GGST/Goldlewis Dickinson

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Overview

Overview

Goldlewis has three defining features to his gameplay: His unique movement, his Behemoth Typhoon, and his Security Gauge. But beyond that, Goldlewis is a character of extremes. His offensive tools are devastatingly powerful, but his defensive tools are notably poor. His tools to control his opponent's movement are amazing, but his slow speed and large body make it easier for the opponent to control his movement. When everything is put together, though, he's an absolute monster.

What most separates Goldlewis apart from the cast is his Behemoth Typhoons. This move in its 16 total variations (8 on the ground, 8 in the air) is the cornerstone of Goldlewis' offense while also having significant application in neutral. Learning how to use each individual Behemoth Typhoon is key to mastering Goldlewis' offense. All Behemoths deal great damage and grant hard knockdown. In addition, the grounded versions cause a guard crush on block, increasing chip damage and frame advantage, preventing the opponent from using YRC, and enhancing his strike/throw game.

Goldlewis also has access to an additional resource in the Security Level. While not used as often as most other additional resources in the game, it grants access to stronger versions of Skyfish, Thunderbird, and Burn It Down. These primarily assist his neutral, with all three being a projectile of some sort. Skyfish is a great anti-zoning tool, Thunderbird acts as strong approach option as well as an amazing tool for okizeme, and Burn It Down serves as a last-resort option to force an interaction.

Goldlewis’s devastating offense and large hitboxes are a cut above the rest. But if you’ve heard any silly rumors about an alien inside the coffin, best to just ignore it. Don’t be ridiculous!
Goldlewis Dickinson
GGST Goldlewis Dickinson Portrait.png
Damage Received Mod
×0.96
Guts Rating
3
Prejump
5F
Backdash
22F Duration
1-6F Invuln
1-11F Airborne
Unique Movement Options
No Double Jump
Fastest Attack
2P (5F)
Reversals
632146P (10F)
 Goldlewis Dickinson is an offensive powerhouse with unique options to control the screen.
Pick if you like Avoid if you dislike
  • Oppressive pressure that can evaporate health on hit or block and has many plus frames.
  • Incredible damage to compete with even the hardest hitters.
  • Strong tools to control his part of the screen.
  • A large health pool to leverage.
  • Consistent knockdowns and strong setplay okizeme.
  • Weaker than average defensive options.
  • Slow movement and limited mobility options, including not having a double jump.
  • The 8 Behemoth Typhoons all use half circle motions, including up directions, making it uniquely difficult to input for the unfamiliar.
  • Sluggish buttons, each with their own drawbacks.


Need help getting started? Go to this page for information targeted at new players. It covers easy combos, key moves, and what to do after you knock the opponent down.


Unique Mechanic: Security Level
GGST Goldlewis Dickinson Security Gauge.png


Security Level is a resource Goldlewis can spend to power up his special moves and Burn It Down. The icon on the top of the gauge represents his current Security Level, which increases from Level 1, to 2, then 3 (there is no Level 0) Goldlewis starts the round at Level 1.

Goldlewis' Security Level increases passively over time. As Security Level increases, Goldlewis' S special moves (Thunderbird and Skyfish) and Burn It Down gain three separate versions that correspond with his current Security Level. Using any of these moves causes the meter to be reset to 1. The gauge takes 2 seconds to fill from Level 1 to 2, but takes longer at 6 seconds to fill from Level 2 to 3.

Normal Moves

StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

5P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
26 All 7 3 6 +3 none
Total: 15

Plus, but it whiffing on crouching opponents makes this move very unreliable to use in pressure. Quite lacking in terms of defense due to its 7-frame startup and aforementioned tendency to whiff, though its high hitbox makes it a good anti-air. Often used to buffer Behemoth Typhoons starting from 8 on oki or when covered by a drone because of its low total frames.

  • Does not chain into itself, but is plus enough to link into 2P on hit.
  • Combos into 624H or 684H on hit for a knockdown.
  • Whiffs on most crouching characters and standing Giovanna.

Gatling Options: 6P, 6H

5K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
33 Low 10 9 12 -7 none
Total: 30

An interesting normal that is more suited to counterpoking lows. Goldlewis' lower hurtbox retracts on startup, and it's full disjoint and generous active frames allow it to beat (or clash) with a majority of low normals. 5K also finds important use in defensive situations, allowing Goldlewis to beat lows that his 2P would whiff on, and his 2K would be too slow to hit. Combos into 2D and 684H for a knockdown anywhere.

  • Retracts Goldlewis' low hurtbox before striking.
  • Jump and dash cancelable.
  • Stagger on Counter Hit.

Gatling Options: 6P, 6H, 5D, 2D

c.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
39 All 7 6 12 +1 none
Total: 24

Basic punish and non-P or K pressure starter. Delay gatlings can discourage opponents from mashing, which opens up tick throw attemps or more Behemoth Typhoon shenanigans. Also plus on block so a possible reset point. Interestingly, this can be used as a crouch confirm from P buttons, giving Goldlewis either oki or high damage.

  • Decent tick throw spot but requires a microdash.
  • Jump and dash cancelable on hit/block, great for pressure resets.
  • Jump cancel can make some Behemoth Typhoon cancels difficult.

Gatling Options: 6P, f.S, 2S, 5H, 2H, 6H, 5D, 2D

f.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
31 All 11 3 23 -12 none
Total: 36

Your fastest poke in neutral. Forward advancing and decently disjointed, it is a reliable button all around. On grounded hit, canceling into 684H is ideal as you get good oki afterwards anywhere on the screen. Counterhits are very rewarding if optimized with 486H or 426H. Blows back at a downward angle on air hit making it tricky if not impossible to continue a combo outside the corner.

  • Prime poking normal, always combos into 624H and 684H.
  • Combos into 486H and 426H on counter hit for higher damage conversions.

Gatling Options: 5H, 2H

5H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
41 All 19 6 15 -2 none
Total: 39

5D

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Uncharged 50 High 20 3 26 -15 none
Charged 62 High 28 3 26 -10 none
Total: 48
Total: 56
Uncharged Dust

One whole frame faster than 862H, making it Goldlewis' fastest overhead. Sadly it does not come with that move's frame advantage. Can be gatling from 5K, 2K, or c.S for a mixup. Using it after c.S will frame trap although it requires meter to convert into a combo.

  • Uncharged dust on-hit is 0 or neutral frame advantage and causes float

Charged Dust

Similar to uncharged but is slow enough to be reacted to, but if it does land it gives a very high damaging combo.

  • Data in [] represents values when fully charged.
  • Charged dust leads to soft knockdown (+36).
  • Holding up during the hitstop frames of charged dust will activate homing jump:
    • Doing a homing jump will cause an area shift and put the opponent into a unique high damaging air combo state.
    • Pressing any attack twice without jump/dash cancel will activate the homing jump finisher causing a hard knockdown (+23).
    • Homing jump combos can sometimes increase meter balance enough to activate positive bonus.

2P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
23 All 5 3 6 +3 none
Total: 13

Doesn't whiff on crouching opponents and is a little faster than 5P at the cost of some range. Like 5P, can frametrap into c.S up close, making it useful for also sneaking in Behemoth Typhoons or throws. Loses to any characters 6P and a significant amount of crouching attacks, so don't go to crazy mashing this on block. The disjointed hitbox makes this an actually good anti-air for Goldlewis.

This normal also has a low enough recovery to be done meaty and still be able to block invincible reversals as well as make the move + enough to make another 2P be a true blockstring.

  • Does not chain into itself, but is plus enough to link into itself on hit.
  • On counter hit, it is plus enough to link into c.S or even 2K at further ranges.
  • Plus on block.
  • Combos into 624H or 684H on hit for a knockdown.
  • Goldlewis' fastest button.

Gatling Options: 6P, 6H

2K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
26 Low 7 3 11 -2 none
Total: 20

2S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
29 All 13 5 13 -4 none
Total: 30

Slower than f.S, but hits low profile, has slightly more reach, and is disjointed in return. Good active frames and low recovery on whiff enable 2S to serve as an important "stop sign" in neutral to cover space on the ground. Since it doesn't send the opponent away on aerial hit like f.S this is also an important normal for combos when you can't get c.S or 5K.

684H and 624H will whiff when connecting this move at tip range, making it a more inconsistent poke than you'd think.

  • Coffin is entirely disjointed.
  • Combos into 486H and 426H on counter hit for high damage conversions.

Gatling Options: 5H, 2H

2H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
43 All 20 4 30 -15 none
Total: 53

2D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
34 Low 14 3 24 -10 none
Total: 40

Sees most use after K buttons to combo into a knockdown or used in pressure as a natural frametrap after 2K and 5K. On normal hit, you can cancel into either 684H for slightly better oki and more damage, or 214S for an autotimed meaty drone. On counter hit, you can combo into 486H for high damage conversions midscreen, or 426H and 268H in corner for demoralizing amounts of damage.

  • Advances slighty forward on startup.
  • Gives easy Thunderbird setups anywhere on screen.

6P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
39 All 12 6 27 -19 1-2 Upper Body
3-17 Above Knees
Total: 44

Goldlewis has a unique 6P that hits much higher than usual before coming down later in its active frames. Though this makes it a better anti-air against high jump-ins, it makes it the slowest 6P in the game to use in some counterpoke situations where it will not connect until its later active frames. It is punishable both on block and on hit if not cancelled, so a Behemoth Typhoon should always be buffered after inputting this move.

  • Hits slightly later on crouching opponents (Frame 15)
  • Combos into 486H on counter hit and 684H on normal hit.

6H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
65 All 25 3 30 -14 none
Total: 57

When blocked at range can be canceled into Security level 3 214S to get drone out relatively safely. Combos into Security level 3 236S on hit anywhere. Can be canceled into special moves to retain momentum, allowing you to pull some shenanigans during midrange pressure with 6H > 486H or 6H > 426H. On counterhit near the corner, the tumble state is so long that you can drop Security level 3 214S, run up into 624H to pop them up into the drone, then run up and combo afterwards.

  • Huge damage and range, but very slow.
  • Advances forward.

j.P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
25 High 6 3 12 none
Total: 20

j.K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
29 High 9 4 17 none
Total: 29

Useful as an instant overhead in F-shiki Sometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters. setups because it combos into j.D. Used for fake crossups by doing a jump forward over the opponent into air backdash j.K. Has some niche use in pressure sequences when performed low to the ground and then cancelled into j.248H.

  • Can crossup.
  • Quick startup jump-in button, but mostly outclassed by j.D for general use.

Gatling Options: j.D

j.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
37 High 11 11 13 +8 (IAD) none
Total: 34

j.H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
43 High 15 4 20 none
Total: 38

j.D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
47 High 14 10 14 +13 (IAD) none
Total: 37

Overall amazing air button. Absurdly difficult to anti air if used while rising, though it's only plus if used later into your jump. Has a small disjoint, so it can actually clash with some 6Ps, upon which you can cancel into a BT or another j.D. Cancel into an air BT on hit for a hard knockdown and extra damage. Represents a huge part of Goldlewis's neutral game thanks to its reach coupled with Goldlewis's low jump arc. Baiting and punishing enemy 6Ps with empty jumps and airdash BTs is essential to fully utilize this move as a neutral tool.

  • Strong jump-in option
  • Covers insane amount of space near ground
  • Your best button for manually timing a safejump given its high active time.

Universal Mechanics

Ground Throw

6D or 4D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
80 Ground Throw 2 3 38 none
Total: 42
  • Can throw the opponent either forward or backwards.
  • Hard knockdown on hit.
  • 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
50% (75%) HKD +54 2500 1000
  • Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
  • Builds 1000 Tension once all damage is dealt.
  • On hit, applies an increased 25 Combo Decay.
  • Properties change if Roman Canceled before all damage is dealt:
    • Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
    • R.I.S.C. Loss: 1000
    • Proration: Forced 75%
    • Combo Decay on hit: 15
  • First does two hits of 10 damage, then one final hit of 60 damage.

Air Throw

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
80 Air Throw 2 3 38 or Until Landing+10 none
Total: 42
Total: 14
  • Can throw the opponent either forward or backwards.
  • Hard knockdown on hit.
  • 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
50% (75%) HKD +47 (IAD) 2500 1000
  • Air Throws have both normal recovery (which recovers CH) and special recovery frames upon landing (not CH). It is technically possible to recover mid-air from a whiffed Air Throw, but it usually doesn't happen unless done from very high in the air.
  • Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
  • On-Hit value is for attacker's IAD height, except for Potemkin and Nagoriyuki, who have their instant Air Throw height instead.
  • Frame advantage decreases as height increases (+44 to +54).
  • Builds 1000 Tension once all damage is dealt.
  • On hit, applies an increased 25 Combo Decay.
  • Properties change if Roman Canceled before all damage is dealt:
    • Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
    • R.I.S.C. Loss: 1000
    • Proration: Forced 75%
    • Combo Decay on hit: 15

Wild Assault

236D with 50% Burst (Hold OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
236D 30 All 20 3 20 +7 9-22F strike
236[D] 50 All 32 3 30 +12 9-34F strike
Wild Assault
Total: 42
Fully Charged Wild Assault
Total: 64

White Wild Assault: Strike and Projectile invulnerability during startup, but cannot be canceled. Causes Guard Crush on block. See here for more info on Wild Assault types.


A fast advancing invulnerableStrike invulnerable, starting frame 9. strike at the cost of 50% Burst.

One of Goldlewis' most important tools, White Wild Assault creates fear at every stage of the game; the threat of Wild Assault roundstart, in neutral, and during his pressure forces opponents to constantly think about when you're going to send it.

On roundstart and in neutral, White Wild Assault covers multiple options at once. When uncharged, it can catch (or force a favorable situation on block) opponents attempting to backdash. Additionally, its strike invulnerability allows Wild Assault to run through projectiles and opponents caught pressing a button, giving you a HKDHard Knockdown on hit. While not without its weaknesses, namely its lack of throw invulnerability and whiffing on preemptive jumps, White Wild Assault remains a constant threat as long as you're sitting on 50% Burst.

In pressure, Wild Assault also serves a few important purposes. When charged, Wild Assault can be used on oki or after a blocked normal to hard call out a reversal attempt. When uncharged, it can be used to reliably get back in and continue offense after a normal is DeflectedDeflect Shield, or if the opponent has pushed you too far away on block with FD.

When used to break the wall, Wild Assault will cause a HKDHard Knockdown on wallbreak. It's important to note that Goldlewis can only do this if the opponent wasn't stuck to the wall with either 684H or 624H.

  • Causes guard crush on block.
  • Drains 7.14% of the opponent's Burst Gauge on hit or block.
  • Applies Hard Knockdown when launching or when used to Wall Break.

Special Moves

Note on Behemoth Typhoon

This move has 8 different versions, all sharing the same name. Each corresponds to a different half-circle plus the H button, including some very unconventional motions. Because of this, all half-circles have been abbreviated to only the cardinal directions in numpad notation. For example, 41236H becomes 426H, 69874H becomes 684H and so on.

For Hitbox/Mixbox Players: A max of 1 of the 3 intermediate motions of Behemoth Typhoon can be skipped (with the first and last being "mandatory"). This applies to all other Half-circle inputs as well.[1]

Reading Startup and On Block Advantage

Each version of Behemoth Typhoon technically starts up on frame 12, but not every version typically makes contact with the opponent at the very beginning of its active frames. Many versions have a sort of auto-meaty behavior in a sense that they'll usually make contact somewhere in the middle of their active frames as opposed to the first frame at the start of the swing. For example, 426H BTGGST Goldlewis Dickinson Behemoth Typhoon (426).pngGuardAll (Guard Crush)Startup12Recovery18Advantage+12~+16, starts on frame 12 but the first hitbox is positioned behind Goldlewis. The hitbox doesn't make it to the front of Goldlewis until frame 26 (14 frames into its active frames) where it will typically connect with a point-blank opponent. If a version of BT commonly hits at a certain spot in the swing other than the beginning, the startup to that point will be noted in the move notes. On-block frame advantage is listed assuming Goldlewis is standing point-blank to the opponent. Spacing and per character variances will be mentioned in the overview notes.

Active Frame Distribution

Behemoth Typhoon has a moving hitbox tightly bound by the front of the coffin during the swing. The hitbox travels in steps matching the animation which last between 1-5 frames, exact details listed below. Behemoth Typhoon versions with 20 active frames differ from the 15 active frame versions only in their initial 3 active frame steps.

  • For 20F versions: Three steps spaced closely at the beginning of the swing lasting 4F, 5F, 5F respectively
  • For 15F versions: Three steps in the same spots instead lasting 3F, 3F, 3F respectively
  • Two steps, one just before and one after the middle point of the swing lasting 2F, 1F respectively
  • Two steps spaced closely at the end of the swing lasting 1F, 2F respectively

The main takeaway here is that the active frames are heavily weighted towards the beginning of the swing while the end of the swing only has a 3F active window. From a more applicable viewpoint, the beginning of the swing of a Behemoth Typhoon can very easily meaty an opponent on their wakeup, but the end of the swing can be consistently avoided with a backdash.

See an example animation of these hitboxes here. Note the duration of the hitboxes shown here are all the same and not to scale with the actual move.

Behemoth Typhoon (426)

41236H (Air OK) 41236

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
41236H 70 All (Guard Crush) 12 20 18 +12~+16 none
j.41236H 70 All 10 15 Until landing+10 -25~+7 none
426 Behemoth Typhoon
Total: 49
Air 426 Behemoth Typhoon
Total: 41

Outstanding combo tool that leads to massive damage in the corner. The huge wallbounce gives you any combo you want. Converts from 2H and large counter hits. Decent in block strings for its plus frames and long reach. Can act as a DP safe meaty when spaced properly thanks to its lack of extended hurtbox late in its active frames.

  • 26F startup point blank, but commonly hits on frame 29 at further ranges.
  • Front hit launches midscreen and wallbounces in the corner.
  • Hitboxes at Goldlewis's feet (26-28F) will launch but not wallbounce the opponent.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
41236H 90% 4 Mid HKD +67 [HKD +84] 2500 1000 700 60% 50% 150
j.41236H 90% 4 Mid HKD 2500 1000 700 60% 25% 150

41236H:

  • Values in [ ] are for the Wall Bounce version.
  • Guard Crush duration 35F
  • Active frames groups: start 4+5+5, midpoint 2+1, ending 1+2
  • Connects on frame 26 (+12 OB) or frame 28 (+14 OB) close up, Most commonly on frame 29 (+15 OB) when spaced, and finally on frame 30 (+16 OB) at max range
  • Horizontal Activation Range: 0 (Frames 12-25 only). Functionally, cannot hit opponents extending a hurtbox through Goldlewis.


j.41236H:

  • Active frames groups: start 4+5+5, midpoint 2+1, ending 1+2

Behemoth Typhoon (624)

63214H (Air OK) 63214

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
63214H 70 All (Guard Crush) 12 20 21 -5 none
j.63214H 70 All 10 15 Until landing+10 -25~+7 none
624 Behemoth Typhoon
Total: 52
Air 624 Behemoth Typhoon
Total: 41

The easiest Behemoth Typhoon both in input and application. Combos from most of his pokes at max range and is fast enough to combo from P buttons. Has fast startup for its range so it can serve as a decent poke, although it is dangerous to whiff. Serves as a decent combo ender, but is generally outclassed in that regard by 684HGGST Goldlewis Dickinson Behemoth Typhoon (684).pngGuardAll* (Guard Crush)Startup12Recovery21Advantage-5.

Uniquely good as an OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." or for securing wall splats in some combo routes.

Behemoth Typhoon (268)

23698H (Air OK) 23698

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
23698H 70 All (Guard Crush) 12 15 18 +6~14 none
j.23698H 70 All 10 15 Until landing+10 -25~+7 none
268 Behemoth Typhoon
Total: 44
Air 268 Behemoth Typhoon
Total: 36

A medium ranged launcher that has good all around utility. It's tied for the fastest Behemoth Typhoon versions in terms of total duration and has the best range in that category. Its range and frame advantage on top of Behemoth Typhoon's typical chip damage and disjointed hitbox make it an amazing corner pressure tool that is difficult to escape. If you happen to get counterhit by this move (especially in the corner), Goldlewis can do some absolutely illegal damage into either a wallbreak or a hard knockdown.

  • 15F~23F effective startup, varies with range.
  • +6 at point blank range but typically +9 after the push back of a normal. +12 further away and +14 at max range.
  • If blocked as a Backturned Behemoth Typhoon, it's +3 OB.

Behemoth Typhoon (248)

21478H (Air OK) 21478

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
21478H 70 Low (Guard Crush) 12 15 18 +3 none
j.21478H 70 All 10 15 Until landing+10 -25~+7 none
248 Behemoth Typhoon
Total: 44
Air 248 Behemoth Typhoon
Total: 36

A key combo extender when connecting with the end of the swing after a 426H wall bounce, CH 268H, or an RC. Gives a strong side swap combo out 2P/2K/c.S if you're cornered.

  • Fast side switching low / juggle combo extender
  • Launches opponents behind Goldlewis when connecting at the beginning of the swing.
  • Extends combos on airborne opponents when connecting at the end of the swing.

Aerial Behemoth Typhoon (248) (j.21478H)

The air version of this Behemoth Typhoon is particularly useful. It has a good initial hitbox position and a good launch angle. This allows it to start juggle combos if it connects as Goldlewis is landing.

  • Launches the opponent on hit, keeping them close for combos.
  • 1F gap when canceled from j.K on block, making it safe from 3F abare An attack during the opponent's pressure, intended to interrupt it. unlike j.K > j.D.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
21478H 90% 4 Mid HKD +71 1875 1000 700 60% 50% 150
j.21478H 90% 4 Mid HKD 2500 1000 700 60% 25% 150

21478H:

  • Guard Crush duration 35F
  • Active frames groups: start 3+3+3, midpoint 2+1, ending 1+2
  • Hitboxes on frames 12-22 side switch the opponent on hit, hitboxes on frames 23-25 launch the opponent straight up
  • Horizontal Activation Range: 200 (Frames 15-24 only). Functionally, cannot hit opponents extending a hurtbox through Goldlewis from a distance.


j.21478H:

  • Active frames groups: start 3+3+3, midpoint 2+1, ending 1+2

Behemoth Typhoon (684)

69874H (Air OK) 69874

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
69874H 70 All* (Guard Crush) 12 20 21 -5 none
j.69874H 70 All 10 15 Until landing+10 -25~+7 none
684 Behemoth Typhoon
Total: 52
Air 684 Behemoth Typhoon
Total: 41

Fast startup and launch direction gives this better oki than 624H while still comboing after moves like 5P. Also makes for a good combo ender because of its floaty launch and hard knockdown. A great move to cancel into purple RC as its launch direction gives you enough time to close the gap and combo into any of the bigger combo extending Behemoth Typhoon versions. Be careful using this at absolute point-blank range, as there is a small deadzone right in front of Goldlewis.

  • Long reach combo ender.
  • Launches opponents upwards on hit.
  • Air version can start a combo if it hits at the end of the swing low to the ground.
  • Last 3 active frames are overhead but they only hit behind Goldlewis.
  • Overhead active frames have 80% initial proration.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
69874H 90% 4 Mid HKD +50 2500 1000 700 60% 50% 150
j.69874H 90% 4 Mid HKD 2500 1000 700 80% 25% 150

69874H:

  • Guard Crush duration 35F
  • Active frames groups: start 4+5+5, midpoint 2+1, ending 1+2
  • At max range can connect on frame 16 making it -1 on block instead
  • Frames 29-31 hit overhead (end of swing behind Goldlewis)
  • Horizontal Activation Range: 0 (Frames 28-31 only). Functionally, cannot hit opponents extending a hurtbox through Goldlewis.


j.69874H:

  • Active frames groups: start 4+5+5, midpoint 2+1, ending 1+2

Behemoth Typhoon (486)

47896H (Air OK) 47896

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
47896H 70 High (Guard Crush) 12 20 18 +14~15 none
j.47896H 70 All 10 15 Until landing+10 -25~+7 none
486 Behemoth Typhoon
Total: 49
Air 486 Behemoth Typhoon
Total: 41

A slow overhead, but has the second longest reach and second most plus frames out of all the Behemoth Typhoons. It's a great move to combo into off of big midscreen counterhits or a normal hit 2H since it leads into more combo opportunities thanks to its ground bounce properties. Also a useful tool to occasionally throw out in pressure for dealing with opponents who FD often. Its the only Behemoth Typhoon version with built-in forward movement and has gratuitous plus frames, allowing Goldlewis to easily continue pressuring his opponent.

  • 29F startup against crouching opponents and some of the shorter standing characters:
  • 28F startup against most of the cast while they are standing (+14 OB). Will connect on frame 29 at further ranges, both standing and crouching.
  • Will ground bounce on hit only at the end of the swing (28-31F). Can hit a sour spot if it connects half way through the swing or earlier (27F or earlier).
  • Can be used to set up F-shiki Sometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters. on block with tension or meterlessly against the shorter characters and universally when done as a meaty.
  • Active frames before overhead have 90% initial proration.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
47896H 80% 4 Mid HKD +78 2500 1000 700 90% 50% 150
j.47896H 90% 4 Mid HKD 2500 1000 700 100% 25% 150

47896H:

  • Guard Crush duration 35F
  • Active frames groups: start 4+5+5, midpoint 2+1, ending 1+2
  • Universally hits crouching opponents on frame 29
  • Usually hits on frame 28 (+14 OB) against close standing opponents, but hits slightly later on frame 29 (+15 OB) against standing BR,CH,GI,JC,MA
  • This move hits on frame 29 against IN,LE,MI,RA while they are in a standing neutral state but not while they are in standing proximity guard where it will connect on frame 28. See 862H notes for more insight
  • Hits mid instead of high 12-28F
  • Horizontal Activation Range: 0 (Frames 12-25 only). Functionally, cannot hit opponents extending a hurtbox through Goldlewis.


j.47896H:

  • Active frames groups: start 4+5+5, midpoint 2+1, ending 1+2

Behemoth Typhoon (842)

87412H (Air OK) 87412

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
87412H 70 Low (Guard Crush) 12 15 18 +16 none
j.87412H 70 All 10 15 Until landing+10 -25~+7 none
842 Behemoth Typhoon
Total: 44
Air 842 Behemoth Typhoon
Total: 36

One of Goldlewis's two low hitting Behemoth Typhoons, the most plus on block of any version, but the second shortest range. It's a great meaty option as it has good reward both on block and hit. Due to its input and slow speed however it requires setup to use as an effective meaty. This Behemoth Typhoon can also be used as a pressure reset in block strings, usually with Kara Cancels to compensate for its short range. It has relatively little use in combos except to quickly side switch enemies directly above Goldlewis.

  • 25F startup to the final hitbox of this move where it most commonly connects, but against wider characters such as  Potemkin it will connect on frame 24 at point-blank range instead (+15 on block)
  • FD will often make this move whiff when it used as a pressure reset. This can be mitigated with a Dash Kara Cancel.
  • When hitting an opponent on 12-22F the opponent will always side switch. Hilariously, if Goldlewis manages to hit an opponent behind him on any of these frames the opponent will be launched in the opposite direction of the swing such that it still side switches.
  • On taller characters it is possible for this move to connect at the beginning of the swing in which case it hits mid instead of low. This primarily happens against  Faust and  Potemkin, but can happen with other characters that can extended their hurtbox upwards. Most commonly will hit on frame 15 making it only +5 on block or will side switch the opponent on hit with no combo opportunities.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
87412H 90% 4 Mid HKD +70 1875 1000 700 80% 50% 150
j.87412H 90% 4 Mid HKD 2500 1000 700 100% 25% 150

87412H:

  • Guard Crush duration 35F
  • Active frames groups: start 3+3+3, midpoint 2+1, ending 1+2
  • Hits mid instead of low 12-20F
  • Horizontal Activation Range: 200 (Frames 12-24 only). Functionally, cannot hit opponents extending a hurtbox through Goldlewis at a distance.


j.87412H:

  • Active frames groups: start 3+3+3, midpoint 2+1, ending 1+2

Behemoth Typhoon (862)

89632H (Air OK) 89632

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
89632H 70 High (Guard Crush) 12 15 18 +12 none
j.89632H 70 All 10 15 Until landing+10 -25~+7 none
862 Behemoth Typhoon
Total: 44
Air 862 Behemoth Typhoon
Total: 41

Overhead, and faster than the other one with less significant reward on hit. This Behemoth Typhoon version deals the most damage when hitting OTG but it's too slow for that to matter outside of a post-throw OTG.

  • Startup against grounded opponents is 21F vs standing and 23F vs crouching
  • Can be used to set up F-shiki Sometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters. on block with tension or meterlessly when done meaty
  • Combos into 2P 684H meterlessly if meatied
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
89632H 80% 4 Mid HKD +59 1875 1000 700 100% 50% 150
j.89632H 90% 4 Mid HKD 2500 1000 700 100% 25% 150

89632H:

  • Guard Crush duration 35F
  • Active frames groups: start 3+3+3, midpoint 2+1, ending 1+2
  • Usually hits on frame 21 against standing opponents
  • If the opponent is Giovanna and she is in a neutral standing state this move hits on frame 23 instead, but her proximity guard animation raises her hurtbox such that the 4th set of active frames will connect. This has no known practical consequences, but one of the notable quirks is it gives Giovanna a more generous window to IB this move in situations where she can return to her neutral standing state


j.89632H:

  • Active frames groups: start 4+5+5, midpoint 2+1, ending 1+2
  • Has 20 active frames unlike its grounded counterpart oddly

Thunderbird

214S

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
214S Level 1 10, 30 All 57 24 42 Total none
214S Level 2 10×2, 30 All 57 84 38 Total none
214S Level 3 10×3, 30 All 57 144 34 Total none
Drone
Total: 56
Goldlewis during Level 1 Thunderbird
Total: 42
Goldlewis during Level 2 Thunderbird
Total: 38
Goldlewis during Level 3 Thunderbird
Total: 34
(NoteThe square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.)

Fantastic and easy-to-use setplay tool, especially near the corner. Can run behind it with relative safety since it's incredibly hard for some characters to deal with. Easily set up after 2D, throw (and OTG 5H), or corner combos ending in 684H. Since it stops traveling upon reaching the corner it can enable meterless combos off of throw.

  • Affected by Security Level and resets it to Level 1 on use. More Levels = farther travel distance, more hits, less recovery, better knockdown properties, and stronger projectile clash properties.
    • Gives a soft knockdown at Level 2 and a hard knockdown at Level 3.
  • The projectile doesn't have a hitbox until frame 57 at all Security Levels.
  • Clash level and hits improve with Security Levels.
  • The projectile disappears if Goldlewis is hit by the opponent.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
214S Level 1 80% 2 Very Small 100×2 1000 150×2 80% 12% 100
214S Level 2 80% 2 Very Small KD 100×3 1000 100×3 80% 12% 100
214S Level 3 80% 2 Very Small HKD 100×4 1000 80×4 80% 12% 100

214S Level 1:

  • Projectile will continue if Purple Roman Canceled on frame 22 at the earliest.
  • Clash Level: 1
  • Clash Hits: 1
  • Horizontal Activation Range: 200 (All Levels)
  • Vertical Activation Range: 200 (All Levels)
  • Security Level is reset on frame 3 (All Levels)
  • Drone disappears if Goldlewis is hit (All Levels)


214S Level 2:

  • Projectile will continue if Purple Roman Canceled on frame 22 at the earliest.
  • Clash Level: 2
  • Clash Hits: 2


214S Level 3:

  • Projectile will continue if Purple Roman Canceled on frame 22 at the earliest.
  • Clash Level: 3
  • Clash Hits: 3

Skyfish

236S

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
236S Level 1 5×10 All 35 84 Total -13 none
236S Level 2 5×20 All 30 80~109 Total -13 none
236S Level 3 5×30 All 25 75~134 Total -13 none
Level 1 Skyfish
Total: 84
Level 2 Skyfish (NoteThe squares with a yellow underline indicates variable recovery frames when S is pressed during the animation.)
Total: 109
Level 3 Skyfish (NoteThe squares with a yellow underline indicates variable recovery frames when S is pressed during the animation.)
Total: 134

The Level 3 version of this move launches into a rolling tumble on hit, allowing combo extensions afterwards. At full screen this knock down allows Goldlewis to close the gap and re-establish some pressure. Mostly useful as a meaty for chip damage/tension drain or as an anti-zoning tool, but it's generally too slow to use on reaction. At Security Level 2 and 3 Skyfish can be cancelled by pressing S during the animation. This can be used to avoid being punished by air approaches if the opponent jumps over Skyfish on reaction.

  • Affected by Security Level. More Levels = more bullets.
  • Easily cancels out other projectiles.
  • Decent chip damage on block.
  • Will eat your opponent's Tension Bar if they FD to avoid the chip damage.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
236S Level 1 80% 0 Very Small -10 100×10 1000 10×10 80% 12% 100
236S Level 2 80% 0 Very Small KD +18 100×20 1000 10×20 80% 12% 100
236S Level 3 80% 0 Very Small HKD +64 100×30 1000 10×30 80% 12% 100

236S Level 1:

  • Vertical Activation Range: 0 (from projectile's height of 200). Unable to hit extended air-to-ground hurtboxes.
  • Security level is reset on frame 3


236S Level 2:

  • S can be pressed during the animation to stop shooting early and reduce recovery


236S Level 3:

  • S can be pressed during the animation to stop shooting early and reduce recovery

Overdrives

Down With The System

632146P 632146 or 720P 360360 or 1080P 360360360

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
632146P 130 [130,13] All 6+(135 Flash)+4 5 46 -33 1-14F Full
720P 145 [140,13×2] All 11+(191 Flash)+4 5 46 -33 1-19F Full
1080P 160 [151,13×3] All 16+(230 Flash)+4 5 46 -33 1-24F Full
632146P
Total: 60
720P
Total: 65
1080P
Total: 70

Goldlewis pulls his arm back before delivering an uppercut. When close to the opponent this move will score a Clean Hit, indicated by a small animation. Can be performed with the listed motion or a 360 for the same damage and startup.

Inputting up to two more circles after the first increases the move's startup and damage. The cutscene after the wind-up animation will indicate a successful 720 (glasses twinkle) or 1080 (glasses twinkle then break).

When fully churned, the Clean Hit version is the one of the most damaging supers in the game.

Goldlewis can cancel the startup into a Purple RC for only 50% tension, using the long period of invincibility of the super to avoid meaties - though do note that once the Purple RC starts up, you become vulnerable again. For these purposes, the 1080 version is preferred since it has more frames before the superflash.

  • Data in [] represents values on Clean Hit
  • Fully invincible during startup and active frames for all versions
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
632146P 100% 3 Mid HKD +62 2000 1000 0 25%
720P 100% 3 Mid 2000 1000 0 25%
1080P 100% 3 Mid 2000 1000 0 25%

632146P:

  • reversal
  • Data in [] represents values on Clean Hit.
  • The attack is made up of multiple seperate hits and does not behave as a single multi-hit attack:
    • The total R.I.S.C. Loss is unaffected, however positive R.I.S.C. is reduced by 25% 2 times in total.
    • All hits made by sources other than the first one to connect will be scaled by the added R.I.S.C.
    • Attack only deals the maximum damage from at least 1068 R.I.S.C. (approx. 8.3% gauge) as a result.


720P:

  • reversal
  • Data in [] represents values on Clean Hit.
  • The attack is made up of multiple seperate hits and does not behave as a single multi-hit attack:
    • The total R.I.S.C. Loss is unaffected, however positive R.I.S.C. is reduced by 25% 3 times in total.
    • All hits made by sources other than the first one to connect will be scaled by the added R.I.S.C.
    • Attack only deals the maximum damage from at least 1068 R.I.S.C. (approx. 8.3% gauge) as a result.


1080P:

  • reversal
  • Data in [] represents values on Clean Hit.
  • The attack is made up of multiple seperate hits and does not behave as a single multi-hit attack:
    • The total R.I.S.C. Loss is unaffected, however positive R.I.S.C. is reduced by 25% 4 times in total.
    • All hits made by sources other than the first one to connect will be scaled by the added R.I.S.C.
    • Attack only deals the maximum damage from at least 1068 R.I.S.C. (approx. 8.3% gauge) as a result.

Burn It Down

236236K

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
236236K Level 1 8×10 All 13+(84 Flash)+79 52 27 Total none
236236K Level 2 8×15 All 13+(84 Flash)+79 72 27 Total none
236236K Level 3 8×20 All 13+(84 Flash)+79 92 27 Total none
Orbital Laser
Total: 91
Goldlewis during Burn It Down
Total: 27
(NoteThe squares with a yellow underline indicate the first frame that you can Roman Cancel and maintain the projectile.)

Actionable post super freeze after 27 frames

Goldlewis targets the corner behind the opponent with a static aiming reticle and returns to neutral. After a delay, a multi-hitting column projectile appears that travels back towards him. Does not track the opponent.

Security Levels increases the projectile's duration, travel distance and number of hits. The laser travels (roughly) halfscreen at level 1, a bit over halfscreen at level 2, and fullscreen at level 3.

This setplay super is commonly used to checkmate the opponent in the late game. If you can't land a super wallbreak, Positive Bonus will almost guarantee a chance to use Burn It Down.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
236236K Level 1 100% 2 Small 100x10 1000 0 12%
236236K Level 2 100% 2 Small 100x15 1000 0 12%
236236K Level 3 100% 2 Small 100x20 1000 0 12%

236236K Level 1:

  • Laser spawns during super freeze on frame 13 and can be Purple Roman Cancelled immediately after end of super freeze.


236236K Level 2:

  • Laser spawns during super freeze on frame 13 and can be Purple Roman Cancelled immediately after end of super freeze.


236236K Level 3:

  • Laser spawns during super freeze on frame 13 and can be Purple Roman Cancelled immediately after end of super freeze.

Colors

GGST Goldlewis Dickinson color 1.png
GGST Goldlewis Dickinson color 2.png
GGST Goldlewis Dickinson color 3.png
GGST Goldlewis Dickinson color 4.png
GGST Goldlewis Dickinson color 5.png
GGST Goldlewis Dickinson color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
GGST Goldlewis Dickinson color 7.png
GGST Goldlewis Dickinson color 8.png
GGST Goldlewis Dickinson color 9.png
GGST Goldlewis Dickinson color 10.png
GGST Goldlewis Dickinson color 11.png
GGST Goldlewis Dickinson color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
GGST Goldlewis Dickinson color 13.png
GGST Goldlewis Dickinson color 14.png
GGST Goldlewis Dickinson color 15.png
Color 13
Color 14
Color 15
Colors 7-15 are available through DLCColor 13 is included in the 25th Anniversary Appreciation Colors free DLC
Colors 14 and 15 are included in the 25th Anniversary Colors DLC
Colors 7-11 are included in Season Pass 1
Color 12 is included in Ultimate Edition

Navigation

To edit frame data, edit values in GGST/Goldlewis Dickinson/Data.
Systems Pages