GGST/Happy Chaos/Okizeme

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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 H. 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 H, 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 AimGGST Happy Chaos 214S.pngGuard:
-
Startup:
-
Recovery:
Total 18
Advantage:
-
.

When allowed to fully 'charge' Steady AimGGST Happy Chaos 214S.pngGuard:
-
Startup:
-
Recovery:
Total 18
Advantage:
-
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

Post Super Wallbreak Zoning SetupTime for some Red Light, Green Light.
Easy

236P > (236K >) 214S H > ...
Curse and Clone are optional and if both are used Steady Aim will no longer hit meaty.

Clone is only necessary against opponents which are able to threaten a fullscreen approach between shots. Such as a Chipp with 50% Meter.

Wallslump Setup

Recovering Resources after a wall slump.Take a breath and count 1-2-3.

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.

  • Focus, and Reload 3 Bullets
  • Reload 6 Bullets
  • Focus Twice
  • Scapegoat, and Reload 3 Bullets
  • Scapegoat and Focus

WallbreakFocus into Super Wallbreak.

... > 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 jump cancel into delay overhead.A more ambiguous alternative to 5D.
Medium

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 jump cancel into empty low.A more ambiguous alternative to 2D.
Easy

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 Hit SafejumpExchange reloading for a safejump.
Easy

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.

Fire SafejumpEnough time to Reload 1 bullet.
Medium

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

HighAlso serves as the optimal confirm for if j.2K hits.
Hard

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

UMISHO's Original Tweet

LowLeaves you in a less advantageous position than the high option to continue pressure.
Medium

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

UMISHO's Original Tweet

Tick ThrowThrow has a weaker reward midscreen than in the corner.
Easy

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

HighThe timing of your shots affect which side you end up on.
Medium

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

LowLeaves you in a more advantageous position than the high option to continue pressure.
Medium

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

Tick ThrowDelay fire but not for too long.
Easy

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

HighPressing 5D would be too easy.
Medium

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

UMISHO's Original Tweet

LowBoth High and Low can be easily confirmed into a wallslump.
Easy

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

UMISHO's Original Tweet

Tick ThrowThrow is much more rewarding in the corner.
Easy

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 StormGGST Axl Low 236236H 1.pngGuard:
    All
    Startup:
    11+1
    Recovery:
    26
    Advantage:
    -2
  • Faust's Bone-crushing ExcitementGGST Faust 632146H 1.pngGuard:
    All
    Startup:
    16+5
    Recovery:
    48
    Advantage:
    -32
  • Leo's Leidenschaft des DirigentenGGST Leo Whitefang Liedenschaft des Dirigenten.pngGuard:
    All
    Startup:
    10+1
    Recovery:
    43
    Advantage:
    -33
  • Goldlewis's Down With The System 720 & 1080GGST Goldlewis Dickinson Down with the System.pngGuard:
    All
    Startup:
    6+(135 Flash)+4
    Recovery:
    46
    Advantage:
    -33
  • Jack-O's Forever Elysion DriverGGST Jack-O 632146P Whiff.pngGuard:
    Throw
    Startup:
    10+1
    Recovery:
    58
    Advantage:
    -
  • Testament's Calamity OneGGST Testament 236236K.pngGuard:
    All
    Startup:
    11+4
    Recovery:
    67
    Advantage:
    -38
Doesn't Safejump
  • Sol Badguy's Tyrant RaveGGST Sol Badguy 632146H 1.pngGuard:
    All
    Startup:
    7+2
    Recovery:
    41
    Advantage:
    -44
  • Ky Kiske's Ride the LightningGGST Ky Kiske 632146H.pngGuard:
    All
    Startup:
    8+1
    Recovery:
    99
    Advantage:
    -82
  • May's The Wonderful and Dynamic GoshogawaraGGST May The Wonderful and Dynamic Goshogawara.pngGuard:
    All
    Startup:
    6+4
    Recovery:
    55
    Advantage:
    -21
  • Millia's WingerGGST Millia Rage 632146H Full.pngGuard:
    All
    Startup:
    8+1
    Recovery:
    40
    Advantage:
    -32
  • Ramlethal's MortobatoGGST Ramlethal Valentine Mortobato.pngGuard:
    All
    Startup:
    7+2
    Recovery:
    51
    Advantage:
    -38 [-38] {-43}
  • Nagoriyuki's WasureyukiGGST Nagoriyuki Wasureyuki1.pngGuard:
    Mid
    Startup:
    7+(173 Flash)+2
    Recovery:
    54
    Advantage:
    -37
  • Anji's Kachoufuugetsu KaiGGST Anji Mito 632146S.pngGuard:
    Startup:
    Recovery:
    Total 40
    Advantage:
  • I-No's Ultimate FortissimoGGST I-No Ultimate Fortissimo-2.pngGuard:
    All (Guard Crush)
    Startup:
    7+2
    Recovery:
    13
    Advantage:
    +26
  • Goldlewis's Down With The SystemGGST Goldlewis Dickinson Down with the System.pngGuard:
    All
    Startup:
    6+(135 Flash)+4
    Recovery:
    46
    Advantage:
    -33
  • Baiken's Tsurane Sanzu-watashiGGST Baiken 236236S.pngGuard:
    All
    Startup:
    8+1
    Recovery:
    48
    Advantage:
    -32
    and ParryGGST Baiken 236P 2.pngGuard:
    Startup:
    1
    Recovery:
    32
    Advantage:
  • Giovanna's VentaniaGGST Giovanna Ventania.pngGuard:
    All
    Startup:
    5+4
    Recovery:
    49
    Advantage:
    -37
Beats
  • Chipp Zanuff's Zansei RougaGGST Chipp Zanuff Zansei Rouga 1.pngGuard:
    All
    Startup:
    20+1
    Recovery:
    Advantage:
Trades
  • Chipp Zanuff's Banki MessaiGGST Chipp Zanuff Banki Messai 1.pngGuard:
    All
    Startup:
    6+1
    Recovery:
    Advantage:
    -20


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