GGST/Goldlewis Dickinson: Difference between revisions

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(→‎Special Moves: Updated BT notes that referred to the old active frame notation; Made sure first note on each version was a short summary; fixed 624 saying it was the primary combo ender when 684 is much more advisable; a couple small wording changes)
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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.<ref>https://twitter.com/svk_jpn/status/1420216960713846785</ref>
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.<ref>https://twitter.com/svk_jpn/status/1420216960713846785</ref>


====Reading startup and active frames====
====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|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. Behemoth Typhoon is active throughout the whole swing animation and the active frames are grouped into 7 sets. 3 sets at the beginning of the swing, 2 spread across the middle point, and a final 2 at the end of the swing. You can use these active frame sets to get a rough idea of how meaty a BT is hitting depending on where it connects in its swing. Just add up all the active frame sets before the set you believe is connecting and add that to the startup and frame 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|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.


===<big>Behemoth Typhoon (426)</big>===
===<big>Behemoth Typhoon (426)</big>===
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* Slow wallbouncing launcher
* Hits in front of Goldlewis on frame 26.
* Hits in front of Goldlewis on frame 26.
* Front hit launches midscreen and wallbounces in the corner for combo extensions.
* Front hit launches midscreen and wallbounces in the corner for combo extensions.
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* Quick and easy to use in combos.
* Quick and easy to use
Goldlewis' primary combo ender thanks to its speed. Combos from any of his pokes at max range and is fast enough to combo from {{clr|1|P}} buttons.
* 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 {{clr|1|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 the 684 version. uniquely good at securing wall splats at specific ranges in some combo routes.
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* Launches opponent high enough to juggle after.
* 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 if canceling a normal into it.
* Startup against grounded opponents can be 12F, 15F, 18F, or 21F depending on spacing.
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* Launches opponents behind Goldlewis.
* 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.
* 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
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* Long reach.
* Long reach combo ender.
* Launches opponents upwards on hit.
* Launches opponents upwards on hit.
Fast startup and launch direction gives this better oki than {{clr|4|63214H}}, still comboing after moves like {{clr|1|5P}}. Also makes for a good combo ender because of its floaty launch and hard knockdown.
* Last 3 active frames are overhead but they hit behind Goldlewis.
Fast startup and launch direction gives this better oki than {{clr|4|63214H}} while still comboing after moves like {{clr|1|5P}}. Also makes for a good combo ender because of its floaty launch and hard knockdown.
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* 29F on crouchers and 28F if standing
* Slow long range overhead.
* Hits slightly meatier against standing GI,MA,CH,MI,RA,LE,IN (6th active frame set, 29F startup, +15 OB)
* Leads to a ground bounce combo starter when hitting with later front half of the move.
* Long range overhead.
* Hits slightly later against crouching opponents and standing GI,MA,CH,MI,RA,LE,IN (18th active frame, 29F startup, +15 OB).
* Leads to a combo on late connect.
* Against every other standing opponent it hits on the 17th active frame, 28F startup, +14 OB.
* Midscreen counterhit converter
* Can be used to set up {{keyword|F-shiki}} with bar when blocked
* Can be used to set up {{keyword|F-shiki}} with bar when blocked
A great move to combo into off of big midscreen counterhits or a normal hit 2H.
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*24F for hitbox in front of Goldlewis
* A slow hitting low with great advantage on block
* Hits low.
* 24F startup to hitbox in between Goldlewis's legs, 25F startup for final hitbox just past his front leg
* Late connect leads to a combo.
* Late connect at feet leads to a combo.
* Short reach.
* Short reach at feet.
* First 9 active frames are above Goldlewis's head and will launch the opponent behind him.
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*21F vs standing and 23F vs crouching opponents
* Hits meatier against standing Giovanna (5th active frame set, 23F startup, +14 OB)
* Overhead, and faster than the other one.
* 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.
* Short reach and does not give a meterless combo.
* Can be used to set up {{keyword|F-shiki}} with bar when blocked
* Can be used to set up {{keyword|F-shiki}} with bar when blocked

Revision as of 06:17, 6 August 2021



Overview
Overview

 Goldlewis Dickinson  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.

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.


Error: No field named "weight" found for any of the specified database tables.
Goldlewis Dickinson

Normal Moves

5P

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
26 All 7 3 6 - -

  • 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. 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
39 All 7 6 12 - -

  • 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. 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
41 All 19 6 15 - -

  • 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. 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
50 High 20 3 26 - -

  • 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. 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
23 All 5 3 6 - -

  • 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

2S

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
29 All 13 5 13 - -

  • 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

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]

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)

Template:FrameDataWithName-GGSTTemplate:FrameDataWithName-GGST
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

  • 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 the 684 version. uniquely good at securing wall splats at specific ranges in some combo routes.

Behemoth Typhoon (268)

23698H (Air OK)

Behemoth Typhoon (248)

21478H (Air OK)

Behemoth Typhoon (684)

69874H (Air OK)

Behemoth Typhoon (486)

47896H (Air OK)

Template:FrameDataWithName-GGSTTemplate:FrameDataWithName-GGST
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

  • 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 standing GI,MA,CH,MI,RA,LE,IN (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. 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)

Template:FrameDataWithName-GGSTTemplate:FrameDataWithName-GGST
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

  • 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. with bar when blocked

Thunderbird

214S

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
Level 1
10, 30 All 57 24 42 Total -
Level 2
10×2, 30 All 57 84 38 Total -
Level 3
10×3, 30 All 57 144 34 Total -

  • After inputting, Goldlewis can move on frame 43 but the projectile doesn't have a hitbox until frame 57.
  • 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. Persists as long as Goldlewis himself isn't 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

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
Level 1
5×10 All 35 84 Total -13 -
Level 2
5×20 All 30 80~109 Total -13 -
Level 3
5×30 All 25 75~134 Total -13 -

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


External References

Navigation

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

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