GGST/Happy Chaos: Difference between revisions

From Dustloop Wiki
Line 225: Line 225:




[[GGST/Happy Chaos/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|j.P}}
[[GGST/Happy Chaos/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|j.P}}, {{clr|K|j.2K}}
}}
}}



Revision as of 05:12, 24 September 2022



Overview
Overview

The Gunslinging Broken Messiah, Happy Chaos is a versatile character who controls space through the usage of his gun, and excellent normals.

Chaos is able to fire his gun by entering either of his shooting stances, At the Ready or Steady Aim. While in either shooting stance Chaos cannot block without using Cancel AimGGST Happy Chaos 2H.pngGuard-Startup-Recovery0 [9]Advantage-.

At The Ready can be entered at almost any time by pressing H, or by using the special 236SGGST Happy Chaos 236S.pngGuardAllStartup9Recovery13Advantage+3. While in At the Ready, or 'ATR' Chaos can fire his gun at almost any time by releasing the H button, allowing for extreme versatility in its use as well as maintaining full mobility.

Steady Aim is only entered by use of the special move 214SGGST Happy Chaos 214S.pngGuard-Startup-RecoveryTotal 18Advantage-, and has two distinct types of shots determined by the delay between entering the stance and firing. While in Steady Aim, or 'SA' all shots will have greater accuracy, damage, vertical launch and hitstun, but 'charging' the Steady Aim shot until the point it Clean Hits will further increase all of these factors. Additionally on block a Steady Aim Clean Hit, will inflict the guard crush status on opponents allowing Chaos to be in a very advantageous state after canceling.

Combining the two stances is what gives Happy Chaos his greatest strengths.

Gunplay requires awareness, however, as firing drains two unique resources: Concentration and Ammo. Concentration refills over time when not in a shooting stance or through use of Focus, but ammo requires a manual Reload. Tension gives access to Super Focus and Deus ex Machina which fully refill either the full Concentration or Ammo gauge and can make resource management easier. Balancing Ammunition, Concentration and Tension are vital for playing the character as without access to his gun, he loses access to most of his strengths.

 Happy Chaos  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 wouldn't combo Happy Chaos has access to high damage, corner carry and meter gain from any successful hit, anywhere on screen.
  • Oppressive Pressure: Chaos can use gunshots to alter the frame data of his moves to make them safe, true, or plus. Chaos uses this to create long and risky to mash into block strings using Steady Aim, or difficult to block mix using At the Ready.
  • Screen Control: Strong mid-range buttons like 2S and 2K combined with Curse gives Chaos un-matched screen control. Once the opponent is cursed Steady Aim becomes a 19F Startup mid that will hit anywhere on screen or Happy Chaos can use his resources to approach safely with At the Ready.
  • Amazing Meter Gain: The frequent usage of special moves, and special move cancels cause Happy Chaos to generate large amounts of tension with everything he does.
  • Strong Match-Up Spread: Happy Chaos doesn't outright lose any match-ups, going even or better against every character.
  • No Invulnerable Reversal: Chaos has no reversal, with or without meter. Happy Chaos is dependent upon system mechanics to handle pressure.
  • Resource Intensive: Without his resources, Chaos's pokes lose the threat of conversions and his pressure becomes nonexistent. Chaos comes with numerous tools to resolve this issue, and consistently using them is key to maintaining good resource gain in combat.
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 with a higher concentration cost the further you are away from the opponent. 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.
Error: No field named "weight" found for any of the specified database tables.
Happy Chaos
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws.5P (5F)
2P (5F)
Reversal Attacks:Any reversal-esque moves this character has. Excludes universal options.None

Normal Moves

StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

5P

Damage GuardHow this attack can be blocked. 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. Invuln
21 All 5 4 7 -1
Total: 15

5K

Damage GuardHow this attack can be blocked. 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. Invuln
25 All 6 3 12 -3
Total: 20

c.S

Damage GuardHow this attack can be blocked. 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. Invuln
38 All 7 6 10 +1
Total: 22

Happy Chaos' ideal pressure and combo starter.

Happy Chaos' c.S is a bit unusual. He doesn't have traditional H buttons which generally limits his strings, but instead has a variety of command normals, specials and movement cancels he can use instead which make this an ideal pressure starting tool. The ability to dash cancel or jump cancel c.S combined with Chaos' ability to shoot at any time allow you to start very potent but resource intensive mix.

  • Jump and Dash Cancelable on Hit or Block.
  • Only 100% Proration A method of combo damage reduction. Specific types of proration have specific names, but each type reduces the amount of damage subsequent attacks in the combo will deal by a specific amount. Starter.


Gatling Options: 6P, 6K, f.S, 2S, 6S, 5D, 2D

f.S

Damage GuardHow this attack can be blocked. 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. Invuln
30 All 10 7 21 -14
Total: 37

5D

Version Damage GuardHow this attack can be blocked. 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. Invuln
Uncharged 40 High 20 3 26 -15
Charged 50 High 28 3 26 -10
Total: 48
Total: 56
Uncharged Dust Attack

Universal Overhead, with greater than average reward.

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.

  • Causes floating crumple on ground hit.
  • Launches opponent on air hit.

Charged Dust Attack

Uncharged Dust's less useful variant.

Generally not used due to the Uncharged Dust's strengths. Homing dust combos are high damage but not able to restore any form of resource, as well as being easier to react to.

  • 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.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. 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. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
Uncharged 80% 2 Mid 0 1125 3000 [1000] 700 (900) 60%
Charged 100% 4 Mid KD +36 1875 1500 [1000] 0 (200) 60%

Uncharged:

  • Hitstop on block: 20F
  • Hitstop on ground hit: 16F
  • Floating crumple on ground hit: Total 28F (airborne hitstun 1-11F, standing hitstun 12-18F, can block 19-28F)
  • R.I.S.C. Loss in [ ] refers to when 5D is not the initial hit of a combo.
  • Wall Damage in ( ) refers to if opponent is touching the wall.
  • Has no additional Combo Decay on initial hit, unlike other overheads (usually adding +5 on initial hit for 10 total).
  • Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.


Charged:

  • Hitstop on block: 20F
  • Hitstop on raw hit: 45F
  • Properties for opponent on block follow Level 4 rules.
  • R.I.S.C. Loss in [ ] refers to when 5[D] is not the initial hit of a combo.
  • Wall Damage in ( ) refers to if opponent is touching the wall.
  • Wall Damage when hit raw is increased to 700 (900).
  • Applies 5 less Combo Decay on initial hit, for 0 Combo Decay if the first hit of a combo.
  • Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.

2P

Damage GuardHow this attack can be blocked. 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. Invuln
18 All 5 2 10 -2
Total: 16

2K

Damage GuardHow this attack can be blocked. 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. Invuln
21 Low 7 4 12 -4 5-10F Low Profile
Total: 22

Happy Chaos' fastest low, and an excellent neutral tool.

Can potential be used as a Low Profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. due the stance Chaos takes when performing the move.


Gatling Options: 6P, 6K, 6S, 5D, 2D

2S

Damage GuardHow this attack can be blocked. 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. Invuln
29 Low 11 3 18 -7
Total: 31

The Footsies A complicated, often nebulous term that refers to the battle for controlling the space in front of you, often by using good pokes. In essence, you are trying to get to a range you like, while trying to deny your opponent getting to a range that they like. How you do this varies wildly based on the game, but it often involves using long range attacks to pester your opponent as they are trying to walk around. This dance of playing mind games with your feet is the source of the term's name. Button.

2S is the primary tool for controlling the mid-range space in front of Happy Chaos's due to it's excellent speed and reach as well as hitting low.

Has only one more frame of startup than f.S, and less recovery but hits in a better location, making it the generally preferred S Normal for poking.

  • Slightly disjointed hitbox.

2D

Damage GuardHow this attack can be blocked. 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. Invuln
33 Low 10 3 19 -8
Total: 31

Easy conversion tool, and Hard Knockdown A knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc. provider for when resources are needed.

Useful for confirming awkward hits and when low on resources as the Hard Knockdown provides enough time to either Focus or Reload up to 4 bullets before dashing up for a meaty c.S. When not used for its Hard Knockdown 2D can also be used to easily bridge into two different types of combos, either using 236S or the Clean Hit Confirm as it one of Chaos' two primary launching normals, and has the least horizontal knockback of the two.

6P

Damage GuardHow this attack can be blocked. 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. Invuln
26 All 9 5 25 -16 1-3 Upper Body
4-13 Above Knees
Total: 38

6K

Damage GuardHow this attack can be blocked. 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. Invuln
28 Low 16 5 16 -7
Total: 36

An advancing low, and important combo extender.

6K launches airborne opponents upwards, which makes it very useful for extending combos as it will float the opponent long enough to get a Clean Hit Steady Aim.

When hitting grounded opponents 6K will keep the enemy grounded allowing you to follow-up with an ATR shot and another normal, while wall-slumping the opponent when reaching the wall.

6S

Damage GuardHow this attack can be blocked. 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. Invuln
45 All 12 7 24 -14
Total: 42

An advancing mid that can Anti-Air A grounded attack that hits the opponent out of the air and launches opponent on hit.

Frame-trap and pressure extender, preferred button for cancelling into Super Focus as it will have the greatest amount of plus frames.

If hitting with the early parts of the move it is possible for the opponent to be sent in the opposite direction.

j.P

Damage GuardHow this attack can be blocked. 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. Invuln
17 High 5 2 18 -
Total: 24

j.K

Damage GuardHow this attack can be blocked. 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. Invuln
21 High 7 3 18 -
Total: 27

Excellent air-to-air buttons for opponents higher than Chaos.

j.D existing as it does severely limits the utility of this move, as j.2K is primarily used to setup overhead left / right mix. Instead this move sees most usage as a aerial frame kill A technique where specific attacks or inputs are used to "kill time" to make timing a specific setup easier. to ensure j.S hits low enough to the ground.


Gatling Options: j.D

j.S

Damage GuardHow this attack can be blocked. 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. Invuln
33 High 10 4 23 +2 (IAD)
Total: 36

Happy Chaos' primary jump-in normal, fuzzy high option, and shimmy button.

Useful as a jump-in tool due it's large, downward angled hitbox. j.S also acts as the high option after a c.S jump cancel, use most commonly for wall-slump mix.

IABD j.S is a much higher reward shimmy tool than using just backdash, as it will catch opponents mashing as well as reacting with throw.

  • Doesn't consume a bullet.
  • Not actually disjointed.


Gatling Options: j.D

j.D

Damage GuardHow this attack can be blocked. 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. Invuln
37 High 11 4 21 +3 (IAD)
Total: 35

j.2K

Damage GuardHow this attack can be blocked. 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. Invuln
44 High 10 5 16 [11] +2 (IAD, airborne)
Total: 30

Universal Mechanics

Ground Throw

6D or 4D

No results
Damage GuardHow this attack can be blocked. 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. Invuln
No results

Happy Chaos's throw has a large amount of pushback that makes it impossible to OTG or setup strong okizeme mid screen, though it is always possible to apply Curse. In the corner the pushback is no longer a problem. c.S OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." becomes a viable option and can be followed by an immediate Clone for protection.

  • The Knockdown from a throw gives time to Reload 2 Bullets and get a meaty c.S in the corner.
  • The Knockdown from a throw does not give enough time to fully complete Focus so be careful using it in the corner.

Air Throw

j.6D or j.4D

Damage GuardHow this attack can be blocked. 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. Invuln
80 Air Throw 2 3 38 or Until Landing+10 -
Total: 14

Standard air throw, but an important part of Chaos' anti-air toolkit.

Chaos can OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." with 2S midscreen, and c.S in the corner. Either can be followed by an immediate Shot for additional damage.

ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. 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. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
50% HKD +44 (IAD) 2500 1000
  • Air Throws have both normal recovery (which recovers CH) and special recovery frames upon landing (not CH). It is technically possible to recover mid-air from a whiffed Air Throw, but it usually doesn't happen unless done from very high in the air.
  • Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
  • On-Hit value is for attacker's IAD height, except for Potemkin and Nagoriyuki, who have their instant Air Throw height instead.
  • Frame advantage decreases as height increases (+42 to +48).
  • Builds 1000 Tension once all damage is dealt.
  • On hit, applies an increased 25 Combo Decay.
  • Properties change if Roman Canceled before all damage is dealt:
    • Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
    • R.I.S.C. Loss: 1000
    • Proration: Forced 75%
    • Combo Decay on hit: 15

Special Moves

At the Ready

H 236S

Version Damage GuardHow this attack can be blocked. 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. Invuln
H - - - - Total 12 -
236S 42 All 9 3 13 +3
The number of startup frames is not a simple number (-). Please specify explicitly.
Total: 24

H Version

Chaos can press H to un-holster his gun and enter the 'At the Ready' stance, this can be done at any point during all normals, and Scapegoat, or Curse.


236S Version

Entering At the Ready with 236S will add a swing attack with the gun upon startup and functions like any other special move. This is a great way to start pressure as Happy Chaos is +3 on block and can fire afterwards as a true block string.

This move is also useful for high damage low resource combo routing as you are able to juggle afterwards with a 6K or microdash c.S / 5K.

Extremely potent Counterhit starter and thus frametrap option, as CH 236S links into Steady Aim (214S) Clean Hit, cancelled into a Focus for a full combo, with the concentration buff.


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 and has a higher possibility of missing the opponent. 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 last for a short duration.

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

  • Chaos retains all attack and movement options, but is unable to block.
  • The gun reticle appears at a random location either at or near the opponent, and will slowly begin tracking towards them.
  • Happy Chaos can equip his gun at any point except during Throw, Roll (214K), Focus (214P), and Reload (22P).
  • If performed with no Concentration Chaos will just fumble with the gun to no effect before putting it away.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. 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. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
H - - 0
236S 90% 4 Large KD +48 2500 2000 700 80% 25% 150

H:

  • Reticle appears on Frame 12 and Fire can be used from Frame 13 and onwards.
  • Drains Concentration at 6% per second, or 3% per second if the Focus buff is active.
  • Fire and Cancel Aim inputs cannot be buffered at all during At The Ready's startup, and must be input Frame 13 or later.
  • No Counter Hit state, but does extend hurtbox momentarily.
  • The reticle will randomly appear in a square area 300×300 around the opponent's center. It may appear directly on top of the opponent.
    • If Chaos is airborne, the reticle will randomly appear in a 600×600 area instead.
    • If the opponent is in Hitstun, Blockstun, Guard Crush, or launched, the reticle will appear exactly on their center.
    • Curse has has no effect on this.
  • Reticle will initially not move for 30 frames, first moving on frame 41.
    • During Curse, the reticle will only be paused for 10 frames, first moving frame 21.
  • The reticle is 'focused' for a Clean Hit after 44 frames, meaning the earliest it can be fired is frame 55. This is unaffected by the opponent moving.
    • If the opponent is in Hitstun, Blockstun, Guard Crush, or launched, the reticle focuses 20 frames faster, able to hit clean hit frame 35.
    • During Curse, the reticle focuses 22 frames faster, able to hit clean hit frame 33.
    • If the opponent is in Hitstun/etc. states and Cursed, the reticle focuses 31 frames faster, able to clean hit frame 24.

Steady Aim

214S

Damage GuardHow this attack can be blocked. 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. Invuln
- - - - Total 18 -
The number of startup frames is not a simple number (-). Please specify explicitly.

Steady Aim is Happy Chaos' immobile but stronger and more accurate gun stance.

Chaos remains stationary during this stance trading At the Ready's mobility for enhanced tracking, damage, vertical launch and frame advantage. While in Steady Aim Stance allowing the Shots to 'charge' by waiting for a short amount of time after the start-up has finished will cause the Shot to Clean Hit When certain attacks in Guilty Gear hit a very specific part of an opponent's hurtbox. These well-aimed attacks will cause some positive benefit for the attacker, like a higher launch or a wall bounce., gaining additional properties.

  • Increased Damage and Vertical Launch Distance
  • Additional Frame Advantage and Guard CrushA State in which you are only able to burst or block. on Block

The time required for Steady Aim to Clean Hit changes based on various factors, including if the opponent is afflicted by Curse or is already in blockstun.

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. This property is pivotal for enabling Chaos' gameplan, as he is able to connect normals into Steady Aim Clean Hit When certain attacks in Guilty Gear hit a very specific part of an opponent's hurtbox. These well-aimed attacks will cause some positive benefit for the attacker, like a higher launch or a wall bounce. by using well timed ATR shots, on hit or block, and cancel out of it to recover resources while maintaining frame advantage.

ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. 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. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
- - 50
  • Reticle appears frames 18. Fire can be used, and the Steady Aim stance can be cancelled from Frame 19 and onwards.
  • Drains Concentration at 29.4% to 54.6% Concentration per second. Rate of drain increases with distance (full details in Full Frame Data).
  • The time required for Steady Aim to Clean Hit changes based on if the opponent is afflicted by Curse or is already in blockstun/hitstun
    • By default, the shot will Clean Hit on Frame 26.
    • If the opponent is afflicted with Curse, the shot will Clean Hit on Frame 16.
    • If the opponent is in Hitstun, Blockstun, Guard Crush, or launched Steady Aim's startup completes, the shot will Clean Hit on Frame 7. Curse has no effect on this timing.
  • The reticle will randomly appear in a square area 300×300 around the opponent's center. It may appear directly on top of the opponent.
    • If Curse is active, or the opponent is in Hitstun, Blockstun, Guard Crush, or launched, the reticle will appear exactly on their center.
  • Reticle will initially not move for 9 frames, first moving on frame 27.

Fire

]H[ during At the Ready or Steady Aim

Version Damage GuardHow this attack can be blocked. 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. Invuln
236S H 20 [30] All 1 2 +23
214S H 35 [55] All (Guard Crush) 1 2 43 More info
Total: 2
Total: 45

Fire is the most important move Happy Chaos has, it's extreme versatility in 'At the Ready' as well as its excellent frame data and combo capabilities in 'Steady Aim' compose the basis of Chaos' gameplan.

Only fires upon releasing the H button as opposed to the initial press.

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).

  • The location of the shot is based on the opponent if it hits. The reticle's location is purely a visual cue for if it will hit or not.
  • Despite appearances Fire shares no properties of projectiles: it cannot be reflected, absorbed or clash with other projectiles by any means. However, it can still trigger parries such as  Anji's SpinGGST Anji Mito 236K 1.pngGuardStartupRecoveryTotal 34~50Advantage-.
  • [] values refer to when the reticle isn't completely focused.

While in At the Ready
  • 23 frames of blockstun
  • Can Fire during any normal, Roll(excluding startup), Curse, or Scapegoat.
  • Can be used while crouching by inputting 1H or 3H.
  • If performed with no bullets Chaos will attempt to fire the empty gun to no effect.

While in Steady Aim
  • 30 frames of blockstun when unfocused and 43 frames of Guard CrushA State in which you are only able to burst or block. blockstun when focused
  • Can cancel into specials even on whiff or before bullet fires.
    • After a Steady Aim Shot, canceling into 22P (reload) is +7 and 214S (cancel aim) is +14 on block.
    • After a Steady Aim Clean Hit When certain attacks in Guilty Gear hit a very specific part of an opponent's hurtbox. These well-aimed attacks will cause some positive benefit for the attacker, like a higher launch or a wall bounce., canceling into 22P (reload) is +20 and 214S (cancel aim) is +27 on block.
  • If performed with no bullets Chaos will Cancel Aim back to At the Ready.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. 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. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
236S H 80% 1 Very Small +26 500 1000 700 80% 12% 0
214S H 80% 3 Very Small KD 500 1000 700 80% 12% [25%] 100

236S H:

  • Costs 20% concentration upon use, 10% if the Focus buff is active.
  • Unlike other projectiles, Fire can only hit players, meaning it cannot be reflected, absorbed by other projectiles, or hit other entities (e.g. Mini Faust or Servant), but it can still trigger parries like Anji's Kachoufuugetsu Kai (but not Baiken's Hiiragi).
  • The shot does not strike where the reticle appears to be. The reticle's location is purely a visual cue for if it will hit or not, and will not perform any attack if the reticle is too far away.
  • The shot will hit if the reticle is within a circular area on the opponent's standing position, 100.1 units in radius.
  • If fired immediately upon readying the gun, there is ~35% chance to hit a stationary opponent.
    • This chance is lowered to ~8.8% chance if Chaos was airborne when readying the gun.
    • This chance is not improved by Curse or Focus.
  • Upon firing, the reticle immediately resets, similar to At The Ready H. At fastest, the gun can be fired every 13 frames.
    • Conditions such as reticle movement, accuracy, and clean hits behave identically to when first using At The Ready.


214S H:

  • Data in brackets is when this move is performed while the reticle is unfocused
  • Costs 10% concentration upon use, 5% if the Focus buff is active. Half the amount of At The Ready Fire.
  • Unlike other projectiles, Fire can only hit players, meaning it cannot be reflected, absorbed by other projectiles, or hit other entities (e.g. Mini Faust or Servant), but it can still trigger parries like Anji's Kachoufuugetsu Kai (but not Baiken's Hiiragi).
  • The shot does not strike where the reticle appears to be. The reticle's location is purely a visual cue for if it will hit or not, and will not perform any attack if the reticle is too far away.
  • The shot will hit if the reticle is within a circular area on the opponent's standing position, 100.1 units in radius.
  • If fired immediately upon readying the gun, there is ~35% chance to hit a stationary opponent.
    • If the opponent is in Hitstun, Blockstun, Guard Crush, launched, or under the effects of Curse, this chance is improved to 100%.Guard Crush duration 43f.

Cancel Aim

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

Version Damage GuardHow this attack can be blocked. 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. Invuln
236S 2H - - - - 0 [9] -
214S 214S - - - - Total 16 -
Total: 0
Total: 16
At the Ready Cancel

Chaos holsters his gun exiting to his gun-less stance, capable of blocking.

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.

  • 2H must be input, inputting 1H or 3H will cause Chaos to fire a bullet while crouching.
  • This move is the fastest way to exit At the Ready.

Steady Aim Cancel

Chaos eases up from his Steady Aim stance, readjusts his glasses, and relaxes into his At the Ready stance.

Cancelling using 214S instead of 22P will be more plus than reload cancelling. This can also be used to mix-up opponents who are over-respecting close range Steady-Aim, as you are not required to fire before exiting the stance.

Reload

22P

Damage GuardHow this attack can be blocked. 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. Invuln
- - 23 - Total 23~77 -
Total: 76

Chaos reloads his gun, a vital tool for both resource management and stance changing.

When used from At the Ready or Steady Aim, Reload will cancel the stance exiting directly to Chaos' default stance. Reload occurs fast enough that it is possible to reload one or many bullets during a combo, or remain at a significant advantage on block by cancelling Steady Aim Clean Hits.

  • Can be freely cancelled at any time after startup.
  • Counter Hit state for entire duration of reload.

Focus

214P

Damage GuardHow this attack can be blocked. 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. Invuln
- - 41 - Total 46 -
Total: 46

Happy Chaos pauses for a moment to focus, partially restoring the Concentration Gauge and gaining a temporary buff.

Happy Chaos is in counterhit state during entire animation so Focus must used wisely. Focus can cancelled into from Steady Aim in order to limit the opponent's ability to punish this move, doing so after a Guard Crush shot will leave you only -3 On-Block. Focus can also be routed into during combos, either early on, greatly reducing the concentration cost of the combo that would follow or near the end, restoring the concentration lost and providing the Focus buff for neutral.

Curse

236P

Damage GuardHow this attack can be blocked. 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. Invuln
- - - - 29 total -
Total: 29

Chaos jumps backwards and throws a curse ball forward.

If the ball does not connect it will bounce along the ground up to standing heights and continue forward until off screen.

If it connects, the opponent is then "cursed" and will begin emitting particles resembling the curse effect. While cursed Chaos' reticle will have significantly improved tracking in both At the Ready and Steady Aim. The ball has no hitstun, blockstun, and deals no damage, and is completely unblockable and intangible, going through other projectiles. Due to this Chaos is able to use Curse as an OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." that does not disrupt his Hard Knockdown A knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc. timing.

  • If Happy Chaos is hit Curse will go away, this includes burst.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. 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. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
- - 100
  • Curse ball spawns on frame 13 and will continue even if Purple Roman Cancelled.
  • Curse lasts for 300F, 5 seconds once applied.
  • Curse will remain after a wallbreak.
  • Happy Chaos is Airborne frames 7-19.
  • Moves backwards during initial movement on frames 1~20
  • Decreases Tension Balance during the initial movement, for a total of -1980 Tension Balance.
  • Increases Negative value during the initial movement, for a total 880~1660 Negative value (amount varies and increases with distance to the opponent).

Scapegoat

236K

Damage GuardHow this attack can be blocked. 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. Invuln
- - 10 180 [45] 43 total - 10-30F Airborne
Total: 42

Chaos backdashes and leaves a clone where he originally was. The clone will protect Chaos from any strikes that contact it, even if they also hit Chaos, allowing him to safely apply pressure, stall with Reload and Focus, or simply reposition. This becomes less safe against multi-hitting DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion.s.

The recovery is briefly airborne, allowing a well-timed 66 PRC to act as a reversal-safe fast overhead.

The largest weakness of this move is an opponent's 66 RRC, as they can hit the clone to instantly advance with a massively advantageous explosion, even punishing very late into his recovery, this however requires them to have 50% Tension.

  • Costs 15% of Chaos' current health to use, until he reaches 1 health.
  • Clone takes one hit before dissipating and has collision enabling on-hit cancels similar to hitting Chaos.

If Chaos is at 1 Health, he will instead receive a weakened clone.

  • Weakened clone lasts only 45 frames (data given in []).
  • Weakened clone has a significantly lower hurtbox and collision box.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. 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. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
- - 100
  • Clone spawns on frame 10 and will continue even if Purple Roman Cancelled.
  • This self-inflicted damage is limited to a minimum of 29 health. Practically, this means Chaos can use Scapegoat up to 12 times before reaching 1 health, assuming that no other damage is taken.
  • While at 1 Health No health is lost, therefore Scapegoat can be used any number of times, but will only create the weakened version.
  • Data in [] refers to Scapegoat when used at 1 Health.
  • Moves backwards during initial movement on frames 1~31
  • Decreases Tension Balance during the initial movement, for a total of -3069 Tension Balance.
  • Increases Negative value during the initial movement, for a total 1240~2573 Negative value (amount varies and increases with distance to the opponent).

Roll

214K

Damage GuardHow this attack can be blocked. 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. Invuln
- - - - 35 total - 4-15F Upper Body
Total: 35

Fast cross-up mixing tool.

Roll is extremely fast, with its weakness residing in it's range, Faultless Defense on any blockstring prior to the Roll can push Chaos out of distance to be able to successfully cross-up. This can be partially resolved by using Chaos' forward advancing normals before using Roll, such as 6K and 6S.

The low profile kicks in fast enough that Chaos can roll through some delayed pressure, but keep in mind that the long recovery usually will not net a punish, or may even leave him disadvantageous. This low profile can be used to safely avoid some slower non-low crushing attacking that are attempting to interrupt Steady Aim, such as Chipp's Zansei RougaGGST Chipp Zanuff Zansei Rouga 1.pngGuardAllStartup20+1Recovery49~53Advantage-.

Overdrives

Deus Ex Machina

632146S

Damage GuardHow this attack can be blocked. 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. Invuln
18, 1×17, 92 All 13+(193 Flash)+7 -25
Total: 19

Happy Chaos's wall-break Overdrive which reloads all missing bullets.

Deus Ex Machina is Happy Chaos' only overdrive capable of breaking the wall and maintaining advantage. Its excellent tracking enables Chaos to break from anywhere on screen following a wallsplat.

Leaves Chaos in At The Ready once the move finishes provided he has enough Concentration remaining but inputting 2H Cancel Aim at any time during this move will make Chaos put away the gun immediately when this move ends.

  • Requires only Tension and Concentration to use.
  • Reloads all of Chaos' ammo, even if hit after superflash.

Super Focus

214214P

Damage GuardHow this attack can be blocked. 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. Invuln
- - 5 (52 Flash) Total 11 -
Total: 10

Happy Chaos' Pseudo-Roman Cancel, which fully restores Concentration.

An extremely fast start-up and recovery version of Focus that grants a longer lasting buff. Cancelling into this move allows Chaos to continue pressure while restoring his Concentration Gauge, and re-obtaining the focus buff but will greatly limit his tension generation. When in Positive Bonus, Happy chaos can often use this super multiple times as one it's largest downsides, the 7s (460F) of Meter Penalty does not apply.

Colors

GGST Happy Chaos color 1.png
GGST Happy Chaos color 2.png
GGST Happy Chaos color 3.png
GGST Happy Chaos color 4.png
GGST Happy Chaos color 5.png
GGST Happy Chaos color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
GGST Happy Chaos color 7.png
GGST Happy Chaos color 8.png
GGST Happy Chaos color 9.png
GGST Happy Chaos color 10.png
GGST Happy Chaos color 11.png
GGST Happy Chaos color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
GGST Happy Chaos color 13.png
GGST Happy Chaos color 14.png
GGST Happy Chaos color 15.png
Color 13
Color 14
Color 15
Colors 7-15 are available through DLCColor 13 is included in the 25th Anniversary Appreciation Colors free DLC
Colors 14 and 15 are included in the 25th Anniversary Colors DLC
Colors 7-11 are included in Season Pass 1
Color 12 is included in Ultimate Edition

External References

Notable Players:

  • Umisho (NA)
Twitter: @UM1SHO
  • Lost Soul (NA)
Twitter: @Lost_Relic
Twitch: LostSoul526
  • Tiger Pop (EMEA)
Twitter: @Wax_Tiger_Pop
Twitch: Tiger_Pop
  • Zeno (EMEA)
Twitter: @Zenomagatama
Twitch: Zeno_magatama
  • CptBones (NA)
  • Smitty (NA)
Twitter: @SmittyWerbenFGC
  • キコノヨ (Kikonoyo) (JP)
Twitter: @drtyoppst
Youtube: キコノヨ

Navigation

 Happy Chaos



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