Goldlewis has three defining features to his gameplay: His unique movement, his Behemoth Typhoon, and his Security Gauge. But beyond that, Goldlewis is a character of extremes. His offensive tools are devastatingly powerful, but his defensive tools are notably poor. His tools to control his opponent's movement are amazing, but his slow speed and large body make it easier for the opponent to control his movement. When everything is put together, though, he's an absolute monster.
Goldlewis, like the other big-body characters, does not have access to every universal movement tool. In Goldlewis' case, he lacks a double jump. Most notably, however, is that his jump itself has an incredibly low jump arc that comes with its own ups and downs. On one hand, it gives him some belligerent offense and neutral when combined with his excellent j.D and other air buttons. The benefits this gives him cannot be understated. On the other hand, the short jump arc and large hurtbox make it difficult for him to avoid an opponent's attacks, especially when trying to escape the corner. In addition to his unique jump, Goldlewis has the slowest run speed in the game, making it difficult to close distance as needed.
What most separates Goldlewis apart from the cast is his Behemoth Typhoon. This move in its 16 total variations (8 on the ground, 8 in the air) are the cornerstone of Goldlewis' offense while also having significant application in neutral. Learning how to use each individual Behemoth Typhoon is key to mastering Goldlewis' offense, but there's several notable traits shared by each ground Behemoth Typhoon. First, each one leads to a launch and hard knockdown on hit, providing excellent conversion ability and reliable combo enders. Second, each one causes a guard crush on block, dealing significant chip damage and granting either safety or plus frames. Third, each one has a long total duration with both high active and recovery frames. Air Behemoth Typhoons share the first and last traits, but do not cause a guard crush on block.
In addition to the unique properties of Behemoth Typhoon, Goldlewis also has access to an additional resource in the Security Level. While not used as often as most other additional resources in the game, it grants access to Skyfish, Thunderbird, and Burn It Down. These primarily assist his neutral, with all three being a projectile of some sort, but each brings something different to the table. Skyfish is a fast, fullscreen, and multihit projectile used to counter other projectiles and punish the opponent from fullscreen. In contrast, Thunderbird is a slow projectile that provides excellent space control, covers Goldlewis' approach, and allows for some devastating okizeme. Finally, Burn It Down consumes both Tension and Security Level to summon a satellite laser that comes in from behind the opponent. While expensive, this tool allows Goldlewis to force an interaction in a pinch.
To contrast his amazing offense, the unfortunately titled Secretary of Absolute Defense has rather exploitable defensive options. Each of his defensive options has a notable weakness, such as his stubby and easily low-profiled 2P, his slow 2K and 6P, his slow backdash with poor throw invulnerability, and his highly situation 5P make it more difficult to contest the opponent's offence. When paired with his mobility weaknesses, successful defense against an opponent can be incredibly daunting. However, when he does defend correctly, Goldlewis has amazing reward thanks to his ability to convert nearly any touch into a knockdown.
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' hits incredibly hard thanks to his strong conversion ability and overall high damage. In addition, Behemoth Typhoon causes significant chip damage, letting him punish overly defensive opponents.
- 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 thanks to Behemoth Typhoon and his low jump arc enables him to more easily extend pressure with jumping attacks.
- Security Gauge Setplay: Thunderbird and Burn It Down let Goldlewis spend Security Level to enhance his already strong okizeme.
- Many Knockdowns: Goldlewis' 684H allows him to convert almost any hit into a hard knockdown. Whether at the end of a combo or off a hit in neutral, he gets incredibly consistent conversions into hard knockdowns.
- High Tension Gain: When he gets in, Goldlewis' 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.
- Strong Space Control: Goldlewis can control a large area around him with his f.S, j.D, and Behemoth Typhoon. In addition, Thunderbird provides excellent ground coverage, restricting the opponent's movement when it's out.
- Not So Absolute Defense: Goldlewis has an overall poor defense compared to most of the cast due to his flawed abare options, unique movement, and large size. His only 5f button is his 2P which is both short-ranged and easily low profiled, and his next fastest option to hit crouching opponents is his 8f 2K.
- Big and Slow: Goldlewis has no double jump and his ground run is painfully slow, which can make it difficult to close distance. In addition, his large size and short jump arc make it more difficult to avoid attacks through movement alone.
- Premature Wallbreaks: As Goldlewis deals substantial wall damage on both hit and block with each Behemoth Typhoon, premature wallbreaks are common. This means he needs to be conservative when managing wall health lest he be returned to neutral and have to get back in once more.
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 any of these moves 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 | |
---|---|
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws. | 2P (5F) |
Reversal Attacks:Any reversal-esque moves this character has. Excludes universal options. | 632146P (10F) |
Normal Moves
5P
- Does not chain into itself, but is plus enough to link into 2P on hit.
- Combos into 624H or 684H on hit for a knockdown.
- Whiffs on most crouching characters and standing Giovanna.
Plus, but it whiffing on crouching opponents makes this move very unreliable to use in pressure. Quite lacking in terms of defense due to its 7-frame startup and aforementioned tendency to whiff, though its high hitbox makes it a good anti-air. Often used to buffer Behemoth Typhoons starting from 8 on oki or when covered by a drone because of its low total frames.
Gatling Options: 6P, 6H
5K
- Retracts Goldlewis' low hurtbox before striking.
- Jump and dash 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.
Gatling Options: 6P, 6H, 5D, 2D
c.S
- Decent tick throw spot but requires a microdash.
- Jump and dash 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. Also plus on block so a possible reset point. Interestingly, this can be used as a crouch confirm from P buttons, giving Goldlewis either oki or high damage.
Gatling Options: 6P, f.S, 2S, 5H, 2H, 6H, 5D, 2D
f.S
- Prime poking normal, always combos into 624H and 684H.
- Combos into 486H and 426H on counter hit for higher damage conversions.
Your fastest poke in neutral. Forward advancing and decently disjointed, it is a reliable button all around. On grounded hit, canceling into 684H is ideal as you get good oki afterwards anywhere on the screen. Counterhits are very rewarding if optimized with 486H or 426H. Blows back at a downward angle on air hit making it tricky if not impossible to continue a combo outside the corner.
Gatling Options: 5H, 2H
5H
- Frametraps from c.S, highly overshadowed by Behemoth Typhoons like 268H.
- Surprisingly safe on block at -2.
- Lots of active frames and disjoint make it a usable counterpoke, but generally outshined by Behemoth Typhoons.
Finds use as an OTG in the corner in specific setups and in some combos, but little else. Generally comes out as an input error when trying to cancel into Behemoth Typhoons from c.S.
5D
- Uncharged Dust
- Uncharged dust on-hit is 0 or neutral frame advantage and causes float
- Causes 80% proration on-hit
One whole frame faster than 862H, making it Goldlewis' fastest overhead. Sadly it does not come with that move's frame advantage. Can be gatling from 5K, 2K, or c.S for a mixup. Using it after c.S will frame trap although it requires meter to convert into a combo.
- Charged Dust
- Data in [] represents values when fully charged.
- Charged dust leads to soft knockdown (+36).
- Holding up during the hitstop frames of charged dust will activate homing jump:
- Doing a homing jump will cause an area shift and put the opponent into a unique high damaging air combo state.
- Pressing any attack twice without jump/dash cancel will activate the homing jump finisher causing a hard knockdown (+23).
- Homing jump combos can sometimes increase meter balance enough to activate positive bonus.
Similar to uncharged but is slow enough to be reacted to, but if it does land it gives a very high damaging combo.
2P
- Does not chain into itself, but is plus enough to link into itself on hit.
- Plus on block.
- Combos into 624H or 684H on hit for a knockdown.
- 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. The disjointed hitbox makes this an actually good anti-air for Goldlewis.
Gatling Options: 6P, 6H
2K
- Goldlewis' fastest low.
An important move for Goldlewis, as it is his longest ranged move with less than 10f startup as well as his fastest low, and it beats out low profile moves. Combos into 2D and 684H at all ranges raw, though it sometimes will push outside of range for 2D in combos.
Gatling Options: 6P, 6H, 5D, 2D
2S
- Coffin is entirely disjointed.
- Combos into 486H and 426H on counter hit for high damage conversions.
Slower than f.S, but hits low profile, 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.
684H and 624H will whiff when connecting this move at tip range, making it a worse poke than you'd think.
Gatling Options: 5H, 2H
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 248H for a sideswitch.
Mostly useful to end K starter combos into a knockdown or as a whiff punish for exceptionally slow moves.
6P
- Hits slightly later on crouching opponents (Frame 15)
- Combos into 486H on counter hit and 684H on normal hit.
Goldlewis has a unique 6P that hits much higher than usual before coming down later in its active frames. Though this makes it a better anti-air against high jump-ins, it makes it the slowest 6P in the game to use in some counterpoke situations where it will not connect until its later active frames. It is punishable both on block and on hit if not cancelled, so a Behemoth Typhoon should always be buffered after inputting this move.
6H
- Huge damage and range, but very slow.
- Advances forward.
When blocked at range can be canceled into Security level 3 214S to get drone out relatively safely. Combos into Security level 3 236S on hit anywhere. Can now be canceled into special moves to retain momentum, allowing you to pull some shenanigans during midrange pressure with 6H > 486H or 6H > 426H. On counterhit near the corner, the tumble state is so long that you can drop Security level 3 214S, run up into 624H to pop them up into the drone, then run up and combo afterwards.
j.P
- Excellent speed for its size
- Does not cancel into itself
Your air-to-air button built for speed. Smaller and less active than j.S, but the faster startup makes it better for scrambles and as a rising air-to-air. However, it doesn't chain into itself, so be prepared to cancel into a Behemoth Typhoon as needed. Also has niche use in combos, such as picking up after a j.S air-to-air.
j.K
- Can crossup.
- Quick startup jump-in button, but mostly outclassed by j.D for general use.
Useful as an instant overhead in 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. setups because it combos into j.D. Used for fake crossups by doing a jump forward over the opponent into air backdash j.K. Has some niche use in pressure sequences when performed low to the ground and then cancelled into j.248H.
Gatling Options: j.D
j.S
- High air-to-air button.
- Insanely active.
A great button for air-to-airs both reactively and preemptively thanks to its long active time. A good button to use to stop opponents from jumping over Thunderbird.
Gatling Options: j.H, j.D
j.H
- Great crossup button.
- Too slow to come out from an IAD, SJ IAD makes it come out very low to the ground.
Goldlewis's main crossup tool. After a hard knock down or during 214S drone pressure, it can be a near unseeable 50/50. It can also combo from a c.S jump cancel and follow into j.D on standing opponents.
Gatling Options: j.D
j.D
- Strong jump-in option
- Covers insane amount of space near ground
- Your best button for manually timing a safejump given its high active time.
Overall amazing air button. Absurdly difficult to anti air if used while rising, though it's only plus if used later into your jump. Has a small disjoint, so it can actually clash with some 6Ps, upon which you can cancel into a BT or another j.D. Cancel into an air BT on hit for a hard knockdown and extra damage. Represents a huge part of Goldlewis's neutral game thanks to its reach coupled with Goldlewis's low jump arc. Baiting and punishing enemy 6Ps with empty jumps and airdash BTs is essential to fully utilize this move as a neutral tool.
Universal Mechanics
Ground Throw
6D or 4D
- Can throw the opponent either forward or backwards.
- Hard knockdown on hit.
- 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.
Air Throw
j.6D or j.4D
- Can throw the opponent either forward or backwards.
- Hard knockdown on hit.
- 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.
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 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, 41236H becomes 426H, 69874H becomes 684H and so on.
For Hitbox/Mixbox Players: 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.[1]
Reading Startup and On Block Advantage
Each version of Behemoth Typhoon technically starts up on frame 12, but not every version typically makes contact with the opponent at the very beginning of its active frames. Many versions have a sort 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. For example, 426H BTGuardAll (Guard Crush)Startup12Recovery18Advantage+12~+16, starts on frame 12 but the first hitbox is positioned behind Goldlewis. The hitbox doesn't make it to the front of Goldlewis until frame 26 (14 frames into its active frames) where it will typically connect with a point-blank opponent. If a version of BT 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 overview 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
The main takeaway here is that the active frames are heavily weighted towards the beginning of the swing while the end of the swing only has a 3F active window. From a more applicable viewpoint, the beginning of the swing of a Behemoth Typhoon can very easily meaty an opponent on their wakeup, but the end of the swing can be consistently avoided with a backdash.
See an example animation of these hitboxes here. Note the duration of the hitboxes shown here are all the same and not to scale with the actual move.
Behemoth Typhoon (426)
41236H (Air OK)
First (left) and Last (right) active frames
Click here for animated hitboxes
- Slow wallbouncing launcher
- Hits in front of Goldlewis on frame 26.
- Front hit launches midscreen and wallbounces in the corner for combo extensions.
- Hitboxes at Goldlewis's feet (26-28F) will launch but not wallbounce the opponent.
Converts counterhits into massive damage in the corner. The massive wallbounce gives you any combo you want.
Behemoth Typhoon (624)
63214H (Air OK)
First active hitbox (right) and last active hitbox (left)
Click here for animated hitboxes
- 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 684H. Uniquely good at securing wall splats at specific ranges in some combo routes.
Behemoth Typhoon (268)
23698H (Air OK)
First active hitbox (Lower) and last active (upper)
Click here for animated hitboxes
- 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. +12 further away and +14 at max range.
- Startup against grounded opponents can be 12F, 15F, 18F, 21F, or 23F 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. If you happen to get counterhit by this move (especially in the corner), Goldlewis can do some absolutely illegal damage into either a wallbreak or a hard knockdown.
Behemoth Typhoon (248)
21478H (Air OK)
First active hitbox (lower) and last active hitbox (upper)
Click here for animated hitboxes
- Fast side switching low
- Launches opponents behind Goldlewis when connecting at the beginning of the swing.
- Extends combos on airborne opponents when connecting at the end of the swing.
- 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 combo extender when connecting with the end of the swing after a 426H wall bounce, CH 268H, or an RC. Gives a strong side swap combo out of close slash if you're cornered, making it great for dealing with opponents who DP out of minus moves on pressure.
Behemoth Typhoon (684)
69874H (Air OK)
First active hitbox (right) to last active (left)
Click here for animated hitboxes
- Long reach combo ender.
- Launches opponents upwards on hit.
- Air version can start a combo if it hits at the end of the swing low to the ground.
- *Last 3 active frames are overhead but they only hit behind Goldlewis.
Fast startup and launch direction gives this better oki than 624H 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. Be careful using this at absolute point-blank range, as there is a small deadzone right in front of Goldlewis.
Behemoth Typhoon (486)
47896H (Air OK)
First active hitbox (left) to last active (right)
Click here for animated hitboxes
- 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. Also a useful tool to occasionally throw out in pressure for dealing with opponents who FD often. Its the only Behemoth Typhoon version with built-in forward movement and has gratuitous plus frames, allowing Goldlewis to easily continue pressuring his opponent.
Behemoth Typhoon (842)
87412H (Air OK)
First active hitbox (Upper) to last active (lower)
Click here for animated hitboxes
- 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.
- Using this BT after Close Slash will whiff if your opponent FD's the Close Slash, but this can be mitigated by Kara Cancelling.
- On Faust, Nagoriyuki, Potemkin, and Goldlewis if the first few frames hit because they are standing it will hit as a mid instead, this can happen with mistimed meaties or if they Instant Block a point blank button beforehand, as well as with kara cancels.
A good meaty option to mix in along with the overhead Behemoth Typhoons. Due to its input however this can be difficult to setup correctly. It can be used to side switch airborne opponents at the end of a combo.
Behemoth Typhoon (862)
89632H (Air OK)
First active hitbox (upper) to last active (lower)
Click here for animated hitboxes
- 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
- Affected by Security Level and resets it to Level 1 on use. More Levels = farther travel distance, more hits, less recovery, and stronger projectile clash properties.
- The projectile doesn't have a hitbox until frame 57 at all security levels.
- Goes away if Goldlewis is hit before frame 57f/45f/33f if used at security levels 1/2/3.
- Thunderbird's ability to clash with and negate other projectiles improves with security level.
Fantastic and easy-to-use setplay tool, especially near the corner. Can run behind it with relative safety since it's incredibly hard for some characters to deal with. Easily set up after 2D, throw (and OTG 5H), or corner combos ending in 684H. Since it doesn't travel past the corner when used, it provides an excellent safety net against Burst, YRC, and DPs while also allowing you to meterlessly combo off of throw.
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 re-establish 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. At Security Level 2 and 3 Skyfish can be cancelled by pressing S during the animation. This can be used to avoid being punished by air approaches if the opponent jumps over Skyfish 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 | -33 | 1-14F Full | |
720P | |||||||
145 [140,13×2] | All | 11+(191 Flash)+4 | 5 | 46 | -33 | 1-19F Full | |
1080P | |||||||
160 [151,13×3] | All | 16+(230 Flash)+4 | 5 | 46 | -33 | 1-24F Full |
- 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 delivering single, devastating uppercut. 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).
When fully churned, the Clean Hit version is the most damaging super in the game.
Similar to Faust, 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 |
---|---|---|---|---|---|---|---|
Level 1 | |||||||
8×10 | All | 13+(84 Flash)+79 | 52 | 27 Total | none | ||
Level 2 | |||||||
8×15 | All | 13+(84 Flash)+79 | 72 | 27 Total | none | ||
Level 3 | |||||||
8×20 | All | 13+(84 Flash)+79 | 92 | 27 Total | none |
- 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. If you can't land a super wallbreak, Positive Bonus will almost guarantee a chance to use Burn It Down.
External References
- Anji Mito [★]
- Asuka R♯ [★]
- Axl Low [★]
- Baiken [★]
- Bedman? [★]
- Bridget [★]
- Chipp Zanuff [★]
- Faust [★]
- Giovanna [★]
- Goldlewis [★]
- Happy Chaos [★]
- I-No [★]
- Jack-O' [★]
- Johnny [★]
- Ky Kiske [★]
- Leo Whitefang [★]
- May [★]
- Millia Rage [★]
- Nagoriyuki [★]
- Potemkin [★]
- Ramlethal [★]
- Sin Kiske [★]
- Sol Badguy [★]
- Testament [★]
- Zato-1 [★]
Click [★] for character's full frame data
Essentials
• HUD •
Controls •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Universal Strategy •
Detailed & Advanced Information
• Damage/Combo •
Frame Data & System Data •
Attack Attributes •
Misc •
Archived Information
• Patch Notes • Tier Lists •
- Attack Level
- Blocking
- Burst Gauge
- Cancels
- Clash
- Dash Cancel
- Faultless Defense
- Frame Advantage
- Gatling
- Gravity
- Guard Crush
- Guts
- Hitstop
- Hitstun
- Instant Air Dash (IAD)
- Instant Block
- Instant Faultless Defense
- Invalid Combos
- Knockdown Recovery
- Low Profile
- Minimum Damage
- Negative Penalty
- Off the Ground (OTG)
- Positive Bonus
- Prejump
- Proration
- Psych Burst
- Punish
- Overdrive (Super Attack)
- R.I.S.C. Level
- Roman Cancel (RC)
- Stagger Recovery
- Tension Gauge
- Throw
- Throw Clash
- Wall