Read First
Fire Notation
H refers to Firing. Simply put, if you see H, it's representing an input of ]H[.
Fire can only be input by releasing .
This is usually notated by ]H[, but because pressing H is not linked to anything besides Cancel Aim, H will be used to solely to represent when to release the button and fire Happy Chaos' gun.
If unsure of when you should be pressing and holding , normals preceding the inputs are a common location, but it will vary by person.
- 2H Always refers to Cancel Aim.
Additional Notation
H will often occur after the motion input of a move but before the button press. This is to due to Fire lacking hitstop allowing you to cancel immediately into special moves and give an idea of the best practices for using cancels out of and into Steady AimGuard:
-Startup:
-Recovery:
Total 18Advantage:
-.
When allowed to fully 'charge' Steady AimGuard:
-Startup:
-Recovery:
Total 18Advantage:
- gains additional damage and vertical launch height. This type of shot from 214S is referred to as a 'Clean Hit' or abbreviated as 'CL'.
22P (N) - Refers to reloading exactly N bullets (e.g. 22P (1) notates canceling reload right after the first bullet is loaded).
At the Ready is commonly shortened to 'ATR', and Steady Aim is commonly shortened to 'SA'.
Post Super Wallbreak
214S > 214 H K > 66~H > c.S~66 H > c.S~2H > 2366S > 66~H > c.S > ...
Reversal safe blockstring that pushes the opponent to the corner while building enough meter for a BRC.
Kara 236S is optional but strongly recommended as it makes the string work consistently against FD.
Wallslump Setup
Wallslump > 214P > 22P(3) > c.S
After a wallslump you have 101f-102f to recover resources before you can meaty, preferably with c.S.
Resource recovery options available that still enable meaty c.S.
... > 214P > 632146S
From a wall slump it is always possible to link Focus into Deus Ex Machina, unlike when wall sticking. It does not matter whether the opponent was wallslumped with a normal or a shot.
c.S > 9 > H > H > dl j.44 > j.S > H 66 > c.S > ...
Air Backdash is included to reduce the difference in timings of high and low option. When no Air Backdash is included the high option will always hit before the low, allowing for this mix to be fuzzied.
If both Shots are timed correctly this will be a true string up until 2K / 5K.
- Following with 2D will maintain the true string but risk losing the wall slump.
- Following with 6K will maintain the wall slump but leave a gap for opponent to mash DP or Super.
c.S > 9 > H > H > 2K > 6P / 2D > H > ...
If both Shots are timed correctly this will be a true string up until 2K.
- Following with 2D will maintain the true string but risk losing the wall slump.
- Following with 6P will maintain both the true string and the wall slump.
Normal (WS) > 214P > 44 > IAD > j.S / j.2K
Rising j.K auto-times j.S to hit as deep as possible.
Wallslumping with a normal requires different timing to safejump than a shot. Autotimed.
Works on all DPs and Supers.
Shot (WS) > 214P > 22P (1) > 66 9 > j.K > j.S
Rising j.K auto-times j.S to hit as deep as possible.
Wallslumping with a shot requires different timing to safejump than a normal, and enough additional time to reload 1 Bullet before you do.
Works on all DPs and Supers.
Jump Cancel BRC Forward Setups
5K / c.S > jC > 66BRC > j.S > 66 9 > j.3K~H > dl j.44 + H > j.D > c.S > ...
Blue Roman Cancel forward must be delayed long enough into the jump cancel that Happy Chaos remains airborne afterwards.
j.D must be performed very quickly after the air backdash otherwise it will swap sides.
- Starting with c.S will true string into j.S.
- Starting with 5K will leave a gap where fast supers will hit you, but will safejump slower supers and DPs
5K / c.S > jC > 66BRC > j.S > 66 9 > j.3K~H > H > 2K > 2D > ...
Blue Roman Cancel forward must be delayed long enough into the jump cancel that Happy Chaos remains airborne afterwards.
- Starting with c.S will true string into j.S.
- Starting with 5K will leave a gap where fast supers will hit you, but will safejump slower supers and DPs
5K / c.S > jC > 66BRC > j.S > 66 9 > j.3K~H > 4/6D
Blue Roman Cancel forward must be delayed long enough into the jump cancel that Happy Chaos remains airborne afterwards.
If fire is delayed too long throw will whiff, due to opponent still being in throw protection.
- Starting with c.S will true string into j.S.
- Starting with 5K will leave a gap where fast supers will hit you, but will safejump slower supers and DPs
5K / c.S > jC > 66BRC > j.S > 66 9 > j.3K dl H > dl j.44 + H > j.S
Blue Roman Cancel forward must be delayed long enough into the jump cancel that Happy Chaos remains airborne afterwards.
Air Backdash is included in high option in order to decrease the the gap in timing between when the low and high hit.
Fire must be delayed for a small amount of time after j.3K in order to not cross up.
- Starting with c.S will true string into j.S.
- Starting with 5K will leave a gap where fast supers will hit you, but will safejump slower supers and DPs
5K / c.S > jC > 66BRC > j.S > 66 9 > j.3K dl H > H > 2K
Fire must be delayed for a small amount of time after j.3K in order to not cross up.
- Starting with c.S will true string into j.S.
- Starting with 5K will leave a gap where fast supers will hit you, but will safejump slower supers and DPs
5K / c.S > jC > 66BRC > j.S > 66 9 > j.3K dl H > 4/6D
Blue Roman Cancel forward must be delayed long enough into the jump cancel that Happy Chaos remains airborne afterwards.
Fire must be delayed for a small amount of time after j.3K in order to not cross up. If fire is delayed too long throw will whiff, due to opponent still being in throw protection.
- Starting with c.S will true string into j.S.
- Starting with 5K will leave a gap where fast supers will hit you, but will safejump slower supers and DPs
5K / c.S > jC > 66BRC > j.S > 66 9 > j.3K~H > dl j.44 + H > j.S
Blue Roman Cancel forward must be delayed long enough into the jump cancel that Happy Chaos remains airborne afterwards.
Air Backdash is included in high option in order to decrease the the gap in timing between when the low and high hit.
- Starting with c.S will true string into j.S.
- Starting with 5K will leave a gap where fast supers will hit you, but will safejump slower supers and DPs
5K / c.S > jC > 66BRC > j.S > 66 9 > j.3K~H > H > 2K
Blue Roman Cancel forward must be delayed long enough into the jump cancel that Happy Chaos remains airborne afterwards.
- Starting with c.S will true string into j.S.
- Starting with 5K will leave a gap where fast supers will hit you, but will safejump slower supers and DPs
5K / c.S > jC > 66BRC > j.S > 66 9 > j.3K~H > 4/6D
Blue Roman Cancel forward must be delayed long enough into the jump cancel that Happy Chaos remains airborne afterwards.
If fire is delayed too long throw will whiff, due to opponent still being in throw protection.
- Starting with c.S will true string into j.S.
- Starting with 5K will leave a gap where fast supers will hit you, but will safejump slower supers and DPs
- Safejumps
Axl Low's Sickle Storm
Guard:
AllStartup:
11+1Recovery:
26Advantage:
-2Faust's Bone-crushing Excitement
Guard:
AllStartup:
16+5Recovery:
48Advantage:
-32Leo's Leidenschaft des Dirigenten
Guard:
AllStartup:
10+1Recovery:
43Advantage:
-33Goldlewis's Down With The System 720 & 1080
Guard:
AllStartup:
6+(135 Flash)+4Recovery:
46Advantage:
-33Jack-O's Forever Elysion Driver
Guard:
ThrowStartup:
10+1Recovery:
58Advantage:
-Testament's Calamity One
Guard:
AllStartup:
11+4Recovery:
67Advantage:
-38
- Doesn't Safejump
Sol Badguy's Tyrant Rave
Guard:
AllStartup:
7+2Recovery:
41Advantage:
-44Ky Kiske's Ride the Lightning
Guard:
AllStartup:
8+1Recovery:
99Advantage:
-82May's The Wonderful and Dynamic Goshogawara
Guard:
AllStartup:
6+4Recovery:
55Advantage:
-21Millia's Winger
Guard:
AllStartup:
8+1Recovery:
40Advantage:
-32Ramlethal's Mortobato
Guard:
AllStartup:
7+2Recovery:
51Advantage:
-38 [-38] {-43}Nagoriyuki's Wasureyuki
Guard:
MidStartup:
7+(173 Flash)+2Recovery:
54Advantage:
-37Anji's Kachoufuugetsu Kai
Guard:
Startup:
Recovery:
Total 40Advantage:I-No's Ultimate Fortissimo
Guard:
All (Guard Crush)Startup:
7+2Recovery:
13Advantage:
+26Goldlewis's Down With The System
Guard:
AllStartup:
6+(135 Flash)+4Recovery:
46Advantage:
-33Baiken's Tsurane Sanzu-watashi
Guard:
AllStartup:
8+1Recovery:
48Advantage:
-32 and ParryGuard:
Startup:
1Recovery:
32Advantage:Giovanna's Ventania
Guard:
AllStartup:
5+4Recovery:
49Advantage:
-37
- Beats
Chipp Zanuff's Zansei Rouga
Guard:
AllStartup:
20+1Recovery:
Advantage:
- Trades
Chipp Zanuff's Banki Messai
Guard:
AllStartup:
6+1Recovery:
Advantage:
-20