GGST/Happy Chaos/Matchups

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< GGST‎ | Happy Chaos
Revision as of 06:20, 31 August 2022 by January (talk | contribs) (Collapsed Round Start Tables)
 Happy Chaos



Matchups

Table of Contents
GGST A.B.A Icon.png GGST Anji Icon.png GGST Asuka R Icon.png GGST Axl Icon.png
GGST Baiken Icon.png GGST Bedman Icon.png GGST Bridget Icon.png GGST Chipp Icon.png
GGST Elphelt Valentine Icon.png GGST Faust Icon.png GGST Giovanna Icon.png GGST Goldlewis Icon.png
GGST Happy Chaos Icon.png GGST I-No Icon.png GGST Jack-O Icon.png GGST Johnny Icon.png
GGST Ky Icon.png GGST Leo Icon.png GGST May Icon.png GGST Millia Icon.png
GGST Nagoriyuki Icon.png GGST Potemkin Icon.png GGST Ramlethal Icon.png GGST Sin Kiske Icon.png
GGST Sol Icon.png GGST Testament Icon.png GGST Zato Icon.png
Detailed
  • Replay Theater is a great resource to find high-level matchup footage.
  • High-level replays may also be found in-game (Main Menu > Collection > Replay > Search).
  • The Counterstrategy page will generally have some basic counterstrategy against each character in the game.
  • Please keep in mind that matchup charts are subjective and not all players may agree on them.

Anji Mito

Favorable


Short Summary Goes Here

Frame DataCounterstrategyReverse MatchupVideos


Round Start

Common Round Start Interaction Table
Anji's Button Loses To Beats Trades Whiffs
2PGGST Anji Mito 2P.pngGuardAllStartup5Recovery10Advantage-2 f.S, 2S, 2D 6S 5K 6P, 2K, 236P
6PGGST Anji Mito 6P.pngGuardAllStartup10Recovery25Advantage-17 2S, 2D f.S, 6S 6P, 5K, 2K, 236P
5KGGST Anji Mito 5K.pngGuardAllStartup8Recovery9Advantage-2 6P 6S, 2D 5K, f.S, 2S 2K, 236P
f.SGGST Anji Mito fS.pngGuardAllStartup11Recovery21Advantage-9 6P, f.S, 2D 5K, 2S, 6S 2K 236P

Notable Interactions


Neutral


Offense


Defense


Axl Low

 Axl
Favorable


Axl is capable of out-zoning Happy Chaos at full screen until you've landed Curse. Once Curse is applied Axl struggles to contest moving ATR shots and or quick Steady Aim shots.

After connecting a shot, either hit or block, you're free to apply pressure and retake control of the match.

Frame DataCounterstrategyReverse MatchupVideos


Round Start

Common Round Start Interaction Table
Axl's Button Loses To Beats Trades Whiffs
2PGGST Axl Low 2P.pngGuardLowStartup10Recovery14Advantage-6
5PGGST Axl Low 5P.pngGuardAllStartup7Recovery19Advantage-11 [-3]
6PGGST Axl Low 6P.pngGuardAllStartup12Recovery22Advantage-13
f.SGGST Axl Low f.S.pngGuardAllStartup10Recovery19Advantage-8
2HGGST Axl Low 2H.pngGuardLowStartup11Recovery26Advantage-18 [-8]
214SGGST Axl Low 214S.pngGuardAllStartup24Recovery21Advantage+3
214HGGST Axl Low 214H.pngGuardAllStartup14Recovery29Advantage-24
IADB j.SGGST Axl Low j.S.pngGuardHighStartup14Recovery18Advantage-

Notable Interactions


Neutral


Offense


Defense


Baiken

Even


ParryGGST Baiken 236P 2.pngGuard-Startup1Recovery32Advantage- makes pressuring Baiken after knockdowns, and in blockstrings difficult as Clone cannot be used to make Oki safe to her meterless reversal.

The reward for successfully baiting a Parry is very high.

Frame DataCounterstrategyReverse MatchupVideos


Round Start

Common Round Start Interaction Table
Baiken's Button Loses To Beats Trades Whiffs Clash
6PGGST Baiken 6P.pngGuardAllStartup9Recovery19Advantage-10 2S f.S, 6S, 2D 5K, 2K 6P
f.SGGST Baiken fS.pngGuardAllStartup9Recovery15Advantage-7 2K, f.S, 2S, 6S, 2D 5K 236P 6P
2SGGST Baiken 2S.pngGuardAllStartup11Recovery19Advantage-8 2D 6P, 5K, 2K, f.S, 6S 2S 236P
Walk Back 2HGGST Baiken 2H.pngGuardLowStartup17Recovery26Advantage-13 5K, 2K (2D CH) 6P, f.S, 2S 2D, 236P

Notable Interactions


Neutral


Offense


Defense


Bridget

Favorability Goes Here


Bridget's f.SGGST Bridget fS.pngGuardAllStartup10Recovery18Advantage-9 and 5HGGST Bridget 5H.pngGuardAllStartup11Recovery29Advantage-17 excellent tools for punishing greed in neutral. Attempting to recover resources or enter Steady Aim without first establishing advantage will frequently lead to eating a counter hit, and possibly put you inside the Yo-Yo Vortex An offensive sequence that starts with a very difficult to block mixup, which then causes a knockdown if it works and loops back into the same mixup over and over again..

StarshipGGST Bridget 623P.pngGuardAllStartup9Recovery39Advantage-28, Bridget's DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion. hits four times, making it effective at hitting through CloneGGST Happy Chaos 236K.pngGuard-Startup10Recovery43 totalAdvantage- on wakeup.

Bridget does not have a lot of HP, and doesn't do a large amount of damage, so generally the Risk / Reward on individual interactions is in Chaos' favor.

Frame DataCounterstrategyReverse MatchupVideos


Round Start

Common Round Start Interaction Table
Bridget's Button Loses To Beats Trades Whiffs

Notable Interactions


Neutral

Curse once applied makes Bridget far easier to control in neutral.


Offense


Defense

Bridget's Yo-Yo Okizeme if done correctly is unfuzzyable and a safejump, though the last part isn't important when playing Chaos. If the opponent is not using TK Roll Okizeme, Bridget is susceptible to being hit with wakeup 6P.

Once you enter the Vortex An offensive sequence that starts with a very difficult to block mixup, which then causes a knockdown if it works and loops back into the same mixup over and over again. there is no easy way out, as Bridget will still have the opportunity to continue pressure after blocking the two or more mix-up attempts that occur during Yo-Yo Okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups..


Chipp Zanuf

Favorable


Chipp suffers for having lower than average effective HP in this matchup.

2K and 2S are especially useful to control space, and lead to great reward on hit, but be careful not to whiff as Chipp will whiff punish you.

Chipp can be annoying to pressure due to his meterless reversal, Beta BladeGGST Chipp Zanuff Beta Blade.pngGuardAllStartup9Recovery23Advantage-27, and 3F 5PGGST Chipp Zanuff 5P.pngGuardAllStartup3Recovery10Advantage-2, but the reward for successfully baiting a DP is high.

Frame DataCounterstrategyReverse MatchupVideos


Round Start

Common Round Start Interaction Table
Chipp's Button Loses To Beats Trades Whiffs
6PGGST Chipp Zanuff 6P.pngGuardAllStartup9Recovery25Advantage-16 2K 5K, f.S, 6S, 2D 2S 6P, 236P
f.SGGST Chipp Zanuff fS.pngGuardAllStartup9Recovery20Advantage-8 6P, 5K, 2K f.S, 2S, 6S, 2D 236P
2SGGST Chipp Zanuff 2S.pngGuardAllStartup10Recovery17Advantage-7 2K, f.S, 6S 6P, 2S, 2D 5K, 236P
2DGGST Chipp Zanuff 2D.pngGuardLowStartup10Recovery19Advantage-7 2K, 6P, 2S, 6S f.S, 2D 5K, 236P
IAD j.HGGST Chipp Zanuff j.H.pngGuardHighStartup8Recovery17Advantage+4~5 (IAD) 5K, 2K 6P, f.S, 6S 236P 2S, 2D

For IAD j.H : 5K and 2K recover in time to CH with 6P. 236P will recover in time to trade with 5P. 2S and 2D will recover in time to block.


Notable Interactions


Neutral


Offense


Defense


Faust

 FaustDon't let him throw items.
Favorable


Faust struggles in this matchup without the help of lucky item pulls. Effective use of both gun stances are able to deny Faust the opportunity to pull items in neutral.

Once Faust reaches 50% Tension Gauge, ScarecrowGGST Faust 214X.pngGuardAllStartup54 [84]Recovery10 [7]Advantage-8 [+7] PRC can be used to attempt to punish zoning from full screen.

Frame DataCounterstrategyReverse MatchupVideos


Round Start

Common Round Start Interaction Table
Faust's Button Loses To Beats Trades Whiffs
2PGGST Faust 2P.pngGuardLowStartup7Recovery11Advantage-3
6PGGST Faust 6P.pngGuardAllStartup9Recovery32Advantage-21
5KGGST Faust 5K.pngGuardAllStartup7Recovery8Advantage-2
f.SGGST Faust fS.pngGuardAllStartup12Recovery20Advantage-8
2HGGST Faust 2H.pngGuardLowStartup14Recovery29Advantage-12
j.2KGGST Faust j.2K.pngGuardAllStartup10Recovery9 after LandingAdvantage-

Notable Interactions


Neutral


Offense


Defense


Giovanna

Slightly Favorable


Short Summary Goes Here

Frame DataCounterstrategyReverse MatchupVideos


Round Start

Common Round Start Interaction Table
Giovanna's Button Loses To Beats Trades Whiffs
6PGGST Giovanna 6P.pngGuardAllStartup12Recovery15Advantage-9 2S, 2D 5K, f.S, 6S 6P, 2K, 236P
66 5KGGST Giovanna 5K.pngGuardAllStartup6Recovery12Advantage-2
f.SGGST Giovanna fS1.pngGuardAllStartup9Recovery16Advantage-4 6P, 2S 6S, 2D 5K, f.S 2K, 236P
2SGGST Giovanna 2S1.pngGuardLowStartup9Recovery15Advantage-6 f.S 6S 2K, 2S, 2D 6P, 5K, 236P
5HGGST Giovanna 5H.pngGuardAllStartup10Recovery19Advantage-5 6P 5K, 2K, 2S, 6S f.S, 2D 236P

Notable Interactions


Neutral


Offense


Defense


Goldlewis Dickinson

 GoldlewisDon't lose neutral.
Favorable


Goldlewis struggles to deal with Happy Chaos in both Neutral and during Pressure.

Level 3 DroneGGST Goldlewis Dickinson Thunderbird.pngGuardAllStartup57Recovery34 TotalAdvantage- is important to play around as Goldlewis can use it to effectively 'skip neutral', circumventing this is vital to winning as once Goldlewis has won Neutral Happy Chaos lacks any strong tools to stop him snowballing into a victory.

Frame DataCounterstrategyReverse MatchupVideos


Round Start

Common Round Start Interaction Table
Goldlewis's Button Loses To Beats Trades Whiffs
6PGGST Goldlewis Dickinson 6P.pngGuardAllStartup12Recovery27Advantage-19
5KGGST Goldlewis Dickinson 5K.pngGuardLowStartup10Recovery12Advantage-7
f.SGGST Goldlewis Dickinson f.S.pngGuardAllStartup11Recovery23Advantage-12
684HGGST Goldlewis Dickinson Behemoth Typhoon (684).pngGuardAll* (Guard Crush)Startup12Recovery21Advantage-5
j.DGGST Goldlewis Dickinson jD.pngGuardHighStartup14Recovery14Advantage+13 (IAD)

Notable Interactions


Neutral


Offense


Defense


Happy Chaos

 Happy ChaosExecution Check
Even


Happy Chaos lacks strong defensive tools to deal with Happy Chaos's offense. If cursed in neutral dealing with Happy Chaos's Steady Aim is incredibly difficult.

Frame DataCounterstrategyReverse MatchupVideos


Round Start

Common Round Start Interaction Table
Happy Chaos's Button Loses To Beats Trades Whiffs
2KGGST Happy Chaos 2K.pngGuardLowStartup7Recovery12Advantage-4
2SGGST Happy Chaos 2S.pngGuardLowStartup11Recovery18Advantage-7
6SGGST Happy Chaos 6S.pngGuardAllStartup12Recovery24Advantage-14
2DGGST Happy Chaos 2D.pngGuardLowStartup10Recovery19Advantage-8
236PGGST Happy Chaos 236P.pngGuard-Startup-Recovery29 totalAdvantage-

Notable Interactions


Neutral


Offense


Defense


I-No

Favorable


I-No is difficult to contest up close, but becomes easy to zone once pushed to full screen due to lacking a normal dash.

Getting an Air Guard Crush against I-No will allow you to recover more resources than usual as well as greatly increasing the horizontal pushback of the shots.

Frame DataCounterstrategyReverse MatchupVideos


Round Start

Common Round Start Interaction Table
I-No's Button Loses To Beats Trades Whiffs Clash
6PGGST I-No 6P.pngGuardAllStartup9Recovery18Advantage-9 2K 5K, 2S, 6S, 2D, 6K 2S 236P 6P
f.SGGST I-No f.S.pngGuardAllStartup12Recovery18Advantage-13 f.S, 2S 5K, 2K, 2D, 6K 6S 236P 6P
2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11 Walk Back 2S 6P, f.S, 2S, 6S 2K, 2D 5K, 236P
2HGGST I-No 2H.pngGuardAllStartup11Recovery14Advantage-5 f.S, 2D 6P, 2K, 6S, 6K 2S 5K, 236P
H StrokeGGST I-No Stroke the Big Tree.pngGuardLowStartup28Recovery16Advantage-2 2K, 2S, 2D, 6K 6P, 5K, f.S, 6S, 236P
66 j.SGGST I-No jS.pngGuardHighStartup8Recovery20Advantage- / j.HGGST I-No jH.pngGuardHighStartup12Recovery21Advantage- f.S, 2S, 6S, 2D, 6K 6P, 2K 5K, 236P

Notable Interactions


Neutral


Offense


Defense


Jack-O

Favorable


Jack-O suffers at roundstart, and in neutral. Good useage of both gun stances can deny Jack-O the opportunity to get minions out.

If Jack-O does manage to successfully get minions out in neutral they are easily killed as Chaos's gun can hit or force Jack-O to block from anywhere on screen.

2S is an incredibly strong button for controlling neutral, as most of Jack-O best buttons will lose to it.

Frame DataCounterstrategyReverse MatchupVideos


Round Start

Jack-O likely isn't to press buttons at round-start if they know the match-up. Most of Jack-O buttons lose to many of Happy Chaos' most common round starts.

Common Round Start Interaction Table
Jack-O's Button Loses To Beats Trades Whiffs
6PGGST Jack-O 6P.pngGuardAllStartup10Recovery20Advantage-12
f.SGGST Jack-O fS.pngGuardAllStartup11Recovery17Advantage-9
5HGGST Jack-O 5H.pngGuardAllStartup10Recovery23Advantage-6
2DGGST Jack-O 2D.pngGuardLowStartup10Recovery18Advantage-19

Notable Interactions

  • Jack-O's 5H meterlessly punishes Scapegoat. Due to being an advancing multi-hit, if done close enough the 5H can proceed to punish Chaos even after the first hit was negated.
  • Fire ignores Defend Command. Despite being a literal gun, both variants of Fire do not count as projectiles and thus cannot be blocked by Defend Command.
  • Jack-O's j.D is always reaction punishable using Deus Ex Machina, or Fire. Even if the gun is not active you have enough time to ready the gun, allow it to focus slightly, and Fire, before she leaves Recovery. This makes Jack-O's j.D extremely risky in all situations, and generally not useful in the matchup.
  • Holding a servant prevents escape from Deux Ex Machina. After the animation, Deus Ex Machina hits on Frame 7, making it impossible for Jack-O' to safely drop a servant she is holding. In fact, attempting to do so gets Counter Hit for an additional 10% damage. This makes Deus Ex Machina naturally a very strong response to any use of holding a servant in neutral.
  • Cheer Servant On is unsafe. Normally Jack-O' can use the S version in neutral to set up, with some RPS, especially when holding a servant. Against Chaos this is not the case: she has zero options to launch a servant and hit Chaos before he can shoot her with Steady Aim, trading so favorably he can still oki with a guard crushing Steady Aim shot, giving him substantial room to disregard the servant. If Jack-O' is Cursed, he can shoot her before she even launches the servant with a long-range move like 236K or 6P. If Chaos doesn't wish to even deal with the servant, without the use of Curse, he can use Deus Ex Machina to eliminate the servant entirely, while restoring Bullets and stalling out the Cheer Servant On S buff.

Neutral

Utilize 2S often.

If Jack-O attempts to zone use Steady Aim.


Offense

Jack-O has no meter-less invulnerable reversal, and her metered option Forever Elysion DriverGGST Jack-O 632146P Whiff.pngGuardAllStartup10+1Recovery58Advantage-41 does not hit airborne opponents.


Defense

Do not get knocked down in the corner, there is no easy way to escape, you will have to hold that, and will likely die.


Ky Kiske

 Ky
Slightly Favorable


Ky is a well-rounded character who processes a meter-less reversal in Vapor ThrustGGST Ky Kiske 623S.pngGuardAllStartup11Recovery43Advantage-33 [-28], which means that there is no overarching weak point for you to exploit.

Stun DipperGGST Ky Kiske 236K 1.pngGuardLow, AllStartup7Recovery30Advantage-19 [-14]'s almost instant 5F of startup forces you to be wary of it's advancing low hitbox at any time, with 50% Tension making the threat scarier.

Shock State is applied by a variety of Ky's moves with the most notable being his projectiles, Stun EdgeGGST Ky Kiske 236S.pngGuardAllStartup13RecoveryTotal 46Advantage-14 and Aerial Stun EdgeGGST Ky Kiske j236X.pngGuardAllStartup21RecoveryUntil Landing+10Advantage-, and his minus on block meterless ender, Dire EclatGGST Ky Kiske 214S.pngGuardAllStartup14Recovery25Advantage-8 [-6]. While affected by Shock State Ky's non-shock state inducing moves will gain enhanced properties and frame data on contact, but remove Shock State.

Frame DataCounterstrategyReverse MatchupVideos


Round Start

Common Round Start Interaction Table
Ky's Button Loses To Beats Trades Whiffs Clash
6PGGST Ky Kiske 6P.pngGuardAllStartup9Recovery17Advantage-8 2K 5K, f.S, 6S, 2D 2S 236P 6P
f.SGGST Ky Kiske fS.pngGuardAllStartup10Recovery16Advantage-5 2S 5K, 2K. 6S, 2D f.S 236P 6P
2SGGST Ky Kiske 2S.pngGuardLowStartup11Recovery20Advantage-8 Walk Back 6P, 2S, 6S 2K, f.S, 2D 5K, 236P
2DGGST Ky Kiske 2D.pngGuardLowStartup10Recovery18Advantage-10 Walk Back / Wait 6P, f.S, 2S, 6S 2K, 2D 5K, 236P
236KGGST Ky Kiske 236K 1.pngGuardLow, AllStartup7Recovery30Advantage-19 [-14] Block Low Everything, 236P

Notable Interactions


Neutral


Offense

Due to Vapor ThrustGGST Ky Kiske 623S.pngGuardAllStartup11Recovery43Advantage-33 [-28]'s 11F of startup it is possible to safejump Ky's DP after a super wallbreak. This does not work against wakeup Ride the LightningGGST Ky Kiske 632146H.pngGuardAllStartup8+1Recovery99Advantage-82


Defense

Foudre ArcGGST Ky Kiske 214K.pngGuardAllStartup24Recovery6Advantage-2~+6 [+5~+12] should be blocked standing as it will reduce it from being plus on block to Ky to -1 on block. If able to react earlier to Foudre Arc's 24F of startup it is possible to interrupt with a 5P for significant reward. Foudre Arc is always plus on block while in shock state.

Stun DipperGGST Ky Kiske 236K 1.pngGuardLow, AllStartup7Recovery30Advantage-19 [-14] if blocked without Ky having 50% Tension should send Ky to an early grave. The second hit of Stun Dipper is always extremely minus on block and cam be punished with a c.S starter if Instant Blocked, or 2K if normal blocked. Stun Dipper becomes much scarier once Ky has enough meter to RC after the first hit allowing him to stay safe on block, or get a high damage combo on hit.


Leo Whitefang

 Leo
Even


Short Summary Goes Here

Frame DataCounterstrategyReverse MatchupVideos


Round Start

Common Round Start Interaction Table
Leo's Button Loses To Beats Trades Whiffs
6PGGST Leo Whitefang 6P.pngGuardAllStartup10Recovery17Advantage-5
66 5KGGST Leo Whitefang 5K.pngGuardAllStartup9Recovery13Advantage-3
2KGGST Leo Whitefang 2K.pngGuardLowStartup7Recovery11Advantage-5
f.SGGST Leo Whitefang f.S.pngGuardAllStartup12Recovery21Advantage-13
2SGGST Leo Whitefang 2S.pngGuardLowStartup10Recovery13Advantage-2
2DGGST Leo Whitefang 2D.pngGuardLowStartup12Recovery19Advantage-8

Notable Interactions


Neutral


Offense


Defense


May

 May
Slightly Favorable


Short Summary Goes Here

Frame DataCounterstrategyReverse MatchupVideos


Round Start

Common Round Start Interaction Table
May's Button Loses To Beats Trades Whiffs
6PGGST May 6P.pngGuardAllStartup12Recovery18Advantage-7 2S 5K, f.S, 6S 6P, 2K, 2D, 236P
5KGGST May 5K.pngGuardAllStartup8Recovery11Advantage-5 6P f.S, 2S, 6S, 2D 5K 2K, 236P
2SGGST May 2S.pngGuardAllStartup10Recovery18Advantage-7 Walkback 2S Buttons 2D 236P
IADB j.HGGST May j.H.pngGuardHighStartup12Recovery15Advantage+9 (IAD)
S DolphinGGST May Mr. Dolphin Horizontal.pngGuardAllStartup7Recovery20 (24 OH)Advantage-3 6P, 5K, 2K f.S, 2S, 6S, 2D, 236P

Notable Interactions


Neutral


Offense


Defense


Millia Rage

Favorable


Short Summary Goes Here

Frame DataCounterstrategyReverse MatchupVideos


Round Start

Common Round Start Interaction Table
Millia's Button Loses To Beats Trades Whiffs
6PGGST Millia Rage 6P.pngGuardAllStartup9Recovery16Advantage-11
5KGGST Millia Rage 5K.pngGuardAllStartup7Recovery12Advantage-3
f.SGGST Millia Rage f.S.pngGuardAllStartup9Recovery19Advantage-7
2SGGST Millia Rage 2S.pngGuardLowStartup11Recovery18Advantage-6
2DGGST Millia Rage 2D.pngGuardLowStartup12Recovery19Advantage-8

Notable Interactions


Neutral


Offense


Defense


Nagoriyuki

Favorable


Roundstart is incredibly important, as losing Roundstart, can often mean losing the game.

Nago's blood gauge will determine the pace of the game, Zoning is risky when it's low but one of our strongest win conditions once Nago has reached high blood.

ScapegoatGGST Happy Chaos 236K.pngGuard-Startup10Recovery43 totalAdvantage- is an incredibly strong tool for controlling screen space as Nago will struggle to move past it, and can open opportunities for whiff punishing.

Frame DataCounterstrategyReverse MatchupVideos


Round Start

Common Round Start Interaction Table
Nagoriyuki's Button Loses To Beats Trades Whiffs
6PGGST Nagoriyuki 6P.pngGuardAllStartup12Recovery15Advantage-6 2K, 2S, 2D 5K, f.S, 6S 6P, 236P
5KGGST Nagoriyuki 5K.pngGuardAllStartup7Recovery14Advantage-2 6P f.S, 6S, 2D 5K, 2K, 2S, 236P
2S f.S, 2S, 2D 6P, 5K, 2K, 6S 236P
214HGGST Nagoriyuki Kamuriyuki1.pngGuardLowStartup14Recovery17Advantage-3 6P, 5K, 2K, f.S, 2S, 2D 6S, 236P
214KGGST Nagoriyuki Fukyo.pngGuardN/AStartup-RecoveryTotal 16AdvantageN/A~6 214HGGST Nagoriyuki Kamuriyuki1.pngGuardLowStartup14Recovery17Advantage-3
623HGGST Nagoriyuki Shizuriyuki1.pngGuardAllStartup11Recovery21Advantage-7 2D Everything 2S 236P

Notable Interactions


Neutral


Offense


Defense


Potemkin

Favorable


Potemkin cannot be zoned out like most of the other large characters due to the amount of armored moves he has, specifically Slide Head and Hammer Fall.

This forces you to structure your game plan around Chaos' strong neutral and pressure while leaving behind Zoning.

Frame DataCounterstrategyReverse MatchupVideos


Round Start

Common Round Start Interaction Table
Pot's Button Loses To Beats Trades Whiffs
2PGGST Potemkin 2P.pngGuardAllStartup8Recovery9Advantage-1 2K 6P, 6S, 2D f.S 5K, 236P
6PGGST Potemkin 6P.pngGuardAllStartup11Recovery25Advantage-15 2S, 2D f.S, 6S 6P, 5K, 2K, 236P
2DGGST Potemkin 2D.pngGuardLowStartup13Recovery18Advantage-8 f.S, 2S, 2D 6P, 5K, 2K, 236P 6S
FMFGGST Potemkin Mega Fist.pngGuardHighStartup25Recovery16Advantage-6 5K, 2K 6P, f.S, 2S, 2D, 236P 6S

If Potemkin does roundstart Forward Mega Fist, 5K and 2K recover in time to block, which leads to a punish, do not attempt to Anti-Air.


Notable Interactions


Neutral


Offense


Defense


Ramlethal Valentine

Even


Short Summary Goes Here

Frame DataCounterstrategyReverse MatchupVideos


Round Start

Common Round Start Interaction Table
Ramlethal's Button Loses To Beats Trades Whiffs
6PGGST Ramlethal Valentine 6P.pngGuardAllStartup9Recovery18Advantage-9 2K, 2S, 2D 5K, f.S, 6S 6P 236P
5KGGST Ramlethal Valentine 5K.pngGuardAllStartup7Recovery11Advantage-2 6P, f.S 6S 5K, 2D 2K, 2S, 236P
2KGGST Ramlethal Valentine 2K.pngGuardLowStartup6Recovery9Advantage-2 f.S, 2S 6S 2K, 2D 6P, 5K, 236P
f.SGGST Ramlethal Valentine fS.pngGuardAllStartup11Recovery21Advantage-10 [-13] 6P, f.S, 2D 5K, 2K, 2D 2S 236P
2SGGST Ramlethal Valentine 2S.pngGuardLowStartup10Recovery18Advantage-5 [-8] Wait 6P, f.S, 2S, 6S 2K, 2D 5K, 236P
IADB j.SGGST Ramlethal Valentine jS.pngGuardHighStartup12Recovery24Advantage+5 (IAD) 6S f.S 6P, 5K, 2K, 2S, 2D, 236P

Notable Interactions


Neutral


Offense


Defense


Sol Badguy

 Sol
Slightly Favorable


Our low profiles moves of 2K and 2S are very strong in neutral.

Frame DataCounterstrategyReverse MatchupVideos


Round Start

Common Round Start Interaction Table
Sol's Button Loses To Beats Trades Whiffs
6PGGST Sol Badguy 6P.pngGuardAllStartup9Recovery20Advantage-11 2S 5K, f.S, 6S 2D 6P, 2K, 236P
f.SGGST Sol Badguy fS.pngGuardAllStartup10Recovery13Advantage+2 6P, 5K, 2K 2S, 6S f.S, 2D 236P
2SGGST Sol Badguy 2S.pngGuardAllStartup10Recovery15Advantage-7 Wait / Walk Back 6P, 2K, f.S, 6S 2S, 2D 5K, 236P
6HGGST Sol Badguy 6H.pngGuardAllStartup9Recovery43Advantage-27 5K, 2K, Block, Walk Back f.S, 2S, 6S, 2D, 236P 6P
2DGGST Sol Badguy 2D.pngGuardLowStartup10Recovery18Advantage-4 Wait, Walk Back 6P, 6S 2K, 2S, 2D 5K, f.S, 236P
Dash 623HGGST Sol Badguy 623X.pngGuardAllStartup13Recovery19+10 LandingAdvantage-26

Notable Interactions


Neutral

2K and 2S can cleanly beat many of Sol's best neutral poking tools like 6SGGST Sol Badguy 6S.pngGuardAllStartup15Recovery20Advantage-9.

Watch out for Night Raid VortexGGST Sol Badguy 214S 1.pngGuardAllStartup15~31 [32]Recovery32Advantage-17 if attempting to enter Steady Aim or recover resources greedily from full screen.


Offense

623HGGST Sol Badguy 623X.pngGuardAllStartup13Recovery19+10 LandingAdvantage-26 hits twice but has 13F of Startup. 623SGGST Sol Badguy 623X.pngGuardAllStartup9Recovery18+10 LandingAdvantage-28 hits only once but has a faster 9F of Startup. HVV will hit you through a Scapegoat but SVV will not because of this.


Defense


Testament

Favorable


Testament struggles to make use of CrowGGST Testament 214P.pngGuardAllStartup21RecoveryTotal 39Advantage+1 and Grave ReaperGGST Testament j236S.pngGuardAllStartup16~22Recovery27Advantage-4 in neutral. Denying easy access to these tools denies Testament access to TeleportGGST Testament 214K.pngGuardStartup16RecoveryTotal 35Advantage- as well as Stain State.

Frame DataCounterstrategyReverse MatchupVideos


Round Start

Testament players will likely want to play the Roundstart RPS as it is one of their best chances to start snowballing pressure. Their favored buttons being 2S, j.S and f.S.

Common Round Start Interaction Table
Testament's Button Loses To Beats Trades Whiffs Clash
6PGGST Testament 6P.pngGuardAllStartup11Recovery15Advantage-7 2D 5K, f.S, 6S 2S 2K. 236P 6P
f.SGGST Testament fS.pngGuardAllStartup12Recovery18Advantage-7 6P, f.S, 2S 5K, 2K, 6S, 236P 2D
2SGGST Testament 2S.pngGuardLowStartup10Recovery18Advantage-7 Wait / Walk Back 6P, f.S, 2S, 6S 2K, 2D 5K, 236P
2DGGST Testament 2S.pngGuardLowStartup10Recovery18Advantage-7 f.S, 2S, 2D 6P, 2K, 6S 5K, 236P
236SGGST Testament j236S.pngGuardAllStartup16~22Recovery27Advantage-4 6P, 5K, 2K, 6S, 2D f.S, 2S, 236P
j.SGGST Testament jS.pngGuardHighStartup9Recovery19Advantage0 (IAD)
Walk Back 6S Roundstart Buttons 236P

Notable Interactions


Neutral

Keep up curse if Testament attempts to play at full screen. Once cursed ATR and Steady Aim quick shots deny Testament the ability to use both Crow and Grave Reaper. Due to this Testament will often choose to play a more normal heavy neutral revolving around f.S, a very far reaching and fast button.


Offense

Testament has no meter-less invulnerable reversal, and their metered option Calamity OneGGST Testament 236236K.pngGuardAllStartup11+4Recovery67Advantage-38 has a very slow 15F of startup.


Defense

Testament's goal is to push you to the corner and then use a combination of long-reaching fast normals, Grave Reaper, Crow, Stain State, and Arbiter Sign to lock you down until you've died. Preventing this from happening is key.

Use movement like jumping, dashing, Roll, and j.2K in order to position yourself in ways that make it harder for Testament to corner you.


Zato-1

Favorable


Both Zato and Happy Chaos struggle to deal with each other's offense.

Focus on keeping Eddie out of the game, either by denying opportunities to summon, or by killing Eddie.

Frame DataCounterstrategyReverse MatchupVideos


Round Start

Common Round Start Interaction Table
Zato's Button Loses To Beats Trades Whiffs
2PGGST Zato-1 2P.pngGuardAllStartup6Recovery9Advantage-3 [-1]
6PGGST Zato-1 6P.pngGuardAllStartup12Recovery12Advantage-6
f.SGGST Zato-1 f.S.pngGuardAllStartup10Recovery23Advantage-12
2SGGST Zato-1 2S.pngGuardAllStartup11Recovery20Advantage-10
2DGGST Zato-1 2D.pngGuardLowStartup10Recovery17Advantage-9
Walk Back 5HGGST Zato-1 5H.pngGuardAllStartup13Recovery19Advantage-9

Notable Interactions


Neutral

You can make it very difficult for Zato to summon Eddie at a distance by using both ATR, and Steady Aim gun shots.

Gunshots pass through OpposeGGST Zato-1 Oppose Armor.pngGuardAllStartup74 {78}Recovery(Summon Vanishes) [36 Zato]Advantage- unaffected, hitting Zato.

Zato cannot be hit with a bullet while using Break the LawGGST Zato-1 Break The Law.pngGuardStartup13RecoveryTotal 28~95Advantage-.


Offense

Zato lacks any form of invincible reversal. Zato's defense revolves around useage of system mechanics like Burst, YRC, IB, FD, and IBFD.

Zato has great Abare An attack during the opponent's pressure, intended to interrupt it. tools with the fast and long reaching 5PGGST Zato-1 5P.pngGuardAllStartup5Recovery8Advantage-2 [0] and 2PGGST Zato-1 2P.pngGuardAllStartup6Recovery9Advantage-3 [-1].


Defense

PierceGGST Zato-1 Pierce.pngGuardAllStartup21 [25]Recovery24Advantage- has a 6F gap between the first and second hit, allowing you to kill Eddie with a 2P if Zato does not fill the gap with a move of his own or cancel after the first hit.

Yellow Roman Cancel is particularly strong on defense against Zato as if it is not baited, it additionally will kill Eddie.

Navigation

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