User:January: Difference between revisions

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=Combo Theory=
=Combo Theory=
With how much Goldlewis struggles in neutral, he really does not want to end a combo without oki. Fortunately for him, he can get it off of every stray hit he does with {{clr|H|684H}}, but that doesn't mean that's the best ender for every situation.
{{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}} {{clr|K|2K}}, {{clr|K|5K}}, {{clr|S|2S}}, and {{clr|S|f.S}} he all wants to end in {{clr|H|684H}}, as this is one of the only two Behemoth Typhoon (BT) options he can combo in to with these buttons at range, and {{clr|H|684H}} gives much better oki compared to {{clr|H|624H}}. If point blank, he can combo into {{clr|H|248H}} for a sideswitch and a small combo, but he can only confirm this combo from {{clr|K|2K}} > {{clr|D|2D}} point blank, as every other cancel must be immediate off a single button due to its incredibly small range. However, {{clr|H|248H}} is safe on block, and a frametrap if done from {{clr|P|5P}}, {{clr|P|2P}}, or {{clr|K|2K}}, with good reward on counterhit or raw regular hit, so it has its uses.
{{clr|S|c.S}} and {{clr|H|5H}} he wants to end in {{clr|H|268H}}, giving slightly better oki than {{clr|H|684H}} with much better corner carry. In the corner, this is his main starter for most combos. At longer ranges of {{clr|H|5H}} {{clr|H|268H}} will whiff meaning you'll want to go back to using {{clr|H|684H}}.
His other buttons will depend on the situation. {{clr|H|2H}} he'll want to end in {{clr|H|486H}} midscreen for a combo extender, {{clr|H|426H}} also midscreen if he's close enough to the corner to get the wallbounce, and {{clr|H|268H}} at  the corner to start combos.
Every {{clr|H|426H}} combo will roughly follow the two below, the first being damage optimal and the second working at higher gravity scaling:
{{clr|H|426H}}, dash {{clr|S|c.S}} > {{clr|H|248H}}, dash {{clr|S|c.S}} > {{clr|H|426H}} WS {{clr|H|426H}}
{{clr|H|426H}}, dash {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|426H}} WS {{clr|H|426H}}
No matter how far out you are, and seemingly no matter your starter, you can always combo into one of these two variants. If you want to get into Goldlewis' high damage routes, you'll need to learn these!
===Common Combo Extensions===
Goldlewis has a very freeform combo structure. He has access to many multi-purpose combo extensions that he can essentially mix-and-match before routing to a combo ender for a hard knock down. However, Behemoth Typhoon will suffer a hefty gravity scaling penalty if the same version was used early in the combo. Because of this, Goldlewis generally wants to cycle through as many different Behemoth Typhoon versions as possible to maximize damage. Some of the most common combo extensions, how to route into them, and what you can do after them are listed in the table below:
{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"
|+Combo Extensions
|-
! rowspan=2| Lead-ins !! rowspan=2| Extension !! rowspan=2| Leads to !! rowspan=2| Notes
|-
|| - {{clr|H|2H}} <br> - air hit {{clr|H|5H}} <br> - air hit {{clr|S|c.S}} <br> - CH {{clr|S|f.S}} || '''{{clr|H|426H}}''' wall bounce || - Practically anything || corner or near corner only. Height of the wall bounce can vary a lot depending on spacing to the corner and the gravity scaling of the combo.
|-
|| - {{clr|H|2H}} <br> - air hit {{clr|H|5H}} <br> - CH {{clr|S|f.S}} || '''{{clr|H|486H}}''' || - microdash {{clr|K|5K}}/{{clr|K|2K}} <br> - microdash {{clr|S|c.S}} (spacing dependent) <br> - {{clr|H|684H}} ||
|-
|| - high air hit {{clr|S|c.S}} <br> - post {{clr|H|486H}} wallbounce <br> - {{clr|H|684H}} > 66.PRC || '''{{clr|H|248H}}''' (high air hit) || - high air hit {{clr|S|c.S}} <br> - {{clr|H|268H}} ||
|-
|| - Practically anything || '''{{clr|H|684H}}''' > 66.PRC > 66 || - high air hit {{clr|S|c.S}} <br> - {{clr|H|248H}} (spacing dependent) || 50% Tension. Depending on spacing, the PRC slow down effect may not connect with the opponent. Makes {{clr|H|684H}} a have less knock down advantage as a combo ender due to repeat move gravity scaling.
|-
|| - post {{clr|H|426H}} wallbounce <br> - {{clr|H|684H}} > 66.PRC <br> - {{clr|H|268H}} (corner) <br> - {{clr|H|248H}} (high air hit) || high air hit '''{{clr|S|c.S}}''' || - Practically anything || Unlike Behemoth Typhoon, {{clr|S|c.S}} is not significantly affected by repeat move gravity scaling
|}
===Wall Breaks===
Goldlewis almost always wants to break the wall with his overdrive {{MiniMoveCard|chara=Goldlewis Dickinson|input=632146P|game=GGST|type=Super|label=Down With The System}}, especially in his matchups where he is unfavored in neutral. If super is not available, out of range, or you wish to conserve meter, any Behemoth Typhoon will be the next best option. They'll all do the same damage so pick whichever suits the situation. This will usually be {{clr|H|684H}} as it will hit the quickest and has the longest range. If {{clr|H|684H}} will not reach even with a microdash, {{clr|H|6H}} is next with {{clr|S|236S}} being the last resort. Only wall break with {{clr|S|236S}} if it will end the round. Returning to neutral with no Security Meter is one of the worst positions you can put yourself in.
There is a buffering trick you can do with the Down With The System's 360/720/1080 inputs. Right after the move that wall stuck the opponent, perform the last 360 motion as 8741236 and hold 6 along with the dash macro. You will be able to dash for half a second and still perform the super after pressing P. The time the 360 motion is buffered is roughly three times that of the 632146 motion. The extra distance from this can help secure a clean hit Down With The System.
==={{clr|S|236S}} Minimum Damage===
In Guilty Gear, The absolute minimum damage a hit can deal is 1. Since Goldlewis's {{clr|S|236S}} has 30 hits at Security Level 3, its minimum is 30 damage. To fully optimize damage at high scaling from [[GGST/Damage#Guts|guts]], [[GGST/Damage#Character_Defense|defense rating]], and/or [[GGST/Damage#Proration|combo proration]], Goldlewis should route into Security Level 3 {{clr|S|236S}} instead of his usual Behemoth Typhoon focused combos when available.
This is most noticeable with the large proration from throw RC combos.

Revision as of 05:42, 9 September 2022

Overview

Blank GGST Match-Up Template Page : User:January/MU Template

Happy Chaos X Levels To Learn: X Levels To Learn
January
400px
My Mains
GGST: Happy Chaos
+R: Sol

Beginner, and Core Combos

Beginner Combos

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

The Bread and ButterHKD from anything, anywhere.
Easy

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

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

Core Combos

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

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

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

This can be done from medium or higher counterhits, such as CH f.S or from moves which launch the opponent upwards, like c.S > 2H


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

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

Specialized Combos

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

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

... > (c.S) > 248H, 66 c.S > ...
Primary extender after 684H PRC.

Can be used in conjunction with the Wall Bounce 426H extender if close enough to the corner, either before or after depending on starter.


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

... > 426H, (66) c.S > ...
Microdash is dependent on distance to corner and helps ensure you get c.S and not f.S.

Full Combo List

P Starters

Table Heading Here
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
2P / 5P, (2P) > 684H Anywhere 72-75 All [2] Easy Go-to meterless combo for getting someone off you, or to capitalize on the hit of 5P/2P. 5P link combo does not work on crouching opponents nor standing Giovanna. Link 26989
(PC)
??
2P, c.S > 5H > 684H Anywhere 101 Everyone [3] Medium Crouching or CH Confirm that grants higher damage than the above combo. 26997
(PC)
??

K Starters

Table Heading Here
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5K / 2K > 2D > 684H Anywhere 82-89 All [2] Easy Basic confirm into HKD Short for "Hard Knockdown".A knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc.. Link 26999
(PC)
??

S Starters

Table Heading Here
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
f.S / 2S > 684H Anywhere 83 - 85 All [2] Easy Basic confirm into HKD Short for "Hard Knockdown".A knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc.. ??
CH f.S / 2S > 486H, 66 5K > 684H Anywhere 146 - 149 All [3] Medium Can be CH OS A shorthand for "Option Select"A situation where you perform an input and the game will "select an option" automatically depending on what the other character did.'d by inputting 684H, 486H. ??
c.S > 2H > 486H, 66 5K > 684H Anywhere 180 All [3] Medium ??
c.S > 2H > 426H, 66 c.S > 248H, 66 c.S > 268H, 684H Corner 266 All [3] Medium Simple corner punish BnB. Add extra delay before first c.S against lightweights. Link 27006
(PC)
??
c.S > 268H, (66) 2H > 426H, 6 c.S > 2H > 268H, 66 624H Corner 274 All [4] Hard Good meterless wallbreak combo if you're ready to confirm off of the c.S with a special. Must microdash before first 2H against May, Axl, Gio, & Jack-O which ups the difficulty quite a bit. Cannot be point blank against Potemkin or else 268H hits too early. Replacing the first 2H with 5H makes the combo work on everyone at the cost of 2 damage (272 total). Link 28537
(PC)
??
c.S > 268H > (66) 2H > 426H, 6 c.S > 248H, 66 c.S > 268H, 66 624H Corner 283 All [5] Very Hard More optimal variation of above combo. c.S j.684h can be used to wallsplat for optimal DWTS spacing. Must microdash before first 2H against May, Axl, Gio, & Jack-O which ups the difficulty quite a bit. Cannot be point blank against Potemkin or else 268H hits too early. Replacing the first 2H with 5H makes the combo work on everyone expect Potemkin at point blank at the cost of 2 damage (281 total). Link 28538
(PC)
??
CH c.S > 248H > 66 c.s > 2H > 486H > 66 5K > 684H Anywhere 224 All [3] Medium Side switches after c.s, useful combo for when backed into the the corner. ??
CH c.S / f.S > 486H, 66 c.S > 2H > 426H, 66 c.S > 2H > 426H, 66 624H Midscreen 276 All [3] Medium CH f.S starter at the closer end of its range. Works on lightweights at near midscreen, but requires much closer corner positioning on heavyweights. Link 28539
(PC)
??

H Starters

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

D Starters

Table Heading Here
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
2D > 684H Anywhere 88 All [2] Easy Grants the same Knockdown as raw 2D, but does significantly more damage. ??
5[D]~8 > j.D > j.S > adc > j.S > j.S Anywhere 183 Everyone [1] Very Easy Link 28552
(PC)
??
5[D]~8 > j.D > 9jc > j.D > j.S > adc > j.D > j.D Anywhere 206 Everyone [2] Easy Link 28553
(PC)
??
Table Heading Here
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
4/6D, 5H Anywhere 94 All [1] Very Easy OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." followup that leads to setups in the corner. You can cancel 5H into 214S or delay cancel into a meaty 486H/426H. 486H must be blocked high and leaves you closer while 426H is safe against meterless reversals. Link 28623
(PC)
??
4/6D, 862H Anywhere 104 All [2] Easy OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." followup for closing out a round. Link 28624
(PC)
??

Jump-Ins & Air-to-Air

Table Heading Here
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
j.K > j.248H, land, microdash c.S > 2H > [426H] or [486H] or [268H] Anywhere 150 All [4] Hard Basic jump-in combo. Corner extension is possible. Use 426H if you're near the corner as it leads to a longer combo, use 486H midscreen for a better knockdown, and use 268H for a better midscreen knockdown and corner carry (must have hit c.S very close). Link 28564
(PC)
??
j.K > j.248H, land, microdash c.S > 2H > 486H, 684H Anywhere 172 All [4] Hard Better damage + corner carry, but worse oki. Your choice between the two combos really. Link 28565
(PC)
??
CH j.D, j.66, j.K > j.248H, c.S > 684H Anywhere 154 All [3] Medium Counter-hit instant j.D conversion. Link 28567
(PC)
??

Behemoth Typhoon Starters

Table Heading Here
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
268H, 684H Anywhere 131 All [3] Medium ??
268H, 66 2S > 684H Anywhere 147 All [3] Medium ??
CH 268H, 66 c.S > 248H, 66 c.S > 2H > 486H, 66 5K > 684H Anywhere 255 All [3] Medium Might requires delays in order to avoid sour spot 486H. ??
CH 268H, 66 c.S > 248H, 66 c.S > 2H > 426H, 66 c.S > 2H > 268H, 684H Midscreen 297 All [3] Medium ??
268H, (66) c.S > 2H > 426H, c.S > 248H, 66 c.S > 268H, 268H Corner 287 All [3] Medium ??
CH 268H, 426H. 248H, 66 c.S > 684H, 66 268H Corner 294 All [4] Hard ??
Table Heading Here
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
248H > 5P > 684H Anywhere 133 All [3] Medium ??
CH 248H, 66 c.S > 248H, 66 c.S > 2H > 486H, 66 5K > 684H Anywhere 209 All [3] Medium ??
Table Heading Here
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
486H, 66 5K > 684H Anywhere 150 All [3] Medium ??
CH 486H, 66 c.S > 248H, 66 c.S > 2H > 684H Anywhere 230 All [3] Medium Gravity scaling becomes too great to fit in a 486H ground bounce. ??
CH 486H, 66 c.S > 248H, 66 c.S > 2H > 426H, 66 c.S > 2H > 268H, 268H Midscreen 297 All [3] Medium ??
486H, 66 5K 268H, 66 5K 268H, 684H Corner 253 All [3] Medium Can replace 5K and 2K with c.S for additional damage against lighter characters, or from closer hits. ??
Table Heading Here
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
842H > 66 5K > 684H Anywhere 152 Everyone [3] Medium Can also use 2S instead of 5K but lose the possibility to Kara-Cancel your BT. ??
CH 842H, 66 c.S > 2H > 486H > 66 5K > 684H Anywhere 247 Everyone [3] Medium ??
842H, (66) 2K > 268H, 66 5K > 268H, 684H Corner 258 Everyone [3] Medium ??
CH 842H, 66 c.S > 2H > 426H, (66) c.S > 2H > 268H, 66 268H Corner 311 Everyone [3] Medium ??
CH 842H, 66 c.S > 2H > 426H, (66) c.S > 248, (66) c.S > 268H, 66 268H Corner 323 Everyone [4] Hard Higher damage but more difficult version of above combo. ??
Table Heading Here
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
CH 862H, 66 5K > 684H Anywhere 149 Everyone [3] Medium ??
CH 862H, (66) 2K > 268H, 66 5K > 268H, 684H Corner 249 All [3] Medium Add a microdash before 2K against heavy weights. ??

Combo Theory

With how much Goldlewis struggles in neutral, he really does not want to end a combo without oki. Fortunately for him, he can get it off of every stray hit he does with 684H, but that doesn't mean that's the best ender for every situation.

5P, 2P, 6P 2K, 5K, 2S, and f.S he all wants to end in 684H, as this is one of the only two Behemoth Typhoon (BT) options he can combo in to with these buttons at range, and 684H gives much better oki compared to 624H. If point blank, he can combo into 248H for a sideswitch and a small combo, but he can only confirm this combo from 2K > 2D point blank, as every other cancel must be immediate off a single button due to its incredibly small range. However, 248H is safe on block, and a frametrap if done from 5P, 2P, or 2K, with good reward on counterhit or raw regular hit, so it has its uses.

c.S and 5H he wants to end in 268H, giving slightly better oki than 684H with much better corner carry. In the corner, this is his main starter for most combos. At longer ranges of 5H 268H will whiff meaning you'll want to go back to using 684H.

His other buttons will depend on the situation. 2H he'll want to end in 486H midscreen for a combo extender, 426H also midscreen if he's close enough to the corner to get the wallbounce, and 268H at the corner to start combos.

Every 426H combo will roughly follow the two below, the first being damage optimal and the second working at higher gravity scaling:

426H, dash c.S > 248H, dash c.S > 426H WS 426H

426H, dash c.S > 2H > 426H WS 426H

No matter how far out you are, and seemingly no matter your starter, you can always combo into one of these two variants. If you want to get into Goldlewis' high damage routes, you'll need to learn these!

Common Combo Extensions

Goldlewis has a very freeform combo structure. He has access to many multi-purpose combo extensions that he can essentially mix-and-match before routing to a combo ender for a hard knock down. However, Behemoth Typhoon will suffer a hefty gravity scaling penalty if the same version was used early in the combo. Because of this, Goldlewis generally wants to cycle through as many different Behemoth Typhoon versions as possible to maximize damage. Some of the most common combo extensions, how to route into them, and what you can do after them are listed in the table below:

Combo Extensions
Lead-ins Extension Leads to Notes
- 2H
- air hit 5H
- air hit c.S
- CH f.S
426H wall bounce - Practically anything corner or near corner only. Height of the wall bounce can vary a lot depending on spacing to the corner and the gravity scaling of the combo.
- 2H
- air hit 5H
- CH f.S
486H - microdash 5K/2K
- microdash c.S (spacing dependent)
- 684H
- high air hit c.S
- post 486H wallbounce
- 684H > 66.PRC
248H (high air hit) - high air hit c.S
- 268H
- Practically anything 684H > 66.PRC > 66 - high air hit c.S
- 248H (spacing dependent)
50% Tension. Depending on spacing, the PRC slow down effect may not connect with the opponent. Makes 684H a have less knock down advantage as a combo ender due to repeat move gravity scaling.
- post 426H wallbounce
- 684H > 66.PRC
- 268H (corner)
- 248H (high air hit)
high air hit c.S - Practically anything Unlike Behemoth Typhoon, c.S is not significantly affected by repeat move gravity scaling

Wall Breaks

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

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

236S Minimum Damage

In Guilty Gear, The absolute minimum damage a hit can deal is 1. Since Goldlewis's 236S has 30 hits at Security Level 3, its minimum is 30 damage. To fully optimize damage at high scaling from guts, defense rating, and/or combo proration, Goldlewis should route into Security Level 3 236S instead of his usual Behemoth Typhoon focused combos when available.

This is most noticeable with the large proration from throw RC combos.