Stop taking the Grab! - 5 Must Know Giovanna Counters (Patch 2.00)
Yeah so Gio out of the game, solved, downloaded. Fall prey to her Strike/Throw no Longer in Guilty Gear Strive. With enough practice you won’t even get throw looped anymore. Come one, Come all come see the Rise and Fall of Giovanna! Shutdown the staggers, the neutral, and the safe jumps. And OMG this quiz is Nuts! Mutli-parts sequences really the capture the essence of matchups. Lmk what you think PLEASE! Another stepping stone to perfect my craft for sure. Support the content by sharing it with your fellow gearheads as well as leaving a like! Onto the Next One!
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BGM (In order Played):
Guilty Gear Strive OST-Trigger - (Giovanna Theme)
Melty Blood Actress Again OST - Severe Person
Melty Blood Actress Again OST - Rhythmic Bustle
TimeStamps:
Intro - 0:00
Gio's Gameplan - 00:18
Stabilizing Round Start - 00:48
Giovanna's Neutral Structure - 01:39
Gio's not so special! - 03:43
Stop the Staggers - 6:46
Dealing with Safe Jumps - 10:48
Quiz Time - 11:45
Rankings! - 18:01
Terms Used:
Neutral - The stage of a fight where neither player is blocking or getting hit by anything, and you are trying to figure out the best way to start or continue your gameplan.
Abare- Attacking while you are at negative frame advantage. Pronounced ah-BAR-ray, at least by English speakers. Normally attacking while your opponent is plus is a bad idea, since if they press their fastest attack, they're going to win. But... sometimes opponents don't press their fastest attack! Maybe they want to stretch their advantage a little too far and, say, take extra time to walk up and throw. If you abare in these situations, you'll probably land some hits.
Frametrap - Two attacks back-to-back that leave a very small gap between them. The gap will be shorter than the defender's fastest attack, which means if they try to attack with a normal, they will get counter hit.
Tick Throw - Making someone block a fast, close-range normal and then immediately throwing them. This is often a good strategy because light normals are usually plus when blocked, and you won't get pushed very far away after, so following up with a throw is a strong offensive option.
Shimmy - Tricking someone into thinking you're going to throw them by walking close, and then, at the last second, walking backwards out of range so they whiff a throw tech attempt like a dummy.
Stagger - Stagger can also be used in its more common English meaning to describe attacks that are slightly delayed or off-beat from each other. Basically, you leave gaps between your attacks in tricky and unpredictable ways so your opponent thinks they're free to attack, then you smoke them with a devastating counter hit.
Safe Jump - A very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening.
RPS - Stands for Rock Paper Scissors, the classic game where each option beats one thing and loses to one thing.
Crossup protection - A system mechanic in Under Night In-Birth and Melty Blood where you are able to block cross-ups both directions for a brief window of time after your opponent switches sides. In order to have any chance of hitting your opponent with a jumping cross-up, you have to wait until your character turns around and faces the opponent.
Input Notation:
(Assuming Player 1 Side)
↖️⬆️↗️ 7 8 9
⬅️🚹➡️ = 4 5 6
↙️⬇️↘️ 1 2 3
FD = Forward Dash
P = Punch
K = Kick
CS = Close Slash
FS = Far Slash
HS = Heavy Slash
D = Dust
J= Jumping
Recommend Keep out Normals:
Sol - 5P, 2S
Ky - 5K, 2S, 5/6HS
Testament - 5K 2S
Jacko - 2K, 5K, FS
Nagoriyuki - 2/5K, 2S
Millia - 5P, and move out the way
Chipp - 5/2K, 2S, 5H
May - 5K, 2S, 5H
Zato - 2D, 5H
Ino - FS, 2S, 5/2HS
Happy Chaos - 2K, FS, 2S, 6S
Baiken - 5/2K, FS, 6K,
Anji - 5P, 5/2K, 2S
Leo - 2P, 2K, 2S, FS
Faust - 2P, 5/2K, FS, 2HS, 2D
Axl - 5P/2P, 2K, 2HS, 2D,
Potemkin - 5/2K, FS, 5HS, 2D
Ramlethal - FS, 2K, 2S, 5HS,
Giovanna - 5K, FS, 2S, 5HS, 2D,
Goldlewis - 5K, FS, 5HS
*if theres anything you want to add feel free to comment below (explanations encouraged!)
#GiovannaGuide #GuiltyGearStrive #Counters