GGST/Goldlewis Dickinson/Matchups

From Dustloop Wiki
Jump to navigation Jump to search
Goldlewis Dickinson


Matchups

Table of Contents
GGST Anji Mito Icon.png GGST Axl Low Icon.png GGST Baiken Icon.png GGST Bridget Icon.png GGST Chipp Zanuff Icon.png GGST Faust Icon.png GGST Giovanna Icon.png
GGST Goldlewis Dickinson Icon.png GGST Happy Chaos Icon.png GGST I-No Icon.png GGST Jack-O' Icon.png GGST Ky Kiske Icon.png GGST Leo Whitefang Icon.png GGST May Icon.png
GGST Millia Rage Icon.png GGST Nagoriyuki Icon.png GGST Potemkin Icon.png GGST Ramlethal Valentine Icon.png GGST Sol Badguy Icon.png GGST Testament Icon.png GGST Zato-1 Icon.png
Detailed
  • Keep on Rockin' is a great resource to find high-level matchup footage.
  • High-level replays may also be found in-game (Main Menu > Collection > Replay > Search).
  • Character Strategy pages generally have at least some basic counter-strategy.
  • Please keep in mind the matchup chart is subjective and not all players may agree.

Anji Mito

Favorability Goes Here


  • Goldlewis has to use low-commital pokes more often (similar to when he's against fast characters like Chipp or Gio) due to Anji's numerous "spin" special moves that have Autoguard starting frame 10. Goldlewis' speed also makes him particularly bad at using run-up throw to call out Anji spins in neutral.
  • Anji's 632146S has to be played differently than most reversals as it punishes safejumps and is safe on block even when you bait out the Far Counter. A delayed crossup can bait out the Far Counter to go under and past you, allowing for a whiff punish. For the corner, Thunderbird can activate the Far Counter and still hit Anji midway through his attack, allowing Goldlewis to block and continue pressure whether or not Anji used his reversal.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Anji's Button Loses To Beats Trades Whiffs
2PGGST Anji Mito 2P.pngGuard:
All
Startup:
5
Recovery:
10
Advantage:
-2
6PGGST Anji Mito 6P.pngGuard:
All
Startup:
10
Recovery:
25
Advantage:
-17
5KGGST Anji Mito 5K.pngGuard:
All
Startup:
8
Recovery:
9
Advantage:
-2
f.SGGST Anji Mito fS.pngGuard:
All
Startup:
11
Recovery:
21
Advantage:
-9
charged 236HGGST Anji Mito 236H.pngGuard:
All
Startup:
16 [32]
Recovery:
21
Advantage:
-8 [-6]

Neutral


Offense


Defense


Axl Low

Favorable


  • Axl is considered a favorable or even matchup for Goldlewis, as his large body and low speed subject him to worse zoning than most characters. This is yet another matchup where you must be patient for your one chance, but once you have it, the round is usually won. This match-up is devastating for newer Goldlewis players as use of things like standing 684H to answer some options reliably.
  • Jumping is a risk. The most common mistake made in this matchup is overuse of jumping. Axl is the king of anti-airs and will send you back to square one every time you jump. Jump once in a blue moon to give him a reason to watch the skies, then take space when he pre-emptively throws out his 5P or 6K. It's all about the air/ground mind game. There is always a time to jump, but that time is not most of the time.
  • Duck under 5P. Axl's 5P is not low-profiled by Goldlewis' run, which means it will hit him if he is doing anything but crouching or hitting a crouching button. The safest option against this move is to dash and crouch block quickly. This has little reward, but is least likely to get you hit. Getting hit isn't so bad either as long as you are grounded, as it will not send you flying. Once you dash block enough, you will have to take a guess between two things: hitting a button to beat his button, or using 684H to catch him backing off with backdash or Rainwater (214S). If Axl gets too comfortable, you can call out his 5P with your 2S. Although this is committal, it combos into 684H on hit and gives you precious okizeme, so it may be worth risking.
  • Bait burst. Baiting burst (or YRC) is essential in this matchup, as it is not only a combo/pressure breaker, but essentially a button Axl can press to immediately arrive at his win condition. Goldlewis' low jump is a blessing here, as jump cancelling c.S or 5K into an air button is a legitimate pressure strategy, and can bait burst/YRC if you delay your air button enough. If you know your opponent likes YRC, you can bait it similarly to a burst, or use Behemoth Typhoon back to back, as they cannot YRC during guard crush.
  • Rainwater isn't (completely) free. Axl's Rainwater (214S) is debatably his best zoning move, as it gives him precious space and plus frames. The move's startup is ambiguous with a jump, and it recovers as soon as it hits the ground, meaning it must be called out on a read by jumping. The fact that it conditions opponents to jump is perhaps the worst part, so don't read this move every time. You do, however, need to call this move out from time to time. At close range, such as after he does 2K > 2D, it can be punished with j.D > j.624H/j.684H. At its maximum range (about round start distance) you can still barely reach with j.624H/j.684H (without a j.D, as it will whiff). You will only be able to land a meaty 5K or call in Thunderbird (214S), as the oki from this knockdown is quite poor.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Axl's Button Loses To Beats Trades Whiffs
2PGGST Axl Low 2P.pngGuard:
Low
Startup:
10
Recovery:
21
Advantage:
-13
684HGGST Goldlewis Dickinson Behemoth Typhoon (684).pngGuard:
All* (Guard Crush)
Startup:
12
Recovery:
21
Advantage:
-5
; j.DGGST Goldlewis Dickinson jD.pngGuard:
High
Startup:
14
Recovery:
-
Advantage:
-
6PGGST Goldlewis Dickinson 6P.pngGuard:
All
Startup:
12
Recovery:
27
Advantage:
-19
5KGGST Goldlewis Dickinson 5K.pngGuard:
Low
Startup:
10
Recovery:
12
Advantage:
-7
; f.SGGST Goldlewis Dickinson f.S.pngGuard:
All
Startup:
10
Recovery:
18
Advantage:
-7
5PGGST Axl Low 5P.pngGuard:
All
Startup:
7
Recovery:
19
Advantage:
-11
6PGGST Goldlewis Dickinson 6P.pngGuard:
All
Startup:
12
Recovery:
27
Advantage:
-19
; 2SGGST Goldlewis Dickinson 2S.pngGuard:
All
Startup:
13
Recovery:
20
Advantage:
-9
; 2DGGST Goldlewis Dickinson 2D.pngGuard:
Low
Startup:
14
Recovery:
24
Advantage:
-10
5KGGST Goldlewis Dickinson 5K.pngGuard:
Low
Startup:
10
Recovery:
12
Advantage:
-7
; f.SGGST Goldlewis Dickinson f.S.pngGuard:
All
Startup:
10
Recovery:
18
Advantage:
-7
; 684HGGST Goldlewis Dickinson Behemoth Typhoon (684).pngGuard:
All* (Guard Crush)
Startup:
12
Recovery:
21
Advantage:
-5
; j.DGGST Goldlewis Dickinson jD.pngGuard:
High
Startup:
14
Recovery:
-
Advantage:
-
6PGGST Axl Low 6P.pngGuard:
All
Startup:
12
Recovery:
18
Advantage:
-13
684HGGST Goldlewis Dickinson Behemoth Typhoon (684).pngGuard:
All* (Guard Crush)
Startup:
12
Recovery:
21
Advantage:
-5
; j.DGGST Goldlewis Dickinson jD.pngGuard:
High
Startup:
14
Recovery:
-
Advantage:
-
(unless Axl's 6P is delayed)
f.SGGST Goldlewis Dickinson f.S.pngGuard:
All
Startup:
10
Recovery:
18
Advantage:
-7
; j.DGGST Goldlewis Dickinson jD.pngGuard:
High
Startup:
14
Recovery:
-
Advantage:
-
(when Axl's 6P is delayed)
6PGGST Goldlewis Dickinson 6P.pngGuard:
All
Startup:
12
Recovery:
27
Advantage:
-19
; 5KGGST Goldlewis Dickinson 5K.pngGuard:
Low
Startup:
10
Recovery:
12
Advantage:
-7
f.SGGST Axl Low f.S.pngGuard:
All
Startup:
10
Recovery:
19
Advantage:
-8
6PGGST Goldlewis Dickinson 6P.pngGuard:
All
Startup:
12
Recovery:
27
Advantage:
-19
; j.DGGST Goldlewis Dickinson jD.pngGuard:
High
Startup:
14
Recovery:
-
Advantage:
-
684HGGST Goldlewis Dickinson Behemoth Typhoon (684).pngGuard:
All* (Guard Crush)
Startup:
12
Recovery:
21
Advantage:
-5
5KGGST Goldlewis Dickinson 5K.pngGuard:
Low
Startup:
10
Recovery:
12
Advantage:
-7
; f.SGGST Goldlewis Dickinson f.S.pngGuard:
All
Startup:
10
Recovery:
18
Advantage:
-7
2HGGST Axl Low 2H.pngGuard:
Low
Startup:
11
Recovery:
26
Advantage:
-18
5KGGST Goldlewis Dickinson 5K.pngGuard:
Low
Startup:
10
Recovery:
12
Advantage:
-7
; f.SGGST Goldlewis Dickinson f.S.pngGuard:
All
Startup:
10
Recovery:
18
Advantage:
-7
; j.DGGST Goldlewis Dickinson jD.pngGuard:
High
Startup:
14
Recovery:
-
Advantage:
-
6PGGST Goldlewis Dickinson 6P.pngGuard:
All
Startup:
12
Recovery:
27
Advantage:
-19
; 684HGGST Goldlewis Dickinson Behemoth Typhoon (684).pngGuard:
All* (Guard Crush)
Startup:
12
Recovery:
21
Advantage:
-5
214SGGST Axl Low 214S.pngGuard:
All
Startup:
24
Recovery:
21
Advantage:
+3
684HGGST Goldlewis Dickinson Behemoth Typhoon (684).pngGuard:
All* (Guard Crush)
Startup:
12
Recovery:
21
Advantage:
-5
; j.SGGST Goldlewis Dickinson jS.pngGuard:
High
Startup:
11
Recovery:
13
Advantage:
-
; IAD j.DGGST Goldlewis Dickinson jD.pngGuard:
High
Startup:
14
Recovery:
-
Advantage:
-
6PGGST Goldlewis Dickinson 6P.pngGuard:
All
Startup:
12
Recovery:
27
Advantage:
-19
; 5KGGST Goldlewis Dickinson 5K.pngGuard:
Low
Startup:
10
Recovery:
12
Advantage:
-7
; f.SGGST Goldlewis Dickinson f.S.pngGuard:
All
Startup:
10
Recovery:
18
Advantage:
-7
j.DGGST Goldlewis Dickinson jD.pngGuard:
High
Startup:
14
Recovery:
-
Advantage:
-
214HGGST Axl Low 214H.pngGuard:
All
Startup:
14
Recovery:
29
Advantage:
-24
f.SGGST Goldlewis Dickinson f.S.pngGuard:
All
Startup:
10
Recovery:
18
Advantage:
-7
; 684HGGST Goldlewis Dickinson Behemoth Typhoon (684).pngGuard:
All* (Guard Crush)
Startup:
12
Recovery:
21
Advantage:
-5
6PGGST Goldlewis Dickinson 6P.pngGuard:
All
Startup:
12
Recovery:
27
Advantage:
-19
; 5KGGST Goldlewis Dickinson 5K.pngGuard:
Low
Startup:
10
Recovery:
12
Advantage:
-7
; j.DGGST Goldlewis Dickinson jD.pngGuard:
High
Startup:
14
Recovery:
-
Advantage:
-
IADB j.SGGST Axl Low j.S.pngGuard:
High
Startup:
14
Recovery:
18
Advantage:
-
hold forward, then 6PGGST Goldlewis Dickinson 6P.pngGuard:
All
Startup:
12
Recovery:
27
Advantage:
-19
after a slight delay; f.SGGST Goldlewis Dickinson f.S.pngGuard:
All
Startup:
10
Recovery:
18
Advantage:
-7
; 684HGGST Goldlewis Dickinson Behemoth Typhoon (684).pngGuard:
All* (Guard Crush)
Startup:
12
Recovery:
21
Advantage:
-5
; j.DGGST Goldlewis Dickinson jD.pngGuard:
High
Startup:
14
Recovery:
-
Advantage:
-
6PGGST Goldlewis Dickinson 6P.pngGuard:
All
Startup:
12
Recovery:
27
Advantage:
-19
; 5KGGST Goldlewis Dickinson 5K.pngGuard:
Low
Startup:
10
Recovery:
12
Advantage:
-7

Neutral


The goal is to close the gap, your j.D can beat many of Axl's options that cover the ground and force him to either commit to jumping, which can be blocked and allows for you to gain more ground or callout via 684H, or Axl to use 5P which can be crouched under using FD or 2S for a knockdown. Patience is the name of the game.

Offense


Standard stuff, Axl has only a crouching 5F normal to attempt to trade with 862H and a metered reversal. Abuse their weaker defensive options and be willing to cash in on combos.

Defense


Axl has to use staggers to restart pressure or leave large gaps with Rainwater(214S), while having mediocre return on counter hit unless it is specific buttons or Axl has meter, take advantage of any gaps in offense to score a knockdown and steal the game away.

Baiken

Unfavorable


  • Baiken’s parry will beat safe jumps and will beat many frame traps, although it’s only invul for 6 frames which will make it lose out to pressure strings with big enough gaps (like c.S > 486H or 5K > 842H/862H). Be weary though since these strings have gaps she can mash out of. Other than that though, it’s also vulnerable to throws, you can catch her while she’s doing the input if you true string and it won’t counter Thunderbird.
  • Despite her smaller stature, Baiken will outrange you in many cases (like her j.S and j.D outrange all of your air options horizontally, her 2H and H Kabari covers a distance further than your BT’s etc.). While this is true though, many of her moves have clear ways to punish them for overuse like her 2H and H Kabari are quite vulnerable to jump ins with j.D and her j.S extends her hurtbox far making her vulnerable to anti-airs.
  • Kenjyu will destroy Thunderbird as it travels and still explode either after a set distance or when contacting you, plus it’s quite fast to outright punish Thunderbird if you use them at the same time and it favorable trades when you do Skyfish. So generally speaking, avoid using both of these moves if you’re full screen from Baiken.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Baiken's Button Loses To Beats Trades Whiffs
6PGGST Baiken 6P.pngGuard:
All
Startup:
9
Recovery:
19
Advantage:
-10
f.SGGST Baiken fS.pngGuard:
All
Startup:
9
Recovery:
15
Advantage:
-7
2SGGST Baiken 2S.pngGuard:
All
Startup:
11
Recovery:
19
Advantage:
-8
Walk Back 2HGGST Baiken 2H.pngGuard:
Low
Startup:
17
Recovery:
26
Advantage:
-13
Neutral Jump j.SGGST Baiken jS.pngGuard:
High
Startup:
8
Recovery:
19
Advantage:
-

Neutral


She dominates the neutral, best hope is to force her to slowdown and make optimal situations for you to fight her, drone is a great option to force her into either the air and risking you anti airing her with 684H or air throwing her or to block and deal with the chip damage and chip that you deal out.

Offense


Parry is a nightmare in this matchup, be willing to mix in 5H to frametrap options like her jumping or mashing and throw to catch her parry. Meaty Behemoths and safejumps are not as safe in this matchup.

Defense


Most of your options can not punish her committing to a callout, best gameplan is to RPS with her midscreen after her H Kabari. Without meter midscreen her CH return is not much better than regular hit, just be weary in the corner and be willing to greed on when taking your turn back so you can close the gap.

Bridget

Favorability Goes Here


Short Summary Goes Here.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Bridget's Button Loses To Beats Trades Whiffs

Neutral


Offense


Defense


Chipp Zanuff

Very Unfavorable


  • Similar to Potemkin vs Chipp, Goldlewis vs Chipp has a lot of the same properties and things to watch out for when fighting Chipp due to both Goldlewis and Potemkin's slow nature.
  • You cannot 6P Chipp's 63214S Genrou Zan on wake up, use 2P instead as 6P is too slow. Alternatively, you can jump and instantly airthrow Chipp on a read for a sideswitch. If you choose to backdash this move, make sure to delay it until right before he grabs you: the throw is active for so long that he can actually grab you after your backdash has completed if you do it too early.
  • Knocking down Chipp helps to stop him from doing Alpha Blade loops and lets you start oki, just remember that Chipp has an Invincible DP so plan your counter to it accordingly.
  • If you manage to get Chipp to guess wrong on a DP, you can kill him from full HP in one combo if he has some RISC or you've got enough tension to RC. If you're struggling in this matchup, practice your DP punishes!
  • Most of the time Chipp won't just throw 236H Gamma Blade against a big man like Goldlewis even on plus but if he does then use 632146P/1080P Down With The System and murder him because of the I-frames.
  • 624H or 684H Behemoth Typhoon can catch Chipp after Alpha Blade because of the backwards hitbox on all of the Behemoth Typhoons.
  • Don't be afraid to mash out of his pressure! Chipp's pressure often has gaps in it, and his Alpha blade, Gamma blade, and Genrou Zan all lose to a well-timed 2P. Additionally, you have plenty of health to gamble during his pressure, and his damage output is relatively low compared to most characters. Meanwhile, a single hard knockdown can spell doom for Chipp, so the risk/reward of mashing against Chipp is surprisingly high.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Chipp's Button Loses To Beats Trades Whiffs
6PGGST Chipp Zanuff 6P.pngGuard:
All
Startup:
9
Recovery:
25
Advantage:
-16
f.SGGST Chipp Zanuff fS.pngGuard:
All
Startup:
9
Recovery:
20
Advantage:
-8
2SGGST Chipp Zanuff 2S.pngGuard:
All
Startup:
10
Recovery:
17
Advantage:
-7
2DGGST Chipp Zanuff 2D.pngGuard:
Low
Startup:
10
Recovery:
19
Advantage:
-7
IAD j.HGGST Chipp Zanuff j.H.pngGuard:
High
Startup:
9
Recovery:
17
Advantage:
-

Neutral


Your goal is to catch him, high committal options like Behemoths and 6P are asking to get punished, instead stick to your P buttons, 5K, and f.S. Make the most of every hit and if possible RC to guarantee that if they guess wrong the round is yours.

Offense


Standard stuff, he has fast buttons to interrupt slower Behemoths but nothing absurd, just be careful of his DP. Attempt to make every game a 2 touch if possible and avoid breaking the wall unless you can kill or can use super for the wallbreak, even then try to save it for the kill.

Defense


Pray, Goldlewis's normals are abysmal for mashing out of Chipp's pressure and for taking your turn back. However, one good hit is all it takes to turn the tides of the round and you have some health to play with so be willing to give it an attempt or 2 before Chipp gets meter.

Faust

Even


  • Faust can be unusually difficult for Goldlewis to deal with, as his tools are usually very committal, but this is hard to exploit due to Goldlewis' large size and low mobility. Overall, it will play out like a classic zoner matchup. Taking calculated risks after slowly creeping in with dash blocking can get pressure started, which will usually mean imminent death for Faust and his low effective health pool.
  • Usually Faust is hard to swat out of the air for other characters, but 684H contests the space Faust likes to float around extremely well. Let him know that jumping is a commitment, even if a small one.
  • Let him know that items are also a commitment. One successful read on a fullscreen item toss with 236S or 214 can give you your chance, as well as discourage him from tossing as freely, making his zoning less intense.
  • As with other Strive zoners, avoid air approaches. Faust's 6P hitbox is extraordinarily tall and can't be cheesed by Goldlewis' strange jump-ins. However, it is very punishable, so baiting it with a well-spaced j.D whiff into 684H could be an option against 6P happy opponents. Faust's 5K is a very rewarding anti-air, and lands reliably on Goldlewis due to Goldlewis' low jump height, and the fact that the move has 8 active frames. It is also not easily punishable on whiff, so a smart Faust will tend to prefer this move as an anti-air.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Faust's Button Loses To Beats Trades Whiffs
2PGGST Faust 2P.pngGuard:
Low
Startup:
7
Recovery:
11
Advantage:
-3
6PGGST Faust 6P.pngGuard:
All
Startup:
9
Recovery:
32
Advantage:
-21
5KGGST Faust 5K.pngGuard:
All
Startup:
7
Recovery:
8
Advantage:
-2
f.SGGST Faust fS.pngGuard:
All
Startup:
12
Recovery:
20
Advantage:
-8
2HGGST Faust 2H.pngGuard:
Low
Startup:
14
Recovery:
29
Advantage:
-12
j.2KGGST Faust j.2K.pngGuard:
All
Startup:
10
Recovery:
-
Advantage:
-

Neutral


Faust tends to dominate here as his tools are slightly better for contesting space until you have security gauge, this forces Faust to either rely on RNG or approach which are both medicore options at best for him. At any chance given punish him for attempting to approach and force Faust to the corner and whenever you have security be willing to force an interaction, generally you will need to control the sky while drone handles the ground.

Offense


Standard stuff, he has a slow metered reversal and a crawl so be extra careful using f.S to continue your turn after 268H and other Behemoths that leave a gap

Defense


Faust typically has to put gaps in pressure to stay safe or attempt to frametrap and risk being minus. Both spell death for Faust, punish with whatever fits the situation, typically 6P, j.D, or 2P, and get the ball rolling.

Giovanna

Very Unfavorable


  • Using Behemoth Typhoon in neutral is exceptionally risky against skilled Giovanna players looking for whiff punishes. Watch what range the Giovanna is trying to play it. It is a common strategy on Giovanna's side to play outside of 684H range while waiting for a whiff punish opportunity. The main answer to this playstyle should be to take space and look to pressure with closer range neutral options.
  • j.D is an great tool to preemptively beat out some of Giovanna's dash in pokes, but be aware that Giovanna can answer preemptive j.D's by reacting to your jump with her anti-airs, 6P and Sol Nascente.
  • 5K is another great tool to use preemptively in neutral. Due to it's long active frames and somewhat quick recovery it can stuff Giovanna's dash in attempts while being difficult to whiff punish.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Giovanna's Button Loses To Beats Trades Whiffs
6PGGST Giovanna 6P.pngGuard:
All
Startup:
12
Recovery:
15
Advantage:
-9
66 5KGGST Giovanna 5K.pngGuard:
All
Startup:
6
Recovery:
10
Advantage:
-2
f.SGGST Giovanna fS1.pngGuard:
All
Startup:
9
Recovery:
16
Advantage:
-4
2SGGST Giovanna 2S1.pngGuard:
Low
Startup:
9
Recovery:
15
Advantage:
-6
5HGGST Giovanna 5H.pngGuard:
All
Startup:
10
Recovery:
19
Advantage:
-5

Neutral


Gio is the queen of whiff punishes, stick to low commitment moves like 5K and f.S as well as j.D. Be willing to catch greedy Gio players with a whiffed button into 684H, just know that this can get you punished if they never commit to taking space after said whiffed button. Drone is amazing in this matchup as Gio's jump ins are rather weak in the face of Goldlewis's antiairs and 236K does not consistently beat it.

Offense


Careful of her abare buttons, as she is shorter she gets a slightly larger gap from c.S>862H. So her using reversal super is a bit easier for her and if you leave a slightly larger gap she can mash out easier than most characters. Otherwise standard pressure will work as normal.

Defense


Try your best to IB her 214K and punish with throw, she can try to RPS by backdashing afterwards, mashing 5K, or her 623S. Best to cut this out and start offense when possible. When she commits to 236K catch her with 2P or 6P and score your knockdown.

Goldlewis Dickinson

Favorability Goes Here


  • His own large hurtbox and overall poor mobility makes neutral tools like f.S, 684H and even 5P especially difficult for the opposing Goldlewis to deal with in neutral without using the same buttons.
  • Both Goldlewis’ generally have very little reason not to use Thunderbird if they ever end up full screen (with some Security Meter). You can try to call the other out with Skyfish, but otherwise you should generally avoid the situation entirely by staying close to your opponent.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Goldlewis's Button Loses To Beats Trades Whiffs
6PGGST Goldlewis Dickinson 6P.pngGuard:
All
Startup:
12
Recovery:
27
Advantage:
-19
5KGGST Goldlewis Dickinson 5K.pngGuard:
Low
Startup:
10
Recovery:
12
Advantage:
-7
f.SGGST Goldlewis Dickinson f.S.pngGuard:
All
Startup:
10
Recovery:
18
Advantage:
-7
684HGGST Goldlewis Dickinson Behemoth Typhoon (684).pngGuard:
All* (Guard Crush)
Startup:
12
Recovery:
21
Advantage:
-5
j.DGGST Goldlewis Dickinson jD.pngGuard:
High
Startup:
14
Recovery:
-
Advantage:
-

Neutral


Offense


Defense


Happy Chaos

Unfavorable


  • This is a tough one for Goldlewis. He is zoned more easily due to his slow run, and once he reaches the midrange, Chaos' far-reaching normals cover many of your options. See Fighting Happy Chaos to understand the zoning and your options for getting out of it. What is really important to cover in this matchup-specific section is the midrange, where he will easily send you back to square one if you slug with him.
  • Do not be afraid to block. Even once you are "out of the zoning", your chances of beating one of Chaos' buttons is very slim. 2S will beat most of your lows, and 6S is nearly uncontestable. This could be said for many matchups, but is especially true with Goldlewis, as his normals are all either slow, stubby, or a combination of the two. The safest option in this situation is, yes, to continue blocking. To make his god buttons safe, he will have to continue to expend resources that he may have already been expending on zoning you beforehand. The amount of time you spend blocking gunshots may feel silly, but you genuinely do have to hold it. Remember, it only takes one chance.
  • Deny YRC and bait burst. Happy Chaos has the overall worst defense in the entirety of Guilty Gear Strive. Due to his lack of a reversal, Chaos must rely on FD, YRC and burst to not die one he is backed into the corner. It is important to remember that your opponent cannot YRC in guard crush, so staggering any Behemoth Typhoon against an opponent who wisely knows the danger of mashing can make them wait for an opening that simply will never happen.
  • Burst for positioning. You will get the most value out of your burst if you use it to put Chaos back into the corner after he successfully challenges you. This is true in any zoner matchup, but is especially true for Chaos, as all of his combos are absurdly burst safe.
  • Jab Scapegoat. Happy Chaos' Scapegoat (236K) (or 'clone') can often be dismissed immediately with 2P. Normally jabbing clone carries great risk, but Goldlewis' 2P recovers so incredibly quickly that it is quite unlikely that you will be counterhit.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Happy Chaos's Button Loses To Beats Trades Whiffs
6PGGST Happy Chaos 6P.pngGuard:
All
Startup:
9
Recovery:
25
Advantage:
-16
5KGGST Happy Chaos 5K.pngGuard:
All
Startup:
6
Recovery:
12
Advantage:
-3
2KGGST Happy Chaos 2K.pngGuard:
Low
Startup:
7
Recovery:
12
Advantage:
-4
f.SGGST Happy Chaos fS.pngGuard:
All
Startup:
10
Recovery:
21
Advantage:
-14
2SGGST Happy Chaos 2S.pngGuard:
Low
Startup:
11
Recovery:
18
Advantage:
-7
6SGGST Happy Chaos 6S.pngGuard:
All
Startup:
12
Recovery:
24
Advantage:
-14
2DGGST Happy Chaos 2D.pngGuard:
Low
Startup:
10
Recovery:
19
Advantage:
-8
236PGGST Happy Chaos 236P.pngGuard:
-
Startup:
-
Recovery:
29 total
Advantage:
-

Neutral


Offense


Defense


I-No

Favorability Goes Here


  • Goldlewis gets hit by Chemical Love while standing, although not while crouching nor running. Running in specifically can get you a strong counterhit starter with c.S so you can punish I-No's that get too predictable with how they use Chemical Love.
  • In neutral, Goldlewis generally wants to go for pokes that can catch both I-No's hoverdash and her low profile STBT. 5K and j.D are generally your least commital pokes that can catch both, then 5H, 684H, 624H and 268H are all notably big and disjointed although they're significantly more unsafe to whiff.
  • I-No's fullscreen 214P isn't something you should let her use to get in for free. She has significant startup and the projectile is quite small, so often you can do something like run up 684H/624H or Skyfish during her startup.
  • While Thunderbird can be low profiled by I-No's STBT, Goldlewis can space himself to stay near Thunderbird to generally at least get a favorable trade if not outright punish I-No for doing STBT.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
I-No's Button Loses To Beats Trades Whiffs
6PGGST I-No 6P.pngGuard:
All
Startup:
9
Recovery:
18
Advantage:
-9
f.SGGST I-No f.S.pngGuard:
All
Startup:
13
Recovery:
18
Advantage:
-13
2SGGST I-No 2S.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-11
2HGGST I-No 2H.pngGuard:
All
Startup:
11
Recovery:
14
Advantage:
-5
236SGGST I-No Stroke the Big Tree.pngGuard:
Low
Startup:
16
Recovery:
15
Advantage:
-7
66 j.SGGST I-No jS.pngGuard:
High
Startup:
8
Recovery:
20
Advantage:
-
/ j.HGGST I-No jH.pngGuard:
High
Startup:
12
Recovery:
22
Advantage:
-

Neutral


Offense


Defense


Jack-O

Favorability Goes Here


  • You will be locked down for an agonizingly long time if she gets her minions set up so don't let up the pressure.
  • j.H after an airdash will cross you up.
  • If you get knocked down expect oki. She has access to a left/right mixup after a midscreen knockdown, so be ready to block a crossup!
  • Pay attention to their Minion Shield tendencies because hitting a minion in shield will remove your turn.
  • If she likes to toss minions at you over and over again, try your best to snipe them out of the air. 2P and 6P will both beat minion toss depending on the spacing, and f.S is a good tool to snipe minions that are already on the ground. After a minion hits the ground, but before it rises back up to float in the air, you can also kill them with 2K.
  • A useful trick is to use the minions to combo into special moves, especially if she's zoning you from long range. Hit a minion with 2P or f.S then cancel into 236S Skyfish to catch them off guard, or 214S Thunderbird to aid in your approach. Thunderbird especially can be difficult to throw out in neutral unless you create an opening for it first.
  • You can also use minions to combo into Behemoth Typhoon at closer range, potentially netting you counter hits or advantage on block. Experienced Jack-O's might try to whiff punish you for this, so be careful.
  • Her airdash is one of the longest and most committal in the game. If you're playing a Jack-O who loves to dash in from midscreen, always be ready to airthrow them out of their dash: it's easier than you might think!

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Jack-O's Button Loses To Beats Trades Whiffs
6PGGST Jack-O 6P.pngGuard:
All
Startup:
10
Recovery:
20
Advantage:
-12
f.SGGST Jack-O fS.pngGuard:
All
Startup:
11
Recovery:
17
Advantage:
-9
5HGGST Jack-O 5H.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-6
2DGGST Jack-O 2D.pngGuard:
Low
Startup:
10
Recovery:
18
Advantage:
-19

Neutral


Offense


Defense


Ky Kiske

Favorability Goes Here


Ky is pretty vanilla as Shotos tend to be, he does have a few dangerous options however.

  • Like all DPs, Ky's DP can prevent you from doing your oki with c.S. Condition the Ky to make a guess on whether or not you'll attempt to hit them on wakeup, or utilize safejumps to guarantee lockdown.
  • His 236H Charged Stun Edge locks you down for a very long time. Hitting Ky will remove the Fireball so if they attempt to jump in after doing CSE use 684H Behemoth Typhoon to catch him.
  • If Ky sets up Charged Stun Edge too close to you after a knockdown, you can often use Down With the System to hit him through it, ending his pressure and netting you tons of damage.
  • Ky's 214K Foundre Arc isn't as cool as Greed Sever and also can be anti aired by 2P, 5P, or 6P and has 24 frames of start up, meaning that if you stay ready for Ky to use it instead of 236K Stun Dipper you can get great punishes on a Ky. If you block it standing and you weren't in the shock state, you're actually plus, so you can press 2P with little to no risk.
  • Ky players love to pull up from midscreen and throw you thanks to the pressure his neutral buttons exert. Using 5k is great here because it also beats lows, but if he's running at you from fullscreen, don't be afraid to throw out a 684H to snipe his approach.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Ky's Button Loses To Beats Trades Whiffs
6PGGST Ky Kiske 6P.pngGuard:
All
Startup:
9
Recovery:
17
Advantage:
-8
f.SGGST Ky Kiske fS.pngGuard:
All
Startup:
12
Recovery:
13
Advantage:
-5
2SGGST Ky Kiske 2S.pngGuard:
Low
Startup:
10
Recovery:
20
Advantage:
-8
2DGGST Ky Kiske 2D.pngGuard:
Low
Startup:
10
Recovery:
18
Advantage:
-10
236KGGST Ky Kiske 236K 1.pngGuard:
Low, All
Startup:
5
Recovery:
26
Advantage:
-15 [-10]

Neutral


Offense


Defense


Leo Whitefang

Favorability Goes Here


  • Leo's Eisensturm is extremely strong in this matchup due to many of Goldlewis' pressure strings having small gaps, plus Eisensturm is less vulnerable to crossups due to its input. So using true strings, tick throws and safe jumps is especially important to keep Leo in check.
  • Due to the unique 360P/720P/1080P input allowed for Goldlewis' Down With The System, it can punish Leo when he does left/right mixup in backyurn stance. The hitbox doesn't hit behind Goldlewis at all though and Leo can crossup Goldlewis during startup frames, making it still vulnerable to whiffing. It allows him to more consistently preform 1080P > PRC (pre-superflash) though which can often escape Leo's generally overwhelming pressure.
  • Skyfish can punish Leo if he attempts to do [4]6H in neutral.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Leo's Button Loses To Beats Trades Whiffs
6PGGST Leo Whitefang 6P.pngGuard:
All
Startup:
10
Recovery:
18
Advantage:
-5
66 5KGGST Leo Whitefang 5K.pngGuard:
All
Startup:
9
Recovery:
13
Advantage:
-3
2KGGST Leo Whitefang 2K.pngGuard:
Low
Startup:
7
Recovery:
11
Advantage:
-5
f.SGGST Leo Whitefang f.S.pngGuard:
All
Startup:
12
Recovery:
21
Advantage:
-13
2SGGST Leo Whitefang 2S.pngGuard:
Low
Startup:
10
Recovery:
13
Advantage:
-2
2DGGST Leo Whitefang 2D.pngGuard:
Low
Startup:
12
Recovery:
19
Advantage:
-8

Neutral


Offense


Defense


May

Favorability Goes Here


  • After blocking S Horizontal Mr. Dolphin, you can almost always use 684H to beat anything that isn't block or reversal. Sometimes May is able to backdash this after certain blockstrings, but what's important is that this is guaranteed after raw or delayed dolphin.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
May's Button Loses To Beats Trades Whiffs
6PGGST May 6P.pngGuard:
All
Startup:
12
Recovery:
18
Advantage:
-7
5KGGST May 5K.pngGuard:
All
Startup:
8
Recovery:
11
Advantage:
-5
2SGGST May 2S.pngGuard:
All
Startup:
10
Recovery:
18
Advantage:
-7
IADB j.HGGST May j.H.pngGuard:
High
Startup:
12
Recovery:
15
Advantage:
-
DolphinGGST May Mr. Dolphin Horizontal.pngGuard:
All
Startup:
7
Recovery:
11 (26 OH)
Advantage:
-5

Neutral


Offense


Defense


Millia Rage

Favorability Goes Here


  • The Millia matchup, while not horrible for Goldlewis, is difficult. Goldlewis essentially has zero influence over the neutral due to Millia's unmatched ground and air mobility. Your one saving grace is the fact that once you get a knockdown, the round is most likely over for her. Don't lose the mental game, remember that one hit is all it takes, and patience is key.
  • 5P and 2P are very useful low-commitment buttons for swatting Millia out of the air. Additionally, j.S is great for pinning down Millia's that go high. 6P will often whiff against her unpredictable air movement, and is very punishable. Don't even think about 2H.
  • 2P is low-profiled by Millia's 2K. Your own 2K is a preferable button to stop cheeky run-ups.
  • Behemoth Typhoon is generally not a good neutral option against Millia. She has an extraordinary ability to whiff punish many things with her 2K, and receives immense reward from it in the form of her infamous okizeme. Most of neutral with her will consist of you playing passively and slowly dash blocking her into the corner, as she has every reason to wait for you to commit to something and no reason to risk everything on a reckless approach.
  • Air throw Kapel. Once she has her back anywhere near the wall, or if you manage to use Thunderbird (236S), Millia can and will dump all of her air movement options into a cheeky side switch. She will often try to gain distance with Kapel (j.236H). Learn to position yourself and air throw Kapel's descent, or else she will be able to run circles around you with no consequences.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Millia's Button Loses To Beats Trades Whiffs
6PGGST Millia Rage 6P.pngGuard:
All
Startup:
9
Recovery:
16
Advantage:
-11
5KGGST Millia Rage 5K.pngGuard:
All
Startup:
7
Recovery:
12
Advantage:
-3
f.SGGST Millia Rage f.S.pngGuard:
All
Startup:
9
Recovery:
19
Advantage:
-7
2SGGST Millia Rage 2S.pngGuard:
Low
Startup:
11
Recovery:
18
Advantage:
-6
2DGGST Millia Rage 2D.pngGuard:
Low
Startup:
12
Recovery:
22
Advantage:
-11

Neutral


Offense


Defense


Nagoriyuki

Favorability Goes Here


Nagoriyuki (or Nago for short) is a pretty tough matchup for Goldlewis due to his long normals and terrifying pressure.

  • Nago's 623H can be especially difficult for Goldlewis to deal with on roundstart as all of his tools are either too slow and/or small to directly punish Nago. Plus Goldlewis' only way to outright dodge 623HH specifically is via a microwalk back into backdash (which does let Goldlewis get a f.S punish, but the backdash comes with it's own big risks). So generally speaking, you should almost always block on roundstart.
  • His 6P can box out a lot of your moves and will stop you from jumping in.
  • f.S has built in follow-ups and good corner carry, Goldlewis has trouble getting out of the corner due to his big size and low jump so FD if necessary to prevent being pushed to the corner and YRC to get Nago off of you. If Nago commits to f.SSS (far slash hit 3), he's incredibly minus, so feel free to run up and secure a juicy punish.
  • If Nago goes into Blood Rage he will most likely try to get away from you and use his super-buffed normals, 236S Skyfish can let you shoot him from far away.
  • You can completely negate Nago's strike/throw mixup after f.SS by FD'ing f.SS (assuming he's not sliding forwards too fast). If you IBFD it, he cannot mix you up no matter what.
  • Additionally, if Nago likes doing f.SS into Fukyo, be aware that he doesn't have time to punish a single 2P after a Fukyo back. If you see him Fukyo after f.SS, feel free to press 2P in case he dashes in for a throw.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Nagoriyuki's Button Loses To Beats Trades Whiffs
6PGGST Nagoriyuki 6P.pngGuard:
Mid
Startup:
12
Recovery:
15
Advantage:
-6
5KGGST Nagoriyuki 5K.pngGuard:
Mid
Startup:
7
Recovery:
12
Advantage:
0
2SNo results
214HGGST Nagoriyuki Kamuriyuki1.pngGuard:
Mid
Startup:
14
Recovery:
17
Advantage:
-3
214KGGST Nagoriyuki Fukyo.pngGuard:
N/A
Startup:
-
Recovery:
Total 16
Advantage:
N/A
~6 214HGGST Nagoriyuki Kamuriyuki1.pngGuard:
Mid
Startup:
14
Recovery:
17
Advantage:
-3
623HGGST Nagoriyuki Shizuriyuki1.pngGuard:
Mid
Startup:
11
Recovery:
21
Advantage:
-7

Neutral


Offense


Defense


Potemkin

Favorability Goes Here


  • Potemkin is a blessed rare matchup where Goldlewis generally feels in control of the neutral. You'll still get bullied on defense, but being just behind Potemkin in effective health means that you can take a few wrong guesses. The fact that Behemoth Typhoon automatically catches Megafist (236P/214P), Potemkin's infamous defensive option, is an absolute godsend. Once you're in, go ham.
  • Wait for armor. Potemkin's armored moves are the only real threat posed to Goldlewis in neutral. As 684H hedges against any normal and Megafist, Pot will eventually need to fish for a knockdown by sending Slide Head (236S). This will bypass your BT and put you in a very bad situation. Due to the risk of a Slide Head knockdown, it is sometimes best to play patiently, as Slide Head can be jumped on reaction if you are watching out for it. Pot's armor can also be called out with Skyfish, although against a good Potemkin player, this will be flicked. Generally, your Security is better spent on Thunderbird okizeme.
  • Drone can be flicked. As pot has the option to nullify drone, you can't make it do the work all for you. You can counterhit him for trying, however, if he tries too close to you. Luckily, Goldlewis doesn't need Thunderbird to supplement his neutral like he usually does, as this is a rare matchup where he has power in neutral.
  • Your 5P is a poke. Usually, 5P is strictly an anti-air, but against Potemkin, the only other true big body in the game, it serves as a nice 7 frame poke with ok range for its startup. This can make for a great round start.
  • Skyfish goes through Giganter Kai. Mostly a fun fact, although you can surprise some players with this.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Pot's Button Loses To Beats Trades Whiffs
2PGGST Potemkin 2P.pngGuard:
All
Startup:
8
Recovery:
9
Advantage:
-1
6PGGST Potemkin 6P.pngGuard:
All
Startup:
11
Recovery:
25
Advantage:
-15
f.SGGST Potemkin f.S.pngGuard:
All
Startup:
12
Recovery:
18
Advantage:
-8
2DGGST Potemkin 2D.pngGuard:
Low
Startup:
13
Recovery:
21
Advantage:
-11

Neutral


Offense


Defense


Ramlethal Valentine

Favorability Goes Here


  • Superjump should generally be used rather than a standard jump when escaping Ram's corner pressure if you are going to escape through the air.
  • You have to focus a lot on gaining screen control and keeping your ground as whether on block or hit, Ram generally has significantly better corner carry than you. Since gets immenesly more powerful in the corner, you have to play more carefully about how much screen positioning you're willing to sacrafice whether it's in neutral, how you use burst, how you route yiur combos etc.
  • Use dash momentum to make up for Goldlewis' slight range issues in neutral. As an example, Ram's f.S is slightly wider horizontally and 1 frame faster than Goldlewis' 684H/624H, although if you dash a bit beforehand you can make the range difference negligible. It also helps to makes normals for Goldlewis like his own f.S or 6P.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Ramlethal's Button Loses To Beats Trades Whiffs
6PGGST Ramlethal Valentine 6P.pngGuard:
All
Startup:
9
Recovery:
18
Advantage:
-9
5KGGST Ramlethal Valentine 5K.pngGuard:
All
Startup:
7
Recovery:
11
Advantage:
-2
2KGGST Ramlethal Valentine 2K.pngGuard:
Low
Startup:
6
Recovery:
9
Advantage:
-2
f.SGGST Ramlethal Valentine fS.pngGuard:
All
Startup:
11
Recovery:
21
Advantage:
-10 [-13]
2SGGST Ramlethal Valentine 2S.pngGuard:
Low
Startup:
10
Recovery:
18
Advantage:
-5 [-8]
IADB j.SGGST Ramlethal Valentine jS.pngGuard:
High
Startup:
12
Recovery:
24
Advantage:
-

Neutral


Offense


Defense


Sol Badguy

Favorability Goes Here


  • Sol is a tricky opponent for Goldlewis, as his large hitboxes coupled with Volcanic Viper makes pinning him down rather challenging.
  • A Sol using Volcanic Viper on wake up can be tricky to deal with as it will clash with both Down With The System as well as Behemoth Typhoon and will beat Thunderbird due to it's invincibility. If you can't manage a safejump setup, with the proper spacing meaty 5H can clash with Volcanic viper, giving you a "poor man's safejump."
  • Sol's f.S is a really oppressing move for most of the cast to deal with, but on Goldlewis who suffers from less than stellar speed on his normals it can feel almost impossible to get him off you. 268H Behemoth Typhoon is plus on block and will launch Sol away from you allowing for some breathing room, special cancelling from a well timed 2P will guarantee you hit him with the Behemoth Typhoon.
  • You can punish both hits of Sol's 236K Bandit Revolver with c.S, so be ready to combo him on a read after the first hit, or on reaction if he commits to the second hit. If timing is an issue, you can also just throw him after the first hit. Fuzzy throw beats all options except for if Sol delays the second hit, so learning this timing can be invaluable!
  • Sol's 214S Night Raid Vortex will low profile your 236S Skyfish, don't use it at full screen unless you want to get punished and lose in one combo.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Sol's Button Loses To Beats Trades Whiffs
6PGGST Sol Badguy 6P.pngGuard:
All
Startup:
9
Recovery:
20
Advantage:
-11
f.SGGST Sol Badguy fS.pngGuard:
All
Startup:
10
Recovery:
13
Advantage:
+2
2SGGST Sol Badguy 2S.pngGuard:
All
Startup:
10
Recovery:
15
Advantage:
-7
6HGGST Sol Badguy 6H.pngGuard:
All
Startup:
9
Recovery:
43
Advantage:
-27
2DGGST Sol Badguy 2D.pngGuard:
Low
Startup:
10
Recovery:
18
Advantage:
-4
Dash 623HGGST Sol Badguy 623X.pngGuard:
All
Startup:
13
Recovery:
19+10 after landing
Advantage:
-26

Neutral


Offense


Defense


Testament

Favorability Goes Here


  • Despite Testament’s neutral being strong, they don’t have fast enough full screen options to punish Thunderbird or Skyfish on reaction so occasionally, retreating to full screen to use either move can help a lot against Testament’s that aren’t playing aggressively enough.
  • Mixing up how you approach Testament is quite important to not be locked down for the entire match. From the air with a forward jump into j.D can be quite strong against many of Testament’s grounded normals and S Grave Reaper, whereas grounded approaches with moves like f.S or 684H can be quite good to whiff punish Testament’s anti airs.
  • Testament punishes you with Stain State if you block crow, so outright avoiding it is notably more favorable than blocking it. When crow is done raw, Goldlewis is generally safe on the ground but unsafe in the air. Then when it’s angled downwards due to a Succubus, from far away you want to superjump over it, then up close you want to catch Testament during startup with a fast and far reaching move like f.S.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Testament's Button Loses To Beats Trades Whiffs
6PGGST Testament 6P.pngGuard:
All
Startup:
11
Recovery:
15
Advantage:
-7
f.SGGST Testament fS.pngGuard:
All
Startup:
12
Recovery:
18
Advantage:
-7
2SGGST Testament 2S.pngGuard:
Low
Startup:
10
Recovery:
18
Advantage:
-7
236SGGST Testament j236S.pngGuard:
All
Startup:
16~22
Recovery:
27
Advantage:
-4
j.236HGGST Testament j236S.pngGuard:
All
Startup:
13~19
Recovery:
21
Advantage:
+2
Walk Back

Neutral


Offense


Defense


Zato-1

Favorability Goes Here


  • Whatever it takes, do not let him get Eddie behind you; his mixup is ambiguous and safe, and our already rough defense makes defending against a strong Zato feel nearly impossible if he gets his win condition.
  • Play neutral slow, and be ready to use 2P on frog, or 2k for drunkard shade. Remember that you can cancel hits on Eddie into BT if Zato runs in behind Eddie.
  • This matchup can be extremely frustrating, but don't give up! Zato is one of only two characters with no reversal, so once you've got him on defense, you can end the round before he escapes. He also has a Guts rating of 0, meaning your combos will still melt him even at mid-to-low life totals.
  • If he's flying above you, try not to panic. The risk-reward is stacked pretty heavily in your favor, so try to move a bit to reduce the risk of a cross-up, then pressure his landing with 6P or a BT.
  • Zato's love to use 2S on roundstart, but it loses hard to rising j.D > 624BT. The person who wins roundstart often goes on to win the round, so try your best to adapt to his habits here.

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Zato's Button Loses To Beats Trades Whiffs
2PGGST Zato-1 2P.pngGuard:
All
Startup:
6
Recovery:
9
Advantage:
-3
6PGGST Zato-1 6P.pngGuard:
All
Startup:
12
Recovery:
12
Advantage:
-6
f.SGGST Zato-1 f.S.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-12
2SGGST Zato-1 2S.pngGuard:
All
Startup:
11
Recovery:
20
Advantage:
-10
2DGGST Zato-1 2D.pngGuard:
Low
Startup:
10
Recovery:
17
Advantage:
-9
Walk Back 5HGGST Zato-1 5H.pngGuard:
All
Startup:
13
Recovery:
19
Advantage:
-9

Neutral


Offense


Defense



Navigation

Goldlewis Dickinson