GGST/Happy Chaos/Matchups

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Matchups

Table of Contents
GGST Anji Icon.png GGST Asuka R Icon.png GGST Axl Icon.png GGST Baiken Icon.png GGST Bedman Icon.png GGST Bridget Icon.png GGST Chipp Icon.png GGST Faust Icon.png
GGST Giovanna Icon.png GGST Goldlewis Icon.png GGST Happy Chaos Icon.png GGST I-No Icon.png GGST Jack-O Icon.png GGST Ky Icon.png GGST Leo Icon.png GGST May Icon.png
GGST Millia Icon.png GGST Nagoriyuki Icon.png GGST Potemkin Icon.png GGST Ramlethal Icon.png GGST Sin Kiske Icon.png GGST Sol Icon.png GGST Testament Icon.png GGST Zato Icon.png
Detailed
  • Keep on Rockin' is a great resource to find high-level matchup footage.
  • High-level replays may also be found in-game (Main Menu > Collection > Replay > Search).
  • The Counterstrategy page will generally have at least some basic counterstrategy against each character in the game.
  • Please keep in mind that matchup charts are subjective and not all players may agree on them.

Anji Mito

Favorable

Short Summary Goes Here

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Frame DataCounterstrategyReverse MatchupVideos


Round Start

Common Round Start Interaction Table
Anji's Button Loses To Beats Trades Whiffs
2PGGST Anji Mito 2P.pngGuard:
All
Startup:
5
Recovery:
10
Advantage:
-2
f.S, 2S, 2D 6S 5K 6P, 2K, 236P
6PGGST Anji Mito 6P.pngGuard:
All
Startup:
10
Recovery:
25
Advantage:
-17
2S, 2D f.S, 6S 6P, 5K, 2K, 236P
5KGGST Anji Mito 5K.pngGuard:
All
Startup:
8
Recovery:
9
Advantage:
-2
6P 6S, 2D 5K, f.S, 2S 2K, 236P
f.SGGST Anji Mito fS.pngGuard:
All
Startup:
11
Recovery:
21
Advantage:
-9
6P, f.S, 2D 5K, 2S, 6S 2K 236P

Notable Interactions


Neutral


Offense


Defense


Asuka R

Round Start


Common Round Start Interaction Table
Asuka's Button Loses To Beats Trades Whiffs

Neutral


Offense


Defense


Axl Low

Favorable

Axl is capable of out-zoning Happy Chaos at full screen until you've landed CurseGGST Happy Chaos 236P.pngGuard:
-
Startup:
-
Recovery:
29 total
Advantage:
-
. Once Curse is applied Axl struggles to contest moving At The ReadyGGST Happy Chaos 5H.pngGuard:
-
Startup:
-
Recovery:
Total 12
Advantage:
-
(ATR) shots and or quick Steady AimGGST Happy Chaos 214S.pngGuard:
-
Startup:
-
Recovery:
Total 18
Advantage:
-
shots.

After connecting a shot, either hit or block, you're free to apply pressure and retake control of the match.

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Round Start

Common Round Start Interaction Table
Axl's Button Loses To Beats Trades Whiffs
2PGGST Axl Low 2P.pngGuard:
Low
Startup:
10
Recovery:
21
Advantage:
-13
5PGGST Axl Low 5P.pngGuard:
All
Startup:
7
Recovery:
19
Advantage:
-11 [-3]
6PGGST Axl Low 6P.pngGuard:
All
Startup:
12
Recovery:
22
Advantage:
-13
f.SGGST Axl Low f.S.pngGuard:
All
Startup:
10
Recovery:
19
Advantage:
-8
2HGGST Axl Low 2H.pngGuard:
Low
Startup:
11
Recovery:
26
Advantage:
-18 [-8]
214SGGST Axl Low 214S.pngGuard:
All
Startup:
24
Recovery:
21
Advantage:
+3
214HGGST Axl Low 214H.pngGuard:
All
Startup:
14
Recovery:
29
Advantage:
-24
IADB j.SGGST Axl Low j.S.pngGuard:
High
Startup:
14
Recovery:
18
Advantage:

Notable Interactions


Neutral


Offense


Defense


Baiken

Even

ParryGGST Baiken 236P 2.pngGuard:
-
Startup:
1
Recovery:
32
Advantage:
-
makes pressuring Baiken after knockdowns, and in blockstrings difficult as CloneGGST Happy Chaos 236K.pngGuard:
-
Startup:
10
Recovery:
43 total
Advantage:
-
cannot be used to make Oki safe to her meterless reversal.

The reward for successfully baiting a Parry is very high.

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Frame DataCounterstrategyReverse MatchupVideos


Round Start

Common Round Start Interaction Table
Baiken's Button Loses To Beats Trades Whiffs Clash
6PGGST Baiken 6P.pngGuard:
All
Startup:
9
Recovery:
19
Advantage:
-10
2S f.S, 6S, 2D 5K, 2K 6P
f.SGGST Baiken fS.pngGuard:
All
Startup:
9
Recovery:
15
Advantage:
-7
2K, f.S, 2S, 6S, 2D 5K 236P 6P
2SGGST Baiken 2S.pngGuard:
All
Startup:
11
Recovery:
19
Advantage:
-8
2D 6P, 5K, 2K, f.S, 6S 2S 236P
Walk Back 2HGGST Baiken 2H.pngGuard:
Low
Startup:
17
Recovery:
26
Advantage:
-13
5K, 2K (2D CH) 6P, f.S, 2S 2D, 236P

Notable Interactions


Neutral


Offense


Defense


Bridget

Favorability Goes Here

Bridget's f.SGGST Bridget fS.pngGuard:
All
Startup:
10
Recovery:
18
Advantage:
-9
and 5HGGST Bridget 5H.pngGuard:
All
Startup:
11
Recovery:
29
Advantage:
-17
excellent tools for punishing greed in neutral. Attempting to recover resources or enter Steady Aim without first establishing advantage will frequently lead to eating a counter hit, and possibly put you inside the Yo-Yo VortexAn offensive sequence that starts with a very difficult to block mixup, which then causes a knockdown if it works and loops back into the same mixup over and over again..

StarshipGGST Bridget 623P.pngGuard:
All
Startup:
9
Recovery:
39
Advantage:
-28
, Bridget's DPDragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion. hits four times, making it effective at hitting through CloneGGST Happy Chaos 236K.pngGuard:
-
Startup:
10
Recovery:
43 total
Advantage:
-
on wakeup.

Bridget does not have a lot of HP, and doesn't do a large amount of damage, so generally the Risk / Reward on individual interactions is in Chaos' favor.

Overview | Frame Data | Matchups | Counterstrategy Return to Top

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Round Start

Common Round Start Interaction Table
Bridget's Button Loses To Beats Trades Whiffs

Notable Interactions


Neutral

CurseGGST Happy Chaos 236P.pngGuard:
-
Startup:
-
Recovery:
29 total
Advantage:
-
once applied makes Bridget far easier to control in neutral.


Offense


Defense

Bridget's Yo-Yo Okizeme if done correctly is unfuzzyable and a safejump, though the last part isn't important when playing Chaos. If the opponent is not using TK Roll Okizeme, Bridget is susceptible to being hit with wakeup 6P.

Once you enter the VortexAn offensive sequence that starts with a very difficult to block mixup, which then causes a knockdown if it works and loops back into the same mixup over and over again. there is no easy way out, as Bridget will still have the opportunity to continue pressure after blocking the two or more mix-up attempts that occur during Yo-Yo OkizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups..



Chipp Zanuf

Favorable

Chipp suffers for having lower than average effective HP in this matchup.

2K and 2S are especially useful to control space, and lead to great reward on hit, but be careful not to whiff as Chipp will whiff punish you.

Chipp can be annoying to pressure due to his meterless reversal, Beta BladeGGST Chipp Zanuff Beta Blade.pngGuard:
All
Startup:
9
Recovery:
23
Advantage:
-27
, and 3F 5PGGST Chipp Zanuff 5P.pngGuard:
All
Startup:
3
Recovery:
10
Advantage:
-2
, but the reward for successfully baiting a DP is high.

Overview | Frame Data | Matchups | Counterstrategy Return to Top

Frame DataCounterstrategyReverse MatchupVideos


Round Start

Common Round Start Interaction Table
Chipp's Button Loses To Beats Trades Whiffs
6PGGST Chipp Zanuff 6P.pngGuard:
All
Startup:
9
Recovery:
25
Advantage:
-16
2K 5K, f.S, 6S, 2D 2S 6P, 236P
f.SGGST Chipp Zanuff fS.pngGuard:
All
Startup:
9
Recovery:
20
Advantage:
-8
6P, 5K, 2K f.S, 2S, 6S, 2D 236P
2SGGST Chipp Zanuff 2S.pngGuard:
All
Startup:
10
Recovery:
17
Advantage:
-7
2K, f.S, 6S 6P, 2S, 2D 5K, 236P
2DGGST Chipp Zanuff 2D.pngGuard:
Low
Startup:
10
Recovery:
19
Advantage:
-7
2K, 6P, 2S, 6S f.S, 2D 5K, 236P
IAD j.HGGST Chipp Zanuff j.H.pngGuard:
High
Startup:
8
Recovery:
17
Advantage:
+4 (IAD)
5K, 2K 6P, f.S, 6S 236P 2S, 2D

For IAD j.H : 5K and 2K recover in time to CH with 6P. 236P will recover in time to trade with 5P. 2S and 2D will recover in time to block.


Notable Interactions


Neutral


Offense


Defense



Faust

FaustDon't let him throw items.
Favorable

Faust struggles in this matchup without the help of lucky item pulls. Effective use of both gun stances are able to deny Faust the opportunity to pull items in neutral.

Once Faust reaches 50% Tension Gauge, ScarecrowGGST Faust 214X.pngGuard:
All
Startup:
54 [84]
Recovery:
10 [7]
Advantage:
-8 [+7]
PRC can be used to attempt to punish zoning from full screen.

Overview | Frame Data | Matchups | Counterstrategy Return to Top

Frame DataCounterstrategyReverse MatchupVideos


Round Start

Common Round Start Interaction Table
Faust's Button Loses To Beats Trades Whiffs
2PGGST Faust 2P.pngGuard:
Low
Startup:
7
Recovery:
11
Advantage:
-3
6PGGST Faust 6P.pngGuard:
All
Startup:
9
Recovery:
32
Advantage:
-21
5KGGST Faust 5K.pngGuard:
All
Startup:
7
Recovery:
8
Advantage:
-2
f.SGGST Faust fS.pngGuard:
All
Startup:
12
Recovery:
20
Advantage:
-8
2HGGST Faust 2H.pngGuard:
Low
Startup:
14
Recovery:
29
Advantage:
-12
j.2KGGST Faust j.2K.pngGuard:
All
Startup:
10
Recovery:
9 after Landing
Advantage:

Notable Interactions


Neutral


Offense


Defense



Giovanna

Slightly Favorable

Short Summary Goes Here

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Frame DataCounterstrategyReverse MatchupVideos


Round Start

Common Round Start Interaction Table
Giovanna's Button Loses To Beats Trades Whiffs
6PGGST Giovanna 6P.pngGuard:
All
Startup:
12
Recovery:
15
Advantage:
-9
2S, 2D 5K, f.S, 6S 6P, 2K, 236P
66 5KGGST Giovanna 5K.pngGuard:
All
Startup:
6
Recovery:
10
Advantage:
-2
f.SGGST Giovanna fS1.pngGuard:
All
Startup:
9
Recovery:
16
Advantage:
-4
6P, 2S 6S, 2D 5K, f.S 2K, 236P
2SGGST Giovanna 2S1.pngGuard:
Low
Startup:
9
Recovery:
15
Advantage:
-6
f.S 6S 2K, 2S, 2D 6P, 5K, 236P
5HGGST Giovanna 5H.pngGuard:
All
Startup:
10
Recovery:
19
Advantage:
-5
6P 5K, 2K, 2S, 6S f.S, 2D 236P

Notable Interactions


Neutral


Offense


Defense



Goldlewis Dickinson

Goldlewis DickinsonDon't lose neutral.
Favorable

Goldlewis struggles to deal with Happy Chaos in both Neutral and during Pressure.

Level 3 DroneGGST Goldlewis Dickinson Thunderbird.pngGuard:
All
Startup:
57
Recovery:
34 Total
Advantage:
is important to play around as Goldlewis can use it to effectively 'skip neutral', circumventing this is vital to winning as once Goldlewis has won neutral Happy Chaos lacks any strong tools to stop him snowballing into a victory.

Overview | Frame Data | Matchups | Counterstrategy Return to Top

Frame DataCounterstrategyReverse MatchupVideos


Round Start

Common Round Start Interaction Table
Goldlewis's Button Loses To Beats Trades Whiffs
6PGGST Goldlewis Dickinson 6P.pngGuard:
All
Startup:
12
Recovery:
27
Advantage:
-19
5KGGST Goldlewis Dickinson 5K.pngGuard:
Low
Startup:
10
Recovery:
12
Advantage:
-7
f.SGGST Goldlewis Dickinson f.S.pngGuard:
All
Startup:
10
Recovery:
18
Advantage:
-7
684HGGST Goldlewis Dickinson Behemoth Typhoon (684).pngGuard:
All* (Guard Crush)
Startup:
12
Recovery:
21
Advantage:
-5
j.DGGST Goldlewis Dickinson jD.pngGuard:
High
Startup:
14
Recovery:
14
Advantage:
+13 (IAD)

Notable Interactions


Neutral


Offense


Defense



Happy Chaos

Happy ChaosExecution Check
Even

Happy Chaos lacks strong defensive tools to deal with Happy Chaos's offense. If cursed in neutral dealing with Happy Chaos's Steady Aim is incredibly difficult.

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Round Start

Common Round Start Interaction Table
Happy Chaos's Button Loses To Beats Trades Whiffs
2KGGST Happy Chaos 2K.pngGuard:
Low
Startup:
7
Recovery:
12
Advantage:
-4
2SGGST Happy Chaos 2S.pngGuard:
Low
Startup:
11
Recovery:
18
Advantage:
-7
6SGGST Happy Chaos 6S.pngGuard:
All
Startup:
12
Recovery:
24
Advantage:
-14
2DGGST Happy Chaos 2D.pngGuard:
Low
Startup:
10
Recovery:
19
Advantage:
-8
236PGGST Happy Chaos 236P.pngGuard:
-
Startup:
-
Recovery:
29 total
Advantage:
-

Notable Interactions


Neutral


Offense


Defense


I-No

Favorable

I-No is difficult to contest up close, but becomes easy to zone once pushed to full screen due to lacking a normal dash.

Getting an Air Guard Crush against I-No will allow you to recover more resources than usual as well as greatly increasing the horizontal pushback of the shots.

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Round Start

Common Round Start Interaction Table
I-No's Button Loses To Beats Trades Whiffs Clash
6PGGST I-No 6P.pngGuard:
All
Startup:
9
Recovery:
18
Advantage:
-9
2K 5K, 2S, 6S, 2D, 6K 2S 236P 6P
f.SGGST I-No f.S.pngGuard:
All
Startup:
13
Recovery:
18
Advantage:
-13
f.S, 2S 5K, 2K, 2D, 6K 6S 236P 6P
2SGGST I-No 2S.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-11
Walk Back 2S 6P, f.S, 2S, 6S 2K, 2D 5K, 236P
2HGGST I-No 2H.pngGuard:
All
Startup:
11
Recovery:
14
Advantage:
-5
f.S, 2D 6P, 2K, 6S, 6K 2S 5K, 236P
H StrokeGGST I-No Stroke the Big Tree.pngGuard:
Low
Startup:
28
Recovery:
16
Advantage:
-2
2K, 2S, 2D, 6K 6P, 5K, f.S, 6S, 236P
66 j.SGGST I-No jS.pngGuard:
High
Startup:
8
Recovery:
20
Advantage:
+6 (IHD)
/ j.HGGST I-No jH.pngGuard:
High
Startup:
12
Recovery:
22
Advantage:
f.S, 2S, 6S, 2D, 6K 6P, 2K 5K, 236P

Notable Interactions


Neutral


Offense


Defense



Jack-O

Favorable

Jack-O suffers at roundstart and in neutral. Good useage of both gun stances can deny Jack-O the opportunity to get minions out.

If Jack-O does manage to successfully get minions out in neutral they are easily killed as Chaos's gun can hit or force Jack-O to block from anywhere on screen.

2S is an incredibly strong button for controlling neutral, as most of Jack-O best buttons will lose to it.

Overview | Frame Data | Matchups | Counterstrategy Return to Top

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Round Start

Jack-O likely isn't to press buttons at round-start if they know the match-up. Most of Jack-O buttons lose to many of Happy Chaos' most common round starts.

Common Round Start Interaction Table
Jack-O's Button Loses To Beats Trades Whiffs
6PGGST Jack-O 6P.pngGuard:
All
Startup:
10
Recovery:
20
Advantage:
-12
f.SGGST Jack-O fS.pngGuard:
All
Startup:
11
Recovery:
17
Advantage:
-9
5HGGST Jack-O 5H.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-6
2DGGST Jack-O 2D.pngGuard:
Low
Startup:
10
Recovery:
18
Advantage:
-19

Notable Interactions

  • Jack-O's 5H meterlessly punishes Scapegoat. Due to being an advancing multi-hit, if done close enough the 5H can proceed to punish Chaos even after the first hit was negated.
  • Fire ignores Defend Command. Despite being a literal gun, both variants of Fire do not count as projectiles and thus cannot be blocked by Defend Command.
  • Jack-O's j.D is always reaction punishable using Deus Ex Machina, or Fire. Even if the gun is not active you have enough time to ready the gun, allow it to focus slightly, and Fire, before she leaves Recovery. This makes Jack-O's j.D extremely risky in all situations, and generally not useful in the matchup.
  • Holding a servant prevents escape from Deux Ex Machina. After the animation, Deus Ex Machina hits on Frame 7, making it impossible for Jack-O' to safely drop a servant she is holding. In fact, attempting to do so gets Counter Hit for an additional 10% damage. This makes Deus Ex Machina naturally a very strong response to any use of holding a servant in neutral.
  • Cheer Servant On is unsafe. Normally Jack-O' can use the S version in neutral to set up, with some RPS, especially when holding a servant. Against Chaos this is not the case: she has zero options to launch a servant and hit Chaos before he can shoot her with Steady Aim, trading so favorably he can still oki with a guard crushing Steady Aim shot, giving him substantial room to disregard the servant. If Jack-O' is Cursed, he can shoot her before she even launches the servant with a long-range move like 236K or 6P. If Chaos doesn't wish to even deal with the servant, without the use of Curse, he can use Deus Ex Machina to eliminate the servant entirely, while restoring Bullets and stalling out the Cheer Servant On S buff.

Neutral

Utilize 2S often.

If Jack-O attempts to zone use Steady Aim.


Offense

Jack-O has no meter-less invulnerable reversal, and her metered option Forever Elysion DriverGGST Jack-O 632146P Whiff.pngGuard:
Ground Throw
Startup:
10+1
Recovery:
58
Advantage:
-
does not hit airborne opponents.


Defense

Do not get knocked down in the corner, there is no easy way to escape, you will have to hold that, and will likely die.



Ky Kiske

Slightly Favorable

Ky is a well-rounded character who processes a meter-less reversal in Vapor ThrustGGST Ky Kiske 623S.pngGuard:
All
Startup:
11
Recovery:
43
Advantage:
-33 [-28]
, which means that there is no overarching weak point for you to exploit.

Stun DipperGGST Ky Kiske 236K 1.pngGuard:
Low, All
Startup:
5
Recovery:
26
Advantage:
-15 [-10]
's almost instant 5F of startup forces you to be wary of it's advancing low hitbox at any time, with 50% Tension making the threat scarier.

Shock State is applied by a variety of Ky's moves with the most notable being his projectiles, Stun EdgeGGST Ky Kiske 236S.pngGuard:
All
Startup:
13
Recovery:
Total 46
Advantage:
-15
and Aerial Stun EdgeGGST Ky Kiske j236X.pngGuard:
All
Startup:
21
Recovery:
Until Landing+10
Advantage:
, and his minus on block meterless ender, Dire EclatGGST Ky Kiske 214S.pngGuard:
All
Startup:
14
Recovery:
25
Advantage:
-8 [-6]
. While affected by Shock State Ky's non-shock state inducing moves will gain enhanced properties and frame data on contact, but remove Shock State.

Overview | Frame Data | Matchups | Counterstrategy Return to Top

Frame DataCounterstrategyReverse MatchupVideos


Round Start

Common Round Start Interaction Table
Ky's Button Loses To Beats Trades Whiffs Clash
6PGGST Ky Kiske 6P.pngGuard:
All
Startup:
9
Recovery:
17
Advantage:
-8
2K 5K, f.S, 6S, 2D 2S 236P 6P
f.SGGST Ky Kiske fS.pngGuard:
All
Startup:
12
Recovery:
13
Advantage:
-5
2S 5K, 2K. 6S, 2D f.S 236P 6P
2SGGST Ky Kiske 2S.pngGuard:
Low
Startup:
10
Recovery:
20
Advantage:
-8
Walk Back 6P, 2S, 6S 2K, f.S, 2D 5K, 236P
2DGGST Ky Kiske 2D.pngGuard:
Low
Startup:
10
Recovery:
18
Advantage:
-10
Walk Back / Wait 6P, f.S, 2S, 6S 2K, 2D 5K, 236P
236KGGST Ky Kiske 236K 1.pngGuard:
Low, All
Startup:
5
Recovery:
26
Advantage:
-15 [-10]
Block Low Everything, 236P

Notable Interactions


Neutral


Offense

Due to Vapor ThrustGGST Ky Kiske 623S.pngGuard:
All
Startup:
11
Recovery:
43
Advantage:
-33 [-28]
's 11F of startup it is possible to safejump Ky's DP after a super wallbreak. This does not work against wakeup Ride the LightningGGST Ky Kiske 632146H.pngGuard:
All
Startup:
8+1
Recovery:
99
Advantage:
-82


Defense

Foudre ArcGGST Ky Kiske 214K.pngGuard:
All
Startup:
24
Recovery:
6
Advantage:
-2~+6 [+5~+12]
should be blocked standing as it will reduce it from being plus on block to Ky to -1 on block. If able to react earlier to Foudre Arc's 24F of startup it is possible to interrupt with a 5P for significant reward. Foudre Arc is always plus on block while in shock state.

Stun DipperGGST Ky Kiske 236K 1.pngGuard:
Low, All
Startup:
5
Recovery:
26
Advantage:
-15 [-10]
if blocked without Ky having 50% Tension should send Ky to an early grave. The second hit of Stun Dipper is always extremely minus on block and cam be punished with a c.S starter if Instant Blocked, or 2K if normal blocked. Stun Dipper becomes much scarier once Ky has enough meter to RC after the first hit allowing him to stay safe on block, or get a high damage combo on hit.



Leo Whitefang

Frame DataCounterstrategyReverse MatchupVideos


Round Start

Common Round Start Interaction Table
Leo's Button Loses To Beats Trades Whiffs
6PGGST Leo Whitefang 6P.pngGuard:
All
Startup:
10
Recovery:
17
Advantage:
-5
66 5KGGST Leo Whitefang 5K.pngGuard:
All
Startup:
9
Recovery:
13
Advantage:
-3
2KGGST Leo Whitefang 2K.pngGuard:
Low
Startup:
7
Recovery:
11
Advantage:
-5
f.SGGST Leo Whitefang f.S.pngGuard:
All
Startup:
12
Recovery:
21
Advantage:
-13
2SGGST Leo Whitefang 2S.pngGuard:
Low
Startup:
10
Recovery:
13
Advantage:
-2
2DGGST Leo Whitefang 2D.pngGuard:
Low
Startup:
12
Recovery:
19
Advantage:
-8

Notable Interactions


Neutral


Offense


Defense



May

Slightly Favorable

Short Summary Goes Here

Overview | Frame Data | Matchups | Counterstrategy Return to Top

Frame DataCounterstrategyReverse MatchupVideos


Round Start

Common Round Start Interaction Table
May's Button Loses To Beats Trades Whiffs
6PGGST May 6P.pngGuard:
All
Startup:
12
Recovery:
18
Advantage:
-7
2S 5K, f.S, 6S 6P, 2K, 2D, 236P
5KGGST May 5K.pngGuard:
All
Startup:
8
Recovery:
11
Advantage:
-5
6P f.S, 2S, 6S, 2D 5K 2K, 236P
2SGGST May 2S.pngGuard:
All
Startup:
10
Recovery:
18
Advantage:
-7
Walkback 2S Buttons 2D 236P
IADB j.HGGST May j.H.pngGuard:
High
Startup:
12
Recovery:
15
Advantage:
+9 (IAD)
S DolphinGGST May Mr. Dolphin Horizontal.pngGuard:
All
Startup:
7
Recovery:
11 (24 OH)
Advantage:
-3
6P, 5K, 2K f.S, 2S, 6S, 2D, 236P

Notable Interactions


Neutral


Offense


Defense



Millia Rage

Favorable

Short Summary Goes Here

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Round Start

Common Round Start Interaction Table
Millia's Button Loses To Beats Trades Whiffs
6PGGST Millia Rage 6P.pngGuard:
All
Startup:
9
Recovery:
16
Advantage:
-11
5KGGST Millia Rage 5K.pngGuard:
All
Startup:
7
Recovery:
12
Advantage:
-3
f.SGGST Millia Rage f.S.pngGuard:
All
Startup:
9
Recovery:
19
Advantage:
-7
2SGGST Millia Rage 2S.pngGuard:
Low
Startup:
11
Recovery:
18
Advantage:
-6
2DGGST Millia Rage 2D.pngGuard:
Low
Startup:
12
Recovery:
19
Advantage:
-8

Notable Interactions


Neutral


Offense


Defense



Nagoriyuki

Nagoriyukimash harder than him on roundstart
Favorable

Roundstart is incredibly important, as losing Roundstart, can often mean losing the game.

Nago's blood gauge will determine the pace of the game, zoning is risky when it's low but one of our strongest win conditions once Nago has reached high blood.

ScapegoatGGST Happy Chaos 236K.pngGuard:
-
Startup:
10
Recovery:
43 total
Advantage:
-
is an incredibly strong tool for controlling screen space as Nago will struggle to move past it, and can open opportunities for whiff punishing.

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Round Start

Common Round Start Interaction Table
Nagoriyuki's Button Loses To Beats Trades Whiffs
6PGGST Nagoriyuki 6P.pngGuard:
All
Startup:
12
Recovery:
15
Advantage:
-6
2K, 2S, 2D 5K, f.S, 6S 6P, 236P
5KGGST Nagoriyuki 5K.pngGuard:
All
Startup:
7
Recovery:
12
Advantage:
0
6P f.S, 6S, 2D 5K, 2K, 2S, 236P
2SNo results f.S, 2S, 2D 6P, 5K, 2K, 6S 236P
214HGGST Nagoriyuki Kamuriyuki1.pngGuard:
All
Startup:
14
Recovery:
17
Advantage:
-3
6P, 5K, 2K, f.S, 2S, 2D 6S, 236P
214KGGST Nagoriyuki Fukyo.pngGuard:
N/A
Startup:
-
Recovery:
Total 16
Advantage:
N/A
~6 214HGGST Nagoriyuki Kamuriyuki1.pngGuard:
All
Startup:
14
Recovery:
17
Advantage:
-3
623HGGST Nagoriyuki Shizuriyuki1.pngGuard:
All
Startup:
11
Recovery:
21
Advantage:
-7
2D Everything 2S 236P

Notable Interactions


Neutral


Offense


Defense


Potemkin

Favorable

Potemkin cannot be zoned out like most of the other large characters due to the amount of armored moves he has, specifically Slide Head and Hammer Fall.

This forces you to structure your game plan around Chaos' strong neutral and pressure while leaving behind Zoning.

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Round Start

Common Round Start Interaction Table
Pot's Button Loses To Beats Trades Whiffs
2PGGST Potemkin 2P.pngGuard:
All
Startup:
8
Recovery:
9
Advantage:
-1
2K 6P, 6S, 2D f.S 5K, 236P
6PGGST Potemkin 6P.pngGuard:
All
Startup:
11
Recovery:
25
Advantage:
-15
2S, 2D f.S, 6S 6P, 5K, 2K, 236P
2DGGST Potemkin 2D.pngGuard:
Low
Startup:
13
Recovery:
18
Advantage:
-8
f.S, 2S, 2D 6P, 5K, 2K, 236P 6S
FMFGGST Potemkin Mega Fist.pngGuard:
High
Startup:
25
Recovery:
16
Advantage:
-6
5K, 2K 6P, f.S, 2S, 2D, 236P 6S

If Potemkin does roundstart Forward Mega Fist, 5K and 2K recover in time to block, which leads to a punish, do not attempt to Anti-Air.


Notable Interactions


Neutral


Offense


Defense



Ramlethal Valentine

Frame DataCounterstrategyReverse MatchupVideos


Round Start

Common Round Start Interaction Table
Ramlethal's Button Loses To Beats Trades Whiffs
6PGGST Ramlethal Valentine 6P.pngGuard:
All
Startup:
9
Recovery:
18
Advantage:
-9
2K, 2S, 2D 5K, f.S, 6S 6P 236P
5KGGST Ramlethal Valentine 5K.pngGuard:
All
Startup:
7
Recovery:
11
Advantage:
-2
6P, f.S 6S 5K, 2D 2K, 2S, 236P
2KGGST Ramlethal Valentine 2K.pngGuard:
Low
Startup:
6
Recovery:
9
Advantage:
-2
f.S, 2S 6S 2K, 2D 6P, 5K, 236P
f.SGGST Ramlethal Valentine fS.pngGuard:
All
Startup:
11
Recovery:
21
Advantage:
-10 [-13]
6P, f.S, 2D 5K, 2K, 2D 2S 236P
2SGGST Ramlethal Valentine 2S.pngGuard:
Low
Startup:
10
Recovery:
18
Advantage:
-5 [-8]
Wait 6P, f.S, 2S, 6S 2K, 2D 5K, 236P
IADB j.SGGST Ramlethal Valentine jS.pngGuard:
High
Startup:
12
Recovery:
24
Advantage:
+5 (IAD)
6S f.S 6P, 5K, 2K, 2S, 2D, 236P

Notable Interactions


Neutral


Offense


Defense



Sol Badguy

Slightly Favorable

Our low profiles moves of 2K and 2S are very strong in neutral.

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Round Start

Common Round Start Interaction Table
Sol's Button Loses To Beats Trades Whiffs
6PGGST Sol Badguy 6P.pngGuard:
All
Startup:
9
Recovery:
20
Advantage:
-11
2S 5K, f.S, 6S 2D 6P, 2K, 236P
f.SGGST Sol Badguy fS.pngGuard:
All
Startup:
10
Recovery:
13
Advantage:
+2
6P, 5K, 2K 2S, 6S f.S, 2D 236P
2SGGST Sol Badguy 2S.pngGuard:
All
Startup:
10
Recovery:
15
Advantage:
-7
Wait / Walk Back 6P, 2K, f.S, 6S 2S, 2D 5K, 236P
6HGGST Sol Badguy 6H.pngGuard:
All
Startup:
9
Recovery:
43
Advantage:
-27
5K, 2K, Block, Walk Back f.S, 2S, 6S, 2D, 236P 6P
2DGGST Sol Badguy 2D.pngGuard:
Low
Startup:
10
Recovery:
18
Advantage:
-4
Wait, Walk Back 6P, 6S 2K, 2S, 2D 5K, f.S, 236P
Dash 623HGGST Sol Badguy 623X.pngGuard:
All
Startup:
13
Recovery:
19+10 Landing
Advantage:
-26

Notable Interactions


Neutral

2K and 2S can cleanly beat many of Sol's best neutral poking tools like 6SGGST Sol Badguy 6S.pngGuard:
All
Startup:
15
Recovery:
20
Advantage:
-9
.

Watch out for Night Raid VortexGGST Sol Badguy 214S 1.pngGuard:
All
Startup:
15~31 [32]
Recovery:
32 [26]
Advantage:
-17
if attempting to enter Steady Aim or recover resources greedily from full screen.


Offense

623HGGST Sol Badguy 623X.pngGuard:
All
Startup:
13
Recovery:
19+10 Landing
Advantage:
-26
hits twice but has 13F of Startup. 623SGGST Sol Badguy 623X.pngGuard:
All
Startup:
9
Recovery:
18+10 Landing
Advantage:
-28
hits only once but has a faster 9F of Startup. HVV will hit you through a Scapegoat but SVV will not because of this.


Defense



Testament

Favorable

Testament struggles to make use of CrowGGST Testament 214P.pngGuard:
All
Startup:
21
Recovery:
Total 39
Advantage:
+1
and Grave ReaperGGST Testament j236S.pngGuard:
All
Startup:
16~22
Recovery:
27
Advantage:
-4
in neutral. Denying easy access to these tools denies Testament access to TeleportGGST Testament 214K.pngGuard:
Startup:
16
Recovery:
Total 35
Advantage:
as well as Stain State.

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Round Start

Testament players will likely want to play the Roundstart RPS as it is one of their best chances to start snowballing pressure. Their favored buttons being 2S, j.S and f.S.

Common Round Start Interaction Table
Testament's Button Loses To Beats Trades Whiffs Clash
6PGGST Testament 6P.pngGuard:
All
Startup:
11
Recovery:
15
Advantage:
-7
2D 5K, f.S, 6S 2S 2K. 236P 6P
f.SGGST Testament fS.pngGuard:
All
Startup:
12
Recovery:
18
Advantage:
-7
6P, f.S, 2S 5K, 2K, 6S, 236P 2D
2SGGST Testament 2S.pngGuard:
Low
Startup:
10
Recovery:
18
Advantage:
-7
Wait / Walk Back 6P, f.S, 2S, 6S 2K, 2D 5K, 236P
2DGGST Testament 2D.pngGuard:
Low
Startup:
14
Recovery:
22
Advantage:
-8
f.S, 2S, 2D 6P, 2K, 6S 5K, 236P
236SGGST Testament j236S.pngGuard:
All
Startup:
16~22
Recovery:
27
Advantage:
-4
6P, 5K, 2K, 6S, 2D f.S, 2S, 236P
j.SGGST Testament jS.pngGuard:
High
Startup:
9
Recovery:
19
Advantage:
0 (IAD)
Walk Back 6S Roundstart Buttons 236P

Notable Interactions


Neutral

Keep up curse if Testament attempts to play at full screen. Once cursed ATR and Steady Aim quick shots deny Testament the ability to use both Crow and Grave Reaper. Due to this Testament will often choose to play a more normal heavy neutral revolving around f.S, a very far reaching and fast button.


Offense

Testament has no meter-less invulnerable reversal, and their metered option Calamity OneGGST Testament 236236K.pngGuard:
All
Startup:
11+4
Recovery:
67
Advantage:
-38
has a very slow 15F of startup.


Defense

Testament's goal is to push you to the corner and then use a combination of long-reaching fast normals, Grave Reaper, Crow, Stain State, and Arbiter Sign to lock you down until you've died. Preventing this from happening is key.

Use movement like jumping, dashing, Roll, and j.2K in order to position yourself in ways that make it harder for Testament to corner you.



Zato-1

Favorable

Both Zato and Happy Chaos struggle to deal with each other's offense.

Focus on keeping Eddie out of the game, either by denying opportunities to summon, or by killing Eddie.

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Round Start

Common Round Start Interaction Table
Zato's Button Loses To Beats Trades Whiffs
2PGGST Zato-1 2P.pngGuard:
All
Startup:
6
Recovery:
9
Advantage:
-3
6PGGST Zato-1 6P.pngGuard:
All
Startup:
12
Recovery:
12
Advantage:
-6
f.SGGST Zato-1 f.S.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-12
2SGGST Zato-1 2S.pngGuard:
All
Startup:
11
Recovery:
20
Advantage:
-10
2DGGST Zato-1 2D.pngGuard:
Low
Startup:
10
Recovery:
17
Advantage:
-9
Walk Back 5HGGST Zato-1 5H.pngGuard:
All
Startup:
13
Recovery:
19
Advantage:
-9

Notable Interactions


Neutral

You can make it very difficult for Zato to summon Eddie at a distance by using both ATR, and Steady Aim gun shots.

Gunshots pass through OpposeGGST Zato-1 Oppose Armor.pngGuard:
All
Startup:
74 {78}
Recovery:
(Summon Vanishes) [36 Zato]
Advantage:
unaffected, hitting Zato.

Zato cannot be hit with a bullet while using Break the LawGGST Zato-1 Break The Law.pngGuard:
Startup:
13
Recovery:
Total 28~95
Advantage:
.


Offense

Zato lacks any form of invincible reversal. Zato's defense revolves around useage of system mechanics like Burst, YRC, IB, FD, and IBFD.

Zato has great AbareAn attack during the opponent's pressure, intended to interrupt it. tools with the fast and long reaching 5PGGST Zato-1 5P.pngGuard:
All
Startup:
5
Recovery:
8
Advantage:
-2
and 2PGGST Zato-1 2P.pngGuard:
All
Startup:
6
Recovery:
9
Advantage:
-3
.


Defense

PierceGGST Zato-1 Pierce.pngGuard:
All
Startup:
21 [25]
Recovery:
24
Advantage:
has a 6F gap between the first and second hit, allowing you to kill Eddie with a 2P if Zato does not fill the gap with a move of his own or cancel after the first hit.

Yellow Roman Cancel is particularly strong on defense against Zato as if it is not baited, it additionally will kill Eddie.


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