GGST/Happy Chaos

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This section is still being written. It may be wildly inaccurate or missing significant data.
Please feel free to make edits, but include edit summaries and sources where applicable.
Overview

Overview

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

Chaos’s gun is his defining feature. Enter one of his shooting stances, At the Ready or Steady Aim, to aim a crosshair at the opponent and press H to Fire. Steady Aim restricts his mobility but provides more power and accuracy than At the Ready. Chaos cannot block while in either shooting stance, so be ready to Cancel Aim to protect yourself.

Firing his gun can keep foes at bay. You might miss if they run, so don’t spray and pray. At the Ready allows Chaos to Fire after actions of all kinds. Use it for strings, that’s when it shines. Use Fire after pokes, such as 2S or 5K. This covers your approach and starts offensive play. 5D or 2D into Fire is a strong high/low mix, and Roll into Fire is a Cross-upAttacking your opponent after changing which horizontal side you are on, usually by jumping over them.; what a great bag of tricks! Experiment and find new ways to be aggressive. The player - just like Chaos - can be quite expressive.

Gunplay requires awareness, however, as firing drains two unique resources: Concentration and Ammo. Concentration refills over time when not in a shooting stance, but ammo requires a manual Reload. Balancing these two on top of the Tension Gauge can be a daunting task for all but the sharpest of minds. When in need, Chaos can sacrifice HP to create a Scapegoat, which can buy time to replenish his resources. Keep in mind that Chaos is frail and lacks a reversal of any kind, so your defense will have to be on point.

Know when to approach and assault adversaries and when to retreat to refill resources. Ammunition is finite, but creativity is infinite! Keep your strategy unpredictable - chaotic, even - and take the stage of victory.


Lore:He is the Original, who first discovered the Backyard and taught humanity about magic.

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

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

He may cause major incidents, but he could also end up on the side of justice.
Playstyle
GGST Happy Chaos Icon.png Happy Chaos , classified as a Shooting type, is a midrange footsie character who uses his unique gun stances for everything from enhanced pressure to damaging combos.
Pros Cons
  • Versatile Conversions: By using his gun to connect normals that otherwise won't combo, Chaos can perform strong midscreen and corner conversions that either deal decent damage or leave him in a good spot for an oppressive oki game. This includes a legitimate combo off of his uncharged Dust without using meter, something that most other characters can't do reliably.
  • Gun Pressure: Contrary to their supposed use as range weapons, Chaos' guns can be used to lock down opponents at close range. The threat of being shot is sometimes enough to halt opponents in their tracks completely, and which can also lead into a scary left/right mixup game with Roll or a strike/throw mix with his standard throw.
  • Forced Safety: Due to how the gun works, Chaos can make any of his moves safe or plus by expending a bullet. This gives Chaos a great poking game, since a blocked hit can be cancelled into a shot to make safe.
  • Footsie Tools: Moves like Scapegoat, Curse, and his two gun stances give Chaos the ability to play at whatever distance he likes so long as he has the resources to sustain himself.
  • Amazing Meter Gain: Chaos has exceptional meter gain. A lot of his moves like Gun Draw give him lots of meter, and it's not uncommon for him to hit 40% tension gain in a single combo.
  • Resource Intensive: Chaos has to maintain two additional resource gauges in his Concentration and Ammo. Juggling these can be confusing in the heat of battle.
  • Terrible Resourceless Pressure: When Chaos has no ammo or concentration, his options become extremely limited. His pokes lose the threat of conversions, his pressure becomes nonexistent, and his only way to get back resources is to wait for Concentration or manually reload his gun.
  • Potentially Punishing Drops: Dropping a combo while in At the Ready can be especially bad for Chaos because he cannot block while in the stance, and losing a knockdown means he can't get his resources back and loses momentum.
  • Weak Defense: Chaos has no reversal, with or without meter. This coupled with his average frame data makes defending difficult for Chaos without expending resources to push people away from him.
Concentration & Ammo GGST Happy Chaos Bullet Loaded.png
Chaos' gun is a powerful tool, but it is also heavily limited. He has to manage two resources that dictate how much he can use it: his bullets and his Concentration meter (Full gauge = 1000 basis). Entering At the Ready or Steady Aim will begin to drain the Concentration meter (-60 per second or -420 per second). Using Fire will take a portion of the Concentration meter (-200 per shot and -100 per shot) and a bullet every time it is used. Chaos' Concentration meter will come back over time (Red bar: +240 per second, Yellow bar: +120 per second), but he can increase the rate he gains it back with Focus or Super Focus with 50% Tension. His bullets do not come back over time, instead he must manually reload them with Reload. Happy Chaos can also reload with Deus Ex Machina, however this uses both 50% Tension and requires Concentration.

Normal Moves

5P

5K

c.S

f.S

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
30 All 10 7 29 -22 -

  • Average startup, high recovery poke.
  • Non-traditional 5H makes pressure afterwards difficult.

This move is slightly disjointed which makes it a decent poke and anti-air. However, this move also has a lot of recovery and is very minus on block. This makes it fairly weak for pressure (even with gun), which incentivizes using his other specials to make it safer. While using Fire can make this safer, Chaos has to use two shots to really get anything out of it which severely limits his options afterwards.

5D

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
Uncharged 40 High 20 3 26 -15 -
Charged 50 High 28 3 26 -10 -

Uncharged Dust Attack
  • Causes floating crumple on ground hit.
  • Launches opponent on air hit.
  • 80% proration.

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.


Charged Dust Attack
  • 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.

Similar to uncharged but is slow enough to be reacted to, but if it does land it gives a high damage combo.

6P

6K

6S

2P

2K

2S

2D

j.P

j.K

j.S

j.D

j.2K

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
44 High 12 5 16 NA -

  • Chaos bounces off the opponent on hit or block.
  • Holding [1] or [3] will cause Chaos to bounce in that direction.
  • j.2K can also be input as j.1K or j.3K as to not overlap with Cancel Aim
  • Maintains momentum when using this move on hit and block.

Chaos' goomba stomp. Bounces him up on hit or block and hits overhead, meaning it can be used as a fuzzy. This can be turned into a combo with Fire. Because this move maintains momentum, it can be a strange way to create space by bouncing off of an opponent's head after an airdash or even after just running and jumping.

Universal Mechanics

Ground Throw

6D or 4D

Air Throw

j.6D or j.4D

Special Moves

At the Ready

H 236S

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
H NA NA 0 NA NA NA -
236S 42 All 9 3 16 0 -

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

Entering At the Ready with 236S will add a swing attack with the gun upon startup. If H is pressed during At the Ready, Chaos will perform Fire instead.

When the aiming reticle first appears, it takes a moment to focus on the opponent. If Chaos performs Fire while the reticle is unfocused it will deal reduced damage. Performing any other attack during At the Ready will cause the reticle to briefly lose focus. If an attack connects with an opponent, the reticle will refocus on the opponent much faster than if it had whiffed. This effect will either last for a short duration, or until you stop spending concentration, whichever occurs first.

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

The 236S version is the key for heavy damage at close range. Juggle afterwards with a 5K, 6K or microdash c.S. On counterhit, you can link into Steady Aim (214S).

Steady Aim

214S

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
NA NA 18 NA NA NA -

  • Gun stance number 2.
  • 18F Startup before first shot can be fired
  • Chaos cannot move, jump, crouch, or block.
  • Drains Concentration (100 per shot and 420 per second, full gauge 1000 basis) much faster than At the Ready.
  • After a short delay, shots will Guard Crush on block and launch higher on hit.
  • Cancelable into overdrives and other specials except for At the Ready.
  • Chaos will be counter hit when hit during this stance.

Forgoes At the Ready's mobility for much better tracking and damage. Launches opponents up very high and cancelable into other special moves, making this a combo staple. Reloading one bullet will still have enough advantage to combo into 6K if used early in a combo. If hit far away, cancel into 632146S or 22P to reload bullets or 214P to regain some lost concentration.

Similarly with At the Ready, If an attack recently connected with an opponent, Steady Aim's reticle will refocus on the opponent much faster. However, in practice, the only attack that will allow Steady Aim to refocus faster is a Fire, from either stance. Leaving Steady Aim ends this effect.

Fire

5]H[ during At the Ready or Steady Aim

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
236S H 30 [20] All 1 2 NA - -
214S H 60 [40] Guard Crush [All] 1 2 43 +10* -

  • [] values refer to when the reticle isn't completely focused.
  • Properties change between At the Ready and Steady Aim.
  • Can be used as long as bullets and focus gauge are available.
  • Only fires upon releasing the H button as opposed to the initial press.

While in At the Ready
  • 24 frames of blockstun
  • Can Fire during any move besides Throw, Roll (214K), Focus (214P), and Reload (22P)
  • Can be used while crouching via 1H or 3H.

Chaos shoots wherever the reticle is focused. Fire can also be used during some special moves as a way to make them safer. Fire will do more damage when the aiming reticle is completely focused.


While in Steady Aim
  • Guard crushes when reticle is focused
    • If reticle is focused, canceling into 22P (reload) is +12 and 214S (cancel aim) is +10 on block.
  • 26 frames of blockstun unfocused and 42 frames of guard crush blockstun focused
  • Launches opponents up high on hit for follow ups
  • Slower fire rate compared to At the Ready shots

While the reticle is completely focused, Fire will do more damage, launch the opponent higher on hit, and guard crush on block. On block, Chaos can cancel Fire into Roll to threaten a strike/throw mixup.

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

Fire is not a true projectile and cannot be

  • Flicked by Potemkin
  • Blocked with Zato's Oppose
  • Blocked with Zato's Drunkard Shade
  • Defended with Jack-O's Servant's Shield
  • Absorbed by Happy Chaos's Scapegoat

It can still be countered or spun out by Anji.

Cancel Aim

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

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
236S 2H NA NA NA NA NA NA -
214S 214S NA NA NA NA 28 total NA -

At the Ready Cancel
  • Cancels At the Ready.
  • You must input 2H, inputting 1H or 3H will cause chaos to fire a bullet while crouching.
  • If you held H to equip your gun, you must release H in order to input 2H. This means you must commit to firing the gun first before canceling At the Ready with this move if you held H to equip your gun.

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


Steady Aim Cancel
  • Cancels Steady Aim.
  • Canceling Steady Aim this way leaves Chaos in At the Ready stance.
  • It is faster to cancel Steady Aim through Reload than through this move. However, this move is the fastest way to enter At the Ready from Steady Aim.

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

Reload

22P

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
NA NA 23 NA 23~77 total NA -

  • Reloads all spent bullets.
  • Can be freely cancelled at any time after startup.
  • Startup has counterhit recovery, but becomes normal recovery during bullet reloading.
  • Takes 21, 30, 39, 48, 57, 66 frames to reload 1, 2, 3, 4, 5, 6 bullets respectively.

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

Focus

214P

Curse

236P

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
NA NA NA NA 29 total NA -

  • Has no hitstun or blockstun.
  • Is completely unblockable and intangible, going through other projectiles.
  • Places a status effect on hit that drastically improves reticle tracking.
  • Curse lasts for 5 seconds(300F).
  • Airborne 7~19F

Chaos jumps backwards and throws a ball forward. If it connects, the opponent is then "cursed" and Chaos' reticle will track them better for the effect's duration. If the ball does not connect, it will bounce off the ground and continue forward in a similar arc. Curse will also remain after a wallbreak, giving him an advantage when returning to neutral.

Scapegoat

236K

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
NA NA 10 NA 43 total NA -

  • Costs 10% of Chaos' health to use (42 damage).
    • Scapegoat cannot kill Chaos if he has no health left.
  • Fully counterhit recovery.
  • Clone takes one hit before dissipating.
  • Clone has a collision box.
  • Airborne 10~30F

Chaos backdashes and leaves a clone where he originally was. The clone will protect Chaos from any strikes that go through it, allowing him to safely Reload, Focus, enter a stance, or simply reposition. The recovery is airborne for a litte, so Chaos can also 66.PRC for an un-reversalable, un-mashable, un-throwable mixup.

Because of how much this protects Chaos, it's extremely deadly as an oki tool as well as a neutral tool, preventing the opponent from advancing as Chaos gets to do whatever he wants.

Roll

214K

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
NA NA NA NA 35 total NA 4~15 Upper Body

  • Extremely low profile, but not fully invincible.
  • Fire can be used during its recovery.
  • Can roll through opponents(1~18F).
  • Invulnerability on upper half of body(4~15F)

Obligatory gun character combat roll. Because Chaos can use Fire towards the end of the move, he can use it a bit more liberally if he has the resources to make it safer. The low profile kicks in fast enough that Chaos can roll through some delay gatling frame traps, but keep in mind that the recovery usually will not net a punish.

Overdrives

Deus Ex Machina

632146S

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
20, 1x17, 100 All 13+(193 Flash)+7 - - -25 -

  • Requires both Tension and Concentration to use.
  • Tracks the opponent's location.
  • Opponent will break the wall if launched by this move.
  • Reloads Chaos' gun as a bonus.
  • Leaves Chaos in At The Ready once the move finishes, provided he has enough Concentration remaining.
  • Inputting Cancel Aim at any time during this move will make Chaos put away the gun immediately when this move ends.

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

Super Focus

214214P

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
NA NA 5 (52 Flash) 6 NA -

  • Recovers all of Happy Chaos' Concentration.
  • Applies an improved version of the Focus buff which lasts for 10 seconds instead of 5.
  • Recovers +1000 Concentration immediately and halves Concentration costs during the buff effect
  • Recovers fast enough to make 6K and 2D plus on block after cancelling (each Attack Level frames - 11 frames).

Treat this move like a Roman Cancel for normal attacks. Not only does it not touch scaling, it also gives Chaos an improved version of his Focus buff. Positive Bonus and the incredibly quick duration all but guarantee this after a wallbreak.

External References

Navigation

Ambox notice.png To edit frame data, edit values in GGST/Happy Chaos/Data.