< GGST | Goldlewis Dickinson
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo Theory
Goldlewis' goal is to end his combos in a hard knockdown (through 624/684BT or 2D) in order to get his set play game started. His combos are very spacing-dependant - you will have to alter your route often depending on your spacing from the opponent, as well as from the corner. While tricky at first, mastering Goldlewis's optimal combos allows him access to HUGE damage conversions and hard knockdowns, which let him loop his pressure once more.
Read First
Beginner Combo List
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.
All damage values are tested on Ky.
Beginner Combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
c.S > 5H > 624H | anywhere | 126 | - | [1] Very Easy |
Punch Combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
2P, 2P > 684H | Anywhere | 72 | 14 | Everyone | Very Easy | Go-to meterless combo for getting someone off you, or to capitalise on the hit of 5P/2P |
5P, 2P > 684H | Anywhere | 75 | 15 | Easy | 5P link combo. Does not work on crouching opponents. | |
2P, c.S > 5H > 684H | Anywhere | 101 | 20 | Easy | Crouch confirm |
Kick Combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
5K > 2D > 624H | Anywhere | Everyone | Very Easy | |||
2K > 2D > 624H | Anywhere | Everyone | Very Easy | |||
5K/2K > 2D > 248H, c.S > 268H, 624H WS 624H | Back to Corner | Everyone | Medium |
Slash Combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
c.S > 2H > 486H> 5H > 624H | anywhere | 185 | Easy | |||
c.S > 2H > 268H, 426H, dl c.S > 2H > 426H WS 6H | Corner | 268 | ~43 | Easy | ||
c.S > 2H > 268H, 426H, dl c.S > 2H > 684H | Corner | 223 | ~40 | Easy | Non-WS version of above combo | |
c.S > 2H > 426H, dash c.S, 248H > 426H WS 624H | Corner | 266 | Hard | Double sideswapping combo that works on everyone | ||
CH c.S/ 5H > 486H > microdash c.S > 2H > 426H > microdash c.S > 2H > 426H > WS 6H | Midscreen | 275 | Hard | (Probably) optimal midscreen CH conversion. Can't get it to connect with CH f.S starter, but seems like it miiiiiight be possible | ||
CH c.S > 486H, microdash c.S > 248H, f.S > 624H/684H WS microdash f.S | Back to Corner | 252 | 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. Use this to make them respect your abare with 6P | ||
c.S > 248H, microwalk forward c.S > 5H > 426H, microdash c.S > 2H > 426H WS 6H | Back to Corner | 270 | ~47 | 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.RRC(whiff), dash c.S > 2H > 426H, dash 2H > 426H WS 236S | Midscreen | 233 | Hard | The second 2H must hit as deep as possible for them to be low enough for 236S to connect. | ||
c.S > 2H > 426H, dash dl c.S, 248H > dash dl c.S WS 1080P | Corner | 346 | Very Hard | Big damage corner combo, requires delays in order to get 248 BT to hit fully behind, sending them towards the wall |
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 | Easy | Works grounded or as anti-air. If anti-air, first 6H must be delayed, but timing is lenient. |
Dust Combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
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 > 2H > 426H > WS > 66 > f.S WB | Corner | 167 | Positive Bonus | Everyone | [2] Easy | Need to hit the first c.S as high as possible |
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 | ||
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 most ranges where you'd actually hit with 842H, the RC will whiff, but the combo still works. When this happens, it deals 247 instead. | |
862H > RRC > c.S > 2H > 486H > 624H | Midscreen | 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 > 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 > 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. | |
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 | |
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. |