248H, 44.PRC, c.S, 2H, 426H, c.S, 2H, 426H WS 6H
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.
https://www.dustloop.com/w/GGST/Goldlewis_Dickinson/Combos
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Ver. 1.18
non tip 486H, c.S, 2H, 684H
Point blank midscreen confirm. Microdash in corner to get c.S. Early connect 486H gives 177 damage.
https://www.dustloop.com/w/GGST/Goldlewis_Dickinson/Combos
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Ver. 1.18
c.S, 268H, (microdash) 2H, 426H, walk, c.S, 2H, 268H WS dash, 624H
Good meterless wallbreak combo if you're ready to confirm off of the c.S with a special. Must microdash before first 2H against May, Axl, Gio, & Jack-O which ups the difficulty quite a bit. Cannot be point blank against Potemkin or else 268H hits too early. Replacing the first 2H with 5H makes the combo work on everyone at the cost of 2 damage (272 total).
https://www.dustloop.com/w/GGST/Goldlewis_Dickinson/Combos
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Ver. 1.18
2P or 5P, 248H, walk, c.S, 268H, 684H or 624H WS, 624H
Most consistent and fast version (in terms of special used to wall stick) of this combo, which converts a 2P (listed damage), close-range 5P (201 damage), point-blank 2K (197 damage), or close-range c.S (259 damage) 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.
https://www.dustloop.com/w/GGST/Goldlewis_Dickinson/Combos
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Ver. 1.18
5K/2K, 2D, 684H, 66PRC, (dash c.S), 248H, microdash c.S, 2H, 486H, (684H)
Optional c.S is needed for max range conversions but should be left out if possible for a little extra damage. The optional 684H adds a little extra damage at the cost of knockdown advantage. Wall splats early if at or near corner.
https://www.dustloop.com/w/GGST/Goldlewis_Dickinson/Combos
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Ver. 1.18
5P, 2P, 684H
5P link combo. Does not work on crouching opponents nor standing Giovanna.
https://www.dustloop.com/w/GGST/Goldlewis_Dickinson/Combos
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Ver. 1.18
CH c.S, 486H, dash c.S, dl 248H, c.S, 624H/684H WS 624H/684H
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.
https://www.dustloop.com/w/GGST/Goldlewis_Dickinson/Combos
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Ver. 1.18
c.S, 2H, 426H, dash c.S, 248H, dash dl c.S, 6H WS, 1080P
Big damage corner combo. Delay as much as possible for the second dash.
https://www.dustloop.com/w/GGST/Goldlewis_Dickinson/Combos
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Ver. 1.18
CH 268H, dash c.S, 2H, 426H, dash c.S, 2H, 426H WS 6H
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.
https://www.dustloop.com/w/GGST/Goldlewis_Dickinson/Combos
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Ver. 1.18
CH 5H, 268H, 426H, c.S, 248H, dash c.S, 268H WS, 684H
Big DP punish. Easily allows for a 1080P wall break since it builds 46% tension up to the wall splat.
https://www.dustloop.com/w/GGST/Goldlewis_Dickinson/Combos
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Ver. 1.18
CH 862H, 2S, 268H, 6H
Alternate route for less damage, but you can cancel into 214S to end.
https://www.dustloop.com/w/GGST/Goldlewis_Dickinson/Combos
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Ver. 1.18
CH 268H, dash c.S, 2H, 426H, dash c.S, 248H, dash c.S, jc j.248H WS 1080P
Corner version of the CH 268H combo, massive damage and ToD potential with risc. j.248H is to set up for clean hit 1080P. You will always have enough meter for 1080P.
https://www.dustloop.com/w/GGST/Goldlewis_Dickinson/Combos
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Ver. 1.18
2H, 268H, 6H, 426H, microdash c.S, 2H, 486H WS 624H
Works grounded or as anti-air. If anti-air, first 6H must be delayed, but timing is lenient.
https://www.dustloop.com/w/GGST/Goldlewis_Dickinson/Combos
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Ver. 1.18