GGST/Giovanna/Matchups: Difference between revisions

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==Matchups==
{{GGST/CharacterLinks}}


===Characters===
== Matchups ==
{{Matchup ToC}}


===={{Character Label|GGST|Anji Mito|label=Anji Mito}}====
'''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.
A matchup that demands awareness thanks to his [[GGST/Anji_Mito#Suigetsu_No_Hakobi|autoguard]] and large buttons. You also cannot outrange his [[GGST/Anji_Mito#Kachoufuugetsu_Kai|counter super]] with 2D nor can you safejump it, so performing oki on him while he has meter is inherently a risk unless you cross him up and force the counter to whiff. In neutral, try to rely more on your low recovery pokes that he can't punish off of autoguard, such as 5K or 2D. Another good way to counter autoguard both in neutral and on roundstart is to [[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.


[[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.
Microdashes are notated as 66&nbsp;(button), with 66 being dash. For example, 66&nbsp;{{clr|K|5K}} means microdash {{clr|K|5K}}. The window to microdash in precise frames will often be notated after the button as:
66&nbsp;{{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&nbsp;({{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}}.


===={{Character Label|GGST|Axl Low|label=Axl Low}}====
Since strive has a 4 frame buffer window, Gio can buffer dash roundstart to remove one tight input, making a roundstart like 66&nbsp;{{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).
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 [[GGST/Axl_Low#Sickle_Flash|Rensens]] or 2Hes he throws out. Stay patient in your approach, and you will eventually outpace his ability to keep you out. When you're in, try your best to keep that advantage with knockdowns and corner pressure. The hulking hitboxes of his c.S and f.S are a large threat to your ability to dodge around his normals at closer mid-range, but remember that 623S will easily low profile and punish his fastest abare button, 5K. In fact, he is the only character whose fastest normal is 6 frames, 1 more frame than most. This makes it so that if you perfectly time your c.S loops to give an exact 5 frame gap out of throw range, he would have no choice but to spend meter to beat the frametrap.


===={{Character Label|GGST|Chipp Zanuff|label=Chipp Zanuff}}====
==A.B.A==
Similar to {{Character Label|GGST|Sol Badguy|label=Sol}}, Chipp has many fast normals and a DP to interrupt your pressure in ways most other characters can't. His neutral is also formidable, as many of his best buttons are difficult for Gio to evade around. Try your best to stay patient and minimize the openings in your pressure, while also knowing when to retaliate with your big counter-hit buttons before his mixups hit. Both his grounded [[GGST/Chipp_Zanuff#Alpha_Blade_Horizontal|Alpha Blades]] as well as his [[GGST/Chipp_Zanuff#Genrou_Zan|command grab]] are great to contest with your {{clr|3|S}} specials: {{clr|3|623S}} will interrupt them all and give you a huge counter-hit, whereas {{clr|3|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|3|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.
{{MatchupSummaryBox
| character    = A.B.A
| favorability =
| oneliner    =   
| summary      =
}}


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


===={{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis Dickinson}}====
===Round Start===
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.
----
{| class="wikitable" style=text-align:center
|+style=white-space:nowrap | Common Round Start Interaction Table
! A.B.A's Button/Gio's Button!!66&nbsp;{{MMC|input=5K|label={{clr|K|5K}}}}!!66&nbsp;{{MMC|input=2K|label={{clr|K|2K}}}}!!66&nbsp;{{MMC|input=f.S|label={{clr|S|f.S}}}}!!66&nbsp;{{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&nbsp;{{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&nbsp;{{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}}
|/
|}


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


===={{Character Label|GGST|I-No|label=I-No}}====
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}}.
It's probably a good idea to save meter for YRC so that you can avoid her mixup game as much as possible, but beware of her being able to block while [[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 214K in expectation of [[GGST/I-No#Stroke_the_Big_Tree|Stroke the Big Tree]], 236King through note, and anti-airing her air approaches. Your 623S is notably good in this matchup, letting you occupy a large amount of the air space I-No wants to approach you from, though it can now be low profiled and either trades or loses with Stroke the Big Tree. If you block a wakeup Ultimate Fortissimo, you can punish it with a tricky 2H combo starter right after the first hit.


===={{Character Label|GGST|Jack-O'|label=Jack-O'}}====
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.
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.


===={{Character Label|GGST|Ky Kiske|label=Ky Kiske}}====
A.B.A can call out reactive play with her massive {{clr|H|5H}}.
6P is particularly handy in this matchup, as it will actually clash with or beat [[GGST/Ky_Kiske#Vapor_Thrust|his DP]] given the right timing, and it isn't too hard for Gio to include in her pressure or oki thanks to her great special cancel options. Instant Blocking allows you to punish both [[GGST/Ky_Kiske#Dire_Eclat|Dire Eclat]] and [[GGST/Ky_Kiske#Stun_Dipper|Stun Dipper]] with '''5K > 214K''', further disincentivizing him being on the offense. Once he's afraid to push buttons, go to town with throws and any other mixups. Be wary of his formidable low pokes that can stuff your dashes and prejump, and try to use as many opportunities as you can to safely dash in to close distance. Although his DP is trivial to deal with, [[GGST/Ky_Kiske#Ride_The_Lightning|Ride the Lightning]] has a very large hitbox that cannot be outranged with 2D, so exercise awareness and use any of your [[GGST/Giovanna/Strategy#Safejumps|safejumps]] when he has meter.


===={{Character Label|GGST|Leo Whitefang|label=Leo Whitefang}}====
===Notable Interactions===
[[GGST/Leo_Whitefang#Gravierte_W.C3.BCrde|His fireball]] is far too fast in the S version to 236K on reaction, but it's a fairly reasonable option against the H version. [[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.
----


===={{Character Label|GGST|May|label=May}}====
===Neutral===
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 [[keyword|abare]] buttons like 5K in neutral to try and stuff an attempt at S dolphin or on reaction to HS dolphin. Her more disjointed buttons may be hard to contest, so try to play patient and punish her mistakes.
----


===={{Character Label|GGST|Millia Rage|label=Millia Rage}}====
===Offense===
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.
----


===={{Character Label|GGST|Nagoriyuki|label=Nagoriyuki}}====
===Defense and Punishes===
With Nago's amazing poke buttons, it can be very tricky to approach one who uses his tools effectively. His 2S and 5H are great at stuffing your dash-ins, and his 2H can completely destroy your jump-ins. Avoid blowing meter on Fautless Defense as he can often just use [[GGST/Nagoriyuki#Fukyo|Fukyo]] to negate the pushback and instead save it for something that allows you to force your turn like RC or j.236236H. Against Nagos who find your approaches easy to predict, neutral is still an uphill battle, so it's probably a good idea to try and [[GGST/Giovanna/Strategy#Avoiding_Wallbreak|avoid wallbreak]] as much as you can. When being pressured, exercise patience and try to react to his main mixup: the [[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.
----


===={{Character Label|GGST|Potemkin|label=Potemkin}}====
==Anji Mito==
<div>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 [[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 f.S and 2S force Potemkin to be careful when he decides to use his armored moves. Avoiding [[GGST/Potemkin#Slide_Head|Slide Head]] by backdashing or using an airborne special ({{MiniMoveCard|game=GGST|chara=Giovanna|input=623S|label={{clr|3|623S}}}}, {{MiniMoveCard|game=GGST|chara=Giovanna|input=214S|label={{clr|3|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, [[GGST/Potemkin#Heat_Knuckle|Heat Knuckle]] can still catch you even during {{clr|3|623S}} sometimes).</div>
{{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.
}}


===={{Character Label|GGST|Ramlethal Valentine|label=Ramlethal}}====
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 2D in neutral, generally urging you to go for fast pokes and low profiles. Her f.S, 5H, and 236H can all be beaten by 6P, and might urge her to start throwing out 2S to beat it. You can then abuse the short range of her 2S to land a whiff punish in response. Ram f.S is a very rare case of a button that can't be low profiled by 623S but can be by 6P. 5H can also be low profiled by 623S to get a juicy counterhit, but the threat of f.S makes it far more risky (if she has both swords, that is). Her j.H is quite good at beating Gio's anti-airs even post-nerf, so trying to react to her double jumps with an air-to-air that can then be confirmed into airdash j.D can be a very unexpected and rewarding way to deal with such a typically uncontested button. Since her anti-air options are pretty limited in range, a back jump is generally a low risk idea in neutral and as a round opener. Her [[GGST/Ramlethal_Valentine#Mortobato|reversal]] cannot be outranged with 2D and comes out fast enough to beat your non-5K [[GGST/Giovanna/Strategy#Safejumps|safejump setups]], so be wary of it.
===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&nbsp;({{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&nbsp;({{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&nbsp;({{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&nbsp;({{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&nbsp;({{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&nbsp;({{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&nbsp;{{clr|D|6D/4D}}
|
|
|
|}
* <sup>nc</sup> - non-counterhit
* <sup>cl</sup> - clash


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 [[GGST/Ramlethal_Valentine#Bajoneto|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.
===Notable Interactions===
----


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


===={{Character Label|GGST|Zato-1|label=Zato-1}}====
===Offense===
<div> It's important to try and ensure Zato doesn't get his pressure off, as Gio has fairly limited ways to escape it. If you expect anything other than {{MiniMoveCard|game=GGST|chara=Zato-1 |input=236H|label=[[GGST/Zato-1#.22Oppose.22|"Oppose"]]}} at roundstart, you can attempt to throw out a microdash 5K or f.S to outspeed his sluggish buttons or pressure his block. Otherwise, you can patiently dash block and then react to Oppose by grabbing Zato out of the animation. You can use 6P to hit Eddie's frog form during neutral, and your 5P is fast enough to land a hit on Eddie during pressure. The back hitboxes of 214S and j.K can have a situational use for hitting Eddie behind you, an important spot where most Zatos don't expect him to get hit. As it is with facing Zato in general, try to play around Eddie's timer by putting on the pressure when Eddie is down and respecting moves like {{MiniMoveCard|game=GGST|chara=Zato-1 |input=236K|label=[[GGST/Zato-1#%22That's%20a%20lot!%22|"That's a lot!"]]}} that occupy a lot of the space Gio likes to be in.</div>
----


===Reversal Chart===
===Defense and Punishes===
Below is a list of invincible reversals and parameters detailing the following:
----
* Whether or not you are able to use a correctly spaced and timed meaty {{clr|5|2D}} to outrange their reversal and punish, typically determined by the move's range and speed.
 
**'''Yes''' means {{clr|5|2D}} successfully outranges the reversal and you are able to punish it accordingly (unless stated otherwise with *). This assumes that you are at at ideal range away from the reversal, as moves with 7 frame startup or less will beat out your 2D if you are too close, even with optimal [[Meaty#Meaty_Attack_Timeline|meaty timing]].
==Asuka R==
**'''Clash''' means {{clr|5|2D}}'s hitbox may clash with the reversal ''if'' the meaty isn't optimally timed, still outranging the move but allowing it to be cancelled into something safe. Repeat clashes would likely make someone catch on and learn how to cancel from it, but it's generally not too bad as you can also cancel into FD to be safe, and as each clash builds 10% Tension.
{{MatchupSummaryBox
**'''No''' means {{clr|5|2D}} has to be out of the opponent's body distance to outrange the reversal, or simply cannot outrange it. You may still be able to time a meaty 2D safely (unless it is marked with **), but improper timing will see you getting hit. If a move both cannot be outranged and outspeeds 2D's recovery (No**), 2D absolutely cannot beat it. You're much better off using a [[GGST/Giovanna/Strategy#Safejumps|safejump]], or simply blocking.
| character    = Asuka R
* Which safejumps will work against the reversal, typically determined by its speed.
| favorability =
**'''All''' means the reversal is slow enough to be safejumped by any conventional setup.
| oneliner  =  kick the wizard
**'''Fast''' means you need a fast setup that recovers earlier to properly safejump the reversal, such as with {{clr|2|5K}} OTG.
| summary    =
**'''None''' means it cannot be safejumped.
}}
 
===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&nbsp;{{clr|K|5K}}{{tt|*|1 frame 5K input to win, 2 frames trades, 3< frames gets counterhit}}, 66&nbsp;{{clr|P|6P}}
|{{clr|H|5H}}, 66&nbsp;{{clr|S|f.S}}
|
|4, 44, 66&nbsp;{{clr|K|2K}}
|-
|{{MMC|chara=Asuka R|input=2K|label={{clr|K|2K}}}}
|{{clr|H|5H}},  dl.({{clr|H|5H}})<sup>blocks</sup>, 66&nbsp;({{clr|K|2K}}, {{clr|P|6P}}<sup>blocks</sup>)
|66&nbsp;{{clr|S|f.S}}
|
|4, 44, 66&nbsp;{{clr|K|5K}}
|-
|{{MMC|chara=Asuka R|input=6P|label={{clr|P|6P}}}}
|dl.{{clr|H|5H}}, 66&nbsp;({{clr|K|2K}}, {{clr|P|6P}})
|{{clr|H|5H}}, 66&nbsp;{{clr|K|2K}}
|66&nbsp;{{clr|P|6P}}
|4, 44
|-
| {{MMC|chara=Asuka R|input=Metron Screamer 808}}
| {{clr|H|5H}},66&nbsp;({{clr|K|5K}}, {{clr|S|f.S}}){{tt|*|small window}}
| everything else
|{{tt|*|can trade with delay 5h, 66&nbsp;f.S/5k, etc.}}
| 44 
|-
| {{MMC|chara=Asuka R|input=Howling Metron}}
| {{clr|H|5H}},{{clr|K|5K}}, 66&nbsp;({{clr|K|5K}}, {{clr|S|f.S}}){{tt|*|small window}}, 66&nbsp;{{clr|P|6P}}
| dl.{{clr|H|5H}}, 66&nbsp;{{clr|K|2K}}, {{clr|D|2D}}
|{{tt|*|can trade with delay 5h, 66&nbsp;f.S/5k, etc.}}
|
|-
| j.{{MMC|chara=Asuka R|input=Metron Screamer 808}}
| 66&nbsp;{{clr|P|6P}}
| {{clr|H|5H}},dl.{{clr|H|5H}}, 66&nbsp;({{clr|K|2K}},{{clr|K|5K}}), {{clr|D|2D}}
|
|
|-
|4
|66&nbsp;{{clr|S|f.S}}{{tt|*|Asuka Blocks}}
|
|
|{{clr|H|5H}}, dl.{{clr|H|5H}}, 66&nbsp;({{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&nbsp;({{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&nbsp;{{clr|K|2K}}
|{{clr|H|5H}}, 8, 9
|66&nbsp;{{clr|K|5K}}
|4, 44
|-
|{{MMC|chara=Axl Low|input=5K|label={{clr|K|5K}}}}
|{{clr|P|6P}}
|{{clr|H|5H}}
|66&nbsp;{{clr|K|5K}}{{tt|*|if Gio slight delays she wins}}
|66&nbsp;{{clr|K|2K}}, 8, 9, 4, 44
|-
|66&nbsp;{{MMC|chara=Axl Low|input=2K|label={{clr|K|2K}}}}
|
|{{clr|P|6P}}, {{clr|H|5H}}, 66&nbsp;{{clr|K|5K}}
|66&nbsp;{{clr|K|2K}}
|8, 9, 4, 44
|-
|{{MMC|chara=Axl Low|input=f.S|label={{clr|S|f.S}}}}
|{{clr|P|6P}}
|66&nbsp;({{clr|K|5K}}{{tt|*|if gio delays {{clr|K|5K}} a bit, she trades}}, {{clr|K|2K}}), 4
|{{clr|H|5H}}
|66&nbsp;{{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&nbsp;({{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&nbsp;{{clr|K|2K}} and {{clr|S|f.S}} dominate Gio's options.
 
66&nbsp;{{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&nbsp;{{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&nbsp;{{clr|K|2K}}{{tt|*|1 frame window}}, 4~66&nbsp;{{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&nbsp;{{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&nbsp;{{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&nbsp;{{clr|K|2K}}
|{{clr|H|5H}}
|66&nbsp;{{clr|K|2K}}
|4, 44
|-
|{{MMC|chara=Bedman|input=2K|label={{clr|K|2K}}}}
|66&nbsp;{{clr|K|5K}}
|{{clr|H|5H}}, 66&nbsp;{{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&nbsp;({{clr|K|5K}}, {{clr|K|2K}})
|4
|
|44
|-
|{{MMC|chara=Bedman|input=236D|label={{clr|D|236D}}}}(Wild Assault) 
|66&nbsp;{{clr|K|5K}}{{tt|*|1-2 frame microdash}}
|{{clr|H|5H}}, 66&nbsp;{{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&nbsp;({{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&nbsp;{{clr|K|5K}}{{tt|*|2 frame window}}, dl.{{clr|H|5H}}
|{{clr|H|5H}}, 66&nbsp;{{clr|K|2K}}
|
|4, 44
|-
|{{MMC|chara=Bridget|input=2P|label={{clr|P|2P}}}}
|dl.{{clr|H|5H}}
|{{clr|H|5H}}, 66&nbsp;{{clr|K|5K}}{{tt|*|1 frame window to trade}}
|
|66&nbsp;{{clr|K|2K}}, 4, 44
|-
|{{MMC|chara=Bridget|input=2K|label={{clr|K|2K}}}}
|66&nbsp;{{clr|K|2K}}, dl.{{clr|H|5H}}
|{{clr|H|5H}}
|
|66&nbsp;{{clr|K|5K}}, 4, 44
|-
|{{MMC|chara=Bridget|input=5K|label={{clr|K|5K}}}}
|66&nbsp;{{clr|K|2K}}, dl.{{clr|H|5H}}
|{{clr|H|5H}}
|66&nbsp;{{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&nbsp;{{clr|K|2K}}, {{clr|H|5H}}
| 66&nbsp;{{clr|K|5K}}{{tt|*|can trade}},  dl.{{clr|H|5H}}
|
|4, 44
|-
|{{MMC|chara=Bridget|input=f.S|label={{clr|S|f.S}}}}
|66&nbsp;{{clr|K|5K}}
|dl.{{clr|H|5H}}, 4
|{{clr|H|5H}}
|66&nbsp;{{clr|K|2K}}{{tt|*|Leaves Gio plus}}, 44
|-
|{{MMC|chara=Bridget|input=5H|label={{clr|H|5H}}}}
|{{clr|H|5H}}
|66&nbsp;{{clr|K|5K}}, dl.{{clr|H|5H}}, 4, 44
|
|66&nbsp;{{clr|K|2K}}{{tt|*|Leaves Gio plus}}
|-
|4{{tt|*|reactive play}}
|66&nbsp;button
|
|
|{{clr|H|5H}}, 66&nbsp;({{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&mdash;unlike {{clr|P|6P}}&mdash;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&nbsp;{{MMC|chara=Chipp Zanuff|input=5K|label={{clr|K|5K}}}}
|{{clr|K|2K}}, 66&nbsp;{{clr|K|2K}}
|{{clr|H|5H}}, 66&nbsp;{{clr|S|f.S}}
|66&nbsp;{{clr|K|5K}}
|4, 44
|-
|66&nbsp;{{MMC|chara=Chipp Zanuff|input=2K|label={{clr|K|2K}}}}
|66&nbsp;{{clr|K|5K}}
|{{clr|H|5H}}, 66&nbsp;{{clr|S|f.S}}
|{{clr|K|2K}}{{tt|*|usually gio wins, small gap for chip}}, 66&nbsp;{{clr|K|2K}}
|4, 44
|-
|{{MMC|chara=Chipp Zanuff|input=f.S|label={{clr|S|f.S}}}}
|{{clr|K|2K}}, 66&nbsp;({{clr|K|5K}}, {{clr|K|2K}}){{tt|*|1-2 frames}}
|{{clr|H|5H}}, 66&nbsp;{{clr|S|f.S}}
|
|4, 44
|-
|{{MMC|chara=Chipp Zanuff|input=5H|label={{clr|H|5H}}}}
|{{clr|H|5H}},  66&nbsp;({{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&nbsp;{{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&nbsp;({{clr|K|5K}}, {{clr|K|2K}}){{tt|*|1-3 frames}}
|
|{{clr|H|5H}}, 66&nbsp;{{clr|S|f.S}}{{tt|*|1 frame gap, usually chip wins}}
|4, 44
|-
|4
|{{clr|H|5H}}, 66&nbsp;{{clr|S|f.S}}
|
|
|{{clr|K|2K}}, 66&nbsp;({{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&nbsp;{{clr|K|2K}}
|{{clr|H|5H}}, 66&nbsp;{{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&nbsp;{{clr|K|5K}}{{tt|*|1-2 frame microdash}}
|66&nbsp;{{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&nbsp;{{clr|K|5K}}
|{{clr|H|5H}}, 66&nbsp;{{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&nbsp;({{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&nbsp;{{clr|K|5K}}
|66&nbsp;{{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&nbsp;{{clr|K|5K}}{{tt|*|kinda tight microdash}}
|66&nbsp;{{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&nbsp;{{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&nbsp;{{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&nbsp;{{clr|K|2K}}{{tt|*|though instant {{clr|K|2K}} whiffs, it catches Goldlewis at the same timing that beats {{clr|H|684H}}}}
|
|
|66&nbsp;{{clr|K|5K}}, 4, 44, 8, 9
|}
 
Gio 66&nbsp;{{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&nbsp;{{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&nbsp;{{clr|K|5K}}, 66&nbsp;{{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&nbsp;{{clr|K|5K}}, 66&nbsp;{{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&nbsp;{{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&nbsp;{{clr|K|5K}}<sup>1</sup>&nbsp;(CH), {{clr|K|5K}}&nbsp;(CH), {{clr|P|6P}}
| {{clr|H|5H}}&nbsp;(CH), {{clr|D|2D}}&nbsp;(CH)
|-
| {{MMC|chara=Johnny|input=2S|label={{clr|S|2S}}}}
| 66 {{clr|K|5K}}<sup>1</sup>&nbsp;(CH), {{clr|H|5H}}&nbsp;(CH), {{clr|D|2D}}&nbsp;(CH)
| {{clr|K|5K}}, {{clr|P|6P}}&nbsp;(CH), {{clr|D|2D}}&nbsp;(CH)
|-
| {{MMC|chara=Johnny|input=2D|label={{clr|D|2D}}}}
| 66&nbsp;{{clr|K|5K}}<sup>1</sup>&nbsp;(CH)
| {{clr|K|5K}}, {{clr|P|6P}}&nbsp;(CH), {{clr|D|2D}}&nbsp;(CH)
| {{clr|H|5H}}
|-
| {{MMC|chara=Johnny|input=6P|label={{clr|P|6P}}}}
| {{clr|D|2D}}
| 66&nbsp;{{clr|K|5K}}&nbsp;(CH<sup>2</sup>), {{clr|H|5H}}&nbsp;(CH)
|{{clr|P|6P}}&nbsp;(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&nbsp;({{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&nbsp;{{MMC|chara=Ky Kiske|input=f.S|label={{clr|S|f.S}}}}
|{{clr|H|5H}}, {{clr|P|6P}}, 66&nbsp;({{clr|K|5K}}, {{clr|K|2K}}, {{clr|S|f.S}})
|4, 8{{tt|*|Ky recovers in time to anti-air}}
|
|44
|-
|66&nbsp;{{MMC|chara=Ky Kiske|input=2K|label={{clr|K|2K}}}}
|
|{{clr|H|5H}}, {{clr|P|6P}}, 66&nbsp;{{clr|S|f.S}}
|66&nbsp;{{clr|K|2K}}{{tt|*|varies}}
|66&nbsp;{{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&nbsp;{{clr|K|2K}}
|{{clr|H|5H}}, 66&nbsp;({{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&nbsp;{{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&nbsp;{{clr|K|2K}}
|{{clr|H|5H}}, 66&nbsp;{{clr|K|5K}}
|
|4,44
|-
|66 {{MMC|chara=Leo Whitefang|input=5K|label={{clr|K|5K}}}}
|{{clr|H|5H}}, 66&nbsp;({{clr|K|5K}}, {{clr|K|2K}})
|4
|
|44
|-
|{{MMC|chara=Leo Whitefang|input=2K|label={{clr|K|2K}}}}
|66&nbsp;{{clr|K|5K}}
|{{clr|H|5H}}, 66&nbsp;{{clr|K|2K}}{{tt|*|trades on 1 frame input}}
|
|4,44
|-
|{{MMC|chara=Leo Whitefang|input=2S|label={{clr|S|2S}}}}
|
|66&nbsp;{{clr|K|2K}}
|{{clr|H|5H}}
|66&nbsp;{{clr|K|5K}}{{tt|*|Gio is plus here}}, 4, 44
|-
|4
|{{clr|H|5H}}, 66&nbsp;{{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&nbsp;{{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&nbsp;{{MMC|chara=Leo Whitefang|input=[2]8S|label={{clr||DP}}}}.
 
66&nbsp;{{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&nbsp;({{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&nbsp;{{clr|K|2K}}, dl.{{clr|H|5H}}{{tt|*|delay ~10 frames}}
|{{clr|H|5H}}, 66&nbsp;{{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&nbsp;{{clr|K|2K}}{{tt|*|1 frame gap to trade}}
|{{clr|K|2K}}
|66&nbsp;{{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&nbsp;({{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&nbsp;{{clr|K|2K}}, {{clr|K|2K}}
|{{clr|H|5H}}, dl.{{clr|H|5H}}, 66&nbsp;{{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&nbsp;({{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&nbsp;({{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&nbsp;{{clr|K|5K}}{{tt|*|1-2 frame microdash}}
|{{clr|K|2K}}, 66&nbsp;{{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&nbsp;{{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&nbsp;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&nbsp;({{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&nbsp;({{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&nbsp;({{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&nbsp;({{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&nbsp;({{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&nbsp;({{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&nbsp;({{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&nbsp;({{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&nbsp;{{clr|K|5K}}{{tt|*|1-2 frame microdash}}, 8, 9
|{{clr|K|5K}}, {{clr|K|2K}}, 66&nbsp;{{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&nbsp;({{clr|K|5K}}, {{clr|K|2K}})
|
|
|-
|4
|{{clr|H|5H}}, 7, 8
|{{clr|K|5K}}, {{clr|K|2K}}, 66&nbsp;{{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&nbsp;{{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&nbsp;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&nbsp;({{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&nbsp;({{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&nbsp;({{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&nbsp;{{clr|K|2K}}
|{{clr|H|5H}}, 66&nbsp;({{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&nbsp;({{clr|K|2K}}, {{clr|K|5K}}, {{clr|S|f.S}})
|{{clr|H|5H}}, 4, 44
|
|
|-
|4
|66&nbsp;{{clr|S|f.S}}
|
|
|{{clr|H|5H}}, {{clr|D|2D}}, 66&nbsp;({{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&nbsp;{{clr|S|2S}} or Elk Hunt.
 
All of Sin's reactive options (except walkback {{clr|P|6P}}) lose to Gio's 66&nbsp;{{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

Table of Contents
GGST A.B.A Icon.png GGST Anji Icon.png GGST Asuka R Icon.png GGST Axl Icon.png
GGST Baiken Icon.png GGST Bedman Icon.png GGST Bridget Icon.png GGST Chipp Icon.png
GGST Elphelt Valentine Icon.png GGST Faust Icon.png GGST Giovanna Icon.png GGST Goldlewis Icon.png
GGST Happy Chaos Icon.png GGST I-No Icon.png GGST Jack-O Icon.png GGST Johnny Icon.png
GGST Ky Icon.png GGST Leo Icon.png GGST May Icon.png GGST Millia Icon.png
GGST Nagoriyuki Icon.png GGST Potemkin Icon.png GGST Ramlethal Icon.png GGST Sin Kiske Icon.png
GGST Sol Icon.png GGST Testament Icon.png GGST Zato Icon.png
Detailed
  • 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


Common Round Start Interaction Table
A.B.A's Button/Gio's Button 66 5KGGST Giovanna 5K.pngGuardAllStartup6Recovery12Advantage-2 66 2KGGST Giovanna 2K.pngGuardLowStartup6Recovery11Advantage-2 66 f.SGGST Giovanna fS1.pngGuardAllStartup9Recovery16Advantage-4 66 6PGGST Giovanna 6P.pngGuardAllStartup12Recovery15Advantage-9 5HGGST Giovanna 5H.pngGuardAllStartup10Recovery19Advantage-5 4/44
5KGGST A.B.A 5K.pngGuardAllStartup6Recovery10Advantage-3 T / X O T*if Gio delays, she wins /
2KGGST A.B.A 2K.pngGuardLowStartup6Recovery9Advantage-2 / X X X X*if Gio delays, she wins /
66 5KGGST A.B.A 5K.pngGuardAllStartup6Recovery10Advantage-3*1-3 frame microdash T / X O X /
66 2KGGST A.B.A 2K.pngGuardLowStartup6Recovery9Advantage-2*1-3 frame microdash O T*Aba's is bigger, so she's advantaged X X X /
5HGGST A.B.A 5H.pngGuardAllStartup15Recovery31Advantage-15 O O O O O X
6PGGST A.B.A 6P.pngGuardAllStartup11Recovery20Advantage-12 X O X / X /
236KGGST A.B.A 236K.pngGuardAllStartup17Recovery12Advantage-1(Intertwine and Tilt/Triangle Kick) O X O O O X*Backdash makes it whiff but it catches walkback
214KGGST A.B.A 214K.pngGuardStartupRecoveryTotal 26Advantage-(Haul and Heed/Command Dash) O*Gio is plus here, but not by much and the A.B.A is more ready to capitalize on her closer spacing. O O O*Gio is plus here, but not by much and the A.B.A is more ready to capitalize on her closer spacing. O*Gio is plus here, but not by much and the A.B.A is more ready to capitalize on her closer spacing. /
4 / / O / O /

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

Anji MitoPlay safe and take minimal risks.
  • A matchup that demands awareness thanks to his autoguardGGST Anji Mito 236K 1.pngGuardStartupRecoveryTotal 34~50Advantage- and large buttons.
  • You also cannot outrange his counter superGGST Anji Mito 632146S.pngGuardStartup1Recovery10Advantage- 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.
  • FuujinGGST Anji Mito 236H.pngGuardAllStartup16 [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


Common Round Start Interaction Table
Anji's Button Loses To Beats Trades Whiffs
2PGGST Anji Mito 2P.pngGuardAllStartup5Recovery10Advantage-2 66 (5Knc, f.Snc, 2S), dl.(5H, 214K)nc 5H, 214K 5P, 5K 2Pcl, 2K, 2S, 2H, 2D, 6P, 6H, 236KnoteLeaves enough time for Anji to 6P after., 623S
6PGGST Anji Mito 6P.pngGuardAllStartup10Recovery25Advantage-17 dl.(5H, 5D, 214K, 214S)nc, 662K*Fairly narrow window., 2Dnc, 6Hnc, 236Knc 5H, 214K, 214S 5P, 5K, f.S, 2P, 2K, 2S, 2H, 6Pcl, 623Scl
5KGGST Anji Mito 5K.pngGuardAllStartup8Recovery9Advantage-2 dl.(5K, f.S*Only one hit of f.S connects, 5H, 662K, 2H)nc, 665K*Very narrow window, 2Dnc, 6P, 6Hnc, 623S f.S, 5H, 214K, 214S 5K, 2H 5P, 2P, 2K, 2S, 236KnoteLeaves enough time for Anji to 6P after.
f.SGGST Anji Mito fS.pngGuardAllStartup11Recovery21Advantage-9 4~66 (5K, 5H, 2K, 2S)nc, 665K, 5H, 6P, 4~214Knc, 214Snc 5P, 5K, f.S, 2P, 2K, 2D, 6H, 214K, 236K, 623S 2S, 2H
2SGGST Anji Mito 2S.pngGuardLowStartup10Recovery16Advantage-6 4~66 (5K, 5H, 2K, 2S)nc, 5H, 6Hnc, 4~214Knc, 214Snc 5P, 5K, f.S, 2P, 2K, 2H, 2D, 6P, 214K, 236K 5H, 2S 623S, dl.214S
5HGGST Anji Mito 5H.pngGuardAllStartup15Recovery23Advantage-8 66 (5P, f.S, 2P, 2K, 2S), 5K, 5H, 6P, 214K, 6~623S*Very narrow window 5P, 5K, f.S, 2P, 2K, 2S, 2H, 2D, 6H, 236K, 623S, 214S
6HGGST Anji Mito 6H.pngGuardAllStartup12Recovery21Advantage-8 66 (5P, f.S, 2P, 2K, 2S), 5K, f.S*Only one hit connects without dash, 5H, 6P, 214K, 44~236Knc, 6~623S*Very narrow window 5P, 5K, 2P, 2K, 2S, 2D, 6H, 236K, 623S, 214S 2H
236HGGST Anji Mito 236H.pngGuardAllStartup16 [32]Recovery21Advantage-8 [-6] 66 (5P, 5K, 6D), dl.(5K, 2P), f.S, 5H, dl.2K, 2S, 2H, 6P, 214K, 623S, 214Snc 5P, 5K, 2P, 2K, 2D, 6H, 236K
charged 236HGGST Anji Mito 236H.pngGuardAllStartup16 [32]Recovery21Advantage-8 [-6] 66 6D/4D
  • nc - non-counterhit
  • cl - clash

Notable Interactions


Neutral


Offense


Defense and Punishes


Asuka R

Round Start


Common Round Start Interaction Table
Asuka's Button Loses To Beats Trades Whiffs
5KGGST Asuka R 5K.pngGuardAllStartup7Recovery12Advantage-3 dl.(5H, 66 5K*1 frame 5K input to win, 2 frames trades, 3< frames gets counterhit, 66 6P 5H, 66 f.S 4, 44, 66 2K
2KGGST Asuka R 2K.pngGuardLowStartup6Recovery12Advantage-3 5H, dl.(5H)blocks, 66 (2K, 6Pblocks) 66 f.S 4, 44, 66 5K
6PGGST Asuka R 6P.pngGuardAllStartup11Recovery17Advantage-9 dl.5H, 66 (2K, 6P) 5H, 66 2K 66 6P 4, 44
Metron Screamer 808GGST Asuka R Metron Screamer 808.pngGuardAll (Guard Crush)Startup12RecoveryTotal 34Advantage+16 5H,66 (5K, f.S)*small window everything else *can trade with delay 5h, 66 f.S/5k, etc. 44
Howling MetronGGST Asuka R Howling Metron.pngGuardAll [Guard Crush]Startup11RecoveryTotal 39Advantage+5 [+16] 5H,5K, 66 (5K, f.S)*small window, 66 6P dl.5H, 66 2K, 2D *can trade with delay 5h, 66 f.S/5k, etc.
j.Metron Screamer 808GGST Asuka R Metron Screamer 808.pngGuardAll (Guard Crush)Startup12RecoveryTotal 34Advantage+16 66 6P 5H,dl.5H, 66 (2K,5K), 2D
4 66 f.S*Asuka Blocks 5H, dl.5H, 66 (5K, 2K, 6P), 4, 44
44 everything*K buttons leave gio and Asuka about even, but more commital buttons let Asuka start casting spells.

Gio 5H dominates Asuka's proactive roundstart options, except his 5KGGST Asuka R 5K.pngGuardAllStartup7Recovery12Advantage-3 can hit Gio's 5H hurtbox as it's extending. Delaying 5H will beat Asuka 5KGGST Asuka R 5K.pngGuardAllStartup7Recovery12Advantage-3, but will lose to Asuka's fast spells. Asuka can jump to beat both 5H and 5K, punishing with Metron Screamer 808GGST Asuka R Metron Screamer 808.pngGuardAll (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 808GGST Asuka R Metron Screamer 808.pngGuardAll (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 5KGGST Asuka R 5K.pngGuardAllStartup7Recovery12Advantage-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 SuperGGST Asuka R 632146PK.pngGuardAll [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 VentaniaGGST Giovanna Ventania.pngGuardAllStartup5+4Recovery49Advantage-37 During Asuka's super flash. Without the dash, Ventania will lose.

Offense


Defense


Axl Low

Axl LowPatience getting in, then go ham.
  • 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 RensensGGST Axl Low 46S.pngGuardAllStartup24Recovery29Advantage-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


Common Round Start Interaction Table
Axl's Button Loses To Beats Trades Whiffs
2PGGST Axl Low 2P.pngGuardLowStartup10Recovery14Advantage-6 66 (5K, 2K)*if Axl slight delays, his 2P wins 6P, 4*Axl 2P blows up reactive play 5H 8, 9, 44
5PGGST Axl Low 5P.pngGuardAllStartup7Recovery19Advantage-11 [-3] 6P, 66 2K 5H, 8, 9 66 5K 4, 44
5KGGST Axl Low 5K.pngGuardAllStartup6Recovery11Advantage-2 6P 5H 66 5K*if Gio slight delays she wins 66 2K, 8, 9, 4, 44
66 2KGGST Axl Low 2K.pngGuardLowStartup5Recovery11Advantage-4 6P, 5H, 66 5K 66 2K 8, 9, 4, 44
f.SGGST Axl Low f.S.pngGuardAllStartup10Recovery19Advantage-8 6P 66 (5K*if gio delays 5K a bit, she trades, 2K), 4 5H 66 5K, 8, 9, 44
214SGGST Axl Low 214S.pngGuardAllStartup24Recovery21Advantage+3(Rainwater) 8, 9*Gio can airdash on reaction and hit/make Axl block 6P, 5H, 66 (5K, 2K)*gio recovers in time to block 4, 44

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


Common Round Start Interaction Table
Baiken's Button Loses To Beats Trades Whiffs
f.SGGST Baiken fS.pngGuardAllStartup9Recovery15Advantage-7 6P, 66 2K*1 frame window, 4~66 5K*any amount of walkback from roundstart causes Baiken f.S to whiff, allowing Gio to dash in and punish on reaction 5H, 66 5K 623S 2K,4,44,jump
2SGGST Baiken 2S.pngGuardAllStartup11Recovery19Advantage-8 5K, f.S, 2S, 5H, 66 2K*1 frame window 6P, 4*causes Gio to block, since it's a mid 44,jump
2HGGST Baiken 2H.pngGuardLowStartup17Recovery26Advantage-13 everything 4,44 jump

Roundstart centers around Baiken's f.SGGST Baiken fS.pngGuardAllStartup9Recovery15Advantage-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 2SGGST Baiken 2S.pngGuardAllStartup11Recovery19Advantage-8. Gio can rps with her 5H or backdash. Baiken can 2HGGST Baiken 2H.pngGuardLowStartup17Recovery26Advantage-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 GaeshiGGST Baiken 236K.pngGuardAllStartup15Recovery5Advantage-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-KabariGGST Baiken 41236H.pngGuardAllStartup18Recovery19Advantage-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-watashiGGST Baiken 236236S.pngGuardAllStartup8+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


Common Round Start Interaction Table
Bedman's Button Loses To Beats Trades Whiffs
5KGGST Bedman 5K.pngGuardAllStartup8Recovery14Advantage-7 66 2K 5H 66 2K 4, 44
2KGGST Bedman 2K.pngGuardLowStartup6Recovery10Advantage-2 66 5K 5H, 66 2K 4, 44
f.SGGST Bedman fS.pngGuardAllStartup11Recovery17Advantage-9/2DGGST Giovanna 2D.pngGuardLowStartup17Recovery12Advantage-8 5H, 66 (5K, 2K) 4 44
236DGGST Bedman 236D.pngGuardAll (Guard Crush)Startup20~31Recovery20Advantage+7(Wild Assault) 66 5K*1-2 frame microdash 5H, 66 2K*Gio can beat if she presses 2K ONLY on frame 3, not frame 2. Not really viable, 4, 44
4 5H 66 (5K, 2K), 4, 44

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 2SGGST Nagoriyuki 2S.pngGuardLowStartup12Recovery21Advantage-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


Common Round Start Interaction Table
Bridget's Button Loses To Beats Trades Whiffs
5PGGST Bridget 5P.pngGuardAllStartup8Recovery14Advantage-6 66 5K*2 frame window, dl.5H 5H, 66 2K 4, 44
2PGGST Bridget 2P.pngGuardAllStartup7Recovery9Advantage-3 dl.5H 5H, 66 5K*1 frame window to trade 66 2K, 4, 44
2KGGST Bridget 2K.pngGuardLowStartup5Recovery11Advantage-2 66 2K, dl.5H 5H 66 5K, 4, 44
5KGGST Bridget 5K.pngGuardAllStartup6Recovery9Advantage-2 66 2K, dl.5H 5H 66 5K*delaying 5K by like 3 frames after microdash will whiff punish Bridget 4, 44
2SGGST Bridget 2S.pngGuardLowStartup11Recovery20Advantage-9 66 2K, 5H 66 5K*can trade, dl.5H 4, 44
f.SGGST Bridget fS.pngGuardAllStartup10Recovery18Advantage-9 66 5K dl.5H, 4 5H 66 2K*Leaves Gio plus, 44
5HGGST Bridget 5H.pngGuardAllStartup11Recovery29Advantage-17 5H 66 5K, dl.5H, 4, 44 66 2K*Leaves Gio plus
4*reactive play 66 button 5H, 66 (2K5K, dl.5H*Bridget can whiff punish these options after walking back, 4, 44

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 MovementGGST Bridget 214K.pngGuardAllStartup20~38Recovery0Advantage+16 (Airborne) and f.SGGST Bridget fS.pngGuardAllStartup10Recovery18Advantage-9 usual followups to the Stop and DashGGST Bridget Stop and Dash Overlay Air.pngGuardAllStartup15RecoveryTotal 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 DPGGST Chipp Zanuff Beta Blade.pngGuardAllStartup9Recovery23Advantage-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 BladesGGST Chipp Zanuff Alpha Blade Horizontal Ground.pngGuardAllStartup29Recovery19Advantage-4 as well as his command grabGGST Chipp Zanuff 63214S.pngGuardGround 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


Common Round Start Interaction Table
Chipp's Button Loses To Beats Trades Whiffs
66 5KGGST Chipp Zanuff 5K.pngGuardAllStartup6Recovery8Advantage-3 2K, 66 2K 5H, 66 f.S 66 5K 4, 44
66 2KGGST Chipp Zanuff 2K.pngGuardLowStartup5Recovery8Advantage-2 66 5K 5H, 66 f.S 2K*usually gio wins, small gap for chip, 66 2K 4, 44
f.SGGST Chipp Zanuff fS.pngGuardAllStartup9Recovery20Advantage-8 2K, 66 (5K, 2K)*1-2 frames 5H, 66 f.S 4, 44
5HGGST Chipp Zanuff 5H.pngGuardAllStartup11Recovery16Advantage-4 5H, 66 (2K*small window! feels like 1-2 frames, but have to manually delay 1-2 frames. Usually trades, f.S*1-2 frames) 2K*if Gio delays at all, her 2K wins 66 5K*Need to do it later into microdash to trade, usually Chip 5H wins 4, 44
2DGGST Chipp Zanuff 2D.pngGuardLowStartup10Recovery19Advantage-7 2K, 66 (5K, 2K)*1-3 frames 5H, 66 f.S*1 frame gap, usually chip wins 4, 44
4 5H, 66 f.S 2K, 66 (5K, 2K)

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



Elphelt Valentine

Round Start


Common Round Start Interaction Table
Elphelt's Button Loses To Beats Trades Whiffs

Neutral


Offense


Defense


Faust

FaustYou are the apple a day
  • 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 ThrustGGST Faust 41236K.pngGuardAllStartup26~37Recovery19Advantage-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


Common Round Start Interaction Table
Faust's Button Loses To Beats Trades Whiffs
2PGGST Faust 2P.pngGuardLowStartup7Recovery11Advantage-3 2K 5K, most buttons5H, 6H, f.S, 2S, 6H, 5P, 2P, 623S 66(1)5K, dl(1-2)2P 5K, 214Srecovers in time to block
6PGGST Faust 6P.pngGuardAllStartup9Recovery32Advantage-21 2K, 2D, j8>dl.AD>j.H (66)5K, 5H, 662D, j9 j8, walkback, backdash
5KGGST Faust 5K.pngGuardAllStartup7Recovery8Advantage-2 6P, 662K, 662S, (66)2Dnc 5H (66(1))5K wait, 2K
f.SGGST Faust fS.pngGuardAllStartup12Recovery20Advantage-8 6P, 662K, (66)5K, 5H 2K, 2D
2HGGST Faust 2H.pngGuardLowStartup14Recovery29Advantage-12 (66)2K, 665K, 662S, 5H, 214Snc walkback, backdash j8,j9
j.2KGGST Faust j.2K.pngGuardAllStartup10Recovery9 after LandingAdvantage-
  • 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

Even

Mirror match. You have the same tools.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top

Round Start


Common Round Start Interaction Table
Giovanna's Button Loses To Beats Trades Whiffs
6PGGST Giovanna 6P.pngGuardAllStartup12Recovery15Advantage-9
66 5KGGST Giovanna 5K.pngGuardAllStartup6Recovery12Advantage-2
f.SGGST Giovanna fS1.pngGuardAllStartup9Recovery16Advantage-4
2SGGST Giovanna 2S1.pngGuardLowStartup9Recovery15Advantage-6
5HGGST Giovanna 5H.pngGuardAllStartup10Recovery19Advantage-5


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.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Goldlewis's Button Loses To Beats Trades Whiffs
5PGGST Goldlewis Dickinson 5P.pngGuardAllStartup7Recovery6Advantage+3 66 2K 5H, 66 5K*5K trades on a 1 frame microdash, and delaying the 5K will let Gio win 4, 44, 8, 9
5KGGST Goldlewis Dickinson 5K.pngGuardLowStartup10Recovery12Advantage-7 66 5K*1-2 frame microdash 66 2K 5H*Goldlewis is plus 4, 44, 8, 9
2KGGST Goldlewis Dickinson 2K.pngGuardLowStartup7Recovery11Advantage-2 66 5K 5H, 66 2K*1 frame microdash will trade 4, 44, 8, 9
f.SGGST Goldlewis Dickinson f.S.pngGuardAllStartup11Recovery23Advantage-12 5H, 66 (5K, 2K)*1-4 frame microdash for both K buttons 8, 9 4, 44
684HGGST Goldlewis Dickinson Behemoth Typhoon (684).pngGuardAll* (Guard Crush)Startup12Recovery21Advantage-5 5H, 66 5K 66 2K*the timing for 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
j.DGGST Goldlewis Dickinson jD.pngGuardHighStartup14Recovery14Advantage+13 (IAD) 5H, 66 5K*kinda tight microdash 66 2K*if you dash far, will sideswap j.D, Gio recovers in time to block., 8, 9*you can preempt his j.D with j.P, but it's iffy and variable and messy 4, 44
236DGGST Goldlewis Dickinson 236D.pngGuardAll (Guard Crush)Startup20~31Recovery20Advantage+7(Wild Assault) 66 5K*1-2 frame microdash, 9*Gio cannot land and punish, so her best punish I could find was falling j.K>reset to neutral 5H, 66 2K*Gio can beat if she presses 2K ONLY on frame 3, not frame 2. Not really viable, 7, 8 4, 44
4 5H, 66 2K*though instant 2K whiffs, it catches Goldlewis at the same timing that beats 684H 66 5K, 4, 44, 8, 9

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

Happy ChaosWin in two hits, or get put into the blender forever

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.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Happy Chaos's Button Loses To Beats Trades Whiffs
66 5KGGST Happy Chaos 5K.pngGuardAllStartup6Recovery12Advantage-3*3 frame window 5H, 66 f.S 66 (2K, 5K) 4, 44
4 2SGGST Happy Chaos 2S.pngGuardLowStartup11Recovery18Advantage-7 66 f.S 5H, 66 2K 4, 44
66 2SGGST Happy Chaos 2S.pngGuardLowStartup11Recovery18Advantage-7 5H, 66 (f.S, 2K, 5K) 44, 4 *Chaos 66 2S destroys Gio's reactive roundstart options
2SGGST Happy Chaos 2S.pngGuardLowStartup11Recovery18Advantage-7 5H, 66 (f.S, 2K, 5K)*the timings for the microdash K buttons is tight 4, 44
2DGGST Happy Chaos 2D.pngGuardLowStartup10Recovery19Advantage-8 66 (2K, 5K)*3 frame window 66 f.S*can trade unfavorably after a 1f microdash 5H*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 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 throwsGGST Happy Chaos Ground Throw.pngGuardGround ThrowStartup2Recovery38Advantage-, tap dustingGGST Happy Chaos 5D.pngGuardHighStartup20Recovery26Advantage-15, or crossup rollGGST Happy Chaos 214K.pngGuard-Startup-Recovery35 totalAdvantage- to open you up and regain resources. Low profiles do well into happy chaos's advancing optionsGGST Happy Chaos 6S.pngGuardAllStartup12Recovery24Advantage-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:

2KGGST Happy Chaos 2K.pngGuardLowStartup7Recovery12Advantage-4/5KGGST Happy Chaos 5K.pngGuardAllStartup6Recovery12Advantage-3: If chaos is close enough to, fuzzy throw to catch them tick throwingGGST Happy Chaos Ground Throw.pngGuardGround ThrowStartup2Recovery38Advantage-/crossup rollingGGST Happy Chaos 214K.pngGuard-Startup-Recovery35 totalAdvantage-/6KGGST Happy Chaos 6K.pngGuardLowStartup16Recovery16Advantage-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 2KGGST Happy Chaos 2K.pngGuardLowStartup7Recovery12Advantage-4/5KGGST Happy Chaos 5K.pngGuardAllStartup6Recovery12Advantage-3 > tap dustGGST Happy Chaos 5D.pngGuardHighStartup20Recovery26Advantage-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 6SGGST Happy Chaos 6S.pngGuardAllStartup12Recovery24Advantage-14 after 2KGGST Happy Chaos 2K.pngGuardLowStartup7Recovery12Advantage-4/5KGGST Happy Chaos 5K.pngGuardAllStartup6Recovery12Advantage-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.SGGST Happy Chaos cS.pngGuardAllStartup7Recovery10Advantage+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. rollGGST Happy Chaos 214K.pngGuard-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.

6KGGST Happy Chaos 6K.pngGuardLowStartup16Recovery16Advantage-7: After 6k, Chaos has usually moved close enough to go for gapless gunflipGGST Happy Chaos 236S.pngGuardAllStartup9Recovery13Advantage+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).

2DGGST Happy Chaos 2D.pngGuardLowStartup10Recovery19Advantage-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.

6SGGST Happy Chaos 6S.pngGuardAllStartup12Recovery24Advantage-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.

2SGGST Happy Chaos 2S.pngGuardLowStartup11Recovery18Advantage-7: Similar to 2D, FD this and backdash rps Chaos.

5DGGST Happy Chaos 5D.pngGuardHighStartup20Recovery26Advantage-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.

236SGGST Happy Chaos 236S.pngGuardAllStartup9Recovery13Advantage+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.

236KGGST Happy Chaos 236P.pngGuard-Startup-Recovery29 totalAdvantage-(Scapegoat/Clone)236PGGST Happy Chaos 236P.pngGuard-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.

214KGGST Happy Chaos 214K.pngGuard-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 noteGGST I-No Antidepressant Scale.pngGuardAllStartup29RecoveryTotal 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 SGGST I-No Stroke the Big Tree.pngGuardLowStartup16Recovery16Advantage-7/HGGST I-No Stroke the Big Tree.pngGuardLowStartup28Recovery16Advantage-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 FortissimoGGST I-No Ultimate Fortissimo-2.pngGuardAll (Guard Crush)Startup7+2Recovery13Advantage+26, you can punish it with a tricky 2H combo starter right after the first hit.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
I-No's Button Loses To Beats Trades Whiffs
6PGGST I-No 6P.pngGuardAllStartup9Recovery18Advantage-9 2S (non-ch), 2D (non-ch), dl.2K/662K, 623S (non-ch) f.S, 5H, 5K, 2H, j9 6P (clash) block, 2K
f.SGGST I-No f.S.pngGuardAllStartup12Recovery18Advantage-13 66 5K, 66 f.S, 6H, 2D, IAD j.Xall aerial buttons score a non-ch punish, 66(2)2K 5P, 2S, f.S, 623S, 2K, 66(1)2K dl.623S(clash), 6P(clash) walkback, j8, j9
2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11 214S(non-ch), dashblock>2K(non-ch) 5K, 2K f.S, 2S, 5H, 2D, 662K, 665K backdash, j8, j9, 623S(timingWhen 623S is delayed slightly, the moves trade in a mutual counterhit. Otherwise they whiff completely. Either way, probably a bad idea to use)
2HGGST I-No 2H.pngGuardAllStartup11Recovery14Advantage-5 5H, 66 5K, 66 f.S 2S, 2D block, j8, j9
236SGGST I-No Stroke the Big Tree.pngGuardLowStartup16Recovery16Advantage-7 2S, 2K, 6~6Dneed to step forward slightly for the throw to connect, 214S(non-ch) 5H, 66 5K, walkback 2H, 6P, 623S backdash, j8, j9
66 j.SGGST I-No jS.pngGuardHighStartup8Recovery20Advantage- 5H, 6P, f.S 2D
66 j.HGGST I-No jH.pngGuardHighStartup12Recovery21Advantage- 5H, 6P, f.S, 2D
  • jump > j.236KGGST I-No Sultry Performance 2.pngGuardAllStartup10 [37]RecoveryUntil Landing + 15Advantage-3 ~ -4 [+2 ~ 0]/j.236SGGST I-No Sultry Performance 1.pngGuardAllStartup10 [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-strokeGGST I-No Stroke the Big Tree.pngGuardLowStartup16Recovery16Advantage-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 6HGGST I-No 6H.pngGuardAllStartup7Recovery19Advantage-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.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Jack-O's Button Loses To Beats Trades Whiffs
6PGGST Jack-O 6P.pngGuardAllStartup10Recovery20Advantage-12
f.SGGST Jack-O fS.pngGuardAllStartup11Recovery17Advantage-9
5HGGST Jack-O 5H.pngGuardAllStartup10Recovery23Advantage-6
2DGGST Jack-O 2D.pngGuardLowStartup10Recovery18Advantage-19


Notable Interactions


Neutral


Offense


Defense and Punishes



Johnny

Round Start

Common Round Start Interaction Table
Johnny's Button Loses To Beats Trades Whiffs
f.SGGST Johnny fS.pngGuardAllStartup9Recovery22Advantage-11 66 5K1 (CH), 5K (CH), 6P 5H (CH), 2D (CH)
2SGGST Johnny 2S.pngGuardLowStartup11Recovery21Advantage-10 66 5K1 (CH), 5H (CH), 2D (CH) 5K, 6P (CH), 2D (CH)
2DGGST Johnny 2D.pngGuardLowStartup10Recovery26Advantage-15 66 5K1 (CH) 5K, 6P (CH), 2D (CH) 5H
6PGGST Johnny 6P.pngGuardAllStartup11Recovery17Advantage-9 2D 66 5K (CH2), 5H (CH) 6P (Clash) 5K, 2K
Notes
  1. You need to input 5K before his move can start up. You can dash for up to 4 frames against 2S, for up to 3 frames against 2D, and for up to 2 frames against f.S.
  2. Counter hits long (> 3f) dashes, punishes short dashes.

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 KiskeGround Based Footsies

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 EclatGGST Ky Kiske 214S.pngGuardAllStartup14Recovery25Advantage-8 [-6] with 5K/2K > 214K.
  • Gio can route into safejumps to deal with Ky's DPGGST Ky Kiske 623S.pngGuardAllStartup11Recovery43Advantage-33 [-28].
  • Once he gets 50 meter, watch out for Stun DipperGGST Ky Kiske 236K 1.pngGuardLow, AllStartup7Recovery30Advantage-19 [-14]
  • Watch out for his disjointed 5HGGST Ky Kiske 5H.pngGuardAllStartup12Recovery21Advantage-8 and 6HGGST Ky Kiske 6H.pngGuardAllStartup15Recovery20Advantage-7

Play honest (or not so honest) footsies with Ky, and beat him at his own game.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top




Round Start


Common Round Start Interaction Table
Ky's Button Loses To Beats Trades Whiffs
f.SGGST Ky Kiske fS.pngGuardAllStartup10Recovery16Advantage-5 6P 66 (5K*2P and 5K can trade with Ky f.S, but tight, 2K, f.S) 5H 4, 44, 8*Ky recovers in time to anti-air
66 f.SGGST Ky Kiske fS.pngGuardAllStartup10Recovery16Advantage-5 5H, 6P, 66 (5K, 2K, f.S) 4, 8*Ky recovers in time to anti-air 44
66 2KGGST Ky Kiske 2K.pngGuardLowStartup6Recovery10Advantage-2 5H, 6P, 66 f.S 66 2K*varies 66 5K*can also win, 4, 44, 8*Ky recovers in time to anti-air
6PGGST Ky Kiske 6P.pngGuardAllStartup9Recovery17Advantage-8 66 2K 5H, 66 (5K, f.S) 6P*clashes 4, 44, 8*Ky recovers in time to anti-air
4*reactive play 66 f.S the other stuff

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 DipperGGST Ky Kiske 236K 1.pngGuardLow, 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 EclatGGST Ky Kiske 214S.pngGuardAllStartup14Recovery25Advantage-8 [-6] more consistently.

Leo Whitefang

His fireball is far too fast in the S versionGGST Leo Whitefang Graviert Wurde.pngGuardAllStartup10RecoveryTotal 50FAdvantage-12 to 236K on reaction, but it's a fairly reasonable option against the H versionGGST Leo Whitefang Graviert Wurde.pngGuardAllStartup35RecoveryTotal 66FAdvantage+17. His DPGGST Leo Whitefang Eisen Sturm.pngGuardAllStartup9Recovery33Advantage-28 is fast and naturally beats cross-ups, encouraging you to use a decent safejump for oki and also to keep your mixups unpredictable.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Leo's Button Loses To Beats Trades Whiffs
6PGGST Leo Whitefang 6P.pngGuardAllStartup10Recovery17Advantage-5 66 2K 5H, 66 5K 4,44
66 5KGGST Leo Whitefang 5K.pngGuardAllStartup9Recovery13Advantage-3 5H, 66 (5K, 2K) 4 44
2KGGST Leo Whitefang 2K.pngGuardLowStartup7Recovery11Advantage-5 66 5K 5H, 66 2K*trades on 1 frame input 4,44
2SGGST Leo Whitefang 2S.pngGuardLowStartup10Recovery13Advantage-2 66 2K 5H 66 5K*Gio is plus here, 4, 44
4 5H, 66 2K*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*Leo is plus after Gio whiffs

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) DPGGST Leo Whitefang Eisen Sturm.pngGuardAllStartup9Recovery33Advantage-28/66 DPGGST Leo Whitefang Eisen Sturm.pngGuardAllStartup9Recovery33Advantage-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 2DGGST Leo 2D Hitbox.pngGuardLowStartup12Recovery19Advantage-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 dolphinGGST May Mr. Dolphin Horizontal.pngGuardAllStartup7Recovery20 (24 OH)Advantage-3 or on reaction to H dolphinGGST May Mr. Dolphin Horizontal.pngGuardAllStartup25Recovery20 (18 OH)Advantage+7. Her more disjointed buttons may be hard to contest, so try to play patient and punish her mistakes.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
May's Button Loses To Beats Trades Whiffs
6PGGST May 6P.pngGuardAllStartup12Recovery18Advantage-7 dl.5H, 2D, 236K f.S, 5H 6P (clash) 5K, 2K, 2S, 623S
5KGGST May 5K.pngGuardAllStartup8Recovery11Advantage-5 6P, micro-walkback > 5H f.S, 2S, 2D 5K, 623S 2K
2SGGST May 2S.pngGuardAllStartup10Recovery18Advantage-7 micro-walkback > 5H 5K, 2K, 6P, 2D, 623S f.S, 2S
IADB j.HGGST May j.H.pngGuardHighStartup12Recovery15Advantage+9 (IAD) IAD j.S
DolphinGGST May Mr. Dolphin Horizontal.pngGuardAllStartup7Recovery20 (24 OH)Advantage-3 5P, 6P, 2K, 5K, 623S 5H, 2D f.S, 2S

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.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Millia's Button Loses To Beats Trades Whiffs
6PGGST Millia Rage 6P.pngGuardAllStartup9Recovery16Advantage-11 dl.5H, 2D, jump forward j.H*While a tight window, it is possible to hit her before she can block, and even if she does you're still plus. 5K, f.S, 5H, 2H 6Pclash, 623Sclash 5P, 2P, 2K, 2S
5KGGST Millia Rage 5K.pngGuardAllStartup7Recovery12Advantage-3
f.SGGST Millia Rage f.S.pngGuardAllStartup9Recovery19Advantage-7 6P, jump forward j.H*Millia can always block in time, but you're plus. 5P, 2P, 2K, 5H, 2D 5K, f.S, 2S, 623S, walk back*Gio will always block here but is probably too far to get any punish backdash
2SGGST Millia Rage 2S.pngGuardLowStartup11Recovery18Advantage-6 2K, f.S, 5H, 214S, jump forward j.H*Millia can always block in time, but you're plus. 5P, 2P, 2H, 2D, 6P 2S 5K
2DGGST Millia Rage 2D.pngGuardLowStartup12Recovery19Advantage-8

Notable Interactions


Neutral


Offense


Defense and Punishes


  • Iron SaviorGGST Millia Rage Iron Savior.pngGuardLowStartup20Recovery17 + 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 TopGGST Millia Rage Tandem Top Full.pngGuardAllStartup12RecoveryTotal 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

NagoriyukiHave you heard of IBing? No? Allow me to remind you.

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.
  • 5KGGST Nagoriyuki 5K.pngGuardAllStartup7Recovery14Advantage-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.
  • 623HGGST Nagoriyuki Shizuriyuki1.pngGuardAllStartup11Recovery21Advantage-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 followupGGST Nagoriyuki Shizuriyuki2.pngGuardHighStartup10Recovery29Advantage-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 5DGGST Nagoriyuki 5D.pngGuardHighStartup20Recovery26Advantage-15, so it's safe to primarily worry about blocking low and jumping over his best mixup: the command grabGGST Nagoriyuki Bloodsucking Universe.pngGuardGround 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.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Nagoriyuki's Button Loses To Beats Trades Whiffs
5KGGST Nagoriyuki 5K.pngGuardAllStartup7Recovery14Advantage-2 66 2K, dl.5H*delay ~10 frames 5H, 66 5K*1 frame gap to trade 2K, 1*Nago 5K whiffs roundstart, 4*slight walkback makes 5K whiff, 44, 8
2KGGST Nagoriyuki 2K.pngGuardLowStartup7Recovery8Advantage-1 dl.5H*delay ~10 frames 5H, 66 2K*1 frame gap to trade 2K 66 5K, 1*Nago 5K whiffs roundstart, 4*slight walkback makes 2K whiff, 44, 8
623H(DP)GGST Nagoriyuki Shizuriyuki1.pngGuardAllStartup11Recovery21Advantage-7 5H, 2K, 66 (5K, 2K) dl.5H*1 frame delay to trade, but this short delay would lose to Nago's K buttons., 1*Nago DP reaches roundstart 4*slight walkback makes DP whiff, 44, 8
6PGGST Nagoriyuki 6P.pngGuardAllStartup12Recovery15Advantage-6 66 2K, 2K 5H, dl.5H, 66 5K, 1*Nago 6P reaches roundstart 4*slight walkback makes 6P whiff, 44, 8
214H(Beyblade)GGST Nagoriyuki Kamuriyuki1.pngGuardLowStartup14Recovery17Advantage-3 5H, 66 (5K, 2K) 2K, dl.5H*1-3 frame delay to win, but this short delay would lose to Nago's K buttons., 1, 4, 44 8
2SGGST Nagoriyuki 2S.pngGuardLowStartup12Recovery21Advantage-11 5H, 66 (5K, 2K) 2K, dl.5H*1 frame delay to trade, but this short delay would lose to Nago's K buttons., 1, 4 44, 8
236D(Wild Assault)GGST Nagoriyuki 236D.pngGuardAll (Guard Crush)Startup20~31Recovery20Advantage+7 66 5K*1-2 frame microdash 2K, 66 2K*Gio can beat if she presses 2K ONLY on frame 3, not frame 2. Not really viable, 1, 4, 44*2K, 1,4 and 44 can all block wild assault if done immediately at roundstart 5H, dl.5H 8*neutral jump goes over wild assault, and can punish it with j.H > c.S
4 5H(block) 2K, 66 2K, dl.5H, 8, 44*doing commital options into Nago's walkback allows nago to whiff punish with 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, 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 BusterGGST Potemkin Potemkin Buster Startup.pngGuardGround 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 HeadGGST Potemkin Slide Head.pngGuardLowStartup29Recovery24Advantage0 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 KnuckleGGST Potemkin Heat Knuckle 1.pngGuardAir Guard CrushStartup12Recovery18Advantage+10~+3 can still catch you even during 623S sometimes).

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Round Start


Common Round Start Interaction Table
Pot's Button Loses To Beats Trades Whiffs
2PGGST Potemkin 2P.pngGuardAllStartup8Recovery9Advantage-1 2K, 66 (5K, 2K)*1 frame delay 5K*5K delayed 1-2 frames beats Pot 2P, 5H 4, 44, 8, 9*Pot recovers in time to antiair
5KGGST Potemkin 5K.pngGuardLowStartup10Recovery9Advantage-4 66 (5K, 2K)*1-3 frame delay 5K, 2K 5H
f.SGGST Potemkin f.S.pngGuardAllStartup12Recovery18Advantage-8 5K, 5H, 66 (5K, 2K)*1-5 frame delay 2K, 4, 8, 9 44
2DGGST Potemkin 2D.pngGuardLowStartup13Recovery18Advantage-8 5H, 66 (5K, 2K)*1-6 frame delay 5K, 2K 44, 8, 9*Pot gets punished by falling j.H
[4]6HGGST Potemkin Hammer Fall.pngGuardAllStartup18~62Recovery26Advantage-9(Hammerfall) 4, 44, 8, 9*Gio gets a better punish from 8. Best punish I can get from 9 is 5K>214K(Sepultra\Dog Kick) 5K, 2K, 5H, 66 (2K, 5K)*K buttons can be special canceled into 214S(Sol Poente/Flipkick) or 623S(Sol Nascante/DP) to beat hammerfall.
Megafist ForwardGGST Potemkin Mega Fist.pngGuardHighStartup25Recovery16Advantage-6 5K, 2K, 66 (5K, 2K)*need a 1-5 frame delay to recover in time to block Megafist Forward, 4, 44, 8, 9*jumping beats forward mega fist with air-to-airs or a falling button 5H
6KGGST Potemkin 6K.pngGuardAllStartup22Recovery18Advantage-6~632146PGGST Potemkin Potemkin Buster Startup.pngGuardGround ThrowStartup5Recovery37Advantage-(Kara Pot Buster)*The input is actually 632146P~K 4, 44*Backdash recovers in time to punish whiffed Pot Buster, 8, 9, 5K, 2K*requires pot to do a 1 frame kara cancel, so 5K/2K will usually counterhit Pot here., 5H, 66 (5K, 2K)*depending on how tight the Kara cancel is and how tight Gio's cancel into a K button is, results may vary.,
623HGGST Potemkin Heat Knuckle 1.pngGuardAir Guard CrushStartup12Recovery18Advantage+10~+3(Heat Knuckle) 5H, 66 (5K, 2K) 8, 9 5K, 2K, 4*after Heat Knuckle and a K button whiffs, Gio is plus enough to punish with 5H, 44
236DGGST Potemkin 236D.pngGuardAll (Guard Crush)Startup20~31Recovery20Advantage+7(Wild Assault) 66 5K*1-2 frame microdash, 8, 9 5K, 2K, 66 2K*Gio can beat if she presses 2K ONLY on frame 3, not frame 2. Not really viable, 4, 44*Gio's K buttons and backdash will recover in time to block Wild Assault, 5H, 66 (5K, 2K)
4 5H, 7, 8 5K, 2K, 66 5K, 2K)*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 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 reasonsGGST Potemkin Heavenly Potemkin Buster2.pngGuardAir ThrowStartup12+0Recovery16AdvantageN/A

Defense and Punishes


  • MegafistGGST Potemkin Mega Fist.pngGuardHighStartup25Recovery16Advantage-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

Ramlethal ValentineDash 5k, Far slash whiff punish. heh

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.SGGST Ramlethal Valentine fS.pngGuardAllStartup11Recovery21Advantage-10 [-13], 5HGGST Ramlethal Valentine 5H.pngGuardAllStartup12Recovery28Advantage-12 [-13], and BajonetoGGST Ramlethal Valentine Bajoneto H.pngGuardAllStartup20RecoveryTotal 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 reversalGGST Ramlethal Valentine 236236S 2.pngGuardAllStartup7+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


Common Round Start Interaction Table
Ramlethal's Button Loses To Beats Trades Whiffs
6PGGST Ramlethal Valentine 6P.pngGuardAllStartup9Recovery18Advantage-9 2Dnon-counterhit dl.2K 2S 5K 5H 6P Block
5KGGST Ramlethal Valentine 5K.pngGuardAllStartup7Recovery11Advantage-2 6P 5H 2D 5K f.S Block 2K 2S
2KGGST Ramlethal Valentine 2K.pngGuardLowStartup6Recovery9Advantage-2 Block
2SGGST Ramlethal Valentine 2S.pngGuardLowStartup10Recovery18Advantage-5 [-8] 214S (non-ch), 4~66 X(see below) most buttons5P, 2P, 2K stop being active before Ram's 2S active frames and get Punished; the rest get Counterhit. Delaying fast buttons does not help to tip the scales in our favor 2S, f.S, 5H, 665K 5K 6H, walk back, j8, j9jump up/forward. Ram recovers before any of Gio's aerial attack can connect, and can block in time
IADB j.SGGST Ramlethal Valentine jS.pngGuardHighStartup12Recovery24Advantage+5 (IAD)
  • 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.SGGST Ramlethal Valentine fS.pngGuardAllStartup11Recovery21Advantage-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 5HGGST Ramlethal Valentine 5H Hitbox.pngGuardAllStartup12Recovery28Advantage-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 2KGGST Ramlethal Valentine 2K Hitbox.pngGuardLowStartup6Recovery9Advantage-2 sometimes (depending on the timing) lowprofiles Gio's 214S.
  • Ram's 5PGGST Ramlethal Valentine 5P Hitbox.pngGuardAllStartup5Recovery8Advantage-2 reliably counterhits Gio's 214S startup out of block at pretty much any range

Neutral


Offense


Defense and Punishes


  • Blocking her MortobatoGGST Ramlethal Valentine 236236S 2.pngGuardAllStartup7+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


Common Round Start Interaction Table
Sin's Button Loses To Beats Trades Whiffs
f.SGGST Sin Kiske fS.pngGuardAllStartup11Recovery19Advantage-8 5H, 2D, 66 (5K, 2K, f.S) 4 44
2SGGST Sin Kiske 2S.pngGuardAllStartup12Recovery13Advantage-5 5H, 66 (5K, 2K, f.S) 2D 4,44
2DGGST Sin Kiske 2D.pngGuardLowStartup10Recovery15Advantage-7 2D 66 (2K, 5K, f.S) 5H*Sin gets hard knockdown so is plus enough to start pressure 4, 44
6PGGST Sin Kiske 6P.pngGuardAllStartup11Recovery20Advantage-12 2D, 66 2K 5H, 66 (5K ,f.S) 4, 44
236KGGST Sin Kiske 236K 2.pngGuardLowStartup21Recovery15Advantage-8(Elk Hunt) 2D, 66 (2K, 5K, f.S) 5H, 4, 44
4 66 f.S 5H, 2D, 66 (5K, 2K), 4, 44

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


Common Round Start Interaction Table
Sol's Button Loses To Beats Trades Whiffs
6PGGST Sol Badguy 6P.pngGuardAllStartup9Recovery20Advantage-11
f.SGGST Sol Badguy fS.pngGuardAllStartup10Recovery13Advantage+2
2SGGST Sol Badguy 2S.pngGuardAllStartup10Recovery15Advantage-7
6HGGST Sol Badguy 6H.pngGuardAllStartup9Recovery43Advantage-27
2DGGST Sol Badguy 2D.pngGuardLowStartup10Recovery18Advantage-4
Dash 623HGGST Sol Badguy 623X.pngGuardAllStartup13Recovery19+10 LandingAdvantage-26


Notable Interactions


Neutral


Offense


  • Sol's 5KGGST Sol Badguy 5K.pngGuardAllStartup3Recovery25Advantage-16 and 5PGGST Sol Badguy 5P.pngGuardAllStartup4Recovery9Advantage-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 BringerGGST Sol Badguy 214K.pngGuardHighStartup30Recovery13Advantage-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 RevolverGGST Sol Badguy 236K.pngGuardAllStartup12Recovery9+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


Testament

Testamentyou reap what you sow
  • 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 ReaperGGST Testament j236S.pngGuardAllStartup16~22Recovery27Advantage-4, CrowGGST Testament 214P.pngGuardAllStartup21RecoveryTotal 39Advantage+1, and Arbiter SignGGST Testament 214S.pngGuardLowStartup24Recovery26Advantage-12 are all tools that Testament has to commit to, one at a time. Grave ReaperGGST Testament j236S.pngGuardAllStartup16~22Recovery27Advantage-4 projectiles are relatively easy to avoid or block, however they place a succubus that will make the CrowGGST Testament 214P.pngGuardAllStartup21RecoveryTotal 39Advantage+1 go to it, making it significantly harder to avoid as gio normally avoids the crow by... standing up. ArbiterGGST Testament 214S.pngGuardLowStartup24Recovery26Advantage-12 can be dashblocked easily, just be mindful of the overhead version.

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Round Start


Common Round Start Interaction Table
Testament's Button Loses To Beats Trades Whiffs
6PGGST Testament 6P.pngGuardAllStartup11Recovery15Advantage-7 2Dnc, 662K, 662S 5H, 662D 6Pcl, 2S, j7,j8, IAD j.X[3]
f.SGGST Testament fS.pngGuardAllStartup12Recovery18Advantage-7 5H, 665K 2D
2SGGST Testament 2S.pngGuardLowStartup10Recovery18Advantage-7 214Snc, step back -> dl.66 X[2][nc] 2Knc, 2D 5H, 665K, 66/dl.2K[1], f.S, 2S 5K, 623S, walkback, j7,j8,j9
j.236HGGST Testament j236S.pngGuardAllStartup13~19Recovery21Advantage+2
Walk Back 662D
  • 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 2KGGST Testament 2K hitbox.pngGuardLowStartup6Recovery13Advantage-3 lowprofiles Gio's 214S.
  • 236K destroys Grave ReaperGGST Testament j236S.pngGuardAllStartup16~22Recovery27Advantage-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.

Neutral


Offense


Defense and Punishes


Zato-1

Zato-1Just Block Tap Dust

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

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Zato's Button Loses To Beats Trades Whiffs
2PGGST Zato-1 2P.pngGuardAllStartup6Recovery9Advantage-3 [-1] 2K 5H 2Drecovers in time to block 5K 2S 2Pclash Block
6PGGST Zato-1 6P.pngGuardAllStartup12Recovery12Advantage-6 2D f.S 5H 6Pclash Block 2S 5K
f.SGGST Zato-1 f.S.pngGuardAllStartup10Recovery23Advantage-12
2SGGST Zato-1 2S.pngGuardAllStartup11Recovery20Advantage-10 5K 2K 5H
2DGGST Zato-1 2D.pngGuardLowStartup10Recovery17Advantage-9
Walk Back 5HGGST Zato-1 5H.pngGuardAllStartup13Recovery19Advantage-9

Notable Interactions


Neutral


Offense


Defense and Punishes


References

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