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* Actionable post super freeze after 27 frames | * Actionable post super freeze after 27 frames | ||
* Laser becomes active 80F after freeze | |||
* Laser is active for 32F, 52F, and 72F at each level | |||
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. | 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. |
Revision as of 20:51, 27 September 2021
Please feel free to make edits, but include edit summaries and sources where applicable.
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!
Goldlewis Dickinson Goldlewis Dickinson is classified as a Power type that dominates the frontlines by swinging a massive coffin like a weapon.
- 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 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.
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.
- Jump cancelable
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.
Gatling Options: f.S, 2S, 5H, 2H, 5D, 2D
f.S
- Prime poking normal, always combos into 63214H.
Exactly what it looks like on the tin. Your fastest poke in neutral. On block, cancel into 5H if in range for a frametrap. if farther out, cancel into 63214H to keep you safe. On hit, canceling into 69874H is ideal as you get great oki afterwards, But it can whiff so 63214H is a more consistent ender, albiet with worse oki outside of the corner
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.
- 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
- Whiffs against crouching opponents.
- Gives an easy Thunderbird setup on counter hit.
Goldlewis has a unique 6P that hits much higher than usual. Though this make it a better anti-air against high jump-ins, 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.
- 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
- Goldlewis' fastest low.
Goldlewis's low poke in neutral. Can beat out low profiling moves. Cancel into 2D on hit into 214S for oki
Gatling Options: 6P, 6H, 5D, 2D
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.
69874HS and 63214HS will whiff when connecting this move at tip range, making it a worse poke than you'd think.
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.
- Advances slighty forward on startup.
- 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.
- Insanely active.
- 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.
Goldlewis's crossup tool, good after a knockdown into 214S and sets up a near unseeable 50/50 when crossing up low to the ground. he can input 87412H during the landing recovery of j.H to get the low Behemoth Typhoon, with slight delay, it becomes the quick overhead Behemoth Typhoon
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
6D or 4D
- Can throw the opponent either forward or backwards.
- Hard knockdown on hit.
- 50% forced proration.
Air Throw
j.6D or j.4D
- Can throw the opponent either forward or backwards.
- Hard knockdown on hit.
- 50% forced proration.
- Beware that it is possible your opponent may double jump to avoid an air throw attempt
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.
Active Frame Distribution
Behemoth Typhoon has a moving hitbox that travels along the coffin's path. The hitbox travels in steps which last for varying amounts of frames 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
Behemoth Typhoon (426)
41236H (Air OK)
- Slow wallbouncing launcher
- 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)
63214H (Air OK)
- 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)
- 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)
- 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 launches the opponent close on hit, allowing for combos if you manage to get a hit right before landing.
A key juggle combo extender after a 426H wall bounce or an RC. Although it's +3, The opponent will be in throw range and Goldlewis does not have an option fast enough to frame trap the throw.
Behemoth Typhoon (684)
69874H (Air OK)
- 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. 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.
Behemoth Typhoon (486)
47896H (Air OK)
- 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-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
A great move to combo into off of big midscreen counterhits or a normal hit 2H.
Behemoth Typhoon (842)
87412H (Air OK)
- A slow hitting low with great advantage on block
- 24F startup to hitbox in between Goldlewis's legs, 25F startup for final hitbox just past his front leg
- Late connect at feet leads to a combo.
- Short reach at feet.
- First 9 active frames are above Goldlewis's head and will launch the opponent behind him.
Behemoth Typhoon (862)
89632H (Air OK)
- 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-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
Thunderbird
214S
- 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
- 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.
The level 3 version of this move causes a special hard knockdown state that allows OTG hits to continue combos without causing the usual OTG auto tech. At full screen this knock down allows Goldlewis to close the gap and reestablish 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.
Overdrives
Down With The System
632146P or 720P or 1080P
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
- 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. | 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 | - | - |
- Actionable post super freeze after 27 frames
- Laser becomes active 80F after freeze
- Laser is active for 32F, 52F, and 72F at each level
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 | ||
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Page | Status | % |
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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 |