GGST/Happy Chaos

From Dustloop Wiki
Jump to navigation Jump to search


Overview

Overview

The Gunslinging Broken Messiah, Happy Chaos is a versatile character who controls space through the usage of his gun, and excellent normals.

Chaos is able to fire his gun by entering either of his shooting stances, At the Ready or Steady Aim. While in either shooting stance Chaos cannot block without using Cancel AimGGST Happy Chaos 2H.pngGuard:
-
Startup:
-
Recovery:
0 [9]
Advantage:
-
.

At The Ready can be entered at almost any time by pressing H, or by using the special 236SGGST Happy Chaos 236S.pngGuard:
All
Startup:
9
Recovery:
13
Advantage:
+3
. While in At the Ready, or 'ATR' Chaos can fire his gun at almost any time by releasing the H button, allowing for extreme versatility in its use as well as maintaining full mobility.

Steady Aim is only entered by use of the special move 214SGGST Happy Chaos 214S.pngGuard:
-
Startup:
-
Recovery:
Total 18
Advantage:
-
, and has two distinct types of shots determined by the delay between entering the stance and firing. While in Steady Aim, or 'SA' all shots will have greater accuracy, damage, vertical launch and hitstun, but 'charging' the Steady Aim shot until the point it Clean Hits will further increase all of these factors. Additionally on block a Steady Aim Clean Hit, will inflict the guard crush status on opponents allowing Chaos to be in a very advantageous state after canceling.

Combining the two stances is what gives Happy Chaos his greatest strengths.

Gunplay requires awareness, however, as firing drains two unique resources: Concentration and Ammo. Concentration refills over time when not in a shooting stance or through use of Focus, but ammo requires a manual Reload. Tension gives access to Super Focus and Deus ex Machina which fully refill either the full Concentration or Ammo gauge and can make resource management easier. Balancing Ammunition, Concentration and Tension are vital for playing the character as without access to his gun, he loses access to most of his strengths.
Playstyle
Happy Chaos , classified as a Shooting type, is a midrange footsie character who uses his unique gun stances for everything from enhanced pressure to damaging combos.
Pros Cons
  • Versatile Conversions: By using his gun to connect normals that otherwise wouldn't combo Happy Chaos has access to high damage, corner carry and meter gain from any successful hit, anywhere on screen.
  • Oppressive Pressure: Chaos can use gunshots to alter the frame data of his moves to make them safe, true, or plus. Chaos uses this to create long and risky to mash into block strings using Steady Aim, or difficult to block mix using At the Ready.
  • Screen Control: Strong mid-range buttons like 2S and 2K combined with Curse gives Chaos un-matched screen control. Once the opponent is cursed Steady Aim becomes a 19F Startup mid that will hit anywhere on screen or Happy Chaos can use his resources to approach safely with At the Ready.
  • Amazing Meter Gain: The frequent usage of special moves, and special move cancels cause Happy Chaos to generate large amounts of tension with everything he does.
  • Strong Match-Up Spread: Happy Chaos doesn't outright lose any match-ups, going even or better against every character.
  • No Invulnerable Reversal: Chaos has no reversal, with or without meter. Happy Chaos is dependent upon system mechanics to handle pressure.
  • Resource Intensive: Without his resources, Chaos's pokes lose the threat of conversions and his pressure becomes nonexistent. Chaos comes with numerous tools to resolve this issue, and consistently using them is key to maintaining good resource gain in combat.

Concentration & Ammo GGST Happy Chaos Bullet Loaded.png

Chaos' gun is a powerful tool, but it is also heavily limited. He has to manage two resources that dictate how much he can use it: his bullets and his Concentration meter (Full gauge = 1000 basis). Entering At the Ready or Steady Aim will begin to drain the Concentration meter with a higher concentration cost the further you are away from the opponent. Using Fire will take a portion of the Concentration meter (-200 per shot and -100 per shot) and a bullet every time it is used. Chaos' Concentration meter will come back over time (Red bar: +240 per second, Yellow bar: +120 per second), but he can increase the rate he gains it back with Focus or Super Focus with 50% Tension. His bullets do not come back over time, instead he must manually reload them with Reload. Happy Chaos can also reload with Deus Ex Machina, however this uses both 50% Tension and requires Concentration.

Happy Chaos
GGST Happy Chaos Portrait.png
Defense:1.04
Guts Rating:1
Prejump:4
Backdash:18/1~5 strike invuln/1~13 airborne
Weight:Normal
Unique Movement Options:Roll
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws.5P (5F)
2P (5F)
Reversal Attacks:Any reversal-esque moves this character has. Excludes universal options.None

Normal Moves

StartupThe time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame. frames
Toggle Chart Off
Toggle Chart On
ActiveThe active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before he may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames

5P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
21 All 5 4 7 -1 -
Total: 15

A quick jab that's useful as a fast anti-air, or in a situation where a 6P input would be crossed up.

Due to it's 5F startup it can also be used to callout meaty grabs, but carries more risk than 2P.

  • Whiffs on crouching characters.


Gatling Options: 5P, 2P, 6P, 6K, 6S

5K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
25 All 6 3 12 -3 -
Total: 20

A simple, if unimpressive kick, but with a versatile plan on block to easily continue prossure.

The short recovery and wide range of gatlings makes 5K surprisingly strong for pressure. 5K > 6K only loses to Throw, while 5K > 6S only loses to 6P (or a few 2K) attacks, forcing an opponent into a 50:50 where guessing wrong gives Chaos enormous value, and on block give considerable corner carry. Staggering into a 2K defeats both options, or with very good timing it is possible to frametrap with 5K > 2D to massively punish both. At close-range with momentum, it can go into an overhead 5D, or at a distance go into IADAn air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. j.D for overhead mixups. It is also a decent Tick ThrowA throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from. on account of its fast recovery, giving Chaos a wide assortment of options to get his pressure started.

As an abare and poke, 5K is fast but not particularly large, and hits relatively high up meaning it can fail against low pokes, making it somewhat sub-par defensively.

  • Jump and Dash cancelable.

Gatling Options: 6P, 6K, 6S, 5D, 2D

c.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
38 All 7 6 10 +1 -
Total: 22

Happy Chaos' ideal pressure and combo starter.

Happy Chaos' c.S is a bit unusual. He doesn't have traditional H buttons which generally limits his strings, but instead has a variety of command normals, specials and movement cancels he can use instead which make this an ideal pressure starting tool. The ability to dash cancel or jump cancel c.S combined with Chaos' ability to shoot at any time allow you to start very potent but resource intensive mix.

  • Jump and Dash Cancelable on Hit or Block.
  • Only 100% ProrationA method of combo damage reduction. Specific types of proration have specific names, but each type reduces the amount of damage subsequent attacks in the combo will deal by a specific amount. Starter.


Gatling Options: 6P, 6K, f.S, 2S, 6S, 5D, 2D

f.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 All 10 7 21 -14 -
Total: 37

Relatively fast, long range poke.

Not used often due to having slightly more recovery when whiffed compared to 2S and susceptibility to being low profiledMoves that shift your hurtbox downwards to avoid higher hitting attacks..

  • Slightly disjointed hitbox

5D

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Uncharged 40 High 20 3 26 -15 -
Charged 50 High 28 3 26 -10 -
Total: 48
Total: 56
Uncharged Dust Attack

Universal Overhead, with greater than average reward.

While the horizontal range is pitifully small compared to other characters, what makes this 5D stand out is that Fire can be used to confirm off of it. This makes it significantly more versatile than other 5Ds, easily leading into powerful combos on hit and safe pressure on block. A mere 20 frames of startup is quite hard to react to compared to the reward it gives, making it a fearsome mix-up tool when mixed with lows like 2K and 2D. Ever the outlier, Happy Chaos uses 5D as a key tool in his arsenal.

  • Causes floating crumple on ground hit.
  • Launches opponent on air hit.

Charged Dust Attack

Uncharged Dust's less useful variant.

Generally not used due to the Uncharged Dust's strengths. Homing dust combos are high damage but not able to restore any form of resource, as well as being easier to react to.

  • Launches opponent on hit if combo'd into.
  • Holding any upward direction during the hitstop of a raw, charged Dust Attack on hit will activate Homing Jump:
    • Initiating a Homing Jump will put the opponent into a unique air combo state, resulting in an Area Shift.
    • During a Homing Jump, canceling any normal into the same normal during hitstop will activate a Finish Blow.
    • Homing Jump combos greatly increase Tension Balance.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input TensionThe amount of Tension gained when the move is input.
(Usually only applicable to Special moves)
Uncharged 80% 2 Mid 0 1125 3000 700 (900) 60% - -
Charged 100% 4 Mid KD 1875 1500 700 (900) 60% - -

Uncharged:

  • Hitstop on block: 20F
  • Hitstop on ground hit: 16F
  • Floating crumple on ground hit: Total 28F (airborne 1~11F, standing 12~28F, can block 19~28F)
  • Wall damage if opponent is touching the wall: 900


Charged:

  • Hitstop on block: 20F
  • Hitstop on raw hit: 45F
  • Properties for opponent on block follow Level 4 rules.
  • Wall damage if opponent is touching the wall: 900

2P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
18 All 5 2 10 -2 -
Total: 16

Happy Chaos's primary AbareAn attack during the opponent's pressure, intended to interrupt it. button.

Does not whiff on crouching opponents unlike 5P while still having the same 5F of startup, this makes 2P generally preferable to mash.


Gatling Options: 5P, 2P, 6P, 6K, 6S

2K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
21 Low 7 4 12 -4 -
Total: 22

Happy Chaos' fastest low, and an excellent neutral tool.

Can potential be used as a Low ProfileWhen a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. due the stance Chaos takes when performing the move.


Gatling Options: 6P, 6K, 6S, 5D, 2D

2S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
29 Low 11 3 18 -7 -
Total: 31

The FootsiesA complicated, often nebulous term that refers to the battle for controlling the space in front of you, often by using good pokes. In essence, you are trying to get to a range you like, while trying to deny your opponent getting to a range that they like. How you do this varies wildly based on the game, but it often involves using long range attacks to pester your opponent as they are trying to walk around. This dance of playing mind games with your feet is the source of the term's name. Button.

2S is the primary tool for controlling the mid-range space in front of Happy Chaos's due to it's excellent speed and reach as well as hitting low.

Has only one more frame of startup than f.S, and less recovery but hits in a better location, making it the generally preferred S Normal for poking.

  • Slightly disjointed hitbox.

2D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
33 Low 10 3 19 -8 -
Total: 31

Easy conversion tool, and Hard KnockdownA knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc. provider for when resources are needed.

Useful for confirming awkward hits and when low on resources as the Hard Knockdown provides enough time to either Focus or Reload up to 4 bullets before dashing up for a meaty c.S. When not used for its Hard Knockdown 2D can also be used to easily bridge into two different types of combos, either using 236S or the Clean Hit Confirm as it one of Chaos' two primary launching normals, and has the least horizontal knockback of the two.

6P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
26 All 9 5 25 -16 1~3 Upper Body
4~13 Above Knees
Total: 38

Universal Upper-Body Invulnerable Anti-AirA grounded attack that hits the opponent out of the air and grounded counter-poke.

5P is Chaos' primary Anti-Air, 6P is used when Upper-Body Invulnerable is needed. Chaos generally favors his other command normals for blockstrings and combos.

6K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
28 Low 14 5 16 -7 -
Total: 34

An advancing low, and important combo extender.

6K launches airborne opponents upwards, which makes it very useful for extending combos as it will float the opponent long enough to get a Clean Hit Steady Aim.

When hitting grounded opponents 6K will keep the enemy grounded allowing you to follow-up with an ATR shot and another normal, while wall-slumping the opponent when reaching the wall.

6S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
45 All 12 7 24 -14 -
Total: 42

An advancing mid that can Anti-AirA grounded attack that hits the opponent out of the air and launches opponent on hit.

Frame-trap and pressure extender, preferred button for cancelling into Super Focus as it will have the greatest amount of plus frames.

If hitting with the early parts of the move it is possible for the opponent to be sent in the opposite direction.

j.P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
17 High 5 2 18 - -
Total: 24

Fast, general-purpose air-to-air.

  • Can gatling repeatedly into itself on hit or block.


Gatling Options: j.P, j.2K

j.K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
21 High 7 3 18 - -
Total: 27

Excellent air-to-air buttons for opponents higher than Chaos.

j.D existing as it does severely limits the utility of this move, as j.2K is primarily used to setup overhead left / right mix. Instead this move sees most usage as a aerial Frame KillA technique where specific attacks or inputs are used to "kill time" to make timing a specific setup easier. to ensure j.S hits low enough to the ground.


Gatling Options: j.D, j.2K

j.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
33 High 10 4 23 - -
Total: 36

Happy Chaos' primary jump-in normal, fuzzy high option, and shimmy button.

Useful as a jump-in tool due it's large, downward angled hitbox. j.S also acts as the high option after a c.S jump cancel, use most commonly for wall-slump mix.

IABD j.S is a much higher reward shimmy tool than using just backdash, as it will catch opponents mashing as well as reacting with throw.

  • Doesn't consume a bullet.
  • Not actually disjointed.


Gatling Options: j.D

j.D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
37 High 11 4 21 - -
Total: 35

Happy Chaos's behind hitting air normal.

Primarily used for a cross-up overhead after j.2K, but can also be useful if an opponent attempts to anti-air by running under Chaos.

  • Only hits behind Chaos.

j.2K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
44 High 10 5 16 [11] - -
Total: 30

Happy Chaos' bouncing overhead stomp.

Connecting this move bounces him upwards both on hit or block. Inputting j.1K / j.2K / j.3K will influence the direction and momentum Chaos has after the bounce. j.2K and it's variants are used to set-up strong four way mix after a BRC.

  • Data in [] refers to if attack connects with an opponent.

Universal Mechanics

Ground Throw

6D or 4D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
80 Ground Throw 2 3 38 - -
Total: 42

Happy Chaos's throw has a large amount of pushback that makes it impossible to OTG or setup strong okizeme mid screen, though it is always possible to apply Curse. In the corner the pushback is no longer a problem. c.S OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." becomes a viable option and can be followed by an immediate Clone for protection.

  • The Knockdown from a throw gives time to Reload 2 Bullets and get a meaty c.S in the corner.
  • The Knockdown from a throw does not give enough time to fully complete Focus so be careful using it in the corner.

Air Throw

j.6D or j.4D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
80 Air Throw 2 3 Until landing+10 - -
Total: 14

Standard air throw, but an important part of Chaos' anti-air toolkit.

Chaos can OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." with 2S midscreen, and c.S in the corner. Either can be followed by an immediate Shot for additional damage.

Special Moves

At The Ready H / Fire

H then ]H[ during At the Ready

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
At the Ready - - - - Total 12 - -
Fire 30 [20] All 1 2 - +23 -

When activated, a reticle will appear in a random location around the opponent, and then track directly to their location, focusing after a short moment. The gun can be fired by releasing the H button (as opposed to the initial press), spending a bullet and some Concentration.

Fire during At The Ready is the most important move on Happy Chaos. Its ability to be readied and used at any time allows Chaos to quickly combo or frametrap off any strike attack, and remain advantaged as a result, at the cost of resources. However, Chaos cannot block when the reticle is active.

Blockstrings can be looped indefinitely with repeated Tick ThrowA throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from. opportunities while Chaos has access to Fire, and can even combo off an Uncharged Dust AttackGGST Happy Chaos 5D.pngGuard:
High
Startup:
20
Recovery:
26
Advantage:
-15
. Furthermore, Fire is so advantaged it can quickly link into Steady Aim to allow a launching combo or set up a Guard Crush for an oppressive offense.

Fire is not particularly strong in neutral on its own. Wasting Concentration is expensive, and a moving opponent is unlikely to be in danger of being hit. It is usually better to conserve Concentration and instead ready up the gun in opportune moments. For example, Chaos can ready and immediately fire his gun even on whiffing attacks, giving him an approximate 30% chance to hit the opponent if they are not already moving, covering Chaos' neutral and making him difficult to punish.

  • [] values refer to when the reticle isn't completely focused.
  • Fire can be used during any normal, Roll (excluding startup), Curse, or Scapegoat. It cannot be used during a Throw, Focus, or either Overdrive.
  • Fire can be used while crouching by inputting 1H or 3H.
  • Readying with no Concentration will result in a lengthy animation with Chaos failing to ready the gun. Attempting to Fire with no bullets will make a click sound, and have no effect.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input TensionThe amount of Tension gained when the move is input.
(Usually only applicable to Special moves)
At the Ready - - - - - - - - - 0
Fire 80% 1 Very Small +26 500 1000 700 80% 12% 0

At the Ready:

  • Reticle appears and Fire can be used from Frame 13 and onwards.
  • Drains Concentration at 6% per second, or 3% per second if the Focus buff is active.
  • Fire and Cancel Aim inputs cannot be buffered at all during At The Ready's startup, and must be input Frame 13 or later.
  • No Counter Hit state, but does extend hurtbox momentarily.


Fire:

  • Costs 20% concentration upon use, 10% if the Focus buff is active.
  • Unlike other projectiles, Fire can only hit players, meaning it cannot be reflected, absorbed by other projectiles, or hit other entities (e.g. Mini Faust or Servant), but it can still trigger parries like Anji's Kachoufuugetsu Kai.
  • The shot does not strike where the reticle appears to be. The reticle's location is purely a visual cue for if it will hit or not, and will not perform any attack if the reticle is too far away.

At the Ready 236S

236S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
42 All 9 3 13 +3 -
Total: 24

Entering At the Ready with 236S will add a short swing attack before readying the aim. Once the attack completes, Chaos will be in At The Ready state, similar, to At The Ready H.

Extremely fast startup and advantaged on block makes it a strong pressure extender, especially for its extremely high reward on Counter Hit. However, its tiny range means it can easily whiff after most attacks on Faultless Defense. The most reliable situation to use it is 5K, safely performing a blockstring even after Faultless Defense by either having dash momentum or performing a Dash Cancel kara cancel.

If the opponent does not use Faultess Defense, this can more economically extend pressure without expending a bullet or Concentration on Fire, especially after 6K, 6S and 2D, usually setting up for a nice spacing with 2S and f.S, and maintaining the gun to frametrap an opponent.

For more information on the At The Ready state, see At The Ready H / Fire.

Steady Aim / Fire

214S then ]H[ during Steady Aim

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Steady Aim - - - - Total 18 - -
Fire 55 [35] Guard Crush (43f) [All] 1 2 43 More info -

When activated, a reticle will appear in a random location around the opponent, and then track directly to their location, focusing after a short moment. The gun can be fired by releasing the H button (as opposed to the initial press), spending a bullet and some Concentration.

Happy Chaos readies a gun in an vulnerable state, unable to move or attack, but firing in this state is very strong. When fully focused, the shot will Guard Crush an opponent, allowing Chaos to be as much as +20 when cancelled into Reload, and does huge damage on hit. There is no reason to not cancel immediately from Steady Aim, as holding the stance is extremely expensive and not any faster than resetting the stance.

In neutral, Steady Aim functions as an infinite-range poke of approximately 27 Frames (19F during Curse), easily shutting down a lot of other zoning or aerial positioning. Furthermore, with good execution, if Chaos lands a Guard Crush, he is able to Reload, Steady Aim, and fire another Guard Crush with a minimal gap with no bullet cost; completely shutting down opponents from afar.

In pressure, the hugely advantageous Guard Crush of a focused shot means Chaos can threaten a very strong Tick ThrowA throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from. which cannot be fuzzy jumped, and easily approach again even after Faultless Defense. However, it takes a long time to focus the shot, meaning he either requires Curse to speed it up, or spend a bullet on Fire to have the advantage to set up a quick Guard Crush.

  • [] values refer to when the reticle isn't completely focused.
  • The stance can be cancelled into any Special or Overdrive at any time after startup, except for At The Ready 236S.
  • A focused shot applies Guard Crush on block for significantly higher frame advantage, launches significantly higher on hit, and more chip damage.
  • The time required for Steady Aim to focus is sped up if the opponent is afflicted by Curse, and is extremely fast if the opponent is already in blockstun or hitstun when Steady Aim is ready.
  • Compared to an At The Ready Fire, Steady Aim Fire has enhanced tracking, damage, vertical launch, and launches on hit.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input TensionThe amount of Tension gained when the move is input.
(Usually only applicable to Special moves)
Steady Aim - - - - - - - - - 50
Fire 80% 3 Very Small KD 500 1000 700 80% 25% [12%] 100

Steady Aim:

  • Reticle appears, Fire can be used, and the Steady Aim stance can be cancelled from Frame 19 and onwards.
  • Drains Concentration at 29.4% to 54.6% Concentration per second. Rate of drain increases with distance (full details in Full Frame Data).
  • The time required for Steady Aim to Clean Hit changes based on if the opponent is afflicted by Curse or is already in blockstun/hitstun
    • By default, the shot will always hit an opponent on Frame 9, and will Clean Hit on Frame 26.
    • If the opponent is afflicted with Curse, the shot will always hit an opponent on Frame 1, and will Clean Hit on Frame 16.
    • If the opponent is in blockstun when Steady Aim's startup completes, the shot will always hit an opponent on Frame 1, and will Clean Hit on Frame 7. Curse has no effect on these timings.
  • Similar to At The Ready H, there is a brief moment where the reticle will appear at a random location, and can hit immedately if it appears on top of the opponent, even if they are not afflicted with Curse or in blockstun/hitstun.


Fire:

  • Data in brackets is when this move is performed while the reticle is unfocused
  • Costs 10% concentration upon use, 5% if the Focus buff is active. Half the amount of At The Ready Fire.

Cancel Aim

2H during At the Ready (Air OK) or 214S during Steady Aim

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
236S 2H - - - - 0 [9] - -
214S 214S - - - - Total 16 - -
Total: 0
Total: 16

Chaos holsters his gun, removing the Reticle used in At the Ready or Steady Aim.


At the Ready Cancel

Ends At The Ready instantly, allowing Chaos to block and regain Concentration, but removes his ability to Fire. Chaos can use this in reaction to situations to enable him to block, though he will need to quickly move from the 2H input to begin blocking. It can also be used mid-offense to conserve Concentration.

If Chaos runs out of Concentration after firing a bullet, Cancel Aim happens automatically with 9 Frames of recovery. If Concentration runs out passively, or during recovery from a move or landing, Chaos will also be unable to move or jump for an additional 23 Frames, but can still act during this time.

  • 2H must be input exactly. Inputting 1H or 3H will instead perform Fire while crouching.

Steady Aim Cancel

The most advantageous cancel out of Steady Aim, losing 1 bullet but is 7 frames faster than Reload.

This can be used as a less-intensive substitute for Guard Crush Loops, however losing ammunition very quickly in the process. With good timing, this also makes Guard Crush Loops true-gapless, and punishing attempts to microdash in the gaps.

Used in pressure, the +7 frames of advantage give Chaos more time to dash back in and reset pressure with a c.S, while spending less overall Concentration than a reset using ]H[ would.

Reload

22P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
- - 23 - 23~77 total - -
Total: 76

Chaos reloads his gun, a vital tool for both resource management and stance changing.

When used from At the Ready or Steady Aim, Reload will cancel the stance exiting directly to Chaos' default stance. Reload occurs fast enough that it is possible to reload one or many bullets during a combo, or remain at a significant advantage on block by cancelling Steady Aim Clean Hits.

  • Can be freely cancelled at any time after startup.
  • Counter Hit state for entire duration of reload.

Focus

214P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
- - - - 46 total - -
Total: 46

Partially restores the Concentration Gauge and gain a temporary buff, but with an extremely long recovery.

Due to its enormous recovery, it can be difficult to safely use. Focus can be cancelled into after a Steady Aim shot to be safe from punish at a distance. However, even perfectly cancelled from a Guard Crush shot will be slightly minus. Focus can also be routed into during combos, either early on to greatly reducing the Concentration cost of the combo, or at the end to restore some of the Concentration cost, potentially at the lost of okizeme unless breaking the wall. Additionally, cancelling into Focus after hitting 2D will leave enough time to okizeme the opponent.

The buff effect is very strong, halving all Concentration usage allows far more extensive use of At the Ready and Steady Aim, especially for their utility in pressure while maintaining access to more expensive combos. The buff effect can even be more impactful than the restored gauge.

  • Restores +30% of the Concentration Gauge.
  • Applies the Focus buff for 5 seconds, halving all Concentration usage.
  • Full Counter Hit recovery.

Curse

236P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
- - - - 29 total - -
Total: 29

Chaos jumps backwards and throws a curse ball forward.

If the ball does not connect it will bounce along the ground up to standing heights and continue forward until off screen.

If it connects, the opponent is then "cursed" and will begin emitting particles resembling the curse effect. While cursed Chaos' reticle will have significantly improved tracking in both At the Ready and Steady Aim. The ball has no hitstun, blockstun, and deals no damage, and is completely unblockable and intangible, going through other projectiles. Due to this Chaos is able to use Curse as an OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." that does not disrupt his Hard KnockdownA knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc. timing.

  • If Happy Chaos is hit Curse will go away, this includes burst.

Scapegoat

236K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
- - 10 180 [45] 43 total - 10~30F Airborne
Total: 43

Chaos backdashes and leaves a clone where he originally was. The clone will protect Chaos from any strikes that contact it, even if they also hit Chaos, allowing him to safely apply pressure and lock down the opponent's movements, or stall with Reload and Focus, or simply reposition. This is less safe against multi-hitting reversals that might hit regardless of the clone.

The greatest weakness of this move is an opponent's 66 RRC, as they can hit the clone to instantly advance with a massively advantageous explosion, even punishing very late into his recovery. However, this requires them to have 50% Tension.

  • Costs 15% of Chaos' current health to use, until he reaches 1 health.
  • Clone takes one hit before dissipating and has collision enabling on-hit cancels similar to hitting Chaos.
  • If Chaos is at 1 Health, he will instead receive a weakened clone. The weakened clone lasts only 45 frames (data given in []), and has a significantly lower hurtbox and collision box.

ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input TensionThe amount of Tension gained when the move is input.
(Usually only applicable to Special moves)
- - - - - - - - - 100
  • This self-inflicted damage is limited to a minimum of 29 health. Practically, this means Chaos can use Scapegoat up to 12 times before reaching 1 health, assuming that no other damage is taken.
  • While at 1 Health No health is lost, therefore Scapegoat can be used any number of times, but will only create the weakened version.
  • Data in [] refers to Scapegoat when used at 1 Health.

Roll

214K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
- - - - 35 total - 4~15 Upper Body
Total: 35

Fast cross-up mixing tool.

Roll is extremely fast, with its weakness residing in it's range, Faultless Defense on any blockstring prior to the Roll can push Chaos out of distance to be able to successfully cross-up. This can be partially resolved by using Chaos' forward advancing normals before using Roll, such as 6K and 6S.

The low profile kicks in fast enough that Chaos can roll through some delayed pressure, but keep in mind that the long recovery usually will not net a punish, or may even leave him disadvantageous. This low profile can be used to safely avoid some slower non-low crushing attacking that are attempting to interrupt Steady Aim, such as Chipp's Zansei RougaGGST Chipp Zanuff Zansei Rouga 1.pngGuard:
All
Startup:
20+1
Recovery:
-
Advantage:
-
.

Overdrives

Deus Ex Machina

632146S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
20, 1×17, 100 All 13+(193 Flash)+7 - - -25 -
Total: 20

Happy Chaos's combo-ending Overdrive to reload all bullets, able to track an opponent from anywhere.

Leaves Chaos in At The Ready once the move finishes, but inputting 2H (Cancel Aim) at any time during this move will make Chaos put away the gun immediately when this move ends. If the wall breaks, Chaos will not be in At The Ready state.

When getting a Wall Stick, or ending a combo and in need of bullets, Chaos can confirm into Deus Ex Machina for the large advantage. On Wall Break, this leads to a very advantageous position, letting Chaos set up Curse, use Focus, or perform okizeme. The okizeme is less potent without the Wall Break.

  • Cannot be used if Concentration is empty.
  • Reloads all of Chaos' ammo on Super Flash, even if the attack does not hit.
  • On Wall Break results in a Hard Knockdown for +36 frame advantage.

Super Focus

214214P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
- - 5 (52 Flash) 6 - -
Total: 11

A Pseudo-Roman Cancel, which fully restores Concentration and applies a double-duration Focus buff.

With its extremely short 11F duration, Chaos is still advantageous off many of his common pressure moves like 2D or 6S, making it a useful pressure reset when Concentration is low, both from afar and at point-blank. Furthermore, After a Guard Crushing Steady Aim shot, Chaos is excessively advantaged, able to cross large distances and still frametrap.

During Positive Bonus, Super Focus can be used several times, as its biggest weakness with Tension Penalty is almost entirely nullified, while resetting into enough pressure to regain the Tension to use it again.

  • Applies the Focus buff for 10 seconds, halving all Concentration usage.
  • Has an extended 7 2⁄3 second Tension Penalty, lowering Tension for significantly longer than most Overdrives.
  • Removes At The Ready state if Chaos was in it.
  • For more information on frame advantage from Super Focus cancels, see Full Frame Data.

Colors

GGST Happy Chaos color 1.png
GGST Happy Chaos color 2.png
GGST Happy Chaos color 3.png
GGST Happy Chaos color 4.png
GGST Happy Chaos color 5.png
GGST Happy Chaos color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
GGST Happy Chaos color 7.png
GGST Happy Chaos color 8.png
GGST Happy Chaos color 9.png
GGST Happy Chaos color 10.png
GGST Happy Chaos color 11.png
GGST Happy Chaos color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 121Ultimate Edition exclusive
1Ultimate Edition exclusive

External References

Notable Players:

  • Umisho (NA)
Twitter: @UM1SHO
  • Lost Soul (NA)
Twitter: @Lost_Relic
Twitch: LostSoul526
  • Tiger Pop (EMEA)
Twitter: @Wax_Tiger_Pop
Twitch: Tiger_Pop
  • Zeno (EMEA)
Twitter: @Zenomagatama
Twitch: Zeno_magatama
  • CptBones (NA)
  • Smitty (NA)
Twitter: @SmittyWerbenFGC
  • キコノヨ (Kikonoyo) (JP)
Twitter: @drtyoppst
Youtube: キコノヨ

Navigation

Happy Chaos
Ambox notice.png To edit frame data, edit values in GGST/Happy Chaos/Data.