GGST/Goldlewis Dickinson

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Overview
Overview

Lore:Goldlewis is the first-ever Secretary of Defense in the history of the United States who is also an active-duty military officer.

With his excellent judgment and ability to lead based on his extensive combat experience, he has garnered immense popularity and earned the trust of those around him.

His personal combat prowess is said to be equivalent to the entire White House Security Force, and it is no exaggeration to say that the security and authority of the United States are established due to his presence, making him the mainstay of the nation.
Playstyle
GGST Goldlewis Dickinson Icon.png Goldlewis Dickinson, classified as a Power type.
Pros Cons
  • High Damage: Goldlewis' coffin is not just for show. All of his attacks involving it are guaranteed to deal a lot of damage from the get-go, which only gets better with his surprisingly good combo and conversion potential. As if that wasn't enough, all of Behemoth Typhoon's versions and Skyfish excel at dealing reasonable amounts of chip damage.
  • Large Health Pool: With a good defense modifier and guts rating, Goldlewis can take more hits and use his life bar as a resource.
  • Excellent Pressure: Goldlewis has a high amount of plus frames at his disposal, along with Guard Crush pressure and mixups from Behemoth Typhoon. Even if he doesn't hit you, each version of Behemoth Typhoon deals high chip damage. His low jump also complements his ability to keep opponents blocking.
  • Setplay Tools: Thunderbird and Burn It down let Goldlewis easily continue pressure from most if not all his knockdowns. Having Security Levels stocked makes his setplay even stronger.
  • Many Knockdowns: Almost anything Goldlewis throws out, including full combos, can be converted into a hard knockdown, allowing him to establish either his powerful okizeme or setplay depending on the range and advantage.
  • High Tension: When he finally gets in, Goldlewis's tension gain is incredible because of Behemoth Typhoon, allowing him to continue his pressure for extended periods of time, or convert into a devastating combo or option select.
  • Abysmal Neutral: Goldlewis's array of tools to call out approaches falters considering he has no tools to establish his own. His pokes are either incredibly slow, stubby, easily low profiled, or a combination of the three. This is made worse with the slowness and counterhit recovery of Thunderbird and Skyfish, making even fullscreen options risky.
  • Not so Absolute Defense: Goldlewis has a number of weaker than average defensive options, with a short range 6f 2P, a slow backdash, longer jump startup, and no double jump. Pick your risks wisely even if you can take some wrong choices.
  • Slow Movement: Goldlewis has no double jump, and his ground run is painfully slow. This, paired with his stubby and slow normals, makes it especially hard for him to deal with zoning.
  • Punishing Execution: Dropping a combo or pressure can often result in Goldlewis being incredibly minus or resetting to neutral with large frame disadvantage.
Security Level
GGST Goldlewis Dickinson Security Gauge.png


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 214S, 236S, or 236236K causes the meter to be reset to 1. The gauge fills quickly from Level 1 to 2, but fills slowly from Level 2 to 3.



Normal Moves

5P

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
26 All 7 3 6 +3 -

  • Does not chain into itself, but is plus enough to link into 2P on hit.
  • Does not blockstring into 63214H, but combos on hit.
  • Whiffs on most crouching characters and standing Giovanna.

Excellent pressure move thanks to it actually being plus. Quite lacking in terms of defense due to its 7-frame startup. 5P > c.S will beat any button 4 frames or slower and catch jump backs, making it also a great place to sneak in a High Behemoth Typhoon or a throw.

5K

c.S

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
39 All 7 6 15 -2 -

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

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. Interestingly, this can be used as a crouch confirm from P buttons, giving Goldlewis either oki or high damage.

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

f.S

5H

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
41 All 19 6 15 -2 -

  • Prime frame trap normal, beats throws and jumps when immediately cancelled from c.S. From f.S, jumps are not caught
  • Can be slightly delayed from c.S to catch 6f BDs while still catching jumps and reversal mash, but loses to throws
  • Surprisingly safe on block at -2.
  • Combos into 41236H on counterhit for huge damage in the corner.
  • Excellent meaty. Combos into all Behemoth Typhoons on CH and, if spaced correctly, clashes with all DPs except for Leo's.

Use this normal to force respect of your S buttons. It also has some uses after throwing an opponent into the corner, as it nets some extra damage and still gives a Thunderbird setup.

5D

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
50 [62] High 20 [28] 3 26 -15 [-10] -

  • Data in [] represents values when fully charged.
  • Causes floating crumple on uncharged, ground hit, delaying a follow-up will force stand.
  • Deals more damage when fully charged, launches opponent on hit if combo'd into.
  • Homing Jump cancelable on raw hit when fully charged, Homing Jump sequence forces an Area Shift.
  • 80% proration if not fully charged.
  • Will frame trap after c.S, although requires meter to convert into a combo

One whole frame faster than 89632H, making it Goldlewis' fastest overhead. Sadly it does not come with that move's frame advantage.

6P

6H

2P

2K

2S

2H

2D

j.P

j.K

j.S

j.H

j.D

Universal Mechanics

Ground Throw

Air Throw

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 HS 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, 63214H becomes 624H and so on.

For hitbox players: It has been reported that a max of 1 of the 3 intermediate motions of Behemoth Typhoon can be skipped (with the first and last being "mandatory"). Most likely, one of the diagonals.[1]

Behemoth Typhoon (426)

41236H (Air OK)

Behemoth Typhoon (624)

63214H (Air OK)

Behemoth Typhoon (268)

23698H (Air OK)

Behemoth Typhoon (248)

21478H (Air OK)

Behemoth Typhoon (684)

69874H (Air OK)

Behemoth Typhoon (486)

47896H (Air OK)

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
47896H 70 High 12 - - +12 -
j.47896H 70 All 12 - - - -

  • 29F on crouchers and 28F if standing
  • Long range overhead.
  • Leads to a combo on late connect.
  • Midscreen counterhit converter
  • Can be used to set up F-shikiAlso 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-Shiki take advantage of this and use overheads that would miss on crouching character, but not on standing characters. with bar when blocked

Behemoth Typhoon (842)

87412H (Air OK)

Behemoth Typhoon (862)

89632H (Air OK)

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
89632H 70 High 12 - - +12 -
j.89632H 70 All 12 - - - -

  • 21F vs standing and 23F vs crouching opponents
  • Overhead, and faster than the other one.
  • Short reach and does not give a meterless combo.
  • Can be used to set up F-shikiAlso 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-Shiki take advantage of this and use overheads that would miss on crouching character, but not on standing characters. with bar when blocked

Thunderbird

214S

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
Level 1 33 All 57 - 43 Total - -
Level 2 40 All 57 - 43 Total - -
Level 3 47 All 57 - 43 Total - -

  • After inputting you can move on frame 43 however the bomb doesn't have a hitbox until frame 57
  • Affected by Security Level. More levels = more travel distance and lockdown.
  • Setplay tool, multiple hits even at Level 1.
  • Thunderbird itself will block projectiles for you as long as it's out.

Fantastic and easy-to-use setplay tool. Persists as long as Goldlewis isn't actually hit, allowing him to run in behind it with relative safety. Easily set up after 2D, throw (and OTG 5H), or corner combos ending in 69874H.

Skyfish

236S

Overdrives

Down With The System

632146P

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
632146P 160,25 All 10 - - -33 -
720P 160[175],25x2 All 15 - - -33 -
1080P 160[190],25x3 All 20 - - -33 -

  • Data in [] represents values on Clean Hit.
  • Can be input with up to three circles.
  • More circles before P increases the damage and startup
  • Opponent will break the wall after being launched.
  • Your only reversal
  • A zoom on Goldlewis means you did 720P, while the zoom + glasses break means you did 1080P.

Increases in damage, range, and launch distance with each version at the expense of also increasing in startup. Fully invincible during startup for all versions

Burn It Down

236236K

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
Level 1 8x5 All 13+79 - 40 Total - -
Level 2 8x10 - 13+79 - 40 Total - -
Level 3 8x15 - 13+79 - 40 Total - -

  • Affected by Security Level. More levels = more lockdown.
  • Tracks and vacuums opponents towards Goldlewis after a short delay.
  • 13+79 startup before first hit however Goldlewis can move post super freeze after 27 frames. (13+27)

Setplay super. Better than Thunderbird in some cases due to the vacuum and the laser visually obscuring what he does. Usable in any place you would use Thunderbird, but comes with the added benefit of no travel time.


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External References

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