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I Potemkin Buster on Wakeup — Today at 6:12 PM
(And remove the old pin)
[6:13 PM]
Yeah but a doc would require people to open it and connect to their google account
[6:13 PM]
Too long for the average GG player
[6:13 PM]
Ty btw
[6:13 PM]
Frametraps:
236K 5K
5K 214K
5K 2D
dash.5K dash.6D (this one is SO GOOD. abuse it)
2K 2D
throw > 5P whiff > 2D meaty (might whiff against Ky's dp, but won't lose to it)
5K 5D isn't a frametrap but dash 5K 2D/[5D] covers half the screen and is a great mixup to surprise people in the final round
Combos:
[5D8] HS jc HSH jc SHH or HS HSHS HH (204) or KH jc KH jc KHH (203) (if you're lazy)
fS/2S 5H 214K (97/77)
5K 214K (65)
2K 214K (55)
(close) 2D 214K 5K 214K (117)
(far) 2D 214K otg.2D (96)
6P 214K (67) (only against airborne opponents)
ch 6P 214K 5H (98)
ch 5H 236K fS 5H 214K (154) (harsh timing) or ch 5H 236K 5K 214K
(137) (easy)
ch 2D 214K dash.5K cS 2H 236K (142)
ch 236K fS 5H 214K (128)
ch 623S dash.5K jD airdash jD dash.5K 5K 6HHH
ch 6H dash.5K cS 2H 236K (140) (6H is not a move to throw out in neutral but hey)
ch 623S 5K 6HHH (honestly ? Something that works on both 623S and dash.623S is a pain in the ass to find. Will update whenever I find something for it)
Meter:
cS 2H 214K 5K 6HH 214K 44RC dash.5D cS 6HHH/236K (206) (corner to corner)
5K 214K 66RRC 5K 5S 2H 236K w!
cS 2S 5H 632146H (205) (You need to land both hits of 2S for it to work, otherwise just skip it for 5 less damage)
cS 2S (5H or 2H) 214K 88RRC jD 66 jD 5H 214K w! (200) (midscreen, the second jD will wallbounce them for the rest of the combo to hit)
6D RRC jD 66 jD 5H 214K w! ( ) (yes this is a midscreen wallbreak from a throw. The 5H will wallbounce them for 214K to connect)
[6:14 PM]
Corner (w! means wallbounce or splat, and [5]D or 214K will generally be the wallbreakers you'll want to use):
cS 2H 236K fS 5H 214K w! 5D ( )
cS 2H 236K 5S 5H 632146H ( )
All of this was done on Ky, whose damage modifier is of 1.0. Everything here was done at 0 meter besides RC/overdrive combos (which were done at 50), but don't forget that Gio gains more damage when she has 50 and 100 meter.
Don't forget that your dash cancels into itself and can be used to give absurd range to your normals.
6P also has Gio's entire hitbox in her shins, so you can use 6P to beat projectiles such as Stun Edge (both S and H, although H takes some timing)
Cool kid links:
https://twitter.com/lonelyRsn/timelines/1404869329615671296 innovative Gio combos
still missing a couple 623S/dash.623S combos as well as combos that can reliably end in j236236H (also missing some damage values on the combos, please do test them and ping me - with as low meter as possible to avoid skewing numbers due to her passive)
[6:14 PM]
there