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
2P, 2P, 684H
Go-to meterless combo for getting someone off you, or to capitalize on the hit of 5P/2P.
https://www.dustloop.com/w/GGST/Goldlewis_Dickinson/Combos
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Ver. 1.18
f.S, 684H 66.PRC, dash c.S, 2H, 426H, dash 2H, 426H WS 236S
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.
https://www.dustloop.com/w/GGST/Goldlewis_Dickinson/Combos
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Ver. 1.18
j.K, j.248H, land, microdash c.S, 2H, [426H] or [486H] or [268H]
Basic jump-in combo. Corner extension is possible. Use 426H if you're near the corner as it leads to a longer combo, use 486H midscreen for a better knockdown, and use 268H for a better midscreen knockdown and corner carry (must have hit c.S very close).
https://www.dustloop.com/w/GGST/Goldlewis_Dickinson/Combos
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Ver. 1.18
4/6D, 5H
OTG followup that leads to setups in the corner. You can cancel 5H into 214S or delay cancel into a meaty 486H/426H. 486H must be blocked high and leaves you closer while 426H is safe against meterless reversals.
https://www.dustloop.com/w/GGST/Goldlewis_Dickinson/Combos
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Ver. 1.18
4/6D, 88RRC, 6, c.S, 2H, 426H, c.S, 2H 268H, WS, 6H
Walk up to the wall and hit both c.S as high as possible, otherwise lightweights may wallsplat early.
https://www.dustloop.com/w/GGST/Goldlewis_Dickinson/Combos
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Ver. 1.18
4/6D, 66PRC, c.S, 2H, 426H, 5K, 268H WS, 66 624H
PRC as early as possible (i.e. right after hitstop on the last headbang). Drift PRC is optional if in corner.
https://www.dustloop.com/w/GGST/Goldlewis_Dickinson/Combos
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Ver. 1.18
4/6D, 88RRC, land microdash 2H, lvl3 236S, 5H, 624H WS, 624H
High guts/defense combo. Thanks to 236S's high minimum damage, this route will do relatively more damage at higher damage scaling.
https://www.dustloop.com/w/GGST/Goldlewis_Dickinson/Combos
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Ver. 1.18