GGST/Goldlewis Dickinson

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Revision as of 03:01, 30 July 2021 by Jotamide (talk | contribs) (Any potential nickname would be in English and at DL we discourage language-specific notation)



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.
  • 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' Security Level is a meter that increases with time and powers up his two S special moves and Burn it Down. Each move has three separate versions that correspond with Goldlewis' current Security Level, and using 236S, 214S or 236236K causes the meter to be reset to 1.
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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

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 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. 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)

Behemoth Typhoon (624/Fast)

63214H (Air OK)

Behemoth Typhoon (268/Launch)

23698H (Air OK)

Behemoth Typhoon (248/Back)

21478H (Air OK)

Behemoth Typhoon (684/Up)

69874H (Air OK)

Behemoth Typhoon (486/Slam)

47896H (Air OK)

Behemoth Typhoon (842/Low)

87412H (Air OK)

Behemoth Typhoon (862/Overhead)

89632H (Air OK)

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 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

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

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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