GGST/Happy Chaos/Combos

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Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
BRC = Blue Roman Cancel
RRC = Red Roman Cancel
PRC = Purple Roman Cancel
YRC = Yellow Roman Cancel
YYXRC = Dash Input X Roman Cancel in Y direction i.e: 22PRC
XRC~Q = Cancel the X Roman Cancel into Q i.e: RRC~5K
WS = Wall Stick/Wall Splat
AB =  A.B.A
AN =  Anji Mito
AS =  Asuka R♯
AX =  Axl Low
BA =  Baiken
BE =  Bedman?
BR =  Bridget
CH =  Chipp Zanuff
EL =  Elphelt
FA =  Faust
GI =  Giovanna
GO =  Goldlewis
HA =  Happy Chaos
IN =  I-No
JC =  Jack-O'
JO =  Johnny
KY =  Ky Kiske
LE =  Leo Whitefang
MA =  May
MI =  Millia Rage
NA =  Nagoriyuki
PO =  Potemkin
RA =  Ramlethal
SI =  Sin Kiske
SO =  Sol Badguy
TE =  Testament
ZA =  Zato-1

Read First

  • All damage values were tested against  Ky at full life with the R.I.S.C. Level at 0 (unless specified otherwise).

Fire Notation

H refers to Firing. Simply put, if you see H, it's representing an input of ]H[.

Fire can only be input by releasing H. This is usually notated by ]H[, but because pressing H is not linked to anything besides Cancel Aim, H will be used to solely to represent when to release the button and fire Happy Chaos' gun.

If unsure of when you should be pressing and holding H, normals preceding the inputs are a common location, but it will vary by person.

  • 2H Always refers to Cancel Aim.

Additional Notation

H will often occur after the motion input of a move but before the button press. This is to due to Fire lacking hitstop allowing you to cancel immediately into special moves and give an idea of the best practices for using cancels out of and into Steady AimGGST Happy Chaos 214S.pngGuard-Startup-RecoveryTotal 18Advantage-.

When allowed to fully 'charge' Steady AimGGST Happy Chaos 214S.pngGuard-Startup-RecoveryTotal 18Advantage- gains additional damage and vertical launch height. This type of shot from 214S is referred to as a 'Clean Hit' or abbreviated as 'CL'.

22P (N) - Refers to reloading exactly N bullets (e.g. 22P (1) notates canceling reload right after the first bullet is loaded).

At the Ready is commonly shortened to 'ATR', and Steady Aim is commonly shortened to 'SA'.

Canceling

Reload CancelingAlso applicable to every other special, not just reloads!
CORE MECHANIC


214S ~ 22 H P
Reload canceling is core to helping manage both of Happy Chaos' resources, by reloading bullets and exiting stance to stop concentration drain.

Firing from either stance applies no hitstop to Happy Chaos allowing him to cancel into specials immediately, this is performed by inputting the motion, 22 in the case of reload canceling, releasing H to fire a bullet, then hitting P instantly. This allows Happy Chaos to quickly exit Steady Aim stance while maintaining resources and continuing his combo, or keeping great frame advantage on block. Reload canceling can be done from either stance but is more important to incorporate with Steady Aim.

Reload canceling isn't the only applications of this technique, and making use of all the other form of cancels is vital to playing Happy Chaos Effectively.

  • Roll Canceling to gain distance or for cheeky cross-ups.
  • Scapegoat Canceling to safely create clones.
  • Curse Canceling to force to opponent to be hit by the curse ball.
  • Focus Canceling to make focus more safe, or to end combos with a focus gain, and the focus buff.
  • Super Focus Canceling to stay very plus on block or, to keep focus up for full screen zoning.
  • Deus ex Machina Canceling to confirm into a Overdrive Wallbreak from almost anywhere.
  • Steady Aim Cancel Canceling to be even more plus than reload canceling or exit stance before shooting.

Combo Theory

Non-Launching Wallslump

Non-Launching Wallslump RoutingAlso works as beginner friendly combo structure.
Easy

[c.S > 6K > H + 66] xN
Using this routing will allow you to Wall SlumpA State similar to wall sticking, but only occurs when you wallstick an opponent without launching them. Wallslumping removes an opponent's ability to tech and grants additional time to recover resources. an opponent, allowing for better resource recovery and stable looping 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. which is further discussed on the Okizeme page.

This route can be ended prematurely before reaching the corner by using 2D instead of 6K for a HKD Short for "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..

Common Non-Launching Normals to start a wallslump from include 5K, c.S, 2K, 6K, j.S, j.2K and j.D, you are not limited to starting with only c.S, it should just function as the primary button to use once the loop has been entered.

(Note that the video is not up to date as of patch 1.24, since 2K and 5K no longer combo into 6K)

  • -1 Bullet Per Loop

Launching Combos

Starters

236S / Gun Pull / At the ReadyHigh damage and consistent way to confirm some normals.
Very Easy

(2K / 5K / c.S) > 2D / 6K > 236S > ...
Any series of normals ending in 236S launch should allow for you to full combo.

This starter to HC's combo structure is not invalidated by Shot > Steady Aim also known as Clean Hit Confirms, as it is the most resource efficient way to enter into a non-CH combo when able to as it requires no bullets to do, and does not lose any.

Counter Hit ConfirmConfirm mid and large Counter Hits into death.
Easy

CH Starter > 214S~H (CL) > ...
All mid and large counter hits can be confirmed directly into a clean hit Steady Aim shot.

Depending on spacing it is possible to get a Focus cancel after the CL, rather than a Reload cancel, while still continuing the combo.

Counterhit starters include c.S, f.S, 2S, 2D, 6K, 6S, 236S

Counterhit Starters where you can reliably Focus cancel include c.S, 2D, 6K, 236S, and close range 2S.

BRC Hit ConfirmSkip the ATR after a BRC.
Easy

BRC > Any Button > 214S~H (CL) > 22P (3-4) / 214P > 6K > ...
If the opponent is under the effect of a Blue Roman Cancel, any button can be followed up by an immediate Steady Aim clean hit.

After the Steady Aim Clean Hit if BRC slowdown is still affecting them you are able to Reload 3-4 Bullets or Focus before picking the combo back up with a 6K.

Shot > Steady Aim Clean HitReliably confirm any normal into a full combo.
Hard

Button(s) > 214 H S ~ 22 H P (CL) > ...
This is an advanced technique Happy Chaos has that will allow conversions from any button but will be most frequently used for normal hit 2S. It is not required or even recommended to learn this right away, as there are many other potential routes you could use instead. It is possible to OS the normal hit / counter hit route by timing the Shot before entering Steady Aim to occur at the same time as CH slowdown would occur.

  • Requires 2 Bullets
  • Net -1 Bullet

Steady Aim Clean Hit confirms work by connecting a normal with a Steady Aim Clean Hit via inserting a well-timed At The Ready shot. Since Happy Chaos can use fire at any time during strings, we can use it to extend the hitstun from a normal long enough to cancel into Steady Aim and charge a Clean Hit. The window for accomplishing this is tight, since you need to give enough time for the Steady Aim shot to charge but not so much that the combo is dropped. It is strongly recommended that players utilize negative edge (releasing H to shoot, rather than pressing it) as this affords greater frame leniency.

Practicing the technique involves setting the training dummy to Guard After First Hit and using a non-launching normal, commonly 2S . If the technique is successful, the normal will combo into a Clean Hit which launches the opponent high in the air allowing for easy follow-ups. If the dummy blocks the shot (and is Guard Crushed) the Steady Aim shot was too late. If the dummy does not fly up high in the air (a non-clean hit) then the Steady Aim shot was released too early. Remember, the key timing is between the release of the At The Ready shot and the release of the Steady Aim shot.

When learning use 6S, and 2D to launch the opponent when possible to create a much larger and more forgiving gap.

  • Common Non-Launching Normals include c.S, f.S, 2S, and 6K.

The Juggle

6S > Steady Aim Clean HitSimple and high damage Counter Hit route.
Easy

CH Starter > 6S > 214S > 22 H P (CL) > ...
Off CH Starters or in the corner it is possible to use 6S > 214S twice before the gravity scaling becomes too great. As a beginner this will be your go to way to confirm a CH into a wallbreak.

Near Corner and In the corner it is possible to fit in a Focus cancel after a Steady Aim clean hit before the opponent wall sticks and continue the combo.

If aiming solely for damage this is the highest damage method to route a combo by a small amount.

6K > Steady Aim Clean HitAllows you to close distance reliably while still reload canceling.
Easy

Starter (> c.S) > 6K > 214S ~ 22 H P (CL) > ...
This is the primary pickup after a starter, as it works from the furthest ranges and floats the opponent with very little horizontal pushback allowing for a c.S pickup after a Reload cancel, with it being possible to reload multiple bullets in the corner.

c.S before the 6K is commonly omitted based on distance and desired gravity scaling.

In the corner it is possible to Focus cancel the Steady Aim instead of Reload Cancelling while still continuing the combo.

236S JuggleExtremely resource efficient combo routing.
Medium

Starter > c.S > 6K~2H > 236S > 66 + H > ...
c.S or 6K can be omitted based on spacing, and starter. With proper routing it is possible to get two 236S before you are forced to end the combo due to gravity scaling. If you already have the gun out, most likely from a previous 236S loop, it is necessary to input 2H, at some point before 236S is input. This is commonly done after 6K, but can be done at any point. 236S juggles are an extremely resource efficient way to route combos, that only sacrifices a small amount of damage.

If 6K is omitted, 236S can be Kara canceled from c.S.

Dash Cancel ShotUse a dash cancel to get more corner carry.
Medium

... > 5K / c.S dc H > 5K / c.S > ...
Using a dash cancel can allow you to get more corner carry and close distance between you and the opponent once again in order to get a c.S.

This is useful for ensuring a wall to wall combo, and stabilizing less than perfect combos.

Enders

Normal Hit WallstickSometimes it happens.
Easy

... > Normal (WS) > X > 632146S / 6S
When you wallstick the opponent with a normal you usually do not have enough time to get combo into a 632146S after a Focus, so you will have to decide which resource you want to recover the most, and whether you want a post-wallbreak hard knockdown. It is possible to Combo Focus into a Super if the normal that wallsticks the opponent does so at a distance from the wall, and Focus is canceled into preemptively.

After Wallsticking the opponent you have enough time to

  • Reload(3), and break the wall with 6S.
  • Focus, and break the wall with 6S.
  • Curse, and break the wall with 6S.
  • Curse, and break the wall with 632146S.

Wallstick with ATR ShotWallsticking with a shot gives you a better opportunity to recover resources.
Easy

... > c.S / 5K > 6S~H > 214P > 632146S / 6S
Wallsticking with a shot from either stance will give enough time to both Focus and use Deus Ex Machina to break the wall.

Shooting immediately after 6S adds on free damage if following with a super, and allows for you to focus before the super, giving you a hard knockdown wallbreak with concentration and full ammo.

  • Focus can be replaced with Reload(3) if you need bullets and do not have meter for Deus Ex Machina.
  • Focus can also be replaced with Curse if you do not need bullets or concentration.

Wallstick with Steady Aim ShotWallsticking with a shot gives you a better opportunity to recover resources.
Easy

... > 214S > 214 H P (WS) > 632146S / 6S
Wallsticking with a shot from either stance will give enough time to both Focus and use Deus Ex Machina to break the wall.

If not within range to wall break with 6S, use Steady Aim, preferably a Clean Hit to break the wall.

  • Focus can be replaced with Reload(3) if you need bullets and do not have meter for Deus Ex Machina.
  • Focus can also be replaced with Curse if you do not need bullets or concentration.

Focus Safe JumpMakes use of the newly buffed 214S cancel.
Medium

236S Starter > 6K > 214S > 214 H S (CL) > 66 > 214S > 214 H P (CL) > 9 > IAD > j.S
Serves as a variation of the 6K > Steady Aim Juggle. Safe jump works on all supers and DPs.

Good for when you do have enough resources to take a DP or 50% meter having character from wall to wall.

2D as a callout wakeup backdash.

Original Tweet by UMISHO


Reload (2) Safe JumpConsistent safe jump out of Hit confirms
Medium

... > 6K > 214S > 22 H P (2) (CL) > 66 > 9 > j.K (whiff) > j.S
Safe jump works on all supers and DPs.

This can be routed into from any starter ending with a Steady Aim Clean Hit, if the juggle portion of the combo is skipped.

Watch the ammo bar, once you Reload(2) immediately perform a dash forward jump j.K, this autotimes your j.S to hit as deep as possible.

Core & Beginner Combo List

Beginner Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
[c.S > 6K > H + 66] xN Anywhere 50-84 (x1) All [2] Easy Using this routing will allow you to Wall SlumpA State similar to wall sticking, but only occurs when you wallstick an opponent without launching them. Wallslumping removes an opponent's ability to tech and grants additional time to recover resources. an opponent, allowing for resource recovery and stable looping 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. which is further discussed on the Okizeme page. This routing remains extremely valuable at all skill levels due to it's wall slump. Video 59589
(PC)
1.33
2S / f.S > 66 H H > c.S > 2D Anywhere 93 All [2] Easy After 2D, you have time to ReloadGGST Happy Chaos 22P.pngGuard-Startup23RecoveryTotal 23~77Advantage- 4 bullets or FocusGGST Happy Chaos 214P.pngGuard-Startup41RecoveryTotal 46Advantage- and still get Meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. c.S. There are better confirms available but at greater difficulty. Video 59587
(PC)
1.33
5D > H > 2D Anywhere 68 All [2] Easy Chaos is one of the few characters able to meterlessly convert from 5D. 2D is a simple conversion that allows us to recover resources and can be extended into a full combo with 236S. Video 59588
(PC)
1.33

Core Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character
Core Combos
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
(c.S / 5K / 2K) > 2D > 236S > 6K > 214S ~ 22 H P (CL) > 66 c.S > 6S > 214S ~ 214 H P Anywhere 150 - 204 Everyone [3] Medium Example Combo, There are a large amount of variations of this combo that are explained in more detail in the combo theory section. Video 59590
(PC)
1.33
CH > 214S ~ 22 H P (CL) > 66 > 6K > 214S ~ 22 H P (CL) > 66 c.S > 6S > 214S > 214 H P Anywhere 204 - 208 Everyone [3] Medium Works on all Medium and Large Counterhits. Wallbreak with 6S or 632146S if done from midscreen. Video 59591
(PC)
1.33
CH > [214S ~ 22 H P (CL)] x2 > 214S ~ 236 H P (CL) > 214P Anywhere Everyone [3] Medium Clean Hit Steady Aim loop. As of Patch 1.33 you can only do three clean hit shots before running out of concentration (assuming you haven't used Focus). 1.33
CH > 214S ~ 214 H P (CL) > 66 c.S > 6S > 214S ~ 22 H P (CL) >  c.S > 236P > 632146S Corner 241 - 270 Everyone [3] Medium Works on all Medium and Large Counterhits. Gets FocusGGST Happy Chaos 214P.pngGuard-Startup41RecoveryTotal 46Advantage-, CurseGGST Happy Chaos 236P.pngGuard-Startup-Recovery29 totalAdvantage-, Full Ammo and a 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.. This combo can also be performed midscreen from close range CHs, like c.S. Video 59592
(PC)
1.33
Most Normals > 236S > 6K > 214S > 22 H P (CL) > 66 c.S > 6K > 236S > 66~H > 5K~dc~H > c.S > 6S > 214P > 6S Back to Corner 149 - 177 Everyone [3] Medium Extreme Corner carry allows you to confirm almost any normal into a wallbreak. Will not work from 6S or if too far. Video 59719
(PC)
1.33
Any Normal > 214 H S > 22 H P (CL) > 66 6K > 214S > 22 H P (CL) > 66 c.S / 5K > 6S > 214S > 214 H P Anywhere Everyone [4] Hard The Bread and Butter. It is easier to do from 6S and 2D as they launch the opponent, but is possible from all of HC's normals. This is a 2f link to clean hit on non-launched opponents. See Clean Hit Confirms for more info. 59594
(PC)
1.33

Extended Combo List

P Starters

P Starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5P / 2P > 236S, 66 5K > 6S > 22P / 214P Anywhere 75 Everyone [2] Easy Tension Gain: ~20
Requires dash momentum if using two 2Ps. This allows you to build resources relatively safely for no bullet cost.
Youtube 43809
(PC)
1.33
5P / 2P > 236S > 6K > 214S > 214 H P (CL) > 6K > 214S ~ 22 H P (CL) > 66 > 5K ~ 66 + H > c.S > 6K > 236S > 66 > 5K > 6S > 236P > 632146S Back to Corner 188 Everyone [4] Hard More advanced Wall to wall combo that routes in an early focus. If you lack 50% meter break the wall using Steady Aim. Twitter 1.33

K Starters

K Starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5K > dc 236S > 6K > 214S CL H > 22P > 666S > 214S CL H > 22P > 666S > WS 214S H > 6S Midscreen 170 Everyone [4] Hard 5K into Kara At The Ready combo example. Useful for niche punish situations such as the one showcased in the Combo Recipe. Video 173342
(PC)
1.33
5K > 2D > 236S > microdash c.S > 6K 2H > 236S > microdash c.S > 6K 2H > (236S / 214S H > 6S) Midscreen 130 (167) Everyone [4] Hard Midscreen 5K into At The Ready loop. You may also spend a bullet after the last At The Ready for a wallsplat or end the combo with a 6S after the final c.S for resources. Video 173341
(PC)
1.33

S Starters

S Starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
(2.S / f.S) > H > 214S > H > 236D > 6S > 214S > CL H > (2P / 22P) > 214S > H > (2P / 22P) WS 666S Round Start 128 Everyone [4] Hard Example round start 2S combo using Uncharged Wild Assault. You may replace the third Steady Aim with a microdash 6S, allowing you to finish the combo with a second Wild Assault and/or Focus, though that may be more difficult. The Wild Assault will whiff if you perform a Clean Hit. Video 173295
(PC)
1.33
(2.S / f.S) > H > 214S > H > 236[D] > whiff 5K > microdash c.S > 6K > 236S > microdash 5K > 6S > WS 214S H > (2P / 4P) > 236[D] Round Start 141 Everyone [4] Hard Example round start 2S combo using Charged Wild Assault. You may replace the last Reload with Focus, though note that, by doing so, you will have to replace Charged Wild Assault with either 6S or Uncharged Wild Assault, due to the way the opponent wall splats (this is, of course, assuming that you use this combo roundstart, as different positions may yield different results). Video 173300
(PC)
1.33

Dust Starters

Dust Starters
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
Throw > 44RRC > [214S ~ 22 H P (CL) ] xN Anywhere 126 - 135 Everyone [3] Medium Tension Gain: Variable
Burst safe throw combo, Keep shooting until they hit the ground or you break the wall. Can RCC to save additional meter.
Video 59888
(PC)
1.33
Throw > OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." 2S ~ H Anywhere 87 - 91 Everyone [1] Very Easy Tension Gain: Variable
As of Season 3, throw now leaves the opponent closer, letting you OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." with 2S at any point.
Video 1.33
Throw > OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." c.S ~ H Corner 90 - 94 Everyone [1] Very Easy Tension Gain: Variable
The OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." can be followed with an immediate Shot for further damage. After c.S cancel into a Reload or Clone.
Video 59889
(PC)
1.33
Air Throw > OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." 2S ~ H Anywhere 87 - 91 Everyone [2] Easy Tension Gain: Variable
The OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." can be followed with an immediate Shot for further damage. After 2S cancel into a Reload or other specials.
Video 59890
(PC)
1.33
5[D]8 > j.2K > j.K > jc > j.S > j.K > j.S > j.KK Anywhere 179 Everyone [2] Easy Tension Gain: Variable
Must delay first j.2K. 5[D] isn't commonly used due to Chaos' ablility to confirm 5D and having access to better punishes than 5[D].
Video 173284
(PC)
1.33
5[D]8 > j.S > j.P > j.K > adc > j.D > jc > j.2K > j.SS Anywhere 179 Everyone [3] Medium Tension Gain: Variable
Optimal 5[D] combo, good for niche punishes (such as Deflect Shield Punishes) since it doesn't use resources. Use accordingly. Doesn't require delayed j.2K like the combo above.
Video 173277
(PC)
1.33

Jump-in Combos

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
j.2K / j.S / j.D ~ H > 5K > 2D > 22P (4) / 214P Anywhere 73 Everyone [2] Easy Tension Gain: Variable
Basic resource build off a jump-in. May require more than one shot and a dash if using j.3K. Shot may be omitted if hitting deep enough.
Video 1.33
j.2K / j.S / j.D ~ H > c.S ~ 2H > 2D > 236S > 66 + H > 6S > H > WS > 214P > 6S Anywhere 167 Everyone [3] Medium Tension Gain: Variable
Flashy restow combo. Can use Deus Ex Machina at the end instead of 214P > 6S for extra damage and reload
Youtube 1.33

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