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* Plus on block. | * Plus on block. | ||
* Goldlewis' fastest button. | * Goldlewis' fastest button. | ||
Doesn't whiff on crouching opponents and is a little faster than {{clr|1|5P}} at the cost of some range. Like {{clr|1|5P}}, can frametrap into {{clr|3|c.S}} up close, making it useful for also sneaking in Behemoth Typhoons or throws | Doesn't whiff on crouching opponents and is a little faster than {{clr|1|5P}} at the cost of some range. Like {{clr|1|5P}}, can frametrap into {{clr|3|c.S}} up close, making it useful for also sneaking in Behemoth Typhoons or throws. Loses to any characters {{clr|1|6P}}, so don't go to crazy mashing this on block | ||
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Revision as of 01:33, 30 July 2021
Please feel free to make edits, but include edit summaries and sources where applicable.
Goldlewis Dickinson Goldlewis Dickinson , classified as a Power type.
- 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.
- Slow at long range: Goldlewis' normals have surprisingly low range, and what he does have in terms of pokes are very slow. He usually has to commit to a Behemoth Typhoon or wait for Security Level to charge to start his pressure. As a result, it's not very hard to zone him out of his optimal range.
- 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.
Goldlewis Dickinson |
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Normal Moves
5P
- 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
- Retracts Goldlewis' low hurtbox before striking.
An interesting normal that is more suited to counterpoking lows. The hitbox retracts during startup and is disjointed while it's active. Combos into 2D for a knockdown anywhere.
c.S
- 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.
f.S
- Prime poking normal, always combos into 63214H.
Exactly what it looks like on the tin.
5H
- 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
- 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.
One whole frame faster than 89632H, making it Goldlewis' fastest overhead. Sadly it does not come with that move's frame advantage.
6P
- Whiffs against crouching opponents.
- Gives an easy Thunderbird setup on counterhit.
Goldlewis has a unique 6P that hits much higher than usual. Though this make it a better anti-air against high jumpins, it makes it notably worse in counterpoke situations as it whiffs above the opponent's poke
6H
- Huge damage normal but does not combo from anything it gatlings from unless opponent is airborne.
Mostly relegated to combo filler as every character in the game can mash 5P to beat a gatling into it.
2P
- Does not chain into itself, but is plus enough to link into itself on hit.
- Plus on block.
- Goldlewis' fastest button.
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, so don't go to crazy mashing this on block
2K
- Goldlewis' fastest low.
2S
- Coffin is entirely disjointed.
Slower than f.S, but stops low slides, has slightly more reach, and is disjointed in return. 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
2H
- Highly unsafe on block and whiff.
Mostly useful as combo filler, 20 frame startup makes it very difficult to use as a reactive anti-air. However, once it's out Goldlewis' legs are entirely disjointed.
2D
- Big range.
- Gives easy Thunderbird setups anywhere on screen.
- Combos into 21478H for a sideswitch.
Mostly useful to end K starter combos into a knockdown or as a whiff punish for exceptionally slow moves.
j.P
- Doesn't chain into itself.
Goldlewis is forced to cancel this move into something as nothing gatlings from it, not even itself.
j.K
Short but wide hitbox, making it useful to crossup or as a fast overhead if necessary.
j.S
- High air-to-air button.
- The guard doesn't really matter on this or j.P, as it is hilariously difficult to hit on a crouching opponent, even potemkin, with it.
j.H
- Messed up crossup button.
- Too slow to come out from an IAD, SJ IAD makes it come out very low to the ground.
j.D
- Strong jump-in option
- Functions as an air-to-air despite low hitbox
- Covers insane amount of space near ground
Overall amazing air button.
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 and the HS button, including some very unconventional directions. Because of this, the half-circles have been abbreviated to the cardinal directions in numpad notation (at least until the community gives each version a nickname). An easy way to tell the versions apart (at least while playing Goldlewis) is that the coffin will follow the direction of your half-circle motion once the move executes. BEHEMOTH TYPHOON NOTATION: For readability purposes, Behemoth Typhoon should be notated with ONLY cardinal directions as opposed to the whole input. For example, 63214H should be 624H. (both are present for overview page)
Behemoth Typhoon (426/Forward)
41236H (Air OK)
- Hits in front of Goldlewis on frame 26.
- Front hit launches midscreen and wallbounces in the corner for combo extensions.
Converts counterhits into massive damage in the corner. The massive wallbounce gives you any combo you want.
Behemoth Typhoon (624/Fast)
63214H (Air OK)
- Quick and easy to use in combos.
Goldlewis' primary combo ender thanks to its speed. Combos from any of his pokes at max range and is fast enough to combo from P buttons.
Behemoth Typhoon (268/Launch)
23698H (Air OK)
- Launches opponent high enough to juggle after.
Behemoth Typhoon (248/Back)
21478H (Air OK)
- Launches opponents behind Goldlewis.
- Extends combos on airborne opponents at the cost of switching sides.
Behemoth Typhoon (684/Up)
69874H (Air OK)
- Long reach.
- Launches opponents upwards on hit.
Fast startup and launch direction gives this better oki than 63214H, still comboing after moves like 5P. Also makes for a good combo ender because of its floaty launch and hard knockdown.
Behemoth Typhoon (486/Slam)
47896H (Air OK)
- 29F on crouchers and 28F if standing
- Long range overhead.
- Leads to a combo on late connect.
- Midscreen counterhit converter
Behemoth Typhoon (842/Low)
87412H (Air OK)
- 24F for hitbox in front of Goldlewis
- Hits low.
- Late connect leads to a combo.
- Short reach.
Behemoth Typhoon (862/Overhead)
89632H (Air OK)
- 21F vs standing and 23F vs crouching opponents
- Overhead, and faster than the other one.
- Short reach and does not give a meterless combo.
Thunderbird
214S
- 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
- Affected by Security Level. More levels = more bullets.
- Decent chip damage on block.
- Easily cancels out other projectiles.
- Will eat your opponent's tension bar if they FD to avoid the chip damage.
Terrible wallbreak move as each projectile is counted separately and deals very low damage. Mostly useful as an anti-zoning tool, but too slow to use on reaction.
Overdrives
Down With The System
632146P
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 |
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632146P | |||||||
130 [130,13] | All | 6+(135 Flash)+4 | 5 | 46 | - | - | |
720P | |||||||
145 [140,13×2] | All | 11+(191 Flash)+4 | 5 | 46 | - | - | |
1080P | |||||||
160 [151,13×3] | All | 16+(230 Flash)+4 | 5 | 46 | - | - |
- 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. | 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 |
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Level 1 | |||||||
8×10 | All | 13+(84 Flash)+79 | 52 | 27 Total | - | - | |
Level 2 | |||||||
8×15 | All | 13+(84 Flash)+79 | 72 | 27 Total | - | - | |
Level 3 | |||||||
8×20 | All | 13+(84 Flash)+79 | 92 | 27 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.
51% complete | ||
|
Page | Status | % |
---|---|---|
Overview | Missing some special move hitbox images | 19/20 |
Combos | Needs cleaning up. Missing some tension gain info/character specific info. | 10/10 |
Strategy | Fill out counter strategy, expand okizeme | 8/20 |
Frame Data | Missing various values (Special move attack levels, some special move on hit values, Skyfish recovery, etc) | 14/50 |