GGST/Goldlewis Dickinson/Strategy

From Dustloop Wiki
< GGST‎ | Goldlewis Dickinson
Revision as of 06:28, 29 January 2022 by Lija (talk | contribs) (added scapegoat point)
Jump to navigation Jump to search

General Strategies

Goldlewis does best at close range. He has extremely good pressure up close and does insane amounts of damage. He also has very good meter usage, being able to roman cancel his behemoth typhoons to extend his pressure. Your main gameplan is to score a hard knockdown which can be done by hitting someone with a 684H or 268H both of which can be cancelled from almost any grounded normal. Once your opponent is knocked down you have a large variety okizeme options. Cross ups with j.H and several Behemoth Typhoons j.486H/j.684H. Safe Jumps with j.H. ThunderBird (input: 214S) as a safer oki option and of course meaty c.S and Behemoth Typhoons to continue pressure.

Once you are up close and personal with your opponent, you have a variety of options to open up their defense, mainly with your Behemoth Typhoons.

Behemoth Typhoon Buffering leniency


Close Range / Brawling

This is where you want to be. 2P is plus three on block and combos into itself on hit, giving Goldlewis an easy spot to sneak in a throw. It also can frametrap or crouch confirm into c.S which can lead to great damage or okizeme. His K buttons are also great up close, but those rely on cancelling into a Behemoth Typhoon in order to keep pressure going because of their limited gatlings. Behemoth Typhoon itself is core to his close-range pressure, and more details can be found in its section.

Mid Range / Footsies

Goldlewis' midrange is dominated by his S buttons and his 426H/684H. His f.S in particular is his fastest poke and almost always combos into the aforementioned BTs. 2S is slower and can drop in cancels in some ranges, but comes with the bonus of being disjointed.

Long Range / Closing Space

Long range for Goldlewis is all about getting back in. The problem lies in that all his get-in tools rely on his Security Level. 236S is great for stopping zoning, but it's quite slow and doesn't lead to much on hit. 214S also cancels out projectiles, but is much better as an approach tool. Your goal is to get it out and run in behind it, but anything short of lvl2 won't let you get very far.


Goldlewis' j.P and his j.S are both excellent high anti-airs. Cancelling into an air BT will give him a knockdown and let him get started.


j.D is an absurd neutral tool and jump-in. The hitbox is massive and it synergizes very well with his low jump arc. j.H is slower but much better suited for crossups.


Counter Pokes

5K is Goldlewis' primary counterpoke. His foot hurtbox retracts during startup and its disjointed while it's active. Compared to most other characters, his 6P is terrible as a counterpoke. 2S is also decent for stopping approaches as it's his fastest disjointed move that also beats slide-type moves.


Both 5P and 6P, your main anti-airs, whiff on crouchers so don't be too careless with them. 2H's long startup (20 frames) and pitiful hitbox make it fairly useless as anything but combo-fodder. Some versions of Behemoth Typhoon that swing forward in front of Goldlewis (426, 268, 684) can be used as situational anti-airs, but this approach isn't recommended due to all versions' long startup and lack of invincibility.


2P is your fastest button at 5 frames, with less range than both 5P and 2K and cannot gatling into itself. 5P is 1 frame slower in exchange for some range but whiffs on crouchers. 2K is 3 frames slower than 2P in exchange for significantly more range. Note that Goldlewis can cancel all of his buttons on hit into 684H for a hard knockdown.


632146P is slow, somewhat small, and your only reversal. Good luck.

Alternatively, if you can get 1080P, you can 66.PRC before the superflash to take advantage of the invincibility. This is much harder to do but potentially is much more rewarding.


Behemoth Typhoon

This is the core of your pressure game. Your primary BTs to use in pressure are 268H, 842H, 486H, and 862H. While there are more BTs that are plus on block, those will be the primary ones you will be using. 268H is your basic plus on block BT, but comes with the bonus of converting into more damage. 842H has short range but hits low and combines well with his overhead BTs. 486H is a slow but heavily plus overhead BT that also sets up fuzzy guard mixups with BRC. 862H has a lot less range compared to 486H but is much faster. The only fault with 862H is that you need meter to convert off it.

In this Behemoth Typhoon


268H is your best friend. It can be used to frame trap from some grounded normals and is a true block string from c.S. It is +3 on block and can be +12 if you get the late hit. It is extremely good at catching your opponent mashing because of the plus frames and it can also lead to massive damage on counter hit. If your opponent is respecting your pressure or not using Fautless Defence (FD) you can loop 268H multiple times to get massive chip damage.


684H is your second best friend. It is used mostly as a blockstring ender. Once your opponent blocks it your turn ends (-5 on block). This is great for catching opponents trying to backdash your 268H or mashing to beat it. It leads to great damage if you PRC (purple roman cancel) on hit. On block you can also PRC this move to continue your pressure. However, unlike 268H it does not link to anything on hit unless you spend meter. It also has a deadzone when your opponent is right next to you so don't use it at point blank range. This is a great BT to use to catch your opponent mashing to beat your other BTs.


842H is a quick low behemoth typhoon. It has extremely short range however it is very plus on block (+16). If your opponents are using FD this move will commonly miss unless used as a meaty option or buffered after a roman cancel. On hit it leads to great reward, being able to link into your 2S > 684H hard knockdown. On block you are +16 allowing you to continue your pressure. Your opponents can also challenge the startup with a fast normal to beat it.


862H is a quick overhead behemoth typhoon. It has slightly longer range than 842H. Its main purpose is to catch people off guard if they are constantly blocking low if you've conditioned them with 842H or any of your low hitting moves like 2K. On hit it doesn't lead into anything without meter making it less rewarding than 842H but it can be used to condition them to block high. However, it frametraps after 2S and can lead to a small combo on counterhit. On block it leaves you about +12 giving you significant frame advantage to continue your pressure.


486H is a massive overhead behemoth typhoon. It has amazing range, amazing reward on hit and is +16 on block. However it has abysmal startup, your opponent can block it on reaction and also easily challenge the startup. You can use this if you read your opponent's backdash to gain massive reward or as a mixup tool to catch your opponents of guard. If they don't mash fast enough they are extrememly minus on block. On counterhit you can get massive damage.


624H functions similarly to 684H but it is not as good. You are mostly much better off using 684H as it leads to better oki because your opponent gets knocked down much closer to you and it leads to more combos off PRC. The only upside this BT has over 684H is that it is much easier to input and does not have a deadzone. It can also be easily input after a dash.


426H is not a particularly useful BT to use in pressure. Much like 624H, it is a less useful version of 486H. It is provides the same usage without having the bonus of being an overhead. However, in the corner it leads to wall bounce on hit and will lead into massive damage without spending any meter.


248H is a very quick low, faster than 842H. This is mostly used as a combo extension but can be very useful if your opponent likes to block high. It can be used to side switch to put your opponent into the corner. Leads to good damage on hit and is +3 on block. It isn't as plus as the other low BT but has the added reward of side switching and a faster startup. It also has the same drawbacks however, being extremely short ranged and also easily wiffed if your opponent FDs

Pressure Resets

Goldlewis' P buttons are all plus on block which can merit pressure resets. His c.S isn't plus but he can force respect with BTs and 5H. He can also go for shimmies off of c.S as he is just outside throw range on normal block if he lets it recover. Any of his plus on block BTs are also great places to steal turns, but be careful anytime you have to dash. Goldlewis' slow dash can let some characters mash you out even though you're plus, so use a BT or a short dash into an S button.

Basic Strings

  • button > 268H > 684H

Basic BT double frametrap string. Combos on hit from K and S buttons.

  • button > 268H > 268H

Same string as above but meant for when you're more spaced out. The second 268 is there specifically to catch IAD out attempts.

  • button > 486H/862H/842H > f.S/2S > 684H

More double BT frametrap strings, meant to demonstrate basic high/low mixups. Using 862 or 842 requires cancelling from a button with low pushback in order for them to connect.

Corner Pressure

Cornering an opponent is essentially checkmate for Goldlewis. His BTs become incredibly difficult to escape and his Thunderbird oki becomes even stronger. The only real problem Goldlewis can have is breaking the wall without a super, as it forces him to play neutral again.


When in doubt, if you don't know specific knockdown setups, simply meaty with c.S or 268H, as these open up the most pressure options for Goldlewis. 268H is particularly useful, as it will catch both mashers and backdashers with the right timing. That being said, specific setups for Goldlewis are very powerful and worth learning, and are covered below. Goldlewis generally does not like to do OTG hits unless it is to close out a round, as being close and plus is far more valuable than one extra hit and the prospect of his difficult neutral.


Throw reliably gives you enough time and space for Thunderbird (214S) if the Security Level is 2 or 3. This is hands-down what you want to do in the corner. At midscreen they can and should backdash, but this gives incredible corner carry. As always, manual safejumps and meaties are also an option if you have another use in mind for Security.


Goldlewis' 2D leads to a meaty Thunderbird setup no matter the Security Level.


This is your most common knockdown as Goldlewis. It does not reliably give time or space for Thunderbird, but is still important. it provides enough frame advantage for a manually-timed j.D/j.H safejump. At some spacings, this safejump can cross up the opponent. You can also reliably land most meaty options off of this knockdown.

214S Setups

Thunderbird 214S is Goldlewis's primary okizeme tool, but it also serves an important purpose of covering Goldlewis's approach in neutral to help him get back into his optimal range. Goldlewis already has relatively strong okizeme pressure with meaty Behemoth Typhoons, but using Thunderbird's blockstun can help him safely run a high/low mixup without worrying about interruption from invincible reversals. For opponents that do not have strong reversals it becomes more important to save security meter for closing the gap in neutral rather than enhancing Goldlewis's already good okizeme.

In general, Thunderbird oki is weak to reversal backdash in the midscreen. The hit properties of Thunderbird against airborne opponents does not lead to easy followups for Goldlewis as it will launch them away at a very low angle. The opponent will only take one hit of Thunderbird and be blown back into a soft knock down with enough time to avoid the remainder of Thunderbird. The best way for Goldlewis to effectively punish this option is to have enough knock down advantage to be able to run down the backdash and follow up the first Thunderbird hit with a c.S or 5K. However, there is not enough time in this situation to both look out for a reversal back dash and a meterless invincible reversal at the same time. Thunderbird can also ruin backdash punishes by catching back up and connecting with the opponent a second time, knocking them out of the combo. The situation drastically improves in the corner where a backdashing opponent will be caught by the full Thunderbird. After a throw midscreen, Goldlewis can also use 624H/684H to catch a backdash. This will give away your ability to follow up on your drone, but you'll still get very good corner carry.

  • while juggling c.S > 248H HKD 214S
    • Cuts this combo route short, but leads to huge knock down advantage midscreen
    • Sets up a reverse BT mixup
    • Sets up a cross up
    • Can struggle to punish reversal backdash outside of corner
  • 486H HKD, dash 214S
    • Similar to above with a bit less knock down advantage
    • With correct dash spacing, can setup an auto grounded punish against backdash
  • while juggling c.S/5K > 684H HKD, 214S
    • Usually done after a 246H wall bounce
    • Not enough advantage for a cross up but tight enough to meaty
  • f.S > 684H HKD, 214S, 684H, (214S connects) dash 2K
    • Locks down the opponent with a 684H which allows the Thunderbird to close the gap and connect with the opponent.
    • Adds more corner carry compared to dash up meaty c.S
    • Best used near corner to avoid Thunderbird pushing the opponent away and to enable followups if 684H goes unblocked.
    • At max distance, 684H can be cleanly avoided with a reversal back dash from the opponent and the situation turns into a Thunderbird covered approach for Goldlewis.
  • 268H HKD, dash 214S
    • Not air tight midscreen
    • Weak to backdash midscreen
  • c.S > 2D HKD > 214S
    • Gives up a big c.S > 2H route
    • Naturally scores a grounded punish against backdash
  • 4/6D, OTG 5H > 214S
    • Corner only.
    • Not air tight.
    • Can be less threatening in certain matchups due to character specific tools.

Reverse BTs

Explanation video

Goldlewis's aerial Behemoth Typhoons have a unique property where they will auto cancel into their grounded versions if performed just before landing. What's especially interesting about this is that this happens before Goldlewis can turn around to face the opponent if he jumps over them. Now factor in that many Behemoth Typhoon versions have a hitbox behind Goldlewis and you get situations like this:

Comparing reverse 842H with 862H

With the right Thunderbird setup this can be applied as a pure 50/50 indistinguishable high/low mixup. To get the reverse BT and hit low, perform the air version just before landing. To get the regular version and hit high perform the BT just after landing. The reverse 842H just like the regular version can be followed up without meter.

Other interesting reverse BTs are reverse 684H which acts just like 486H, and reverse 862H which has a similar yet slower mixup to the reverse 842H mixup.

Fighting Goldlewis


Most players are tragically unprepared to deal with Goldlewis pressure. However, Goldlewis getting in doesn't have to mean the end of the round if you understand the risk/reward of your defensive options.

  • Mashing and jumping are not very effective. Goldlewis has many back-to-back frametraps that all have anywhere from decent to devastating reward. The absurd area of effect and active frames of any Behemoth Typhoon will catch jumps 99% of the time. Mashing or jumping can be used in fringe reads, but should absolutely not be go-to strategies.
  • FD will weaken Goldlewis' pressure severely. If you have the meter, you can make many options whiff and force him to work hard to stay close, whether it's by risking a jump-in or spending meter to drift in after a guard crush. For a comprehensive explanation of your options, watch Baccpack's anti-FD Goldlewis pressure guide.
  • Backdash is effective midscreen. Backdashing Goldlewis after a hit or a few avoids many frametraps, which Goldlewis uses often. Goldlewis has strong counterplay to this in the form of j.D, 486H, and 684H, but these options are not without risk. j.D can be anti-aired if you watch for it, 486H can be mashed out of on a quick reaction if you're watching for it, and 684H will end Goldlewis' turn if blocked, as it is -5.
  • Backdash is either ineffective or a risk on wakeup, depending on your character. Goldlewis can catch backdash with a meaty 268H or 5K, which are common okizeme options for him. If you play a character with 6 or 5 invuln frames on their backdash, you could maybe avoid a meaty c.S. technically Goldlewis can time it frame-perfectly to catch it, but this is obviously not going to be performed reliably, or even often. Overall, backdashing on wakeup, if you're into that kind of thing, should only be done as an occasional read.
  • Reversals throw a wrench in his plan. As much of his pressure consists of frametraps, Goldlewis must worry about reversals more than many characters. Use a reversal in his pressure, or hold it to demand respect and take your turn back. Be careful, however, as his punishes on baited reversals are very damaging. Be careful about using a reversal on wakeup, as Goldlewis' j.H gives him the option to safejump any of his knockdowns. Your reversal will usually be better spent on his plus frames, as he will have to call it out.

In short, always remember that your primary objective should be putting distance between you and the lad.


  • Do not get cheesed by BT whiffs. most variations of Behemoth Typhoon are extremely difficult or impossible to whiff punish, depending on your character's ability to do so. Many Goldlewis players prey on lack of experience to get free counterhits with sequences like 268H into 684H, or even into itself. This is not to say you shouldn't ever punish Goldlewis for a missed BT, just that you must be acutely aware of when you are actually able to. 684H in particular is actually quite punishable on whiff, so don't let him throw it out like it's nothing.
  • Make it a no-drone zone! Goldlewis' Thunderbird (236S) turns neutral from 'scary for him' to 'scary for you' the instant that it's out. It takes quite a long time to put out, however, so if you are able to reach him in time to stop it or trade with it, it is highly recommended that you try and do so. If he does get it out, know that he will be ready for a predictable IAD over it. Much like Giganter Kai, sometimes you just have to hold it.
  • Stuff the alien. Goldlewis j.D is a disgusting air button with a monstrous hitbox. Paired with his low jump height, this move can be difficult to anti-air as it feels instant. It is not impossible, however, and it may be necessary, as Goldlewis gains precious space by advancing with this move, and can frametrap into Behemoth Typhoon in the air, all while being plus afterwards! Get creative with your character's kit and find which anti-airs work at which distances, as you will need to anti-air this move a lot.
  • Fight for space. Goldlewis' corner pressure is debatably on par with that of Ramlethal's in both restriction and possibility of imminent death. While he may be scary, you cannot let Goldlewis back you into the corner, as you'll lose the ability to utilize backdash effectively, leaving FD as your only hope. If your meter runs out, that's usually the end of the round.


Sol Badguy

  • 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. 23698H 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.
  • Avoid using j.D too much. Sol can and will Volcanic Viper you.
  • 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.

Ky Kiske

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.


  • 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.


  • Axl is considered a bad 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 matchup is utterly unwinnable against a competent opponent if you do not have a good feel for dash blocking with FD brake, as it is your only non-committal approach option against his zoning.
  • 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 6P. 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 (236S), as the oki from this knockdown is quite poor.

Chipp Zanuff

  • 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!
  • Goldlewis' 6P really shines in this matchup because of Chipp's options meaning that a strong anti air like Goldlewis' 6P can keep him from jumping in, and on counter hit gives you a combo and most likely a free round.
  • 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.


  • 2 Big Boys squaring up sounds really cool. The problem with this matchup is that you need to pressure Potemkin without overextending. If you pressure him recklessly, expect to be hit with a Potemkin Buster.
  • Be incredibly cautious of 2D and knockdowns in general because Goldlewis has no meterless invincible reversal. If you are knocked down by Slide Head or 2D, it is almost always worth spending your burst to get him off of you before he can force you to guess.
  • You can always use 486H or 268H on a read to anti air his Mega Fist approaches. However, it's typically best to just block Mega Fist and take your turn. Forward Mega Fist is -6 on block, so if you block it very close to him, you can do 2p or 5p into 684H to start your gameplan. Additionally, FMF is -2 even on hit, so you can throw him if he uses it with poor spacing.
  • Skyfish will stop Potemkin from using Hammer fall and also go through Giganter Kai, just watch out for F.D.B because it can deflect the bullets as well as thunderbird's explosion.
  • While you might not have a meterless safe reversal, neither does he. The closest thing Potemkin has to a meterless reversal is Potemkin Buster so don't get too close. Additionally, his metered reversal, Giganter Kai, is not immune to throws, so if he does it in your face, you can simply grab him out of it and start okizeme.
  • It's important to make Potemkin feel pressured in neutral. His buttons are much bigger than yours, but whiff punishing his 5H with a 684H, {{{2}}}, or 6P will go a long way towards making neutral less oppressive.
  • If you can make it into f.S range, the party's started. Your buttons at this range are faster than his (excluding his 2P), and you get far more reward on hit than he does here, so don't be afraid to push your advantage here.


  • 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 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.


  • 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. 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.


  • 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.




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

  • 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.





  • 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.
  • 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!

Happy Chaos

  • 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.

External Resources