GGST/Goldlewis Dickinson/Strategy: Difference between revisions

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**With correct dash spacing, can setup an auto grounded punish against backdash
**With correct dash spacing, can setup an auto grounded punish against backdash
*while juggling {{clr|3|c.S}}/{{clr|2|5K}} > {{clr|4|684H}} HKD, {{clr|3|214S}}
*while juggling {{clr|3|c.S}}/{{clr|2|5K}} > {{clr|4|684H}} HKD, {{clr|3|214S}}
**Usually done after a {{clr|4|246H}} wall bounce
**Usually done after a {{clr|4|426H}} wall bounce
**Not enough advantage for a cross up but tight enough to meaty
**Not enough advantage for a cross up but tight enough to meaty
*{{clr|3|f.S}} > {{clr|4|684H}} HKD, {{clr|3|214S}}, {{clr|4|684H}}, ({{clr|3|214S}} connects) dash {{clr|2|2K}}
*{{clr|3|f.S}} > {{clr|4|684H}} HKD, {{clr|3|214S}}, {{clr|4|684H}}, ({{clr|3|214S}} connects) dash {{clr|2|2K}}

Revision as of 03:39, 21 June 2022

 Goldlewis Dickinson




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

Advice for Buffering Behemoth Typhoon

Behemoth Typhoon is a complex move with odd input requirements that is central to Goldlewis's gameplan. Learning how to perform them efficiently is the first step to unlocking his true potential, but many new players may find it difficult or unconventional to perform them. This is especially true for pad players, as letting go of the control stick resets it to a neutral position and can cause players to mess up their Behemoth inputs. Even so, Behemoth misinputs can be very common for new Goldlewis players due to the moves' unconventional control scheme.

As a piece of advice, try to hold the control stick for a bit at the end of a Behemoth Typhoon when inputting the move, then hit Heavy Slash. As an example, let's say you're performing the 624 Typhoon. Instead of inputting 63214 and then hitting Heavy Slash, hold 4 while you input HS and then let go after the move has come out. This makes it much easier for the game to determine which specific Typhoon of the many available that you specifically want and prevents you from accidentally inputting a corner direction after buffering a Typhoon.

Neutral

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.

Air-to-Air

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.

Jump-In

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.

Defense

Counter Pokes

5K and 2S are disjointed while active and tend to counterpoke lows. Compared to most other characters, Goldlewis' 6P is subpar as a counterpoke due to its slow startup and high whiff recovery. Despite its speed though, it still works effectively as a counterpoke in many situations.

Anti-Airs

6P, the elephant in the room, is very strange. It will work for the most common case of stuffing an IAD, but you'll find that its long startup and high hitbox will fail you in many situations where another character's 6P would have hit. You will also find that its long recovery will get you punished unlike other characters. Its reward is good, however. Having a hard knockdown on counterhit means you'll get a real setup into Skyfish (236S). As such, this likely should still be your response to an IAD. Due to his odd 6P, Goldlewis tends to prefer non-disjointed but quick anti-airs like his 2P or 5P. These are less committal, only slightly less rewarding, and simply more reliable. 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 outside of hard reads due to long startup and whiff recovery.

Abare

2P is your fastest button at 5 frames. It cannot gatling into itself, but can link into itself on hit. Its range is often disappointing and it can be low-profiled by many lows, so other buttons such as 5P or 2K may be used if a gap allows it.

Reversals

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

Alternatively, if you can get 1080P, you can PRC before the super flash to take advantage of the invincibility. This is comically difficult to perform compared to Faust's super PRC, but potentially is much more rewarding.

Size

Like other big body characters, Goldlewis is sometimes subjected to a worse (or better) set of options due to his size. The details are all very matchup specific, but to name a few: Chipp's Alpha Blade Diagonal (236K) cannot be crouched, I-No's Chemical Love (214K) hits Goldlewis standing, and Millia's OTG 2P > 214K setup can only appear on one side. Little things like this are covered in more detail under Matchups. Being aware of these details is very important in Goldlewis' tougher matchups.

Pressure

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

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

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

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

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

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

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

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

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 +3 on block which can merit pressure resets. His c.S is only +1 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.

Dash Kara 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.

Okizeme

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

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.

2D

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

684H

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 426H 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

Corner Throw

  • 4/6D, Whifff 2P, 214S, [dl 4/6D or 2P]
    • The drone will pick up the opponent after throw allowing for extended combos.
    • Sets up a meaty 2P that is reversal safe.
    • Throw will hard lose to jump, but will trade with many supers.
    • Throw will get hit by gold burst, but the opponent will still partially get locked down by drone.

Safejumps

Goldlewis is capable of safejumping off many knockdowns. Notably, he can safejump off throw, as well as 684H, his most common ender. Off throw, he can safejump by immediately jumping (jump forward for same side, forwards for crossup unless in corner), delaying and airdash, then doing j.H and blocking when landing. This will leave you plus to continue pressure. Off 684H, you can do the same setup of delay airdash j.H. Keep in mind that this safejump can have very different timing based on scaling.

  • ... > 684H > whiff 5P > 9 > j.D
    • Doesn't work if 684H was used more than once in the combo.
    • Doesn't leave Goldlewis in the best position for offense
  • ... > 684H > 6[6] > dl 9 > j.D
    • Doesn't work if 684H was used more than once in the combo.
    • Needs to be manually timed
  • Throw > whiff 5P > IAD > j.D
    • Auto-timed
  • Throw > 8 > dl j.66 > j.D
    • Delay the airdash until right after the peak of Goldlewis's jump arc when he begins falling.
    • Needs manual timing, but some may find this easier than the buffered IAD in the setup above.
  • Air Throw > [28, j.D] or [29, j.H]
    • Can be inconsistent, since knock down advantage is height dependent.
  • 862H > 9 > dl j.66 > j.K
    • Needs a delayed airdash right before Goldlewis lands form the jump
    • As a bonus, this setup can be feinted into a high/low mixup with a whiffed j.H into land 2K at the cost of no longer being reversal safe.
  • Wall Break 632146P > IAD > j.D

Backturned/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 862H with 842H

With the right Thunderbird setup this can be applied as a pure 50/50 indistinguishable high/low mixup. To get a backturn BT, perform the air version just before landing. To get the regular version, perform the BT just after landing. A backturned 862H, unlike the regular version, can be followed up without meter while still being an overhead. This makes the mixup with 842H powerful, since it also grants a combo on hit and hits low.

Comparing reverse 842H with 862H

Reverse 842H has a similar —and even faster— mixup to the reverse 862H mixup. However, the reward on the regular 862H mixed with backturned 842H is very skewed towards the use of backturned 842H because it's the only one of the two to grant a combo, which makes the mixup easier to 'ignore' by simply blocking low.

Another interesting reverse BT is reverse 684H which acts just like 486H, being overhead on the back swing.

Whiff 5P 862H/842H

A strong but risky setup in the corner is knockdown, then whiff 5P into either of the 8 to 2 Behemoths. Normally, the 8 to 2 Behemoths can be tricky to pull off and are better reserved for use in pressure, where the heavy hitstun or blockstun of c.S allows the move to be buffered easier. However, throwing out a 5P as your opponent wakes up from your knockdown offers just enough time to buffer either 862H or 842H, allowing Goldlewis to do a standing mixup.

This setup has its strengths and weaknesses. For starters, throwing this out after a round of heavy conditioning will almost certainly open people up, as the mixup is extremely hard to see coming and is a true 50/50. The damage off of a Behemoth starter is also great, and if you have enough meter to RC you can convert into any number of Goldlewis's devastating corner combos. Even better, if you successfully time either of his Behemoths then it counts as a true meaty with all the plus frames that Goldlewis usually gets, making this remarkably safe.

As for weaknesses, this setup is rather easy to DP through if you have a reversal on the quality of Volcanic Viper. As well, the setup may require a microdash depending on the spacing of the knockdown, since 842H does not have the reach to hit your opponent off of knockdowns like 5D without movement. Lastly, meter is required to convert into a full combo, which may lead to worse reward compared to the standard frametraps that Goldlewis has on offer.

All in all, this setup is a great kill confirm and conditioning setup when used properly. Scare your opponents into blocking either further while you run mindgames on them, or just kill an opponent as they reach low life.

Fighting Goldlewis

Pressure

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 generally not 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 (after FD) 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.
  • Block on wakeup. Although blocking Goldlewis is scary, patience is key. Goldlewis can catch backdash on your wakeup easily with a meaty 268H or 5K, which are common okizeme options for him. 268H also gives Goldlewis a comically damaging combo on counterhit.
  • Goldlewis has little incentive to throw. Throws are absolutely a part of Goldlewis' game plan, but are not a staple of his pressure due to the excellent chip damage and reset potential of Behemoth Typhoon. The threat of further chip damage or meter loss is enough to encourage a response from the opponent. One could think of his pressure as a "strike/strike mix".
  • 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 if Goldlewis is airborne, as he is likely using j.H to safejump (which he can do off of almost all knockdowns). Your reversal will usually be better spent on his plus frames, as he will have to call it out.
  • Burst early. Lots of -STRIVE- players like to hold onto their Burst in pressure and will only use it once they've been put into a combo or counterhit into a strong starter. With Goldlewis, this is very dangerous. His high chip damage and massive amount of plus frames means his offense is long and does a decent amount of damage on its own without even needing to open you up. Thus, you should be very considerate where you Burst and use it to push Goldlewis back out. Remember, Goldlewis struggles in the neutral game in many matchups, meaning it can be advantageous to force him to play it again by Bursting his pressure instead of saving it to prevent damage.

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

Neutral

  • 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.

Matchups

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. 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.
  • 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.

May

  • 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

  • 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.

Potemkin

  • 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.

Faust

  • 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.

Millia

  • 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.

Zato-1

  • 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.

Ramlethal

  • 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.

Leo

  • 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.

Nagoriyuki

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.

Giovanna

  • 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.
  • Goldlewis has a tougher time reacting to Giovanna's drill kick special (Trovão) due to his relatively slow and high hitting 6P. If answered too late, Goldlewis can end up low profiling Trovão but still whiff the 6P as Giovanna's hurtbox lowers during Trovão's recovery. 5K can work as an alternative answer but requires a slightly faster reaction than 6P.

Anji

  • 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.

I-No

  • 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.

Goldlewis

  • 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.

Jack-O

  • 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!

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.

Baiken

  • 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.

Testament

  • 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.

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