GGST/Happy Chaos

From Dustloop Wiki

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-Recovery0 [9]Advantage-.

At The Ready can be entered at almost any time by pressing H, or by using the special 236SGGST Happy Chaos 236S.pngGuardAllStartup9Recovery13Advantage+3. While in At the Ready, or 'ATR' for short, Chaos can fire his gun at almost any time by releasing the H button, allowing for extreme versatility in its use, all while maintaining full mobility.

Steady Aim is only entered by use of the special move 214SGGST Happy Chaos 214S.pngGuard-Startup-RecoveryTotal 18Advantage-, 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 by waiting before shooting will cause a Clean Hit, which will further increase all of these factors. Additionally, a Steady Aim Clean Hit will inflict the Guard Crush status on block, allowing Chaos to be in a very advantageous state after canceling.

Happy Chaos is at his strongest when using both stances interchangeably, thus requiring a mastery of both. 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 reqires a manual Reload. When Chaos has Tension he gets access to Super Focus and Deus Ex Machina, supers which fully refill either the Concentration or Ammo gauge respectively and can make resource management easier. Balancing Ammunition, Concentration and Tension are vital for playing Happy Chaos, as poor resource management can lock him out of his gun stances for a long time, and without access to his gun he loses access to what makes him such a threatening character.

Happy Chaos is a very difficult character, with unorthodox, technical combos and a multitude of resources to juggle, but he makes up for if by being one of the most rewarding and dominant characters in all of Strive.
Happy Chaos
GGST Happy Chaos Portrait.png
Damage Received Mod
×1.04
Guts Rating
1
Prejump
4F
Backdash
18F Duration
1-5F Invuln
1-13F Airborne
Unique Movement Options
Roll
Fastest Attack
5P (5F)
2P (5F)
Reversals
None
 Happy Chaos is a drama king who uses his unique gun stances for everything from enhanced pressure to damaging combos.
Pick if you like Avoid if you dislike
  • A literal handgun usable at any time, allowing for absolutely everything from frightening and misleading block-pressure, best-in-class combo/conversion ability, unseeable mixups, full-screen presence, and more.
  • A unique style of resource-management that requires actively taking back resources, not waiting patiently for them.
  • Switching between oppressive rushdown and full-screen keepaway
  • A diverse array of mixups and strange blockstrings.
  • Complex and difficult execution that can be difficult to get a feel for.
  • Having to manage two resources at once, which is not only difficult but extremely punishing if done incorrectly.
  • A somewhat below-average damage output due to a lack of H normals and the harsh scaling incurred by his gunshots
  • Relying entirely on system mechanics to escape pressure with no unique defensive options at all.

Unique Mechanics

Concentration and Ammo

Concentration and 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.

Starter Guide

Need help getting started? Go to this page for information targeted at new players. It covers easy combos, key moves, and what to do after you knock the opponent down.

Normal Moves

StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The 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
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they 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
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

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

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 pressure.

The short recovery and wide range of gatlings makes 5K surprisingly strong for pressure. 5K > 6S only loses to 6P (or a few 2K) attacks. Staggering into a 2K defeats this option, 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 IAD An 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 Throw A 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 An attack during the opponent's pressure, intended to interrupt it. 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% Proration A 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

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
LevelHitstopStand HitstunCrouch 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 Tension
Uncharged 80% 2 Mid 0 1125 3000 [1000] 700 (900) 60%
Charged 100% 4 Mid KD +36 1875 1500 [1000] 0 (200) 60%

Uncharged:

  • Hitstop on block: 20F
  • Hitstop on ground hit: 16F
  • Floating crumple on ground hit: Total 28F (airborne hitstun 1-11F, standing hitstun 12-18F, can block 19-28F)
  • R.I.S.C. Loss in [ ] refers to when 5D is not the initial hit of a combo.
  • Wall Damage in ( ) refers to if opponent is touching the wall.
  • Has no additional Combo Decay on initial hit, unlike other overheads (usually adding +5 on initial hit for 10 total).
  • Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.


Charged:

  • Hitstop on block: 20F
  • Hitstop on raw hit: 45F
  • Properties for opponent on block follow Level 4 rules.
  • R.I.S.C. Loss in [ ] refers to when 5[D] is not the initial hit of a combo.
  • Wall Damage in ( ) refers to if opponent is touching the wall.
  • Wall Damage when hit raw is increased to 700 (900).
  • Applies 5 less Combo Decay on initial hit, for 0 Combo Decay if the first hit of a combo.
  • Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.

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

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 5-10F Low Profile
Total: 22

Happy Chaos' fastest low, and a powerful neutral tool.

An excellent button for controlling space and counterpoking thanks to its Low Profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. hurtbox.


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 Footsies A 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 Knockdown A 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

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 16 5 16 -7
Total: 36

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-Air A 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

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 kill A 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 +2 (IAD)
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 +3 (IAD)
Total: 35

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] +2 (IAD, airborne)
Total: 30

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 is a good option for regaining resources or for set-ups, such as j9 > j.K (whiff) > j.S for a true safe jump A very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening. or 2S OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." mid screen to set up with Curse or Steady Aim for zoning The act of denying the opponent the ability to approach, jump, or other movement options..

In the corner, throw is a complimentary part of Chaos's offense. c.S OTG The 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 added protection against reversals, or dash cancelled into another c.S for an auto-timed meaty.

  • 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 38 or Until Landing+10 -
Total: 42
Total: 14

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

Chaos can OTG The 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.

ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch 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 Tension
50% HKD +44 (IAD) 2500 1000
  • Air Throws have both normal recovery (which recovers CH) and special recovery frames upon landing (not CH). It is technically possible to recover mid-air from a whiffed Air Throw, but it usually doesn't happen unless done from very high in the air.
  • Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
  • On-Hit value is for attacker's IAD height, except for Potemkin and Nagoriyuki, who have their instant Air Throw height instead.
  • Frame advantage decreases as height increases (+42 to +48).
  • Builds 1000 Tension once all damage is dealt.
  • On hit, applies an increased 25 Combo Decay.
  • Properties change if Roman Canceled before all damage is dealt:
    • Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
    • R.I.S.C. Loss: 1000
    • Proration: Forced 75%
    • Combo Decay on hit: 15

Wild Assault

236D with 50% Burst (Hold OK)

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
236D 30 All 20~31 3 20 +13
236[D] 50 All 32 3 20 +17
Wild Assault
Total: 42
Fully Charged Wild Assault
Total: 54

Blue Wild Assault: Causes Guard Crush on block, and Stagger on uncharged hit. See here for more info on Wild Assault types.


A fast advancing strike at the cost of 50% Burst.

  • Normal, special, jump, and backdash cancelable.
  • Drains 7.14% of the opponent's Burst Gauge on hit or block.
  • Applies Hard Knockdown when launching or when used to Wall Break.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch 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 Tension
236D 90% 4 Mid Stagger +12 2500 3000 700 25% 0
236[D] 100% 4 Mid HKD +71 2500 2000 700 25% 0

236D:

  • Guard crush duration: 35F
  • Adds additional momentum on cancels without backwards movement.
  • Staggers on grounded hit. Listed on-hit value is for gold (fast) recovery.
  • Total stagger duration: 34F (1-26F hitstun, 27-34F can block only)
  • Hitstun duration is increased by 4F for red (normal) recovery, and 8F for blue (slow) and no recovery. (30F and 34F respectively)
  • Total duration is increased by 5F for red (normal) recovery, and 10F for blue (slow) and no recovery. (39F and 44F respectively)

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 20 [30] All 1 2 +23
At The Ready
Total: 12
Fire
Total: 2

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 Throw A 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.pngGuardHighStartup20Recovery26Advantage-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.
  • 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
LevelHitstopStand HitstunCrouch 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 Tension
At the Ready - - 0
Fire 80% 1 Very Small +26 500 1000 700 80% 12% 0

At the Ready:

  • Reticle appears on Frame 12 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.
  • The reticle will randomly appear in a square area 300×300 around the opponent's center. It may appear directly on top of the opponent.
    • If Chaos is airborne, the reticle will randomly appear in a 600×600 area instead.
    • If the opponent is in Hitstun, Blockstun, Guard Crush, or launched, the reticle will appear exactly on their center.
    • Curse has has no effect on this.
  • Reticle will initially not move for 30 frames, first moving on frame 41.
    • During Curse, the reticle will only be paused for 10 frames, first moving frame 21.
  • The reticle is 'focused' for a Clean Hit after 44 frames, meaning the earliest it can be fired is frame 55. This is unaffected by the opponent moving.
    • If the opponent is in Hitstun, Blockstun, Guard Crush, or launched, the reticle focuses 20 frames faster, able to hit clean hit frame 35.
    • During Curse, the reticle focuses 22 frames faster, able to hit clean hit frame 33.
    • If the opponent is in Hitstun/etc. states and Cursed, the reticle focuses 31 frames faster, able to clean hit frame 24.


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 (but not Baiken's Hiiragi).
  • 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.
  • The shot will hit if the reticle is within a circular area on the opponent's standing position, 100.1 units in radius.
  • If fired immediately upon readying the gun, there is ~35% chance to hit a stationary opponent.
    • This chance is lowered to ~8.8% chance if Chaos was airborne when readying the gun.
    • This chance is not improved by Curse or Focus.
  • Upon firing, the reticle immediately resets, similar to At The Ready H. At fastest, the gun can be fired every 13 frames.
    • Conditions such as reticle movement, accuracy, and clean hits behave identically to when first using At The Ready.

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 Faultless 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 35 [55] All (Guard Crush) 1 2 43 More info
Steady Aim
Total: 18
Fire (NoteThe squares with a yellow underline show he can special-cancel in the entire duration of Steady Aim Fire)
Total: 45

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 Throw A 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
LevelHitstopStand HitstunCrouch 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 Tension
Steady Aim - - 50
Fire 80% 3 Very Small KD 500 1000 700 80% 12% [25%] 100

Steady Aim:

  • Reticle appears frames 18. 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 Clean Hit on Frame 26.
    • If the opponent is afflicted with Curse, the shot will Clean Hit on Frame 16.
    • If the opponent is in Hitstun, Blockstun, Guard Crush, or launched Steady Aim's startup completes, the shot will Clean Hit on Frame 7. Curse has no effect on this timing.
  • The reticle will randomly appear in a square area 300×300 around the opponent's center. It may appear directly on top of the opponent.
    • If Curse is active, or the opponent is in Hitstun, Blockstun, Guard Crush, or launched, the reticle will appear exactly on their center.
  • Reticle will initially not move for 9 frames, first moving on frame 27.


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.
  • 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 (but not Baiken's Hiiragi).
  • 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.
  • The shot will hit if the reticle is within a circular area on the opponent's standing position, 100.1 units in radius.
  • If fired immediately upon readying the gun, there is ~35% chance to hit a stationary opponent.
    • If the opponent is in Hitstun, Blockstun, Guard Crush, launched, or under the effects of Curse, this chance is improved to 100%.Guard Crush duration 43f.

Cancel Aim

2H during At the Ready (Air OK) or 4S during Steady Aim 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 -
2H
Total: 0
Running out of Concentration
Total: 9
Steady Aim Cancel
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.

  • Can be done with 1H or 3H.

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 or 2P during Steady Aim

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 - Total 23~77 -
Total: 77
(NoteThe squares with yellow underlines show reload points for bullets 1 to 6 respectively)

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 or 4P during Steady Aim

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
- - 41 - Total 46 -
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 or 6P during Steady Aim

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 OTG The 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 Knockdown A 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.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch 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 Tension
- - 100
  • Curse ball spawns on frame 13 and will continue even if Purple Roman Cancelled.
  • Curse lasts for 300F, 5 seconds once applied.
  • Curse will remain after a wallbreak.
  • Happy Chaos is Airborne frames 7-19.
  • Moves backwards during initial movement on frames 1~20
  • Decreases Tension Balance during the initial movement, for a total of -1980 Tension Balance.
  • Increases Negative value during the initial movement, for a total 880~1660 Negative value (amount varies and increases with distance to the opponent).

Scapegoat

236K or 6K during Steady Aim

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
LevelHitstopStand HitstunCrouch 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 Tension
- - 100
  • Clone spawns on frame 10 and will continue even if Purple Roman Cancelled.
  • 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.
  • Moves backwards during initial movement on frames 1~31
  • Decreases Tension Balance during the initial movement, for a total of -3069 Tension Balance.
  • Increases Negative value during the initial movement, for a total 1240~2573 Negative value (amount varies and increases with distance to the opponent).

Roll

214K or 4K during Steady Aim

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 - 4-15F Upper Body
Total: 35
(NoteThe squares with a yellow underline show when Fire can be used)

Fast cross-up mixing tool.

Roll is extremely fast, with its weakness residing in its 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 attacks that can interrupt Steady Aim, such as Chipp's Zansei RougaGGST Chipp Zanuff Zansei Rouga 1.pngGuardAllStartup20+1Recovery49~53Advantage-.

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
18, 1×17, 92 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) Total 11 -
Total: 11
(NoteThe square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the buff from Super Focus.)

A Pseudo-Roman Cancel, which fully restores Concentration and applies a 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 5 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 12
GGST Happy Chaos color 13.png
GGST Happy Chaos color 14.png
GGST Happy Chaos color 15.png
Color 13
Color 14
Color 15
Colors 7-15 are available through DLCColor 13 is included in the 25th Anniversary Appreciation Colors free DLC
Colors 14 and 15 are included in the 25th Anniversary Colors DLC
Colors 7-11 are included in Season Pass 1
Color 12 is included in Ultimate Edition

Navigation

To edit frame data, edit values in GGST/Happy Chaos/Data.
Systems Pages