< GGST | Goldlewis Dickinson
Links
Infobox Data
Normal Moves
5P Data
5K Data
c.S Data
f.S Data
5H Data
5D Data
6P Data
6P normal |
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Level | CH Type |
---|---|---|---|---|---|---|---|---|---|
39 | All | 12 | 6 | 27 | -19 | -16 | 2 | Mid | |
R.I.S.C. Gain | R.I.S.C. Loss | Wall Damage | Input Tension | Chip Ratio | OTG Ratio | Proration | Invuln | Cancel | |
1500 | 1000 | 500 | 60% | 90% | 1~2 Upper Body 3~17 Above Knees |
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Frames 12 ~ 14 • Frames 15 ~ 17 | |||||||||
Hitbox extends downward on the last three active frames allowing it to hit crouching opponents. If the first hit of a combo, applies an additional +20 Combo Decay. |
6H Data
2P Data
2K Data
2S Data
2H Data
2D Data
j.P Data
j.K Data
j.S Data
j.H Data
j.D Data
Universal Mechanics
Ground Throw Data
6D or 4D Ground Throw other |
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Level | CH Type |
---|---|---|---|---|---|---|---|---|---|
80 | Ground Throw | 2 | 3 | 38 | HKD +54 | ||||
R.I.S.C. Gain | R.I.S.C. Loss | Wall Damage | Input Tension | Chip Ratio | OTG Ratio | Proration | Invuln | Cancel | |
2500 | 1000 | 50% (75%) | none | ||||||
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Opponent cannot use Blue Psyche 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: * R.I.S.C. Loss: 1000 * Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.* Proration: Forced 75% * Combo Decay on hit: 15. |
Air Throw Data
j.6D or j.4D Air Throw other |
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Level | CH Type |
---|---|---|---|---|---|---|---|---|---|
80 | Air Throw | 2 | 3 | Until L+10 | |||||
R.I.S.C. Gain | R.I.S.C. Loss | Wall Damage | Input Tension | Chip Ratio | OTG Ratio | Proration | Invuln | Cancel | |
2500 | 1000 | 50% (75%) | none | ||||||
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Opponent cannot use Blue Psyche 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: * R.I.S.C. Loss: 1000 * Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.* Proration: Forced 75% * Combo Decay on hit: 15. |
Dash Cancel Data
66 Dash Cancel other |
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Level | CH Type |
---|---|---|---|---|---|---|---|---|---|
Total 22 | |||||||||
R.I.S.C. Gain | R.I.S.C. Loss | Wall Damage | Input Tension | Chip Ratio | OTG Ratio | Proration | Invuln | Cancel | |
Can be kara canceled into special moves or Overdrives on frames 1~3. If canceled on frame 1, Dash Cancel will not start, but momentum will still be applied. |
Special Moves
41236H Data
41236H Behemoth Typhoon (426) special |
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Level | CH Type |
---|---|---|---|---|---|---|---|---|---|
70 | All (Guard Crush) | 12 | 20 | 18 | +12~+16 | KD | 4 | Mid | |
R.I.S.C. Gain | R.I.S.C. Loss | Wall Damage | Input Tension | Chip Ratio | OTG Ratio | Proration | Invuln | Cancel | |
2500 | 1000 | 700 | 150 | 50% | 60% | 90% | none | ||
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'Forward' | |||||||||
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First (left) and Last (right) active frames Click here for animated hitboxes | |||||||||
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 Data
63214H Data
63214H Behemoth Typhoon (624) special |
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Level | CH Type |
---|---|---|---|---|---|---|---|---|---|
70 | All (Guard Crush) | 12 | 20 | 21 | -5 | KD | 4 | Mid | |
R.I.S.C. Gain | R.I.S.C. Loss | Wall Damage | Input Tension | Chip Ratio | OTG Ratio | Proration | Invuln | Cancel | |
2500 | 1000 | 700 | 150 | 50% | 80% | 90% | none | ||
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'Fast' | |||||||||
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First active hitbox (right) and last active hitbox (left) Click here for animated hitboxes | |||||||||
Guard Crush duration 35F Active frames groups: start 4+5+5, midpoint 2+1, ending 1+2 Horizontal Activation Range: 0 (Frames 28~31 only). Functionally, cannot hit opponents extending a hurtbox through Goldlewis. |
j.63214H Data
23698H Data
23698H Behemoth Typhoon (268) special |
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Level | CH Type |
---|---|---|---|---|---|---|---|---|---|
70 | All (Guard Crush) | 12 | 15 | 18 | +3~14 | KD | 4 | Mid | |
R.I.S.C. Gain | R.I.S.C. Loss | Wall Damage | Input Tension | Chip Ratio | OTG Ratio | Proration | Invuln | Cancel | |
2500 | 1000 | 700 | 150 | 50% | 60% | 90% | none | ||
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'Launch' | |||||||||
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First active hitbox (Lower) and last active (upper) Click here for animated hitboxes | |||||||||
Guard Crush duration 35F Active frames groups: start 3+3+3, midpoint 2+1, ending 1+2 Has 5 common points of contact: 12F / +3 OB, 15F / +6 OB, 18F / +9 OB, 21F / +12 OB, and 23F / +14 OB |
j.23698H Data
21478H Data
21478H Behemoth Typhoon (248) special |
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Level | CH Type |
---|---|---|---|---|---|---|---|---|---|
70 | Low (Guard Crush) | 12 | 15 | 18 | +3 | KD | 4 | Mid | |
R.I.S.C. Gain | R.I.S.C. Loss | Wall Damage | Input Tension | Chip Ratio | OTG Ratio | Proration | Invuln | Cancel | |
1875 | 1000 | 700 | 150 | 50% | 60% | 90% | none | ||
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'Back' | |||||||||
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First active hitbox (lower) and last active hitbox (upper) Click here for animated hitboxes | |||||||||
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 Data
69874H Data
69874H Behemoth Typhoon (684) special |
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Level | CH Type |
---|---|---|---|---|---|---|---|---|---|
70 | All* (Guard Crush) | 12 | 20 | 21 | -5 | KD | 4 | Mid | |
R.I.S.C. Gain | R.I.S.C. Loss | Wall Damage | Input Tension | Chip Ratio | OTG Ratio | Proration | Invuln | Cancel | |
2500 | 1000 | 700 | 150 | 50% | 60% | 90% | none | ||
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'Up' | |||||||||
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First active hitbox (right) to last active (left) Click here for animated hitboxes | |||||||||
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 Data
47896H Data
47896H Behemoth Typhoon (486) special |
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Level | CH Type |
---|---|---|---|---|---|---|---|---|---|
70 | High (Guard Crush) | 12 | 20 | 18 | +14~15 | KD | 4 | Mid | |
R.I.S.C. Gain | R.I.S.C. Loss | Wall Damage | Input Tension | Chip Ratio | OTG Ratio | Proration | Invuln | Cancel | |
2500 | 1000 | 700 | 150 | 50% | 90% | 80% | none | ||
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'Slow Overhead' | |||||||||
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First active hitbox (left) to last active (right) Click here for animated hitboxes | |||||||||
Guard Crush duration 35F Active frames groups: start 4+5+5, midpoint 2+1, ending 1+2 Usually hits on frame 23 (+14 OB), but hits slightly later on frame 24 (+15 OB) against standing BR,CH,GI,JC,MA This move hits frame 24 against IN,LE,MI,RA while they are in a standing neutral state but not while they are in standing proximity guard. See 862H notes for more insight Hits mid instead of high 12-25F (26-27F?) Horizontal Activation Range: 0 (Frames 12~25 only). Functionally, cannot hit opponents extending a hurtbox through Goldlewis. |
j.47896H Data
87412H Data
87412H Behemoth Typhoon (842) special |
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Level | CH Type |
---|---|---|---|---|---|---|---|---|---|
70 | Low (Guard Crush) | 12 | 15 | 18 | +16 | KD | 4 | Mid | |
R.I.S.C. Gain | R.I.S.C. Loss | Wall Damage | Input Tension | Chip Ratio | OTG Ratio | Proration | Invuln | Cancel | |
1875 | 1000 | 700 | 150 | 50% | 80% | 90% | none | ||
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'Slow Low' | |||||||||
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First active hitbox (Upper) to last active (lower) Click here for animated hitboxes | |||||||||
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 Data
89632H Data
89632H Behemoth Typhoon (862) special |
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Level | CH Type |
---|---|---|---|---|---|---|---|---|---|
70 | High (Guard Crush) | 12 | 15 | 18 | +12 | KD | 4 | Mid | |
R.I.S.C. Gain | R.I.S.C. Loss | Wall Damage | Input Tension | Chip Ratio | OTG Ratio | Proration | Invuln | Cancel | |
1875 | 1000 | 700 | 150 | 50% | 100% | 80% | none | ||
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'Fast Overhead' | |||||||||
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First active hitbox (upper) to last active (lower) Click here for animated hitboxes | |||||||||
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 Data
214S Level 1 Data
214S Level 1 Thunderbird (Level 1) special |
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Level | CH Type |
---|---|---|---|---|---|---|---|---|---|
10, 30 | All | 57 | 24 | 42 Total | 2 | Very Small | |||
R.I.S.C. Gain | R.I.S.C. Loss | Wall Damage | Input Tension | Chip Ratio | OTG Ratio | Proration | Invuln | Cancel | |
100×2 | 1000 | 150×2 | 100 | 12% | 80% | 80% | none | ||
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Go my child, and hold down the neutral. | |||||||||
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Visual desyncs with hitbox when used from a distance (Early) • Middle • Far | |||||||||
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 Data
214S Level 3 Data
236S Level 1 Data
236S Level 1 Skyfish (Level 1) special |
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Level | CH Type |
---|---|---|---|---|---|---|---|---|---|
5×10 | All | 35 | 84 Total | -13 | -10 | 0 | Very Small | ||
R.I.S.C. Gain | R.I.S.C. Loss | Wall Damage | Input Tension | Chip Ratio | OTG Ratio | Proration | Invuln | Cancel | |
100×10 | 1000 | 10×10 | 100 | 12% | 80% | 80% | none | ||
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Mowing down health and meter like no other | |||||||||
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Despite what the animation suggests, each bullet's hitbox is positioned identically | |||||||||
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 Data
236S Level 3 Data
Overdrives
632146P Data
632146P Down With The System super |
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Level | CH Type |
---|---|---|---|---|---|---|---|---|---|
160 [160,25] | All | 6+(135 Flash)+4 | 5 | 46 | -33 | 3 | Mid | ||
R.I.S.C. Gain | R.I.S.C. Loss | Wall Damage | Input Tension | Chip Ratio | OTG Ratio | Proration | Invuln | Cancel | |
2000 | 1000 [1000x2] | 0 | 25% | 100% | 1~14 All | ||||
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More Circles = More Damage | |||||||||
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reversal Data in [] represents values on Clean Hit. Does not behave as a true multi-hit attack, follow-up hits will be scaled after previous hits ● R.I.S.C. Loss does not stack after the first hit, but 25% R.I.S.C. reduction still applies per hit of R.I.S.C. Loss. ● Maximum damage is achieved from at least 1333 R.I.S.C. (approx. 10.4% gauge) |
720P Data
720P Down With The System (720) super |
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Level | CH Type |
---|---|---|---|---|---|---|---|---|---|
175 [160,25×2] | All | 11+(191 Flash)+4 | 5 | 46 | -33 | 3 | Mid | ||
R.I.S.C. Gain | R.I.S.C. Loss | Wall Damage | Input Tension | Chip Ratio | OTG Ratio | Proration | Invuln | Cancel | |
2000 | 1000 [1000×3] | 0 | 25% | 100% | 1~19 All | ||||
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More Circles = More Damage | |||||||||
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reversal Data in [] represents values on Clean Hit. Does not behave as a true multi-hit attack, follow-up hits will be scaled after previous hits
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1080P Data
1080P Down With The System (1080) super |
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Level | CH Type |
---|---|---|---|---|---|---|---|---|---|
190 [160,25×3] | All | 16+(230 Flash)+4 | 5 | 46 | -33 | 3 | Mid | ||
R.I.S.C. Gain | R.I.S.C. Loss | Wall Damage | Input Tension | Chip Ratio | OTG Ratio | Proration | Invuln | Cancel | |
2000 | 1000 [1000×4] | 0 | 25% | 100% | 1~24 All | ||||
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More Circles = More Damage | |||||||||
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reversal Data in [] represents values on Clean Hit. Does not behave as a true multi-hit attack, follow-up hits will be scaled after previous hits
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236236K Level 1 Data
236236K Level 2 Data
236236K Level 3 Data
Click [★] for character's full frame data
Essentials
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FAQ •
The Basics
• Movement/Canceling •
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Gauges •
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Detailed & Advanced Information
• Damage/Combo •
Frame Data & System Data •
Attack Attributes •
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Archived Information
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