GIOVANNA HOW TO PLAY | GULTY GEAR STRIVE GIOVANNA GUIDE
Yo ningens what's good today I'll be going over how to play for Giovanna. If you enjoy this video make sure to leave a like to let me know you want to see more, comment to let me know what you thought, and if you're new subscribe. #Giovanna #GuiltyGearStrive #GuiltyGearStriveGuide
Since people wanted to get smart with me on my frame trap that beats dp's vid here is more lab work that I found.
https://store.playstation.com/#!/tid=CUSA19210_00
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Iskandar — Yesterday at 11:16 AM
Pasting here since this is where most of the pins are kept and switching between the two is annoying
[11:16 AM]
Air Starters
c.S>2H>214K>5K>jc
CH 623S>dash 5K/c.S>jc
CH 5H>623S>dash 5K>jc
(opponent in the air) dash 5K (you can start here)>c.S>jc
RRCs (preferably 88RC)
Anytime you see them up in the air and you can catch with 5K up high (you'll learn what this height is)
Anytime they jump close
Anytime they jump after block from 5K or c.S (jump cancels baby)
*A small tip once you get better in some of these you can add a second 5K for more height or more horizontal depending on if you hit asap or delay some respectively but also realize that some of these can be tight af and adding that can alter the path later on, mostly corner to corners
A huge tip, you should almost always be holding 9 to initiate the jump cancel (jc) this will bring you close to the opponent. All you need to be doing is hold 9 (Up+Foward, North East) while either 5K or c.S and on the first frame available you will jump up forward, reacting to that properly is how you get your air combo started
The Air Combo itself
j.D>IAD>j.D (Light to mid)
j.D>IAD>j.S>j.H (Some what universal depending on height before launch but more so use on mids and heavy)
j.K>j.D>IAD>j.D (Another universal. Depending on height to drop off from second j.D it can whiff on heavies at times)
j.K>j.D>IAD>j.S>j.H (The most overall universal imo)
*While I say universal on heavies (pot, leo, nago) air combos like to drop super easily with them so mileage may vary. If you're any further than midscreen it's imo usually not worth and going for a 236K can work out better for distance.
Upon Landing
5K>214K
5K>5D
5K>5K>5K
5K>c.S>x if close
5K>6X (input as many H's as possible before wallsplat/break)
5K>6H>214K/623S
It's a lot of 5K
5H>214K (can work on many characters)
Depending on character, combo, etc. You might end up wallsplating during the air combo or immediately upon landing with 5K and your mind might autopilot to special or hit another button. For that @Deterministic_J has discovered a Super OS for wallstick which is X 63214K6H wallstick OS
MikeMuscles — Yesterday at 11:18 AM
5K > cS works close to wall so you can 5K cS 2H etc and 5K 6H 214K/623S both work usually as well
Some #GGST_GI Stuff, definitely needs some more testing, this was only tested against Sol 3F 5K. Also the Ky thing at the end is just weird to me, you can get the 2D wo work on Leo as well, worst case it clashes.No Audio. pic.twitter.com/pVBOdZ6SLw— 𝖾𝗟𝗣𝗈𝗂𝗇𝗍𝖾 (@eL_Pointe) July 19, 2021
Giovanna Combo Off Of IAD 214S Hit Confirm. Learned This was possible from watching Kazunoko matches.https://t.co/CLdOXIfc4j #GGST #GGST_GI #GuiltyGearStrive pic.twitter.com/0ZW364Os7i— Grinning_Neko (@GrinningNeko) July 19, 2021
Wanted to see what could be done with 5HS in corner, ended up doing... some of this stuff???A few random cS starter corner combos.#GGST #GGST_GI pic.twitter.com/vXx7vSXakv— Matt @ Doggo Advocate (@Mattagross) July 19, 2021
#PS4share#GGST_GIYou can do ur dp between Sol c.S and f.S for solid dmghttps://t.co/UlOriXc7Mj pic.twitter.com/1vVTi4vl6U— TND|Sasori (@tnd_sasori) July 19, 2021
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#FGC #GGST #GuiltyGear
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Surewin — Today at 5:50 AM
when pressuring with Giovanna, your goal is to try get a understanding of the opponents defensive habits
[5:50 AM]
lets say you get into a situation where they block your Close slash
[5:51 AM]
from here you have tons of options, but usually what you wanna do is layer1, the safest option to see if it opened them up
[5:51 AM]
if you do c.S > 2S (instantly)
[5:51 AM]
and 2S connects
[5:51 AM]
it means they either mashed DP or tried to jump
[5:51 AM]
if it connects, you should note that down
[5:51 AM]
ah hes jumping or mashing dp
[5:51 AM]
if u see that they block that 2S
[5:51 AM]
then u know they didnt
[5:52 AM]
now if you do c.S > delayed 2s
[5:52 AM]
and the 2s counterhits
[5:52 AM]
it means they were mashing
[5:52 AM]
if neither of these two occur
[5:52 AM]
you have knowledge that they are blocking
[5:52 AM]
like i was blocking alot
[5:52 AM]
the way you break their defence here
[5:52 AM]
is by doing c.S (wait for the animation to end) > dash > throw
[5:52 AM]
not the c.S cancel into dash (thats bad)
[5:53 AM]
the dash throw is unreactable
[5:53 AM]
forcing them to take action
[5:53 AM]
by either mashing, jumping or doing a reversal
[5:53 AM]
there are other techiques such as FD, fuzzy jump etc
[5:53 AM]
but its extreamly hard to fuzzy or fd Gio away
[5:54 AM]
now if your in the situation where 2S got blocked
[5:54 AM]
your pressure dosnt really end there
[5:54 AM]
because after 2S, u can still do delayed 5HS or dash up throw / c.S (to reset your pressure)
[5:55 AM]
and after 5HS you can do the same, you either do delayed 214K or dash up throw or 236K to reset pressure or even dash up c.S again
[5:55 AM]
when your pressuring with giovanna or any character, you wanna make mental notes on what worked and what didnt
[5:55 AM]
your goal is to break down their defensive habits
[5:55 AM]
thats for Offence lets talk about some other things like Confirms
[5:55 AM]
you did great on my Dp punish
[5:56 AM]
i saw u had some combos
[5:56 AM]
but you got alot of counter hit j.H
[5:56 AM]
and didnt confirm that into dmg, id recommend labbing a combo from air to air counter hit j.H(edited)
[5:57 AM]
when you get a knockdown with giovanna
[5:57 AM]
you wanna get okizeme
[5:57 AM]
to keep your pressure
@Surewin
but you got alot of counter hit j.H
Miss_Elise — Today at 5:57 AM
I know that air combos is a weakness of mine, coming from Tekken my initial tips from my more FG savvy friend was downblock and don't be afraid to jump
Surewin — Today at 5:57 AM
haha your friends with savvy? haha
[5:57 AM]
alright
Miss_Elise — Today at 5:57 AM
No uh
[5:57 AM]
Who's Savvy?
Surewin — Today at 5:58 AM
"Tekken my initial tips from my more FG savvy friend"
[5:58 AM]
oh i read that wrong
[5:58 AM]
theres a tekken player in eu named savvy
[5:58 AM]
haha
[5:58 AM]
im also a tekken player
[5:58 AM]
anyways lets talk about Okizeme
[5:59 AM]
you have 2 different types of oki as Giovanna
[5:59 AM]
depending on if they have a 7 frame reversal or not
[5:59 AM]
most combos that end with a air hitting 214K
Miss_Elise — Today at 5:59 AM
Oh I never played Tekken beyond online, I'm not a good Josie
Yes keep the lesson! I have one question about Offense going forward
Surewin — Today at 5:59 AM
gives u the opportunity to hit a OTG c.S or 5K
[5:59 AM]
c.S is the easiest one and usually always avialble
[5:59 AM]
doing c.S > jc > iad > j.H(edited)
[5:59 AM]
is a safe jump against non 7f reversals
[6:00 AM]
now u can do 5K > jc > iad > j.H but this is a bit more advanced and requires adaption in the combo
[6:00 AM]
this one is reversal safe against all reversals
[6:00 AM]
id say learn the c.S okizeme first
[6:00 AM]
now what was your question?
Miss_Elise — Today at 6:01 AM
I feel like I almost never get close enough to do a c.S, I basically only do f.S and 2S, not sure how to get in more c.S
Surewin — Today at 6:01 AM
yeah i can understand
[6:02 AM]
but even after 2S
[6:02 AM]
u can do the same mix
[6:02 AM]
because u can delay into 5HS
[6:02 AM]
the only problem is that 5HS dosnt clip people mashing dp
[6:02 AM]
but if you would start doing the safejump
[6:02 AM]
it would give you more opportunity to do c.S
[6:03 AM]
knocking someone earns you pressure
[6:04 AM]
Red_2021.07.18_-_13.04.20.04.DVR_Trim.mp4
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Miss_Elise — Today at 6:05 AM
I see.
Surewin — Today at 6:05 AM
if they block any of your jump ins > c.S
there are tons of ways to get a c.S
like 236K
its +2
your only real frametrap afterwords is 5k
but if they are expecting 5K, they are probably blocking
so if u know this (by breaking down their defensive habits) u can abuse this
by after they block 236K, u can just dash in and throw them Or do a c.S
also after throwing some1
you have 2 different okizemes
depending on the Speed of their dp
you either do throw > hold 9 > falling j.H (while blocking)
thats a safejump against non 7f dps
or u do throw > 7 > iad > late j.H
Surewin — Today at 6:15 AM
defense in fg are hard and i wasnt able to expose your defensive weaknesses enough because i played ky
[6:15 AM]
but start off by trying to incorperate that mindset of breaking down your opponents defensive habits
[6:16 AM]
thats probably going to help you improve
[6:17 AM]
Rushdown characters are revolved around that, and thats why im playing giovanna ^^
[6:17 AM]
i usually perfer playing Hot guys in fg but none of them fit my playstyle
[6:17 AM]
and chipp is just a batshit crazy turbo character
[6:17 AM]
i like the standard rushdown