Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
5[D]~8 > j.D > j.S > adc > j.S > j.S
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Anywhere | 183 | Everyone | [1] Very Easy | Link | 28552 (PC) |
?? | |
5[D]~8 > j.D > 9jc > j.D > j.S > adc > j.D > j.D
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Anywhere | 206 | Everyone | [2] Easy | Link | 28553 (PC) |
?? |
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Happy Chaos X Levels To Learn: X Levels To Learn400px | |
My Mains | |
GGST: | Happy Chaos |
+R: | Sol |
Beginner, and Core Combos
Beginner Combos
Basic combos are simple combos with the fewest requirements and conditions possible. They:
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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
Core combos balance potency with consistency. They:
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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
Other Buttons > 248H > 5P > 684H
Launches opponents behind Goldlewis when connecting at the beginning of the swing.
Specialized Combos
Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
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... > (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.
... > 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
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
2P / 5P, (2P) > 684H
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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
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Anywhere | 101 | Everyone | [3] Medium | Crouching or CH Confirm | 26997 (PC) |
?? |
K Starters
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
5K / 2K > 2D > 684H
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Anywhere | 82-89 | All | [2] Easy | Link | 26999 (PC) |
?? | |
|
[3] Medium | ?? |
S Starters
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
f.S / f.S > 684H
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[3] Medium | ?? | ||||||
CH f.S > 486H, 66 5K > 684H
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[3] Medium | ?? | ||||||
c.S > 2H > 486H, 66 5K > 684H
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[3] Medium | ?? | ||||||
CH c.S > 248H > 66 c.s > 2H > 486H > 66 5K > 684H
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Midscreen | All | [3] Medium | Sideswitch after c.s | ?? | |||
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[3] Medium | ?? |
H Starters
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
CH 5H > 268H, 426H, c.S > 248H, dash c.S > 268H WS, 684H
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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 > 236S (Level 3)
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Anywhere | [3] Medium | ?? | |||||
CH 6H > 268H, (dl) 426H, 248H > dash c.S > 2H > 862H WS 624H
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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) |
?? | |
CH 6H > 214S, 66 268H > 426H / 248H > c.S > 2H > 486H > 5K > 684H / 268H
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Corner | [3] Medium | check if 248H works | ?? |
D Starters
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
4/6D, 5H
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Anywhere | 94 | [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
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Anywhere | 104 | Everyone | [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
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
j.K > j.248H, land, microdash c.S > 2H > [426H] or [486H] or [268H]
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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
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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
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
268H, 684H
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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
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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
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Midscreen | 297 | All | [3] Medium | ?? | |||
268H, (66) c.S > 2H > 426H, c.S > 248H, 66 c.S > 248H, 248H
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Corner | 287 | All | [3] Medium | Also works on CH | ?? |
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
|
[3] Medium | ?? |
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
486H, 66 5K > 684H
|
Anywhere | [3] Medium | ?? | |||||
CH 486H, 66 c.S > 248H, 66 c.S > 2H > 684H
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Anywhere | [3] Medium | ?? | |||||
CH 486H, 66 c.S > 248H, 66 c.S > 2H > 426H, 66 c.S > 2H > 268H, 268H
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Midscreen | [3] Medium | ?? | |||||
486H, 66 5K 268H, 66 5K 268H, 684H
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Corner | [3] Medium | ?? |
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
842H > 2S > 684H
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Anywhere | Everyone | [3] Medium | ?? | ||||
CH 842H, 66 c.S > 2H > 486H > 66 5K > 684H
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Anywhere | Everyone | [3] Medium | ?? | ||||
842H, 66 5K > 248H, 66 5K > 684H
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Corner | Everyone | [3] Medium | ?? | ||||
CH 842H, 66 c.S > 2H > 426H, (66) c.S > 2H > 268H, 66 268H
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Corner | 311 | Everyone | [3] Medium | ?? | |||
CH 842H, 66 c.S > 2H > 426H, (66) c.S > 248, (66) c.S > 268H, 66 268H
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Corner | 323 | Everyone | [4] Hard | ?? |
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
CH 842H > 66 5K > 684H
|
Anywhere | Everyone | [3] Medium | ?? | ||||
CH 842H, (66) 2K > 268H, 66 5K > 268H, 684H
|
Corner | [3] Medium | Add a microdash before 2K against heavy weights. | ?? |