Goldlewis Basic Combos
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.
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.
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. Make sure you learn these, they'll come up a lot here!
Meterless BnBs
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
5P/2P, 2P > 684H | Anywhere | 72 | 14 | Very Easy | Go-to abare An attack during the opponent's pressure, intended to interrupt it. combo, or to capitalise on 5P/2P hitting when intending to go for plus frame pressure. 75 damage if starting from 5P | ||
2P, c.S > 5H > 684H | Anywhere | 101 | 20 | Easy | Crouch confirm | ||
2K > 2D > 684H | Anywhere | 82 | 15 | Very Easy | Low confirm | ||
2K > 2D > 248H, c.S > 2H > 426H WS 624H/684H | Back to Corner | 186 | 34 | Easy | Sideswitch from 2K > 2D when back is to the corner, allowing a combo. | ||
2K > 2D > 248H, c.S > 268H, 268H WS 624H/684H | Back to Corner | 196 | 37 | Medium | Slightly more damage and meter gain than above for slightly more difficulty. | ||
c.S > 5H > 684H | Anywhere | 126 | 18 | Very Easy | Standard c.S combo, works from any range. | ||
c.S > 5H > 268H, 684H | Corner | 167 | 24 | Easy | Corner combo from a c.S starter | ||
c.S > 2H > 486H, 5H > 684H | Anywhere except Corner | 185 | 29 | Easy | c.S punish combo (non-counterhit). The abysmal range on 2H means you need either to be point blank or to have dash momentum. | ||
c.S > 2H > 486H dash 5K > 268H | Anywhere except Corner | 180 | 29 | Medium | Same as above, but exchanges damage for much better corner carry and oki. | ||
c.S > 2H > 486H, dash c.S > 2H > 268H | Midscreen | 196 | 40 | Medium | Needs dash momentum AND to be point blank. Blue burst punish. | ||
c.S > 2H > 486H, dash c.S > 2H > 426H WS dash 624H/684H | Midscreen to Corner | 248 | 42 | Medium | There is a very specific distance where you'll get a wallbounce instead of a wallsplat. If that happens, you can continue the combo from 426H with 5K > 268H WS 624H/684H for 264 damage. | ||
c.S > 2H > 426H, dash c.S > 2H > 426H WS dash 624H/684H | Midscreen to Corner / Corner | 248 | 43 | Easy | Works either 3/4th across the screen to the corner or in the corner. Unlike the above combo, this doesn't require dash momentum AND being point blank, only one or the other. If done in the corner, omit the first dash. | ||
c.S > 2H > 426H, dash c.S > 248H, microdash c.S > 426H WS 624H/684H | Midscreen to Corner / Corner | 266 | 48 | Medium | Requires you to be minorly closer than the above combo, but not by much at all. Minor difficulty and spacing increase for more damage and meter gain compared to above combo. | ||
c.S > 268H, 2H > 426H, microdash c.S > 248H, c.S > 426H WS 624H/684H | Corner | 283 | 52 | Medium | Optimal punish c.S combo. If you can't pull off c.S > 248H, replace with c.S > 2H > 426H instead for 274 damage and 45 meter gain. End with 1080P for 308 damage and -7 meter. | ||
c.S > 248H, microwalk c.S > 5H > 426H, microdash c.S > 2h > 426H WS 824H/684H | Back to Corner | 271 | 48 | Medium | Leniency on the micordash depends on how much you delayed the microwalk, the less done the easier the combo is. Cornered blue burst punish. | ||
CH c.S/5H > 486H, dash c.S > 2H > 248H | Anywhere | 194 | 35 | Medium | Combo from CH c.S or 5H. Damage values gotten using CH 5H | ||
CH c.S/5H > 486H, dash c.S > 2H > 426H, dash c.S > 248H, c.S > 862H WS 624H/684H | Midscreen to corner | 285 | 57 | Medium | Counterhit combo from when close to the corner. Replace c.S > 248H with c.S > 2H > 426H if you're not confident you're close enough for it, for 279 damage. Damage values tested with CH 5H | ||
CH c.S/5H > 268H, 426H, dl c.S > 248H, microdash c.S > 426H WS 684H/624H | Corner | 290 | 52 | Hard | Corner Counterhit confirm combo (Does not work with point blank c.S). With enough delay to the second c.S, you've enough time to perform a 1080P for 319 with cinematic, 317 without. Easier to land super if starting with CH c.S. Damage values tested with CH 5H | ||
f.S/2S > 684H | Anywhere | 85/83 | 11 | Very Easy | Poke combos. This is the best you can hope for meterless. | ||
2S > 248H, 2S > 268H | Midscreen and Corner | 141 | 21 | Easy | Not sure where you'd ever do this but it's there. | ||
5[D], j.D jc j.D > j.S adc j.Dx2 | Anywhere except corner | 206 | 20 | Hard | Deceptively difficult to pull off | ||
5[D], j.D jc j.D > j.S adc j.Px2 | Anywhere | 198 | 19 | Very Easy | Much easier variant that works anywhere for less damage | ||
CH 6H > 268H, 426H, 2H > 248H dash c.S > 862/624H/684H WS 624H/684H | Corner | 314 | Hard | Very high (possibly max) damage meterless corner CH combo. Should be able to be done with most CH launchers, with 6H being the most rewarding. 2H can be replaced with a delayed c.S to make the combo easier at the cost of 3 damage. | |||
CH 6H > 268H, 426H, 248H microdash c.S > 2H > 862H WS 624H/684H | Corner | 315 | 49 | Medium | Variant of above combo. Personally find this easier due to the leniency on connecting c.S compared to it. Can microdash 1080P (no cinematic possible} for 336 damage and oki for -5 tension. |
Punch/Kick Combos
Here are combos you can get from any of the P or K buttons that aren't part of your BnBs. This could be due to execution difficulty, not coming up often enough in matches to be considered a BnB, or it's simply a more difficult variant of a BnB combo. These can be situationally useful in matches but aren't must know combos to be effective with Goldlewis.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
5P/2P/2K/5K > 248H, 5P > 684H | Anywhere | 108 | 20 | Easy | Point blank sideswitch. 248H is only -5 on block, making this a mostly safe string to do even if you're not sure it'll hit | ||
2P, c.S > 268H, 5H > 684H | Corner | 130 | 25 | Easy | Corner crouch confirm | ||
2P, c.S > 268H, 9 j.D > j.268H WS 624H | Corner | 187 | 20 | Medium | Moderately more difficult combo for much better damage | ||
2P/2K/5K > 248H, microwalk c.S > 2H > 426H WS 624H/684H | Back to Corner | 188 | 30 | Medium | Abare An attack during the opponent's pressure, intended to interrupt it. sideswitch combo, easiest version. Without the microwalk you don't change sides. | ||
2P/2K/5K > 248H, microwalk c.S > 268H, 268H WS 624H/684H | Back to Corner | 200 | 35 | Medium | Slightly harder version for increased damage and meter gain. | ||
2P/2K/5K > 248H, microwalk c.S > 5H > 426H, 5K > 268H WS dash 624H | Back to Corner | 203 | 40 | Hard | Hardest sideswitch variant. Microwalk too much and 426H won't hit. | ||
2K > 2D > 248H | Anywhere | 82 | 15 | Very Easy | 2K sideswitch. Only works (near) point blank. |
Slash/Heavy Slash Combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
c.S > 5H > 268H | Anywhere | 126 | 18 | Very Easy | Gives better corner carry and oki than ending in 684H, but is range dependant without dash momentum |
RC Combos
For every meterless combo ending with 684H, you can follow the 2P routes below for (as far as is known) every extension possible.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
Throw 66PRC c.S > 2H > 486H, 684H | Anywhere | 131 | -38 | Easy | Midscreen throw combo. If you get RRC by accident you can do the same combo, but only for 121 damage. | ||
Throw 66PRC c.S > 2H > 426H, 5K > 268H WS 66 624H/684H | Corner or Near Corner | 176 | -30%+PB | Everyone | [3] Medium | Corner throw combo. If you've the meter, you can instead end with dash up 632146P for 199 damage and a hard knockdown. | |
2Px2 > 684H 66.RRC microdash c.S > 2H > 486H, 684H | Anywhere | 119 | -35 | Easy | Easy confirm for oki | ||
2Px2 > 684H delay 66.PRC microdash c.S > 248H, microdash c.S > 2H > 486H, 684H | Anywhere but corner | 147 | -35 | Medium | Using PRC for more damage | ||
2Px2 > 684H delay 66.PRC 6H > 426H, 2S > 268H WS 684H/624H | Corner | 189 | -35 | Medium | Corner PRC combo. Damage increases to 211 with only one 2P to start | ||
2Px2 > 684H delay 66.PRC microdash c.S > 2H > 426H WS 684H/624H | Back to Corner | 171 | -35 | Hard | Back to corner PRC combo, the timing to run under and get c.S is tight | ||
2P > 684H delay 66.PRC microdash c.S > 2H > 426H, c.S > 248H, c.S > 268H WS 684H/624H | Back to Corner | 209 | -35 | Very Hard | Easier run under timing, but hard to get the right spacing for 248H | ||
2K > 2D > 248H PRC c.S > 2H > 486H, 684H | Anywhere | 147 | -33 | Easy | Do 44.PRC If you want to keep the same side, otherwise this will sideswitch. | ||
c.S > 5H > 268H 66.PRC dash c.S > 426H, microdash c.S > 248H, microdash c.S > 864H WS 624H/684H | Midscreen to corner | 275 | -28 | Medium | Careful with your dashes here. Dash too much after the PRC and 426H will hit early and not wallbounce, dash too much after that and 248H might not hit right. | ||
c.S > 5H > 268H PRC dl c.S > 248H, c.S > 624H/684H/862H WS 624H/684H | Corner | 275 | -29 | Medium | No need to delay c.S with an immediate PRC, if you delay for longer then a microwalk is needed. |
Behemoth Typhoon Confirms
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
486H, dash c.S > 2H > 684H | Anywhere | 157 | 25 | Easy | Confirm from Slam (486H) | ||
486H, dash c.S > 2H > 426H, dash c.S > 2H > 426H WS 684H/624H | Corner | 245 | 45 | Easy | Corner confirm from Slam | ||
486H, dash c.S > 2H > 426H, dash c.S > 248H, c.S > 426H WS 684H/624H | Corner | 253 | 48 | Hard | More difficult version of above combo | ||
824H, 2S > 684H | Anywhere | 138 | 18 | Easy | Confirm from Low (842H) | ||
824H, 2S > 268H, 684H | Corner | 175 | 24 | Mediuim | Corner confirm from Low (No practical wallbreak combo from Low currently known) | ||
CH 862H, 2S > 684H | Anywhere | 138 | 22 | Easy | Confirm from CH Overhead (862H) | ||
864H, 2S > 268H, 684H | Corner | 171 | 25 | Mediuim | Corner confirm from Overhead (No practical wallbreak combo from Low currently known) | ||
248H, 2S > 684H | Anywhere | 138 | 18 | Easy | Comfirm from Back (248H) | ||
248H, dash c.S > 2H > 426H, dash c.S > 2H > 426H WS 684H/624H | Back to Corner | 260 | 45 | Medium | Corner confirm from Back. Does not work if too close to the corner |