GGST/Goldlewis Dickinson/Combos

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Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
BRC = Blue Roman Cancel
RRC = Red Roman Cancel
PRC = Purple Roman Cancel
YRC = Yellow Roman Cancel
YYXRC = Dash Input X Roman Cancel in Y direction i.e: 22PRC
XRC~Q = Cancel the X Roman Cancel into Q i.e: RRC~5K
WS = Wall Stick/Wall Splat
AB =  A.B.A
AN =  Anji Mito
AS =  Asuka R♯
AX =  Axl Low
BA =  Baiken
BE =  Bedman?
BR =  Bridget
CH =  Chipp Zanuff
EL =  Elphelt
FA =  Faust
GI =  Giovanna
GO =  Goldlewis
HA =  Happy Chaos
IN =  I-No
JC =  Jack-O'
JO =  Johnny
KY =  Ky Kiske
LE =  Leo Whitefang
MA =  May
MI =  Millia Rage
NA =  Nagoriyuki
PO =  Potemkin
RA =  Ramlethal
SI =  Sin Kiske
SO =  Sol Badguy
TE =  Testament
ZA =  Zato-1

Read First

  • All damage values were tested against Ky at full life with the R.I.S.C Level at 0.
  • For readability purposes, Behemoth Typhoon should be notated with only cardinal directions as opposed to the whole input. For example, 63214H should be 624H.

Beginner, and Core Combos

Beginner Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

The Bread and ButterHKD from anything, anywhere.
Easy

Any Button > 684H
684H serves as the cornerstone of Goldlewis combo structure, as it is fast and long reaching enough to connect after any button.

Ending combos with 684H provides a very advantageous Hard Knockdown A knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc. allowing Goldlewis to run up and initiate pressure easily afterwards.

Core Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

Ground Bounce 486HBread and Butter with some more meat.
Medium

Other Buttons > 486H > 66 5K > 684H
Ground bounces when hitting with the later front half of the move.

This can be done from medium or higher counterhits, such as CH f.S or from moves which launch the opponent upwards, like c.S > 2H. Off of c.S > 2H with dash momentum or close counter hit starters, it's possible to connect with a c.S after the ground bounce allowing for more 2H routes. This is impractical in the corner however due to increased pushback on 486H.


Side Switch 248HUseful for when you've been practicing too much P1 side too.
Medium

Other Buttons > 248H > 5P > 684H
Launches opponents behind Goldlewis when connecting at the beginning of the swing.

Off of a c.S starter or just a raw 248H start, you can follow up with 2S for a bit more damage. Against heavyweight opponents 248H > c.S is possible, opening up many routing options. However it has a very specific spacing requirement, only working at max range.


Specialized Combos

Advanced.png Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
  • Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific
  • Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc.
  • Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute

High Air Hit 248HGravity and launch based extender, used frequently after RC
Medium

... > (c.S) > 248H, 66 c.S > ...
Primary extender after 684H PRC. This route has virtually no opportunity cost as it leaves your opponent in the same position as before. Usable only once per combo due to high same move gravity-scaling.

This combo route is also available after 426H wall bounces and counter hit 268H / 486H.


Wall Bounce 426HCorner proximity and wall health based extender.
Medium

... > 426H, (66) c.S > ...
The corner equivalent of Ground Bounce 486H. 426H converts off all the same starters as 486H but offers better combo conversions, mainly high air hit 248H.

The microdash is dependent on distance to corner and helps ensure you get c.S and not f.S.

Full Combo List

  • All damage values are tested on  Ky at full health with the R.I.S.C Level at 0 unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
  • This list is meant for actual combos, not for frame traps, blockstrings, or mixups. If the combo itself allows to set them up afterwards, it is mentioned in the "Notes" field).
  • The difficulty is ranked on a scale of 1 to 5 (Very Easy, Easy, Medium, Hard and Very Hard) based on various factors (cancel leniency, link timings, special techniques, range consistency, etc).

P Starters

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
2P / 5P, (2P) > 684H Anywhere 72-75 All [2] Easy Go-to meterless combo for getting someone off you, or to capitalize on the hit of 5P/2P. 5P link combo does not work on crouching opponents nor standing Giovanna. Link 26989
(PC)
1.21
2P > 248H, 66, 5P > 684H Cornered 111 All [3] Medium Use a microdash/microwalk to take the corner directly off a mashed 2P. 248 is very short and can whiff; this is a risky route to try if you're not certain about the spacing. You can get c.S and break the wall, but the proration on jabs makes it usually a bad choice. 1.21
2P > 248H, 6, c.S > 268H, 66, c.S > 268H WS, 1080P Cornered 235 All [4] Hard Converts a cornered 2P check into an overdrive wallbreak. Take a microstep with 6 to cross under the opponent. Dashing with the dash macro after buffering the 1080 motion will help secure a clean hit, but isn't necessary. 85934
(PC)
1.21
CH 2P, c.S > 5H > 684H Anywhere 101 All [3] Medium Crouching or CH Confirm that grants higher damage than the above combo. 26997
(PC)
1.21
CH 2P > 268H, 684H Anywhere 108 All [3] Medium CH Confirm that grants higher damage than the above combo. 1.21
CH 2P/5P, f.S > 684H Anywhere 82/85 All [3] Medium CH confirm when stuffing moves with extended hurtboxes. 85931
(PC)
1.21
AA 2P/5P, 66 c.S > 2H > 486H, (66, 5K >) 684H Anywhere 128-138 All [3] Medium Anti-air jab conversion. CH makes it easier to link to c.S. 1.21
6P > 684H Anywhere 93 All [2] Easy Basic confirm into HKD. 1.21
CH 6P > 486H, 66, 5K > 684H Anywhere 157 All [3] Medium CH confirm for modest extra damage. If the opponent is in the air directly above your head, 486H will sourspot and ruin the combo; you're better off just doing 684H. 1.21

K Starters

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5K / 2K > 2D > 684H Anywhere 82-89 All [2] Easy Basic confirm into HKD Short for "Hard Knockdown".A knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc.. Link 26999
(PC)
1.21
CH 5K > (dc~)268H, 684H Anywhere 114 All [3] Medium CH confirm. Far 5K hits will prevent you from getting 684H unless you dash kara. 1.21

S Starters

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
f.S / 2S > 684H Anywhere 83 - 85 All [2] Easy Basic confirm into HKD Short for "Hard Knockdown".A knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc.. 1.21
CH f.S / 2S > 486H, 66 5K > 684H Anywhere 146 - 149 All [3] Medium Can be CH OS A shorthand for "Option Select"A situation where you perform an input and the game will "select an option" automatically depending on what the other character did.'d by inputting 684H, 486H. 1.21
c.S > 2H > 486H, 66 5K > 684H Anywhere 180 All [3] Medium Bread and Butter c.S combo that doesn't make use of either extender. 1.21
c.S > 2H > 426H, 66 c.S > 248H, 66 c.S > 268H WS, 684H Corner 266 All [3] Medium Simple corner combo. Add extra delay before first c.S against lightweights. Link 27006
(PC)
1.21
c.S > 268H, (66) 2H > 426H, 6 c.S > 2H > 486H WS, 624H Corner 274 All [4] Hard Must microdash before first 2H against May, Axl, Gio, & Jack-O. Cannot be point blank against Potemkin or else 268H hits too early. Replacing the first 2H with 5H makes the combo work on everyone at the cost of 2 damage (272 total). 1.21
c.S > 268H > (66) 2H > 426H, 6 c.S > 248H, 66 c.S > 268H WS, 66 624H Corner 283 All [5] Very Hard More optimal variation of above combo. Link 28538
(PC)
1.21
CH c.S > 248H > 66 c.s > 2H > 486H > 66 5K > 684H Anywhere 224 All [3] Medium Side switches after c.S, useful combo for when you are cornered. 1.21
CH c.S / f.S > 486H, 66 c.S > 2H > 426H, 66 c.S > 2H > 426H, 66 624H Midscreen 276 All [3] Medium CH f.S starter at the closer end of its range. Works on lightweights at near midscreen, but requires much closer corner positioning on heavyweights. Link 28539
(PC)
1.21
CH c.S > 486H, c.S > dc~248H, 66 c.S > (dc~268H,) 684H Anywhere 215-236 All [4] Hard Non-wallbouncing midscreen CH route route; when you absolutely do not want an early wallsplat. 1.21


H Starters

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
CH 5H > 268H, 426H, c.S > 248H, dash c.S > 268H WS, 684H Corner 290 All [3] Medium CH combo. Easily allows for a 1080P wall break since it builds 46% tension up to the wall splat. Link 28546
(PC)
1.21
(CH) 6H > (dl.) Level 3 236S Anywhere 173-175 All [2] Easy Delay Skyfish on CH so that all the bullets hit. 1.21
6H > 426H, c.S > 248H, 66 c.S > 268H, WS 684H Corner 285 All [3] Medium Normal hit corner conversion. 1.21
CH 6H > 268H, (dl) 426H, 248H > dash c.S > 2H > 862H WS 624H Corner 315 All [4] Hard When dashing up for the c.S you want to get as close as possible so that the 862H connects at the start of the swing. Against lightweights, Chipp, Zato, delay 426H slightly. Against lightweights it is much easier to end with [5H > 624H WS] instead of [2H > 862H WS] and you'll only lose 1-2 damage. Link 28550
(PC)
1.21

D Starters

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
2D > 684H Anywhere 88 All [2] Easy Grants the same Knockdown as raw 2D, but does significantly more damage. 1.21
CH 2D > 486H, 66 c.S > 268H, 684H Anywhere 186 All [3] Medium CH confirm for extra damage. You can wallbounce near corner. 1.21
5[D]~8 > j.D > j.S > adc > j.S > j.S Anywhere 183 All [1] Very Easy Link 28552
(PC)
1.21
5[D]~8 > j.D > 9jc > j.D > j.S > adc > j.D > j.D Anywhere 206 All [2] Easy Link 28553
(PC)
1.21
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
4/6D, 5H Anywhere 94 All [1] Very Easy OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." followup that leads to setups in the corner. You can cancel 5H into 214S or delay cancel into a meaty 486H/426H. 486H must be blocked high and leaves you closer while 426H is safe against meterless reversals. Link 28623
(PC)
1.21
4/6D, 862H Anywhere 104 All [2] Easy OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." followup for closing out a round. Link 28624
(PC)
1.21
4/6D(2) > 44PRC, 426H, 2H > 486H, 66, c.S > 268H WS, 684H Corner 206 All [3] Medium PRC after the second headbutt of a throw to reduce the proration and gravity scaling, enabling this combo, which is best used when it will kill your opponent. This combo is largely wall health independent, thanks to 426H's wallbounce property, but if the wall health is low enough your opponent may stick on the first hit, wasting your meter and forcing a bad wallbreak. Also works as a PRC throw OS. 1.21
4/6D(0) > 66PRC, 66, c.S > 2H > 426H, 66, c.S > 268H WS, 66 624H Midscreen 168 All [3] Medium PRC OS combo. Should always work if thrown near closest wall. Dashes are not necessary near corner. You can get corner positioning instead of a wall break by ending with 684H and/or varying the distance of the dashes 1.23

Air Normal Starters

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
j.K > j.248H, land, (66) c.S > 2H > 426H/486H Anywhere 150 All [4] Hard Basic jump-in combo. Use 426H for a combo extension, use 486H midscreen for a better knockdown. Link 28564
(PC)
1.21
j.K > j.248H, land (66) c.S > 2H > 486H, 684H Anywhere 172 All [4] Hard Better damage + corner carry, but worse oki. Link 28565
(PC)
1.21
j.D > j.684 Anywhere 95 All [2] Easy Easy knockdown. If you're close, you can use j.248 for better oki. 1.21
j.D > dl. j.684, land 684 Anywhere 136 All [3] Medium You can delay j.684 to get an additional hit. 1.21
CH j.D > adc, j.K > j.248H, land (66) c.S > 684H Anywhere 154 All [3] Medium Counter-hit instant j.D conversion. Link 28567
(PC)
1.21
CH j.D > adc, j.K > j.248H, land (66) c.S > 2H > 486H, 684H Anywhere 186 All [4] Hard If you're close enough, you can get a bigger conversion. Will wallsplat early, and is a prorated starter; use with caution in the corner. 1.21
Crossup j.H > j.426 Anywhere 91 All [2] Easy Simple crossup into knockdown. 1.21
Crossup dl. j.H, land 2K > (2D) > 684H Anywhere 102-116 All [2] Easy Delay your crossup to get a slightly better conversion. Skip 2D or 684H vs. heavies. 1.21
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
j.P/K/S > j.684H Anywhere 73-85 All [2] Easy Knockdown off of anything. 1.21
j.K/S adc, j.K > j.248H, land 5K > 684H Anywhere 138-143 All [3] Medium More damage, more corner carry, and a better knockdown. Can't be done off of j.P, as it is not airdash cancellable. 1.21
CH j.K adc, j.P > j.862H, land 5K > 684H Anywhere 134 All [3] Medium Counter-hit on j.K leaves them too high for adc j.K. The height does allow for j.862H, which enables easy landing conversions. 1.21
CH j.S adc, j.248H/862H, land 5K > 684H Anywhere 142 All [3] Medium Counter-hit on j.S usually requires routing directly into an air BT; use j.248H when j.S hits relatively close, and j.862H from farther away. 1.21
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
j.K > j.D, land 2K > 684H Anywhere 111 All [2] Easy Simple and easy fuzzy conversion. Check the strategy page for info on fuzzy setups. 1.21
j.K > j.D, land c.S > jc, j.H > j.D, land 684H (WS 684H) Anywhere 148-201 All [4] Hard Better but more difficult conversion. Can set up wallslump if the wall is already damaged; make sure to skip 684H if they slump. 1.21

Behemoth Typhoon Starters

'Launch' 268H
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
268H, 684H Anywhere 131 All [3] Medium Link 1.21
268H, 66 2S > 684H Anywhere 147 All [3] Medium Link 1.21
CH 268H, 66 c.S > 248H, 66 c.S > 2H > 486H, 66 5K > 684H Anywhere 255 All [3] Medium Might requires delays in order to avoid sour spot 486H. Link 1.21
CH 268H, 66 c.S > 248H, 66 c.S > 2H > 426H, 66 c.S > 2H > 268H, 684H Midscreen 297 All [3] Medium Link 1.21
CH 268H, 66 c.S dc > 684H, c.S dc > 248, c.S > 2H > 486 Midscreen All [4] Hard Optimal CH 268H with some of the better oki available but has 2 kara cancels. For slightly more damage you can link 66 K > 684H at the cost of significantly worse oki. 1.21
268H, (66) c.S > 2H > 426H, c.S > 248H, 66 c.S > 268H, 268H Corner 287 All [3] Medium Link 1.21
CH 268H, 426H. 248H, 66 c.S > 684H, 66 268H Corner 294 All [4] Hard Link 1.21
'Back' 248H
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
248H > 5P > 684H Anywhere 133 All [3] Medium Link 1.21
AA 248H, 66 c.S > 2H > 486H, 66 5K > 684H Midscreen 218 All [3] Medium Simple conversion for AA 248H. 1.21
AA 248H, 66 c.S > 268H, 66 c.S > 2H > 486H, (66 5K >) 684H Midscreen 243-248 All [4] Hard Dash in deep to be able to add c.S > 268H as combo filler. 1.21
AA 248H, 66 c.S > 268H, 66 c.S > 842H, 684H Cornered 235 All [4] Hard Route into side-switch for almost no damage loss. 1.21
CH 248H, 66 c.S > 2H > 486H, 66 5K > 684H Anywhere 209 All [3] Medium Link 1.21
'Up' 684H
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
684H, OTG 624H Anywhere 119 All [1] Very Easy OTG with 624H after successful 684H pokes, or more rarely after 684H enders, to tack on extra damage, at cost of oki; only do this when it will kill. You cannot microdash, so the OTG is not available at tip range of 684H. 1.21
AA CH 684H, 2S > 684H Anywhere 154 All [2] Easy Minor extension for far anti-air counterhits. 1.21
AA 684H, (66) c.S > 2H > 486H, 66, 5K > 684H Anywhere 218 All [2] Easy If 684H hits directly above your head, it is much more comboable. You can get c.S > 248H with counter-hits. 1.21
684H > 66PRC, c.S > 248H, 66, c.S > 2H > 486H, 66, 5K > 684H Midscreen 248 All [3] Medium Generic midscreen RC confirm from 684H. RRC will make the launch of 684H worse, making it more difficult to get c.S > 248H. 1.21
684H > 66PRC, 268H, 426H, (4), c.S > 248H, 66, c.S > 268H WS 684H Corner 310 All [3] Medium Generic corner RC confirm from 684H. Walking backwards after 426H helps to prevent undesired side-switches. Watch out for early wallsplats. 1.21
684H > 66PRC, 66, c.S > 248H, 66, c.S > 842H Cornered 210 All [3] Medium Side-switch RC combo. Take the corner off of your 684H mashes to rob people. 1.21
684H > RRC~426H, 248H, 66, c.S > 248H, 5K > 684H WS 684H Corner 308 All [4] Hard Fast Roman Cancel saves you some meter, and using 426H to wallbounce early makes the combo less likely to wallsplat early. For consistency, use 2K instead of 5K against heavies and 66RRC from far hits. 1.21
684H > 66RRC~268H, 426H, 248H, 66, c.S > 248H, 5K > 684H WS 684H Corner 322 Non-heavyweights [5] Very Hard Slightly more damage optimal, but mind the wall health. 1.21
'Slow Overhead' 486H
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
486H, 66 5K > 684H Anywhere 150 All [3] Medium Link 1.21
CH 486H, 66 c.S > 248H, 66 c.S > 2H > 684H Anywhere 230 All [3] Medium Gravity scaling becomes too great to fit in a 486H ground bounce. Link 1.21
CH 486H, 66 c.S > 248H, 66 c.S > 2H > 426H, 66 c.S > 2H > 268H, 268H Midscreen 297 All [3] Medium Link 1.21
486H, 66 c.S > 2H > 426H, 66 c.S > 248H, 66 c.S > 268H, 66 268H Corner 314 All [3] Medium Link 1.21
CH 486H, 268H, 426H, 248H, 66 c.S > 2H > 268H, 66 268H Corner 338 All [3] Medium Link 1.21
'Slow Low' 842H
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
842H, 2S > 684H Anywhere 152 All [3] Medium Can use 5K instead of 2S at closer distances for greater damage, and the opportunity to Dash Cancel Kara. Link 1.21
CH 842H, 66 c.S > 2H > 486H > 66 5K > 684H Anywhere 247 All [3] Medium CH confirm into 486H ground bounce combo. Link 1.21
842H, (66) 2K > 268H, 66 5K > 268H, 684H Corner 258 All [3] Medium Normal Hit corner combo, Microdashing before 2K makes the combos easier to confirm and is important against heavy weights to give them time to fall onto your 2K. Link 1.21
CH 842H, 66 c.S > 2H > 426H, (66) c.S > 2H > 486H, 66 268H Corner 287 All [3] Medium Basic counter-hit corner confirm. Link 1.21
CH 842H, 66 c.S > 2H > 426H, (66) c.S > 248, (66) c.S > 268H, 66 268H Corner 299 All [4] Hard Higher damage but more difficult version of above combo. Link 1.21
'Overhead' 862H
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
862H, OTG 862H Anywhere 118 All [2] Easy Meterlessly tack an extra chunk of damage onto 862H to end rounds. 1.21
862H, 2P > 684H Anywhere 121 All [2] Easy If 862H hits sufficiently meaty, you can get a small meterless combo. The coffin will be visibly closer to Goldlewis' foot during hitstop than for a normal crouching hit, allowing visual confirmation of meatiness. Link 1.21
CH 862H, 2S > 684H Anywhere 138 All [3] Medium Should work at all ranges after CH 862H. Can use 5K instead of 2S at closer distances for greater damage. Link 1.21
CH 862H, 66 c.S > 2H > 486H, 66 5K > 684H Anywhere 195 All [3] Medium Close range CH confirm, for meaty or dash kara cancelled 862H. 1.21
CH 862H, (66) 2K > 268H, 66 5K > 268H WS, 684H Corner 232 All [3] Medium Add a microdash before 2K against heavy weights. Link 1.21
CH 862H, (66) c.S > 2H > 426H, c.S > 2H > 486H WS 684H Corner 250 All [3] Medium For meaty or dash kara cancelled CH 862H. 1.21
862H > 88RRC, 66, c.S > 248H, 66, c.S > 2H > 486H, (66), 5K > 684H Midscreen 214 All [3] Medium You can run under after the RC to side-switch. Will splat near wall. 1.21
862H > 44RRC~426H, c.S > 248H, 66, c.S > 268H WS 684H Corner 257 All [4] Hard Fast Roman Cancel to enable an early wallbounce and prevent early wallsplats. You can use 684H immediately after 248H to prevent the combo from wallsplatting without losing very much damage. 1.21
862H > 88RRC, j.44, 268H, 426H, c.S > 248H, 66, c.S > 684H WS 684H Corner 273 All [3] Medium High wall health optimization. 1.21
[c.S > 66~BRC,] 862H, (66) c.S > 2H > 426H, c.S > 2H > 486H WS 684H Corner 245 All [3] Medium c.S dash cancelled into a BRC allows a gapless 862H that converts on hits and enables a high-low 50/50 on block. 1.21

Special Starters

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
Level 3 214S, 66 c.S > 2H > 486H, 66 5K > 684H Anywhere 168 All [3] Medium Basic drone conversion. Make sure you c.S comes after the final hit of 214S. Try not to wallbreak off of this, as drone does disproportionate wall damage and has bad proration. 1.21
Level 3 214S, (66) 426H, c.S > 248H, 66 5K > 684H Corner 187 All [4] Hard If you start your 426H around the moment the drone makes contact with your enemy, you can get an early wallbounce. 1.21
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
Level 3 236S, 66 2K > 268H, 684H Corner 184 All [3] Medium Raw minigun in corner may be a rare hit, but it is quite comboable. Dash 2K allows you to pick up after level 3 236S from underneath the round timer. 1.21
Level 3 236S, 66 c.S > 268H, dl. 5K > 684H, WS 684H Corner 253 All [2] Easy Simple conversion for if you're closer after 236S. 1.21
Level 3 236S, 66 5H > 426H, 5K > 862H Corner 202 All [3] Medium Early wallbounce and non-splatting route. From very close range you can get c.S > 248H into wallsplat for more damage than other routes. 1.21
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
CL 6246P > 66RRC, 66 c.S > dc~248H, 66 c.S > 2H > 486H, (WS) 684H Midscreen 330-347 All [4] Hard RRC off of the drone hit. Hitting DWTS with extra meter may be rare, but the damage you can get from RCing is well worth it. Skip 2H with 268H near the corner. 1.21
6246P > 88RRC, 66 c.S > 248H, 66 c.S > 2H > 486H, (WS) 684H Midscreen 314-339 All [3] Medium CL prevents you from RCing the first hit, so you can OS 88RRC if you're not sure about the spacing. PRC spoils the combo. Run under for a side-switch if you want. 1.21

Combo Theory

With how much Goldlewis struggles in neutral, he really does not want to end a combo without oki. Fortunately for him, he can get it off of every stray hit he does with 684H and generally will be your ender unless you have already used it in the combo.

5P, 2P, 6P 2K, 5K, 2S, and f.S are all confirmed using 684H on normal hit, as this is one of the only two Behemoth Typhoon (BT) options he can combo in to with these buttons at range, and 684H gives much better oki compared to 624H.

When the opponent is launched high up generally (c.S>)248H or c.S>2H will want to be used. These give your highest damage extensions and lead into strong routes.

For side swaps, 248H will want to be used when the opponent is very close and close to the ground so the first few active frames connect or on air hit 842H will launch the opponent to the other side and allows for combo extensions if close enough.

Midscreen, you generally want to use c.S>2H>486H or c.S>2H>426H based of spacing to the corner.

In the corner, you generally can connect most hits into 684H and run oki or 268H and cash out on damage.

When picking up off of most Behemoth Typhoons that send the opponent in the air 5K>684H will generally work to end the combos but in some cases 2S>684H must be used and often time it is easier for exchange for a little bit of damage.

Note when near the corner you want to generally use 426H early on in the combo as to not cause wall stick. A good rule of thumb is before the 5th hit of a combo but due to Goldlewis doing damage to the wall on block via guard crush this changes so be prepared to play around with it and change your combo in some situations.

Dash Cancel Kara Behemoth Typhoon

Kara BTAdds more range in exchange for execution.
Hard

c.s / 5K dc Behemoth Typhoon
The dash cancel from 5K and c.S can be Kara Cancel A type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup.ed in the first 2 frames of the dash into any special move. This technique greatly helps Goldlewis overcome the pushback on block during pressure strings especially if the opponent is using FD. Doing this can be difficult, but with some practice can be made consistent. To do the dash kara, you first have to buffer a dash cancel from c.S or 5K. When you dash cancel, make sure you hold neutral as holding some directions will override the dash cancel. You then have to input your desired typhoon right after you dash cancel. Gauging the timing can be difficult, but start by doing it late and shifting it earlier until you find the sweet spot. Some examples of strong karas (and their benefits/drawbacks), are as follows-

  • c.S kara 268H - c.S kara 268H is a strong option. On normal block it is a true blockstring. It leaves you close and plus. However, it really shines when the opponent FDs the c.S. FDing c.S usually forces Goldlewis to commit to an option in rps. If you do 268H, the opponent can backdash it and it will whiff. You have to hard callout backdash with an option like 486H, which the opponent can mash, which 268H will beat due to being a frametrap. However, kara 268H behemoth will beat both of those options. If they choose to mash, they will get counterhit and take big damage. If they choose to backdash, they will get caught by the 268H and looped into oki. They can choose to reversal in between c.S and 268H, but this can be called out for huge reward. There are a few things to note about this however. If you have dash momentum, the 268H will be a true blockstring. This isn't necessarily a bad thing, as you still have plus frames, but it can prevent you from beating out their options and getting bigger reward sometimes. The second is that at very tip range, the 268H will whiff on backdash. Overall, c.S kara 268H is a strong option to utilize in pressure.
  • c.S kara 862H - c.S kara 862H is another strong option you can utilize in pressure. This has a few benefits and a few drawbacks from c.S kara 268H. One of the benefits is that 862 is an overhead, which means your opponent will get hit and looped into oki if they block low. Another benefit is that it is slightly more plus than kara 268H, making it better if they block it. Like kara 268H, it will catch opponents backdashing at closer ranges. However, there are a few drawbacks to doing this. The main one is that there is a larger frame gap. If normal blocked at close range, it is mashable with a 6 frame button or a throw. At farther range, it will beat throws as well as any button that will not reach, the spacing depends on the button the defender is pressing. Kara 268H may be preferable in some scenarios to avoid being mashed. On FD, it will more consistently beat buttons due to being farther away.
  • c.S kara 486H/842H - These two karas are only used once the opponent is conditioned to block. They have large gaps and are easily mashed, especially because of the kara and you being closer than usual. However, they grant incredible plus frames and will grant you very strong offense on block. Kara 486H will also beat backdashes, and 842H when point blank on normal block. Keep in mind that these should only be used when your opponent is conditioned to block. Using this otherwise is asking for your pressure to end early.
  • 5k kara 268H - Highly range dependent. At very close range with dash momentum, will frametrap 5 frame normals on block. Without dash momentum, it will trade highly in your favor and allow you to get a full combo. At slightly farther range it will consistently lose to 5 frame normals that will reach. Weak if the opponent FDs, as a 5 frame normal will always beat it. Still somewhat useful as it allows you to be closer to them after hitting 268H on their block, but inconsistent with frametrapping 5 frame normals. Also catches backdash anywhere but far range.
  • 5K kara 862H - Even larger gap than 5K kara 268H, and is easily mashable. Catches backdashes at close range on normal block. On FD has to be done point blank with dash momentum to catch backdash. A decent low-high but overall not worth going for often.

In general, kara behemoth typhoon is a very strong pressure tool, and is useful for catching multiple defensive options that Goldlewis may have previously had to play rps around. They are worth learning if you already know your basic pressure structure well.

Wall Breaks

Goldlewis almost always wants to break the wall with his overdrive Down With The SystemGGST Goldlewis Dickinson Down with the System 2.pngGuardAllStartup6+(135 Flash)+4Recovery46Advantage-33, especially in his matchups where he is unfavored in neutral. If Overdrive is not available, out of range, or you wish to conserve meter, any Behemoth Typhoon will be the next best option. They'll all do the same damage so pick whichever suits the situation. This will usually be 684H as it will hit the quickest and has the longest range. If 684H will not reach even with a microdash, 6H is next with 236S being the last resort. Only wall break with 236S if it will end the round. Returning to neutral with no Security Meter is one of the worst positions you can put yourself in.

There is a buffering trick you can do with the Down With The System's 360/720/1080 inputs. Right after the move that wall stuck the opponent, perform the last 360 motion as 8741236 or 2147896 and hold 6 along with the dash macro. You will be able to dash for half a second and still perform the super after pressing P. The time the 360 motion is buffered is roughly three times that of the 632146 motion. The extra distance from this can help secure a clean hit Down With The System.

236S Minimum Damage

In Guilty Gear, The absolute minimum damage a hit can deal is 1. Since Goldlewis's 236S has 30 hits at Security Level 3, its minimum is 30 damage. This makes Security Level 3 236S a niche combo optimization in specific scenarios. To fully optimize damage at high scaling from guts, defense rating, and/or combo proration, Goldlewis should route into Level 3 236S instead of his usual Behemoth Typhoon focused combos when available. This is most noticeable with large proration from throw RC combos against opponents with high guts scaling.

Routing into Security Level 3 236S in the corner can also lead to extended, high damaging combos granted the wall has enough health to not break during 236S. Outside of that scenario however, this route will either break the wall or leave Goldlewis fullscreen both with no security meter. This is not usually advisable unless it is ending the round. Note that Level 3 236S will also build back the opponents burst gauge relatively quickly due to high number of individual hits.

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