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) |
?? |
Blank GGST Match-Up Template Page : User:January/MU Template
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:
|
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:
|
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:
|
... > (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
|
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
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) |
?? |
|
[3] Medium | ?? |
S Starters
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
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 > 236S (Level 3)
|
Anywhere | [3] Medium | ?? | |||||
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) |
?? | |
CH 6H > 214S, 66 268H > 426H > c.S > 2H > 486H > 5K > 684H / 268H
|
Corner | [3] Medium | ?? |
D Starters
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
4/6D, 5H
|
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
|
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]
|
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
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 > 248H, 248H
|
Corner | 287 | All | [3] Medium | ?? | |||
CH 268H, 426H. 248H, 66 c.S > 684H, 66 268H
|
Corner | All | [3] Medium | ?? |
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
|
Anywhere | [3] Medium | ?? | |||||
CH 486H, 66 c.S > 248H, 66 c.S > 2H > 426H, 66 c.S > 2H > 268H, 268H
|
Midscreen | [3] Medium | ?? | |||||
486H, 66 5K 268H, 66 5K 268H, 684H
|
Corner | [3] Medium | ?? |
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
842H > 2S > 684H
|
Anywhere | Everyone | [3] Medium | ?? | ||||
CH 842H, 66 c.S > 2H > 486H > 66 5K > 684H
|
Anywhere | Everyone | [3] Medium | ?? | ||||
842H, 66 5K > 248H, 66 5K > 684H
|
Corner | 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 | ?? |
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. | ?? |