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- Beta Giovanna Gameplan Write-Up by an anonymous Giopolitan
- ~~Rule number one: Protect the President.~~
- Rule number one: You need to get in.
- Rule number two: You will not mindlessly use 214S.
- Rule number three: Be patient.
- 1. Use Giovanna's good movement to bait out whiffs (dash, backdash, dash FD cancel) and either punish on reaction or get in with dash attacks, 236K or an IAD.
- *If you do not get a punish but get to close the distance or hit their block, that's still a win. Every inch towards the opponent and corner limits the opponent's options.*
- 2. Use dash + attack to glide forward with lingering advancing hitboxes e.g. dash 5K, dash fS, dash 2D, dash 2S etc. 236K and air approaches are reactable but valuable to mix in. Remember 236K's projectile destroying property.
- Do not get predictable or your approach will get countered.
- Play right at the range where you can threaten with the above options as they're basically unreactable. Your opponents will have to respect them and try to read when you're approaching, which means they're forced to do something to stuff them out preemptively. This often leads to opponents whiffing when you're just chilling at range.
- If your opponent is trying to react to your approach, bait out a reaction with movement (e.g. dash backdash).
- 3. You got in range to press buttons!
- a. they just blocked your 5K/2K/fS. Understand the framedata on these moves;
- >>> All the above moves are -2 on block, meaning any of the above into 5K has an 8 frame gap.
- Let's use an example. You dash 5K on Ky's block and you're now at roughly max 5K range. If you do another 5K, Ky has 8 frames to put out a hitbox that will reach you. If Ky attempts to use an attack that can reach you (fS frame 12, 2S frame 10) you will attack first. If Ky uses an attack that will hit first (6P, 5K) he will not reach you, so wait and whiff punish. Once your opponent is taught to respect this stagger pressure, you can start mixing up from it. Dash throw is unreactable from 5K range.
- b. they got hit by 5K/2K/fS(at longer range)/2S(at longer range), 2D, 5H
- Unless you want to blow 50% meter to RC and get a combo, cancel into 214K. Afterwards, dash-jump for a safejump jH (safejumps beat reversals). This will give you a full combo on hit and amazing pressure on block.
- Her gameplan is to get in and pressure the opponent until they crack, so safejumps are *extremely* important not only to combat reversals but to retain pressure. You don't want to go back to playing cat and mouse if you can prevent it.
- c. you got cS on block: here comes the money
- cS is +3 on block and comes out frame 8. This means there's a 5 frame gap between cS cS. People can mash a 5P (Giovanna, for example has a frame 5 5P), but if you use any faster button (for example 5K), they'll get hit. You can mix between
- >cS into cS,
- >cS into 5K,
- >cS into throw,
- >cS into jump cancel IAD crossup jK.
- The possibilities are endless with cS on block.
- You're finally in, so keep your opponent in check. Apply frametraps to stop people from jumping out or mashing. If your opponent never stops blocking, mix into throw. This should scare the opponent into trying to get out one way or another, which leads to frametraps catching them.
- d. they got hit by cS, gliding fS(close), 2S(close), 2H -> combos (2H 214K is the bnb starter from the aforementioned hits) or go wild with imagination. Decide whether you want to maximize damage or retain pressure with safejumps. Prioritise breaking the wall with your supers as it gives you a safejump to continue pressure.
- **The essence of Giovanna's block pressure is the strike/throw mixup and is essentially a game of rock paper scissors.**
- Frametraps beat mashing/jumping, and throw beats blocking.
- It is okay to guess wrong sometimes. Losing pressure safely > losing pressure and getting shafted for it, don't overextend.
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