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Main things I find useful against GL
1) Try to meet him A2A with j.K until he starts committing to j.S - it's very difficult to actually G2A him if he uses j.H or j.D but j.K smokes those buttons in general. Once you've forced him to start using j.S more, G2A'ing him becomes more manageable
2) He's surprisingly safe on block so you can't really enforce turns as much as you think blocking, you need to intercept or force whiff punishes
3) Is the frame data in Dustloop correct? 486 BT is 12F overhead versus 842 is a 12F low. If that's true, then you really want to FD as many hits as possible to get him out of your space.
4) If the does the Orbital Laser super in neutral, most often you can just run up and throw him to avoid it
5) Do not use SE full screen and give him free mini-gun hits against you.
6) If you stay outside his main range, you can use dash up 2K2D a lot and if he whiffs, SD is probably your most consistent frame punish due to it's speed (it will also low profile things.) 2S can make a decent intercept poke as well as it low profiles some things.
7) Remember that Goldie does not have a double jump so if he goes airborne, he can only air dash. Once his jump's down arc starts, he can't really do much in terms of mobility
8) SE can make a decent G2G poke with it's disjoint. Don't do it too much due to the risk, but sometimes you have to use it.
9) All Goldie's will reversal super liberally against you, make sure you have your safe jumps down and consider when they might try to use it.
@Noboty
Most I-No's seems to say the movement is the tough part and once you get that down, the rest is relatively straight-forward (is that correct @MrEko ?)