GGST/Goldlewis Dickinson/Combos: Difference between revisions

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(→‎Beginner Combos: Added a bunch of combos to the list)
(→‎Beginner Combos: 5K only comboed with dash momentum so removed it as a starter option. Also added damage values for all listed starters)
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|| {{clr|1|5P}}/{{clr|1|2P}}, {{clr|1|2P}} > {{clr|4|684H}} || Anywhere || 75/72 || 14% || || {{clr|1|Very Easy}} || Go-to {{keyword|abare||}} combo, or to capitalise on {{clr|1|5P/2P}} hitting when intending to go for plus frame pressure.
|| {{clr|1|5P}}/{{clr|1|2P}}, {{clr|1|2P}} > {{clr|4|684H}} || Anywhere || 75/72 || 14% || || {{clr|1|Very Easy}} || Go-to {{keyword|abare||}} combo, or to capitalise on {{clr|1|5P/2P}} hitting when intending to go for plus frame pressure.
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|| {{clr|1|5P}}/{{clr|1|2P}}/{{clr|2|2K}}/{{clr|2|5K}} > {{clr|4|248H}}, {{clr|1|5P}} > {{clr|4|684H}} || Anywhere || 108 || 20% || || {{clr|2|Easy}} || Point blank sideswitch. {{clr|4|248H}} is safe on block and any starter here besides {{clr|2|5K}} is a frametrap fast enough to beat throws.
|| {{clr|1|5P}}/{{clr|1|2P}}/{{clr|2|2K}} > {{clr|4|248H}}, {{clr|1|5P}} > {{clr|4|684H}} || Anywhere || 114/111/108 || 20% || || {{clr|2|Easy}} || Point blank sideswitch. {{clr|4|248H}} is safe on block and any starter here is a frametrap fast enough to beat throws.
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|| {{clr|2|2K}} > {{clr|5|2D}} > {{clr|4|684H}} || Anywhere || 82 || 15% || || {{clr|1|Very Easy}} || Low confirm. There's a 3f gap between {{clr|2|2K}} and {{clr|5|2D}}, so point blank a reversal throw will punish the cancel.
|| {{clr|2|2K}} > {{clr|5|2D}} > {{clr|4|684H}} || Anywhere || 82 || 15% || || {{clr|1|Very Easy}} || Low confirm. There's a 3f gap between {{clr|2|2K}} and {{clr|5|2D}}, so point blank a reversal throw will punish the cancel.
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|| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|4|268H}}, {{clr|4|624H/684H}} || Corner || 167 || 24% || || {{clr|2|Easy}} || Corner combo from a {{clr|3|c.S}} starter. Being in the corner means that oki from {{clr|4|624H}} and {{clr|4|684H}} is similar enough either one can be used.
|| {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|4|268H}}, {{clr|4|624H/684H}} || Corner || 167 || 24% || || {{clr|2|Easy}} || Corner combo from a {{clr|3|c.S}} starter. Being in the corner means that oki from {{clr|4|624H}} and {{clr|4|684H}} is similar enough either one can be used.
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|| CH {{clr|3|c.S}}/{{clr|4|5H}} > {{clr|4|486H}}, {{clr|4|5H}} > {{clr|4|624H/684H}} || Anywhere || 177 || 29% || || {{clr|2|Easy}} || You'll commonly get CH {{clr|4|5H}} from the natural frametrap of {{clr|3|c.S}} > {{clr|4|5H}}, making this a useful conversion to pick up to punish mashers.
|| CH {{clr|3|c.S}}/{{clr|4|5H}} > {{clr|4|486H}}, {{clr|4|5H}} > {{clr|4|624H/684H}} || Anywhere || 174/177 || 29% || || {{clr|2|Easy}} || You'll commonly get CH {{clr|4|5H}} from the natural frametrap of {{clr|3|c.S}} > {{clr|4|5H}}, making this a useful conversion to pick up to punish mashers.
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|| {{clr|3|f.S}}/{{clr|3|2S}} > {{clr|4|624H/684H}} || Anywhere || 85/83 || 11% || || {{clr|1|Very Easy}} || Autopilot poke string. Even on block you'll deal good chip damage so there's very little reason to ever not use this string.
|| {{clr|3|f.S}}/{{clr|3|2S}} > {{clr|4|624H/684H}} || Anywhere || 85/83 || 11% || || {{clr|1|Very Easy}} || Autopilot poke string. Even on block you'll deal good chip damage so there's very little reason to ever not use this string.

Revision as of 12:19, 4 August 2021



Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
BRC = Blue Roman Cancel
RRC = Red Roman Cancel
PRC = Purple Roman Cancel
YRC = Yellow Roman Cancel
YYXRC = Dash Input X Roman Cancel in Y direction i.e: 22PRC
XRC~Q = Cancel the X Roman Cancel into Q i.e: RRC~5K
WS = Wall Stick/Wall Splat
AB =  A.B.A
AN =  Anji Mito
AS =  Asuka R♯
AX =  Axl Low
BA =  Baiken
BE =  Bedman?
BR =  Bridget
CH =  Chipp Zanuff
EL =  Elphelt
FA =  Faust
GI =  Giovanna
GO =  Goldlewis
HA =  Happy Chaos
IN =  I-No
JC =  Jack-O'
JO =  Johnny
KY =  Ky Kiske
LE =  Leo Whitefang
MA =  May
MI =  Millia Rage
NA =  Nagoriyuki
PO =  Potemkin
RA =  Ramlethal
SI =  Sin Kiske
SO =  Sol Badguy
TE =  Testament
ZA =  Zato-1

Combo Theory

With how much Goldlewis struggles in neutral, he really does not want to end a combo without oki. Fortunately for him, he can get it off of every stray hit he does with 684H, but that doesn't mean that's the best ender for every situation.

5P, 2P, 6P 2K, 5K, 2S, and f.S he all wants to end in 684H, as this is one of the only two Behemoth Typhoon (BT) options he can combo in to with these buttons at range, and 684H gives much better oki compared to 624H. If point blank, he can combo into 248H for a sideswitch and a small combo, but he can only confirm this combo from 2K > 2D point blank, as every other cancel must be immediate off a single button due to its incredibly small range. However, 248H is safe on block, and a frametrap if done from 5P, 2P, or 2K, with good reward on counterhit or raw regular hit, so it has its uses.

c.S and 5H he wants to end in 268H, giving slightly better oki than 684H with much better corner carry. In the corner, this is his main starter for most combos. At longer ranges of 5H 268H will whiff meaning you'll want to go back to using 684H.

His other buttons will depend on the situation. 2H he'll want to end in 486H midscreen for a combo extender, 426H also midscreen if he's close enough to the corner to get the wallbounce, and 268H at the corner to start combos.

Every 426H combo will roughly follow the two below, the first being damage optimal and the second working at higher gravity scaling:

426H, dash c.S > 248H, dash c.S > 426H WS 426H

426H, dash c.S > 2H > 426H WS 426H

No matter how far out you are, and seemingly no matter your starter, you can always combo into one of these two variants. If you want to get into Goldlewis' high damage routes, you'll need to learn these!

Read First

  • All damage values were tested against Ky at full life with the R.I.S.C Level at 0.
  • For readability purposes, Behemoth Typhoon should be notated with only cardinal directions as opposed to the whole input. For example, 63214H should be 624H.

Combo List

Beginner Combos

Beginner Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
5P/2P, 2P > 684H Anywhere 75/72 14% Very Easy Go-to abare An attack during the opponent's pressure, intended to interrupt it. combo, or to capitalise on 5P/2P hitting when intending to go for plus frame pressure.
5P/2P/2K > 248H, 5P > 684H Anywhere 114/111/108 20% Easy Point blank sideswitch. 248H is safe on block and any starter here is a frametrap fast enough to beat throws.
2K > 2D > 684H Anywhere 82 15% Very Easy Low confirm. There's a 3f gap between 2K and 2D, so point blank a reversal throw will punish the cancel.
c.S > 5H > 624H/684H Anywhere 126 18% Everyone [1] Very Easy 624H to knock them away, 684H to keep them close. In a majority of situations, 684H will be the preferred option.
c.S > 5H > 268H, 624H/684H Corner 167 24% Easy Corner combo from a c.S starter. Being in the corner means that oki from 624H and 684H is similar enough either one can be used.
CH c.S/5H > 486H, 5H > 624H/684H Anywhere 174/177 29% Easy You'll commonly get CH 5H from the natural frametrap of c.S > 5H, making this a useful conversion to pick up to punish mashers.
f.S/2S > 624H/684H Anywhere 85/83 11% Very Easy Autopilot poke string. Even on block you'll deal good chip damage so there's very little reason to ever not use this string.
5[D], j.D jc j.D > j.S adc j.Px2 Anywhere 198 19% Very Easy Easy bake 5[D] combo that can be done from anywhere. Just be careful not to air throw after the jump cancel.

Punch Combos

Punch Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
5P, 2P > 684H Anywhere 72 14% Everyone [1] Very Easy Go-to meterless combo for getting someone off you, or to capitalize on the hit of 5P/2P
5P, 2P > 684H Anywhere 75 15% Everyone except GI [2] Easy 5P link combo. Does not work on crouching opponents nor standing Giovanna.
2P, c.S > 5H > 684H Anywhere 101 20% Everyone [2] Easy Crouch confirm
5P, 2P > 248H > walk > c.S > 268H > 684H WS > 624H Goldlewis in Corner 201 ~30% Everyone [3] Medium Most consistent and fast version (in terms of special used to wall stick) of this combo, which converts a stray 5P or 2P hit into a wallbreak when cornered. The difficulty comes down to getting the timing right on the walk > c.S so that you properly cross-up the opponent in time for the rest of the combo to hit. Starting with 2P results in 1 less damage but has the benefit of starting with a low hit. Streamable

Kick Combos

Kick Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
5K > 2D > 684H Anywhere 89 16% Everyone [1] Very Easy
2K > 2D > 684H Anywhere 82 15% Everyone [1] Very Easy
2K > 248H, (microwalk) c.S > 268H, 624H WS 624H Back to Corner 197 34% Everyone but MA & IN [3] Medium Must be very close to opponent. A microwalk or dash is required to get the sideswitch only if you are completely back against the wall. Works on May and I-No if they are crouching. A 2K > 2D starter can be used on some characters for a better confirm, but it is very character and range specific.

Slash Combos

Slash Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
c.S > 2H > 486H > dash 5K > 684H Anywhere 180 30% Everyone [2] Easy Can optionally end in 268H for a different knockdown
c.S > 2H > 268H, 426H, dash c.S > 2H > 426H WS dash 624H Corner 270 44% Non-Heavyweights [3] Medium Easy to execute on lightweights
c.S > 2H > 268H, 426H, dash c.S > 2H > 684H Corner 223 40% Non-Heavyweights [3] Medium Non-WS version of above combo
c.S > 2H > 426H, dash c.S, 248H > 426H WS 624H Corner 266 [4] Hard Double sideswapping combo that works on everyone
c.S > 268H > 2H > 426H > walk > c.S, 2H > 268H WS dash > 624H Corner 274 ~40% [3] Medium Good meterless wallbreak combo if you're ready to confirm off of the c.S with a special. Streamable
CH c.S/5H > 486H > microdash c.S > 2H > 426H > dash c.S > 2H > 426H > WS dash 624H Near Corner 276 52% Everyone [4] Hard Can connect with CH f.S starter at the closer end of its range. Works on lightweights at near midscreen, but requires much closer corner positioning on heavyweights.
CH c.S > 486H, dash c.S > dl 248H, c.S > 624H/684H WS 624H/684H Back to Corner 267 47% Everyone [3] Medium Sideswitch after CH c.S, hitting the second c.S too early will cause 248H to whiff, too late and you'll get OTG connect and no combo.
c.S > 248H, microwalk forward c.S > 5H > 426H, dash c.S > 2H > 426H WS dash 624H Back to Corner 271 48% Everyone [3] Medium Alternate cornered route. Doesn't require counterhit. Sideswitches after microwalk. Light characters may wall splat early from the 2H if too close to the wall, leading to less damage; the best way to avoid this is to delay the first c.S.
f.S > 684H 66.PRC, dash c.S > 2H > 426H, dash 2H > 426H WS 236S Midscreen 233 -36% Everyone [4] Hard The second 2H must hit as deep as possible for them to be low enough for 236S to connect. It is usually possible to dash up and 624H after wall splat for some extra damage.
c.S > 2H > 426H, dash c.S > 248H, dash dl c.S > 6H WS > 1080P Corner 291 -36% Everyone [4] Hard Big damage corner combo. Delay as much as possible for the second dash
c.S > 2D > 248H, c.S > 268H, 426H WS 426H Back to Corner 256 42% Everyone [3] Medium

Heavy Slash Combos

Heavy Slash Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
CH 5H > 426H > c.S > 2H > 684H Corner Easy Basic 5H frame trap confirm into oki. (please optimize this)
CH 5H > 486H, microdash c.S > 248H, f.S > 624H/684H WS dash f.S Back to Corner 255 Medium Not enough delay to c.S and 248H won't connect. Too much and you OTG with no combo.
2H > 268H, 6H > 426H, microdash c.S > 2H > 426H WS 6H Corner 288 ~43 Medium Works grounded or as anti-air. If anti-air, first 6H must be delayed, but timing is lenient.
CH 6H > 268H, 426H, 2H > 248H > 66 c.S > 862H WS 426H Corner 314 Hard Very high (possibly max) damage meterless corner CH combo. Should be able to be done with most CH launchers, with 6H being the most rewarding. 2H can be replaced with a delayed c.S to make the combo easier at the cost of 3 damage.
CH 6H > 268H, 426H, 248H > 66 c.S > 2H > 426H WS 624H Corner 315 49 Very Hard Variant of above combo. Likely character dependant; Ky will usually WS a frame or two before the last 426H lands, why he doesn't every time is unknown (may require a delay to 248H?)
CH 6H > 268H, 426H, c.S > 248H > 66 c.S > 426H WS microdash 1080P Corner 335 -5 Hard Buffer the 1080 motion during 426H so that you can hold forward, use the dash macro to advance, then press P once you're close enough for the cinematic. If you don't get the cinematic, you only lose out on 3 damage for 332, so better to not dash too much than to try and dash too much and drop the combo. If you don't use the dash macro, you can dash 632146P and get the cinematic for 329 damage quite easily.

Dust Combos

Dust Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
5[D]~8 > j.D > j.S > adc > j.S > j.S Anywhere 183 Everyone [1] Very Easy
5[D]~8 > j.D > 9jc > j.D > j.S > adc > j.D > j.D Anywhere 206 Everyone [2] Easy

Throw Combos

Throw Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
4/6D > 88RC > 6 > c.S > 2H > 426H > c.S > 5H > WS > 426H > WB Corner 167 Positive Bonus Everyone [2] Easy Need to hit the first c.S as high as possible
4/6D > 66PRC, c.S > 2H > 426H, 5K > 268H WS 66 624H Corner or Near Corner 176 -30%+PB Everyone [3] Medium PRC as early as possible (i.e. right after hitstop on the last headbang). Drift PRC is optional if in corner.
4/6D > 66PRC, c.S > 2H > 486H, 684H Anywhere 131 -33% Everyone [2] Easy Basic midscreen throw RC combo

Air Starter Combos

Air Starter Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
j.K > j.248H > microdash c.S > 2H > 426H/684H Anywhere 150 - Hard Basic jump-in combo. Corner extension is possible. Use 426H if youre near the corner as it leads to a longer combo, and use 684H midscreen for a better knockdown.
j.K > j.248H > microdash c.S > 2H > 684H > 624H Anywhere 174 - Hard Better damage + corner carry, but worse oki. Your choice between the two combos really.

Behemoth Mixup Route Combos

Behemoth Mixup Route Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
non tip 486H, c.S > 2H > 684H Anywhere 157 Easy Point blank midscreen confirm. Microdash in corner to get c.S. Early connect 486H gives 177 damage
486H, 268H, 684H Anywhere 159 Medium Point blank midscreen confirm alternate route. Early connect 486H gives 180 damage
486H > 5H > 426H Anywhere 139 - Easy In corner, a wallbreak extension is possible (see below). Confirm when not point blank. Early connect 486H gives 157 damage
486H > 5H > 426H > microdash c.S > 2H > 426H > WS 6H Corner 241 - Medium Wallbreak extension of above combo. Early connect 486H gives 275 damage
486H > 5H > 426H > 2H > 426H > WS 6H Corner 237 - Easy Slightly easier version of above combo.
486H, 684H Anywhere 118 Easy Max range confirm. Early connect 486H gives 131 damage, but if you get the early connect you're always in range to put 5H in the middle for a more optimal combo anyway
862H > RRC > c.S > 2H > 486H > 624H Anywhere 155 - Easy Near unreactable overhead/low mix RC extension, see below combos for other routes. Least damage, but works anywhere on the screen.
862H > RRC > dash c.S > 2H > 426H > 2H > 426H > WS 236S Midscreen 237 - Hard Midscreen route. Dash until opponent is about gut level. 2H timing is suprisingly strict.
862H > RRC > c.S > 2H > 426H > Microdash c.S > 2H > 426H > WS 6H Corner 207 - Medium Route for when your opponent is pressed against the corner.
862H > RRC > c.S > 2H > 268H > 6H > WS 624H Corner 203 - Medium Slightly easier route for when your opponent is pressed against the corner.
862H > 66.PRC, c.S > 6H > 426H, dash c.S > 2H > 426H WS 6H Corner 249 - Medium Higher damage corner route.
CH 862H, 2S > 624H/684H Anywhere 148 22 Very Easy Meterless midscreen counterhit overhead combo
CH 862H, 2S > 268H, 624H/684H Corner 186 28 Easy Corner meterless counterhit overhead combo
CH 862H, 2S > 268H, 6H Corner 184 28 Easy Alternate route for less damage, but you can cancel into 214S to end
842H > 2S > 624H Midscreen 135 - Medium Meterless low mix combo
842H > 2S > 684H > 66.RRC, dash c.S > 2H > 426H WS 6H Midscreen 232 - Medium Low RC extension. At some ranges, the RC will whiff, but the combo still works. When this happens, it deals 247 instead.
842H > 2S > 268H > PRC, c.S > 2H > 426H WS 6H Corner 267 - Medium Corner version of above. Doesn't matter if PRC whiffs.
248H > RRC > c.S > 2H > 426H > Microdash c.S > 2H > 426H > WS 6H Corner 229 - Hard Low route for when your opponent is pressed against the corner. Be quick with the BT before the wallsplat or it will break the wall, leading to less damage.
248H > 44.PRC, c.S > 2H > 426H, c.S > 2H > 426H WS 6H Corner 258 -40 Medium Low corner route. Against lightweights and at some ranges against other characters, walking back after the PRC is required to avoid side switching. Everything after the PRC is burst safe.
CH 268H, dash c.S > 2H > 426H, dash c.S > 2H > 426H WS 6H Midscreen 282 ~47 Medium Initial launch is high enough to still combo after some trades; e.g. point blank blocked 5K into 268H will trade with 5F moves for full combo.

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