While on the ground
An overhead attack.
This move can open up an opponent when they're crouch blocking.
Holding the button will strengthen the attack.
Homing jump
When Dust Attack (Hold) hits
You can chase after the opponent and follow up with an attack.
Pressing the attack button you used again will perform a unique finisher.
Sweep
+
While on the ground
A low attack.
This move can open up an opponent when they're stand blocking.
Gatling Combination
AIR OK
Attack buttons in a specific order
Air OK
You can perform a combo by using normal attacks in a certain order.
Throw
AIR OK
or+
Air OK
A move that has a very short range, but cannot be blocked.
You can't block an opponent while they are blocking an attack.
You can escape throws by inputting the throw command the instant you are thrown.
Stand blocking
While on the ground
Blocking while standing allows you to block the opponent's overhead attacks.
However, stand blocking cannot defend against low attacks or throws.
Crouch Blocking
While on the ground
Blocking while crouching allows you to block the opponent's low attacks.
However, crouch blocking cannot defend against overhead attacks or throws.
Air Blocking
AIR ONLY
or
Air only
In mid-air
Air blocking allows you to block all attacks except for throws.
Instant Block
AIR OK
or
Air OK
Right as the attack connects
Your character will flash white when you successfully Instant Block.
Instant Block gains more Tension Gauge than regular blocking, and you will not be knocked away from the opponent.
Faultless Defense
AIR OK
or+Hold 2 attack buttons except
Air OK
A more powerful way of blocking that consumes Tension Gauge.
Faultless Defense pushes the opponent farther away than regular blocking.
Roman Cancel
AIR OK
Press 3 attack buttons except
Air OK
Consumes 50% of your Tension Gauge.
Its function changes depending on what your character is doing when you use it.
Psych Burst
AIR OK
+Any attack button
Air OK
Consumes the entire Burst Gauge.
It can be used when blocking or taking damage as well, but its properties will change.
Command Normals
Command Normal 1
+
An attack with upper body invincibility.
It's a good way to stop the opponent's jump-ins as it works well against aerial attacks.
Command Normal 2
+
Giovanna leaps in the air and attacks.
You can input
+
up to 2 times for a follow-up attack.The final hit will kncock the opponent down.
You can also delay the follow-up attacks, making it easy to use in combos and pressure strings.
Special Attacks
Sepultura
+
Giovanna moves slightly forward and attacks.
It has a long reach and fast startup, making it easy to include in combos.
It is difficult for the opponent to punish this move when it hits at the tip of the move, making it useful in zoning.
Trovão
+
A lunge attack where Giovanna charges forward swiftly while attacking.
It is a suitable move to surprise the opponent, and it also has low recovery when blocked, making it a good move to use to approach the opponent.
Sol Nascente
+
A powerful attack where Giovanna delivers a flip kick vertically upwards.
Although there is no invincibility, as Giovanna is in a low profile while performing this move, it is effective as an anti-air attack.
Sol Poente
AIR OK
+
Air OK
A 2-hit attack where Giovanna leaps forward while attacking.
Giovann can avoid the opponent's low profile attack and it will knock the opponent down on hit.
It will also cross-up the opponent when performed at close range, making it a good option to break the opponent's defense.
The first hit of this move will only hit the opponent when they are behind Giovanna.
Inputting
or
during the animation can control Giovanna's movement to an extent.
Overdrives
Ventania
+
A multi-hitting heavy damage lunge move.
it has fast startup and invincibility at the beginning, making it a great move to use during combo or to interrupt the opponent's attack.
Landing this move in the close range will increase the number of hits and damage of this move.
It will laso cause an Area Shift on hit in the corner.
Tempestade
AIR ONLY
+
Air only
In mid-air
A lunge attack where Giovanna dives diagonally downwards.
it has a fast startup, making it easy to include in air combos, and its quick movement speed is effective at catching the opponent off guard.
It will also cause an Area Shift on hit in the corner.