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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-up Attacking 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.
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.
- 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 good damage or leave him in a great spot for an oppressive oki game.
- Gun Pressure: Chaos can use gunshots to to make his slow normals safe or plus, which he can use to force left/right mixup game with Roll or a strike/throw mix with his standard throw and 236S.
- Oppressive Zoning: By successfully cycling between Focus, Steady Aim, Reload and Curse, Chaos can lock down opponents at far range and continually replenish his resources.
- Amazing Meter Gain: Chaos has exceptional meter gain, with him being able to easily gain 40% tension or more in a single combo. Chaos can also spend meter to quickly replenish resources in a crisis.
- 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.
- ※ 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.
- ※ High Execution: Due to precise timing need to quickly cancel Steady Aim into Reload to zone consistently, along with having Negative Edge inputs gun shots, new Chaos players may find it difficult to pick him up.
- Weak Defense: Chaos has no reversal, with or without meter. Happy Chaos is dependent upon system mechanics to handle pressure.
Happy Chaos |
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Normal Moves
5P
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.
- Whiffs on crouching characters.
Gatling Options: 5P, 2P, 6P, 6K, 6S
5K
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.
- Very fast for its reach.
- 5K > 6K has a 3-frame gap, 5K > 6S has a 1-frame gap.
Gatling Options: 6P, 6K, 6S, 5D, 2D
c.S
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 and specials he can use instead which make this an ideal pressure tool. The safest option is to use 6K > At the Ready to gain some space. Combined with the ability dash cancels c.S, makes this an extremely power normal that allows Happy Chaos to always connect a dash cancelled At the Ready with dash momentum. Gatling Options: 6P, 6K, f.S, 2S, 6S, 5D, 2D
- +1 on block with low pushback makes this great tick throw button.
f.S
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.
- Average startup, high recovery poke.
- Non-traditional 5H makes pressure afterwards difficult.
5D
- Uncharged Dust Attack
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.
- 80% proration.
- Charged Dust Attack
Due to Chaos having access to Fire this move has little use over uncharged Dust. Similar to uncharged but is slow enough to be reacted to, but if it does land it gives a high damage combo.
- 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.
2P
Unlike other characters, Chaos can use Fire to link his 2P into his 2D for a good knockdown. It's also possible to use 236S instead, but it's very distance dependent.
- Loses to tick throws.
- Happy Chaos's best abare button
Gatling Options: 5P, 2P, 6P, 6K, 6S
2K
Excellent low mixup and close range poking tool. Has slightly more range than 2D which will lead to drops at max range.
- Can low profile certain attacks like Axl's 5K.
Gatling Options: 6P, 6K, 6S, 5D, 2D
2S
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.
- Chaos' longest range low poke.
- Long float on air connect.
2D
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.
- Provides ample time on hit to Reload or Focus.
- Can be made plus with Super Focus.
6P
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.
- Anti-air and counterpoke.
6K
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.
- Advancing low.
- 3-frame gap if cancelled from 5K or 2K.
- Can be made plus with Super Focus.
6S
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.
- Active, advancing mid.
- 1-frame gap if cancelled from 5K or 2K.
j.P
Fast, general-purpose air-to-air.
- Launches airborne opponents down and away.
Gatling Options: j.P
j.K
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.
- Much more combo-friendly than j.P.
Gatling Options: j.D
j.S
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.
- Doesn't consume a bullet.
- Not actually disjointed.
Gatling Options: j.D
j.D
purely 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.
- Only hits behind Chaos.
j.2K
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.
- Data in [] refers to if attack connects with an opponent.
- 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
Universal Mechanics
Ground Throw
6D or 4D
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.
Air Throw
j.6D or j.4D
Standard air throw. Expect to use this a lot when using Scapegoat.
Special Moves
At the Ready
H 236S
236S Version
Entering At the Ready with 236S will add a swing attack with the gun upon startup which afterwards allows him to use Fire. This is a great way to start pressure as Happy Chaos is +3 on block and can fire quickly afterwards. This is 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).
H Version
Entering At the Ready with H will pull the gun out for Happy Chaos which can be done during any normals, Scapegoat, or Curse. This move is extremely powerful as it allows Happy Chaos Fire which can make every normal he does safe, combo, or plus.
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 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.
- 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)
Steady Aim
214S
Steady Aim is key for zoning and extending pressure as it allows Chaos to easily prevent the opponent for moving. 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.
- Cancelable into overdrives and other specials except for At the Ready.
- Drains Concentration much faster than At the Ready.
- 100 Concentration per shot
- 4.9 to 9.1 concentration per frame based on distance (full details in Full Frame Data)
- The focus of the shot changes properties based on various factors, including if the opponent is afflicted by Curse or is already in blockstun:
- Normally the shot can hit a stationary opponent on Frame 9, and will Guard Crush on Frame 26.
- If the opponent is afflicted with Curse, the shot can hit a stationary opponent on Frame 1, and will Guard Crush on Frame 16.
- If the opponent is in blockstun when Steady Aim's startup completes, the shot can hit a stationary opponent on Frame 1, and will Guard Crush on Frame 7. Curse has no effect on these timings.
Fire
]H[ during At the Ready or Steady Aim
Fire is the most important move Happy Chaos' has and it allows Chaos to combo any normal or make those normals plus on block. While the reticle is completely focused, Fire will do more damage and cause Steady Aim to guard crush. On block, Chaos can cancel Fire into Roll to threaten a strike/throw mixup. When Chaos runs out of concentration or bullets while in Steady Aim, he will automatically Cancel Aim. If Chaos attempts to Fire when he has no bullets while in At the Ready he will fail to fire but will perform the same fire animation with no penalty.
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).
- [] values refer to when the reticle isn't completely focused.
- Only fires upon releasing the button as opposed to the initial press.
- 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 SpinGuardStartupRecoveryTotal 34~50Advantage-.
- While in At the Ready
- 24 frames of blockstun
- Can Fire during any normal, Roll(excluding startup), Curse, or Scapegoat.
- Can be used while crouching by inputting 1H or 3H.
- While in Steady Aim
- 30 frames of blockstun when unfocused and 43 frames of guard crush blockstun when focused
- Guard crushes when reticle is focused
- Launches opponents up high on hit for burst safe combos
- Can cancel into specials even on whiff or before bullet fires.
- If reticle is not focused, canceling into 22P (reload) is +7 and 214S (cancel aim) is +14 on block.
- If reticle is focused, canceling into 22P (reload) is +20 and 214S (cancel aim) is +27 on block.
Cancel Aim
2H during At the Ready (Air OK) 214S during Steady Aim
- At the Ready Cancel
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.
- 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.
- Steady Aim Cancel
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.
- Cancels Steady Aim.
- Canceling Steady Aim this way leaves Chaos in At the Ready stance.
- This move is the fastest way to exit Steady Aim.
Reload
22P
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.
- Takes 21 frames to reload the first bullet, and 9 frames for every additional bullet. Chart can be found here
- Can be freely cancelled at any time after startup.
- Counter Hit for entire duration of reload.
Focus
214P
Chaos pauses for a moment to focus. This move is easily used in combos which can help ensure chaos does not run out of gauge. Due to the concentration cost being halved and refilling a good amount of gauge, this move is integral to Happy Chaos's playstyle. 214P can cancelled into from Steady Aim if the gauge needs to be refilled.
- Buffs Happy Chaos's Concentration gauge for 5 seconds.
- Recovers +300 Concentration immediately and halves Concentration costs during the buff effect
Curse
236P
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.
- Has no hitstun, blockstun, or damage
- Is completely unblockable and intangible, going through other projectiles
- If Happy Chaos is hit the Curse will go away.
- Curse lasts for 5 seconds(300F).
- Airborne 7~19F
Scapegoat
236K
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. Because of how much this protects Chaos, it's deadly as an oki and neutral tool, as Chaos gets to do whatever he wants.
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. However, this requires them to have 50% Tension to threaten.
- Costs 15% of Chaos' current health to use, until he reaches 1 health.
- Clone takes one hit before dissipating and has collision
- The opponent hitting the clone enables 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.
- No health is lost, therefore can be used any number of times.
Roll
214K
Crossup mixup tool. Functionally low damage, but fast and advantageous. Can even be used to escape some pressure. From its earliest possible timing, roll into Fire is +3 on block. Roll into fire is unlikely to connect unless the opponent is cursed or unless there is a delay before firing.
Depending on spacing, Roll may leave Throw range near the end of its recovery, or it may fall into Throw range, making Roll particularly susceptible to punish if he has been pushed out already. Furthermore, after a certain distance it cannot crossup, making it viable to mitigate the threat by using Faultless Defense on any blockstring prior to the Roll.
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. It is especially useful in the corner, however, as the crossup will place the opponent into a much weaker position.
- Extremely low profile that can roll through opponents (1~18F)
- Fire can be used from Frame 16 onwards and cannot be buffered
- The Roll disrupts aim, it is unlikely to hit Fire without some delay unless the opponent is Cursed.
- Fire cannot be buffered, inputting Fire on Frame 15 will result in no shot happening.
Overdrives
Deus Ex Machina
632146S
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.
This move will reload all of Chaos' bullets which makes this the best way to break the wall for Chaos. Leaves Chaos in At The Ready once the move finishes provided he has enough Concentration remaining but inputting 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.
- Tracks the opponent's location.
- Reloads Chaos' Ammo even if hit after the superflash.
Super Focus
214214P
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. When in Positive Bonus, Happy chaos can often use this super multiple times making his only real resource constraint bullets which can make his pressure suffocating for the opponent.
- Recovers all of Happy Chaos' Concentration and halves Concentration costs during the buff effect
- Applies an improved version of the Focus buff which lasts for 10 seconds instead of 5.
- Recovers fast enough to make 6K and 2D plus on block after cancelling (each Attack Level frames - 11 frames).
External References
[Fire] ]Fire[ Guide: https://youtu.be/e6jjOiqKYoA
5K-6K Pressure: https://youtu.be/-5C71e7u-eM
5K-6S Pressure: https://youtu.be/ZB-yvz1C1bc
[GuardCrush] Guide: https://youtu.be/ULt8P_P0JGs
Deb (Romolla) Happy Chaos guide https://youtu.be/eb51-kQDhNA
CAG Dogura, How to Chaos Subtitled in English https://youtu.be/a8gnxbEUSDY
- Anji Mito [★]
- Asuka R♯ [★]
- Axl Low [★]
- Baiken [★]
- Bedman? [★]
- Bridget [★]
- Chipp Zanuff [★]
- Faust [★]
- Giovanna [★]
- Goldlewis [★]
- Happy Chaos [★]
- I-No [★]
- Jack-O' [★]
- Johnny [★]
- Ky Kiske [★]
- Leo Whitefang [★]
- May [★]
- Millia Rage [★]
- Nagoriyuki [★]
- Potemkin [★]
- Ramlethal [★]
- Sin Kiske [★]
- Sol Badguy [★]
- Testament [★]
- Zato-1 [★]
Click [★] for character's full frame data
Essentials
• HUD •
Controls •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Universal Strategy •
Detailed & Advanced Information
• Damage/Combo •
Frame Data & System Data •
Attack Attributes •
Misc •
Archived Information
• Patch Notes • Tier Lists •
- Attack Level
- Blocking
- Burst Gauge
- Cancels
- Clash
- Dash Cancel
- Faultless Defense
- Frame Advantage
- Gatling
- Gravity
- Guard Crush
- Guts
- Hitstop
- Hitstun
- Instant Air Dash (IAD)
- Instant Block
- Instant Faultless Defense
- Invalid Combos
- Knockdown Recovery
- Low Profile
- Minimum Damage
- Negative Penalty
- Off the Ground (OTG)
- Positive Bonus
- Prejump
- Proration
- Psych Burst
- Punish
- Overdrive (Super Attack)
- R.I.S.C. Level
- Roman Cancel (RC)
- Stagger Recovery
- Tension Gauge
- Throw
- Throw Clash
- Wall