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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 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.
|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.|
- Whiffs on crouching characters.
It's a jab. Whiffs on crouchers but can make for a decent anti-air in a pinch, particularly if someone crosses up your 6P.
Gatling Options: 5P, 2P, 6P, 6K, 6S
- Very fast for its reach.
- 5K > 6K has a 3-frame gap, 5K > 6S has a 1-frame gap.
5K and 2K make up Chaos' primary poking normals when he's too close for 2S. 5K in particular is notable for its amazing frame data and frame trap cancel options, making it easy to force respect from (and by extension tick throw from). Being a K normal, it also gatlings into 2D for a knockdown long enough to safely gain back a resource and meaty.
Gatling Options: 6P, 6K, 6S, 5D, 2D
- -2 on block with low pushback makes this a good tick throw button.
Happy Chaos' c.S is a bit unusual. He doesn't have traditional H buttons which generally limits his strings, but he has a variety of command normals he can use instead. The safest option is to use 6K > At the Ready to gain some space.
Gatling Options: 6P, 6K, f.S, 2S, 6S, 5D, 2D
- 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.
- 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.
- Anti-air and counterpoke.
Combos into 236S for a high damage combo. Other than its intended purpose of being an anti-air, Chaos favors his other command normals and stances for blockstrings and neutral. 6P does come with the merit of being his only gapless gatling from P and K buttons.
- Advancing low.
- 3-frame gap if cancelled from 5K or 2K.
- Can be made plus with Super Focus.
While this normal is unsafe on block, Chaos will usually cancel it into something else like 236S. 6K launches airborne opponents upwards, which makes it very useful for extending combos. 5K > 6K > Fire makes for a simple and effective corner pressure loop when starting out.
- Active, advancing mid.
- 1-frame gap if cancelled from 5K or 2K.
A high risk/medium reward neutral tool that sees most of its use in combos. 6S launches opponents about a half screen away on hit, and it can combo into Steady Aim and Deus Ex Machina if the opponent has some height. Decent at anti-airing as well.
- Loses to tick throws.
Gatling Options: 5P, 2P, 6P, 6K, 6S
- Can low profile certain attacks like Axl's 5K.
Excellent low mixup and close range poking tool. Has slightly more range than 2D which will lead to drops at max range.
Gatling Options: 6P, 6K, 6S, 5D, 2D
- Chaos' longest range low poke.
- Long float on air connect.
Far less recovery than f.S makes this an overall less committal poking tool, with the bonus of being easier to make plus with Fire. While it is on the slower side, it hits low and can stop low profile approaches that Chaos' other moves and Fire have trouble with.
Useful combo ender for far hits like 2S. The knockdown provides plenty of time to regain resources as well as meaty afterwards. Chaos can also OTG with Fire if the opponent is close to death.
- Launches airborne opponents down and away.
Fast, general-purpose air-to-air.
Gatling Options: j.P
- Much more combo-friendly than j.P.
Excellent air-to-air buttons for opponents higher than Chaos. Also makes for a decent rising anti-air. Chaos can also extend a pickup with Fire to get more damage and possibly a wallbreak.
Gatling Options: j.D
- Doesn't consume a bullet.
- Not actually disjointed.
This is Chaos' most downwards angled jump normal, and as such it is his best jump-in. That being said, it's not all that great. The muzzle flash has a large hurtbox that leads to it trading or getting stuffed a lot more than it looks like it should.
Gatling Options: j.D
- Only hits behind Chaos.
Soley a mixup tool as it's a nasty crossup normal. Can also be useful if an opponent tries to anti-air by running under Chaos.
- Chaos bounces off the opponent on hit or block.
- Holding  or  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.
6D or 4D
- Longer duration than the animation suggests.
Provides enough time to Reload two bullets anywhere and still get a meaty. Alternatively, Chaos can Focus to give up oki for Concentration. If he wants to start zoning, Curse > Steady Aim will stick a reticle on the opponent after knocking them almost full screen. Fire allows Chaos to lock opponents down pretty effectively, which in turn bolsters his ability to throw them.
j.6D or j.4D
Standard air throw. Expect to use this a lot when using Scapegoat.
At the Ready
- 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).
- 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.
5]H[ during At the Ready or Steady Aim
-  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 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 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.
2H during At the Ready (Air OK) 214S during Steady Aim
- 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.
- 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.
- Buffs Happy Chaos's Concentration gauge for 5 seconds.
- Recovers +300 Concentration immediately and halves Concentration costs during the buff effect
Chaos pauses for a moment to focus. Exceptionally useful during combos, as Chaos can sneak it in if a normal starts a Wallstick. It can also cancel out Steady Aim, but Reload is faster and easier to fit in.
- 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.
- 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.
- 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.
Deus Ex Machina
- 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.
- 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.
|To edit frame data, edit values in GGST/Happy Chaos/Data.|
Click [★] for character's full frame data