Glossary
System Data Glossary | |
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Defense | The amount of damage that characters take is determined by this value. The value shown in character frame data is the difference from base defense (256), which is represented as a decimal multiplier in other sections. |
Guts | The amount of damage that characters take decreases as their life lowers. For more info, see here. |
Prejump | Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block. |
Weight | The character's weight class, which determines how fast they fall when being hit in the air. |
Backdash | The total duration, invincibility window and airborne duration of a backdash in frames. |
Forward Dash | The total duration of a step-based forward dash in frames, if uncanceled. Most characters have a run instead of a step. |
R.I.S.C. Gain Modifier | The amount of R.I.S.C. Level characters gain when blocking is modified by this value. The value shown in character frame data is divided by 32 to give the multiplier used in other sections. |
Jump Duration | The total duration of a jump in frames, if uncanceled. |
Jump Height | The maximum height of a jump in in-game units of distance. |
High Jump Duration | The total duration of a high jump in frames, if uncanceled. |
High Jump Height | The maximum height of a high jump in in-game units of distance. |
Earliest Forward Instant Air Dash | The minimum amount of frames after a jump leaves the ground that a forward air dash can be performed. |
Earliest Backward Instant Air Dash | The minimum amount of frames after a jump leaves the ground that a backward air dash can be performed. |
Forward Air Dash Duration | The total duration of a forward air dash in frames, if uncanceled. An /X number represents the earliest frame a forward air dash can be canceled into Faultless Defense. |
Backward Air Dash Duration | The total duration of a backward air dash in frames, if uncanceled. |
Forward Air Dash Attack Transition | The minimum amount of frames after a forward air dash that an attack can be performed. |
Backward Air Dash Attack Transition | The minimum amount of frames after a backward air dash that an attack can be performed. |
Movement Tension Gain | The amount of Tension gained per frame during a forward dash. This value is halved while walking, rounded up. |
Jumping Tension Gain | The amount of Tension gained per frame of a forward jump, and for how many frames it is gained. |
Air Dash Tension Gain | The amount of Tension gained per frame of a forward air dash, and for how many frames it is gained. |
Walk Speed | The speed the character walks forward. |
Backwalk Speed | The speed the character walks backward. |
Initial Dash Speed | The starting speed of the character's forward dash. |
Dash Acceleration | The amount of speed gained per frame of forward dashing, prior to friction calculations. |
Friction | The amount of speed to lose one unit of acceleration, thus how quickly they lose acceleration. Note that a lower value means better overall acceleration. |
Frame Data Glossary | |
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guard | How this attack can be guarded. All non-throws can be air blocked unless otherwise stated. |
startup | Number of frames for this move to reach its first active frame (includes the first active frame). |
active | Number of active frames in this attack. Values in () are for gaps between hits of an attack. |
recovery | Number of frames this move is in a recovery state before returning to neutral. |
onBlock | After blocking this attack, how soon the attacker can act compared to the defender.
Assumes that the attack connects as soon as possible against a grounded opponent, and that the attacker does not cancel the attack into anything else. |
onHit | After getting hit by this attack, how soon the attacker can act compared to the defender.
Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. |
riscGain | How much the R.I.S.C. Level increases when this attack is blocked. This will change under various conditions, see also: R.I.S.C. Level. |
riscLoss | How much the R.I.S.C. Level decreases when this attack hits. Note that 0 R.I.S.C. Loss hits still receive R.I.S.C. Level scaling, see also: R.I.S.C. Level. |
level | Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict, and the amount of Tension gained on hit or block. Note that there are exceptions. |
counter | The type of Counter Hit this attack triggers. There are three types: Small, Mid, and Large. |
invuln | Attribute and hitbox invincibility for this move. |
prorate | How much additional damage proration this attack has. There are two types of proration: Initial and Forced. |
wallDamage | The base wall damage dealt on hit. Note that moves may deal more due to launching or wall bounce effects. |
inputTension | The amount of Tension gained for inputting the move, only applies to specials. Additional Tension is then gained on hit or block, based on Attack Level. |
Attack Level Values | ||||||||||||||||||||||||||||||||||||||||||
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※: Only applies to strikes. Projectiles follow ground blockstun values unless the defender lands while still in blockstun, resulting in 5 frames of landing recovery. | ||||||||||||||||||||||||||||||||||||||||||
For more values, see GGST/Frame Data |
System Data
- Core Data
Name | Defense | Guts | Prejump | Weight | Backdash | Forward Dash | Unique movement options | R.I.S.C. Multiplier | Movement Tension Gain |
---|---|---|---|---|---|---|---|---|---|
Happy Chaos | 10 | 1 | 4 | Normal | 18/1~5 strike invuln/1~13 airborne | Roll | 36.0 |
- Jump Data
Jump duration | Jump height | High Jump duration | High Jump height | Earliest airdash | Earliest air backdash | Airdash duration | Air backdash duration | Airdash cancel | Air backdash cancel | Jumping Tension Gain | Airdash Tension Gain |
---|---|---|---|---|---|---|---|---|---|---|---|
42 | 409.5 | 49 | 567.6 | 3 | 3 | 25/19 | 12 | 18 | 6 |
Normal Moves
Input | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Level | Counter Type | Invuln | Proration | R.I.S.C. Gain | R.I.S.C. Loss | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Input | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Level | Counter Type | Invuln | Proration | R.I.S.C. Gain | R.I.S.C. Loss | |
5P | 21 | All | 5 | 4 | 7 | -1 | +2 | 0 | Small | 80% | 500 | 1500 | ||
5K | 25 | All | 6 | 3 | 12 | -3 | 0 | 1 | Small | 90% | 1000 | 1000 | ||
c.S | 38 | All | 7 | 6 | 10 | +1 | +4 | 3 | Mid | 100% | 2000 | 1000 | ||
f.S | 30 | All | 10 | 7 | 21 | -14 | -11 | 2 | Mid | 90% | 1500 | 1000 | ||
5D | 40 | High | 20 | 3 | 26 | -15 | 0 | 2 | Mid | 80% | 1125 | 3000 [1000] | ||
5[D] | 50 | High | 28 | 3 | 26 | -10 | KD +36 | 4 | Mid | 100% | 1875 | 1500 [1000] | ||
2P | 18 | All | 5 | 2 | 10 | -2 | +1 | 0 | Small | 80% | 500 | 1500 | ||
2K | 21 | Low | 7 | 4 | 12 | -4 | -1 | 1 | Small | 5~10F Low Profile | 70% | 750 | 1000 | |
2S | 29 | Low | 11 | 3 | 18 | -7 | -4 | 2 | Mid | 90% | 1125 | 1000 | ||
2D | 33 | Low | 10 | 3 | 19 | -8 | HKD +52 | 2 | Large | 90% | 1125 | 1000 | ||
6P | 26 | All | 9 | 5 | 25 | -16 | -13 | 2 | Mid | 1~3 Upper Body 4~13 Above Knees | 90% | 1500 | 1000 | |
6K | 28 | Low | 16 | 5 | 16 | -7 | -4 | 2 | Mid | 90% | 1125 | 1000 | ||
6S | 45 | All | 12 | 7 | 24 | -14 | KD +24 | 3 | Mid | 90% | 2000 | 1000 | ||
j.P | 17 | High | 5 | 2 | 18 | - | - | 0 | Small | 80% | 375 | 1000 | ||
j.K | 21 | High | 7 | 3 | 18 | - | - | 1 | Small | 80% | 750 | 1000 | ||
j.S | 33 | High | 10 | 4 | 23 | +2 (IAD) | +5 (IAD) | 2 | Mid | 80% | 1125 | 1000 | ||
j.D | 37 | High | 11 | 4 | 21 | +3 (IAD) | +6 (IAD) | 2 | Mid | 80% | 1125 | 1000 | ||
j.2K | 44 | High | 10 | 5 | 16 [11] | +2 (IAD, airborne) | +5 (IAD, airborne) | 2 | Small | 80% | 1125 | 1000 |
Special Moves
Input | Name | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Level | Counter Type | Invuln | Proration | R.I.S.C. Gain | R.I.S.C. Loss | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Input | Name | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Level | Counter Type | Invuln | Proration | R.I.S.C. Gain | R.I.S.C. Loss | |
H | At the Ready | - | - | - | - | Total 12 | - | - | - | ||||||
236S | At the Ready | 42 | All | 9 | 3 | 13 | +3 | KD +48 | 4 | Large | 90% | 2500 | 2000 | ||
236S H | Fire | 30 [20] | All | 1 | 2 | +23 | +26 | 1 | Very Small | 80% | 500 | 1000 | |||
214S | Steady Aim | - | - | - | - | Total 18 | - | - | - | ||||||
214S H | Fire | 55 [35] | All (Guard Crush) | 1 | 2 | 43 | More info | KD | 3 | Very Small | 80% | 500 | 1000 | ||
236S 2H | Cancel Aim | - | - | - | - | 0 [9] | - | - | - | ||||||
214S 214S | Cancel Aim | - | - | - | - | Total 16 | - | - | - | ||||||
22P | Reload | - | - | 23 | - | Total 23~77 | - | - | - | ||||||
214P | Focus | - | - | 41 | - | Total 46 | - | - | - | ||||||
214K | Roll | - | - | - | - | 35 total | - | - | - | 4~15 Upper Body | |||||
236K | Scapegoat | - | - | 10 | 180 [45] | 43 total | - | - | - | 10~30F Airborne | |||||
236P | Curse | - | - | - | - | 29 total | - | - | - |
Supers
Input | Name | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Level | Counter Type | Invuln | Proration | R.I.S.C. Gain | R.I.S.C. Loss | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Input | Name | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Level | Counter Type | Invuln | Proration | R.I.S.C. Gain | R.I.S.C. Loss | |
632146S | Deus Ex Machina | 20, 1×17, 100 | All | 13+(193 Flash)+7 | -25 | HKD +31 | 2×18, 4 | Small | 100% | 100×19 | 1000 (Once) | ||||
214214P | Super Focus | - | - | 5 | (52 Flash) | 6 | - | - | - |
Other
Name | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Level | Counter Type | Invuln | Proration | R.I.S.C. Gain | R.I.S.C. Loss | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Name | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Level | Counter Type | Invuln | Proration | R.I.S.C. Gain | R.I.S.C. Loss | |
Ground Throw | 80 | Ground Throw | 2 | 3 | 38 | - | HKD +43 | - | 50% | 2500 | ||||
Air Throw | 80 | Air Throw | 2 | 3 | 38 or Until Landing+10 | - | HKD +44 (IAD) | 50% | 2500 | |||||
Dash Cancel | Total 26 |
Steady Aim Concentration
The amount of Concentration used when in Steady Aim varies by exact distance between Chaos and the opponent. Note that this changes even during Steady Aim, thus shooting an opponent further away will increase the concentration usage if remaining in the stance, while an opponent approaching Chaos will gradually decrease the usage. The below table demonstrates the ranges it changes at, and the amount of Concentration used each frame, relative to a median amount.
Frames to reload
Happy Chaos reloads 1 bullet per 9 frames with the the first bullet being reloaded on frame 21 and the move being cancellable on frame 23.
Frames | Bullets reloaded |
---|---|
21 | 1 |
30 | 2 |
39 | 3 |
48 | 4 |
57 | 5 |
66 | 6 |
Fire Table
214S FireGuard:
All (Guard Crush)Startup:
1Recovery:
43Advantage:
More info has 30 frames of blockstun when unfocused and 43 frames of guard crush blockstun when focused. This move has the benefit of being special cancelable which allows Chaos to cancel Fire into other specials for different degrees of advantage. This chart helps add clarity to how much advantage you have. For 22PGuard:
-Startup:
23Recovery:
Total 23~77Advantage:
- the frame advantage depends on how many bullets are reloaded. FireGuard:
AllStartup:
1Recovery:
Advantage:
+23 has 23 frames of blockstun and can be done at anytime allowing for up to +23 at will as long as the reticle is on the opponent.
Super Focus Table
normal > 214214P is generally plus due to gatlings but using this is not advised as the frame advantage is low and pushback from FD block allows for RPS. However there are situations where this must be done to regain concentration.
Move | ||
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On block | On hit | |
Attack Lv 05P, 2P | -2 | +1 |
Attack Lv 15K, 2K | 0 | +3 |
Attack Lv 26P, f.S, 2S, 2D, 6K | +2 | +5 |
Attack Lv 3c.S, 6S | +5 | +8 |
Gatling Table
- X = X is available on hit or block