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. | 1.21 | ||
5[D]~8 > j.D > j.S > adc > j.S > j.S
|
Anywhere | 183 | All | [1] Very Easy | Link | 28552 (PC) |
1.21 | |
5[D]~8 > j.D > 9jc > j.D > j.S > adc > j.D > j.D
|
Anywhere | 206 | All | [2] Easy | Link | 28553 (PC) |
1.21 |
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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) |
1.21 |
CH 2P, c.S > 5H > 684H
|
Anywhere | 101 | All | [3] Medium | Crouching or CH Confirm that grants higher damage than the above combo. | 26997 (PC) |
1.21 | |
CH 2P > 268H, 684H
|
Anywhere | 108 | All | [2] Easy | CH Confirm that grants higher damage than the above combo. | 1.21 |
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) |
1.21 |
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.. | 1.21 | ||
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. | 1.21 | ||
c.S > 2H > 486H, 66 5K > 684H
|
Anywhere | 180 | All | [3] Medium | Bread and Butter c.S combo that doesn't make use of either extender. | 1.21 | ||
c.S > 2H > 426H, 66 c.S > 248H, 66 c.S > 268H WS, 684H
|
Corner | 266 | All | [3] Medium | Simple corner punish BnB. Add extra delay before first c.S against lightweights. | Link | 27006 (PC) |
1.21 |
c.S > 268H, (66) 2H > 426H, 6 c.S > 2H > 486H WS, 624H
|
Corner | 274 | All | [4] Hard | Must microdash before first 2H against May, Axl, Gio, & Jack-O. 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). | 1.21 | ||
c.S > 268H > (66) 2H > 426H, 6 c.S > 248H, 66 c.S > 268H WS, 66 624H
|
Corner | 283 | All | [5] Very Hard | More optimal variation of above combo. | Link | 28538 (PC) |
1.21 |
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. | 1.21 | ||
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) |
1.21 |
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) |
1.21 |
CH 6H > dl 236S (Level 3)
|
Anywhere | 175 | All | [3] Medium | Delay Skyfish so that all the bullets hit. | 1.21 | ||
CH 6H > 268H, (dl) 426H, 248H > dash c.S > 2H > 862H WS 624H
|
Corner | 315 | All | [4] Hard | 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. | Link | 28550 (PC) |
1.21 |
D Starters
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) |
1.21 |
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) |
1.21 |
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) |
1.21 |
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) |
1.21 |
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) |
1.21 |
Behemoth Typhoon Starters
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
268H, 684H
|
Anywhere | 131 | All | [3] Medium | Link | 1.21 | ||
268H, 66 2S > 684H
|
Anywhere | 147 | All | [3] Medium | Link | 1.21 | ||
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. | Link | 1.21 | |
CH 268H, 66 c.S > 248H, 66 c.S > 2H > 426H, 66 c.S > 2H > 268H, 684H
|
Midscreen | 297 | All | [3] Medium | Link | 1.21 | ||
CH 268H, 66 c.S dc > 684H, c.S dc > 248, c.S > 2H > 486
|
Midscreen | All | [4] Hard | Optimal CH 268H with some of the better oki available but has 2 kara cancels. For slightly more damage you can link 66 K > 684H at the cost of significantly worse oki. | 1.21 | |||
268H, (66) c.S > 2H > 426H, c.S > 248H, 66 c.S > 268H, 268H
|
Corner | 287 | All | [3] Medium | Link | 1.21 | ||
CH 268H, 426H. 248H, 66 c.S > 684H, 66 268H
|
Corner | 294 | All | [4] Hard | Link | 1.21 |
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
248H > 5P > 684H
|
Anywhere | 133 | All | [3] Medium | Link | 1.21 | ||
CH 248H, 66 c.S > 248H, 66 c.S > 2H > 486H, 66 5K > 684H
|
Anywhere | 209 | All | [3] Medium | Link | 1.21 |
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
486H, 66 5K > 684H
|
Anywhere | 150 | All | [3] Medium | Link | 1.21 | ||
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. | Link | 1.21 | |
CH 486H, 66 c.S > 248H, 66 c.S > 2H > 426H, 66 c.S > 2H > 268H, 268H
|
Midscreen | 297 | All | [3] Medium | Link | 1.21 | ||
486H, 66 c.S > 2H > 426H, 66 c.S > 248H, 66 c.S > 268H, 66 268H
|
Corner | 314 | All | [3] Medium | Link | 1.21 | ||
CH 486H, 268H, 426H, 248H, 66 c.S > 2H > 268H, 66 268H
|
Corner | 338 | All | [3] Medium | Link | 1.21 |
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
842H, 2S > 684H
|
Anywhere | 152 | All | [3] Medium | Can use 5K instead of 2S at closer distances for greater damage, and the opportunity to Dash Cancel Kara. | Link | 1.21 | |
CH 842H, 66 c.S > 2H > 486H > 66 5K > 684H
|
Anywhere | 247 | All | [3] Medium | CH confirm into 486H ground bounce combo. | Link | 1.21 | |
842H, (66) 2K > 268H, 66 5K > 268H, 684H
|
Corner | 258 | All | [3] Medium | Normal Hit corner combo, Microdashing before 2K makes the combos easier to confirm and is important against heavy weights to give them time to fall onto your 2K. | Link | 1.21 | |
CH 842H, 66 c.S > 2H > 426H, (66) c.S > 2H > 486H, 66 268H
|
Corner | 287 | All | [3] Medium | Basic counter-hit corner confirm. | Link | 1.21 | |
CH 842H, 66 c.S > 2H > 426H, (66) c.S > 248, (66) c.S > 268H, 66 268H
|
Corner | 299 | All | [4] Hard | Higher damage but more difficult version of above combo. | Link | 1.21 |
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
CH 862H, 2S > 684H
|
Anywhere | 149 | All | [3] Medium | Should work at all ranges after CH 862H. Can use 5K instead of 2S at closer distances for greater damage, and the opportunity to Dash Cancel Kara. | Link | 1.21 | |
CH 862H, 66 c.S > 2H > 486H, 66 5K > 684H
|
Anywhere | 149 | All | [3] Medium | Close range confirm, primary for use on Oki Short for "Okizeme" Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. or after karas cancels. | Link | 1.21 | |
CH 862H, (66) 2K > 268H, 66 5K > 268H, 684H
|
Corner | 249 | All | [3] Medium | Add a microdash before 2K against heavy weights. | Link | 1.21 |
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 are all confirmed using 684H on normal hit, 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:
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 SystemGuardAllStartup6+(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.
This is also only recommended to do when near the corner if ever due to 236S sending the opponent as far away as possible and in many cases can only be followed up for more damage in the corner.