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Revision as of 19:38, 4 December 2021
Please feel free to make edits, but include edit summaries and sources where applicable.
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 is classified as a Shooting type.
- Easy Conversions: By using his gun to connect normals that otherwise won't combo, Chaos can perform strong midscreen and corner conversions that either deal decent damage or leave him in a good spot for an oppressive oki game. This includes a legitimate combo off of his uncharged Dust without using meter, something only available to two other characters.
- Gun Pressure: Contrary to their supposed use as range weapons, Chaos' guns can be used to lock down opponents at close range. The threat of being shot is sometimes enough to halt opponents in their tracks completely, and which can also lead into a scary left/right mixup game with Roll or a strike/throw mix with his standard throw.
- Forced Safety: Due to how the gun works, Chaos can make any of his moves safe or plus by expending a bullet. This gives Chaos a great poking game, since a whiff can be cancelled into a shot to make safe.
- 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.
- Insane meter gain: Chaos has exceptional meter gain. A lot of his moves like Gun Draw give him lots of meter, and it's not uncommon for him to hit %40 tension gain in a single combo.
- Resource Intensive: Chaos has to maintain two additional resource gauges in his Concentration and Ammo. Juggling these can be confusing in the heat of battle.
- Bad pressure without resources: When chaos has no ammo or concentration, he can't make himself plus with gun, properly convert from pokes, combo from uncharged dust, and many other things.
- Weak Defense: Chaos has no reversal, with or without meter. This coupled with his average frame data makes defending difficult for Chaos without expending resources to push people away from him.
Happy Chaos |
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Normal Moves
5P
- Whiffs on crouching characters.
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.
Gatling Options: 5P, 2P, 6P, 6K, 6S
5K
- Very fast for its reach.
- 5K > 6K has a 3-frame gap, 5K > 6S has a 1-frame gap.
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.
Gatling Options: 6P, 6K, 6S, 5D, 2D
c.S
- -2 on block with low pushback makes this a good tick throw button.
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 he can use instead. The safest option is to use 6K > At the Ready to gain some space.
Gatling Options: 6P, 6K, f.S, 2S, 6S, 5D, 2D
f.S
- Average startup, high recovery poke.
- Non-traditional 5H makes pressure afterwards difficult.
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.
5D
- Uncharged Dust Attack
- Causes floating crumple on ground hit.
- Launches opponent on air hit.
- 80% proration.
Fire can be used during this move, making Chaos's 5D more useful than those of other characters. 5D > Fire allows for a variety of powerful combos on hit and makes it safe on block. 20 frames of startup is extremely hard to react to, which makes this a fearsome mix-up tool when mixed up with lows like 2D. Ever the outlier, Happy Chaos uses 5D as a key tool in his arsenal.
- Charged Dust Attack
- 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.
Similar to uncharged but is slow enough to be reacted to, but if it does land it gives a high damage combo.
6P
- Anti-air and counterpoke.
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.
6K
- Advancing low.
- 3-frame gap if cancelled from 5K or 2K.
- Can be made plus with Super Focus.
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.
6S
- Active, advancing mid.
- 1-frame gap if cancelled from 5K or 2K.
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.
2P
- Loses to tick throws.
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.
Gatling Options: 5P, 2P, 6P, 6K, 6S
2K
- Can low profile certain attacks like Axl's 5K.
Excellent low mixup and close range poking tool. Has slightly more range than 2D which will lead to drops at max range.
Gatling Options: 6P, 6K, 6S, 5D, 2D
2S
- Chaos' longest range low poke.
- Long float on air connect.
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.
2D
- Provides ample time on hit to Reload or Focus.
- Can be made plus with Super Focus.
While this is a good combo ender, Chaos can regain resources in more damaging combos. Usually 6K does a better job when he can use it. As soon as the opponent is airborne, 2S makes for a better combo tool as it floats longer.
j.P
- Launches airborne opponents down and away.
Fast, general-purpose air-to-air.
Gatling Options: j.P
j.K
- Much more combo-friendly than j.P.
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.
Gatling Options: j.D
j.S
- Doesn't consume a bullet.
- Not actually disjointed.
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.
Gatling Options: j.D
j.D
- Only hits behind Chaos.
Soley 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.
j.2K
- Chaos bounces off the opponent on hit or block.
- 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
- Maintains momentum when using this move on hit and block.
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.
Universal Mechanics
Ground Throw
6D or 4D
- Longer duration than the animation suggests.
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
- Primary gun stance.
- 12F Startup before first shot can be fired
- 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.
- 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)
The only real difference between entering At the Ready with H and 236S is that 236S has an additional attack upon startup. If H is pressed during At the Ready, Chaos will perform Fire instead.
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. 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 faster than if it had whiffed. Curse reduces the time the reticle needs to refocus.
The 236S version is the 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).
Steady Aim
214S
- Gun stance number 2.
- 18F Startup before first shot can be fired
- Chaos cannot move, jump, crouch, or block.
- Drains Concentration much faster than At the Ready.
- Shots will Guard Crush on block and launch on hit.
- Cancelable into overdrives and other specials except for At the Ready.
- Chaos will be counter hit when hit during this stance.
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
Fire
5]H[ during At the Ready or Steady Aim
- [] values refer to when the reticle isn't completely focused.
- Properties change between At the Ready and Steady Aim.
- Can be used as long as bullets and focus gauge are available.
- Only fires upon releasing the button as opposed to the initial press.
- While in At the Ready
- 24 frames of blockstun
- Can Fire during any move besides Throw, Roll (214K), Focus (214P), and Reload (22P)
- Can be used while crouching via 1H or 3H.
Chaos shoots wherever the reticle is focused. Fire can also be used during some special moves as a way to make them safer. Fire will do more damage when the aiming reticle is completely focused.
- While in Steady Aim
- Guard crushes when reticle is focused
- 26 frames of blockstun unfocused and 42 frames of guard crush blockstun focused
- Launches opponents up high on hit for follow ups
- Slower fire rate compared to At the Ready shots
While the reticle is completely focused, Fire will do more damage, launch the opponent higher on hit, and guard crush on block. On block, Chaos can cancel Fire into Roll to threaten a strike/throw mixup.
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).
Cancel Aim
2H or j.2H during At the Ready 214S during Steady Aim
- At the Ready Cancel
- 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.
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.
- Steady Aim Cancel
- Cancels Steady Aim.
- Canceling Steady Aim this way leaves Chaos in At the Ready stance.
- It is faster to cancel Steady Aim through Reload than through this move. However, this move is the fastest way to enter At the Ready from Steady Aim.
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.
Reload
22P
- Reloads all spent bullets.
- Can be freely cancelled at any time after startup.
- Startup has counterhit recovery, but becomes normal recovery during bullet reloading.
- Takes 21, 30, 39, 48, 57, 66 frames to reload 1, 2, 3, 4, 5, 6 bullets respectively.
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.
Focus
214P
- Temporarily buffs Happy Chaos' Concentration gauge.
- Increases Concentration recovery rate and recovers a portion upon use.
Chaos pauses for a moment to focus. Exceptionally useful during combos, as Chaos can sneak it in if a normal starts a Wallstick. It can also cancel out Steady Aim, but Reload is faster and easier to fit in.
Curse
236P
- Has no hitstun or blockstun.
- Is completely unblockable and intangible, going through other projectiles.
- Places a status effect on hit that drastically improves reticle tracking.
- Curse lasts for 5 seconds.
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.
Scapegoat
236K
- Costs 10% of Chaos' health to use.
- Scapegoat cannot kill Chaos if he has no health left.
- Fully counterhit recovery.
- Clone takes one hit before dissipating.
- Clone has a collision box.
Chaos backdashes and leaves a clone where he originally was. The clone will protect Chaos from any strikes that go through it, allowing him to safely Reload, Focus, enter a stance, or simply reposition. The recovery is airborne for a litte, so Chaos can also 66.PRC for an un-reversalable, un-mashable, un-throwable mixup.
Because of how much this protects Chaos, it's extremely deadly as an oki tool as well as a neutral tool, preventing the opponent from advancing as Chaos gets to do whatever he wants.
Roll
214K
- Extremely low profile, but not fully invincible.
- Fire can be used during its recovery.
- Can roll through opponents.
Obligatory gun character combat roll. Because Chaos can use Fire towards the end of the move, he can use it a bit more liberally if he has the resources to make it safer. The low profile kicks in fast enough that Chaos can roll through some delay gatling frame traps, but keep in mind that the recovery usually will not net a punish.
Overdrives
Deus Ex Machina
632146S
- Requires both Tension and Concentration to use.
- Tracks the opponent's location.
- Opponent will break the wall if launched by this move.
- Reloads Chaos' gun as a bonus.
- Leaves Chaos in At The Ready once the move finishes, provided he has enough Concentration remaining.
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.
Super Focus
214214P
- Recovers all of Happy Chaos' Concentration.
- Applies an improved version of the Focus buff which lasts for a longer amount of time.
- Recovers fast enough to make 6K and 2D plus on block after cancelling.
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. Positive Bonus and the incredibly quick duration all but guarantee this after a wallbreak.