Combo Notation Guide | Character Name Abbreviations | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
|
|
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
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
5P/2P, 2P > 684H | Anywhere | 75/72 | 14% | Everyone | 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% | Everyone | 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% | Everyone | 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 | Very Easy | 624H to knock them away, 684H to keep them close. In a majority of situations, 684H will be the preferred option. |
f.S/2S > 624H/684H | Anywhere | 85/83 | 11% | Everyone | 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. Will fall out at the absolute max range of 2S |
CH 5H > 486H, dl 2S > 624H/684H | Anywhere | 16 | 27% | Everyone | Easy | You'll commonly get CH 5H from the natural frametrap of c.S > 5H, making this a useful conversion to pick up a conversion on people mashing. At farther ranges of 5H 624H/684H can whiff, 684H is recommended as its upwards swing can mean it can combo at ranges where 624H would not. |
5[D], j.D jc j.D > j.S adc j.Px2 | Anywhere | 198 | 19% | Everyone except AN | Very Easy | Easy bake 5[D] combo that can be done from anywhere. Just be careful not to air throw after the jump cancel. Against Anji, you can replace j.P with j.S |
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
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
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
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
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
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
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
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. |