(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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{{GGST/CharacterLinks}} | |||
== | == Matchups == | ||
{{Matchup ToC}} | |||
'''Microdashing''': Gio's dash has 1 frame of startup{{tt|*|Unclear on the exact mechanics of the dash, but can definitely cancel out of dash after 1 frame of dashing}} and can be cancelled at any point into any of her buttons. For her roundstarts, this is important as microdash>button unlocks "custom moves" that can be tailor made to beat specific options from the opponent. This gives Gio some of the best (though most precise) roundstarts in the game. | |||
Microdashes are notated as 66 (button), with 66 being dash. For example, 66 {{clr|K|5K}} means microdash {{clr|K|5K}}. The window to microdash in precise frames will often be notated after the button as: | |||
66 {{clr|K|5K}}{{tt|*|1-2 frame window}}, as with the roundstart vs Johnny. To save space, sometimes moves are grouped to mean "microdash before all these". For example, if Potemkin {{clr|S|f.S}} has this in the "loses to roundstart" column: 66 ({{clr|K|5K}}, {{clr|K|2K}}) it means that Pot's {{clr|S|f.S}} loses to both microdash {{clr|K|5K}} and microdash {{clr|K|2K}}. | |||
Since strive has a 4 frame buffer window, Gio can buffer dash roundstart to remove one tight input, making a roundstart like 66 {{clr|K|5K}}{{tt|*|1-2 frame window}} only have 1 hard-to-hit window, instead of two. (A 5-frame window to input can be done very consistently with practice). | |||
===={{ | ==A.B.A== | ||
{{MatchupSummaryBox | |||
| character = A.B.A | |||
| favorability = | |||
| oneliner = | |||
| summary = | |||
}} | |||
===={{ | ===Round Start=== | ||
---- | |||
{| class="wikitable" style=text-align:center | |||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! A.B.A's Button/Gio's Button!!66 {{MMC|input=5K|label={{clr|K|5K}}}}!!66 {{MMC|input=2K|label={{clr|K|2K}}}}!!66 {{MMC|input=f.S|label={{clr|S|f.S}}}}!!66 {{MMC|input=6P|label={{clr|P|6P}}}}!!{{MMC|input=5H|label={{clr|H|5H}}}}!!4/44 | |||
|- | |||
|{{MMC|chara=A.B.A|input=5K|label={{clr|K|5K}}}} | |||
|T | |||
|/ | |||
|{{clr|red|X}} | |||
|{{clr|green|O}} | |||
|T{{tt|*|if Gio delays, she wins}} | |||
|/ | |||
|- | |||
|{{MMC|chara=A.B.A|input=2K|label={{clr|K|2K}}}} | |||
|/ | |||
|{{clr|red|X}} | |||
|{{clr|red|X}} | |||
|{{clr|red|X}} | |||
|{{clr|red|X}}{{tt|*|if Gio delays, she wins}} | |||
|/ | |||
|- | |||
|66 {{MMC|chara=A.B.A|input=5K|label={{clr|K|5K}}}}{{tt|*|1-3 frame microdash}} | |||
|T | |||
|/ | |||
|{{clr|red|X}} | |||
|{{clr|green|O}} | |||
|{{clr|red|X}} | |||
|/ | |||
|- | |||
|66 {{MMC|chara=A.B.A|input=2K|label={{clr|K|2K}}}}{{tt|*|1-3 frame microdash}} | |||
|{{clr|green|O}} | |||
|T{{tt|*|Aba's is bigger, so she's advantaged}} | |||
|{{clr|red|X}} | |||
|{{clr|red|X}} | |||
|{{clr|red|X}} | |||
|/ | |||
|- | |||
|{{MMC|chara=A.B.A|input=5H|label={{clr|H|5H}}}} | |||
|{{clr|green|O}} | |||
|{{clr|green|O}} | |||
|{{clr|green|O}} | |||
|{{clr|green|O}} | |||
|{{clr|green|O}} | |||
|{{clr|red|X}} | |||
|- | |||
|{{MMC|chara=A.B.A|input=6P|label={{clr|P|6P}}}} | |||
|{{clr|red|X}} | |||
|{{clr|green|O}} | |||
|{{clr|red|X}} | |||
|/ | |||
|{{clr|red|X}} | |||
|/ | |||
|- | |||
|{{MMC|chara=A.B.A|input=236K|label={{clr|K|236K}}}}(Intertwine and Tilt/Triangle Kick) | |||
|{{clr|green|O}} | |||
|{{clr|red|X}} | |||
|{{clr|green|O}} | |||
|{{clr|green|O}} | |||
|{{clr|green|O}} | |||
|{{clr|red|X}}{{tt|*|Backdash makes it whiff but it catches walkback}} | |||
|- | |||
|{{MMC|chara=A.B.A|input=214K|label={{clr|K|214K}}}}(Haul and Heed/Command Dash) | |||
|{{clr|green|O}}{{tt|*|Gio is plus here, but not by much and the A.B.A is more ready to capitalize on her closer spacing.}} | |||
|{{clr|green|O}} | |||
|{{clr|green|O}} | |||
|{{clr|green|O}}{{tt|*|Gio is plus here, but not by much and the A.B.A is more ready to capitalize on her closer spacing.}} | |||
|{{clr|green|O}}{{tt|*|Gio is plus here, but not by much and the A.B.A is more ready to capitalize on her closer spacing.}} | |||
|/ | |||
|- | |||
|4 | |||
|/ | |||
|/ | |||
|{{clr|green|O}} | |||
|/ | |||
|{{clr|green|O}} | |||
|/ | |||
|} | |||
A.B.A's {{clr|K|2K}} is a dominating button, with huge reward on hit and forcing Gio to do something like delay{{clr|H|5H}} or {{clr|D|2D}} to beat it. | |||
That being said, Gio microdash(66) {{clr|K|5K}} does alright here since it beats most of A.B.A's other options and whiffs over A.B.A {{clr|K|2K}}. | |||
Since Gio does so well in neutral, and playing RPS with A.B.A is such a risky idea, it's probably best to just back off and play reactively at roundstart. | |||
A.B.A can call out reactive play with her massive {{clr|H|5H}}. | |||
=== | ===Notable Interactions=== | ||
---- | |||
=== | ===Neutral=== | ||
---- | |||
=== | ===Offense=== | ||
---- | |||
=== | ===Defense and Punishes=== | ||
---- | |||
===={{ | ==Anji Mito== | ||
{{MatchupSummaryBox | |||
| character = Anji Mito | |||
| favorability = | |||
| oneliner = Play safe and take minimal risks. | |||
| summary = | |||
* A matchup that demands awareness thanks to his {{MMC|chara=Anji Mito|input=236K|label=[[GGST/Anji_Mito#Suigetsu_No_Hakobi|autoguard]]}} and large buttons. | |||
* You also cannot outrange his {{MMC|chara=Anji Mito|input=632146S|label=[[GGST/Anji_Mito#Kachoufuugetsu_Kai|counter super]]}} with {{clr|D|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 {{clr|K|5K}} or {{clr|D|2D}}. Another good way to counter autoguard both in neutral and on roundstart is to [[GGST/Giovanna/Strategy#Dashing|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. | |||
* {{MMC|chara=Anji Mito|input=236H|label=[[GGST/Anji_Mito#Fuujin|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. | |||
}} | |||
===Round Start=== | |||
---- | |||
{| class="wikitable" style=text-align:center | |||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Anji's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
| {{MMC|chara=Anji Mito|input=2P|label={{clr|P|2P}}}} | |||
| 66 ({{clr|K|5K}}<sup>nc</sup>, {{clr|S|f.S}}<sup>nc</sup>, {{clr|S|2S}}), dl.({{clr|H|5H}}, {{clr|K|214K}})<sup>nc</sup> | |||
| {{clr|H|5H}}, {{clr|K|214K}} | |||
| {{clr|P|5P}}, {{clr|K|5K}} | |||
| {{clr|P|2P}}<sup>cl</sup>, {{clr|K|2K}}, {{clr|S|2S}}, {{clr|H|2H}}, {{clr|D|2D}}, {{clr|P|6P}}, {{clr|H|6H}}, {{clr|K|236K}}<sup>{{tt|note|Leaves enough time for Anji to 6P after.}}</sup>, {{clr|S|623S}} | |||
|- | |||
| {{MMC|chara=Anji Mito|input=6P|label={{clr|P|6P}}}} | |||
| dl.({{clr|H|5H}}, {{clr|D|5D}}, {{clr|K|214K}}, {{clr|S|214S}})<sup>nc</sup>, 66{{clr|K|2K}}{{tt|*|Fairly narrow window.}}, {{clr|D|2D}}<sup>nc</sup>, {{clr|H|6H}}<sup>nc</sup>, {{clr|K|236K}}<sup>nc</sup> | |||
| {{clr|H|5H}}, {{clr|K|214K}}, {{clr|S|214S}} | |||
| | |||
| {{clr|P|5P}}, {{clr|K|5K}}, {{clr|S|f.S}}, {{clr|P|2P}}, {{clr|K|2K}}, {{clr|S|2S}}, {{clr|H|2H}}, {{clr|P|6P}}<sup>cl</sup>, {{clr|S|623S}}<sup>cl</sup> | |||
|- | |||
| {{MMC|chara=Anji Mito|input=5K|label={{clr|K|5K}}}} | |||
| dl.({{clr|K|5K}}, {{clr|S|f.S}}{{tt|*|Only one hit of f.S connects}}, {{clr|H|5H}}, 66{{clr|K|2K}}, {{clr|H|2H}})<sup>nc</sup>, 66{{clr|K|5K}}{{tt|*|Very narrow window}}, {{clr|D|2D}}<sup>nc</sup>, {{clr|P|6P}}, {{clr|H|6H}}<sup>nc</sup>, {{clr|S|623S}} | |||
| {{clr|S|f.S}}, {{clr|H|5H}}, {{clr|K|214K}}, {{clr|S|214S}} | |||
| {{clr|K|5K}}, {{clr|H|2H}} | |||
| {{clr|P|5P}}, {{clr|P|2P}}, {{clr|K|2K}}, {{clr|S|2S}}, {{clr|K|236K}}<sup>{{tt|note|Leaves enough time for Anji to 6P after.}}</sup> | |||
|- | |||
| {{MMC|chara=Anji Mito|input=f.S|label={{clr|S|f.S}}}} | |||
| 4~66 ({{clr|K|5K}}, {{clr|H|5H}}, {{clr|K|2K}}, {{clr|S|2S}})<sup>nc</sup>, 66{{clr|K|5K}}, {{clr|H|5H}}, {{clr|P|6P}}, 4~{{clr|K|214K}}<sup>nc</sup>, {{clr|S|214S}}<sup>nc</sup> | |||
| {{clr|P|5P}}, {{clr|K|5K}}, {{clr|S|f.S}}, {{clr|P|2P}}, {{clr|K|2K}}, {{clr|D|2D}}, {{clr|H|6H}}, {{clr|K|214K}}, {{clr|K|236K}}, {{clr|S|623S}} | |||
| {{clr|S|2S}}, {{clr|H|2H}} | |||
| | |||
|- | |||
| {{MMC|chara=Anji Mito|input=2S|label={{clr|S|2S}}}} | |||
| 4~66 ({{clr|K|5K}}, {{clr|H|5H}}, {{clr|K|2K}}, {{clr|S|2S}})<sup>nc</sup>, {{clr|H|5H}}, {{clr|H|6H}}<sup>nc</sup>, 4~{{clr|K|214K}}<sup>nc</sup>, {{clr|S|214S}}<sup>nc</sup> | |||
| {{clr|P|5P}}, {{clr|K|5K}}, {{clr|S|f.S}}, {{clr|P|2P}}, {{clr|K|2K}}, {{clr|H|2H}}, {{clr|D|2D}}, {{clr|P|6P}}, {{clr|K|214K}}, {{clr|K|236K}} | |||
| {{clr|H|5H}}, {{clr|S|2S}} | |||
| {{clr|S|623S}}, dl.{{clr|S|214S}} | |||
|- | |||
| {{MMC|chara=Anji Mito|input=5H|label={{clr|H|5H}}}} | |||
| 66 ({{clr|P|5P}}, {{clr|S|f.S}}, {{clr|P|2P}}, {{clr|K|2K}}, {{clr|S|2S}}), {{clr|K|5K}}, {{clr|H|5H}}, {{clr|P|6P}}, {{clr|K|214K}}, 6~{{clr|S|623S}}{{tt|*|Very narrow window}} | |||
| {{clr|P|5P}}, {{clr|K|5K}}, {{clr|S|f.S}}, {{clr|P|2P}}, {{clr|K|2K}}, {{clr|S|2S}}, {{clr|H|2H}}, {{clr|D|2D}}, {{clr|H|6H}}, {{clr|K|236K}}, {{clr|S|623S}}, {{clr|S|214S}} | |||
| | |||
| | |||
|- | |||
| {{MMC|chara=Anji Mito|input=6H|label={{clr|H|6H}}}} | |||
| 66 ({{clr|P|5P}}, {{clr|S|f.S}}, {{clr|P|2P}}, {{clr|K|2K}}, {{clr|S|2S}}), {{clr|K|5K}}, {{clr|S|f.S}}{{tt|*|Only one hit connects without dash}}, {{clr|H|5H}}, {{clr|P|6P}}, {{clr|K|214K}}, 44~{{clr|K|236K}}<sup>nc</sup>, 6~{{clr|S|623S}}{{tt|*|Very narrow window}} | |||
| {{clr|P|5P}}, {{clr|K|5K}}, {{clr|P|2P}}, {{clr|K|2K}}, {{clr|S|2S}}, {{clr|D|2D}}, {{clr|H|6H}}, {{clr|K|236K}}, {{clr|S|623S}}, {{clr|S|214S}} | |||
| {{clr|H|2H}} | |||
| | |||
|- | |||
| {{MMC|chara=Anji Mito|input=236H|label={{clr|H|236H}}}} | |||
| 66 ({{clr|P|5P}}, {{clr|K|5K}}, {{clr|D|6D}}), dl.({{clr|K|5K}}, {{clr|P|2P}}), {{clr|S|f.S}}, {{clr|H|5H}}, dl.{{clr|K|2K}}, {{clr|S|2S}}, {{clr|H|2H}}, {{clr|P|6P}}, {{clr|K|214K}}, {{clr|S|623S}}, {{clr|S|214S}}<sup>nc</sup> | |||
| {{clr|P|5P}}, {{clr|K|5K}}, {{clr|P|2P}}, {{clr|K|2K}}, {{clr|D|2D}}, {{clr|H|6H}}, {{clr|K|236K}} | |||
| | |||
| | |||
|- | |||
| charged {{MMC|chara=Anji Mito|input=236H|label={{clr|H|236H}}}} | |||
| 66 {{clr|D|6D/4D}} | |||
| | |||
| | |||
| | |||
|} | |||
* <sup>nc</sup> - non-counterhit | |||
* <sup>cl</sup> - clash | |||
===Notable Interactions=== | |||
---- | |||
=== | ===Neutral=== | ||
---- | |||
=== | ===Offense=== | ||
---- | |||
=== | ===Defense and Punishes=== | ||
---- | |||
==Asuka R== | |||
{{MatchupSummaryBox | |||
| character = Asuka R | |||
| favorability = | |||
| oneliner = kick the wizard | |||
| summary = | |||
}} | |||
===Round Start=== | |||
---- | |||
{| class="wikitable" style=text-align:center | |||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Asuka's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
| {{MMC|chara=Asuka R|input=5K|label={{clr|K|5K}}}} | |||
|dl.({{clr|H|5H}}, 66 {{clr|K|5K}}{{tt|*|1 frame 5K input to win, 2 frames trades, 3< frames gets counterhit}}, 66 {{clr|P|6P}} | |||
|{{clr|H|5H}}, 66 {{clr|S|f.S}} | |||
| | |||
|4, 44, 66 {{clr|K|2K}} | |||
|- | |||
|{{MMC|chara=Asuka R|input=2K|label={{clr|K|2K}}}} | |||
|{{clr|H|5H}}, dl.({{clr|H|5H}})<sup>blocks</sup>, 66 ({{clr|K|2K}}, {{clr|P|6P}}<sup>blocks</sup>) | |||
|66 {{clr|S|f.S}} | |||
| | |||
|4, 44, 66 {{clr|K|5K}} | |||
|- | |||
|{{MMC|chara=Asuka R|input=6P|label={{clr|P|6P}}}} | |||
|dl.{{clr|H|5H}}, 66 ({{clr|K|2K}}, {{clr|P|6P}}) | |||
|{{clr|H|5H}}, 66 {{clr|K|2K}} | |||
|66 {{clr|P|6P}} | |||
|4, 44 | |||
|- | |||
| {{MMC|chara=Asuka R|input=Metron Screamer 808}} | |||
| {{clr|H|5H}},66 ({{clr|K|5K}}, {{clr|S|f.S}}){{tt|*|small window}} | |||
| everything else | |||
|{{tt|*|can trade with delay 5h, 66 f.S/5k, etc.}} | |||
| 44 | |||
|- | |||
| {{MMC|chara=Asuka R|input=Howling Metron}} | |||
| {{clr|H|5H}},{{clr|K|5K}}, 66 ({{clr|K|5K}}, {{clr|S|f.S}}){{tt|*|small window}}, 66 {{clr|P|6P}} | |||
| dl.{{clr|H|5H}}, 66 {{clr|K|2K}}, {{clr|D|2D}} | |||
|{{tt|*|can trade with delay 5h, 66 f.S/5k, etc.}} | |||
| | |||
|- | |||
| j.{{MMC|chara=Asuka R|input=Metron Screamer 808}} | |||
| 66 {{clr|P|6P}} | |||
| {{clr|H|5H}},dl.{{clr|H|5H}}, 66 ({{clr|K|2K}},{{clr|K|5K}}), {{clr|D|2D}} | |||
| | |||
| | |||
|- | |||
|4 | |||
|66 {{clr|S|f.S}}{{tt|*|Asuka Blocks}} | |||
| | |||
| | |||
|{{clr|H|5H}}, dl.{{clr|H|5H}}, 66 ({{clr|K|5K}}, {{clr|K|2K}}, {{clr|P|6P}}), 4, 44 | |||
|- | |||
|44 | |||
| | |||
| | |||
| | |||
|everything{{tt|*|{{clr|K|K}} buttons leave gio and Asuka about even, but more commital buttons let Asuka start casting spells.}} | |||
|} | |||
Gio {{clr|H|5H}} dominates Asuka's proactive roundstart options, except his {{MMC|chara=Asuka R|input=5K|label={{clr|K|5K}}}} can hit Gio's {{clr|H|5H}} hurtbox as it's extending. Delaying {{clr|H|5H}} will beat Asuka {{MMC|chara=Asuka R|input=5K|label={{clr|K|5K}}}}, but will lose to Asuka's fast spells. Asuka can jump to beat both {{clr|H|5H}} and {{clr|K|5K}}, punishing with {{MMC|chara=Asuka R|input=Metron Screamer 808}} on reaction if he has it in his starting hand. In addition, Asuka can back off and start slinging spells if roundstart {{clr|H|5H}} whiffs, so be ready to chase him down if he does. | |||
Pay attention to Asuka's roundstart spells. If he doesn't have {{MMC|chara=Asuka R|input=Metron Screamer 808}}, roundstart microdash {{clr|P|6P}} actually dominates all of Asuka's proactive options. | |||
For those ready to do 1-to-2-frame inputs, microdash (1 frame) {{clr|K|5K}} roundstart will beat(or trade with, if you input 5k on frame 2) Asuka's {{MMC|chara=Asuka R|input=5K|label={{clr|K|5K}}}} and beat any of Asuka's fast spells. | |||
Uniquely, Asuka is advantaged against Gio in neutral. If Asuka disengages and starts casting spells, Gio is at a disadvantage. As such, this roundstart is hard for Gio. If Asuka is representing backdash roundstart, best thing to do is play reactively, and big dash {{clr|K|5K}} in response to Asuka's backdash. | |||
===Neutral=== | |||
---- | |||
'''Dealing With Cube Super Post-Wallbreak''': After Neutral Wallbreak, Asuka {{MMC|chara=Asuka R|input=632146P/K|label=Cube Super}} beats everything Gio can do and leaves Asuka +36. The one thing Gio can do is buffer dash after wallbreak, then input {{MMC|chara=Giovanna|input=632146H|label=Ventania}} During Asuka's super flash. Without the dash, Ventania will lose. | |||
===Offense=== | |||
---- | |||
===Defense=== | |||
---- | |||
==Axl Low== | |||
{{MatchupSummaryBox | |||
| character = Axl Low | |||
| favorability = | |||
| oneliner = Patience getting in, then go ham. | |||
| summary = | |||
* 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 [[GGST/Giovanna/Strategy#Step_Dash_Blocking|block while dashing]] so that you don't get stuffed by any {{MMC|chara=Axl Low|input=[4]6S|label=[[GGST/Axl_Low#Sickle_Flash|Rensens]]}} or {{clr|H|2H}}'s 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 {{clr|S|c.S}} and {{clr|S|f.S}} are a large threat to your ability to dodge around his normals at closer mid-range, but remember that {{clr|S|623S}} will easily low profile and punish his best scramble poke, {{clr|K|5K}}. Although he can still {{clr|K|2K}} if you aren't perfectly spaced. | |||
}} | |||
===Round Start=== | |||
---- | |||
{| class="wikitable" style=text-align:center | |||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Axl's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
|{{MMC|chara=Axl Low|input=2P|label={{clr|P|2P}}}} | |||
|66 ({{clr|K|5K}}, {{clr|K|2K}}){{tt|*|if Axl slight delays, his {{clr|P|2P}} wins}} | |||
|{{clr|P|6P}}, 4{{tt|*|Axl {{clr|P|2P}} blows up reactive play}} | |||
|{{clr|H|5H}} | |||
|8, 9, 44 | |||
|- | |||
|{{MMC|chara=Axl Low|input=5P|label={{clr|P|5P}}}} | |||
|{{clr|P|6P}}, 66 {{clr|K|2K}} | |||
|{{clr|H|5H}}, 8, 9 | |||
|66 {{clr|K|5K}} | |||
|4, 44 | |||
|- | |||
|{{MMC|chara=Axl Low|input=5K|label={{clr|K|5K}}}} | |||
|{{clr|P|6P}} | |||
|{{clr|H|5H}} | |||
|66 {{clr|K|5K}}{{tt|*|if Gio slight delays she wins}} | |||
|66 {{clr|K|2K}}, 8, 9, 4, 44 | |||
|- | |||
|66 {{MMC|chara=Axl Low|input=2K|label={{clr|K|2K}}}} | |||
| | |||
|{{clr|P|6P}}, {{clr|H|5H}}, 66 {{clr|K|5K}} | |||
|66 {{clr|K|2K}} | |||
|8, 9, 4, 44 | |||
|- | |||
|{{MMC|chara=Axl Low|input=f.S|label={{clr|S|f.S}}}} | |||
|{{clr|P|6P}} | |||
|66 ({{clr|K|5K}}{{tt|*|if gio delays {{clr|K|5K}} a bit, she trades}}, {{clr|K|2K}}), 4 | |||
|{{clr|H|5H}} | |||
|66 {{clr|K|5K}}, 8, 9, 44 | |||
|- | |||
|{{MMC|chara=Axl Low|input=214S|label={{clr|S|214S}}}}(Rainwater) | |||
|8, 9{{tt|*|Gio can airdash on reaction and hit/make Axl block}} | |||
|{{clr|P|6P}}, {{clr|H|5H}}, 66 ({{clr|K|5K}}, {{clr|K|2K}}){{tt|*|gio recovers in time to block}} | |||
| | |||
|4, 44 | |||
|- | |||
|} | |||
Roundstart vs Axl is a microcosm of the Overall Matchup. | |||
Axl's 66 {{clr|K|2K}} and {{clr|S|f.S}} dominate Gio's options. | |||
66 {{clr|K|2K}} beats out all of Gio's proactive options, but Gio can whiff punish it with walkback(4) {{clr|H|5H}}. | |||
At the same time, Axl has a variety of good buttons that catch Gio's walkback: {{clr|P|2P}} and {{clr|S|f.S}}. | |||
To beat those, Gio can {{clr|P|6P}} Axl's {{clr|S|f.S}} and 66 {{clr|K|K}} Axl's {{clr|P|2P}}. | |||
But Gio's proactive options get counterhit by Axl's air options, like superjump back {{clr|H|j.H}}, jump>air backdash>{{clr|S|j.S}}, or Rainwater. But these air moves can be whiff punished by Gio's walkback > 66 > {{clr|H|5H}} punishing Axl's landing frames/recovery (make sure you're dash blocking). | |||
While Axl is more likely to win these interactions, Gio gets higher reward off of winning. There's nothing wrong with blocking Axl roundstart, but don't be afraid to take calculated risks. | |||
===Notable Interactions=== | |||
---- | |||
===Neutral=== | |||
---- | |||
===Offense=== | |||
---- | |||
===Defense and Punishes=== | |||
---- | |||
==Baiken== | |||
{{MatchupSummaryBox | |||
| character = Baiken | |||
| favorability = | |||
| oneliner = | |||
| summary = | |||
* WIP | |||
}} | |||
===Round Start=== | |||
---- | |||
{| class="wikitable" style=text-align:center | |||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Baiken's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
|{{MMC|chara=Baiken|input=f.S|label={{clr|S|f.S}}}} | |||
|{{clr|P|6P}}, 66 {{clr|K|2K}}{{tt|*|1 frame window}}, 4~66 {{clr|K|5K}}{{tt|*|any amount of walkback from roundstart causes Baiken {{clr|S|f.S}} to whiff, allowing Gio to dash in and punish on reaction}} ||{{clr|H|5H}}, 66 {{clr|K|5K}} | |||
|{{clr|S|623S}} | |||
|{{clr|K|2K}},4,44,jump | |||
|- | |||
|{{MMC|chara=Baiken|input=2S|label={{clr|S|2S}}}} || {{clr|K|5K}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, 66 {{clr|K|2K}}{{tt|*|1 frame window}} | |||
|{{clr|P|6P}}, 4{{tt|*|causes Gio to block, since it's a mid}} | |||
| | |||
|44,jump | |||
|- | |||
|{{MMC|chara=Baiken|input=2H|label={{clr|H|2H}}}} | |||
|everything | |||
|4,44 | |||
| | |||
|jump | |||
|- | |||
|} | |||
Roundstart centers around Baiken's {{MMC|chara=Baiken|input=f.S|label={{clr|S|f.S}}}}, which reaches roundstart, is disjoint, and gives a juicy combo on counterhit. Walking back any amount will make Baiken {{clr|S|f.S}} whiff, allowing a punish. Baiken can catch walkback roundstarts with her {{MMC|chara=Baiken|input=2S|label={{clr|S|2S}}}}. Gio can rps with her {{clr|H|5H}} or backdash. Baiken can {{MMC|chara=Baiken|input=2H|label={{clr|H|2H}}}} to catch backdash, but it loses to gio {{clr|H|5H}} as well. | |||
For those ready to do 1 frame inputs, microdash(1 frame) will beat Baiken {{clr|S|f.S}}, {{clr|S|2S}}, and {{clr|H|2H}}. Any more delay will get counterhit. | |||
===Notable Interactions=== | |||
---- | |||
===Neutral=== | |||
---- | |||
===Offense=== | |||
---- | |||
===Defense and Punishes=== | |||
---- | |||
* Blocking {{MMC|chara=Baiken|input=236K|label=[[GGST/Baiken#Tatami Gaeshi|Tatami Gaeshi]]}} leaves Baiken at -3 but spaced far away from Gio to be out of reach of most buttons (notably {{clr|K|5K}} and {{clr|S|f.S}}/{{clr|S|2S}}). However she ''is'' still in range of Gio's {{clr|H|5H}}, which (often) allows Gio to take her turn back, or even score a counterhit should Baiken choose to continue her offense. This has several caveats however: | |||
** This not a true punish, and Baiken has ways to deal with that on a read ({{clr|P|6P}}, parry, jump/backdash into whiff punish etc) | |||
** If Baiken spaces herself to end up out of range of the first hit of the tatami, and only hit you with the second (can be done via e.g. H-Kabari>{{clr|S|f.S}}>{{clr|H|2H}}>Tatami) she ends up being very plus on block, and not challengable (to the point where she can do {{MMC|chara=Baiken|input=41236H|label=H-Kabari}} and still counterhit you out of {{clr|H|5H}} startup). Also she ends up being spaced even further out so {{clr|H|5H}} no longer reaches in the first place. | |||
*** However, in ''that'' case, you can (technically) dodge the tatami hit (iad/backdash/walkback) and whiff punish her. | |||
* Blocking her {{MMC|chara=Baiken|input=236236S|label=[[GGST/Baiken#Tsurane Sanzu-watashi|Tsurane Sanzu-watashi]]}} super leaves Baiken -32, meaning you can go for almost any punish you want. | |||
** At all but max range {{clr|D|[5]D}} will connect for a homing jump combo and guaranteed oki. Good for a meterless kill or if you have your back to the corner. | |||
** Around midscreen, a RRC combo with a lot of corner carry can net you an free wallbreak. Example: {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|214K}} > {{clr|K|5K}} > {{clr|K |214K}} > RRC > dl.66 > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|236K}} > WS > {{clr|D|[5]D}}. | |||
** If they're in the corner you can use a meterless wallbreak combo like {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|236K}} > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|236K}} > WS > {{clr|D|[5]D}} (or {{clr|H|632146H}} if you have meter) to get positive bonus and possibly oki. | |||
==Bedman== | |||
{{MatchupSummaryBox | |||
| character = Bedman | |||
| favorability = | |||
| oneliner = | |||
| summary = | |||
}} | |||
===Round Start=== | |||
---- | |||
{| class="wikitable" style=text-align:center | |||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Bedman's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
|{{MMC|chara=Bedman|input=5K|label={{clr|K|5K}}}} | |||
|66 {{clr|K|2K}} | |||
|{{clr|H|5H}} | |||
|66 {{clr|K|2K}} | |||
|4, 44 | |||
|- | |||
|{{MMC|chara=Bedman|input=2K|label={{clr|K|2K}}}} | |||
|66 {{clr|K|5K}} | |||
|{{clr|H|5H}}, 66 {{clr|K|2K}} | |||
| | |||
|4, 44 | |||
|- | |||
|{{MMC|chara=Bedman|input=f.S|label={{clr|S|f.S}}}}/{{MMC|char=Bedman?|input=2D|label={{clr|D|2D}}}} | |||
|{{clr|H|5H}}, 66 ({{clr|K|5K}}, {{clr|K|2K}}) | |||
|4 | |||
| | |||
|44 | |||
|- | |||
|{{MMC|chara=Bedman|input=236D|label={{clr|D|236D}}}}(Wild Assault) | |||
|66 {{clr|K|5K}}{{tt|*|1-2 frame microdash}} | |||
|{{clr|H|5H}}, 66 {{clr|K|2K}}{{tt|*|Gio can beat if she presses {{clr|K|2K}} ONLY on frame 3, not frame 2. Not really viable}}, 4, 44 | |||
| | |||
| | |||
|- | |||
|4 | |||
|{{clr|H|5H}} | |||
| | |||
| | |||
|66 ({{clr|K|5K}}, {{clr|K|2K}}), 4, 44 | |||
|} | |||
Microdash {{clr|K|2K}} does very well. To beat this option, Bedman has to commit to {{clr|K|2K}} to trade, walk back slightly to make it whiff, or Wild Assault. | |||
Bedman's large {{clr|D|2D}} roundstart is similar to Nago's {{MMC|chara=Nagoriyuki|input=2S Level 1|label={{clr|S|2S}}}}, in that it does very well at calling out Gio's reactive play. If you just want to reset to neutral, backdashing roundstart will do better than walkback. | |||
Bedman's best way to call out proactive play is probably jump, since it airstalls well, so be ready to anti-air. | |||
To beat Bedman's Wild Assault, jumping consistently beats it, or microdash {{clr|K|5K}} beats it if you hit a 1-2 frame window. | |||
===Neutral=== | |||
---- | |||
===Offense=== | |||
---- | |||
===Defense=== | |||
---- | |||
Mash {{clr|K|5K}}/{{clr|K|2K}} on Bedman's {{clr|H|2H}}. | |||
==Bridget== | |||
{{MatchupSummaryBox | |||
| character = Bridget | |||
| favorability = | |||
| oneliner = | |||
| summary = | |||
WIP | |||
}} | |||
===Round Start=== | |||
---- | |||
{| class="wikitable" style=text-align:center | |||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Bridget's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
|{{MMC|chara=Bridget|input=5P|label={{clr|P|5P}}}} | |||
|66 {{clr|K|5K}}{{tt|*|2 frame window}}, dl.{{clr|H|5H}} | |||
|{{clr|H|5H}}, 66 {{clr|K|2K}} | |||
| | |||
|4, 44 | |||
|- | |||
|{{MMC|chara=Bridget|input=2P|label={{clr|P|2P}}}} | |||
|dl.{{clr|H|5H}} | |||
|{{clr|H|5H}}, 66 {{clr|K|5K}}{{tt|*|1 frame window to trade}} | |||
| | |||
|66 {{clr|K|2K}}, 4, 44 | |||
|- | |||
|{{MMC|chara=Bridget|input=2K|label={{clr|K|2K}}}} | |||
|66 {{clr|K|2K}}, dl.{{clr|H|5H}} | |||
|{{clr|H|5H}} | |||
| | |||
|66 {{clr|K|5K}}, 4, 44 | |||
|- | |||
|{{MMC|chara=Bridget|input=5K|label={{clr|K|5K}}}} | |||
|66 {{clr|K|2K}}, dl.{{clr|H|5H}} | |||
|{{clr|H|5H}} | |||
|66 {{clr|K|5K}}{{tt|*|delaying 5K by like 3 frames after microdash will whiff punish Bridget}} | |||
|4, 44 | |||
|- | |||
|{{MMC|chara=Bridget|input=2S|label={{clr|S|2S}}}} | |||
|66 {{clr|K|2K}}, {{clr|H|5H}} | |||
| 66 {{clr|K|5K}}{{tt|*|can trade}}, dl.{{clr|H|5H}} | |||
| | |||
|4, 44 | |||
|- | |||
|{{MMC|chara=Bridget|input=f.S|label={{clr|S|f.S}}}} | |||
|66 {{clr|K|5K}} | |||
|dl.{{clr|H|5H}}, 4 | |||
|{{clr|H|5H}} | |||
|66 {{clr|K|2K}}{{tt|*|Leaves Gio plus}}, 44 | |||
|- | |||
|{{MMC|chara=Bridget|input=5H|label={{clr|H|5H}}}} | |||
|{{clr|H|5H}} | |||
|66 {{clr|K|5K}}, dl.{{clr|H|5H}}, 4, 44 | |||
| | |||
|66 {{clr|K|2K}}{{tt|*|Leaves Gio plus}} | |||
|- | |||
|4{{tt|*|reactive play}} | |||
|66 button | |||
| | |||
| | |||
|{{clr|H|5H}}, 66 ({{clr|K|2K}}{{clr|K|5K}}, dl.{{clr|H|5H}}{{tt|*|Bridget can whiff punish these options after walking back}}, 4, 44 | |||
|- | |||
|} | |||
Gio wins roundstart vs Bridget. Microdash {{clr|K|2K}} low profiles Bridget's far pokes and beats out her {{clr|S|2S}}, leaving her only {{clr|P|5P}} as a proactive option to stuff Gio's roundstart. In addition, Bridget's reward on hit is lower than Gio's reward. | |||
===Notable Interactions=== | |||
---- | |||
===Neutral=== | |||
---- | |||
* {{clr|S|623S}} (with or without dash) is a surprisingly useful button in this matchup. It is a good answer to both {{MMC|chara=Bridget|input=214K|label=[[GGST/Bridget#Rolling Movement|Rolling Movement]]}} and {{MMC|chara=Bridget|input=f.S|label={{clr|S|f.S}}}} usual followups to the {{MMC|chara=Bridget|input=236S/H|label=[[GGST/Bridget#Stop and Dash|Stop and Dash]]}}, as it scores a counterhit into very a damaging combo. But also—unlike {{clr|P|6P}}—it hits her out of the sky, should the opponent happen to be too jumpy. | |||
===Offense=== | |||
---- | |||
===Defense and Punishes=== | |||
---- | |||
==Chipp Zanuff== | |||
{{MatchupSummaryBox | |||
| character = Chipp Zanuff | |||
| favorability = | |||
| oneliner = | |||
| summary = | |||
* Similar to {{Character Label|GGST|Sol Badguy|label=Sol}}, Chipp has many fast normals and a {{MMC|chara=Chipp Zanuff|input=623S|label=[[GGST/Chipp Zanuff#Beta Blade|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 {{MMC|chara=Chipp Zanuff|input=236P|label=[[GGST/Chipp_Zanuff#Alpha_Blade_Horizontal|Alpha Blades]]}} as well as his {{MMC|chara=Chipp Zanuff|input=63214S|label=[[GGST/Chipp_Zanuff#Genrou_Zan|command grab]]}} are great to contest with your {{clr|S|S}} specials: {{clr|S|623S}} will interrupt them all and give you a huge counter-hit, whereas {{clr|S|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 {{clr|S|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. | |||
}} | |||
===Round Start=== | |||
---- | |||
{| class="wikitable" style=text-align:center | |||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Chipp's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
|66 {{MMC|chara=Chipp Zanuff|input=5K|label={{clr|K|5K}}}} | |||
|{{clr|K|2K}}, 66 {{clr|K|2K}} | |||
|{{clr|H|5H}}, 66 {{clr|S|f.S}} | |||
|66 {{clr|K|5K}} | |||
|4, 44 | |||
|- | |||
|66 {{MMC|chara=Chipp Zanuff|input=2K|label={{clr|K|2K}}}} | |||
|66 {{clr|K|5K}} | |||
|{{clr|H|5H}}, 66 {{clr|S|f.S}} | |||
|{{clr|K|2K}}{{tt|*|usually gio wins, small gap for chip}}, 66 {{clr|K|2K}} | |||
|4, 44 | |||
|- | |||
|{{MMC|chara=Chipp Zanuff|input=f.S|label={{clr|S|f.S}}}} | |||
|{{clr|K|2K}}, 66 ({{clr|K|5K}}, {{clr|K|2K}}){{tt|*|1-2 frames}} | |||
|{{clr|H|5H}}, 66 {{clr|S|f.S}} | |||
| | |||
|4, 44 | |||
|- | |||
|{{MMC|chara=Chipp Zanuff|input=5H|label={{clr|H|5H}}}} | |||
|{{clr|H|5H}}, 66 ({{clr|K|2K}}{{tt|*|small window! feels like 1-2 frames, but have to manually delay 1-2 frames. Usually trades}}, {{clr|S|f.S}}{{tt|*|1-2 frames}}) | |||
|{{clr|K|2K}}{{tt|*|if Gio delays at all, her {{clr|K|2K}} wins}} | |||
|66 {{clr|K|5K}}{{tt|*|Need to do it later into microdash to trade, usually Chip {{clr|H|5H}} wins}} | |||
|4, 44 | |||
|- | |||
|{{MMC|chara=Chipp Zanuff|input=2D|label={{clr|D|2D}}}} | |||
|{{clr|K|2K}}, 66 ({{clr|K|5K}}, {{clr|K|2K}}){{tt|*|1-3 frames}} | |||
| | |||
|{{clr|H|5H}}, 66 {{clr|S|f.S}}{{tt|*|1 frame gap, usually chip wins}} | |||
|4, 44 | |||
|- | |||
|4 | |||
|{{clr|H|5H}}, 66 {{clr|S|f.S}} | |||
| | |||
| | |||
|{{clr|K|2K}}, 66 ({{clr|K|5K}}, {{clr|K|2K}}) | |||
|} | |||
Gio's microdash(66) {{clr|K|2K}} does very well into most of Chipp's proactive options. Chip has to do his own microdash {{clr|K|2K}} to trade, or walkback(4), or he can press his {{clr|H|5H}}. | |||
Chipp's {{clr|H|5H}} can lose to Gio's microdash {{clr|K|2K}}, but Gio has to manually delay 1-2 frames before pressing her {{clr|K|2K}}. The same applies for Gio's microdash {{clr|K|5K}}. This effectively means Chipp's {{clr|H|5H}} is a very strong roundstart option into Gio's proactive options. The most consistent option to beat Chipp's {{clr|H|5H}} roundstart is Gio's own {{clr|H|5H}}. But doing this lets Chipp do his {{clr|S|f.S}} to win. | |||
Gio's {{clr|K|2K}} is also a strong roundstart. If Gio delays 1-3 frames, her {{clr|K|2K}} beats both Chipp's {{clr|S|f.S}}, {{clr|H|5H}} and {{clr|D|2D}}. (though immediate {{clr|K|2K}} loses to Chipp {{clr|H|5H}}. | |||
All of Chipp's roundstart buttons whiff after Gio does a slight walkback, but he can threaten 66 > button to beat reactive play. This gets checked by Gio's {{clr|K|2K}}. | |||
===Notable Interactions=== | |||
---- | |||
===Neutral=== | |||
---- | |||
===Offense=== | |||
---- | |||
===Defense and Punishes=== | |||
---- | |||
===References=== | |||
---- | |||
* "How to beat Chipp Zanuff" by Akarien - https://www.youtube.com/watch?v=XF4UYDxhHoE | |||
==Elphelt Valentine== | |||
{{MatchupSummaryBox | |||
| character = Elphelt Valentine | |||
| favorability = | |||
| oneliner = | |||
| summary = | |||
}} | |||
===Round Start=== | |||
---- | |||
{| class="wikitable" style=text-align:center | |||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Elphelt's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
||| || || || | |||
|- | |||
||| || || || | |||
|- | |||
||| || || || | |||
|- | |||
||| || || || | |||
|} | |||
===Neutral=== | |||
---- | |||
===Offense=== | |||
---- | |||
===Defense=== | |||
---- | |||
==Faust== | |||
{{MatchupSummaryBox | |||
| character = Faust | |||
| favorability = | |||
| oneliner = You are the apple a day | |||
| summary = | |||
* Gio's dominant ground mobility makes it very difficult for Faust to create opportunities without incurring significant risk for himself. However, remember that he still threatens space with his buttons better than you, respect his space and don't overextend. You'll need to respect his {{clr|H|2H}}, {{clr|H|6H}}, and general item shenanigans, but you can easily {{clr|P|6P}} and {{clr|S|623S}} his {{MMC|chara=Faust|input=41236K|label=[[GGST/Faust#Thrust|Thrust]]}}. | |||
* Gio's anti air game with {{clr|P|6P}} and {{clr|S|623S}} also force Faust to be careful in the air with using {{clr|K|j.2K}} and other such moves, remain vigilant and you should have no problems with a jump-happy Faust player. | |||
* 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 {{clr|K|236K}}, {{clr|S|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 {{clr|S|214S}}, as the crossup will cause him to be holding down forward and unintentionally(?) low profile the move. | |||
}} | |||
===Round Start=== | |||
---- | |||
{| class="wikitable" style=text-align:center | |||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Faust's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
|{{MMC|chara=Faust|input=2P|label={{clr|P|2P}}}} || {{clr|K|2K}} || {{clr|K|5K}}, {{tt|most buttons|5H, 6H, f.S, 2S, 6H, 5P, 2P, 623S}} || 66(1){{clr|K|5K}}, dl(1-2){{clr|P|2P}} || {{clr|K|5K}}, {{tt|{{clr|S|214S}}|recovers in time to block}} | |||
|- | |||
|{{MMC|chara=Faust|input=6P|label={{clr|P|6P}}}} || {{clr|K|2K}}, {{clr|D|2D}}, j8>dl.AD>{{clr|H|j.H}} || (66){{clr|K|5K}}, {{clr|H|5H}}, 66{{clr|D|2D}}, j9 || || j8, walkback, backdash | |||
|- | |||
|{{MMC|chara=Faust|input=5K|label={{clr|K|5K}}}} || {{clr|P|6P}}, 66{{clr|K|2K}}, 66{{clr|S|2S}}, (66){{clr|D|2D}}<sup>nc</sup> || {{clr|H|5H}} || (66(1)){{clr|K|5K}} || wait, {{clr|K|2K}} | |||
|- | |||
|{{MMC|chara=Faust|input=f.S|label={{clr|S|f.S}}}} || {{clr|P|6P}}, 66{{clr|K|2K}}, (66){{clr|K|5K}}, {{clr|H|5H}} || {{clr|K|2K}}, {{clr|D|2D}} || || | |||
|- | |||
|{{MMC|chara=Faust|input=2H|label={{clr|H|2H}}}} || (66){{clr|K|2K}}, 66{{clr|K|5K}}, 66{{clr|S|2S}}, {{clr|H|5H}}, {{clr|S|214S}}<sup>nc</sup> || walkback, backdash || || j8,j9 | |||
|- | |||
|{{MMC|chara=Faust|input=j.2K|label={{clr|K|j.2K}}}} || || || || | |||
|} | |||
* <sup>nc</sup> - non-counterhit | |||
* {{clr|P|6P}}, {{clr|P|2P}}, {{clr|S|f.S}}, {{clr|H|2H}} reach from roundstart; {{clr|K|5K}} doesn't | |||
===Notable Interactions=== | |||
---- | |||
===Neutral=== | |||
---- | |||
===Offense=== | |||
Remember that Faust can crouch under 214K and 236K. Use this to your advantage by dropping your combo when you do 5H and reset your pressure with a C.S or a 2S. | |||
When you safe jump on Faust: remember that he can use Bone-crushing Excitement>FRC>Snip Snip Snip to punish the safe jump. Use Giovanna's safejump option select Super to punish | |||
---- | |||
===Defense and Punishes=== | |||
---- | |||
==Giovanna== | |||
{{MatchupSummaryBox | |||
| character = Giovanna | |||
| favorability = '''{{clr|#ffbf00|Even}}''' | |||
| oneliner = | |||
| summary = | |||
Mirror match. You have the same tools. | |||
}} | |||
===Round Start=== | |||
---- | |||
{| class="wikitable" style=text-align:center | |||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Giovanna's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
|{{MMC|chara=Giovanna|input=6P|label={{clr|P|6P}}}} || || || || | |||
|- | |||
|66 {{MMC|chara=Giovanna|input=5K|label={{clr|K|5K}}}} || || || || | |||
|- | |||
|{{MMC|chara=Giovanna|input=f.S|label={{clr|S|f.S}}}} || || || || | |||
|- | |||
|{{MMC|chara=Giovanna|input=2S|label={{clr|S|2S}}}} || || || || | |||
|- | |||
|{{MMC|chara=Giovanna|input=5H|label={{clr|H|5H}}}} || || || || | |||
|} | |||
===Notable Interactions=== | |||
---- | |||
* {{clr|K|2K}} lowprofiles {{clr|S|623S}} (for some reason). | |||
===Neutral=== | |||
---- | |||
===Offense=== | |||
---- | |||
===Defense and Punishes=== | |||
---- | |||
==Goldlewis Dickinson== | |||
{{MatchupSummaryBox | |||
| character = Goldlewis Dickinson | |||
| favorability = | |||
| oneliner = | |||
| summary = | |||
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 {{clr|H|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 {{clr|P|5P}}/{{clr|K|5K}} abare or even throw to interrupt Typhoons, or you may choose to simply FD out of it all. | |||
}} | |||
===Round Start=== | |||
---- | |||
{| class="wikitable" style=text-align:center | |||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Goldlewis's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
|{{MMC|chara=Goldlewis Dickinson|input=5P|label={{clr|P|5P}}}} | |||
|66 {{clr|K|2K}} | |||
|{{clr|H|5H}}, 66 {{clr|K|5K}}{{tt|*|{{clr|K|5K}} trades on a 1 frame microdash, and delaying the {{clr|K|5K}} will let Gio win}} | |||
| | |||
|4, 44, 8, 9 | |||
|- | |||
|{{MMC|chara=Goldlewis Dickinson|input=5K|label={{clr|K|5K}}}} | |||
|66 {{clr|K|5K}}{{tt|*|1-2 frame microdash}} | |||
|66 {{clr|K|2K}} | |||
|{{clr|H|5H}}{{tt|*|Goldlewis is plus}} | |||
|4, 44, 8, 9 | |||
|- | |||
|{{MMC|chara=Goldlewis Dickinson|input=2K|label={{clr|K|2K}}}} | |||
|66 {{clr|K|5K}} | |||
|{{clr|H|5H}}, 66 {{clr|K|2K}}{{tt|*|1 frame microdash will trade}} | |||
| | |||
|4, 44, 8, 9 | |||
|- | |||
|{{MMC|chara=Goldlewis Dickinson|input=f.S|label={{clr|S|f.S}}}} | |||
|{{clr|H|5H}}, 66 ({{clr|K|5K}}, {{clr|K|2K}}){{tt|*|1-4 frame microdash for both {{clr|K|K}} buttons}} | |||
|8, 9 | |||
| | |||
|4, 44 | |||
|- | |||
|{{MMC|chara=Goldlewis Dickinson|input=69874H|label={{clr|H|684H}}}} | |||
|{{clr|H|5H}}, 66 {{clr|K|5K}} | |||
|66 {{clr|K|2K}}{{tt|*|the timing for {{clr|K|2K}} is wonky. A small microdash won't reach and will get hit, but delay too long (more than 7 frames) and Gio gets hit also.}}, 4, 8, 9 | |||
| | |||
|44 | |||
|- | |||
|{{MMC|chara=Goldlewis Dickinson|input=j.D|label={{clr|D|j.D}}}} | |||
|{{clr|H|5H}}, 66 {{clr|K|5K}}{{tt|*|kinda tight microdash}} | |||
|66 {{clr|K|2K}}{{tt|*|if you dash far, will sideswap {{clr|D|j.D}}, Gio recovers in time to block.}}, 8, 9{{tt|*|you can preempt his {{clr|D|j.D}} with {{clr|P|j.P}}, but it's iffy and variable and messy}} | |||
| | |||
|4, 44 | |||
|- | |||
|{{MMC|chara=Goldlewis Dickinson|input=236D|label={{clr|D|236D}}}}(Wild Assault) | |||
|66 {{clr|K|5K}}{{tt|*|1-2 frame microdash}}, 9{{tt|*|Gio cannot land and punish, so her best punish I could find was falling {{clr|K|j.K}}>reset to neutral}} | |||
|{{clr|H|5H}}, 66 {{clr|K|2K}}{{tt|*|Gio can beat if she presses {{clr|K|2K}} ONLY on frame 3, not frame 2. Not really viable}}, 7, 8 | |||
| | |||
|4, 44 | |||
|- | |||
|4 | |||
|{{clr|H|5H}}, 66 {{clr|K|2K}}{{tt|*|though instant {{clr|K|2K}} whiffs, it catches Goldlewis at the same timing that beats {{clr|H|684H}}}} | |||
| | |||
| | |||
|66 {{clr|K|5K}}, 4, 44, 8, 9 | |||
|} | |||
Gio 66 {{clr|K|5K}} (1-2 frame microdash) beats almost everything Goldlewis can do roundstart, forcing Goldlewis to roundstart {{clr|P|5P}} to proactively beat it (they can also {{clr|P|6P}}). | |||
If you're not consistently hitting the 1-2 frame microdash, {{clr|H|5H}} is a servicable replacement, but loses to Wild Assault. Without 66 {{clr|K|5K}}{{tt|*|1-2 frame microdash}}, Gio essentially can't punish Wild Assault. | |||
===Notable Interactions=== | |||
---- | |||
===Neutral=== | |||
---- | |||
===Offense=== | |||
---- | |||
===Defense and Punishes=== | |||
---- | |||
==Happy Chaos== | |||
{{MatchupSummaryBox | |||
| character = Happy Chaos | |||
| favorability = | |||
| oneliner = Win in two hits, or get put into the blender forever | |||
| summary = | |||
Chaos has Giovanna beat in roundstart risk-reward, in pressure with his myriad of mixup tools, and in metergain with his wallbreak conversions off of stray hits. He slightly loses in neutral, but has a competent game to play with {{clr|K|2K}} and {{clr|S|2S}} to keep Gio out. Gio's saving grace is that she can output more damage than he does, though she has to work much harder to open him up. Try to play conservatively in neutral, punishing his attempts to zone, and make the few hits you get count. | |||
}} | |||
===Round Start=== | |||
---- | |||
{| class="wikitable" style=text-align:center | |||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Happy Chaos's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
|66 {{MMC|chara=Happy Chaos|input=5K|label={{clr|K|5K}}}}{{tt|*|3 frame window}} | |||
| | |||
| {{clr|H|5H}}, 66 {{clr|S|f.S}} | |||
|66 ({{clr|K|2K}}, {{clr|K|5K}}) | |||
| 4, 44 | |||
|- | |||
|4 {{MMC|chara=Happy Chaos|input=2S|label={{clr|S|2S}}}} | |||
|66 {{clr|S|f.S}} | |||
| {{clr|H|5H}}, 66 {{clr|K|2K}} | |||
| | |||
| 4, 44 | |||
|- | |||
|66 {{MMC|chara=Happy Chaos|input=2S|label={{clr|S|2S}}}} | |||
| {{clr|H|5H}}, 66 ({{clr|S|f.S}}, {{clr|K|2K}}, {{clr|K|5K}}) | |||
|44, 4 {{tt|*|Chaos 66 {{clr|S|2S}} destroys Gio's reactive roundstart options}} | |||
| | |||
| | |||
|- | |||
|{{MMC|chara=Happy Chaos|input=2S|label={{clr|S|2S}}}} | |||
|{{clr|H|5H}}, 66 ({{clr|S|f.S}}, {{clr|K|2K}}, {{clr|K|5K}}){{tt|*|the timings for the microdash {{clr|K|K}} buttons is tight}} | |||
| | |||
| | |||
|4, 44 | |||
|- | |||
|{{MMC|chara=Happy Chaos|input=2D|label={{clr|D|2D}}}} | |||
|66 ({{clr|K|2K}}, {{clr|K|5K}}){{tt|*|3 frame window}} | |||
|66 {{clr|S|f.S}}{{tt|*|can trade unfavorably after a 1f microdash}} | |||
|{{clr|H|5H}}{{tt|*|trade leaves Chaos plus enough to start offense}} | |||
|4, 44 | |||
|- | |||
|} | |||
Happy Chaos goes even with Gio roundstart, but at higher levels, his reward for winning is almost always either hard knockdown or a wall-breaking combo, meaning that Gio should represent proactive options occasionally but default to disengaging and trying to fight Happy Chaos in neutral where she is slightly favored. | |||
Roundstart centers around Chaos's {{clr|S|2S}}. Microdash {{clr|S|2S}} catches backdash/walkback, and walkback {{clr|S|2S}} catches Gio's {{clr|H|5H}}, 66 {{clr|K|5K}}, and 66 {{clr|K|2K}}. | |||
Gio can do 66 {{clr|S|f.S}} (3 frame window) to beat both walk forward+back {{clr|S|2S}}, as well as catching reactive play. A 1 frame microdash allows it to trade with Chaos {{clr|D|2D}} (though Chaos gets hard knockdown so is very plus). | |||
Chaos {{clr|D|2D}}, like other 10 frame sweeps, will trade favorably with Gio {{clr|H|5H}} and Gio's 66 {{clr|S|f.S}}. | |||
===Notable Interactions=== | |||
---- | |||
===Neutral=== | |||
---- | |||
===Offense=== | |||
---- | |||
===Defense and Punishes=== | |||
---- | |||
Happy chaos pressure is centered around getting close to you using his {{clr|green|+23}} {{MMC|chara=Happy Chaos|input=H, 236S H|label={{clr|H|5H}}}}(gunshot) that he can use essentially whenever. Once he's close, he can use {{MMC|chara=Happy Chaos|input=6D or 4D|label={{clr||throws}}}}, {{MMC|chara=Happy Chaos|input=5D|label={{clr||tap dusting}}}}, or {{MMC|chara=Happy Chaos|input=214K|label={{clr||crossup roll}}}} to open you up and regain resources. Low profiles do well into happy chaos's {{MMC|chara=Happy Chaos|input=6S|label={{clr||advancing options}}}}. {{keyword|FD}} is very important to make space and force him to use his resources. | |||
Bullets are an essentially meaningless resource, as Chaos can do wall to wall combos with 1-2 bullets (reloading as he goes). Instead, watch his concentration. The lower the concentration gauge, the more mashable offense chaos will have to do, meaning you should fuzzy mash more on defense as you see his concentration start to dip. | |||
'''Blockstring starters''': | |||
'''{{MMC|chara=Happy Chaos|input=2K|label={{clr|K|2K}}}}/{{MMC|chara=Happy Chaos|input=5K|label={{clr|K|5K}}}}''': If chaos is close enough to, fuzzy throw to catch them tick {{MMC|chara=Happy Chaos|input=6D or 4D|label={{clr||throwing}}}}/{{MMC|chara=Happy Chaos|input=214K|label={{clr||crossup rolling}}}}/{{MMC|chara=Happy Chaos|input=6K|label={{clr|K|6K}}}}'ing. {{keyword|FD}}'ing {{MMC|chara=Happy Chaos|input=2K|label={{clr|K|2K}}}}/{{MMC|chara=Happy Chaos|input=5K|label={{clr|K|5K}}}} > {{MMC|chara=Happy Chaos|input=5D|label={{clr||tap dust}}}} will usually make it whiff, but if Chaos has dash momentum and is as close as possible, {{clr|K|2K}} > {{clr|D|5D}} will connect. | |||
Gio's {{clr|P|6P}}/{{clr|K|2K}} will beat {{MMC|chara=Happy Chaos|input=6S|label={{clr|S|6S}}}} after {{MMC|chara=Happy Chaos|input=2K|label={{clr|K|2K}}}}/{{MMC|chara=Happy Chaos|input=5K|label={{clr|K|5K}}}}, and she can throw him between {{clr|K|5K/2K}}>{{clr|K|6K}}. However, both of these options are Chaos favored, as rotation of his options will lead to a juicy counterhit starter for him. | |||
'''{{MMC|chara=Happy Chaos|input=c.S|label={{clr|S|c.S}}}}''': {{keyword|FD}} this so roll won't cross up unless Chaos has dash momentum or does dash {{keyword|Kara Cancel}} {{MMC|chara=Happy Chaos|input=214K|label={{clr||roll}}}}. If {{clr|S|c.S}} is {{keyword|FD}}'d, {{clr|D|5D}} will whiff. {{clr|S|c.S}} is a high enough attack level to let chaos go into any of his string enders without gaps except {{clr|D|5D}}, so Chaos gets normal strike throw on top of his 6 gunshots. | |||
'''{{MMC|chara=Happy Chaos|input=6K|label={{clr|K|6K}}}}''': After {{clr|K|6k}}, Chaos has usually moved close enough to go for gapless {{MMC|chara=Happy Chaos|input=236S|label={{clr||gunflip}}}} even on FD. After {{clr|S|c.S}} > {{clr|K|6K}}, Chaos can still roll to crossup even if both hits are FD'd. | |||
'''String Enders''' (Chaos must spend gunshot after these to continue pressure, or risk getting mashed on). | |||
'''{{MMC|chara=Happy Chaos|input=2D|label={{clr|D|2D}}}}''': If you FD {{clr|D|2D}}, backdash then either backdash again, block low, or rps with {{clr|K|2K}} to force Chaos to spend resources to get close again. | |||
'''{{MMC|chara=Happy Chaos|input=6S|label={{clr|S|6S}}}}''': Watch for {{clr|S|6S}} > {{clr|K|214K}}. If you FD {{clr|S|6S}}, gunflip will whiff. Be ready to punish whiffed gunflip. FD'ing 6s will make roll usually same side, but with dash momentum chaos can easily sideswap. | |||
'''{{MMC|chara=Happy Chaos|input=2S|label={{clr|K|2S}}}}''': Similar to {{clr|D|2D}}, FD this and backdash rps Chaos. | |||
'''{{MMC|chara=Happy Chaos|input=5D|label={{clr|K|5D}}}}''': The main mixup, and his reward for getting close to you using moves like {{clr|S|6S}}/walk forward/{{clr|K|6K}} during pressure. At 20 frames, it is technically reactable (but good luck). Chaos cannot go into this gapless from any move, unless he chooses to use gunshot. | |||
{{MMC|chara=Happy Chaos|input=236S|label={{clr|S|236S}}}}(Gunflip): similar to blocking {{clr|D|2D}}. However, since gunflip leaves Chaos plus, challenging is a worse idea, and in the corner backdashing gets caught by {{clr|S|2S}}. Miscreen backdashing after blocking this is fine. | |||
'''{{MMC|chara=Happy Chaos|input=236P|label={{clr|K|236K}}}}(Scapegoat/Clone){{MMC|chara=Happy Chaos|input=236P|label={{clr|P|236P}}}}(Curse)''': Both of these moves are very reactable, and minus. {{clr|P|Curse}} is 29 frames total. clone comes out in 10 frames, but has 43 total frames. If they ever do either of these moves in pressure, use dash + an advancing normal that can be cancelled to chase them down. If you hit clone, gatling into another button to reach Chaos. | |||
Be aware that Chaos can clone prc in 18 frames total, which isn't reactable and leaves him in a position to do {{clr|P|j.P}} > {{clr|P|j.P}} > {{clr|K|2K}} > {{clr|D|2D}}, giving him time to regain his resources. | |||
'''{{MMC|chara=Happy Chaos|input=214K|label={{clr|K|214K}}}}(Roll)''': Roll cannot cross up when you're in the corner, but Chaos can and will use it to get '''out''' of the corner. Try to throw this move. FD'ing a move cancelled into roll will ususally cause it to not cross up, but Chaos can {{clr||gunshot}} > dash > {{clr|K|roll}} at basically any time. Off of {{clr|S|6S}}/{{clr|S|c.S}}/{{clr||gunshot}}, Chaos can time a gunshot to catch a throw attempt{{tt|*|this is a 1 frame gap for chaos, but 5 frames if the defender is trying to react, since chaos can shoot on frame 16 of roll}}. Cancelled off of any other button, throw will always win if mashed{{tt|*|There is a 1 frame gap where throw will get crossed up, similar to leo dashthrough}}, since the blocker isn't in enough blockstun for chaos to shoot before he gets thrown. | |||
==I-No== | |||
{{MatchupSummaryBox | |||
| character = I-No | |||
| favorability = | |||
| oneliner = | |||
| summary = | |||
Try not to get into the situation where you have to block I-no mix as much as possible. | |||
To that end it's probably a good idea to save meter for YRC but beware of her being able to block while {{MMC|chara=I-No|input=214P|label=[[GGST/I-No#Antidepressant_Scale|her note]]}} hits. | |||
Fortunately, you can often play around I-No's neutral pretty well without meter purely by throwing out {{clr|K|214K}} in expectation of | |||
{{MMC|chara=I-No|input=236S|label=[[GGST/I-No#Stroke the Big Tree]] S}}/{{MMC|chara=I-No|input=236H|label=H}}, {{clr|K|236K}}ing through note, and anti-airing her air approaches. Your {{clr|S|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 {{MMC|chara=I-no|input=632146S|label=[[GGST/I-No#Ultimate_Fortissim|Ultimate Fortissimo]]}}, you can punish it with a tricky {{clr|H|2H}} combo starter right after the first hit. | |||
}} | |||
===Round Start=== | |||
---- | |||
{| class="wikitable" style=text-align:center | |||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! I-No's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
|{{MMC|chara=I-No|input=6P|label={{clr|P|6P}}}} || {{clr|S|2S}} (non-ch), {{clr|D|2D}} (non-ch), dl.{{clr|K|2K}}/66{{clr|K|2K}}, {{clr|S|623S}} (non-ch) || {{clr|S|f.S}}, {{clr|H|5H}}, {{clr|K|5K}}, {{clr|H|2H}}, j9 || {{clr|P|6P}} (clash) || block, {{clr|K|2K}} | |||
|- | |||
|{{MMC|chara=I-No|input=f.S|label={{clr|S|f.S}}}} || 66 {{clr|K|5K}}, 66 {{clr|S|f.S}}, {{clr|H|6H}}, {{clr|D|2D}}, IAD {{tt|j.X|all aerial buttons score a non-ch punish}}, 66(2){{clr|K|2K}} || {{clr|P|5P}}, {{clr|S|2S}}, {{clr|S|f.S}}, {{clr|S|623S}}, {{clr|K|2K}}, 66(1){{clr|K|2K}} || dl.{{clr|S|623S}}(clash), {{clr|P|6P}}(clash) || walkback, j8, j9 | |||
|- | |||
|{{MMC|chara=I-No|input=2S|label={{clr|S|2S}}}} || {{clr|S|214S}}(non-ch), dashblock>{{clr|K|2K}}(non-ch) || {{clr|K|5K}}, {{clr|K|2K}} || {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|D|2D}}, 66{{clr|K|2K}}, 66{{clr|K|5K}} || backdash, j8, j9, {{clr|S|623S}}({{tt|timing|When {{clr|S|623S}} is delayed slightly, the moves trade in a mutual counterhit. Otherwise they whiff completely. Either way, probably a bad idea to use}}) | |||
|- | |||
|{{MMC|chara=I-No|input=2H|label={{clr|H|2H}}}} || {{clr|H|5H}}, 66 {{clr|K|5K}}, 66 {{clr|S|f.S}} || {{clr|S|2S}}, {{clr|D|2D}} || || block, j8, j9 | |||
|- | |||
|{{MMC|chara=I-No|input=236S|label={{clr|S|236S}}}} || {{clr|S|2S}}, {{clr|K|2K}}, {{tt|6~{{clr|D|6D}}|need to step forward slightly for the throw to connect}}, {{clr|S|214S}}(non-ch) || {{clr|H|5H}}, 66 {{clr|K|5K}}, walkback || {{clr|H|2H}}, {{clr|P|6P}}, {{clr|S|623S}} || backdash, j8, j9 | |||
|- | |||
|66 {{MMC|chara=I-No|input=j.S|label={{clr|S|j.S}}}} || {{clr|H|5H}}, {{clr|P|6P}}, {{clr|S|f.S}} || {{clr|D|2D}} || || | |||
|- | |||
|66 {{MMC|chara=I-No|input=j.H|label={{clr|H|j.H}}}} || {{clr|H|5H}}, {{clr|P|6P}}, {{clr|S|f.S}}, {{clr|D|2D}} || || || | |||
|} | |||
* jump > {{MMC|chara=I-No|input=j.236S|label={{clr|K|j.236K}}}}/{{MMC|chara=I-No|input=j.236K|label={{clr|S|j.236S}}}} is another tool that I-no has. Used as a whiff punish for slower buttons; but what exactly is a "slower button" heavily depends on the ino player in question, as the timing is extremely variable. Treat it as I-no's attempt to skip roundstart and go straight into neutral. | |||
===Notable Interactions=== | |||
---- | |||
* Stroke the Big Tree naturally lowprofile all your standing moves, so be wary of throwing those out recklessly. | |||
** {{clr|S|2S}} does ''not'' lowprofile them despite what the visuals might imply | |||
===Neutral=== | |||
---- | |||
===Offense=== | |||
---- | |||
===Defense and Punishes=== | |||
---- | |||
====Stroke the Big Tree==== | |||
{{MMC|chara=I-No|input=236S|label=S-stroke}} is -7 on block, but it leaves I-No far enough away that Gio can't reach and punish her in time without microdashing. | |||
* {{clr|K|2K}} might be an okay option sometimes - it is a tad big longer than {{clr|K|5K}}, and in particular reaches I-no after blocking roundstart-range S-stroke | |||
* I-no's <span class="MockCodeBlock">{{MMC|chara=I-no|input=6H|label={{clr|H|6H}}}} > S-stroke</span> blockstring string ''consistently'' leaves her outside of {{clr|K|2K}} range | |||
* 66{{clr|P|5P}} is one other punish option. However the dash must be 1-2frames long, and it still appears to not connect in time at longer ranges. | |||
==Jack-O== | |||
{{MatchupSummaryBox | |||
| character = Jack-O | |||
| favorability = | |||
| oneliner = | |||
| summary = | |||
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 {{clr|K|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. | |||
}} | |||
===Round Start=== | |||
---- | |||
{| class="wikitable" style=text-align:center | |||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Jack-O's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
|{{MMC|chara=Jack-O|input=6P|label={{clr|P|6P}}}} || || || || | |||
|- | |||
|{{MMC|chara=Jack-O|input=f.S|label={{clr|S|f.S}}}} || || || || | |||
|- | |||
|{{MMC|chara=Jack-O|input=5H|label={{clr|H|5H}}}} || || || || | |||
|- | |||
|{{MMC|chara=Jack-O|input=2D|label={{clr|D|2D}}}} || || || || | |||
|} | |||
===Notable Interactions=== | |||
---- | |||
===Neutral=== | |||
---- | |||
===Offense=== | |||
---- | |||
===Defense and Punishes=== | |||
---- | |||
==Johnny== | |||
{{MatchupSummaryBox | |||
| character = Johnny | |||
| favorability = | |||
| oneliner = show them how to dash block | |||
| summary = | |||
}} | |||
===Round Start=== | |||
{| class="wikitable" style=text-align:center | |||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Johnny's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
| {{MMC|chara=Johnny|input=f.S|label={{clr|S|f.S}}}} | |||
| 66 {{clr|K|5K}}<sup>1</sup> (CH), {{clr|K|5K}} (CH), {{clr|P|6P}} | |||
| {{clr|H|5H}} (CH), {{clr|D|2D}} (CH) | |||
|- | |||
| {{MMC|chara=Johnny|input=2S|label={{clr|S|2S}}}} | |||
| 66 {{clr|K|5K}}<sup>1</sup> (CH), {{clr|H|5H}} (CH), {{clr|D|2D}} (CH) | |||
| {{clr|K|5K}}, {{clr|P|6P}} (CH), {{clr|D|2D}} (CH) | |||
|- | |||
| {{MMC|chara=Johnny|input=2D|label={{clr|D|2D}}}} | |||
| 66 {{clr|K|5K}}<sup>1</sup> (CH) | |||
| {{clr|K|5K}}, {{clr|P|6P}} (CH), {{clr|D|2D}} (CH) | |||
| {{clr|H|5H}} | |||
|- | |||
| {{MMC|chara=Johnny|input=6P|label={{clr|P|6P}}}} | |||
| {{clr|D|2D}} | |||
| 66 {{clr|K|5K}} (CH<sup>2</sup>), {{clr|H|5H}} (CH) | |||
|{{clr|P|6P}} (Clash) | |||
| {{clr|K|5K}}, {{clr|K|2K}} | |||
|- | |||
! Notes | |||
| colspan=4 style="text-align:left"| <ol><li value="1">You need to input {{clr|K|5K}} before his move can start up. You can dash for up to 4 frames against {{clr|S|2S}}, for up to 3 frames against {{clr|D|2D}}, and for up to 2 frames against {{clr|S|f.S}}.</li><li value="2">Counter hits long (> 3f) dashes, punishes short dashes.</li></ol> | |||
|} | |||
All of Johnny's proactive roundstart options get stuffed by microdash (2 frames) {{clr|K|5K}} from gio. | |||
*The input is tight (though a 2 frame window means it's possible to do consistently) | |||
*Johnny can {{clr|K|5K}} to trade, or {{clr|K|2K}} to cause both to whiff (causing Johnny to be about {{clr|green|+2}}) | |||
*Johnny can 6p to challenge both microdash {{clr|K|5K}} and {{clr|H|5H}} | |||
*Microdash {{clr|K|5K}} will whiff if Johnny stands still roundstart, allowing him to whiff punish with a delayed button | |||
Without microdash {{clr|K|5K}}, Johnny represents a very strong roundstart with his 9 frame {{clr|S|f.S}} reaching roundstart and {{clr|D|2D}} trading favorably with Gio's {{clr|H|5H}}. | |||
===Neutral=== | |||
---- | |||
===Offense=== | |||
---- | |||
===Defense=== | |||
---- | |||
==Ky Kiske== | |||
{{MatchupSummaryBox | |||
| character = Ky Kiske | |||
| favorability = | |||
| oneliner = Ground Based Footsies | |||
| summary = | |||
Ky and Gio are very evenly matched. Even roundstart. Even damage. Gio is advantaged in the grounded game, being able to whiff punish Ky {{clr|S|f.S}}. At the same time, Ky's strong aerial options allow him to hold space well, punishing proactive moves. They even share a 10-frame far reaching normal that can counterhit {{clr|P|6P}}. | |||
* Instant Blocking allows you to punish {{MMC|chara=Ky Kiske|input=214S|label={{clr||Dire Eclat}}}} with {{clr|K|5K}}/{{clr|K|2K}} > {{clr|K|214K}}'''. | |||
* Gio can route into [[GGST/Giovanna/Strategy#Safejumps|safejumps]] to deal with Ky's {{MMC|chara=Ky Kiske|input=623S|label={{clr|S|DP}}}}. | |||
* Once he gets 50 meter, watch out for {{MMC|chara=Ky Kiske|input=236K|label={{clr||Stun Dipper}}}} | |||
* Watch out for his disjointed {{MMC|chara=Ky Kiske|input=5H|label={{clr|H|5H}}}} and {{MMC|chara=Ky Kiske|input=6H|label={{clr|H|6H}}}} | |||
Play honest (or not so honest) footsies with Ky, and beat him at his own game. | |||
}} | |||
===Round Start=== | |||
---- | |||
{| class="wikitable" style=text-align:center | |||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Ky's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
|{{MMC|chara=Ky Kiske|input=f.S|label={{clr|S|f.S}}}} | |||
|{{clr|P|6P}} | |||
|66 ({{clr|K|5K}}{{tt|*|{{clr|P|2P}} and {{clr|K|5K}} can trade with Ky {{clr|S|f.S}}, but tight}}, {{clr|K|2K}}, {{clr|S|f.S}}) | |||
|{{clr|H|5H}} | |||
|4, 44, 8{{tt|*|Ky recovers in time to anti-air}} | |||
|- | |||
|66 {{MMC|chara=Ky Kiske|input=f.S|label={{clr|S|f.S}}}} | |||
|{{clr|H|5H}}, {{clr|P|6P}}, 66 ({{clr|K|5K}}, {{clr|K|2K}}, {{clr|S|f.S}}) | |||
|4, 8{{tt|*|Ky recovers in time to anti-air}} | |||
| | |||
|44 | |||
|- | |||
|66 {{MMC|chara=Ky Kiske|input=2K|label={{clr|K|2K}}}} | |||
| | |||
|{{clr|H|5H}}, {{clr|P|6P}}, 66 {{clr|S|f.S}} | |||
|66 {{clr|K|2K}}{{tt|*|varies}} | |||
|66 {{clr|K|5K}}{{tt|*|can also win}}, 4, 44, 8{{tt|*|Ky recovers in time to anti-air}} | |||
|- | |||
|{{MMC|chara=Ky Kiske|input=6P|label={{clr|P|6P}}}} | |||
|66 {{clr|K|2K}} | |||
|{{clr|H|5H}}, 66 ({{clr|K|5K}}, {{clr|S|f.S}}) | |||
|{{clr|P|6P}}{{tt|*|clashes}} | |||
|4, 44, 8{{tt|*|Ky recovers in time to anti-air}} | |||
|- | |||
|4{{tt|*|reactive play}} | |||
|66 {{clr|S|f.S}} | |||
| | |||
| | |||
|the other stuff | |||
|- | |||
|} | |||
Ky {{clr|S|f.S}} is a dominating button roundstart, beating or most proactive options Gio can represent, and recovering in time to antiair. Gio has to do {{clr|H|5H}} to trade, or slight walkback to make Ky {{clr|S|f.S}} whiff, or hard call it out with {{clr|P|6P}}. | |||
In a matchup with such even neutral, you should be proactive roundstart if they're winning neutral, and reactive roundstart if you seem to have the upper hand. | |||
===Notable Interactions=== | |||
---- | |||
===Neutral=== | |||
---- | |||
===Offense=== | |||
---- | |||
===Defense and Punishes=== | |||
---- | |||
* {{MMC|chara=Ky Kiske|input=236K|label=[[GGST/Ky_Kiske#Stun_Dipper|Stun Dipper]]}} without meter can be punished with {{clr|D|6D}} or {{clr|D|4D}}. Even with Shock State, at all but the max range, a dash throw will beat his jab attempts. He will either need to tech it or jump both of which can be blown up with a {{clr|H|5H}} > {{clr|K|214K}} (or even {{clr|H|632146H}}.) If he does it without Shock State he just widens the windows and {{clr|H|5H}} covers everything. | |||
* Gio's dashblock is uniquely good at pressuring Ky on their own offense, and dashblocking will naturally get you {{keyword|instant blocks}}, allowing you to punish {{MMC|chara=Ky Kiske|input=214S|label={{clr||Dire Eclat}}}} more consistently. | |||
==Leo Whitefang== | |||
{{MatchupSummaryBox | |||
| character = Leo Whitefang | |||
| favorability = | |||
| oneliner = | |||
| summary = | |||
[[GGST/Leo_Whitefang#Gravierte_W.C3.BCrde|His fireball]] is far too fast in the {{MMC|chara=Leo Whitefang|input=[4]6S|label={{clr|S|S}} version}} to {{clr|K|236K}} on reaction, but it's a fairly reasonable option against the {{MMC|chara=Leo Whitefang|input=[4]6H|label={{clr|H|H}} version}}. {{MMC|chara=Leo Whitefang|input=[2]8S|label=[[GGST/Leo_Whitefang#Eisensturm|His DP]]}} is fast and naturally beats cross-ups, encouraging you to use a decent [[GGST/Giovanna/Strategy#Safejumps|safejump]] for oki and also to keep your mixups unpredictable. | |||
}} | |||
===Round Start=== | |||
---- | |||
{| class="wikitable" style=text-align:center | |||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Leo's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
|{{MMC|chara=Leo Whitefang|input=6P|label={{clr|P|6P}}}} | |||
|66 {{clr|K|2K}} | |||
|{{clr|H|5H}}, 66 {{clr|K|5K}} | |||
| | |||
|4,44 | |||
|- | |||
|66 {{MMC|chara=Leo Whitefang|input=5K|label={{clr|K|5K}}}} | |||
|{{clr|H|5H}}, 66 ({{clr|K|5K}}, {{clr|K|2K}}) | |||
|4 | |||
| | |||
|44 | |||
|- | |||
|{{MMC|chara=Leo Whitefang|input=2K|label={{clr|K|2K}}}} | |||
|66 {{clr|K|5K}} | |||
|{{clr|H|5H}}, 66 {{clr|K|2K}}{{tt|*|trades on 1 frame input}} | |||
| | |||
|4,44 | |||
|- | |||
|{{MMC|chara=Leo Whitefang|input=2S|label={{clr|S|2S}}}} | |||
| | |||
|66 {{clr|K|2K}} | |||
|{{clr|H|5H}} | |||
|66 {{clr|K|5K}}{{tt|*|Gio is plus here}}, 4, 44 | |||
|- | |||
|4 | |||
|{{clr|H|5H}}, 66 {{clr|K|2K}}{{tt|*|a rare case where Leo's slow walkback speed combined with his extended horizontal hurtbox is a downside for him}} | |||
| | |||
| | |||
|4,44, other proactive roundstarts{{tt|*|Leo is plus after Gio whiffs}} | |||
|- | |||
|} | |||
Gio wins this roundstart with her 66 {{clr|K|5K}} beating out all of Leo's proactive options, forcing Leo to do {{clr|P|6P}}, 4, or (more likely) {{MMC|chara=Leo Whitefang|input=[2]8S|label={{clr||DP}}}}/66 {{MMC|chara=Leo Whitefang|input=[2]8S|label={{clr||DP}}}}. | |||
66 {{clr|K|2K}} will catch Leo walking back and {{clr|P|6P}}. | |||
4(reactive play) will catch Leo DP, but watch out for Leo's 66 ({{clr|K|2K}}, {{clr|D|2D}}) | |||
===Notable Interactions=== | |||
---- | |||
* Leo's {{MMC|chara=Leo Whitefang|input=2D|hitboxMode=true|label={{clr|D|2D}}}} highprofiles Gio's {{clr|K|2K}}, if Leo has +1 frame advantage or better, even point-blank. | |||
** Said differently: if Leo presses {{clr|D|2D}} and gio presses {{clr|K|2K}} one (or more) frame later, then Gio will get Punished (or Counterhit), despite {{clr|K|2K}} being the faster move of the two. | |||
===Neutral=== | |||
---- | |||
===Offense=== | |||
---- | |||
===Defense and Punishes=== | |||
---- | |||
==May== | |||
{{MatchupSummaryBox | |||
| character = May | |||
| favorability = | |||
| oneliner = | |||
| summary = | |||
{{clr|S|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 {{clr|H|2H}} is very slow, forcing her to rely on {{clr|P|6P}} to beat your {{clr|S|214S}} and general air mixup. You can also throw out quick {{keyword|abare}} buttons like {{clr|K|5K}} in neutral to try and stuff an attempt at {{MMC|chara=May|input=[4]6S|label=S dolphin}} or on reaction to {{MMC|chara=May|input=[4]6H|label=H dolphin}}. Her more disjointed buttons may be hard to contest, so try to play patient and punish her mistakes. | |||
}} | |||
===Round Start=== | |||
---- | |||
{| class="wikitable" style=text-align:center | |||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! May's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
|{{MMC|chara=May|input=6P|label={{clr|P|6P}}}} || dl.{{clr|H|5H}}, {{clr|D|2D}}, {{clr|K|236K}} || {{clr|S|f.S}}, {{clr|H|5H}} || {{clr|P|6P}} (clash) || {{clr|K|5K}}, {{clr|K|2K}}, {{clr|S|2S}}, {{clr|S|623S}} | |||
|- | |||
|{{MMC|chara=May|input=5K|label={{clr|K|5K}}}} || {{clr|P|6P}}, micro-walkback > {{clr|H|5H}} || {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|D|2D}} || {{clr|K|5K}}, {{clr|S|623S}} || {{clr|K|2K}} | |||
|- | |||
|{{MMC|chara=May|input=2S|label={{clr|S|2S}}}} || micro-walkback > {{clr|H|5H}} || {{clr|K|5K}}, {{clr|K|2K}}, {{clr|P|6P}}, {{clr|D|2D}}, {{clr|S|623S}} || {{clr|S|f.S}}, {{clr|S|2S}} || | |||
|- | |||
|IADB {{MMC|chara=May|input=j.H|label={{clr|H|j.H}}}} || IAD {{clr|S|j.S}} || || || | |||
|- | |||
|{{MMC|chara=May|input=[4]6S|label=Dolphin}} || {{clr|P|5P}}, {{clr|P|6P}}, {{clr|K|2K}}, {{clr|K|5K}}, {{clr|S|623S}} || {{clr|H|5H}}, {{clr|D|2D}} || {{clr|S|f.S}}, {{clr|S|2S}} || | |||
|} | |||
===Notable Interactions=== | |||
---- | |||
===Neutral=== | |||
---- | |||
===Offense=== | |||
---- | |||
===Defense and Punishes=== | |||
---- | |||
==Millia Rage== | |||
{{MatchupSummaryBox | |||
| character = Millia Rage | |||
| favorability = | |||
| oneliner = | |||
| summary = | |||
While {{clr|S|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. | |||
}} | |||
===Round Start=== | |||
---- | |||
{| class="wikitable" style=text-align:center | |||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Millia's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
|{{MMC|chara=Millia Rage|input=6P|label={{clr|P|6P}}}} || dl.{{clr|H|5H}}, {{clr|D|2D}}, jump forward {{clr|H|j.H}}<sup>{{tt|*|While a tight window, it is possible to hit her before she can block, and even if she does you're still plus.}}</sup> || {{clr|K|5K}}, {{clr|S|f.S}}, {{clr|H|5H}}, {{clr|H|2H}} || {{clr|P|6P}}<sup>clash</sup>, {{clr|S|623S}}<sup>clash</sup> || {{clr|P|5P}}, {{clr|P|2P}}, {{clr|K|2K}}, {{clr|S|2S}} | |||
|- | |||
|{{MMC|chara=Millia Rage|input=5K|label={{clr|K|5K}}}} || || || || | |||
|- | |||
|{{MMC|chara=Millia Rage|input=f.S|label={{clr|S|f.S}}}} || {{clr|P|6P}}, jump forward {{clr|H|j.H}}<sup>{{tt|*|Millia can always block in time, but you're plus.}}</sup> || {{clr|P|5P}}, {{clr|P|2P}}, {{clr|K|2K}}, {{clr|H|5H}}, {{clr|D|2D}} || {{clr|K|5K}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|S|623S}}, walk back<sup>{{tt|*|Gio will always block here but is probably too far to get any punish}}</sup> || backdash | |||
|- | |||
|{{MMC|chara=Millia Rage|input=2S|label={{clr|S|2S}}}} || {{clr|K|2K}}, {{clr|S|f.S}}, {{clr|H|5H}}, {{clr|S|214S}}, jump forward {{clr|H|j.H}}<sup>{{tt|*|Millia can always block in time, but you're plus.}}</sup> || {{clr|P|5P}}, {{clr|P|2P}}, {{clr|H|2H}}, {{clr|D|2D}}, {{clr|P|6P}} || {{clr|S|2S}} || {{clr|K|5K}} | |||
|- | |||
|{{MMC|chara=Millia Rage|input=2D|label={{clr|D|2D}}}} || || || || | |||
|} | |||
===Notable Interactions=== | |||
---- | |||
===Neutral=== | |||
---- | |||
===Offense=== | |||
---- | |||
===Defense and Punishes=== | |||
---- | |||
* {{MMC|chara=Millia Rage|input=214P|label=[[GGST/Millia Rage#Iron Savior|Iron Savior]]}} is -12 on block, but often gets spaced pretty far away after the pushblock for your faster buttons to reach. Your {{clr|H|6H}} is a guaranteed punish. | |||
====S Tandem Top==== | |||
The {{MMC|chara=Millia Rage|input=236S|label=[[GGST/Millia Rage#Tandem Top|S version of Tandem Top]]}} (immediate one) is technically -14 on block if it hits immediately. However, when properly spaced, its disadvantage goes down, as well as increases the distance, making Millia unpunishable by Gio's buttons. | |||
It is a bit harder (but far, far from impossible) for Millia to safely space it when: | |||
* in the corner (either you are or she is) | |||
* doing it raw, outside of blockstring | |||
* blockstring being too short (i.e. {{clr|K|2K}}>{{clr|D|2D}}) and/or being started too close (i.e. point-blank) | |||
* most importantly, having parts of the blockstring IB'd | |||
When misspaced, both {{clr|H|5H}} and dash~{{clr|K|5K}} reach her in time for a punish. Millia is in counterhit state during recovery and airborne except for the last 4 frames of it. | |||
Barring that, Millia is still very minus and you can at least take back your turn. | |||
==Nagoriyuki== | |||
{{MatchupSummaryBox | |||
| character = Nagoriyuki | |||
| favorability = | |||
| oneliner = Have you heard of IBing? No? Allow me to remind you. | |||
| summary = | |||
<div> | |||
With Nago's incredibly disjointed and low recovery buttons, it can be difficult for even Gio to whiff punish his attempts at throwing out buttons. There are ways to deal with this, however: | |||
* Many of the pokes he tends to rely on are somewhat slow to startup, meaning if you've caught his pace and have a chance to press a button you can often challenge him with {{clr|H|5H}} and get rewarded with a counter-hit combo. | |||
* {{MMC|chara=Nagoriyuki|input=2S|label='''{{clr|S|2S}}'''}} is still rather difficult to deal with, as it's fairly fast for how good of a low poke it is and Gio does not have any safe/reliable low crushes that go far enough to punish it. Just try to generally play it safe against this button and always block low when dash blocking. | |||
* {{MMC|chara=Nagoriyuki|input=5K|label='''{{clr|K|5K}}'''}} is another one of his most contentious buttons, as it will go over with your attempts to {{clr|K|2K}} in neutral and recover fast enough to still throw out another button. | |||
* {{MMC|chara=Nagoriyuki|input=623H|label='''{{clr|H|623H}}'''}} can be beaten roundstart by your {{clr|H|5H}}, but it's generally too risky to try and whiff punish this move until you see the {{MMC|chara=Nagoriyuki|input=623HH|label=followup}} come out to avoid getting counter-hit by it. | |||
* 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 [[GGST/Giovanna/Strategy#Avoiding_Wallbreak|avoid wallbreak]] as much as you can. | |||
* When being pressured, exercise patience. He has no highs outside of {{MMC|chara=Nagoriyuki|input=5D|label={{clr|D|5D}}}}, so it's safe to primarily worry about blocking low and jumping over his best mixup: the {{MMC|chara=Nagoriyuki|input=623P|label=[[GGST/Nagoriyuki#Bloodsucking Universe|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 over the duration. | |||
}} | |||
</div> | |||
===Round Start=== | |||
---- | |||
{| class="wikitable" style=text-align:center | |||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Nagoriyuki's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
|{{MMC|chara=Nagoriyuki|input=5K|label={{clr|K|5K}}}} | |||
|66 {{clr|K|2K}}, dl.{{clr|H|5H}}{{tt|*|delay ~10 frames}} | |||
|{{clr|H|5H}}, 66 {{clr|K|5K}}{{tt|*|1 frame gap to trade}} | |||
| | |||
|{{clr|K|2K}}, 1{{tt|*|Nago {{clr|K|5K}} whiffs roundstart}}, 4{{tt|*|slight walkback makes {{clr|K|5K}} whiff}}, 44, 8 | |||
|- | |||
|{{MMC|chara=Nagoriyuki|input=2K|label={{clr|K|2K}}}} | |||
|dl.{{clr|H|5H}}{{tt|*|delay ~10 frames}} | |||
|{{clr|H|5H}}, 66 {{clr|K|2K}}{{tt|*|1 frame gap to trade}} | |||
|{{clr|K|2K}} | |||
|66 {{clr|K|5K}}, 1{{tt|*|Nago {{clr|K|5K}} whiffs roundstart}}, 4{{tt|*|slight walkback makes {{clr|K|2K}} whiff}}, 44, 8 | |||
|- | |||
|{{MMC|chara=Nagoriyuki|input=623H|label={{clr|H|623H(DP)}}}} | |||
|{{clr|H|5H}}, {{clr|K|2K}}, 66 ({{clr|K|5K}}, {{clr|K|2K}}) | |||
|dl.{{clr|H|5H}}{{tt|*|1 frame delay to trade, but this short delay would lose to Nago's {{clr|K|K}} buttons.}}, 1{{tt|*|Nago {{clr|H|DP}} reaches roundstart}} | |||
| | |||
|4{{tt|*|slight walkback makes DP whiff}}, 44, 8 | |||
|- | |||
|{{MMC|chara=Nagoriyuki|input=6P|label={{clr|P|6P}}}} | |||
|66 {{clr|K|2K}}, {{clr|K|2K}} | |||
|{{clr|H|5H}}, dl.{{clr|H|5H}}, 66 {{clr|K|5K}}, 1{{tt|*|Nago {{clr|P|6P}} reaches roundstart}} | |||
| | |||
|4{{tt|*|slight walkback makes {{clr|P|6P}} whiff}}, 44, 8 | |||
|- | |||
|{{MMC|chara=Nagoriyuki|input=214H|label={{clr|H|214H(Beyblade)}}}} | |||
|{{clr|H|5H}}, 66 ({{clr|K|5K}}, {{clr|K|2K}}) | |||
|{{clr|K|2K}}, dl.{{clr|H|5H}}{{tt|*|1-3 frame delay to win, but this short delay would lose to Nago's {{clr|K|K}} buttons.}}, 1, 4, 44 | |||
| | |||
|8 | |||
|- | |||
|{{MMC|chara=Nagoriyuki|input=2S Level 1|label={{clr|S|2S}}}} | |||
|{{clr|H|5H}}, 66 ({{clr|K|5K}}, {{clr|K|2K}}) | |||
|{{clr|K|2K}}, dl.{{clr|H|5H}}{{tt|*|1 frame delay to trade, but this short delay would lose to Nago's {{clr|K|K}} buttons.}}, 1, 4 | |||
| | |||
|44, 8 | |||
|- | |||
|{{MMC|chara=Nagoriyuki|input=236D|label={{clr|D|236D(Wild Assault)}}}} | |||
|66 {{clr|K|5K}}{{tt|*|1-2 frame microdash}} | |||
|{{clr|K|2K}}, 66 {{clr|K|2K}}{{tt|*|Gio can beat if she presses {{clr|K|2K}} ONLY on frame 3, not frame 2. Not really viable}}, 1, 4, 44{{tt|*|{{clr|K|2K}}, 1,4 and 44 can all block wild assault if done immediately at roundstart}} {{clr|H|5H}}, dl.{{clr|H|5H}} | |||
| | |||
|8{{tt|*|neutral jump goes over wild assault, and can punish it with {{clr|K|j.H}} > {{clr|S|c.S}}}} | |||
|- | |||
|4 | |||
|{{clr|H|5H}}(block) | |||
| | |||
| | |||
|{{clr|K|2K}}, 66 {{clr|K|2K}}, dl.{{clr|H|5H}}, 8, 44{{tt|*|doing commital options into Nago's walkback allows nago to whiff punish with {{clr|H|214H(Beyblade)}} or otherwise take advantage}}, 1 | |||
|- | |||
|} | |||
dl=delay | |||
The Gio-Nago roundstart is varied and diverse and beautiful. Gio can represent walkback whiff punish, {{clr|H|5H}}, microdash {{clr|K|2K}}/{{clr|K|5K}} or raw {{clr|K|2K}}. | |||
Walkback whiff punish is the safest, but falls prey to Nago's proactive {{clr|S|2S}} or {{clr|H|Beyblade}}. If Nago represents these options, Gio is forced to rps with {{clr|H|5H}} or microdash {{clr|K|2K}}. These both lose to Nago {{clr|K|2K}}. To beat {{clr|K|2K}} Gio can delay {{clr|H|5H}}, {{clr|D|2D}}, or walkback and take her turn. Raw {{clr|K|2K}} trades with Nago {{clr|K|2K}} and beats {{clr|H|DP}}, making it a respectable option. | |||
Microdash {{clr|K|5K}} can beat Wild Assault. {{clr|D|Wild assault}} also whiffs under neutral jump (8), allowing Gio to falling punish it with {{clr|H|j.H}} > {{clr|S|c.S}}. | |||
If you really want to disengage, superjump back disengages from everything without getting hit but gives up space and lets Nago take his turn if he's playing reactively. | |||
===Notable Interactions=== | |||
---- | |||
===Neutral=== | |||
This matchup swings from defense to offense. You must approach Nago to condition him to use 5H or 2H in neutral. Once conditioned, you can play passively and bait a whiffed 5H or 2H. Giovanna can whiff punish anything that Nago can do with 5H or 66 5K. | |||
---- | |||
===Offense=== | |||
---- | |||
===Defense and Punishes=== | |||
---- | |||
'''Dealing with Nago's {{clr|S|2S}} > {{clr|H|5H}} blockstring as Gio''': | |||
At higher blood levels, Nagos will commonly represent {{clr|S|2S}} in neutral, followed by their {{clr|H|5H}}. This blockstring does a small amount of chip, regains Nago a small amount of blood, and pushes the blocker back a fair amount, allowing Nago to continue to play neutral. | |||
Gio has a unique counterplay to this - after blocking {{clr|S|2S}}, buffer dash block in between {{clr|S|2S}} and {{clr|H|5H}} (Press the dash macro and then hold down+back). At blood level 3, there is a 1 frame gap between these two moves, and as such you will automatically {{keyword|instant block}} it, negating chip and pushback, allowing you to punish Nago if he doesn't cancel it. | |||
If Nago tries to stagger pressure and do something like {{clr|S|2S}} > {{clr|S|2S}}, the dash that was supposed to {{keyword|IB}} can instead be used as the beginning of a whiff punish, and delayed {{clr|K|2K}} should catch most anything Nago tries to do (at max range, Nago can pull back his lower hitbox with his {{clr|K|6K}}, but at anything closer Gio {{clr|K|2K}} will counterhit Nago {{clr|K|6K}} anyways. | |||
==Potemkin== | |||
{{MatchupSummaryBox | |||
| character = Potemkin | |||
| favorability = | |||
| oneliner = | |||
| summary = | |||
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 {{clr|S|c.S}} strike/throw mixups require you to be in close range and thus make you very susceptible to {{MMC|chara=Potemkin|input=632146P|label=[[GGST/Potemkin#Potemkin_Buster|Potemkin Buster]]}}, demanding more mid-range play and possibly thinking on some creative long range pressure. Other than that, the multi-hits of your {{clr|S|f.S}} and {{clr|S|2S}} force Potemkin to be careful when he decides to use his armored moves. Avoiding {{MMC|chara=Potemkin|input=236S|label=[[GGST/Potemkin#Slide_Head|Slide Head]]}} by backdashing or using an airborne special ({{clr|S|623S}}, {{clr|S|214S}}) 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, {{MMC|chara=Potemkin|input=623H|label=[[GGST/Potemkin#Heat_Knuckle|Heat Knuckle]]}} can still catch you even during {{clr|S|623S}} sometimes). | |||
}} | |||
===Round Start=== | |||
---- | |||
{| class="wikitable" style=text-align:center | |||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Pot's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
|{{MMC|chara=Potemkin|input=2P|label={{clr|P|2P}}}} | |||
|{{clr|K|2K}}, 66 ({{clr|K|5K}}, {{clr|K|2K}}){{tt|*|1 frame delay}} | |||
|{{clr|K|5K}}{{tt|*|{{clr|K|5K}} delayed 1-2 frames beats Pot {{clr|P|2P}}}}, {{clr|H|5H}} | |||
| | |||
|4, 44, 8, 9{{tt|*|Pot recovers in time to antiair}} | |||
|- | |||
|{{MMC|chara=Potemkin|input=5K|label={{clr|K|5K}}}} | |||
|66 ({{clr|K|5K}}, {{clr|K|2K}}){{tt|*|1-3 frame delay}} | |||
|{{clr|K|5K}}, {{clr|K|2K}} | |||
|{{clr|H|5H}} | |||
| | |||
|- | |||
|{{MMC|chara=Potemkin|input=f.S|label={{clr|S|f.S}}}} | |||
|{{clr|K|5K}}, {{clr|H|5H}}, 66 ({{clr|K|5K}}, {{clr|K|2K}}){{tt|*|1-5 frame delay}} | |||
|{{clr|K|2K}}, 4, 8, 9 | |||
| | |||
|44 | |||
|- | |||
|{{MMC|chara=Potemkin|input=2D|label={{clr|D|2D}}}} | |||
|{{clr|H|5H}}, 66 ({{clr|K|5K}}, {{clr|K|2K}}){{tt|*|1-6 frame delay}} | |||
|{{clr|K|5K}}, {{clr|K|2K}} | |||
| | |||
|44, 8, 9{{tt|*|Pot gets punished by falling {{clr|H|j.H}}}} | |||
|- | |||
|{{MMC|chara=Potemkin|input=[4]6H|label={{clr|H|[4]6H}}}}(Hammerfall) | |||
|4, 44, 8, 9{{tt|*|Gio gets a better punish from 8. Best punish I can get from 9 is {{clr|K|5K}}>{{clr|K|214K}}(Sepultra\Dog Kick)}} | |||
|{{clr|K|5K}}, {{clr|K|2K}}, {{clr|H|5H}}, 66 ({{clr|K|2K}}, {{clr|K|5K}}){{tt|*|{{clr|K|K}} buttons can be special canceled into {{clr|S|214S}}(Sol Poente/Flipkick) or {{clr|S|623S}}(Sol Nascante/DP) to beat hammerfall.}} | |||
| | |||
| | |||
|- | |||
|{{MMC|chara=Potemkin|input=236P|label=Megafist Forward}} | |||
|{{clr|K|5K}}, {{clr|K|2K}}, 66 ({{clr|K|5K}}, {{clr|K|2K}}){{tt|*|need a 1-5 frame delay to recover in time to block Megafist Forward}}, 4, 44, 8, 9{{tt|*|jumping beats forward mega fist with air-to-airs or a falling button}} | |||
|{{clr|H|5H}} | |||
| | |||
| | |||
|- | |||
|{{MMC|chara=Potemkin|input=6K|label={{clr|K|6K}}}}~{{MMC|chara=Potemkin|input=632146P|label={{clr|P|632146P}}}}(Kara Pot Buster){{tt|*|The input is actually 632146{{clr|P|P}}~{{clr|K|K}}}} | |||
|4, 44{{tt|*|Backdash recovers in time to punish whiffed Pot Buster}}, 8, 9, | |||
|{{clr|K|5K}}, {{clr|K|2K}}{{tt|*|requires pot to do a 1 frame kara cancel, so {{clr|K|5K}}/{{clr|K|2K}} will usually counterhit Pot here.}}, {{clr|H|5H}}, 66 ({{clr|K|5K}}, {{clr|K|2K}}){{tt|*|depending on how tight the Kara cancel is and how tight Gio's cancel into a {{clr|K|K}} button is, results may vary.}}, | |||
| | |||
| | |||
|- | |||
|{{MMC|chara=Potemkin|input=623H|label={{clr|H|623H}}}}(Heat Knuckle) | |||
|{{clr|H|5H}}, 66 ({{clr|K|5K}}, {{clr|K|2K}}) | |||
|8, 9 | |||
| | |||
|{{clr|K|5K}}, {{clr|K|2K}}, 4{{tt|*|after Heat Knuckle and a {{clr|K|K}} button whiffs, Gio is plus enough to punish with {{clr|H|5H}}}}, 44 | |||
|- | |||
|{{MMC|chara=Potemkin|input=236D|label={{clr|D|236D}}}}(Wild Assault) | |||
|66 {{clr|K|5K}}{{tt|*|1-2 frame microdash}}, 8, 9 | |||
|{{clr|K|5K}}, {{clr|K|2K}}, 66 {{clr|K|2K}}{{tt|*|Gio can beat if she presses {{clr|K|2K}} ONLY on frame 3, not frame 2. Not really viable}}, 4, 44{{tt|*|Gio's {{clr|K|K}} buttons and backdash will recover in time to block Wild Assault}}, {{clr|H|5H}}, 66 ({{clr|K|5K}}, {{clr|K|2K}}) | |||
| | |||
| | |||
|- | |||
|4 | |||
|{{clr|H|5H}}, 7, 8 | |||
|{{clr|K|5K}}, {{clr|K|2K}}, 66 {{clr|K|5K}}, {{clr|K|2K}}){{tt|*|these options whiff, allowing Pot to punish}}, 9 | |||
| | |||
|4, 44 | |||
|} | |||
Gio does well roundstart against Pot. Pot has difficulty chasing her down if she disengages to neutral, where Gio is in control. | |||
Pot can beat much of Gio's proactive roundstarts with Kara Pot Buster (though beating {{clr|K|K}} buttons or microdash {{clr|K|K}} buttons requres a tight timing), but if Gio plays reactively, Pot gets counterhit. All of Pot's normals get beat by microdash {{clr|K|2K}}. | |||
Pot's hammerfall seems very strong into Gio's proactive options, but is option-selectable by inputting {{clr|K|K}} button > {{clr|S|623S}}(DP). On whiff, DP won't come out, but on normal/counterhit, DP will connect with Pot. To beat 66 {{clr|K|2K}}>DP({{keyword|hitstop}} {{keyword|option select}}), pot has to do a tight Kara Pot Buster, play reactively roundstart, or press Wild Assault. | |||
Pot Wild Assault is his strongest roundstart option in this matchup, forcing Gio to microdash {{clr|K|5K}}{{tt|*|1-2 frames}} or jump to beat it or else get hit/block. At the same time, Gio {{clr|K|K}} buttons and backdash both recover in time to block Wild Assault. | |||
When jumping, Pot's faster normals recover in time for him to antiair with {{clr|P|5P}}, which nets a big combo on counterhit. Best to jump, then block, and react and whiff punish rather than proactively falling {{clr|H|j.H}}. | |||
Keep in mind that if Gio resets to neutral, she's advantaged. With that in mind, represent jump->airblock/whiff punish, microdash {{clr|K|2K}}, walkback and backdash to make Pot struggle on roundstart. | |||
===Notable Interactions=== | |||
---- | |||
===Neutral=== | |||
---- | |||
===Offense=== | |||
---- | |||
* It might be a good idea to either completely avoid {{clr|S|214S}} or at least use it ''very'' sparingly if Potemkin has meter, for {{MMC|chara=Potemkin|input=236236S|imageNumber=2|label=[[GGST/Potemkin#Heavenly Potemkin Buster|obvious reasons]]}} | |||
===Defense and Punishes=== | |||
---- | |||
* {{MMC|chara=Potemkin|input=236P|label=Megafist}} is not countered by {{clr|P|6P}} - at best the two clash. However {{clr|S|623S}} has good enough hitbox, and comes out fast enough to answer megafist on reaction. | |||
==Ramlethal Valentine== | |||
{{MatchupSummaryBox | |||
| character = Ramlethal Valentine | |||
| favorability = | |||
| oneliner = Dash 5k, Far slash whiff punish. heh | |||
| summary = | |||
Much like {{Character Label|GGST|Nagoriyuki|label=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 [[GGST/Giovanna/Strategy#Avoiding_Wallbreak|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 {{clr|D|2D}} in neutral, generally urging you to go for fast pokes and low profiles. Her {{MMC|chara=Ramlethal Valentine|input=f.S|label={{clr|S|f.S}}}}, {{MMC|chara=Ramlethal Valentine|input=5H|label={{clr|H|5H}}}}, and {{MMC|chara=Ramlethal Valentine|input=236H|label=[[GGST/Ramlethal_Valentine#Bajoneto|Bajoneto]]}} can all be beaten by {{clr|P|6P}}, and might urge her to start throwing out {{clr|S|2S}} to beat it. You can then abuse the short range of her {{clr|S|2S}} to land a whiff punish in response. Ram {{clr|S|f.S}} is a very rare case of a button that can't be low profiled by {{clr|S|623S}} but can be by {{clr|P|6P}}. Her {{clr|H|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 {{clr|D|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 {{MMC|chara=Ramlethal Valentine|input=236236S|label=[[GGST/Ramlethal_Valentine#Mortobato|reversal]]}} cannot be outranged with {{clr|D|2D}}, but you can still do a [[GGST/Giovanna/Strategy#Safejumps|safejump setups]] to guard against 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 {{clr|H|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 {{clr|S|S}} sword throw and {{clr|P|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. | |||
}} | |||
===Round Start=== | |||
---- | |||
{| class="wikitable" style=text-align:center | |||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Ramlethal's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
|{{MMC|chara=Ramlethal Valentine|input=6P|label={{clr|P|6P}}}} || {{tt|{{clr|D|2D}}|non-counterhit}} dl.{{clr|K|2K}} {{clr|S|2S}} || {{clr|K|5K}} {{clr|H|5H}} || {{clr|P|6P}} || Block | |||
|- | |||
|{{MMC|chara=Ramlethal Valentine|input=5K|label={{clr|K|5K}}}} || {{clr|P|6P}} || {{clr|H|5H}} {{clr|D|2D}} || {{clr|K|5K}} {{clr|S|f.S}} || Block {{clr|K|2K}} {{clr|S|2S}} | |||
|- | |||
|{{MMC|chara=Ramlethal Valentine|input=2K|label={{clr|K|2K}}}} || || || || Block | |||
|- | |||
|{{MMC|chara=Ramlethal Valentine|input=2S|label={{clr|S|2S}}}} || {{clr|S|214S}} (non-ch), 4~66 X(see below) || {{tt|most buttons|{{clr|P|5P}}, {{clr|P|2P}}, {{clr|K|2K}} stop being active before Ram's {{clr|S|2S}} active frames and get Punished; the rest get Counterhit. Delaying fast buttons does not help to tip the scales in our favor}} || {{clr|S|2S}}, {{clr|S|f.S}}, {{clr|H|5H}}, 66{{clr|K|5K}} || {{clr|K|5K}} {{clr|H|6H}}, walk back, {{tt|j8, j9|jump up/forward. Ram recovers before any of Gio's aerial attack can connect, and can block in time}} | |||
|- | |||
|IADB {{MMC|chara=Ramlethal Valentine|input=j.S|label={{clr|S|j.S}}}} || || || || | |||
|} | |||
* Ram's {{clr|S|2S}} can be punished by '''micro-walk back > dash forward > {{clr|K|5K}}''' ({{clr|S|f.S}} or {{clr|H|5H}} also work), or '''micro-walk back > micro-walk forward > {{clr|H|5H}}'''. {{clr|K|5K}} can score a counterhit that way, but not {{clr|S|f.S}} or {{clr|H|5H}}. The timing and execution requirements for that are somewhat strict though, so it's advisable to practice in training mode first before implementing the technique in real match. | |||
* Ram's {{MMC|chara=Ramlethal Valentine|input=f.S|label={{clr|S|f.S}}}} loses to Gio's {{clr|P|6P}}, {{clr|H|5H}} and 66{{clr|K|5K}}, but there is no reason for Ram to use {{clr|S|f.S}} as a roundstart over {{clr|S|2S}} after [[GGST/Patch Notes|patch 1.18]]. So that's more of a noob-trap. | |||
===Notable Interactions=== | |||
---- | |||
* Ram's {{MMC|chara=Ramlethal Valentine|input=5H|hitboxMode=true|imageNumber=1|label={{clr|H|5H}}}} can *technically* be low profiled by {{clr|S|623S}}, but only once the latter becomes active (frame 7 onwards), not frame 1, which makes it highly impractical. {{clr|P|6P}} is a much more reliable option. | |||
* Ram's {{MMC|chara=Ramlethal Valentine|input=2K|hitboxMode=true|label={{clr|K|2K}}}} sometimes (depending on the timing) lowprofiles Gio's {{clr|S|214S}}. | |||
* Ram's {{MMC|chara=Ramlethal Valentine|input=5P|hitboxMode=true|label={{clr|P|5P}}}} reliably counterhits Gio's {{clr|S|214S}} startup out of block at pretty much any range | |||
===Neutral=== | |||
---- | |||
===Offense=== | |||
---- | |||
===Defense and Punishes=== | |||
---- | |||
* Blocking her {{MMC|chara=Ramlethal Valentine|input=236236S|label=[[GGST/Ramlethal#Mortobato|Mortobato]]}} super leaves Ramlethal -38 or worse, meaning you can go for almost any punish you want. | |||
** Due to pushback {{clr|D|[5]D}} will only connect at close range (around less than {{clr|K|5K}}'s max distance.) This leads to a homing jump combo and guaranteed oki. Good for a meterless kill or if you have your back to the corner. | |||
** Around midscreen, a RRC combo with a lot of corner carry can net you an free wallbreak. Example: {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|214K}} > {{clr|K|5K}} > {{clr|K |214K}} > RRC > dl.66 > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|236K}} > WS > {{clr|D|[5]D}}. | |||
** If they're in the corner you can use a meterless wallbreak combo like {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|236K}} > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|236K}} > WS > {{clr|D|[5]D}} (or {{clr|H|632146H}} if you have meter) to get positive bonus and possibly oki. | |||
==Sin Kiske== | |||
{{MatchupSummaryBox | |||
| character = Sin Kiske | |||
| favorability = | |||
| oneliner = One-Liner | |||
| summary = | |||
WIP | |||
}} | |||
===Round Start=== | |||
---- | |||
{| class="wikitable" style=text-align:center | |||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Sin's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
|{{MMC|chara=Sin Kiske|input=f.S|label={{clr|S|f.S}}}} | |||
|{{clr|H|5H}}, {{clr|D|2D}}, 66 ({{clr|K|5K}}, {{clr|K|2K}}, {{clr|S|f.S}}) | |||
|4 | |||
| | |||
| | |||
|44 | |||
|- | |||
|{{MMC|chara=Sin Kiske|input=2S|label={{clr|S|2S}}}} | |||
|{{clr|H|5H}}, 66 ({{clr|K|5K}}, {{clr|K|2K}}, {{clr|S|f.S}}) | |||
|{{clr|D|2D}} | |||
| | |||
|4,44 | |||
|- | |||
|{{MMC|chara=Sin Kiske|input=2D|label={{clr|D|2D}}}} | |||
|{{clr|D|2D}} | |||
|66 ({{clr|K|2K}}, {{clr|K|5K}}, {{clr|S|f.S}}) | |||
|{{clr|H|5H}}{{tt|*|Sin gets hard knockdown so is plus enough to start pressure}} | |||
|4, 44 | |||
|- | |||
|{{MMC|chara=Sin Kiske|input=6P|label={{clr|P|6P}}}} | |||
|{{clr|D|2D}}, 66 {{clr|K|2K}} | |||
|{{clr|H|5H}}, 66 ({{clr|K|5K}} ,{{clr|S|f.S}}) | |||
| | |||
|4, 44 | |||
|- | |||
|{{MMC|chara=Sin Kiske|input=236K|label={{clr|P|236K}}}}(Elk Hunt) | |||
|{{clr|D|2D}}, 66 ({{clr|K|2K}}, {{clr|K|5K}}, {{clr|S|f.S}}) | |||
|{{clr|H|5H}}, 4, 44 | |||
| | |||
| | |||
|- | |||
|4 | |||
|66 {{clr|S|f.S}} | |||
| | |||
| | |||
|{{clr|H|5H}}, {{clr|D|2D}}, 66 ({{clr|K|5K}}, {{clr|K|2K}}), 4, 44 | |||
|- | |||
|} | |||
Sin {{clr|D|2D}} beats all of Gio's proactive roundstarts except Gio {{clr|D|2D}} (Gio can also do delayed buttons like delay {{clr|H|5H}}). | |||
Gio can walkback/backdash and look to whiff punish, but Sin can take his turn/punish with 66 {{clr|S|2S}} or Elk Hunt. | |||
All of Sin's reactive options (except walkback {{clr|P|6P}}) lose to Gio's 66 {{clr|S|f.S}}. | |||
Funnily, Sin {{clr|S|f.S}} loses to everything Gio does roundstart, with her {{clr|D|2D}} low profiling. | |||
Rotate between whiff punishing and dash far slash and Gio goes about even. | |||
===Notable Interactions=== | |||
---- | |||
===Neutral=== | |||
---- | |||
===Offense=== | |||
---- | |||
Video on pressuring Sin with {{clr|H|5H}}. | |||
https://youtu.be/C_iQURLuIw0 | |||
===Defense and Punishes=== | |||
---- | |||
===Match Footage=== | |||
---- | |||
==Sol Badguy== | |||
{{MatchupSummaryBox | |||
| character = Sol Badguy | |||
| favorability = | |||
| oneliner = | |||
| summary = | |||
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 {{clr|P|6P}} most of his pressure if you're at the right distance, now including {{clr|S|6S}} thanks to the nerf. | |||
Your fast normals also come in handy here, as {{clr|P|5P}}, {{clr|K|5K}}, and {{clr|S|623S}} are all solid for abare against Sol's pressure. | |||
}} | |||
===Round Start=== | |||
---- | |||
{| class="wikitable" style=text-align:center | |||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Sol's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
|{{MMC|chara=Sol Badguy|input=6P|label={{clr|P|6P}}}} || || || || | |||
|- | |||
|{{MMC|chara=Sol Badguy|input=f.S|label={{clr|S|f.S}}}} || || || || | |||
|- | |||
|{{MMC|chara=Sol Badguy|input=2S|label={{clr|S|2S}}}} || || || || | |||
|- | |||
|{{MMC|chara=Sol Badguy|input=6H|label={{clr|H|6H}}}} || || || || | |||
|- | |||
|{{MMC|chara=Sol Badguy|input=2D|label={{clr|D|2D}}}} || || || || | |||
|- | |||
|Dash {{MMC|chara=Sol Badguy|input=623H|label={{clr|H|623H}}}} || || || || | |||
|} | |||
===Notable Interactions=== | |||
---- | |||
===Neutral=== | |||
---- | |||
===Offense=== | |||
---- | |||
* Sol's {{MMC|chara=Sol Badguy|input=5K|label={{clr|K|5K}}}} and {{MMC|chara=Sol Badguy|input=5P|label={{clr|P|5P}}}} are very fast at 3 and 4 frames, respectively. However they are also very short-ranged, and rarely can be used as a punish. Specifically, the can connect after blocked {{clr|K|5K}}(x1-2)>{{clr|K|214K}} or {{clr|S|c.S}}>{{clr|S|f.S}}>{{clr|K|214K}}. Adding {{clr|H|5H}} to the {{clr|S|c.S}} string sufficiently spaces it to not be punishable. {{clr|S|214S}} can always be nudged to land out of range as well (although it can still get swatted out of the air during startup by either of the two buttons, as per usual). | |||
** Both of those whiff on crouching giovanna after blocked {{clr|K|236K}}. Even though Sol's {{clr|K|5K}} trades with Gio's {{clr|S|2S}} when both are inputted immediately after {{clr|K|236K}}, delaying the {{clr|S|2S}}/{{clr|S|f.S}} for a couple of frames scores a hit and a minor combo. This is not an optimal punish (since <span class="MockCodeBlock">{{clr|K|236K}}, {{clr|K|5K}} CH > {{clr|H|6HHH}}</span> or <span class="MockCodeBlock">{{clr|K|236K}}, dl.66{{clr|S|c.S}} > ...</span> give much better damage), but it's an easy autopilot. | |||
===Defense and Punishes=== | |||
---- | |||
* Sol's {{MMC|chara=Sol Badguy|input=214K|label=[[GGST/Sol Badguy#Bandit_Bringer|Bandit Bringer]]}} loses to {{clr|S|623S}} regardless of the distance. It is possible to answer it on reaction, but one needs to react to his initial jump - inputting {{clr|S|623S}} when sol is already in the air tends to be too late. If you missed the jump, there's little you can do other than block high. Sol is unpunishable after (at -2), although you might be able to take your turn back. How far away he lands from you varies a lot, so take that into account when choosing the next button to press. | |||
* (Not Gio-specific) Sol's {{MMC|chara=Sol Badguy|input=236K|label=[[GGST/Sol Badguy#Bandit_Revolver|Bandit Revolver]]}} can have either a single hit, or two (initial and a followup). This creates a bit of an RPS situation - after having blocked the first one, pressing a button to punish it might get counterhit by the second. Regardless, if you do successfully block all the hits, then Sol is left standing in point blank range from you, -7 frames at best and -11 at worst, opening himself up for a full {{clr|S|c.S}} combo of your choosing. Or a throw. | |||
** The gap between the first and the second hit can be as big as 5 frames (maybe more??), and is thus not really fuzzyable | |||
===Match Footage=== | |||
---- | |||
* A long set of Mocchi (high ranked Japan Sol players) vs TY (high ranked Japan Gio player): https://www.youtube.com/watch?v=spsKV2BpPes (27-07-2022) | |||
* And another one from before Season 2 update: https://www.youtube.com/watch?v=yZl4qFBWWPk (01-05-2022) | |||
** and its analysis/commentary by Sajam: https://www.youtube.com/watch?v=5irbb7UfZUw | |||
==Testament== | |||
{{MatchupSummaryBox | |||
| character = Testament | |||
| favorability = | |||
| oneliner = you reap what you sow | |||
| summary = | |||
*Testament's wide array of projectiles, large buttons and anti airs might lead you to believe that neutral will be an uphill battle, this is an illusion, as you aren't trying to get in, they're the one trying to keep you out. | |||
* {{MMC|chara=Testament|input=236S|label=[[GGST/Testament#Grave_Reaper|Grave Reaper]]}}, {{MMC|chara=Testament|input=214P|label=[[GGST/Testament#Unholy_Diver|Crow]]}}, and {{MMC|chara=Testament|input=214S|label=[[GGST/Testament#Arbiter_Sign|Arbiter Sign]]}} are all tools that Testament has to commit to, one at a time. {{MMC|chara=Testament|input=236S|label=[[GGST/Testament#Grave_Reaper|Grave Reaper]]}} projectiles are relatively easy to avoid or block, however they place a succubus that will make the {{MMC|chara=Testament|input=214P|label=[[GGST/Testament#Unholy_Diver|Crow]]}} go to it, making it significantly harder to avoid as gio normally avoids the crow by... standing up. {{MMC|chara=Testament|input=214S|label=[[GGST/Testament#Arbiter_Sign|Arbiter]]}} can be [[GGST/Giovanna/Strategy#Step_Dash_Blocking|dashblocked]] easily, just be mindful of the overhead version. | |||
}} | |||
===Round Start=== | |||
---- | |||
{| class="wikitable" style=text-align:center | |||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Testament's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
|{{MMC|chara=Testament|input=6P|label={{clr|P|6P}}}} || {{clr|D|2D}}<sup>nc</sup>, 66{{clr|K|2K}}, 66{{clr|S|2S}} || {{clr|H|5H}}, 66{{clr|D|2D}} || || {{clr|P|6P}}<sup>cl</sup>, {{clr|S|2S}}, j7,j8, IAD j.X<sup>[3]</sup> | |||
|- | |||
|{{MMC|chara=Testament|input=f.S|label={{clr|S|f.S}}}} || {{clr|H|5H}}, 66{{clr|K|5K}} || {{clr|D|2D}} || || | |||
|- | |||
|{{MMC|chara=Testament|input=2S|label={{clr|S|2S}}}} || {{clr|S|214S}}<sup>nc</sup>, step back -> dl.66 X<sup>[2]</sup><sup>[nc]</sup> || {{clr|K|2K}}<sup>nc</sup>, {{clr|D|2D}} || {{clr|H|5H}}, 66{{clr|K|5K}}, 66/dl.{{clr|K|2K}}<sup>[1]</sup>, {{clr|S|f.S}}, {{clr|S|2S}} || {{clr|K|5K}}, {{clr|S|623S}}, walkback, j7,j8,j9 | |||
|- | |||
|{{MMC|chara=Testament|input=236H|label={{clr|H|j.236H}}}} || || || || | |||
|- | |||
|Walk Back || 66{{clr|D|2D}} || || || | |||
|} | |||
* <sup>nc</sup> Non-counterhit | |||
* <sup>cl</sup> Clash | |||
* [1] Either delay or microdash works, but the timing is rather tight in either case | |||
* [2] A single step back is enough - don't walk all the way. Then wait a tiny bit, and dash in with a button. {{clr|K|5K}} needs a longer (non-micro) dash, {{clr|H|5H}} or {{clr|S|f.S}}/{{clr|S|2S}} are fine with shorter ones. Non counterhit, just a regular whiff-punish. | |||
* [3] {{clr|P|6P}} whiffs, but testament recovers in time to block the jump-in attempt. | |||
===Notable Interactions=== | |||
---- | |||
* Testament's {{MMC|chara=Testament|input=2K|hitboxMode=true|label={{clr|K|2K}}}} lowprofiles Gio's {{clr|S|214S}}. | |||
* {{clr|K|236K}} destroys {{MMC|chara=Testament|input=236S|label=[[GGST/Testament#Grave Reaper|Grave Reaper]]}} projectiles. The practical implications of that are unclear. | |||
** Doing {{clr|K|236K}} on reaction does beat the charged Grave Reaper, but is too slow to beat the uncharged one (except if gio is outside of Grave Reaper range during the startup). And reacting to the amount of charge (and inputing {{clr|K|236K}} after making sure that the fireball is charged) does not appear to be feasible either (i.e. that makes {{clr|K|236K}} too slow, and it gets counterhit, just like the tap version). | |||
*** Trying to RPS this is probably not in Gio's favor, since charged Grave Reaper is a somewhat niche tool, and Testament would not be too upset losing it. | |||
** However if gio is ''already'' outside of Grave Reaper range (or just barely within it), and Testament is throwing out a "zoning" Grave Reaper with the intent to deter Gio, but not to outright hit her, ''then'' you can on-reaction {{clr|K|236K}} your way in. | |||
===Neutral=== | |||
---- | |||
===Offense=== | |||
---- | |||
===Defense and Punishes=== | |||
---- | |||
==Zato-1== | |||
{{MatchupSummaryBox | |||
| character = Zato-1 | |||
| favorability = | |||
| oneliner = Just Block Tap Dust | |||
| summary = | |||
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 {{MMC|chara=Zato-1|input=236H|label=[[GGST/Zato-1#"Oppose"|"Oppose"]]}} at roundstart, you can attempt to throw out a microdash {{clr|K|5K}} or {{clr|S|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 {{clr|P|6P}} to hit Eddie's frog form during neutral, and your {{clr|P|5P}} is fast enough to land a hit on Eddie during pressure. The back hitboxes of {{clr|S|214S}} and {{clr|K|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 {{MMC|chara=Zato-1|input=236K|label=[[GGST/Zato-1#"That's a lot!"|"That's a lot!"]]}} that occupy a lot of the space Gio likes to be in. | |||
}} | |||
===Round Start=== | |||
---- | |||
{| class="wikitable" style=text-align:center | |||
|+style=white-space:nowrap | Common Round Start Interaction Table | |||
! Zato's Button !! Loses To !! Beats !! Trades !! Whiffs | |||
|- | |||
|{{MMC|chara=Zato-1|input=2P|label={{clr|P|2P}}}} || {{clr|K|2K}} || {{clr|H|5H}} {{tt|{{clr|D|2D}}|recovers in time to block}} || {{clr|K|5K}} {{clr|S|2S}} {{tt|{{clr|P|2P}}|clash}} || Block | |||
|- | |||
|{{MMC|chara=Zato-1|input=6P|label={{clr|P|6P}}}} || {{clr|D|2D}} || {{clr|S|f.S}} {{clr|H|5H}} || {{tt|{{clr|P|6P}}|clash}} || Block {{clr|S|2S}} {{clr|K|5K}} | |||
|- | |||
|{{MMC|chara=Zato-1|input=f.S|label={{clr|S|f.S}}}} || || || || | |||
|- | |||
|{{MMC|chara=Zato-1|input=2S|label={{clr|S|2S}}}} || {{clr|K|5K}} {{clr|K|2K}} {{clr|H|5H}} || || || | |||
|- | |||
|{{MMC|chara=Zato-1|input=2D|label={{clr|D|2D}}}} || || || || | |||
|- | |||
|Walk Back {{MMC|chara=Zato-1|input=5H|label={{clr|H|5H}}}} || || || || | |||
|} | |||
===Notable Interactions=== | |||
---- | |||
===Neutral=== | |||
---- | |||
===Offense=== | |||
---- | |||
===Defense and Punishes=== | |||
---- | |||
==References== | |||
* S2 Akarien Giovanna matchup tier list - https://twitter.com/Akaraien/status/1553646432426631168 | |||
==Navigation== | |||
{{GGST/Navigation}} |
Latest revision as of 06:10, 6 May 2024
Matchups
- Replay Theater is a great resource to find high-level matchup footage.
- High-level replays may also be found in-game (Main Menu > Collection > Replay > Search).
- The Counterstrategy page will generally have some basic counterstrategy against each character in the game.
- Please keep in mind that matchup charts are subjective and not all players may agree on them.
Microdashing: Gio's dash has 1 frame of startup*Unclear on the exact mechanics of the dash, but can definitely cancel out of dash after 1 frame of dashing and can be cancelled at any point into any of her buttons. For her roundstarts, this is important as microdash>button unlocks "custom moves" that can be tailor made to beat specific options from the opponent. This gives Gio some of the best (though most precise) roundstarts in the game.
Microdashes are notated as 66 (button), with 66 being dash. For example, 66 5K means microdash 5K. The window to microdash in precise frames will often be notated after the button as: 66 5K*1-2 frame window, as with the roundstart vs Johnny. To save space, sometimes moves are grouped to mean "microdash before all these". For example, if Potemkin f.S has this in the "loses to roundstart" column: 66 (5K, 2K) it means that Pot's f.S loses to both microdash 5K and microdash 2K.
Since strive has a 4 frame buffer window, Gio can buffer dash roundstart to remove one tight input, making a roundstart like 66 5K*1-2 frame window only have 1 hard-to-hit window, instead of two. (A 5-frame window to input can be done very consistently with practice).
A.B.A
Round Start
A.B.A's 2K is a dominating button, with huge reward on hit and forcing Gio to do something like delay5H or 2D to beat it.
That being said, Gio microdash(66) 5K does alright here since it beats most of A.B.A's other options and whiffs over A.B.A 2K.
Since Gio does so well in neutral, and playing RPS with A.B.A is such a risky idea, it's probably best to just back off and play reactively at roundstart.
A.B.A can call out reactive play with her massive 5H.
Notable Interactions
Neutral
Offense
Defense and Punishes
Anji Mito
- A matchup that demands awareness thanks to his autoguardGuardStartupRecoveryTotal 34~50Advantage- and large buttons.
- You also cannot outrange his counter superGuardStartup1Recovery10Advantage- 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.
- FuujinGuardAllStartup16 [32]Recovery21Advantage-8 [-6] 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.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Round Start
- nc - non-counterhit
- cl - clash
Notable Interactions
Neutral
Offense
Defense and Punishes
Asuka R
Round Start
Gio 5H dominates Asuka's proactive roundstart options, except his 5KGuardAllStartup7Recovery12Advantage-3 can hit Gio's 5H hurtbox as it's extending. Delaying 5H will beat Asuka 5KGuardAllStartup7Recovery12Advantage-3, but will lose to Asuka's fast spells. Asuka can jump to beat both 5H and 5K, punishing with Metron Screamer 808GuardAll (Guard Crush)Startup12RecoveryTotal 34Advantage+16 on reaction if he has it in his starting hand. In addition, Asuka can back off and start slinging spells if roundstart 5H whiffs, so be ready to chase him down if he does.
Pay attention to Asuka's roundstart spells. If he doesn't have Metron Screamer 808GuardAll (Guard Crush)Startup12RecoveryTotal 34Advantage+16, roundstart microdash 6P actually dominates all of Asuka's proactive options.
For those ready to do 1-to-2-frame inputs, microdash (1 frame) 5K roundstart will beat(or trade with, if you input 5k on frame 2) Asuka's 5KGuardAllStartup7Recovery12Advantage-3 and beat any of Asuka's fast spells.
Uniquely, Asuka is advantaged against Gio in neutral. If Asuka disengages and starts casting spells, Gio is at a disadvantage. As such, this roundstart is hard for Gio. If Asuka is representing backdash roundstart, best thing to do is play reactively, and big dash 5K in response to Asuka's backdash.
Neutral
Dealing With Cube Super Post-Wallbreak: After Neutral Wallbreak, Asuka Cube SuperGuardAll [Guard Crush]Startup6+1RecoveryTotal 32Advantage+36 [+47] beats everything Gio can do and leaves Asuka +36. The one thing Gio can do is buffer dash after wallbreak, then input VentaniaGuardAllStartup5+4Recovery49Advantage-37 During Asuka's super flash. Without the dash, Ventania will lose.
Offense
Defense
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 RensensGuardAllStartup24Recovery29Advantage-19~-9 or 2H's 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 best scramble poke, 5K. Although he can still 2K if you aren't perfectly spaced.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Round Start
Roundstart vs Axl is a microcosm of the Overall Matchup.
Axl's 66 2K and f.S dominate Gio's options.
66 2K beats out all of Gio's proactive options, but Gio can whiff punish it with walkback(4) 5H.
At the same time, Axl has a variety of good buttons that catch Gio's walkback: 2P and f.S.
To beat those, Gio can 6P Axl's f.S and 66 K Axl's 2P.
But Gio's proactive options get counterhit by Axl's air options, like superjump back j.H, jump>air backdash>j.S, or Rainwater. But these air moves can be whiff punished by Gio's walkback > 66 > 5H punishing Axl's landing frames/recovery (make sure you're dash blocking).
While Axl is more likely to win these interactions, Gio gets higher reward off of winning. There's nothing wrong with blocking Axl roundstart, but don't be afraid to take calculated risks.
Notable Interactions
Neutral
Offense
Defense and Punishes
Baiken
Round Start
Roundstart centers around Baiken's f.SGuardAllStartup9Recovery15Advantage-7, which reaches roundstart, is disjoint, and gives a juicy combo on counterhit. Walking back any amount will make Baiken f.S whiff, allowing a punish. Baiken can catch walkback roundstarts with her 2SGuardAllStartup11Recovery19Advantage-8. Gio can rps with her 5H or backdash. Baiken can 2HGuardLowStartup17Recovery26Advantage-13 to catch backdash, but it loses to gio 5H as well.
For those ready to do 1 frame inputs, microdash(1 frame) will beat Baiken f.S, 2S, and 2H. Any more delay will get counterhit.
Notable Interactions
Neutral
Offense
Defense and Punishes
- Blocking Tatami GaeshiGuardAllStartup15Recovery5Advantage-3 leaves Baiken at -3 but spaced far away from Gio to be out of reach of most buttons (notably 5K and f.S/2S). However she is still in range of Gio's 5H, which (often) allows Gio to take her turn back, or even score a counterhit should Baiken choose to continue her offense. This has several caveats however:
- This not a true punish, and Baiken has ways to deal with that on a read (6P, parry, jump/backdash into whiff punish etc)
- If Baiken spaces herself to end up out of range of the first hit of the tatami, and only hit you with the second (can be done via e.g. H-Kabari>f.S>2H>Tatami) she ends up being very plus on block, and not challengable (to the point where she can do H-KabariGuardAllStartup18Recovery19Advantage-3 and still counterhit you out of 5H startup). Also she ends up being spaced even further out so 5H no longer reaches in the first place.
- However, in that case, you can (technically) dodge the tatami hit (iad/backdash/walkback) and whiff punish her.
- Blocking her Tsurane Sanzu-watashiGuardAllStartup8+1Recovery48Advantage-32 super leaves Baiken -32, meaning you can go for almost any punish you want.
- At all but max range [5]D will connect for a homing jump combo and guaranteed oki. Good for a meterless kill or if you have your back to the corner.
- Around midscreen, a RRC combo with a lot of corner carry can net you an free wallbreak. Example: c.S > 2H > 214K > 5K > 214K > RRC > dl.66 > c.S > 2H > 236K > WS > [5]D.
- If they're in the corner you can use a meterless wallbreak combo like c.S > 2H > 236K > c.S > 2H > 236K > WS > [5]D (or 632146H if you have meter) to get positive bonus and possibly oki.
Bedman
Round Start
Microdash 2K does very well. To beat this option, Bedman has to commit to 2K to trade, walk back slightly to make it whiff, or Wild Assault.
Bedman's large 2D roundstart is similar to Nago's 2SGuardLowStartup12Recovery21Advantage-11, in that it does very well at calling out Gio's reactive play. If you just want to reset to neutral, backdashing roundstart will do better than walkback.
Bedman's best way to call out proactive play is probably jump, since it airstalls well, so be ready to anti-air.
To beat Bedman's Wild Assault, jumping consistently beats it, or microdash 5K beats it if you hit a 1-2 frame window.
Neutral
Offense
Defense
Mash 5K/2K on Bedman's 2H.
Bridget
Round Start
Gio wins roundstart vs Bridget. Microdash 2K low profiles Bridget's far pokes and beats out her 2S, leaving her only 5P as a proactive option to stuff Gio's roundstart. In addition, Bridget's reward on hit is lower than Gio's reward.
Notable Interactions
Neutral
- 623S (with or without dash) is a surprisingly useful button in this matchup. It is a good answer to both Rolling MovementGuardAllStartup20~38Recovery0Advantage+16 (Airborne) and f.SGuardAllStartup10Recovery18Advantage-9 usual followups to the Stop and DashGuardAllStartup15RecoveryTotal 38Advantage-4, as it scores a counterhit into very a damaging combo. But also—unlike 6P—it hits her out of the sky, should the opponent happen to be too jumpy.
Offense
Defense and Punishes
Chipp Zanuff
- Similar to Sol, Chipp has many fast normals and a DPGuardAllStartup9Recovery23Advantage-27 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 BladesGuardAllStartup29Recovery19Advantage-4 as well as his command grabGuardGround ThrowStartup27Recovery15AdvantageN/A 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.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Round Start
Gio's microdash(66) 2K does very well into most of Chipp's proactive options. Chip has to do his own microdash 2K to trade, or walkback(4), or he can press his 5H.
Chipp's 5H can lose to Gio's microdash 2K, but Gio has to manually delay 1-2 frames before pressing her 2K. The same applies for Gio's microdash 5K. This effectively means Chipp's 5H is a very strong roundstart option into Gio's proactive options. The most consistent option to beat Chipp's 5H roundstart is Gio's own 5H. But doing this lets Chipp do his f.S to win.
Gio's 2K is also a strong roundstart. If Gio delays 1-3 frames, her 2K beats both Chipp's f.S, 5H and 2D. (though immediate 2K loses to Chipp 5H.
All of Chipp's roundstart buttons whiff after Gio does a slight walkback, but he can threaten 66 > button to beat reactive play. This gets checked by Gio's 2K.
Notable Interactions
Neutral
Offense
Defense and Punishes
References
- "How to beat Chipp Zanuff" by Akarien - https://www.youtube.com/watch?v=XF4UYDxhHoE
Elphelt Valentine
Round Start
Elphelt's Button | Loses To | Beats | Trades | Whiffs |
---|---|---|---|---|
Neutral
Offense
Defense
Faust
- Gio's dominant ground mobility makes it very difficult for Faust to create opportunities without incurring significant risk for himself. However, remember that he still threatens space with his buttons better than you, respect his space and don't overextend. You'll need to respect his 2H, 6H, and general item shenanigans, but you can easily 6P and 623S his ThrustGuardAllStartup26~37Recovery19Advantage-12.
- Gio's anti air game with 6P and 623S also force Faust to be careful in the air with using j.2K and other such moves, remain vigilant and you should have no problems with a jump-happy Faust player.
- 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 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.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Round Start
- nc - non-counterhit
- 6P, 2P, f.S, 2H reach from roundstart; 5K doesn't
Notable Interactions
Neutral
Offense
Remember that Faust can crouch under 214K and 236K. Use this to your advantage by dropping your combo when you do 5H and reset your pressure with a C.S or a 2S.
When you safe jump on Faust: remember that he can use Bone-crushing Excitement>FRC>Snip Snip Snip to punish the safe jump. Use Giovanna's safejump option select Super to punish
Defense and Punishes
Giovanna
Mirror match. You have the same tools.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Round Start
Notable Interactions
- 2K lowprofiles 623S (for some reason).
Neutral
Offense
Defense and Punishes
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.
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Round Start
Gio 66 5K (1-2 frame microdash) beats almost everything Goldlewis can do roundstart, forcing Goldlewis to roundstart 5P to proactively beat it (they can also 6P).
If you're not consistently hitting the 1-2 frame microdash, 5H is a servicable replacement, but loses to Wild Assault. Without 66 5K*1-2 frame microdash, Gio essentially can't punish Wild Assault.
Notable Interactions
Neutral
Offense
Defense and Punishes
Happy Chaos
Chaos has Giovanna beat in roundstart risk-reward, in pressure with his myriad of mixup tools, and in metergain with his wallbreak conversions off of stray hits. He slightly loses in neutral, but has a competent game to play with 2K and 2S to keep Gio out. Gio's saving grace is that she can output more damage than he does, though she has to work much harder to open him up. Try to play conservatively in neutral, punishing his attempts to zone, and make the few hits you get count.
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Round Start
Happy Chaos goes even with Gio roundstart, but at higher levels, his reward for winning is almost always either hard knockdown or a wall-breaking combo, meaning that Gio should represent proactive options occasionally but default to disengaging and trying to fight Happy Chaos in neutral where she is slightly favored.
Roundstart centers around Chaos's 2S. Microdash 2S catches backdash/walkback, and walkback 2S catches Gio's 5H, 66 5K, and 66 2K. Gio can do 66 f.S (3 frame window) to beat both walk forward+back 2S, as well as catching reactive play. A 1 frame microdash allows it to trade with Chaos 2D (though Chaos gets hard knockdown so is very plus).
Chaos 2D, like other 10 frame sweeps, will trade favorably with Gio 5H and Gio's 66 f.S.
Notable Interactions
Neutral
Offense
Defense and Punishes
Happy chaos pressure is centered around getting close to you using his +23 5H(gunshot) that he can use essentially whenever. Once he's close, he can use throwsGuardGround ThrowStartup2Recovery38Advantage-, tap dustingGuardHighStartup20Recovery26Advantage-15, or crossup rollGuard-Startup-Recovery35 totalAdvantage- to open you up and regain resources. Low profiles do well into happy chaos's advancing optionsGuardAllStartup12Recovery24Advantage-14. FD Faultless DefenceA special type of blocking in Guilty Gear that negates chip damage and pushes the opponent back further than usual. This type of blocking comes at the cost of a resource. is very important to make space and force him to use his resources.
Bullets are an essentially meaningless resource, as Chaos can do wall to wall combos with 1-2 bullets (reloading as he goes). Instead, watch his concentration. The lower the concentration gauge, the more mashable offense chaos will have to do, meaning you should fuzzy mash more on defense as you see his concentration start to dip.
Blockstring starters:
2KGuardLowStartup7Recovery12Advantage-4/5KGuardAllStartup6Recovery12Advantage-3: If chaos is close enough to, fuzzy throw to catch them tick throwingGuardGround ThrowStartup2Recovery38Advantage-/crossup rollingGuard-Startup-Recovery35 totalAdvantage-/6KGuardLowStartup16Recovery16Advantage-7'ing. FD Faultless DefenceA special type of blocking in Guilty Gear that negates chip damage and pushes the opponent back further than usual. This type of blocking comes at the cost of a resource.'ing 2KGuardLowStartup7Recovery12Advantage-4/5KGuardAllStartup6Recovery12Advantage-3 > tap dustGuardHighStartup20Recovery26Advantage-15 will usually make it whiff, but if Chaos has dash momentum and is as close as possible, 2K > 5D will connect. Gio's 6P/2K will beat 6SGuardAllStartup12Recovery24Advantage-14 after 2KGuardLowStartup7Recovery12Advantage-4/5KGuardAllStartup6Recovery12Advantage-3, and she can throw him between 5K/2K>6K. However, both of these options are Chaos favored, as rotation of his options will lead to a juicy counterhit starter for him.
c.SGuardAllStartup7Recovery10Advantage+1: FD Faultless DefenceA special type of blocking in Guilty Gear that negates chip damage and pushes the opponent back further than usual. This type of blocking comes at the cost of a resource. this so roll won't cross up unless Chaos has dash momentum or does dash Kara Cancel A type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup. rollGuard-Startup-Recovery35 totalAdvantage-. If c.S is FD Faultless DefenceA special type of blocking in Guilty Gear that negates chip damage and pushes the opponent back further than usual. This type of blocking comes at the cost of a resource.'d, 5D will whiff. c.S is a high enough attack level to let chaos go into any of his string enders without gaps except 5D, so Chaos gets normal strike throw on top of his 6 gunshots.
6KGuardLowStartup16Recovery16Advantage-7: After 6k, Chaos has usually moved close enough to go for gapless gunflipGuardAllStartup9Recovery13Advantage+3 even on FD. After c.S > 6K, Chaos can still roll to crossup even if both hits are FD'd.
String Enders (Chaos must spend gunshot after these to continue pressure, or risk getting mashed on).
2DGuardLowStartup10Recovery19Advantage-8: If you FD 2D, backdash then either backdash again, block low, or rps with 2K to force Chaos to spend resources to get close again.
6SGuardAllStartup12Recovery24Advantage-14: Watch for 6S > 214K. If you FD 6S, gunflip will whiff. Be ready to punish whiffed gunflip. FD'ing 6s will make roll usually same side, but with dash momentum chaos can easily sideswap.
2SGuardLowStartup11Recovery18Advantage-7: Similar to 2D, FD this and backdash rps Chaos.
5DGuardHighStartup20Recovery26Advantage-15: The main mixup, and his reward for getting close to you using moves like 6S/walk forward/6K during pressure. At 20 frames, it is technically reactable (but good luck). Chaos cannot go into this gapless from any move, unless he chooses to use gunshot.
236SGuardAllStartup9Recovery13Advantage+3(Gunflip): similar to blocking 2D. However, since gunflip leaves Chaos plus, challenging is a worse idea, and in the corner backdashing gets caught by 2S. Miscreen backdashing after blocking this is fine.
236KGuard-Startup-Recovery29 totalAdvantage-(Scapegoat/Clone)236PGuard-Startup-Recovery29 totalAdvantage-(Curse): Both of these moves are very reactable, and minus. Curse is 29 frames total. clone comes out in 10 frames, but has 43 total frames. If they ever do either of these moves in pressure, use dash + an advancing normal that can be cancelled to chase them down. If you hit clone, gatling into another button to reach Chaos.
Be aware that Chaos can clone prc in 18 frames total, which isn't reactable and leaves him in a position to do j.P > j.P > 2K > 2D, giving him time to regain his resources.
214KGuard-Startup-Recovery35 totalAdvantage-(Roll): Roll cannot cross up when you're in the corner, but Chaos can and will use it to get out of the corner. Try to throw this move. FD'ing a move cancelled into roll will ususally cause it to not cross up, but Chaos can gunshot > dash > roll at basically any time. Off of 6S/c.S/gunshot, Chaos can time a gunshot to catch a throw attempt*this is a 1 frame gap for chaos, but 5 frames if the defender is trying to react, since chaos can shoot on frame 16 of roll. Cancelled off of any other button, throw will always win if mashed*There is a 1 frame gap where throw will get crossed up, similar to leo dashthrough, since the blocker isn't in enough blockstun for chaos to shoot before he gets thrown.
I-No
Try not to get into the situation where you have to block I-no mix as much as possible.
To that end it's probably a good idea to save meter for YRC but beware of her being able to block while her noteGuardAllStartup29RecoveryTotal 51Advantage-8 hits.
Fortunately, you can often play around I-No's neutral pretty well without meter purely by throwing out 214K in expectation of GGST/I-No#Stroke the Big Tree SGuardLowStartup16Recovery16Advantage-7/HGuardLowStartup28Recovery16Advantage-2, 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 FortissimoGuardAll (Guard Crush)Startup7+2Recovery13Advantage+26, you can punish it with a tricky 2H combo starter right after the first hit.
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Round Start
- jump > j.236KGuardAllStartup10 [37]RecoveryUntil Landing + 15Advantage-3 ~ -4 [+2 ~ 0]/j.236SGuardAllStartup10 [37]RecoveryUntil Landing + 15Advantage-2 ~ -4 [+4 ~ +1] is another tool that I-no has. Used as a whiff punish for slower buttons; but what exactly is a "slower button" heavily depends on the ino player in question, as the timing is extremely variable. Treat it as I-no's attempt to skip roundstart and go straight into neutral.
Notable Interactions
- Stroke the Big Tree naturally lowprofile all your standing moves, so be wary of throwing those out recklessly.
- 2S does not lowprofile them despite what the visuals might imply
Neutral
Offense
Defense and Punishes
Stroke the Big Tree
S-strokeGuardLowStartup16Recovery16Advantage-7 is -7 on block, but it leaves I-No far enough away that Gio can't reach and punish her in time without microdashing.
- 2K might be an okay option sometimes - it is a tad big longer than 5K, and in particular reaches I-no after blocking roundstart-range S-stroke
- I-no's 6HGuardAllStartup7Recovery19Advantage-8 > S-stroke blockstring string consistently leaves her outside of 2K range
- 665P is one other punish option. However the dash must be 1-2frames long, and it still appears to not connect in time at longer ranges.
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.
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Round Start
Notable Interactions
Neutral
Offense
Defense and Punishes
Johnny
Round Start
All of Johnny's proactive roundstart options get stuffed by microdash (2 frames) 5K from gio.
- The input is tight (though a 2 frame window means it's possible to do consistently)
- Johnny can 5K to trade, or 2K to cause both to whiff (causing Johnny to be about +2)
- Johnny can 6p to challenge both microdash 5K and 5H
- Microdash 5K will whiff if Johnny stands still roundstart, allowing him to whiff punish with a delayed button
Without microdash 5K, Johnny represents a very strong roundstart with his 9 frame f.S reaching roundstart and 2D trading favorably with Gio's 5H.
Neutral
Offense
Defense
Ky Kiske
Ky and Gio are very evenly matched. Even roundstart. Even damage. Gio is advantaged in the grounded game, being able to whiff punish Ky f.S. At the same time, Ky's strong aerial options allow him to hold space well, punishing proactive moves. They even share a 10-frame far reaching normal that can counterhit 6P.
- Instant Blocking allows you to punish Dire EclatGuardAllStartup14Recovery25Advantage-8 [-6] with 5K/2K > 214K.
- Gio can route into safejumps to deal with Ky's DPGuardAllStartup11Recovery43Advantage-33 [-28].
- Once he gets 50 meter, watch out for Stun DipperGuardLow, AllStartup7Recovery30Advantage-19 [-14]
- Watch out for his disjointed 5HGuardAllStartup12Recovery21Advantage-8 and 6HGuardAllStartup15Recovery20Advantage-7
Play honest (or not so honest) footsies with Ky, and beat him at his own game.
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Round Start
Ky f.S is a dominating button roundstart, beating or most proactive options Gio can represent, and recovering in time to antiair. Gio has to do 5H to trade, or slight walkback to make Ky f.S whiff, or hard call it out with 6P.
In a matchup with such even neutral, you should be proactive roundstart if they're winning neutral, and reactive roundstart if you seem to have the upper hand.
Notable Interactions
Neutral
Offense
Defense and Punishes
- Stun DipperGuardLow, AllStartup7Recovery30Advantage-19 [-14] without meter can be punished with 6D or 4D. Even with Shock State, at all but the max range, a dash throw will beat his jab attempts. He will either need to tech it or jump both of which can be blown up with a 5H > 214K (or even 632146H.) If he does it without Shock State he just widens the windows and 5H covers everything.
- Gio's dashblock is uniquely good at pressuring Ky on their own offense, and dashblocking will naturally get you instant blocks This keyword does not have an entry in the Glossary, allowing you to punish Dire EclatGuardAllStartup14Recovery25Advantage-8 [-6] more consistently.
Leo Whitefang
His fireball is far too fast in the S versionGuardAllStartup10RecoveryTotal 50FAdvantage-12 to 236K on reaction, but it's a fairly reasonable option against the H versionGuardAllStartup35RecoveryTotal 66FAdvantage+17. His DPGuardAllStartup9Recovery33Advantage-28 is fast and naturally beats cross-ups, encouraging you to use a decent safejump for oki and also to keep your mixups unpredictable.
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Round Start
Gio wins this roundstart with her 66 5K beating out all of Leo's proactive options, forcing Leo to do 6P, 4, or (more likely) DPGuardAllStartup9Recovery33Advantage-28/66 DPGuardAllStartup9Recovery33Advantage-28.
66 2K will catch Leo walking back and 6P.
4(reactive play) will catch Leo DP, but watch out for Leo's 66 (2K, 2D)
Notable Interactions
- Leo's 2DGuardLowStartup12Recovery19Advantage-8 highprofiles Gio's 2K, if Leo has +1 frame advantage or better, even point-blank.
- Said differently: if Leo presses 2D and gio presses 2K one (or more) frame later, then Gio will get Punished (or Counterhit), despite 2K being the faster move of the two.
Neutral
Offense
Defense and Punishes
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 An attack during the opponent's pressure, intended to interrupt it. buttons like 5K in neutral to try and stuff an attempt at S dolphinGuardAllStartup7Recovery20 (24 OH)Advantage-3 or on reaction to H dolphinGuardAllStartup25Recovery20 (18 OH)Advantage+7. Her more disjointed buttons may be hard to contest, so try to play patient and punish her mistakes.
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Round Start
Notable Interactions
Neutral
Offense
Defense and Punishes
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.
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Round Start
Notable Interactions
Neutral
Offense
Defense and Punishes
- Iron SaviorGuardLowStartup20Recovery17 + 10LAdvantage-12 is -12 on block, but often gets spaced pretty far away after the pushblock for your faster buttons to reach. Your 6H is a guaranteed punish.
S Tandem Top
The S version of Tandem TopGuardAllStartup12RecoveryTotal 45Advantage-10 (immediate one) is technically -14 on block if it hits immediately. However, when properly spaced, its disadvantage goes down, as well as increases the distance, making Millia unpunishable by Gio's buttons.
It is a bit harder (but far, far from impossible) for Millia to safely space it when:
- in the corner (either you are or she is)
- doing it raw, outside of blockstring
- blockstring being too short (i.e. 2K>2D) and/or being started too close (i.e. point-blank)
- most importantly, having parts of the blockstring IB'd
When misspaced, both 5H and dash~5K reach her in time for a punish. Millia is in counterhit state during recovery and airborne except for the last 4 frames of it.
Barring that, Millia is still very minus and you can at least take back your turn.
Nagoriyuki
With Nago's incredibly disjointed and low recovery buttons, it can be difficult for even Gio to whiff punish his attempts at throwing out buttons. There are ways to deal with this, however:
- Many of the pokes he tends to rely on are somewhat slow to startup, meaning if you've caught his pace and have a chance to press a button you can often challenge him with 5H and get rewarded with a counter-hit combo.
- 2S is still rather difficult to deal with, as it's fairly fast for how good of a low poke it is and Gio does not have any safe/reliable low crushes that go far enough to punish it. Just try to generally play it safe against this button and always block low when dash blocking.
- 5KGuardAllStartup7Recovery14Advantage-2 is another one of his most contentious buttons, as it will go over with your attempts to 2K in neutral and recover fast enough to still throw out another button.
- 623HGuardAllStartup11Recovery21Advantage-7 can be beaten roundstart by your 5H, but it's generally too risky to try and whiff punish this move until you see the followupGuardHighStartup10Recovery29Advantage-16 come out to avoid getting counter-hit by it.
- 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. He has no highs outside of 5DGuardHighStartup20Recovery26Advantage-15, so it's safe to primarily worry about blocking low and jumping over his best mixup: the command grabGuardGround ThrowStartup7Recovery48AdvantageNA. 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 over the duration.
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Round Start
dl=delay
The Gio-Nago roundstart is varied and diverse and beautiful. Gio can represent walkback whiff punish, 5H, microdash 2K/5K or raw 2K.
Walkback whiff punish is the safest, but falls prey to Nago's proactive 2S or Beyblade. If Nago represents these options, Gio is forced to rps with 5H or microdash 2K. These both lose to Nago 2K. To beat 2K Gio can delay 5H, 2D, or walkback and take her turn. Raw 2K trades with Nago 2K and beats DP, making it a respectable option.
Microdash 5K can beat Wild Assault. Wild assault also whiffs under neutral jump (8), allowing Gio to falling punish it with j.H > c.S.
If you really want to disengage, superjump back disengages from everything without getting hit but gives up space and lets Nago take his turn if he's playing reactively.
Notable Interactions
Neutral
This matchup swings from defense to offense. You must approach Nago to condition him to use 5H or 2H in neutral. Once conditioned, you can play passively and bait a whiffed 5H or 2H. Giovanna can whiff punish anything that Nago can do with 5H or 66 5K.
Offense
Defense and Punishes
Dealing with Nago's 2S > 5H blockstring as Gio: At higher blood levels, Nagos will commonly represent 2S in neutral, followed by their 5H. This blockstring does a small amount of chip, regains Nago a small amount of blood, and pushes the blocker back a fair amount, allowing Nago to continue to play neutral.
Gio has a unique counterplay to this - after blocking 2S, buffer dash block in between 2S and 5H (Press the dash macro and then hold down+back). At blood level 3, there is a 1 frame gap between these two moves, and as such you will automatically instant block A special type of blocking done by inputting a block immediately before blocking an attack. Usually improves frame data against blocked moves or gives more meter than a normal block or both. it, negating chip and pushback, allowing you to punish Nago if he doesn't cancel it.
If Nago tries to stagger pressure and do something like 2S > 2S, the dash that was supposed to IB Instant BlockA special type of blocking. Usually improves frame data against blocked moves or gives more meter than a normal block or both. can instead be used as the beginning of a whiff punish, and delayed 2K should catch most anything Nago tries to do (at max range, Nago can pull back his lower hitbox with his 6K, but at anything closer Gio 2K will counterhit Nago 6K anyways.
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 BusterGuardGround ThrowStartup5Recovery37Advantage-, 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 HeadGuardLowStartup29Recovery24Advantage0 by backdashing or using an airborne special (623S, 214S) 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 KnuckleGuardAir Guard CrushStartup12Recovery18Advantage+10~+3 can still catch you even during 623S sometimes).
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Round Start
Gio does well roundstart against Pot. Pot has difficulty chasing her down if she disengages to neutral, where Gio is in control.
Pot can beat much of Gio's proactive roundstarts with Kara Pot Buster (though beating K buttons or microdash K buttons requres a tight timing), but if Gio plays reactively, Pot gets counterhit. All of Pot's normals get beat by microdash 2K.
Pot's hammerfall seems very strong into Gio's proactive options, but is option-selectable by inputting K button > 623S(DP). On whiff, DP won't come out, but on normal/counterhit, DP will connect with Pot. To beat 66 2K>DP(hitstop When a character is hit, both characters are stopped in place to visualize the hit and give feeling of impact. Hitstop describes this phenomenon. Typically hitstop affects both players equally, but this is not always true. For example an attack may cause the opponent to be in hitstop longer than the player, or in cases of most projectiles, the attacker does not experience hitstop at all. option select A technique where one command (or series of commands) will perform a different action depending on the circumstances, thereby allowing one action to be able to handle two distinct situations.), pot has to do a tight Kara Pot Buster, play reactively roundstart, or press Wild Assault.
Pot Wild Assault is his strongest roundstart option in this matchup, forcing Gio to microdash 5K*1-2 frames or jump to beat it or else get hit/block. At the same time, Gio K buttons and backdash both recover in time to block Wild Assault.
When jumping, Pot's faster normals recover in time for him to antiair with 5P, which nets a big combo on counterhit. Best to jump, then block, and react and whiff punish rather than proactively falling j.H.
Keep in mind that if Gio resets to neutral, she's advantaged. With that in mind, represent jump->airblock/whiff punish, microdash 2K, walkback and backdash to make Pot struggle on roundstart.
Notable Interactions
Neutral
Offense
- It might be a good idea to either completely avoid 214S or at least use it very sparingly if Potemkin has meter, for obvious reasonsGuardAir ThrowStartup12+0Recovery16AdvantageN/A
Defense and Punishes
- MegafistGuardHighStartup25Recovery16Advantage-6 is not countered by 6P - at best the two clash. However 623S has good enough hitbox, and comes out fast enough to answer megafist on reaction.
Ramlethal Valentine
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.SGuardAllStartup11Recovery21Advantage-10 [-13], 5HGuardAllStartup12Recovery28Advantage-12 [-13], and BajonetoGuardAllStartup20RecoveryTotal 43Advantage+3 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. 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 reversalGuardAllStartup7+2Recovery51Advantage-38 [-38] {-43} cannot be outranged with 2D, but you can still do a safejump setups to guard against 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.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Round Start
- Ram's 2S can be punished by micro-walk back > dash forward > 5K (f.S or 5H also work), or micro-walk back > micro-walk forward > 5H. 5K can score a counterhit that way, but not f.S or 5H. The timing and execution requirements for that are somewhat strict though, so it's advisable to practice in training mode first before implementing the technique in real match.
- Ram's f.SGuardAllStartup11Recovery21Advantage-10 [-13] loses to Gio's 6P, 5H and 665K, but there is no reason for Ram to use f.S as a roundstart over 2S after patch 1.18. So that's more of a noob-trap.
Notable Interactions
- Ram's 5HGuardAllStartup12Recovery28Advantage-12 [-13] can *technically* be low profiled by 623S, but only once the latter becomes active (frame 7 onwards), not frame 1, which makes it highly impractical. 6P is a much more reliable option.
- Ram's 2KGuardLowStartup6Recovery9Advantage-2 sometimes (depending on the timing) lowprofiles Gio's 214S.
- Ram's 5PGuardAllStartup5Recovery8Advantage-2 reliably counterhits Gio's 214S startup out of block at pretty much any range
Neutral
Offense
Defense and Punishes
- Blocking her MortobatoGuardAllStartup7+2Recovery51Advantage-38 [-38] {-43} super leaves Ramlethal -38 or worse, meaning you can go for almost any punish you want.
- Due to pushback [5]D will only connect at close range (around less than 5K's max distance.) This leads to a homing jump combo and guaranteed oki. Good for a meterless kill or if you have your back to the corner.
- Around midscreen, a RRC combo with a lot of corner carry can net you an free wallbreak. Example: c.S > 2H > 214K > 5K > 214K > RRC > dl.66 > c.S > 2H > 236K > WS > [5]D.
- If they're in the corner you can use a meterless wallbreak combo like c.S > 2H > 236K > c.S > 2H > 236K > WS > [5]D (or 632146H if you have meter) to get positive bonus and possibly oki.
Sin Kiske
Round Start
Sin 2D beats all of Gio's proactive roundstarts except Gio 2D (Gio can also do delayed buttons like delay 5H).
Gio can walkback/backdash and look to whiff punish, but Sin can take his turn/punish with 66 2S or Elk Hunt.
All of Sin's reactive options (except walkback 6P) lose to Gio's 66 f.S.
Funnily, Sin f.S loses to everything Gio does roundstart, with her 2D low profiling.
Rotate between whiff punishing and dash far slash and Gio goes about even.
Notable Interactions
Neutral
Offense
Video on pressuring Sin with 5H. https://youtu.be/C_iQURLuIw0
Defense and Punishes
Match Footage
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.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Round Start
Notable Interactions
Neutral
Offense
- Sol's 5KGuardAllStartup3Recovery25Advantage-16 and 5PGuardAllStartup4Recovery9Advantage-2 are very fast at 3 and 4 frames, respectively. However they are also very short-ranged, and rarely can be used as a punish. Specifically, the can connect after blocked 5K(x1-2)>214K or c.S>f.S>214K. Adding 5H to the c.S string sufficiently spaces it to not be punishable. 214S can always be nudged to land out of range as well (although it can still get swatted out of the air during startup by either of the two buttons, as per usual).
- Both of those whiff on crouching giovanna after blocked 236K. Even though Sol's 5K trades with Gio's 2S when both are inputted immediately after 236K, delaying the 2S/f.S for a couple of frames scores a hit and a minor combo. This is not an optimal punish (since 236K, 5K CH > 6HHH or 236K, dl.66c.S > ... give much better damage), but it's an easy autopilot.
Defense and Punishes
- Sol's Bandit BringerGuardHighStartup30Recovery13Advantage-3 loses to 623S regardless of the distance. It is possible to answer it on reaction, but one needs to react to his initial jump - inputting 623S when sol is already in the air tends to be too late. If you missed the jump, there's little you can do other than block high. Sol is unpunishable after (at -2), although you might be able to take your turn back. How far away he lands from you varies a lot, so take that into account when choosing the next button to press.
- (Not Gio-specific) Sol's Bandit RevolverGuardAllStartup12Recovery9+6 LandingAdvantage-7 can have either a single hit, or two (initial and a followup). This creates a bit of an RPS situation - after having blocked the first one, pressing a button to punish it might get counterhit by the second. Regardless, if you do successfully block all the hits, then Sol is left standing in point blank range from you, -7 frames at best and -11 at worst, opening himself up for a full c.S combo of your choosing. Or a throw.
- The gap between the first and the second hit can be as big as 5 frames (maybe more??), and is thus not really fuzzyable
Match Footage
- A long set of Mocchi (high ranked Japan Sol players) vs TY (high ranked Japan Gio player): https://www.youtube.com/watch?v=spsKV2BpPes (27-07-2022)
- And another one from before Season 2 update: https://www.youtube.com/watch?v=yZl4qFBWWPk (01-05-2022)
- and its analysis/commentary by Sajam: https://www.youtube.com/watch?v=5irbb7UfZUw
Testament
- Testament's wide array of projectiles, large buttons and anti airs might lead you to believe that neutral will be an uphill battle, this is an illusion, as you aren't trying to get in, they're the one trying to keep you out.
- Grave ReaperGuardAllStartup16~22Recovery27Advantage-4, CrowGuardAllStartup21RecoveryTotal 39Advantage+1, and Arbiter SignGuardLowStartup24Recovery26Advantage-12 are all tools that Testament has to commit to, one at a time. Grave ReaperGuardAllStartup16~22Recovery27Advantage-4 projectiles are relatively easy to avoid or block, however they place a succubus that will make the CrowGuardAllStartup21RecoveryTotal 39Advantage+1 go to it, making it significantly harder to avoid as gio normally avoids the crow by... standing up. ArbiterGuardLowStartup24Recovery26Advantage-12 can be dashblocked easily, just be mindful of the overhead version.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Round Start
- nc Non-counterhit
- cl Clash
- [1] Either delay or microdash works, but the timing is rather tight in either case
- [2] A single step back is enough - don't walk all the way. Then wait a tiny bit, and dash in with a button. 5K needs a longer (non-micro) dash, 5H or f.S/2S are fine with shorter ones. Non counterhit, just a regular whiff-punish.
- [3] 6P whiffs, but testament recovers in time to block the jump-in attempt.
Notable Interactions
- Testament's 2KGuardLowStartup6Recovery13Advantage-3 lowprofiles Gio's 214S.
- 236K destroys Grave ReaperGuardAllStartup16~22Recovery27Advantage-4 projectiles. The practical implications of that are unclear.
- Doing 236K on reaction does beat the charged Grave Reaper, but is too slow to beat the uncharged one (except if gio is outside of Grave Reaper range during the startup). And reacting to the amount of charge (and inputing 236K after making sure that the fireball is charged) does not appear to be feasible either (i.e. that makes 236K too slow, and it gets counterhit, just like the tap version).
- Trying to RPS this is probably not in Gio's favor, since charged Grave Reaper is a somewhat niche tool, and Testament would not be too upset losing it.
- However if gio is already outside of Grave Reaper range (or just barely within it), and Testament is throwing out a "zoning" Grave Reaper with the intent to deter Gio, but not to outright hit her, then you can on-reaction 236K your way in.
- Doing 236K on reaction does beat the charged Grave Reaper, but is too slow to beat the uncharged one (except if gio is outside of Grave Reaper range during the startup). And reacting to the amount of charge (and inputing 236K after making sure that the fireball is charged) does not appear to be feasible either (i.e. that makes 236K too slow, and it gets counterhit, just like the tap version).
Neutral
Offense
Defense and Punishes
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"GuardAllStartup74 {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!"GuardAllStartup27→42→57→72 [31→46→61→76]RecoveryTotal 74Advantage+55 that occupy a lot of the space Gio likes to be in.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Round Start
Notable Interactions
Neutral
Offense
Defense and Punishes
References
- S2 Akarien Giovanna matchup tier list - https://twitter.com/Akaraien/status/1553646432426631168