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Goldlewis Dickinson

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Guilty Gear/Goldlewis Dickinson
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"Mature Content"
This character or verse has mature themes and concepts, thus those of young age are ill-advised to look through these.


Goldlewis Dickinson first appears as a playable character in Guilty Gear -Strive-. He serves as the United States Secretary of Defense while still remaining on active military duty. Known for his loyalty and straightforward approach, Goldlewis acts as the primary support and advisor to President Vernon, and previously held the same role under Erica Bartholomew.

Goldlewis Dickinson
Origin
Origin Guilty Gear -Strive-
Creator Daisuke Ishiwatari
First Appearance Guilty Gear -Strive-
Voiced by Masafumi Kimura, Steven Barr
Characteristics
Species Human
Gender Male
Pronouns He/Him
Sexuality Unknown
Age Unknown
Birthday October 9
Height 214 cm
Weight 257 kg
Ethnicity Caucasian
Status Alive
Alignment Lawful Good
Archetype Protector
Occupation United States Secretary of Defense
Time Period 22nd Century
Language English
Homeworld Earth
Relationships
Affiliations United States, President Vernon, President Erica, Sol Badguy, Bridget
Enemies Happy Chaos

Background

This dropdown contains the synopsis of Goldlewis Dickinson's story. Read at your own risk as you may be spoiled otherwise!

Background
Goldlewis' early life remains mostly unknown, though he is noted to be the younger of two brothers. During the Crusades, he enlisted in the military to fight against the Gears, where he met Vernon E. Groubitz and formed a strong friendship. Unlike Vernon, Goldlewis continued serving after the war and eventually became the first active-duty soldier in U.S. history to hold the position of Secretary of Defense, first under President Erica Bartholomew and later continuing in the role under Vernon’s presidency.

Over time, Goldlewis became a respected cornerstone of national security, trusted by both administrations. Despite his professional success, he grew distant from his family due to choosing to conceal his personal feelings from them, believing it was necessary.

Guilty Gear -Strive-
In December 2187, following Asuka R. Kreutz’s surrender to the United States, Goldlewis strengthened security measures at the White House out of deep distrust for Asuka's intentions. As the G4 summit approached, he worked alongside Erica to manage national security from the Pentagon.

When Happy Chaos seized control of the White House and launched missiles at Illyria, Goldlewis attempted to intervene directly but was forced to retreat after encountering unexpected resistance. From the Pentagon, he coordinated with international allies, including Leo Whitefang, Millia Rage, and Zato, to monitor and respond to the crisis as Chaos activated the airborne structure Tír na nÓg with Sol, Vernon, and Asuka still inside.

Goldlewis and his fellow leaders debated destroying the White House to prevent greater catastrophe, but Chaos eventually released the hostages. After Chaos fused with I-No and unleashed an overwhelming power, Goldlewis observed the global crisis unfold until Sol, Ky, and their allies ultimately defeated her. In the aftermath, Goldlewis returned to his duties, reflecting on the events and preparing for the memorial of those honored as heroes.

Appearance

General Description: Goldlewis is a large, wide-set man with light blond hair styled in a quiff and a thick beard. He has functional blue eyes, despite wearing glasses with one side blacked out with a lipstick mark. His overall appearance is rugged, and his physique complements his imposing presence.

Facial Features: He has a thick beard and light blond hair styled in a quiff. He wears a pair of glasses with the left lens blacked out, featuring a lipstick mark, silver bolts, and small text.

Clothing/Outfit: Goldlewis wears a brown military-style jacket with rolled-up sleeves, adorned with badges on the arms. Beneath the jacket, he sports a pale light-brown shirt with stars on the collar, a deer skull necklace, and a yellow tie. His lower half is dressed in brown cowboy-style chaps over grey trousers, completed with thick boots.

Special Features: His brown fingerless gloves are decorated with horseshoes on the back of the hand, further adding to his rugged, cowboy-inspired aesthetic.

Personality

  • Reliable and Supportive:

Goldlewis is known for his reliability, providing a pillar of support to both the security and authority of his country. His presence is one that exudes stability, earning him the trust of individuals like Vernon and Erica, who know him as both loyal and good-natured.

  • Loyal and Duty-Driven:

He is deeply loyal, believing that protecting his country means protecting the ideals and people his president believes in. His devotion to his role and sense of duty are at the forefront of his character.

  • Punctual and Exacting:

Goldlewis values punctuality and precision, expecting the same from his subordinates. His approach to leadership is disciplined, and he is known to be quite fearsome when irritated.

  • Experienced Leader:

With extensive combat experience, Goldlewis has earned immense popularity for his excellent judgment and leadership skills, demonstrating both fearsome and dependable qualities.

  • Skepticism and Curiosity:

Despite his fascination with collecting unidentified organisms, Goldlewis does not believe in aliens or ghosts. He insists that the coffin he carries contains a cryptid, even as the features of the entity suggest it may be extraterrestrial.

Relationships

Bridget

Goldlewis initially fights against Bridget and compliments her on how famous she is, calling her "lil' lady", Bridget at first claims they're actually a boy and that the clothes they're wearing is a long story with Goldlewis simply replying "...I see"[1].

During Stage 7 Goldlewis directly notes how Bridget is hiding her true self for the sake of other folks[2]. Bridget asks him how does he know and he notes he's doing the same, keep telling himself this is what's best for his family, shying away from his true feelings for years and years[3]. Bridget notes how she always thought how as long as she kept quiet things would work out, but it hurts too much and she hasn't even told her parents[4]. Goldlewis notes she doesn't need to tell anyone anything she doesn't want to, but if holding it in hurts, that's a separate issue, knowing how hard it is to really trust someone even when they're close[5].

Alternate dialogue notes has Goldlewis tell Bridget that he can tell she's running away as he's the same way, knowing what it's like to turn your back on yourself for too long[6]. Telling Bridget maybe being real lost isn't so bad and telling her to give it some thought[7].

In the Heart Lose route, Goldlewis will come in to aid Bridget against Ky[8].

In Stage 7 Heart Lose route, Ky stops the fight with Bridget saying she doesn't know what to do, claiming she's not strong like Ky, being too scared to lose what she has, claiming she's running because she's happy the way she is[9]. Ky notes being catious is fine but think about the sake of her future self with Bridget asking what if she makes the wrong decision with Goldlewis telling her she has her whole life ahead of her, and got to learn to take a hit sometimes[10]. With Ky noting there are helping hands right in front of her[11]. This makes Bridget state she doesn't want to run away scared anymore and that if she keeps on faking it like this, she knows she'll regret it, so from now on, no matter what, no more lying to herself[12]. Goldlewis tells her happy trails cowgirl before correcting himself to cowboy[13] with Bridget saying cowgirl is fine because she's a girl[14].

General Information

Name: Goldlewis Dickinson

Nicknames: Secretary Dickinson[15]

Origin: Guilty Gear -Strive-

Overall Franchise: Guilty Gear

First Appearance: Guilty Gear -Strive-

Company: Arc System Works

Creator: Daisuke Ishiwatari

Actor

Gender: Male

Sexuality: Unknown

Pronouns: He/Him

Handedness: Right-Handed (Goldlewis mainly holds his weapon with his right hand[16])

Age: Unknown

Blood Type: A[17]

Birthday: October 9[18]

Time Period: 22nd Century[19]:

Timeline: Main Timeline

Homeworld: Earth

Residence: United States of America[24]

Story Role: Fighter, Playable Fighter, Protagonist

Legacy: Global Legacy (With his excellent judgement and ability to lead based on his extensive combat experience, he has ganered immense popularity and earned the trust of those around him[25])

Influence: Event Influence

Language: English

Ethnicity: Caucasian

Religion: N/A

Classification: Secretary, Active-Duty Military officer[26]

Species: Human

State of Being: Regular

Physiology: Humanoid Physiology

In-Universe Creator: Unknown

Occupation: United States Secretary of Defense[27]

Affiliations: United States, President Vernon, President Erica, Sol Badguy, Bridget

Enemies: Happy Chaos

Height: 214 cm[28]

Weight: 257 kg[29]

Status: Alive

Alignment: Lawful Good (Believes in protecting the country and protecting the ideals and people their president believes in, even if he doesn't agree with decisions made[30])

Protection Level: Global Protector (Believes in protecting the country and protecting the ideals and people their president believes in, even if he doesn't agree with decisions made[31]. His personal combat prowess is said to be equivalent to the entire White house Security Force, and it is no exaggeration to say that the security and authority of the United States are established due to his presence, making him the mainstay of the nation[32])

Potential

  • Type of Potential: Growth Potential
  • Level of Potential: Transcendent Potential
  • Description: Humans in Guilty Gear have been noted by the likes of Happy Chaos to experience immense growth and potential.
  • Limitations: The potential is limted to how much they're willing to put in.

Archetypal Tiering: Protector

Codex Statistics

Grade: S

Tier: 8-B, Far Higher through Magic of the Backyard

Cardinality: Finite

Dimensionality: 3-D

Power Source: Magic (Mankind has succeeded in the dream of developing a natural, limitless energy supply, being the Age of Magic[33]. This is further supported in the memoirs of Eripmavs D Yraid where a band of mages calling themselves "Apostles" taught magic to the people[34]. Magic is described as a scientific impossibility, a power close to omnipotence, with all of its information being of an unknown origin[35])

Attack Potency: City Block level (Potency) (His combat prowess is said to be equivalent to the entire White House Security Force with the security and authority of the UNited States being established due to his presence[36], making him comparable to the likes of Ky Kiske where Sol Badguy and Ky Kiske are considered the best of the best[37], putting them above the likes of Johnny who fought against Bedman[38], where in his fight with Slayer, caused a massive cavern across the entire terrain[39]), Far Higher through Magic of the Backyard (Magic draws power directly from the Backyard, allowing a user to amplify themself[40] to carry more energy than anything on this planet is capable of producing[41], however without an intermediary, this energy would destroy the planet[42]). Can ignore durability with Magic (The Backyard is the term used to give reason to the five element configuration[43], in other worlds, it's "something" that conveys the information that defines the fundamental truth of this world[44], the magic people use are different from the alchemy that uses resources from present numbers, magic users like Sol and Sin forcefully borrow some kind of "reason" from that "something"[45], being described as an obscure world that magic users temporarily access to gain power[46]. Roughly put, it's a world that can rewrite the rules of the universe in any way it wants[47])

Durability: City Block level, Far Higher through Magic of the Backyard (Magic draws power directly from the Backyard, allowing a user to amplify themself[48])

Striking Strength: City Block Class (Potency), Far Higher through Magic of the Backyard (Magic draws power directly from the Backyard, allowing a user to amplify themself[49], to where even a single strike or punch from them carries more energy than anything on the planet is capable of producing[50])

Lifting Strength: At least Class 1 (Should be comparable to Baiken, where Baiken's Hiiragi, allows her to throw any fighter in the game, including Potemkin[51], who weighs 1446 lbs[52]. Should be comparable to Bridget, who with her instant kill can lift the likes of Potemkin casually[53], who weighs 1446 lbs[54]), Far Higher through Magic of the Backyard (Magic draws power directly from the Backyard, allowing a user to amplify themself[55])

Travel Speed: Regular Human, Superhuman with Blast Drive (Blast Drive allows the fighter to move like the wind[56], running far faster then the fighter normally moves[57]), Far Higher through Magic of the Backyard

Attack Speed: Superhuman, Far Higher through Magic of the Backyard (Magic draws power directly from the Backyard, allowing a user to amplify themself[58]. Fighters can move so fast with their Roman Cancels that they create a light afterimage of two of the same fighter doing a roman cancel[59])

Reaction Speed: Superhuman, Far Higher through Magic of the Backyard (Magic draws power directly from the Backyard, allowing a user to amplify themself[60]. Can avoid sword slashes from Johnny[61], where it's noted that Johnny's attacks move at the speed of light[62])

Stamina: Superhuman, Limitless Magic (Makind has succeeded in the dream of developing a natural, limitless energy supply, being the Age of Magic[63])

Range: Extended Melee through sheer size (Goldlewis is 214 cm in height[64]), Higher with Coffin, Hundreds of Meters with Minigun, Multiversal with Dimensional Travel (Happy Chaos can access different timelines by following little references in memories[65]) & with Magic (The Backyard is the term used to give reason to the five element configuration[66], in other worlds, it's "something" that conveys the information that defines the fundamental truth of this world[67], the magic people use are different from the alchemy that uses resources from present numbers, magic users like Sol and Sin forcefully borrow some kind of "reason" from that "something"[68], being described as an obscure world that magic users temporarily access to gain power[69], with it being larger then the universe[70])

Intelligence: Average Intelligence

Knowledge: Master level (With his excellent judgement and ability to lead based on his extensive combat experience, he has ganered immense popularity and earned the trust of those around him[71]. His personal combat prowess is said to be equivalent to the entire White house Security Force, and it is no exaggeration to say that the security and authority of the United States are established due to his presence, making him the mainstay of the nation[72])


Powers and Techniques






Equipment

Coffin

Goldlewis Dickinson wielding his coffin in Guilty Gear -Strive-.
  • Description: Goldlewis Dickinson's coffin is a large, six-sided weapon that serves as both a symbol of his power and a vessel for a mysterious extraterrestrial entity, referred to as a "cryptid" by Goldlewis. This coffin is an essential part of Goldlewis’s combat style, providing both offensive and tactical advantages.
  • Appearance: The coffin has a gothic design, made from a dark brown, wood-like material with ornate metallic details. It features four large door knocker-like rings on its sides, one of which is connected to a large metal chain for carrying. The coffin is equipped with blunt spikes along its top and bottom, resembling a meat tenderizer, and has a sign labeled “AREA 51 - UNITED STATES” bolted onto the lid, alongside an extraterrestrial warning. The only visible parts of the cryptid inside are its lanky arms, which appear to be made of luminous azure material.
  • Usage: Goldlewis wields the coffin as both a weapon and a conduit for the cryptid’s abilities. He can swing it around, slam it into the ground to create craters, and utilize it to summon the cryptid’s powers in combat. The cryptid aids him by extending its arms to assist with attacks, summon items, and disrupt enemy actions.
  • Function: The coffin serves as a durable weapon, able to create shockwaves upon impact, while the entity within it provides a variety of advanced, otherworldly abilities. These include materializing weapons like a gatling gun or explosives, as well as summoning unusual items like a rubber chicken. The cryptid can also manipulate telecommunication to distract enemies or assist Goldlewis during battle.
  • Notable Traits: The coffin is not only a powerful offensive tool but also serves as a practical item for calling upon extraordinary technological capabilities far beyond the current era. Its mysterious contents are central to Goldlewis’s fighting style, blending the power of an extraterrestrial force with his own strength.

Notable Techniques


Gatling Combo System

Gatling Combos involve chaining together normal attacks, always increases or staying the same level of strength. After a Gatling Combo, the fighter can then usually cancel, or two-in-one, into a Special Move.

Charge Attack

Fighters have a special move that can be charged up for increased power, this is accomplished by charging their special in order to use an enhanced version of an attack that reaches all the way to level 3.

Instant Kill System

Instant Kill moves are moves that are a fighter's most powerful technique. Defeating an opponent with the Instant Kill will end the match immediately, regardless of the round the fighters are on.

Chaos Moves

Chaos Moves are super-powerful attacks that takes a completely full Chaos Bar to use. These moves do far more damage then a fighters standard attacks.

Dash / Back-Dash / Air Dash

Fighters can dash forward, do a back dash, and dash even in mid air, allowing for greater mobility of moving around their opponents during fights.

High Jump

A high jump is much higher then a regular jump, and a forward or backward High Jump travels all the way across the screen. A Double Jump cannot be performed during a High Jump.

Knockdown Evasion

When a fighter gets hit with an attack that knocks down, they will flip out of the hit immediately, ready to retaliate.

Double Jump

A fighter can jump once on the ground and once again in the air, allowing them to reach higher and out of reach spots from other fighters.

Throws

Fighters can grab opponents to throw them, being able to throw them either forward or backwards.

Mid-Air Turn

Through pressing the Taunt Button when in mid-air, the fighter can turn around and face the opposite direction, this technique can be useful to attack from behind.

Aerial Combos

Fighters have an Aerial Combo Launcher, which allows them to launch the opponent into the air, they can follow with a Chase Jump where they can attack the opponent with a multi-hit, mid-air Gatling Combo.

Dead-Angle Attack

When blocking an opponent's attacks, the fighter can quickly input a Special Move command to cancel their block animation and strike the enemy while they're still attacking.

Perfect Guard

Unlike normal blocking which drains a small amount of life when blocking against a special move or Chaos Move, the Perfect Guard can block without losing any life at all. Though the Perfect Guard will drain the fighter's Chaos Bar, and if they have no Chaos Energy at all, they will not be able to use Perfect Guard.


Faultess Defense

Through inputing the punch and kick simultaneously while pushgin the directional button for a guard position, the fighter enters a special guard condition that creates a barrier around them. This prevents opponents from shaving away at their strength with deadly attacks and the knock back is greater than when using normal guards, giving the fighter more time to ready an attack against their opponent. This also enables the ability to guard against attacks that cannot be guarded against during jumps. However, while performing Faultess Defense the Tension Gauge decreases, once it is fully depleted the fighter can no longer use Fautless Defense.

Roman Cancel

While hitting an opponent with an attack, pushing any of the attack buttons will forcefully stop attack actions and return the character to a normal standing pose. This allows the fighter to create their own original combo moves and hit unique attacks the opponent was not expecting.

Jump Cancel

There are certain attacks that can be cancelled mid-move into a jump, being called a Jump Cancel. When hitting an opponent with, or guarding against certain attacks, press the Directional button UP to cancel into a jump. Successful use of this can help to enhance their combo techniques.

Counter Hit

While the opponent is trying to use a move, the fighter can counter attack by hitting them with one of their attacks, because the opponent's time off balance is increased, this move allows for use of combo attacks that normally couldn't be used.

Recovery Direction

When using a recovery move by pushing a directional button, the fighter can recover from a knock down in the direction pressed, this can provide with a chance for a counterattack if used correctly.

Instant Kill Technique

As the name implies, these are the ultimate deadly attack that can do away with opponents with a single blast. Due to the sheer power of these moves, they take a long time to unleash. Unleashing an Instant Kill attack, completely depletes the Tension Gauge, thus missing this move at all makes the fighter struggle worse as they won't be able to use various actions that require the Tension Gauge.

Guard

Push the directional button opposite of the direction of the fighter's opponent to guard against attacks. There are standing and crouching guards which guard against the respective areas, with standard guard defending against high and mid-level attacks while crouch guarding defends against low attacks. Fighters can even guard during jumps to protect against attacks in the air.

Two-Level Jumps

Fighters can jump again while in the air.

Gatling Combo

A method of linking normal moves together as combo attacks. The moment a fighter hits an opponent with a normal attack, they proceed to enter commands for another normal attack to create combos. The number of moves that can be used in combos vary with each character.

Overdrive Attack

Over Drive attacks are powerful attacks that use up 50% of the Tension Gauge. The commands for the move vary with each character.

High Jump

Press the down then up directional buttons quickly to jump higher than the usual jumps, though a Two-Level jump cannot be used after a High Jump.

Forward Thrust Attack

With a Punch or Heavy Attack common to all characters, keep the right directional button pressed down while attacking to transform attacks.

Dead Angle Attack

At the instant the fighter has guarded against an opponent's attack, push two attack buttons simultaneously while pushing down on the right directional button to counterattack from the guard position. The Tension Gauge needs to be at 50% or above for this move.

Dust Attack

By pushing a Slash and Heavy Slash button, the fighter can use attacks that break crouching guards. Opponents attacked with this move will be spun around and knocked down, becoming temporarily defenseless. At this time, push up on the directional button for the fighter to pounce on the opponent and have a perfect chance to strike back with a combo attack.

Sweep

Push a Slash and Heavy Slash button while in crouch to use the Sweep move. If this attack hits the opponent, they cannot bounce back from the attack with a recovery move.

Tension Gauge

The Tension Gauge is a gauge that shows a character's hostility, which holds the key to victory. The power of this gauge increases when the fighter uses aggressive moves like moving forward, dashing, forward jumps, and attacks. As the power of this gauge increases more moves can be used.

Recovery

When knocked down after being attacked, push any 2 attack buttons simultaneously while in the air to regain balance. This moves enables the fighter to quickly ready themself against the next attack.

Throw

Push the right or left directional button near an opponent and push the Heavy Slash button to activate this special attack. It's a risky move as the fighter needs to be near an opponent, though the opponent cannot guard against this, making it an effective move to mix in with normal attacks.



Psych Burst

Allows the fighter to not only knock back enemies but also increase the Tension Gauge to "MAX" b meeting certain conditions. The Pysch Burst can only be used when the Burst Gauge reaches "MAX" and it redners them invulnerable for a set tie when activated, but it cannot be activated while the fighter s hit by an Overdrive Attack or when being thrown.

Two-Level Jumps

Lets the fighter jump again while in the air.

High Jump

Press down then up on the directional buttons quickly to jump higher then a usual jump.

Forward Thrust Attack

With a Punch or Heavy Slash common to all characters, keep the right direction button pressed down while attacking to transform attacks.

Dead Angle Attack

At the instant the fighter guarded against an opponent's attack, push any two attack buttons simultaneously while pushing the right directional button to counterattack from the guard position.

The Tension Gauge must be at 50% or above for this move.

Dust Attack

By pushing the Dust button, fighters can use attacks that spin around and knock down the opponents. This causes them to become temporarily defenseless. At this time, push up on the directional button to pounce on the opponent. It's a perfect chance to strike back with a combo attack.

Sweep

Push a Dust button while in a crouch to use the Sweep move. If this attack hits the opponent, they cannot bounce back from the attack with a Recovery move.

Recovery

When knocked down after being attacked, push any two attack buttons simultaneously while in the air to regain their balance. This move enables them to quickly ready themself against the next attack.

Throw

Push the right or left directional button near an opponent and push a Heavy Slash button to actiavte this special attack.

Approach an opponent during a jump while pushing the directional button in the direction of their approach and push the heavy slash button to be able to body toss the enemy during a jump.

During a Dash or Backstep, the fighter can not use a throw move.

Gatling Combo

A method of linking normal moves together as combo attacks. The moment they hit an opponent with a normal attack, enter the commands for another normal attack to create combos. The number of moves that can be used in combos vary with each character.

Overdrive Attack

These are very powerful attacks that use up 50% of the Tension Gauge. The command for this move varies on the fighter.

Instant Kill

As the name implies, this is the ultimate deadly attack that can do away with opponents in a single blast. As these moves are very powerful, they take a long tme to unleash.

Faultless Defense

Push the punch and kick button simultaneously while pushing the directional button for a guard position to enter a special guard condition that creates a special barrier around the fighter. This prevents opponents from shaving away through a fighter's strength with deadly attacks, and the knock back is greater than when a fighter uses normal guards, giving them more time to ready an attack against the opponent. They can also guard against attacks that cannot be guarded against during jumps.

While performing the Faultless Defense, the tension gauge decreases in real time, when the Tension Gauge powr is depleted, this guard can no longer be used.

Jump Cancel

There are certain normal moves where fighters can forcibly stop hitting an opponent with an attack or stop guarding against an attack and link it to a jump. By using these attacks, the fighter can combine these with attacks to widen their repertoire of combo attacks.

Roman Cancel

While hitting your opponent with an attack, push any three of the attack buttons except Dust button to forcefully stop attack actions and return the character to a normal standing pose. With the application of the move, fighters can create their own original combo attack. In order to perform a Roman Cancel, the Tension Gauge must be at least 50% full.

Counter Hit

While the opponent is trying to use a move, the fighter can counter attack by hitting them with one of their attacks. Because the opponent's time off balance is increased, the move allows the fighter to use combo attacks that they normally couldn't use.

Recovery Direction

When the fighter uses a Recovery move, they can recover from a knock down in the direction pressed. A recovery can provide the chance to counterattack if used correctly.

Slip

Specific Normal Moves, Special Moves, and Overdrive Attacks have the special ability to put opponents into a "slip" condition. When the fighter hits an opponent with these moves, they render enemies defenseless for a set time.


Two-Level Jumps

The fighter can jump again while in mid-air.

High Jump

The fighter can jump higher than usual by quickly pressing the directional input down and up. However, Two-Level jumps cannot be used after a High Jump.

Forward Thrust Attack

Through pressing the directional button while pressing the Punch or Heavy Slash buttons, the fighter can transform attacks.

Psych Burst

The fighter becomes temporarily invincible and knocks away the opponent when the Burst Gauge is at max. This technique cannot be used while taking damage from an Overdrive Attack or while being thrown. The Tension Gauge also maxes out whenever the fighter hits an opponent with a move.

Dust Attack

A fighter launches a Dust Attack by pressing Dust while standing. It's impossible to guard against a Dust Attack by crouching. After hitting the opponent with a Dust Attack, press the directional button to chase the opponent and him them with a combo attack while in the air.

Sweep

The fighter uses the Sweep move on the opponent by pressing the Dust button while crouching. A swept opponent cannot use a Recovery move.

Recovery

The fighter can regain balance when knocked down by pressing any attack button in midair.

Throws

The fighter can throw their opponent by pressing the directional button while pressing Heavy Slash when near the opponent. The opponent can also be thrown while in midair using the same method.

Throw Escape

The fighter can escape the opponent's throw while they are on the ground or in mid air through pressing the directional button while pressing Heavy Slash. This technique cannot be used while unconscious or launching an attack.

Gatling Combos

The fighter can create a combo out of a series of Normal Moves, launching a second attack as soon as the opponent is hit with the first attack. The number of moves that can be used for this technique are different for each fighter.

Force Break

It's a unique Special Move that consumes 25% of the Tension Gauge. Commands for this technique vary for each character.

Overdrive Attacks

These are extremely powerful attacks that consume 50% of the Tension Gauge. Commands for this technique vary for each character.

Instant Kills

As the name suggests, this is the ultimate attack that can knockout the opponent in one blow. Although these moves are extremely powerful, it takes time to successfully execute them.

Faultless Defense

While simultaneously holding down any two attack buttons except Dust, press a directional button in the direction the fighter wants to defend in order to enter a special guard called "Faultless Defense". In this state, fighters life won't be consumed when guarding against opponents Special Moves, but the opponent will knock the fighter back further than usual. This technique can be used to guard an attack which normally cannot be defended in mid-air.

Jump Cancel

The fighter can override certain moves, such as hitting the opponent or being blocked by the opponent by jumping out of a move when the fighter is midway through it. This technique can create great varieties in attacks and combos.

Counter Hit

By hitting the opponent in the middle of a move, the fighter can counterattack the opponent's attacks. A counter hit staggers an opponent longer than usual, so it gives a fighter a great chance to try combos they wouldn't normally pull off.

Recovery Direction

Press any directional button while recovering to move towards that direction as the fighter recovers.

Staggering

Certain Normal Moves, Special Moves, and Overdrive Attacks can put the opponent in a "stagger" state after a hit. A "stagger" opponent is temporarily defenseless.

Instant Block

Guarding against the opponent's attack right before it hits activates the "Instant Block". This will cause the fighter to start shining white with a bright light. Unlike a normal guard, which has a period where the fighter cannot move or attack, this time frame is shorter for Instant Block. Thi technique is helpful for guarding against attacks from close range.

Slash Back

Simultaneously pressing Slash, Heavly Slash, and the directional button in the direction the fighter guards against creates a yellow effect.

If successful, the yellow effect flashes and will dramatically cut the stun time after a guard; however, the fighter becomes temporarily defenseless if it fails.

Roman Cancel

While hitting the opponent with an attack, simultaneously press any three attack buttons, except Dust, to cancel the attack move. This technique allows the fighter to create their own original combo attacks. However, it consumes 50% of the Tension Gauge.

Force Roman Cancel

Each fighter has several attack moves that are compatible with this technique, while using one of those attacks, simultaneously press any three attack buttons except Dust of a certain timing to cancel the attack move and return to a standing pose. The best timing to input the command varies for each attack move, and if the timing is missed, it fails. When it's successfully activated, the technique consumes 25% of the Tension Gauge.


Free Mode & Lock-on Mode

Free Mode

It's a normal mode where a fighter can freely move around the battlefield, in this mode fighters can unleash attacks that cover a wide-range to hit multiple foes, but the power of the attacks are rather weak.

Lock-On Mode

Lock-on Mode is an effective technique for one-on-one skirmishes or situations where a fighter would like to target a single foe. Through holding a lock-on on a target, attacks are far more powerful, catering to one-on-one battles, combined with directional input, they can use vertical or horizontal attacks on enemies to shake them up.

Aerial Dash

During a jump, press A to perform a forward dash in mid-air. The fighter uses aerial dashes to jump over units or shortening the gap during aerial combos.

Step

Use the directional input and A while locking on to use a step movement. The distance it covers may be short, but through taking advantage of its speed, one can avoid attacks from enemies or shake them up during an attack.

Blast Drive

Through usage of the left stick button, the fighter is able to run like the wind, being able to accelerated and decelerate respectively.

Drift

During a blast drive, a fighter can perform sharp turns, allowing them to keep their momentum.

Auto Guard

If a fighter is not performing an action, they will automatically guard head-on attacks. However, auto-guard does not block attacks from behind or while the fighter is performing attacks. Along with this, guarding opponent's attacks too much will cause a guard crash, making them defenseless.

Modern Cancel

A technique that skips the recover animation of attacks, allowing the fighter to immediately perform another. With Modern Cancels, the fighter cna combine attacks that normally do not combo to forcibly create a combo, or completely bypass the defenseless state of their attacks during their recovery animation.

Cyclone Blast

It's an emergency-evasion technique that releases a sphere-shaped energy when the fighter is attacked to knock enemies away. This move is effective for escaping an attack from a group of enemies, however it requires a lot of tension.

Short Dash

While in lock-on the fighter can quickly move a short distance, being able to quickly shorten the gap between themself and the opponent.

Power Attack

The fighter unleashes a powerful attack that has a slow start animation. It has a high guard crash rate.

Avoid Knockdown and Falling Techniques

When the fighter takes damage from an enemy and are knocked down as a result, press A in mid-air at an appropriate time to use "Avoid Knockdown" to quickly regain their balance.

By pressing A right before the fighter hits the ground, the fighter will be able to use "Falling Techniques" to quickly get up.

Super Backstep

Allows the fighter to travel a longer distance than a normal backstep, an important technique to quickly distance oneself from the enemy.

Homing Jump

Press A while locking on to jump toward the target. They can also use an air dash to charge toward their target.


The following is a list of Goldlewis Dickinson's commands throughout the series.

Guilty Gear -Strive-

The following is Goldlewis's move list in Guilty Gear -Strive-:

Type Name Command
Normal -- Right + Punch
Normal -- Right + Heavy Slash
Special Behemoth Typhoon (1) LeftDown LeftDownDown RightRight + Heavy Slash
Special Behemoth Typhoon (2) LeftUp LeftUpUp RightRight + Heavy Slash
Special Behemoth Typhoon (3) DownDown LeftLeftUp LeftUp + Heavy Slash
Special Behemoth Typhoon (4) DownDown RightRightUp RightUp + Heavy Slash
Special Behemoth Typhoon (5) RightDown RightDownDown LeftLeft + Heavy Slash
Special Behemoth Typhoon (6) RightUp RightUpUp LeftLeft + Heavy Slash
Special Behemoth Typhoon (7) UpUp RightRightDown RightDown + Heavy Slash
Special Behemoth Typhoon (8) UpUp LeftLeftDown LeftDown + Heavy Slash
Special Thunderbird DownDown LeftLeft + Slash
Special Skyfish DownDown RightRight + Slash
Overdrive Down With The System RightDown RightDownDown LeftLeftRight + Punch
Overdrive Burn It Down DownDown RightRightDownDown RightRight + Kick

Other

Standard Tactics: Goldlewis goes for various combat straegies due to his extensive combaat experience, using his coffin for combat.

Weaknesses

Explanations

The Backyard

When studying the energy that shouldn't exist (magic), a theory arose: that being the Backyard, a superior dimension[151]. The Backyard is described by Sol as a virtual space though is refuted as the other way around, where the main world is the one that's a virtual space[152]. The Backyard is the term used to give reason to the five element configuration[153], in other worlds, it's "something" that conveys the information that defines the fundamental truth of this world[154]. The magic people like Sol and Sin use are different from the alchemy that uses resources from present numbers, magic users like Sol and Sin forcefully borrow some kind of "reason" from that "something"[155], being described as an obscure world that magic users temporarily access to gain power[156]. Just as the Earth can't exist if there's no universe, this world cannot exist unless they have that "something"[157], being larger then the universe[158]. Roughly put, it's a world that can rewrite the rules of the universe in any way it wants[159]. The Backyard can be explained as a book or library that has the theory of the world written on it[160]. It's responsible for the usage of irregular magic even scientists such as Sol have never seen before[161], allowing people to use magic that disproves the fundamentals of magic[162]. The Backyard was discovered by a Philosopher, being described to rule all things in the universe and from within it, one could understand any truth or even bend the world as they please[163]. Sol notes that if Valentine could freely access the Backyard, then she can also mess with the world's fate[164]. Asuka Kreutz notes that if someone strays too far into the Backyard, their soul breaks down under the pressure of the information's density[165]. In Guilty Gear Xrd -Sign-, the Backyard is defined as a world separate from our own, yet somehow controlling it, what's hidden behind its gates are the eternal truths, including good & evil, creation & destruction, and of chaos the likes of which mankind has never seen[166]. The Backyard is a space connected by people's dreams[167]. Axl traveling in the Backyard with I-No noted how his body felt heavy and his head felt weird, with I-No noting they're in a field created by That Man so they could exist in the Backyard in the flesh[168]. When a normal life form enters the Backyard they turn to dust, the Backyard is composed of high-density information which governs all of creation, any normal creature is instantly crushed by that wealth of data[169]. The Backyard has no effect on any non-living matter[170]. RoboMay explains the Backyard as composed of extremely dense information that governs the creation of all material things and by adding new information to it, one could easily deform the world itself[171]. Noting that it is a dangerous place that could literally cause the world to break[172].

Gameplay

Goldlewis Dickinson is a power fighter with high damage output, specializing in heavy hits and long-range, hard-hitting attacks. He uses a unique Security Level meter that powers up his projectile-based specials as it increases. His playstyle focuses on managing this meter, maximizing the power of his projectiles, and landing powerful Behemoth Typhoon combos. However, Goldlewis is vulnerable to pressure due to his slow movement and lack of reliable defensive options.

Guilty Gear -Strive-

  • Playstyle: A power fighter who deals heavy damage with each attack. His projectiles and Behemoth Typhoon variants are crucial for offense, with a unique mechanic revolving around his Security Level gauge to enhance his attacks.
  • Strengths: High damage output, strong aerial attacks, Behemoth Typhoon’s versatile combo potential, and the ability to pressure from range with powered-up projectiles.
  • Weaknesses: Slow movement, especially with a lack of a double jump, slow back-dash, and limited defensive options make him vulnerable to pressure and rushdown tactics.
  • Signature Mechanic: Security Level gauge — Powers up his projectile specials (Thunderbird, Skyfish, Burn It Down) for additional hits and effects, enhancing his zoning and conversion potential.
  • Ideal Range: Mid-range to long-range for maximum projectile pressure and to safely land Behemoth Typhoon combos.
  • Recommended Playstyle: Manage the Security Level meter to enhance projectiles, use Behemoth Typhoon for powerful conversions, and aim to control space with strong pokes and aerials. Look for moments to turn the match with powerful hits after charging up your projectiles.

Trivia

Codex Statistics Questions

Q: Shouldn't they scale to the higher levels of magic naturally?

A: This would not make much senses as it there are scenes that showcase the cast do not regularly produce those levels of energy, Ramlethal was going to destroy the ship they (Sol Badguy, Ky Kiske, Sin Kiske, & Elphelt Vaentine) were flying on, claiming "We're thirty-four thousand feet up. If this ship goes down, I doubt anyone will survive"[176], Dizzy's instant kill is a massive explosion that the explosion alone scares all fighters into surrendering[177], Jack-O's instant kill causes an explosion so wide it can be seen from the planet, however the planet is overall fine[178], etcetera. It makes much more sense that they are at far lower levels normally and can reach or even ignore higher levels through tapping into the Backyard.

Battle Records

None.

None.

None.

References

  1. Guilty Gear -Strive- Bridget Arcade
  2. Guilty Gear -Strive- Bridget Arcade
  3. Guilty Gear -Strive- Bridget Arcade
  4. Guilty Gear -Strive- Bridget Arcade
  5. Guilty Gear -Strive- Bridget Arcade
  6. Guilty Gear -Strive- Bridget Arcade
  7. Guilty Gear -Strive- Bridget Arcade
  8. Guilty Gear -Strive- Bridget Arcade
  9. Guilty Gear -Strive- Bridget Arcade Mode
  10. Guilty Gear -Strive- Bridget Arcade Mode
  11. Guilty Gear -Strive- Bridget Arcade Mode
  12. Guilty Gear -Strive- Bridget Arcade Mode
  13. Guilty Gear -Strive- Bridget Arcade Mode
  14. Guilty Gear -Strive- Bridget Arcade Mode
  15. Guilty Gear -Strive- Chapter 1
  16. Guilty Gear -Strive- Starter Guide - Goldlewis
  17. Guilty Gear -Strive- GGWorld Goldlewis Dickinson Glossary
  18. Guilty Gear -Strive- GGWorld Goldlewis Dickinson Glossary
  19. Guilty Gear (1998) Game Manual Page 2
  20. Guilty Gear Xrd Visual Book Page 2
  21. Guilty Gear Xrd Visual Book Page 2
  22. Guilty Gear Xrd -Revelator- Chapter 01 Revelator A
  23. Guilty Gear -Strive- Chapter 1
  24. Guilty Gear -Strive- GGWorld Goldlewis Dickinson Glossary
  25. Guilty Gear -Strive- GGWorld Goldlewis Dickinson Glossary
  26. Guilty Gear -Strive- GGWorld Goldlewis Dickinson Glossary
  27. Guilty Gear -Strive- GGWorld Goldlewis Dickinson Glossary
  28. Guilty Gear -Strive- GGWorld Goldlewis Dickinson Glossary
  29. Guilty Gear -Strive- GGWorld Goldlewis Dickinson Glossary
  30. Guilty Gear -Strive- Chapter 2
  31. Guilty Gear -Strive- Chapter 2
  32. Guilty Gear -Strive- GGWorld Goldlewis Dickinson Glossary
  33. Guilty Gear (1998) Game Manual Page 2
  34. Guilty Gear Xrd -Sign- Chapter 06 Philosopher B
  35. Guilty Gear 2 Overture
  36. Guilty Gear -Strive- GGWorld Goldlewis Dickinson Glossary
  37. ExplaMaytions with May! Episode 3 - The Crusades
  38. Guilty Gear Xrd Chapter 07 Showdown B
  39. Guilty Gear Xrd Revelator Chapter 03 Sense B
  40. Guilty Gear Xrd Sign Chapter 7 Showdown B
  41. Guilty Gear Xrd Sign Chapter 7 Showdown B
  42. Guilty Gear Xrd Sign Chapter 7 Showdown B
  43. Guilty Gear 2 Overture
  44. Guilty Gear 2 Overture
  45. Guilty Gear 2 Overture
  46. Guilty Gear 2 Overture
  47. Guilty Gear 2 Overture
  48. Guilty Gear Xrd Sign Chapter 7 Showdown B
  49. Guilty Gear Xrd Sign Chapter 7 Showdown B
  50. Guilty Gear Xrd Sign Chapter 7 Showdown B
  51. Guilty Gear -Strive- Starter Guide - Baiken
  52. Guilty Gear (1998) Game Manual Page 14
  53. Guilty Gear XX Λ Core Plus Bridget Instant Kill
  54. Guilty Gear (1998) Game Manual Page 14
  55. Guilty Gear Xrd Sign Chapter 7 Showdown B
  56. Guilty Gear 2 Overture Page 19
  57. Guilty Gear 2 Overture
  58. Guilty Gear Xrd Sign Chapter 7 Showdown B
  59. Guilty Gear Strive Sliding Roman Cancel
  60. Guilty Gear Xrd Sign Chapter 7 Showdown B
  61. Guilty Gear XX Bridget vs. Johnny
  62. Guilty Gear Xrd Revelator Zato-1 vs. Johnny
  63. Guilty Gear (1998) Story Prologue
  64. Guilty Gear -Strive- GGWorld Goldlewis Dickinson Glossary
  65. Guilty Gear Strive Happy Chaos Arcade Extreme Route
  66. Guilty Gear 2 Overture
  67. Guilty Gear 2 Overture
  68. Guilty Gear 2 Overture
  69. Guilty Gear 2 Overture
  70. Guilty Gear 2 Overture
  71. Guilty Gear -Strive- GGWorld Goldlewis Dickinson Glossary
  72. Guilty Gear -Strive- GGWorld Goldlewis Dickinson Glossary
  73. Guilty Gear (1998) Game Manual Page 28
  74. Guilty Gear (1998) Game Manual Page 28
  75. Guilty Gear (1998) Game Manual Page 28
  76. Guilty Gear (1998) Game Manual Page 28
  77. Guilty Gear X Game Manual Page 2
  78. Guilty Gear (1998) Game Manual Page 27
  79. Guilty Gear (1998) Game Manual Page 29
  80. Guilty Gear X Game Manual Page 2
  81. Guilty Gear Strive
  82. Guilty Gear Strive
  83. Guilty Gear X Game Manual Page 36
  84. Guilty Gear 2 Overture Page 21
  85. Guilty Gear 2 Overture Page 20
  86. Guilty Gear X Game Manual Page 36
  87. Guilty Gear XX Accent Core Plus - Story, Sol Badguy Sol 10B, Path 2 (End 2)
  88. Guilty Gear (1998) Game Manual Page 2
  89. Guilty Gear Xrd -Sign- Chapter 06 Philosopher B
  90. Guilty Gear 2 Overture
  91. Guilty Gear 2 Overture
  92. Guilty Gear 2 Overture
  93. Guilty Gear 2 Overture
  94. Guilty Gear 2 Overture
  95. Guilty Gear 2 Overture
  96. Guilty Gear -Strive- Final Chapter
  97. Guilty Gear Xrd Sign Chapter 7 Showdown B
  98. Guilty Gear Xrd Sign Chapter 7 Showdown B
  99. Guilty Gear Xrd Sign Chapter 7 Showdown B
  100. Guilty Gear Xrd Sign Chapter 7 Showdown B
  101. Guilty Gear Xrd Sign Chapter 7 Showdown B
  102. Guilty Gear Xrd Sign Chapter 7 Showdown B
  103. Guilty Gear Xrd Sign Chapter 7 Showdown B
  104. Guilty Gear Xrd -Sign- Chapter 06 Philosopher B
  105. ExplaMaytions with May! Episode 1 - What is Magic?
  106. Guilty Gear 2: Overture Game Manual Pages 10-15
  107. Guilty Gear Strive Happy Chaos Arcade Extreme Route
  108. Guilty Gear Strive Happy Chaos Arcade Extreme Route
  109. Guilty Gear Xrd -Revelator- Raven vs. Kum Haehyun win quote
  110. Guilty Gear Xrd -Sign- Chapter 02 Struggle B
  111. Guilty Gear 2 Overture Page 18
  112. Guilty Gear 2 Overture Page 18
  113. Guilty Gear (1998) Game Manual Page 25
  114. Guilty Gear 2 Overture
  115. Guilty Gear (1998) Game Manual Page 29
  116. Guilty Gear (1998) Game Manual Page 28
  117. Guilty Gear (1998) Game Manual Page 29
  118. Guilty Gear (1998) Game Manual Page 29
  119. Guilty Gear X Game Manual Page 2
  120. Guilty Gear Strive Roman Cancel
  121. Guilty Gear Strive Sliding Roman Cancel
  122. Guilty Gear Strive Red Roman Cancel
  123. Guilty Gear Strive Blue Roman Cancel
  124. Guilty Gear Strive Purple Roman Cancel
  125. Guilty Gear Strive Yellow Roman Cancel
  126. Guilty Gear XX Accent Core Plus - Story, Sol Badguy Sol vs I-No (Gold) Cutscene
  127. Guilty Gear (1998) Sol Badguy
  128. Guilty Gear XX Λ Core Plus Axl Overdrive
  129. Guilty Gear (1998) Justice Boss
  130. Guilty Gear (1998) Justice Boss
  131. Guilty Gear Xrd REV 2 Zato=1 Overdrive
  132. Guilty Gear Xrd REV 2 Zato=1 Instant Kill
  133. Guilty Gear (1998) Testament Overdrive
  134. Guilty Gear 2 Overture
  135. Guilty Gear 2 Short Stories: "Minutes later, Paradigm was inside an aquarium... or rather, his private room. It was a room designed especially for his body that could only breathe in water. His assistants were sitting on the desk, wondering about the state of their master, who was reading the data. From his face, it looked like he was somewhat tense.
    —"What’s wrong, Doctor?"
    —"H-Hmm..., I’ll explain to you what I could read from the output data..."
    —"Y-Yes."
    —"It seems that the sphere recently was a kind of boundary that connects this world with the Backyard. The magical light waves optimized for the Backyard’s observation, emitted toward the center of the sphere, sent back values that cannot be quantified. On the other hand, the magical light waves of this world sent back real numbers. In other words, the interior of that sphere is this world, and the molecules that make up that 'door' seem to have been subjected to a special magical process. Seeing the absorption rate of the magical light waves, there is no doubt about it."
    —"U-Umm, then, what does that mean?"
    —"That is... it closely resembles the special chord I use for the observation of the Backyard."
    —"Doctor, forgive me, but I don’t know how you can observe the Backyard"
    —"Oh, that’s right... I haven’t taught you that. Simply put, we observe the Backyard from this world by ‘substituting’ the world’s theorem partially with the Backyard’s theorem. It’s the best I could do to send real numbers to the Backyard — I cannot do physical interferences... However, that sphere was made by a physical interference in the Backyard from this world. Which means... someone before me was successful in making physical contact with the Backyard."
    *[A reference to “chord substitution” in music theory]*
    —"Ha... then, does that mean there are people who are smarter than you, Doctor?"
    —"It’s frustrating, but that may be so. But leaving that issue aside, the problem is..."
    —"...Problem?"
    —"Is who it is...Although it is somewhat unlikely, only one person comes to mind."
    —"Eh, who!?"
    —"As I mentioned earlier, we use a 'substitute' chord to observe the Backyard from this world. But actually, this chord didn’t originate from me. It is a part of the source extracted from the genetic information contained in Gear Cells, which I modified and decoded."
    —"Gear Cells?"
    —"Yes...The molecular binding that made up the sphere from earlier had a chord habit commonly found in Gear Cells. It’s unpleasant, but that sphere was probably created by... ‘That Man’."
    —"That Man... the GEAR MAKER!?"
    —"Yes, the GEAR MAKER. The villain that caused the Crusades.""
  136. Guilty Gear 2 Overture
  137. Guilty Gear 2 Overture
  138. Guilty Gear 2 Overture
  139. Guilty Gear 2 Overture
  140. Guilty Gear 2 Overture
  141. Guilty Gear Xrd -Sign- Chapter 04 Kaleidoscope B
  142. Guilty Gear 2 Overture
  143. Guilty Gear Xrd -Sign- Chapter 06 Philosopher A
  144. Guilty Gear -Strive- GGWorld Goldlewis Dickinson Glossary
  145. Guilty Gear -Strive- GGWorld Goldlewis Dickinson Glossary
  146. Guilty Gear Strive Goldlewis Dickinson Overdrive
  147. Guilty Gear Strive Goldlewis Dickinson Overdrive
  148. Guilty Gear -Strive- Chapter 5
  149. Guilty Gear (1998) Game Manual Page 29
  150. Guilty Gear X Game Manual Page 2
  151. Guilty Gear 2 Overture
  152. Guilty Gear 2 Overture
  153. Guilty Gear 2 Overture
  154. Guilty Gear 2 Overture
  155. Guilty Gear 2 Overture
  156. Guilty Gear 2 Overture
  157. Guilty Gear 2 Overture
  158. Guilty Gear 2 Overture
  159. Guilty Gear 2 Overture
  160. Guilty Gear 2 Overture
  161. Guilty Gear 2 Overture
  162. Guilty Gear 2 Overture
  163. Guilty Gear Xrd -Revelator- Chapter 06 Cause A
  164. Guilty Gear 2 Overture
  165. Guilty Gear 2 Overture
  166. Guilty Gear Xrd -Sign- Opening
  167. Guilty Gear Xrd -Sign- Chapter 06 Philosopher B
  168. Guilty Gear Xrd -Sign- Chapter 04 Kaleidoscope A
  169. Guilty Gear Xrd -Sign- Chapter 06 Philosopher A
  170. Guilty Gear Xrd -Sign- Chapter 06 Philosopher A
  171. ExplaMaytions with May! Episode 6 - Another Threat Looms
  172. ExplaMaytions with May! Episode 6 - Another Threat Looms
  173. Guilty Gear -Strive- GGWorld Goldlewis Dickinson Glossary
  174. Guilty Gear -Strive- GGWorld Goldlewis Dickinson Glossary
  175. Guilty Gear -Strive- GGWorld Goldlewis Dickinson Glossary
  176. Guilty Gear Xrd -Sign- Chapter 02 Struggle A
  177. Guilty Gear Xrd Rev 2 Dizzy Instant Kill
  178. Guilty Gear Xrd Rev 2 Jack-O Instant Kill