1.23

60 bookmarks
Custom sorting
Gio_combos_patch_1.21_v2.0
Gio_combos_patch_1.21_v2.0
A non-exhaustive list of relatively practical and somewhat applicable Giovanna combos by BlackYoshi & Rajief Patch 1.21 - Doc Version 2.0 (more readable edition) Glossary A B cancel from one move to another (gatlings, special cancels) A, B link from one move to another (as opposed to a ...
mario050987·shorturl.at·
Gio_combos_patch_1.21_v2.0
Giovanna Starter Guide 2.0
Giovanna Starter Guide 2.0
#Giovanna-Lounge Patch 2.0 (4 days before Dec 15th update) Iskandar Giovanna Starter Guide ___ Neutral Essentially there's four main moves you'll be doing to both establish and counter space: 5K/Dash 5K 2K/Dash 2K 5H/Dash 5H 2D/Dash 2D 5K: 6F startup mid, hurtbox near the standing foot, low r...
mario050987·shorturl.at·
Giovanna Starter Guide 2.0
Discord - A New Way to Chat with Friends & Communities
Discord - A New Way to Chat with Friends & Communities
Iskandar — Today at 10:33 AM c.S5Hs for blocked spacing into dash 5K for whiff punishes Post throw safejumps to immediately establish pressure or block reversals Corner c.S OTG setups Etc Pany — Today at 10:33 AM Okay one minute into the set I got question Why the fuck backdash after 214k is a good idea? And then 5H Iskandar — Today at 10:35 AM 214K has RPS RPS IS 214KNothing: Safest option give them a turn 214KDP: Calls out them using a mid/high to get their turn back. Good damage and reward but quite risky 214KBackdash: For the enemy to call out DP they'll do a fast low. Backdash avoids this 214K2K: Your own fast low to continue pressure potentially. Not worth without knowing what they typically go for Generally to both cover the nothing and DP option they'll do the fast low anyway so backdashing away is an immediate callout of both options Pany — Today at 10:38 AM Okay that's new to me Iskandar — Today at 10:41 AM Yerr The RPS is overall pretty weak for Gio you are more than likely going to have to give up the turn Which is precisely why things like "c.S5Hs for blocked spacing into dash 5K for whiff punishes" is a thing Pany — Today at 10:44 AM :monkaS: The depth... Iskandar — Today at 10:49 AM Ugh damn I had another message but it was eaten by disconnected internet Iskandar — Today at 11:09 AM Essentially there's four main moves you'll be doing to both establish and counter space: 5K/Dash 5K 2K/Dash 2K 5H/Dash 5H 2D/Dash 2D 5K: 6F startup mid, hurtbox near the standing foot, low recovery We love this button it's good. Not too much to write home about specifically here that I won't cover in Dash 5K so Dash 5K: The holy relic of Gio neutral offense. With this covering a quarter of the screen, mid to close range is a great time as both players look at each other in high noon shootout fashion. Big thing here is that Dash 5K goes into 6P with a simple and humble 1F gap. Then in combo you can continue into 214K. This will allow you to OTG either 5K or c.S and then IAD j.H into a safejump. Every Single Time 2K/Dash 2K: The low kick to compliment 5K. This is our best fast low poke. Can be used roundstart, in neutral, as an OTG for corner setups, etc. You want to confirm into 214K on normal hit or on CH try and go for a true 2D or use a K button again into 214K, potentially c.S as well can't remember if it gets into from CH 2K. 5H/Dash 5H: Similar in hitbox concept to 5K but bigger and meatier and a fat disjoint to boot (ba dum tss). While not as whiffable as 5K it having a big ol disjoint makes it a great option to space out correctly. Leads to some of most damage super confirm combos and can be OS'd so that you get 214K on block and 236K on hit. CH 5H236Kf.S5H214K will be your main confirm but you can CH 5H236K5K214K or CH 5H236K5KBRC for an easier confirm and an extension respectively. 2D/Dash 2D: The move that has left Gio a pariah amongst her peers. The singular input that has us rivaling the dead sea in salt. So we want to talk disjoints, we want to talk disconnected hitboxes, pulls down sunglasses, you've come to the right place. While balancing all of this Strike this is where the threat of your Throw (dash grab) is most potent. We gotta have the full 50/50 the entire Strike and Throw. Go for it after a knockdown Go for it after they respect 5K and get some tick throws Get those ticks off c.S as well Get them after a safejump Get them after super wallbreak with IAD j.K (whiff) grab Get them after DP is air blocked Get them here Get them there Get them anywhere Pany — Today at 11:24 AM :dogna_notes: :dogna_notes: :dogna_notes: Iskandar — Today at 11:27 AM From here there's c.S pressure c.SThrow: Calling out DP I see c.S2S: Beats jump-out attempts c.S5D: Call out blocking low for 2S c.S5H: Space yourself out c.S2D: I honestly cannot remember what this calls out but it does exist c.S236K: I used the plus frames to gain the plus frames c.S confirms c.S2S5H214K full combo and blockstring CH c.Sjcj.Hj.Dcontinue c.S2H236Kwallbounce5Kcontinue: Personal favorite CH c.S5[D]continue Iskandar — Today at 11:35 AM Then there's finally the specials We covered 214K but here it is again: 214K has RPS RPS IS 214KNothing: Safest option give them a turn 214KDP: Calls out them using a mid/high to get their turn back. Good damage and reward but quite risky 214KBackdash: For the enemy to call out DP they'll do a fast low. Backdash avoids this 214K2K: Your own fast low to continue pressure potentially. Not worth without knowing what they typically go for Generally to both cover the nothing and DP option they'll do the fast low anyway so backdashing away is an immediate callout of both options 236K: X236K is a way to mess with the opponent's reactions or just call them out and use it to gain plus frames. After hitting this on block Gio is +4 This means you can get a grab off, true 0F 5P, 1F 2P, 2F 5K/2K and 3F c.S. Spacing does play into this which is why I generally go for the K options but it depends on if the opponent you're going against has 3F or 4F options. 214S: :CRY: Gio's legally required overhead special. In the current patch it's not all that great or important for you to use anywhere outside of knockdowns you're sure they won't mash on or crossup j.K confirms. In the first case you get soft knockdown on hit, if they block it you're -5 and that is not great. From the soft knockdown you can get meaty 236K and be +4 or meaty 5K/2K/fS/2S as well as c.S but it's extra finnicky. In the case of crossup j.K it's a decent confirm that can be made kinda sick by FRCing either whiff throw on them being same side or j.H if they're crossed up and landing into 5K air juggles 623S: That Walmart Brand DP be hittin tho gahdamn This funky little DP has some wacky properties. At the start it's low profile but then shifts and becomes a high profile. Meaning in weird cases with dash DPing you hop over a low. In any case the main use of this is to turn into a Ground to Air ordinance and H I T EM. You're either: plus af because they air blocked it, got a hit that you can work with, or... you hit the jackpot and CH them CH 623S5Kjcj.Hj.Dkeep it going how you want depending on spacing and all (this is what continue means earlier) Outside of RC stuff or covering the very basics by explain the blockstring and how that breaks down (which I've done before so I'd just find and paste that here) this pretty much covers everything Gio on a surface level
mario050987·discord.com·
Discord - A New Way to Chat with Friends & Communities
Jarrrd on Twitter
Jarrrd on Twitter
it's just style points #GGST_GI pic.twitter.com/Qkq0Zw2cKZ— Jarrrd (@ItsJarrrd) December 10, 2022
mario050987·t.co·
Jarrrd on Twitter
Lime 🛫 Frosty Faustings on Twitter
Lime 🛫 Frosty Faustings on Twitter
100 meter, 5 5Ds (4 full charged, 1 tap) we are pushing the limits with this one. #GGST_GI pic.twitter.com/LnyBT4oL2f— Lime 🛫 Frosty Faustings (@CD_Lime) December 10, 2022
mario050987·t.co·
Lime 🛫 Frosty Faustings on Twitter
Lime 🛫 Frosty Faustings on Twitter
Lime 🛫 Frosty Faustings on Twitter
50 meter, 3 full charge 5Ds. This meta can be pushed further before the patch ruins it somehow. I will press on in my research.#GGST_GI pic.twitter.com/J5K74a7Dn7— Lime 🛫 Frosty Faustings (@CD_Lime) December 10, 2022
mario050987·t.co·
Lime 🛫 Frosty Faustings on Twitter
VGG | Smuggles on Twitter
VGG | Smuggles on Twitter
#GGST_GI I wanted to test this to know the number and I feel so validated. Gio standing pixels outside Nago 2S range takes ~18f from the frame she inputs dash to connect a dash 5K. Nago 2S at 0 blood is 30f total whiff meaning it's less reachable than tk Yozansen, to whiff punish— VGG | Smuggles (@SmugglesFGC) December 11, 2022
mario050987·twitter.com·
VGG | Smuggles on Twitter
ひげ on Twitter
ひげ on Twitter
電波さん信者です #GGST_GI#PS4sharehttps://t.co/IQz6KTKBUo pic.twitter.com/A5VVkz3uzh— ひげ (@higekaku) December 9, 2022
mario050987·t.co·
ひげ on Twitter
eh on Twitter
eh on Twitter
yooo i finally got it meterless in a match!! #GGST_GI pic.twitter.com/JPPaVqFhvq— eh (@dirtydan302) December 9, 2022
mario050987·t.co·
eh on Twitter
ian on Twitter
ian on Twitter
reaction test against #ggst_si . #GGST_GI sol nascente > side switch wall break pic.twitter.com/o3VnCIT8ba— ian (@midimugen) December 6, 2022
mario050987·t.co·
ian on Twitter
Jarrrd on Twitter
Jarrrd on Twitter
One day, they'l give you cool shit without meter, Gio. I can pray. #GGST_GI pic.twitter.com/hyC2IWqiin— Jarrrd (@ItsJarrrd) December 5, 2022
mario050987·t.co·
Jarrrd on Twitter
Lime 🛫 Frosty Faustings on Twitter
Lime 🛫 Frosty Faustings on Twitter
Haven't posted some Gio tech in a min so to celebrate @ty_ty576 winning Arc Revo Japan (おめでとうティーワイさん) here is a fun FRC route off of 5K>6P>214KHopefully this still works on the 15th 🤞#GGST_GI pic.twitter.com/9YdvEOY0ob— Lime 🛫 Frosty Faustings (@CD_Lime) December 4, 2022
mario050987·t.co·
Lime 🛫 Frosty Faustings on Twitter