GGST/Happy Chaos

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Overview

Overview

What defines the gun isn’t merely speed or power, but versatility! One can fire it to keep foes at bay, or combine it with aggressive movement up close to break down defences. Fighting, firearms and philosophy: the unhinged gunslinger, Happy Chaos, has much to teach and offer.

It is from Chaos’s gun that his strategy and gameplan can transpire. Enter the At the ReadyGGST Happy Chaos 5H.pngGuard:
-
Startup:
0
Recovery:
-
Advantage:
-
or Steady AimGGST Happy Chaos 214S.pngGuard:
-
Startup:
18
Recovery:
-
Advantage:
-
stances and press H to FireGGST Happy Chaos H.pngGuard:
All
Startup:
1
Recovery:
-
Advantage:
+23
. At the Ready lacks the power and precision of Steady Aim, but its retention of his mobility puts the latter to shame. While in either shooting stance, Chaos cannot block. Be ready to Cancel AimGGST Happy Chaos 2H.pngGuard:
-
Startup:
-
Recovery:
-
Advantage:
-
, or you will be in for quite the shock.

Firing his gun can keep foes at bay. You might miss if they run, so don’t spray and pray. At the Ready allows Chaos to Fire after actions of all kinds. Use it for strings, that’s when it shines. Use Fire after pokes, such as 2SGGST Happy Chaos 2S.pngGuard:
Low
Startup:
11
Recovery:
18
Advantage:
-7
or 5KGGST Happy Chaos 5K.pngGuard:
All
Startup:
6
Recovery:
12
Advantage:
-3
. This covers your approach and starts offensive play. 5DGGST Happy Chaos 5D.pngGuard:
High
Startup:
20
Recovery:
26
Advantage:
-15
or 2DGGST Happy Chaos 2D.pngGuard:
Low
Startup:
10
Recovery:
19
Advantage:
-8
into Fire is a strong high/low mix, and RollGGST Happy Chaos 214K.pngGuard:
-
Startup:
-
Recovery:
35 total
Advantage:
-
into Fire is a Cross-upAttacking your opponent after changing which horizontal side you are on, usually by jumping over them.; what a great bag of tricks! Experiment and find new ways to be aggressive. The player - just like Chaos - can be quite expressive.

Chaos can only shoot in moderation, as he must consider Tension, ammo and Concentration. Balancing resources of three different kinds is a daunting task for all but the sharpest of minds. Concentration fills over time, or via FocusGGST Happy Chaos 214P.pngGuard:
-
Startup:
-
Recovery:
46 total
Advantage:
-
, if desired. For ammo, a manual ReloadGGST Happy Chaos 22P.pngGuard:
-
Startup:
23
Recovery:
23~77 total
Advantage:
-
is required. Create a ScapegoatGGST Happy Chaos 236K.pngGuard:
-
Startup:
10
Recovery:
43 total
Advantage:
-
to buy yourself some time, though the HP penalty can be quite the grime. Chaos is frail and lacks any kind of reversal, so he relies on defensive mechanics that are universal.

Know when to approach and assault adversaries and when to retreat to refill resources. Ammunition is finite, but creativity is infinite! Keep your strategy unpredictable - chaotic, even - and take the stage of victory.
Lore:He is the Original, who first discovered the Backyard and taught humanity about magic.

After absorbing half of I-No, he suddenly changed drastically. He now carries within himself all of humanity's hope towards living.

He feels that his existence will be forgiven by a greater will when humankind loses their humanity. The concepts of good and evil are of equal value to him.

He may cause major incidents, but he could also end up on the side of justice.
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 won't combo, Chaos can perform strong midscreen and corner conversions that deal high damage, corner carry far and leave him in a great spot for an oppressive oki game.
  • Gun Pressure: Chaos can use gunshots to to make his slow normals safe or plus, which he can use to force left/right mixup game with Roll or a strike/throw mix with his standard throw and 236S.
  • Oppressive Zoning: By successfully cycling between Focus, Steady Aim, Reload and Curse, Chaos can lock down opponents at far range and continually replenish his resources.
  • Amazing Meter Gain: Chaos has exceptional meter gain, with him being able to easily gain 40% tension or more in a single combo. Chaos can also spend meter to quickly replenish resources in a crisis.
  • Footsie Tools: Moves like Scapegoat, Curse, and his two gun stances give Chaos the ability to play at whatever distance he likes so long as he has the resources to sustain himself.
  • 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.
  • High Execution: Due to precise timing need to quickly cancel Steady Aim into Reload to zone consistently, along with having Negative Edge inputs gun shots, new Chaos players may find it difficult to pick him up.
  • No Invulnerable Reversal: Chaos has no reversal, with or without meter. Happy Chaos is dependent upon system mechanics to handle pressure.
Note: ※ Happy Chaos has both two resources to manage and an execution barrier, but these cons are more relevant to beginner and intermediate level play than for high level play.

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.

Normal Moves

5P

5K

c.S

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
38 All 7 6 10 +1 -

  • Jump and Dash Cancelable on Hit or Block

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.

Additionally it being +1 on block with low pushback makes this great tick throw button.


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

f.S

5D

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
Uncharged 40 High 20 3 26 -15 -
Charged 50 High 28 3 26 -10 -

Uncharged Dust Attack

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.
  • 80% proration.

Charged Dust Attack

Due to Chaos having access to Fire this move has little use over uncharged Dust. Similar to uncharged but is slow enough to be reacted to, but if it does land it gives a high damage combo.

  • 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.


2P

2K

2S

2D

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
33 Low 10 3 19 -8 -

Useful as a midscreen ender for converting awkward hits, and when low on resources as the 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. provides enough time to Focus or Reload 4 bullets before dashing up for a meaty c.S.

Can also function as an easy to convert from final gatling as it one of Chaos' two launching normals, the other being 6S, 2D having less horizontal knockback.

  • Chaos can OTG with c.S or 2S depending on range. Either normal hit OTGs can be followed by an immediate Shot for additional damage.
  • Chaos's Highest Damage OTG is Steady Aim.


6P

6K

6S

j.P

j.K

j.S

j.D

j.2K

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
44 High 10 5 16 [11] - -

Happy Chaos' goomba stomp, which bounces him upwards both on hit or block. This can be turned into a combo with Fire. Because this move maintains momentum, it can be a strange way to create space by bouncing off of an opponent's head after an airdash or even after just running and jumping.

  • Inputting j.1K or j.3K will influence the direction and momentum Chaos has after the move, this can be important for Oki, Mix, and BRC setups.
  • Data in [] refers to if attack connects with an opponent.

Universal Mechanics

Ground Throw

6D or 4D

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
80 Ground Throw 2 3 38 - -

Happy Chaos's throw is interesting. Due it's large amount of pushback it is impossible to OTG or setup okizeme mid screen, though it is always possible to apply Curse.

In the corner the pushback is no longer a problem and better OTG and Okizeme options are opened up. c.S OTG becomes a viable option and can be followed by an immediate Shot for additional damage.

  • 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

Special Moves

At the Ready

H 236S

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
H - - 0 - - - -
236S 42 All 9 3 13 +3 -

H Version

Chaos can press H to un-holster his gun and enter the 'At the Ready' stance, this can be done at any point during all normals, and Scapegoat, or Curse.


236S Version

Entering At the Ready with 236S will add a swing attack with the gun upon startup and functions like any other special move. This is a great way to start pressure as Happy Chaos is +3 on block and can fire afterwards as a true block string.

This move is also useful for high damage low resource combo routing as you are able to juggle afterwards with a 6K or microdash c.S / 5K.

Extremely potent Counterhit starter and thus frametrap option, as CH 236S links into Steady Aim (214S) Clean Hit, cancelled into a Focus for a full combo, with the concentration buff.


When the aiming reticle first appears, it takes a moment to focus on the opponent. If Chaos performs Fire while the reticle is unfocused it will deal reduced damage and has a higher possibility of missing the opponent. Performing any other attack during At the Ready will cause the reticle to briefly lose focus. If an attack connects with an opponent, the reticle will refocus on the opponent much faster than if it had whiffed. This effect will last for a short duration.

Curse reduces the time the reticle needs to refocus, and more accurately tracks opponents in motion.

  • Primary gun stance.
  • 12F Startup before first shot can be fired
  • Chaos retains all attack and movement options, but is unable to block.
  • Drains Concentration (200 per shot and 60 per second, full gauge 1000 basis).
  • The gun reticle appears at a random location either at or near the opponent, and will slowly begin tracking towards them.
  • Happy Chaos can perform At the Ready with all variations of H to equip his gun at any point during his moves except Throw, Roll (214K), Focus (214P), and Reload (22P)

Steady Aim

214S

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
- - 18 - - - -

Steady Aim is Happy Chaos' second gun firing stance. Chaos remains stationary during this stance but trades At the Ready's mobility for better, tracking, damage, vertical launch and frame advantage.

When the shot is delayed and allowed to 'charge' Steady Aim will Clean HitWhen certain attacks in Guilty Gear hit a very specific part of an opponent's hurtbox. These well-aimed attacks will cause some positive benefit for the attacker, like a higher launch or a wall bounce., gaining additional properties.

  • Increased Damage and Vertical Launch Distance
  • Additional Frame Advantage and Guard CrushA State in which you are only able to burst or block. on Block

The time required for Steady Aim to Clean Hit changes based on various factors, including if the opponent is afflicted by Curse or is already in blockstun:

  • Normally the shot can hit a stationary opponent on Frame 9, and will Clean Hit on Frame 26.
  • If the opponent is afflicted with Curse, the shot can hit a stationary 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 can hit a stationary opponent on Frame 1, and will Clean Hit on Frame 7. Curse has no effect on these timings.

Similarly with At the Ready, If an attack recently connected with an opponent, Steady Aim's reticle will refocus on the opponent much faster. However, in practice, the only attack that will allow Steady Aim to refocus faster is a Fire, from either stance. This property is pivotal for enabling Chaos' gameplan, as he is able to connect normals into Steady Aim Clean HitWhen certain attacks in Guilty Gear hit a very specific part of an opponent's hurtbox. These well-aimed attacks will cause some positive benefit for the attacker, like a higher launch or a wall bounce. by using well timed ATR shots, on hit or block, and cancel out of it to recover resources while maintaining frame advantage.

  • Cancelable into overdrives and other specials except for At the Ready.

Drains Concentration much faster than At the Ready.

  • 100 Concentration per shot
  • 4.9 to 9.1 concentration per frame based on distance (full details in Full Frame Data)

Fire

]H[ during At the Ready or Steady Aim

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
236S H 30 [20] All 1 2 - +23 -
214S H 55 [35] Guard Crush (43f) [All] 1 2 43 More info -

Fire is the most important move Happy Chaos has, it's extreme versatility in 'At the Ready' as well as its excellent frame data and combo capabilities in 'Steady Aim' compose the basis of Chaos' gameplan.

Only fires upon releasing the H button as opposed to the initial press.

Since Fire has virtually no startup or recovery and therefore no cancel buffer, the fastest way to follow up with a special move is to first start with the special move command and release H just before finishing the special move input (e.g. 214]H[K).

  • The location of the shot is based on the opponent if it hits. The reticle's location is purely a visual cue for if it will hit or not.
  • Despite appearances Fire shares no properties of projectiles: it cannot be reflected, absorbed or clash with other projectiles by any means. However, it can still trigger parries such as Anji's SpinGGST Anji Mito 236K 1.pngGuard:
    -
    Startup:
    -
    Recovery:
    Total 34~50
    Advantage:
    -
    .
  • [] values refer to when the reticle isn't completely focused.

While in At the Ready
  • 23 frames of blockstun
  • Can Fire during any normal, Roll(excluding startup), Curse, or Scapegoat.
  • Can be used while crouching by inputting 1H or 3H.
  • If performed with no bullets Chaos will attempt to fire the empty gun to no effect.

While in Steady Aim
  • 30 frames of blockstun when unfocused and 43 frames of Guard CrushA State in which you are only able to burst or block. blockstun when focused
  • Can cancel into specials even on whiff or before bullet fires.
    • After a Steady Aim Shot, canceling into 22P (reload) is +7 and 214S (cancel aim) is +14 on block.
    • After a Steady Aim Clean HitWhen certain attacks in Guilty Gear hit a very specific part of an opponent's hurtbox. These well-aimed attacks will cause some positive benefit for the attacker, like a higher launch or a wall bounce., canceling into 22P (reload) is +20 and 214S (cancel aim) is +27 on block.
  • If performed with no bullets Chaos will Cancel Aim back to At the Ready.

Cancel Aim

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

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
236S 2H - - - - - - -
214S 214S - - - - 16 total - -

At the Ready Cancel

Chaos holsters his gun. This will happen automatically if Chaos runs out of Concentration, but it can be manually triggered with 2H. Because Chaos cannot block while his gun is out, learning when to Cancel Aim is vital to staying alive. This is exasperated by his low health and higher than average number of Counterhit Duration moves.

  • Cancels At the Ready.
  • 2H must be input, inputting 1H or 3H will cause Chaos to fire a bullet while crouching.
  • If H is held down to to enter 'At the Ready', H must be released and fired first in order to input 2H. This is not the case if 'At the Ready' is entered using a tapped 2H, with another tapped 2H for firing.

Steady Aim Cancel

Chaos eases up from his Steady Aim stance, readjusts his glasses, and relaxes into his At the Ready stance. The orange reticle will briefly disappear before reappearing as the blue At the Ready reticle.


Reload

22P

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
- - 23 - 23~77 total - -

Chaos reloads his gun. When used from At the Ready or Steady Aim, Reload will cancel the stance. Reload is absolutely vital to resource management as Chaos. Concentration will come back over time, but the only way Chaos can get bullets back is with Reload. Attempting to use Fire without any bullets will lock Chaos into an un-cancelable animation with no hitbox, leaving him punishable. Luckily, Reload is quite fast at 23 frames and the recovery is deceptive due to being cancelable into anything.

  • Takes 21 frames to reload the first bullet, and 9 frames for every additional bullet. Chart can be found here
  • Can be freely cancelled at any time after startup.
  • Counter Hit for entire duration of reload.

Focus

214P

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
- - - - 46 total - -

Chaos pauses for a moment to focus, be careful though as Chaos is in counterhit state during the entire animation.

214P can cancelled into from Steady Aim in order to limit the opponent's ability to punish this move.

Focus can be routed into early on during close range medium and large counterhits to greatly reduce the concentration cost of the combo that would follow.

  • Buffs Happy Chaos's Concentration gauge for 5 seconds.
  • Recovers +300 Concentration immediately and halves Concentration costs during the buff effect

Curse

236P

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
- - - - 29 total - -

Chaos jumps backwards and throws a ball forward. If it connects, the opponent is then "cursed" and Chaos' reticle will track them better for the effect's duration. If the ball does not connect, it will bounce off the ground and continue forward in a similar arc. 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.

  • Curse will remain after a wallbreak.
  • If Happy Chaos is hit Curse will go away, this includes burst.
  • Curse lasts for 5 seconds(300F).
  • Happy Chaos is Airborne 7~19F

Scapegoat

236K

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
- - 10 180 [45] 43 total - 10~30F Airborne

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, stall with Reload and Focus, or simply reposition. Because of how much this protects Chaos, it's deadly as an oki and neutral tool, as Chaos gets to do whatever he wants.

The recovery is briefly airborne, allowing a well-timed 66.PRC to act as a reversal-safe fast overhead.

The largest 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 to threaten.

  • Costs 15% of Chaos' current health to use, until he reaches 1 health.
  • Clone takes one hit before dissipating and has collision
  • The opponent hitting the clone enables on-hit cancels similar to hitting Chaos.
  • If Chaos is at 1 Health, he will instead receive a weakened clone.
    • Weakened clone lasts only 45 frames (data given in []).
    • Weakened clone has a significantly lower hurtbox and collision.
    • No health is lost, therefore can be used any number of times.


Roll

214K

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
- - - - 35 total - 4~15 Upper Body

Crossup mixup tool. Functionally low damage, but fast and advantageous. Can even be used to escape some pressure. From its earliest possible timing, roll into Fire is +3 on block. Roll into fire is unlikely to connect unless the opponent is cursed or unless there is a delay before firing.

Depending on spacing, Roll may leave Throw range near the end of its recovery, or it may fall into Throw range, making Roll particularly susceptible to punish if he has been pushed out already. Furthermore, after a certain distance it cannot crossup, making it viable to mitigate the threat by using Faultless Defense on any blockstring prior to the Roll.

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. It is especially useful in the corner, however, as the crossup will place the opponent into a much weaker position.

  • Extremely low profile that can roll through opponents (1~18F)
  • Fire can be used from Frame 16 onwards and cannot be buffered
    • The Roll disrupts aim, it is unlikely to hit Fire without some delay unless the opponent is Cursed.
    • Fire cannot be buffered, inputting Fire on Frame 15 will result in no shot happening.


Overdrives

Deus Ex Machina

632146S

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
20, 1×17, 100 All 13+(193 Flash)+7 - - -25 -

This move will reload all of Chaos' bullets and is the only way for Chaos to break the wall while still maintaining a hard knockdown. Leaves Chaos in At The Ready once the move finishes provided he has enough Concentration remaining but inputting Cancel Aim or 2H at any time during this move will make Chaos put away the gun immediately when this move ends.

While it is hard to use as a reactionary punish, Deus Ex Machina is fast enough after the flash that most ranged pokes will trade at worst. It has an alternate animation if the opponent goes behind Chaos, but it makes no difference in terms of damage or frame data.

  • Requires only Tension and Concentration to use.
  • Tracks the opponent's location.
  • Reloads Chaos' Ammo even if Chaos is hit after the superflash.

Super Focus

214214P

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
- - 5 (52 Flash) 6 - -

Treat this move like a Roman Cancel for normal attacks. Not only does it not touch scaling, it also gives Chaos an improved version of his Focus buff. When in Positive Bonus, Happy chaos can often use this super multiple times making his only real resource constraint bullets which can make his pressure suffocating for the opponent.

  • Recovers all of Happy Chaos' Concentration and halves Concentration costs during the buff effect
  • Applies an improved version of the Focus buff which lasts for 10 seconds instead of 5.
  • Recovers fast enough to make 6K, 6S and 2D plus on block after cancelling (each Attack Level frames - 11 frames).

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
Color 7
Color 8
Color 9
Color 10
Color 11
Color 121Ultimate Edition exclusive
Shadow2Not playable, only used by enemies in Endless Mode
1Ultimate Edition exclusive
2Not playable, only used by enemies in Endless Mode

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.