwards.

If cornered this combo wall sticks.

1.30
CH 5P/2P, c.S > f.S(2) > 214H~623S, 66 f.S(2) > 2H > 214H~214S, c.S > f.S > 5H (> 214H) Anywhere 129 Everyone [4] Hard Tension Gain: ~37%
Requires Point Blank range. The en623S needs to be done as fast as possible to link into f.S(2) > 2H high enough for 214H to go under the opponent.
1.30
66 CH 5P/2P, c.S > 2H > 214H~214S[4], c.S > 2H > 214S (> OTG) Anywhere 132 Everyone [3] Medium Tension Gain: ~35%
Requires dash momentum. Holding [4] on the en214S allows you to keep sides on the second 214S. Holding [6] instead will make you side-switch.
1.30
66 CH 5P/2P, c.S > 2H > 214H~214S[6], c.S > 2H, c.S > f.S > 5H (> 214H) Anywhere 141 Everyone [3] Medium Tension Gain: ~39%
Requires dash momentum. Holding [6] on the en214S allows you to keep sides after the second c.S > 2H. Holding [4] instead will make you side-switch.
1.30
66 CH 5P/2P, c.S > 2H > 214H~214S[6], c.S > 2H, 5K > 6H > (dl.) 6HH > (dl.) 6HHH Anywhere 140 Everyone [3] Medium Tension Gain: ~40%
Requires dash momentum. Holding [6] on the en214S allows you to keep sides after the second c.S > 2H. Holding [4] instead will make you side-switch.
1.30
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
CH 5P/2P, c.S > (5H > 214H~623S)×2, f.S > 5H WS > 214H~236K WB Corner 183(WB)
142(WS)
Everyone [3] Medium Tension Gain: ~39%(WB) / ~34%(WS)
Requires Point Blank range. The last link into f.S can be somewhat tight and requires being a close distance from the corner.
154347
(PC)
1.30
CH 5P/2P, c.S > 5H > 214H~623S, 2H > 214H~623S, 5H > 214H~623S, WS > 214H~623S WB Corner 186(WB)
146(WS)
Everyone [3] Medium Tension Gain: ~41%(WB) / ~37%(WS)
Requires Point Blank range. Requires being close to the corner after the first en623S to link into 2H.
154348
(PC)
1.30
66 CH 5P/2P, c.S > 2H > 214H~214S, c.S > 214H~623S, 5H > 214H~623S, WS > 214H~623S WB Corner 184(WB)
144(WS)
Everyone [3] Medium Tension Gain: ~43%(WB) / ~39%(WS)
Requires Dash momentum.
154351
(PC)
1.30
66 CH 5P/2P, c.S > 2H > 214H~623S, 5H > 214H~623S, 5H > 214K, WS > 214H~623S WB Cornered 182(WB)
143(WS)
Everyone [3] Medium Tension Gain: ~42%(WB) / ~38%(WS)
Requires Dash momentum. Requires to be within 5H range from the corner after the backhit en623S.
154352
(PC)
1.30
66 CH 5P/2P, c.S > 2H > 214H~214S[4], c.S > 2H, c.S > f.S > 5H WS > 214H~236K WB Cornered 181(WB)
141(WS)
Everyone [3] Medium Tension Gain: ~44%(WB) / ~39%(WS)
Requires Dash momentum. Holding [4] after en214S is required to face the correct side as to make the combo wall-stick.
154353
(PC)
1.30

6P

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
(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 ThrustGGST Faust 41236K.pngGuardAllStartup26~37Recovery19Advantage-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)
1.30
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
CH 6P > 214K, 5K > 6H > dl. 6HH > dl. 6HHH WS ▷ 214H~623S WB Corner 165(WB)
119(WS)
Everyone [2] Easy Tension Gain: ~27%(WB) / ~22%(WS)
Corner CH 6P confirm from an autopilot 214K. The delays between the 6H followups are required to not get pushed out too much.
1.30
CH 6P > 214H~623S, 5H > 214H~623S, 2K > 6H > dl. 6HH WS ▷ 214H~236K WB Corner 207(WB)
161(WS)
Everyone [3] Medium Tension Gain: ~31%(WB) / ~27%(WS)
Corner CH 6P confirm. The pickup has to be done with 2K as to not be pushed back too much and make 6H whiff.
1.30

K 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.
Youtube 94119
(PC)
1.29
(66) 5K > 6P > 214K Anywhere 80 Everyone [2] Easy Requires dash momentum or very close range for 5K > 6P to connect. Link 94120
(PC)
1.29
CH 5K > 5K/2K > 214KGGST Giovanna Sepultura.pngGuardAllStartup13Recovery20Advantage-4 Anywhere 81 Everyone [2] Easy Easy counterhit confirm. Link 94121
(PC)
1.29
CH 5K > 6HHH Anywhere 101 Everyone [2] Easy Having 6H blocked is extremely dangerous, so be sure to hitconfirm. 94122
(PC)
1.29
CH 5K, c.S > 5H/f.S > 214K Anywhere 115 Everyone [2] Easy Requires dash momentum or close range. The 2K variant requires dash momentum. 94128 94129
(PC)
1.29
AA (CH) 5K > 214K, 66 > 5K > 214K Anywhere 92 Everyone [2] Easy 5K Anti-Air combo. 94133
(PC)
1.29
CH 5K > 2D > 214K Anywhere 89 Everyone [2] Easy Basic hitconfirm 94132
(PC)
1.29
CH 5K > 2D > 214K, 2K > 214K Anywhere 116 Everyone [2] Easy Basic hitconfirm from CH 5K. 117142
(PC)
1.29
CH 5K, c.S > 2S > 5H > 214K Anywhere 128 Everyone [2] Easy Basic hitconfirm from CH 5K. Takes close range or dash momentum. The 2K variant requires dash momentum to work. 117143
(PC)
1.29
66 CH 5K, c.S > 2H > 214S[6], c.S > 2H > (dl)214S, OTG Anywhere 155 Everyone [2] Easy Basic link from dash CH 5K 117141
(PC)
1.29
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5K > 6P > 214K, 5K > 6H > 6HH, WS Corner 116 Everyone [3] Medium 108747
(PC)
1.29
CH 5K, c.S > f.S > 214K, 5K > 214KGGST Giovanna Sepultura.pngGuardAllStartup13Recovery20Advantage-4 WS Corner 130 Everyone [3] Medium Corner combo, requires dash momentum or close range. 94130
(PC)
1.29
CH 5K > 2D > 214K, 5K/2K > 6H > dl.6HH > dl.6HHH WS Corner 134 Everyone [3] Medium Corner combo, requires dash momentum or close range. 117136
(PC)
1.29
66 CH 5K, c.S > 2H > 214S, c.S > 6H > dl.6HH > dl.6HHH WS Corner 158 Everyone [3] Medium Corner combo, requires dash momentum in order to link c.S 117138
(PC)
1.29
66 CH 5K, c.S > 2H > 214S, c.S > dl.f.S > 5H > 214KGGST Giovanna Sepultura.pngGuardAllStartup13Recovery20Advantage-4 WS Corner 160 Everyone [3] Medium Corner combo, requires dash momentum in order to link c.S 117140
(PC)
1.29
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
66 CH 5K, c.S > 2H > 214S, (66)c.S > jc > j.H > j.D5K > 214KGGST Giovanna Sepultura.pngGuardAllStartup13Recovery20Advantage-4 WS Midscreen 163 Everyone [4] Hard Meterless wallbreak from midscreen. Dash momentum required, and the microdash may be necessary to reach the wall. Link 109088
(PC)
1.29
66 CH 5K, c.S > 2H > 214H~214S, c.S > 2H, c.S > 5H > 236K WS Midscreen 177 Everyone [3] Medium Meterless wallbreak from midscreen. Dash momentum required. 1.29
66 CH 5K, c.S > 2H > 214S, 66 5K > jc > j.H > j.D > adc > j.H WS Midscreen 163 Everyone [4] Hard Meterless wallbreak from midscreen. Dash momentum required. 95044
(PC)
1.29

2K

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
2K > 214K Anywhere 59 Everyone [1] Very Easy Tension Gain: ~15
5K/2K confirm. Useful for abare An attack during the opponent's pressure, intended to interrupt it. 2K or situations without dash momentum.
Youtube 94119
(PC)
1.29
(66) 2K > 6P > 214K Anywhere 80 Everyone [2] Easy Requires dash momentum or very close range for 5K > 6P to connect. Link 94120
(PC)
1.29
CH 2K > 5K/2K > 214KGGST Giovanna Sepultura.pngGuardAllStartup13Recovery20Advantage-4 Anywhere 81 Everyone [2] Easy Easy counterhit confirm. Link 94121
(PC)
1.29
CH 2K > 6HHH Anywhere 101 Everyone [2] Easy Having 6H blocked is extremely dangerous, so be sure to hitconfirm. 94122
(PC)
1.29
CH 2K, c.S > 5H/f.S > 214K Anywhere 115 Everyone [2] Easy Requires dash momentum or close range. The 2K variant requires dash momentum. 94128 94129
(PC)
1.29
CH 2K > 2D > 214K Anywhere 89 Everyone [2] Easy Basic hitconfirm 94132
(PC)
1.29
CH 2K, c.S > 2S > 5H > 214K Anywhere 128 Everyone [2] Easy Basic hitconfirm from CH 5K. Takes close range or dash momentum. The 2K variant requires dash momentum to work. 117143
(PC)
1.29
66 CH 2K, c.S > dl.f.S > 5H > 214KGGST Giovanna Sepultura.pngGuardAllStartup13Recovery20Advantage-4 Anywhere 104 Everyone [3] Medium Dash momentum and delayed f.S required for combo to work. Opponent's feet cannot leave the ground, or Giovanna's 5H will launch. 94131
(PC)
1.29
66 CH 2K, c.S > 2H > dl.214S, c.S > 2H (dl.)214S, OTG Anywhere 126 Everyone [3] Medium Can switch sides with timing and steering of 214S. Can also end with c.S > 6H > dl.6HH > dl.6HHH instead for a hard knockdown. 1.29
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
??

S Slash Starters

c.S

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
c.S > f.S/5H > 214K Anywhere 107 Everyone [1] Very Easy Confirm for an immediate f.S/5H cancel from c.S. 94269
(PC)
1.29
c.S > f.S/2S > 214K, (66) 5K > 214K Anywhere 129 Everyone [2] Easy Variation on a basic c.S combo. 94272
(PC)
1.29
c.S > 2S > 2H > 214S, OTG Anywhere 123 Everyone [2] Easy Basic starter for the 2H > 214SGGST Giovanna 214S 1.pngGuardAll, HighStartup{4} 27Recovery21Advantage-5 combo. 94270
(PC)
1.29
c.S > 2H > 214S, 5K > 214K Anywhere 141 Everyone [2] Easy Tension Gain: ~ 30
Midscreen c.S punish BnB.
94273
(PC)
1.29
c.S > 2H > 214S[6], c.S > 2H, c.S > 2H > 214S, OTG Anywhere 184 Everyone [3] Medium Tension Gain: ~ 40
Simple midscreen c.S BnB. Can be used as a side-switch wallbreak when Gio is cornered.
95035
(PC)
1.29
CH c.S > 5[D], 5K > 6H > dl.6HH > dl.6HHH Anywhere 166 Everyone [2] Easy Simple counter hit c.S combo. Unless you have a guaranteed counter hit (such as DP punishes), you should use the option select to route into a different combo in case you don't get a counter hit. 68203
(PC)
1.29
CH c.S > 2H, c.S > 2H > (dl)214S[6], c.S > 2H > (dl)214S, OTG Anywhere 188 Everyone [3] Medium Switches sides, can additionally keep sides or switch sides again depending on the delay and steering of the 214Ss (especially the second one). 1.29
CH c.S > 2H, c.S > 2H, c.S > 2H > 214S, 5K > 214K Anywhere 195 Everyone [3] Medium Meterless CH c.S combo, builds meter. Link 108910
(PC)
1.29
CH c.S > 2H, c.S > 2H, c.S > 2H > 214S, 5K > 6H > dl.6HH > dl.6HHH Anywhere 198 Everyone [3] Medium Meterless CH c.S combo, builds 50% meter. 117503
(PC)
1.29
CH c.S > (dl)jc > j.H > adc > j.D, 66 f.S(2) > 2H > 214S[6], c.S > 2H > 214S, OTG Anywhere 178 Everyone [4] Hard Meterless CH c.S combo that carries the opponent nearly full-screen, ending in an OTG setup. Can also end with c.S > 6H > dl.6HH > dl.6HHH for a hard knockdown. 117494 117496
(PC)
1.29
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
c.S > 2H > 214H~214S, c.S > 2H, c.S > 5H > 236K, 5K WS Midscreen 196 Everyone [3] Medium A basic use of 214H~214S to wallsplat from starting position. 145132
(PC)
1.29
c.S > 2H > 214S, c.S > jc > j.H > j.D5H > 214KGGST Giovanna Sepultura.pngGuardAllStartup13Recovery20Advantage-4 WS Midscreen 182 Everyone [3] Medium Meterless non-CH wallbreak from midscreen. Link 108906
(PC)
1.29
c.S > 2H > 214S, 5K > jc > j.H > j.D > adc > j.S > j.H WS Midscreen 171 Everyone [4] Hard Tension Gain: ~40
Midscreen meterless wallbreak off c.S.
Link 94275
(PC)
1.29
CH c.S > 5[D], f.S(2) > 2H > 214S, 66 > c.S > jc > j.H > j.D land 5H WS Midscreen 192 Everyone [4] Hard Meterless CH c.S wallbreak combo. Link 108907
(PC)
1.25
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
c.S > f.S > 214KGGST Giovanna Sepultura.pngGuardAllStartup13Recovery20Advantage-4 > 5K > 6H > dl.6HH > dl.6HHH WS Corner 145 Everyone [2] Easy A c.S > f.S corner route to break the wall. For the times when you didn't hitconfirm c.S into a better route, but still want to break the wall. Link 94283
(PC)
1.24
66 c.S > 2S > 2H > 214S, c.S > 2H, c.S > 2H > 214S(2)(WS), 623S (Whiff), 632146KH Corner 249 Everyone [5] Very Hard Tension Gain: net 0
Meter-building optimization of the above route which builds 50% meter before wallbreak, allowing for a super WB with 0 starting tension. The whiffed 623S and kara cancel A type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup. through 214KGGST Giovanna Sepultura.pngGuardAllStartup13Recovery20Advantage-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 214SGGST Giovanna 214S 1.pngGuardAll, HighStartup{4} 27Recovery21Advantage-5 to recover in time to execute the kara super.
108377
(PC)
1.25
c.S > 2H > 214S, c.S > 2H, c.S > 2H > dl.214S(2) WS Corner 191 Everyone [3] Medium A basic corner use of the BnB combo. Delay the second 214SGGST Giovanna 214S 1.pngGuardAll, 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 214SGGST Giovanna 214S 1.pngGuardAll, HighStartup{4} 27Recovery21Advantage-5 to keep the opponent in the air. Link

CH Link

108915
(PC)
1.29
CH c.S > jc > j.H > j.Dc.S > jc > j.H > j.D > adc > j.H WS Corner 169 Everyone [4] Hard Tension Gain: ~30
An intermediate combo off a CH c.S in the corner. Make sure to land all j.D hits.
Link 108750
(PC)
1.29
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
c.S > 2H > 214S[6], c.S > 2H, c.S > 5H > 214KGGST Giovanna Sepultura.pngGuardAllStartup13Recovery20Advantage-4 WS Cornered 185 Everyone [3] Medium Side switch combo, for escaping the corner. Link 108929
(PC)
1.29
CH c.S > 2H, c.S > 2H > 214S, c.S > 5H > 214K WS Cornered 189 Everyone [3] Medium Side switch combo, for escaping the corner. Link 108930
(PC)
1.29

f.S

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
f.S > 5H > 214K Anywhere 92 Everyone [1] Very Easy Tension Gain: ~20
Basic combo off f.S/2S.
Link 94826
(PC)
1.29
CH f.S(1) > 5H > 236K , 5K > 214K Anywhere 106 Everyone [2] Easy Counterhit combo. Cancel the f.S/2S into 5H after the first hit. Link 94828
(PC)
1.29
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
??

2S

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
2S > 5H > 214K Anywhere 92 Everyone [1] Very Easy Tension Gain: ~20
Basic combo off f.S/2S.
Link 94826
(PC)
1.29
CH 2S(1) > 5H > 236K , 5K > 214K Anywhere 106 Everyone [2] Easy Counterhit combo. Cancel the f.S/2S into 5H after the first hit. Link 94828
(PC)
1.29
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
??

H Heavy Slash Starters

5H

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5H > 214K Anywhere 74 Everyone [1] Very Easy Meterless 5H poke confirm, or basic 2H combo if you happen to land it. Midscreen, this combo leaves Giovanna too far away for an OTG. 94808
(PC)
1.29
CH 5H > 236K, f.S > 5H > 214K Anywhere 151 Everyone [2] Easy Counterhit confirm from 5H/2H. The f.S > 5H > 214KGGST Giovanna Sepultura.pngGuardAllStartup13Recovery20Advantage-4 link can be replaced with 5K > 214KGGST Giovanna Sepultura.pngGuardAllStartup13Recovery20Advantage-4 for a slightly easier but less damaging combo. Link 94830
(PC)
1.29
CH 5H > 5H > 632146H Anywhere 175 Everyone [3] Medium Optimal damage metered 5H CH confirm. Mediocre corner carry and okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. compared to RC routes. R.I.S.C loss will reduce the damage on any string longer than this. Link 94831
(PC)
1.24
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
CH 5H > 214H~623S, 66 2H > 214H~214S[4], [4] c.S > 5H > 214H~623S, 5H > 214H~623S WS, (214H~623S / 5[D] / 214H~632146K~H Round Start (or closer) 239/240/251 Everyone [4] Hard Tension Gain: ~51%
The microdash 2H is a tight link, even more so on some characters like Leo. After the en214S, hold 4 and keep holding it to sideswitch on the c.S or the 5H; the objective is for the 5H to be facing the wall allowing the en623S loops.

This is the optimal CH 5H round start combo, but it's doable with either 5H or 2H CH, the closer to the enemy the easier.

Link 150525
(PC)
1.29
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
??

2H

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
2H > 214K Anywhere 74 Everyone [1] Very Easy Meterless basic 2H combo if you happen to land it. 94808
(PC)
1.29
CH 2H > 236K, f.S > 5H > 214K Anywhere 151 Everyone [2] Easy Counterhit confirm from 2H. The f.S > 5H > 214KGGST Giovanna Sepultura.pngGuardAllStartup13Recovery20Advantage-4 link can be replaced with 5K > 214KGGST Giovanna Sepultura.pngGuardAllStartup13Recovery20Advantage-4 for a slightly easier but less damaging combo. Link 94830
(PC)
1.29
CH 2H, c.S > 2H > (dl.)214S[6], c.S > 2H > 214S, OTG Anywhere 166 Everyone [3] Medium Basic CH 2H route with an OTG. Can also end with 66 5K > 6H > dl.6HH > dl.6HHH for a hard knockdown and slightly more damage. 1.29
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
??

6H list includes combos starting with its followups as well

6H

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
6H > dl.6HH > j.236236H Anywhere 142 Everyone [2] Easy Tension Gain: ~10
Metered finisher for any combo ending in 6H. The delay is necessary to catch the opponent with the descending angle of j.236236HGGST Giovanna j236236H 1.pngGuardAllStartup3+1RecoveryAdvantage0~+6. If done near half-screen, it can wall break.
Link 94840
(PC)
1.29
CH 6H, 66 c.S > 2H, c.S > 2H > (dl)214S[6], c.S > 2H > (dl)214S, OTG Anywhere 171 Everyone [3] Medium Tension Gain: 47%
Switches sides, can additionally keep sides or switch sides again depending on the delay and steering of the 214Ss (especially the second one). Can also be done from the first 6H follow-up (same damage, meter, etc).
1.29
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
??

D 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.
1.29
CH 2D > 214K, 66 5K > jc > j.H > (dl.)j.D5H > 214K, WS Midscreen to Corner 141 Everyone [4] Hard Tension Gain: -
Counter Hit 2D, can wallstick from midscreen. The timing on the 5K and j.D hits is very specific when carrying from midscreen to corner.
Link 89949
(PC)
1.29
CH 2D > 214K, 66 f.S > 2H > (dl)214S[6], c.S > 2H > 214K Anywhere 150 Everyone [3] Medium Tension Gain: -
When starting from midscreen, after 214S you can do 5K > 6HHH to get a wallsplat instead. You can do 66 f.S(2) > 2H to make it more consistent but the wallsplat route won't work.
1.29
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
??

5D

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5D > 66RRC, c.S > jc > dl j.H > dl j.D, 66 5K > 214K, OTG Anywhere 109 Everyone [4] Hard Tension Gain: -43
Midscreen uncharged 5D confirm. j.H and j.D must be delayed to keep the opponent close enough for microdash 5K to reach.
Youtube 1.29
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5D > 66RRC, 9 > j.H > j.D, 5H > 214KGGST Giovanna Sepultura.pngGuardAllStartup13Recovery20Advantage-4 WS Corner 105 Everyone [3] Medium Tension Gain: -43
Corner uncharged 5D confirm.
1.29

5[D]

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5[D]8, j.H > j.S > jc > j.H > j.SS Anywhere 174 Everyone [3] Medium Tension Gain: ~19
Very simple 5[D] combo. Be sure to jump cancel diagonally forward (9).
Link 1.29
5[D]8, j.H > j.S > jc > j.S > j.HH Anywhere 174 Everyone [3] Medium Variation on the above very simple 5[D] combo. Be sure to jump cancel diagonally forward (9). Link 35860
(PC)
1.29
5[D]8, j.H > j.S > jc > j.H > j.S > j.H > j.S > jc > j.HH Anywhere 202 Everyone [4] Hard Tension Gain: ~23
Bread and butter universal 5[D] combo. Timing during the combo is slightly strict, but there is a bit of leeway as to when you can start the combo.
111810
(PC)
1.24

Special Move Starters

Only specials that lead to a combo meterlessly will be mentioned

214K

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
CH 214K, (66) 5K > 214KGGST Giovanna Sepultura.pngGuardAllStartup13Recovery20Advantage-4 Anywhere 80 Everyone [1] Very Easy Tension Gain: ~30
A simple 214KGGST Giovanna Sepultura.pngGuardAllStartup13Recovery20Advantage-4 counter hit confirm. At longer ranges you will to microdash before 5K for it to connect.
YouTube 94846
(PC)
1.29
CH 214K, 66 5K > 6HHH Anywhere 104 Everyone [3] Medium A harder variation of the above with a higher damage and more corner carry. Only works at close range or in the corner. At mid-screen it is necessary to delay the 2nd and 3rd hits of 6HHH on many characters. Link 94847
(PC)
1.29
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
??

236K

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
236K, 5K/2K > 214K Anywhere 84 Everyone [1] Very Easy Basic 236K hit confirm. 94853
(PC)
1.29
214H~236K, f.S > 2S > 5H > 214 Anywhere 116 Everyone [2] Easy Basic confirm from 214H~236K. 70667
(PC)
1.29
CH 236K, 6HHH Anywhere 103 Everyone [1] Very Easy A simple counter hit confirm. 94848
(PC)
1.29
CH 236K , 2S(2) > 5H > 214K Anywhere 108 Everyone [2] Easy Universal 236K counter hit combo 94849
(PC)
1.29
CH 236K, (66) c.S > 2S(2) > 5H > 214K Anywhere 123 Everyone [2] Easy Basic Counterhit combo. 94852
(PC)
1.29
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
??

623S

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
- Placeholder. Changes to 623S's launch properties mean that the old combos (ver < 1.29) no longer work. 1.29
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
??

Throw Starters

Starting Position:


Combo Position Damage Works on Difficulty Notes Video Recipe Ver
6D or 4D > RRC/66RRC/22RRC, dl.66 c.S > 2H > 214S, c.S > 6HH > dl.6HHH > dl.6H Anywhere 133 Everyone [3] Medium 1.26
6D or 4D > RRC/66RRC/22RRC, dl.66 c.S > 2H > 214S, c.S > 2H > (dl)214S, OTG Anywhere 133 Everyone [3] Medium 1.26
j.6D or j.4D > RRC/22RRC, 5[D], 665K > 214K, OTG Anywhere 120 Everyone [3] Medium 1.26
j.6D or j.4D > RRC/22RRC, 5[D], 665K > 6H > dl.6HH > dl.6HHH Anywhere 130 Everyone [3] Medium 1.26


Combo Position Damage Works on Difficulty Notes Video Recipe Ver
6D > RRC, j.D > AD > j.D, 5H > 214KGGST Giovanna Sepultura.pngGuardAllStartup13Recovery20Advantage-4 WS 5[D] Midscreen/Corner 160 Everyone [4] Hard Midscreen to corner throw RC combo. Walking forward after RRC and landing the first hit of j.D just before the opponent begins to fall makes the combo more consistent. The 5H must wallbounce them for 214KGGST Giovanna Sepultura.pngGuardAllStartup13Recovery20Advantage-4 to connect. Youtube ??

Jump-in Starters

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
j.P > j.P, 2K > 214K Anywhere 68 Everyone [2] Easy Basic j.P jump-in starter. 117176
(PC)
1.26
j.P > j.P, c.S > 5H > 214K, OTG Anywhere 93 Everyone [3] Medium Basic j.P jump-in starter. Requires forward momentum from jump, air dash, etc. 117177
(PC)
1.26
(j.K/j.S/j.H) > j.D(1), 2K/5H > 214K Anywhere 93 Everyone [2] Easy Basic jump-in combo. The j.H route must start above IAD height in order for j.D to connect before landing. 117179
117178
(PC)
1.26
(j.K/j.S/j.H) > j.D(1), c.S > 5H > 214K Anywhere 108 Everyone [4] Hard If hitting the j.H below IAD height, omit the j.D. Requires close range and forward momentum. 117181
(PC)
1.26
Cross-Up j.K > j.214S Midscreen 58 Everyone [1] Very Easy Tension Gain: ~14
Flashy cross-up combo, j.K has to hit behind them so that the first hit of j.214S instantly connects.
117182
(PC)
1.26
CH j.P/j.K/j.S/j.H/j.D, microdash c.S > f.S > 5H > 214K Anywhere 112 Everyone [3] Medium Tension Gain: 22
Basic CH jump-in starter. Must start at close range for j.P/j.K versions.
117184
(PC)
1.26
CH j.P/j.K/j.S/j.H/j.D, microdash c.S > 2H > 214S, c.S > 2H > 214S Anywhere 142 Everyone [3] Medium Tension Gain: ~34
Can switch sides depending on the timing of the two 214S. Must start at close range for j.P/j.K versions.
117186
(PC)
1.26

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 214KGGST Giovanna Sepultura.pngGuardAllStartup13Recovery20Advantage-4, once she manages to get the enemy into her c.S > 2H > 214S BnB A staple combo that is simple yet effective., she has great freedom to choose between routes for high damage, tension gain, positioning, and okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups..

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 en623SGGST Giovanna Sol Nascente.pngGuardAllStartup7Recovery21Advantage-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


Ambox warning.png 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

  • ... > 214S[4], 66 5K/c.S > 9jc > j.H > (dl.) j.D, (land and choose ender)
    • 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.

  • CH ... > 214K/623S, 66 5K > 9jc > j.H > (dl.) j.D, (land and choose ender)
    • 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 > 214SGGST Giovanna 214S 1.pngGuardAll, HighStartup{4} 27Recovery21Advantage-5, which leads to an to OTG Safejump; 5H > 214KGGST Giovanna Sepultura.pngGuardAllStartup13Recovery20Advantage-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 214KGGST Giovanna Sepultura.pngGuardAllStartup13Recovery20Advantage-4 can substitute it with 632146HGGST Giovanna Ventania.pngGuardAllStartup5+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 > 632146HGGST Giovanna Ventania.pngGuardAllStartup5+4Recovery49Advantage-37 OR for 6H > j.236236HGGST Giovanna j236236H 1.pngGuardAllStartup3+1RecoveryAdvantage0~+6

Choosing a Wallbreak

  • When it comes to meterless wallbreaks, Giovanna's most common options are either 5[D]GGST Giovanna 5D.pngGuardHighStartup28Recovery25Advantage-10 or 236KGGST Giovanna Trovao.pngGuardAll [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 632146HGGST Giovanna Ventania.pngGuardAllStartup5+4Recovery49Advantage-37 for higher damage and a guaranteed knockdown (+36) after the wallbreak. j.236236HGGST Giovanna j236236H 1.pngGuardAllStartup3+1RecoveryAdvantage0~+6 is also available to obtain said knockdown whenever 632146HGGST Giovanna Ventania.pngGuardAllStartup5+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.
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
... > RRC/88RRC/66RRC/44RRC > (dl.)66/walk > c.S > 2H > (dl.)214S, OTG Anywhere - Everyone [3] Medium Depending on the timing of 214SGGST Giovanna 214S 1.pngGuardAll, HighStartup{4} 27Recovery21Advantage-5, this combo can switch sides. - ??
... > RRC/88RRC/66RRC/44RRC > (dl.)66/walk > c.S > 6H > dl.6HH > dl.6HHH Anywhere - Everyone [3] Medium - - ??
... > RRC/88RRC/66RRC/44RRC > (66) 5[D] > (66) 5K > 214KGGST Giovanna Sepultura.pngGuardAllStartup13Recovery20Advantage-4 Anywhere - Everyone [3] Medium Can use 5[D] to switch sides. - ??
... > RRC/88RRC/66RRC/44RRC > (66) 5[D] > (66) 5K > 6H > dl.6HH > dl.6HHH Anywhere - Everyone [3] Medium Can use 5[D] to switch sides. - ??
... > 88RRC, (land) dl j.D > AD > j.D > 5H > 214KGGST Giovanna Sepultura.pngGuardAllStartup13Recovery20Advantage-4 WS, 5[D] Midscreen to Corner - Everyone [2] Easy Midscreen to corner RRC confirm. Must reach corner by the second hit of AD > j.D. Youtube ??

Specialized Combos

Advanced.png 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. ??

Loops by Starter


Combo Position Damage Works on Difficulty Notes Video Recipe Ver
66 (loop)x1, 5H > 214KGGST Giovanna Sepultura.pngGuardAllStartup13Recovery20Advantage-4 Anywhere 133(FA) GO, FA, PO, BE [3] Medium Only works on standing opponents. ??
66 (loop)x2, 5H > 214KGGST Giovanna Sepultura.pngGuardAllStartup13Recovery20Advantage-4 Anywhere 150(FA) GO, FA, PO, BE [4] Hard Only works on standing opponents. ??
66 (loop)x3, 66 5H > 214KGGST Giovanna Sepultura.pngGuardAllStartup13Recovery20Advantage-4 WS, 236K WB Cornered 190(FA) GO, FA, PO, BE [5] Very Hard Only works on standing opponents. ??


Combo Position Damage Works on Difficulty Notes Video Recipe Ver
c.S > jc > j.S > j.H > dl.j.D, 5H > 214K Anywhere 154(FA) GO, FA, PO, BE [3] Medium ??
66 c.S > jc > j.S > j.H > dl.j.D, (loop)x1, 5H > 214K Anywhere 172(FA) GO, FA, PO, BE [4] Hard ??
66 c.S > jc > j.S > j.H > dl.j.D, (loop)x2, 5H > 214KGGST Giovanna Sepultura.pngGuardAllStartup13Recovery20Advantage-4 WS 236K WB Cornered 209(FA) GO, FA, PO, BE [5] Very Hard ??


Combo Position Damage Works on Difficulty Notes Video Recipe Ver
CH 5H/2H, (loop)x1, 5H > 214KGGST Giovanna Sepultura.pngGuardAllStartup13Recovery20Advantage-4 Anywhere 156(FA) GO, FA, PO, BE [3] Medium Works on standing opponents with close range or dash momentum. ??
CH 5H/2H, (loop)x2, 5H > 214KGGST Giovanna Sepultura.pngGuardAllStartup13Recovery20Advantage-4 Anywhere 165(FA) GO, FA, PO, BE [4] Hard Works on standing opponents with close range or dash momentum. ??
CH 5H/2H, (loop)x3 (WS 236K WB) Cornered 203(FA) GO, FA, PO, BE [5] Very Hard Works on standing opponents with close range or dash momentum. Only the 5H version will wallsplat. ??


Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5D, 66PRC, (loop)x1, 5H > 214K Anywhere 110(FA) GO, FA, PO, BE [3] Medium ??
5D, 66PRC, (loop)x2, 5H > 214KGGST Giovanna Sepultura.pngGuardAllStartup13Recovery20Advantage-4 WS, 236K WB Cornered 153(FA) GO, FA, PO, BE [4] Hard ??


Combo Position Damage Works on Difficulty Notes Video Recipe Ver
CH j.S/j.H/j.D(1), (loop)x1, 5H > 214K Anywhere 133(FA) GO, FA, PO, BE [3] Medium Only works on standing opponents. ??
CH j.S/j.H/j.D(1), (loop)x2, 5H > 214K Anywhere 142(FA) GO, FA, PO, BE [4] Hard Only works on standing opponents. ??
CH j.S/j.H/j.D(1), (loop)x3, 66 5H > 214KGGST Giovanna Sepultura.pngGuardAllStartup13Recovery20Advantage-4 WS, 236K WB Cornered 180(FA) GO, FA, PO, BE [5] Very Hard Only works on standing opponents. ??


Combo Position Damage Works on Difficulty Notes Video Recipe Ver
CH 236K, (loop)x1, 5H > 214K Anywhere 140(FA) GO, FA, PO, BE [3] Medium Only works on standing opponents. ??
CH 236K, (loop)x2, 66 5H > 214K Cornered 181(FA) GO, FA, PO, BE [4] Hard Only works on standing opponents. ??

External Resources

1.28 Combo Doc
Giovanna Starter Guide

Navigation

Systems Pages
Application & Advanced Information
Archived Information