User:Rohebat

122 editsJoined 29 June 2021

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
5P/2P/2K/5K > 248H, 5P > 684H Anywhere 108 20 Easy Point blank sideswitch
2P, c.S > 5H > 684H Anywhere 101 20 Easy Crouch confirm
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 > 684H Anywhere 82 15 Very Easy Low confirm
2K > 2D > 248H Anywhere 82 15 Very Easy Easy version 2K sideswitch. Only works (near) point blank.
2K > 2D > 248H, c.S > 2H > 426H WS 624H/684H Back to Corner 186 34 Easy Sideswitch from 2K > 2D
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 > 268H Anywhere 126 18 Very Easy Standard c.S combo. You want 268H over 624H or 684H because even whilst you can't combo after, the float time and HKD actually gives you better oki along with better corner carry.
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.

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