GGST/Goldlewis Dickinson/Strategy

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General Strategies

Behemoth Typhoon Buffering leniency

Neutral

Close Range / Brawling

This is where you want to be. 2P is plus three on block and combos into itself on hit, giving Goldlewis an easy spot to sneak in a throw. It also can frametrap or crouch confirm into c.S which can lead to great damage or okizeme. His K buttons are also great up close, but those rely on cancelling into a Behemoth Typhoon in order to keep pressure going because of their limited gatlings. Behemoth Typhoon itself is core to his close-range pressure, and more details can be found in its section.

Mid Range / Footsies

Goldlewis' midrange is dominated by his S buttons and his 426H/684H. His f.S in particular is his fastest poke and almost always combos into the aforementioned BTs. 2S is slower and can drop in cancels in some ranges, but comes with the bonus of being disjointed.

Long Range / Closing Space

Long range for Goldlewis is all about getting back in. The problem lies in that all his get-in tools rely on his Security Level. 236S is great for stopping zoning, but it's quite slow and doesn't lead to much on hit. 214S also cancels out projectiles, but is much better as an approach tool. Your goal is to get it out and run in behind it, but anything short of lvl2 won't let you get very far.

Air-to-Air

Goldlewis' j.P and his j.S are both excellent high anti-airs. Cancelling into an air BT will give him a knockdown and let him get started.

Jump-In

j.D is an absurd neutral tool and jump-in. The hitbox is massive and it synergizes very well with his low jump arc. j.H is slower but much better suited for crossups.

Defense

Counter Pokes

5K is Goldlewis' primary counterpoke. His foot hurtbox retracts during startup and its disjointed while it's active. Compared to most other characters, his 6P is terrible as a counterpoke. 2S is also decent for stopping approaches as it's his fastest disjointed move that also beats slide-type moves.

Anti-Airs

Both 5P and 6P, your main anti-airs, whiff on crouchers so don't be too careless with them. 2H's long startup (20 frames) and pitiful hitbox make it fairly useless as anything but combo-fodder. Some versions of Behemoth Typhoon that swing forward in front of Goldlewis (426, 268, 684) can be used as situational anti-airs, but this approach isn't recommended due to all versions' long startup and lack of invincibility.

Abare

2P is your fastest button at 6 frames, with less range than both 5P and 2K and cannot gatling into itself. 5K is a frame slower in exchange for some range, and 5P whiffs on crouchers but works well as an anti-air.

Reversals

632146P is slow, somewhat small, and your only reversal. Good luck.

Alternatively, if you can get 1080P, you can 66.PRC before the superflash to take advantage of the invincibility. This is much harder to do but potentially is much more rewarding.

Pressure

Behemoth Typhoon

This is the core of your pressure game. Your primary BTs to use in pressure are 268H, 842H, 486H, and 862H. While there are more BTs that are plus on block, those will be the primary ones you will be using. 268H is your basic plus on block BT, but comes with the bonus of converting into more damage. 842H has short range but hits low and combines well with his overhead BTs. 486H is a slow but heavily plus overhead BT that also sets up fuzzy guard mixups with BRC. 862H has a lot less range compared to 486H but is much faster. The only fault with 862H is that you need meter to convert off it.

Pressure Resets

Goldlewis' P buttons are all plus on block which can merit pressure resets. His c.S isn't plus but he can force respect with BTs and 5H. He can also go for shimmies off of c.S as he is just outside throw range on normal block if he lets it recover. Any of his plus on block BTs are also great places to steal turns, but be careful anytime you have to dash. Goldlewis' slow dash can let some characters mash you out even though you're plus, so use a BT or a short dash into an S button.

Basic Strings

  • button > 268H > 684H

Basic BT double frametrap string. Combos on hit from K and S buttons.

  • button > 268H > 268H

Same string as above but meant for when you're more spaced out. The second 268 is there specifically to catch IAD out attempts.

  • button > 486H/862H/842H > f.S/2S > 684H

More double BT frametrap strings, meant to demonstrate basic high/low mixups. Using 862 or 842 requires cancelling from a button with low pushback in order for them to connect.

Corner Pressure

Cornering an opponent is checkmate for Goldlewis. His BTs become incredibly difficult to escape and his Thunderbird oki is even harder. The only real problem Goldlewis can have is breaking the wall without a super, as it makes him play neutral again.

Okizeme

Throw

Your goal after a throw is to set up 214S. The amount of pressure you get afterwards will depend on your Security Level. If you opt for a 5H OTG after throw, make sure you are at least Security Level 1 as you need to be able to stop jump outs with j.S.

2D

Goldlewis' 2D leads to a 214S setup no matter the Security Level. The knockdown also has enough advantage that Goldlewis doesn't have to worry about jump outs either. At higher Security Levels, he can even combo off a 862H.

684H

Your most common combo ender. Usually you're too far for 214S to meaty, meaning you have to stop their jump out with j.S again. Alternatively, if you want to conserve your Security Level for later, 684H provides enough frame advantage for a dash jump j.D safejump or a meaty 2P. If your opponent is really respecting you, you can sneak in a crossup j.H > j.426H for another knockdown.

Fighting Goldlewis

External Resources

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