Guilty Gear Strive - Giovanna Combo Guide
(combo notations below)
So here we are with the Giovanna combo guide for Guilty Gear Strive! The recent 1.10 patch for gg strive really changed a lot of things up, and especially for Giovanna who got a LOT out of this patch! Most of her combo routes are bigger/longer/better/more damaging now and in this video is showcased many examples. This is also only what I could come up with, so expect a lot more stuff out there on top of what you see here!
P = Punch
K = Kick
S = Slash
HS = Heavy Slash
D = Dust
COMBO GUIDE AND NOTATIONS
qcf = quarcter circle forward/236
qcb = quarter circle back/214
DP = Dragon Punch motion, forward, down, downforward/623
f = forward/6
b = back/4
cl. = Close
cr. = Crouching
789
456
123
Notations according to number method are just like keys on your keyboard. So 236 equals down, downforward, forward. 5 Assumes No direction/neutral.
FOREWORD:
So Giovannas new big thing in the patch is jumping HS into dust loops. A lot of the best new combos use this in some form and there is plenty examples in the video. The big thing is you simply can't hit them both right away, there is an element of timing needed. Generally speaking this is the simple rule of it, if you can delay the HS any bit, its better, as you will launch them higher, and the longer you can delay the dust the better, as you will land closer to the ground.
You gotta put the time in the lab for these guys, but if I can do it, anyone can! My execution sucks lol.
-----THE BASICS
2k, Sepultura
dash S, HS, Sepultura
P, 6P, Sepultura
dash~k, 6p, Sepultura (great whiff punish/party starter)
***NOTE*** 6p into sepultura gives really good knockdown, where you can dash forward, cl.S, and get iad HS which is a safejump
-----REGULAR COMBOS
cl.S, 2S, 2HS Sepultura, K, Sepultura(good hitconfirm, doesn't auto lose to fd like cl.S 2hs does)
cl.S, 2HS, sepultura, dash~K, 6HS x3
(corner) cl.S, 2HS, sepultura, K, jump H, D (wallbreak)
(midscreen or closer), cl.S, 2HS, sepultura, dash~k, jump HS, D, land, dash~k, sepultura
Charged dust combo - HS, jump, HS, D, HS, jump HS, HS
-----CROSSUP STUFF
crossup jump K, Sol Poente, sepultura
crossup jump K, Sol poente, dash, cl.S otg, then instant air dash HS is guaranteed wakeup pressure thats a safejump
crossup jump K, Sol poente, Roman cancel DOWN, cl.S, sepultura, K, sepultura
crossup jump K, Sol poente, roman cancel DOWN, charged dust, cl.S, sepultura, K, Sepultura (doesn't work on pot/goldlewis)
-----COUNTER-HIT COMBOS
CH 6p, sepultura, kick, sepultura
CH Stand HS, trovao, S, HS, Sepultura
CH Trovao, dash S, hs, sepultura
CH close S, 2HS, sepultura, dash~k, f+HS x3
(midscreen or closer to the corner)CH close S, 2HS, sepultura, dash~K, jump HS, delay D, land, dash~k, sepultura, wallbreak
CH Close S, Jump HS, delay D, land, dash~K, f+HS x3
(midscreen or closer to corner), Cl.S, jump HS, delay D, land dash~k jump HS, delay D, cl.S, wallbreak
CH Close S, jump HS, airdash, jump D, land, dash cl.S, f+HS x3
CH Close S, jump HS, airdash, jump D, land dash~K, jump HS(delay), D(delay) land, dash~K, sepultura
***NOTE*** close S forces standing, so even if they are crouching they will always be the appropriate height
(close) ch sweep, sepultura, dash cl.S, 2HS, travao
(far) ch sweep, dash~k, jump HS(tiny delay) jump D(tiny delay), land, dash~K, 6HS x3 **note*** this can also be done close
Uppercut counterhit combo (wallbreaks a bit past midscreen)
(easy) Sol nascente CH, dash~kick, kick, f+HS x3
(harder)Sol Nascente CH, dash cl.S, jump HS, D, dash, D, land, dash~kick, Sepultura, wallbreak
Air to Air jump HS, dash~K, jump HS, jump D, land, dash~k, f+HS x3
CH Sol Nascente, dash~k, jump HS(small delay), D(small delay), land, dash~k, jump HS, jump D(wallbreak)
-----THE BIG BOY "INFINITE"
Dash kick, jump S on way up, jump HS at peak, jump dust on way down. Repeat ad infinitum
there's timing on it, but you can do it! It will def take you a few tries though. keep in mind anytime you can get dashing kick
you are guaranteed to get this on the big characters!
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