Difference between revisions of "GGST/Goldlewis Dickinson"

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* Medium range launcher
 
* Medium range launcher
* Hits meaty with spacing. +3 OB at point blank range but typically +6 or +9 if canceling a normal into it.
+
* Hits meaty with spacing. +3 OB at point blank range but typically +6 or +9 after the push back of a typical normal and +12 at max range.
 
* Startup against grounded opponents can be 12F, 15F, 18F, or 21F depending on spacing.
 
* Startup against grounded opponents can be 12F, 15F, 18F, or 21F depending on spacing.
 +
 +
Tied for the fastest Behemoth Typhoon versions in terms of active and recovery frames 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.
 
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Revision as of 03:20, 25 September 2021


Template-Alert.png Disclaimer
This section is still being written. It may be wildly inaccurate or missing significant data.
Please feel free to make edits, but include edit summaries and sources where applicable.
Overview
Overview

Goldlewis dominates the frontlines by swinging a massive coffin like a weapon. His power is immense, and he's armed with fearsome mix-ups, long-ranged attacks and several projectiles.

Goldlewis’s prime pressure starter is f.S, which has decent range. His j.D has a wide hitbox below him, making it a great jump-in attack. Behemoth Typhoon is a cornerstone of his offense. It has eight versions with various traits that complement each other, such as lows, overheads, fast options and long-ranged options. Most of them are plus on block, further extending his pressure.

The Security Level is a unique gauge that increases over time. When filled up, Goldlewis’s projectiles are powered up, but deplete the gauge on use. Skyfish is a projectile attack and an anti-zoning tool. Both Skyfish and Behemoth Typhoon deal good chip damage, allowing him to dish out pain against blocking foes. He also has powerful okizeme setups via Thunderbird. It’s a projectile attack that locks the opponent down, giving Goldlewis ample time to apply a mix-up.

Contrary to what you would expect, the weakness of the Secretary of Defense is defensive options. His jump and backdash are slow and he lacks good pokes and a double jump. This hampers Goldlewis when under pressure and when playing neutral. These drawbacks are a big deal, but he can handle it. He's quite durable, and his powerful conversions and strong okizeme means that a single hit can turn the tides.

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!


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 is classified as a Power type that dominates the frontlines by swinging a massive coffin like a weapon.
Pros Cons
  • High Damage & Chip: Goldlewis' coffin is not just for show. All of his attacks involving it are deal a lot of damage from the get-go, which only gets better with his surprisingly good combo and conversion potential. All versions of Behemoth Typhoon and Skyfish excel at dealing 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. 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 lacks tools to approach. 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. 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, making 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


Security Level is a resource Goldlewis can spend to augment his special and super moves. 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 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

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
23 All 5 3 6 +3 -

  • Does not chain into itself, but is plus enough to link into itself on hit.
  • Plus on block.
  • Goldlewis' fastest button.
  • Good anti-air hitbox

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. The disjointed hitbox makes this an actually good anti-air for Goldlewis.

2K

2S

2H

2D

j.P

j.K

j.S

j.H

j.D

Universal Mechanics

Ground Throw

6D or 4D

Air Throw

j.6D or j.4D

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"). This applies to all other Half-circle inputs as well. Most likely, one of the diagonals.[1]

Reading Startup and On Block Advantage

Each version of Behemoth Typhoon starts up on frame 12 but not every version typically makes contact with the opponent at the beginning of its startup. Many versions have a kind 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. If a version of Behemoth typhoon 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 notes.

Behemoth Typhoon (426)

41236H (Air OK)

Behemoth Typhoon (624)

63214H (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
63214H 70 All (Guard Crush) 12 20 21 -5 -
j.63214H 70 All 12 20 - - -

  • Quick and easy to use
  • Can be used as a poke or combo ender

The easiest Behemoth Typhoon to use. 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 69874H. Uniquely good at securing wall splats at specific ranges in some combo routes.

Behemoth Typhoon (268)

23698H (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
23698H 70 All (Guard Crush) 12 15 18 +3~12 -
j.23698H 70 All 12 15 - - -

  • Medium range launcher
  • Hits meaty with spacing. +3 OB at point blank range but typically +6 or +9 after the push back of a typical normal and +12 at max range.
  • Startup against grounded opponents can be 12F, 15F, 18F, or 21F depending on spacing.

Tied for the fastest Behemoth Typhoon versions in terms of active and recovery frames 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.

Behemoth Typhoon (248)

21478H (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
21478H 70 Low (Guard Crush) 12 15 18 +3 -
j.21478H 70 All 12 15 - - -

  • Fast side switching low
  • Launches opponents behind Goldlewis when connecting at the beginning of the swing.
  • Extends combos on airborne opponents at the cost of switching sides.
  • Last 3 active frames are above head with the last two being the most forward facing, effective startup for juggles is 24F to 25F
  • Air version keeps the opponent close on hit, allowing for combos if you manage to get a hit right before landing.

Behemoth Typhoon (684)

69874H (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
69874H 70 All* (Guard Crush) 12 20 21 -5 -
j.69874H 70 All 12 20 - - -

  • Long reach combo ender.
  • Launches opponents upwards on hit.
  • Last 3 active frames are overhead but they hit behind Goldlewis.
  • Air version can start a combo if it hits at the end of the swing low to the ground.

Fast startup and launch direction gives this better oki than 63214H while still comboing after moves like 5P. Also makes for a good combo ender because of its floaty launch and hard knockdown.

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 (Guard Crush) 12 20 18 +14~15 -
j.47896H 70 All 12 20 - - -

  • Slow long range overhead.
  • Leads to a ground bounce combo starter when hitting with later front half of the move.
  • Hits slightly later against crouching opponents and some of the shorter standing characters (GI,MA,CH,MI,RA,LE,IN,JC - 18th active frame, 29F startup, +15 OB).
  • Against every other standing opponent it hits on the 17th active frame, 28F startup, +14 OB.
  • Can be used to set up F-ShikiWhen 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

A great move to combo into off of big midscreen counterhits or a normal hit 2H.

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 (Guard Crush) 12 15 18 +12(+14 GI) -
j.89632H 70 All 12 20 - - -

  • Overhead, and faster than the other one.
  • 21F vs standing and 23F vs crouching opponents
  • Hits later against standing Giovanna (12th active frame, 23F startup, +14 OB)
  • Short reach and does not give a meterless combo.
  • Can be used to set up F-ShikiWhen 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, Goldlewis can move on frame 43 but the projectile doesn't have a hitbox until frame 57.
    • Goes away if Goldlewis is hit before it goes active, but after that it doesn't. Don't believe the lies.
  • Affected by Security Level and resets it to Level 1 on use. More Levels = farther travel distance and more hits.
  • Thunderbird itself will block projectiles as long as it's out.

Fantastic and easy-to-use setplay tool. Can run behind it with relative safety since it's incredibly hard if not impossible to deal with. Easily set up after 2D, throw (and OTG 5H), or corner combos ending in 69874H.

Skyfish

236S

Overdrives

Down With The System

632146P or 720P or 1080P

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 [160,25] All 6+135+4 5 46 -33 -
720P 175 [160,25×2] All 11+191+4 5 46 -33 -
1080P 190 [160,25×3] All 16+230+4 5 46 -33 -

  • Data in [] represents values on Clean Hit
  • Clean Hit activates a cinematic with Thunderbirds attacking the target
  • All versions will break the wall
  • Fully invincible during startup for all versions

Goldlewis pulls his arm back before beginning a cutscene, in which he delivers a single close range strike. 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, while also allowing for a clean hit. The cutscene after the wind-up animation will indicate a successful 720 (zoom-in) or 1080 (zoom-in and glasses break).

Similarly to Faust's super, Goldlewis can cancel the startup of the 1080 version into a Purple RC while retaining the invincibility of the super.

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 8×5 All 13+79+80 32 40 Total - -
Level 2 8×10 All 13+79+80 52 40 Total - -
Level 3 8×15 All 13+79+80 72 40 Total - -

  • 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) one character length at level 1, halfscreen at level 2, and nearly fullscreen at level 3.

This setplay super is commonly used to checkmate the opponent in the late game.


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
Click here for the scoring criteria to assess character page completion.


External References

Navigation

Ambox notice.png To edit frame data, edit values in GGST/Goldlewis Dickinson/Data.