GGST/Giovanna/Matchups: Difference between revisions

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(Created page with "==Matchups== ===Characters=== ===={{Character Label|GGST|Anji Mito|label=Anji Mito}}==== A matchup that demands awareness thanks to his GGST/Anji_Mito#Suigetsu_No_Hakobi|a...")
 
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===={{Character Label|GGST|Zato-1|label=Zato-1}}====
===={{Character Label|GGST|Zato-1|label=Zato-1}}====
<div> It's important to try and ensure Zato doesn't get his pressure off, as Gio has fairly limited ways to escape it. If you expect anything other than {{MiniMoveCard|game=GGST|chara=Zato-1 |input=236H|label=[[GGST/Zato-1#.22Oppose.22|"Oppose"]]}} at roundstart, you can attempt to throw out a microdash 5K or f.S to outspeed his sluggish buttons or pressure his block. Otherwise, you can patiently dash block and then react to Oppose by grabbing Zato out of the animation. You can use 6P to hit Eddie's frog form during neutral, and your 5P is fast enough to land a hit on Eddie during pressure. The back hitboxes of 214S and j.K can have a situational use for hitting Eddie behind you, an important spot where most Zatos don't expect him to get hit. As it is with facing Zato in general, try to play around Eddie's timer by putting on the pressure when Eddie is down and respecting moves like {{MiniMoveCard|game=GGST|chara=Zato-1 |input=236K|label=[[GGST/Zato-1#%22That's%20a%20lot!%22|"That's a lot!"]]}} that occupy a lot of the space Gio likes to be in.</div>
<div> It's important to try and ensure Zato doesn't get his pressure off, as Gio has fairly limited ways to escape it. If you expect anything other than {{MiniMoveCard|game=GGST|chara=Zato-1 |input=236H|label=[[GGST/Zato-1#.22Oppose.22|"Oppose"]]}} at roundstart, you can attempt to throw out a microdash 5K or f.S to outspeed his sluggish buttons or pressure his block. Otherwise, you can patiently dash block and then react to Oppose by grabbing Zato out of the animation. You can use 6P to hit Eddie's frog form during neutral, and your 5P is fast enough to land a hit on Eddie during pressure. The back hitboxes of 214S and j.K can have a situational use for hitting Eddie behind you, an important spot where most Zatos don't expect him to get hit. As it is with facing Zato in general, try to play around Eddie's timer by putting on the pressure when Eddie is down and respecting moves like {{MiniMoveCard|game=GGST|chara=Zato-1 |input=236K|label=[[GGST/Zato-1#%22That's%20a%20lot!%22|"That's a lot!"]]}} that occupy a lot of the space Gio likes to be in.</div>
===Reversal Chart===
Below is a list of invincible reversals and parameters detailing the following:
* Whether or not you are able to use a correctly spaced and timed meaty {{clr|5|2D}} to outrange their reversal and punish, typically determined by the move's range and speed.
**'''Yes''' means {{clr|5|2D}} successfully outranges the reversal and you are able to punish it accordingly (unless stated otherwise with *). This assumes that you are at at ideal range away from the reversal, as moves with 7 frame startup or less will beat out your 2D if you are too close, even with optimal [[Meaty#Meaty_Attack_Timeline|meaty timing]].
**'''Clash''' means {{clr|5|2D}}'s hitbox may clash with the reversal ''if'' the meaty isn't optimally timed, still outranging the move but allowing it to be cancelled into something safe. Repeat clashes would likely make someone catch on and learn how to cancel from it, but it's generally not too bad as you can also cancel into FD to be safe, and as each clash builds 10% Tension.
**'''No''' means {{clr|5|2D}} has to be out of the opponent's body distance to outrange the reversal, or simply cannot outrange it. You may still be able to time a meaty 2D safely (unless it is marked with **), but improper timing will see you getting hit. If a move both cannot be outranged and outspeeds 2D's recovery (No**), 2D absolutely cannot beat it. You're much better off using a [[GGST/Giovanna/Strategy#Safejumps|safejump]], or simply blocking.
* Which safejumps will work against the reversal, typically determined by its speed.
**'''All''' means the reversal is slow enough to be safejumped by any conventional setup.
**'''Fast''' means you need a fast setup that recovers earlier to properly safejump the reversal, such as with {{clr|2|5K}} OTG.
**'''None''' means it cannot be safejumped.

Revision as of 04:40, 16 May 2022

Matchups

Characters

 Anji Mito

A matchup that demands awareness thanks to his autoguard and large buttons. You also cannot outrange his counter super with 2D nor can you safejump it, so performing oki on him while he has meter is inherently a risk unless you cross him up and force the counter to whiff. In neutral, try to rely more on your low recovery pokes that he can't punish off of autoguard, such as 5K or 2D. Another good way to counter autoguard both in neutral and on roundstart is to dash block. This lets you defend against any buttons he might try to use, and if he tries to autoguard as an opener, you'll quickly be in range to punish it with a throw.

Fuujin is a very formidable pressure tool that can completely invalidate trying to Faultless Defense out of pressure, so use your meter wisely and try your best to react to the followups.

 Axl Low

Axl's fantastic air control buttons may often force you to play grounded, as Gio's air game is not very difficult for Axl to deal with. Due to this, the matchup may seem difficult for Gio at first, but with proper mastery of her step dash, Gio can challenge Axl's zoning quite well. Remember to always block while dashing so that you don't get stuffed by any Rensens or 2Hes he throws out. Stay patient in your approach, and you will eventually outpace his ability to keep you out. When you're in, try your best to keep that advantage with knockdowns and corner pressure. The hulking hitboxes of his c.S and f.S are a large threat to your ability to dodge around his normals at closer mid-range, but remember that 623S will easily low profile and punish his fastest abare button, 5K. In fact, he is the only character whose fastest normal is 6 frames, 1 more frame than most. This makes it so that if you perfectly time your c.S loops to give an exact 5 frame gap out of throw range, he would have no choice but to spend meter to beat the frametrap.

 Chipp Zanuff

Similar to  Sol, Chipp has many fast normals and a DP to interrupt your pressure in ways most other characters can't. His neutral is also formidable, as many of his best buttons are difficult for Gio to evade around. Try your best to stay patient and minimize the openings in your pressure, while also knowing when to retaliate with your big counter-hit buttons before his mixups hit. Both his grounded Alpha Blades as well as his command grab are great to contest with your S specials: 623S will interrupt them all and give you a huge counter-hit, whereas 214S can net a good low-risk sideswitch combo (on Alpha Blades only) and may even go above any lows Chipp tries to throw out to try and beat your 623S. Because you'll generally lose less from a trade than Chipp does due to the nature of his low health, it's even better than usual to take risks and force interactions.

 Faust

Similar to Nago and Axl, Faust has many long range pokes that can give Gio a hard time. You'll need to respect his 2H, 6H, and general item shenanigans, but you can easily 6P Thrust. His poor reversal means you can pressure him quite nicely when you actually get the lead, but be wary of his ability to hold 1 in order to low profile your 236K, 214S, and mid pokes. This is especially a threat if the Faust is simply holding downback to block and you attempt to cross them up with 214S, as the crossup will cause him to be holding down forward and unintentionally(?) low profile the move.

 Goldlewis Dickinson

Goldlewis loves to play at mid-range and pressure you with Behemoth Typhoon hits on block, so staying right out of his effective range and then using a dash-in 5H to whiff punish is very effective against players who like to throw out Typhoons carelessly. Because his pressure is so good at pushing you back to mid-range and resetting itself, Instant Block and Faultless Defense are both very valuable for disrupting it. You may want to try and stay close enough so that you can use 5P/5K abare or even throw to interrupt Typhoons, or you may choose to simply FD out of it all.

 Happy Chaos

Try to stay grounded, and dash block plenty in order to bait him into wasting his resources. Once they're down and he can't shoot, similar to playing around  Zato-1's Eddie gauge, there's your chance to go in.

 I-No

It's probably a good idea to save meter for YRC so that you can avoid her mixup game as much as possible, but beware of her being able to block while her note hits. Fortunately, you can often play around I-No's neutral pretty well without meter purely by throwing out 214K in expectation of Stroke the Big Tree, 236King through note, and anti-airing her air approaches. Your 623S is notably good in this matchup, letting you occupy a large amount of the air space I-No wants to approach you from, though it can now be low profiled and either trades or loses with Stroke the Big Tree. If you block a wakeup Ultimate Fortissimo, you can punish it with a tricky 2H combo starter right after the first hit.

 Jack-O'

Your meter will be a toss-up between YRC, which is vital for stopping Jack-O's pressure; and Faultless Defense, that will help you resist her hefty chip damage if necessary. Since she likes to cancel all her normals into specials, YRCing after you block a normal is typically your best bet. If she sets up minions behind you, you can jump and do a quick j.K in order to hit behind you, and even cancel that into a double jump or airdash to turn your jump into an approach.

 Ky Kiske

6P is particularly handy in this matchup, as it will actually clash with or beat his DP given the right timing, and it isn't too hard for Gio to include in her pressure or oki thanks to her great special cancel options. Instant Blocking allows you to punish both Dire Eclat and Stun Dipper with 5K > 214K, further disincentivizing him being on the offense. Once he's afraid to push buttons, go to town with throws and any other mixups. Be wary of his formidable low pokes that can stuff your dashes and prejump, and try to use as many opportunities as you can to safely dash in to close distance. Although his DP is trivial to deal with, Ride the Lightning has a very large hitbox that cannot be outranged with 2D, so exercise awareness and use any of your safejumps when he has meter.

 Leo Whitefang

His fireball is far too fast in the S version to 236K on reaction, but it's a fairly reasonable option against the H version. His DP is fast and naturally beats cross-ups, encouraging you to use a decent safejump for oki and also to keep your mixups unpredictable.

 May

623S can often get solid counter-hits on May's jumping normals that she usually gets away with uncontested. She also has a bit of a blind spot when it comes to being above her, as her 2H is very slow, forcing her to rely on 6P to beat your 214S and general air mixup. You can also throw out quick abare buttons like 5K in neutral to try and stuff an attempt at S dolphin or on reaction to HS dolphin. Her more disjointed buttons may be hard to contest, so try to play patient and punish her mistakes.

 Millia Rage

While 623S will often net you huge reward against Millias who aren't expecting it, a competent Millia will know how to utilize her plethora of air options in order to misdirect your attempts to anti-air. Beware of her lows being fairly good at stuffing your dash-ins. Besides that, though, neutral can be in your favour if you manage to beat her approaches with your generally superior poke tools.

 Nagoriyuki

With Nago's amazing poke buttons, it can be very tricky to approach one who uses his tools effectively. His 2S and 5H are great at stuffing your dash-ins, and his 2H can completely destroy your jump-ins. Avoid blowing meter on Fautless Defense as he can often just use Fukyo to negate the pushback and instead save it for something that allows you to force your turn like RC or j.236236H. Against Nagos who find your approaches easy to predict, neutral is still an uphill battle, so it's probably a good idea to try and avoid wallbreak as much as you can. When being pressured, exercise patience and try to react to his main mixup: the command grab. Remember that he cannot pressure you with special moves forever, and a reckless Nago will inevitably activate Blood Rage trying to do so and essentially lose the round on his own. When Blood Rage is active and you aren't able to punish the animation, always be on the defensive, as you won't lose anything doing so while he is losing a very large chunk of his health.

 Potemkin

While his long range buttons, air control, and close range reward can cause Gio some difficulty, remember the strengths you have in being able to outspeed many of his buttons in neutral. Your standard c.S strike/throw mixups require you to be in close range and thus make you very susceptible to Potemkin Buster, demanding more mid-range play and possibly thinking on some creative long range pressure. Other than that, the multi-hits of your f.S and 2S force Potemkin to be careful when he decides to use his armored moves. Avoiding Slide Head by backdashing or using an airborne special (623SGGST Giovanna Sol Nascente.pngGuardAllStartup7Recovery21Advantage-15, 214SGGST Giovanna 214S 1.pngGuardAll, HighStartup{4} 27Recovery21Advantage-5) is also a pretty good way to beat his full-screen game without having to jump and be susceptible to his threatening anti-air tools (though, Heat Knuckle can still catch you even during 623S sometimes).

 Ramlethal

Much like  Nagoriyuki, Ram is very formidable at the longer mid-ranges. This makes her very good at stuffing both your pokes and your attempts at approaching. Since being in neutral against her is so threatening, you should probably opt for not breaking the wall whenever you get a combo and simply go for corner pressure for as long as you can.

The immense range and speed of nearly all her sword-related moves will rarely let you get out a 2D in neutral, generally urging you to go for fast pokes and low profiles. Her f.S, 5H, and 236H can all be beaten by 6P, and might urge her to start throwing out 2S to beat it. You can then abuse the short range of her 2S to land a whiff punish in response. Ram f.S is a very rare case of a button that can't be low profiled by 623S but can be by 6P. 5H can also be low profiled by 623S to get a juicy counterhit, but the threat of f.S makes it far more risky (if she has both swords, that is). Her j.H is quite good at beating Gio's anti-airs even post-nerf, so trying to react to her double jumps with an air-to-air that can then be confirmed into airdash j.D can be a very unexpected and rewarding way to deal with such a typically uncontested button. Since her anti-air options are pretty limited in range, a back jump is generally a low risk idea in neutral and as a round opener. Her reversal cannot be outranged with 2D and comes out fast enough to beat your non-5K safejump setups, so be wary of it.

Corner pressure is where Ram excels the most. Fortunately, Giovanna's dash is actually fast enough for you to block the first hit of the Bajoneto sword throw and then dash forward to avoid the explosion, although Ram may be able to stop you and continue pressure with a quick normal if she's still in range for it. Her air control is also far stronger while in the corner thanks to S sword throw and j.P spam to keep you locked down until you land again. All in all, her corner pressure is scary, and saving your meter for YRCing out of it can serve you quite well.

 Sol Badguy

Sol has fast, pressure-interrupting buttons that can make it very tough to do things with Gio that typically work well in other matchups. Overall, playing your cards carefully and at the right moments is key. Play it cool and condition him to throw out buttons on your pressure, then try to bait and punish said buttons. Fortunately his reversals are trivial to outrange, but when it comes to neutral, his buttons can be a massive threat. You can 6P most of his pressure if you're at the right distance, now including 6S thanks to the nerf. Your fast normals also come in handy here, as 5P, 5K, and 623S are all solid for abare against Sol's pressure. After hitting him with the 214K blockstring ender, an instant 623S will beat his attempts to 5K.

 Zato-1

It's important to try and ensure Zato doesn't get his pressure off, as Gio has fairly limited ways to escape it. If you expect anything other than "Oppose"GGST Zato-1 Oppose Armor.pngGuardAllStartup74 {78}Recovery(Summon Vanishes) [36 Zato]Advantage- at roundstart, you can attempt to throw out a microdash 5K or f.S to outspeed his sluggish buttons or pressure his block. Otherwise, you can patiently dash block and then react to Oppose by grabbing Zato out of the animation. You can use 6P to hit Eddie's frog form during neutral, and your 5P is fast enough to land a hit on Eddie during pressure. The back hitboxes of 214S and j.K can have a situational use for hitting Eddie behind you, an important spot where most Zatos don't expect him to get hit. As it is with facing Zato in general, try to play around Eddie's timer by putting on the pressure when Eddie is down and respecting moves like "That's a lot!"GGST Zato-1 That's a lot.pngGuardAllStartup27→42→57→72 [31→46→61→76]RecoveryTotal 74Advantage+55 that occupy a lot of the space Gio likes to be in.