GGST/Happy Chaos/Data

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Infobox Data

Portrait Icon Name Defense Guts R.I.S.C. Gain Modifier Prejump Backdash Duration Backdash Invuln Backdash Airborne Unique Movement Options
GGST Happy Chaos Portrait.png GGST Happy Chaos Icon.png Happy Chaos 10 1 36 4 18 1-5F 1-13F Roll
Jump Duration High Jump Duration Jump Height High Jump Height Pre-Instant Air Dash Air Dash Duration Air Backdash Duration Air Dash Distance Air Backdash Distance
42 49 409.5 567.6 7 18/24 6/11 735.625 195.750
Movement Tension Gain Jumping Tension Gain Air Dash Tension Gain Walk Speed Backwalk Speed Initial Dash Speed Dash Acceleration Friction
8.8 6.8 13.5 0.396 100
Jump Gravity High Jump Gravity Forward Step Dash
1.9 1.9

Normal Moves

5P Data

5P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
21 All 5 4 7 -1 +2 0 Small
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
500 1500 300 80% 80%
GGST Happy Chaos 5P.png
GGST Happy Chaos 5P Hitbox.png

5K Data

5K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
25 All 6 3 12 -3 0 1 Small
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1000 1000 300 80% 90%
GGST Happy Chaos 5K.png
Gives an important RPS on block!
GGST Happy Chaos 5K Hitbox.png
5K > 6K has a 3-frame gap interruptible by Throws.
5K > 6S has a 1-frame gap interruptible by 6Ps.
5K > 2D is gapless.

c.S Data

c.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
38 All 7 6 10 +1 +4 3 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
2000 1000 300 80% 100%
GGST Happy Chaos cS.png
GGST Happy Chaos cS Hitbox.png
Input Proximity Range: 270

f.S Data

f.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
30 All 10 7 21 -14 -11 2 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1500 1000 300 80% 90%
GGST Happy Chaos fS.png
GGST Happy Chaos fS Hitbox1.pngGGST Happy Chaos fS Hitbox2.png

5D Data

5D
Uncharged
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
40 High 20 3 26 -15 0 2 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1125 3000 [1000] 700 (900) 60% 80%
GGST Happy Chaos 5D.png
You don't need other overheads when you have a gun.
GGST Happy Chaos 5D Hitbox1.pngGGST Happy Chaos 5D Hitbox2.png
Hitstop on block: 20F
Hitstop on ground hit: 16F
Floating crumple on ground hit: Total 28F (airborne hitstun 1-11F, standing hitstun 12-18F, can block 19-28F)
R.I.S.C. Loss in [ ] refers to when 5D is not the initial hit of a combo.
Wall Damage in ( ) refers to if opponent is touching the wall.
Has no additional Combo Decay on initial hit, unlike other overheads (usually adding +5 on initial hit for 10 total).
Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.

5[D] Data

5[D]
Charged
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
50 High 28 3 26 -10 KD +36 4 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1875 1500 [1000] 0 (200) 60% 100%
GGST Happy Chaos 5D.png
You don't need other overheads when you have a gun.
GGST Happy Chaos 5D Hitbox1.pngGGST Happy Chaos 5D Hitbox2.png
Hitstop on block: 20F
Hitstop on raw hit: 45F
Properties for opponent on block follow Level 4 rules.
R.I.S.C. Loss in [ ] refers to when 5[D] is not the initial hit of a combo.
Wall Damage in ( ) refers to if opponent is touching the wall.
Wall Damage when hit raw is increased to 700 (900).
Applies 5 less Combo Decay on initial hit, for 0 Combo Decay if the first hit of a combo.
Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.

2P Data

2P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
18 All 5 2 10 -2 +1 0 Small
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
500 1500 300 80% 80%
GGST Happy Chaos 2P.png
GGST Happy Chaos 2P Hitbox.png

2K Data

2K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
21 Low 7 4 12 -4 -1 1 Small
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
750 1000 300 80% 70% 5-10F Low Profile
GGST Happy Chaos 2K.png
GGST Happy Chaos 2K Hitbox.png
2K > 6K has a 5-frame gap interruptible by Throws.
2K > 6S has a 1-frame gap interruptible by 6Ps.
2K > 2D is gapless.

2S Data

2S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
29 Low 11 3 18 -7 -4 2 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1125 1000 300 80% 90%
GGST Happy Chaos 2S.png
GGST Happy Chaos 2S Hitbox.png

2D Data

2D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
33 Low 10 3 19 -8 HKD +52 2 Large
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1125 1000 300 80% 90%
GGST Happy Chaos 2D.png
GGST Happy Chaos 2D Hitbox.png
Despite the animation, the attack is never airborne.

6P Data

6P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
26 All 9 5 25 -16 -13 2 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1500 1000 500 100% 90% 1-3 Upper Body
4-13 Above Knees
GGST Happy Chaos 6P.png
GGST Happy Chaos 6P Hitbox1.pngGGST Happy Chaos 6P Hitbox2.png
If the first hit of a combo, applies an additional +20 Combo Decay.

6K Data

6K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
28 Low 16 5 16 -7 -4 2 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1125 1000 300 80% 90%
GGST Happy Chaos 6K.png
GGST Happy Chaos 6K Hitbox.png
5-frame gap interruptible by Throws when used immediately after 2K or 5K.

6S Data

6S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
45 All 12 7 24 -14 KD +24 3 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
2000 1000 300 80% 90%
GGST Happy Chaos 6S.png
GGST Happy Chaos 6S Hitbox1.pngGGST Happy Chaos 6S Hitbox2.png
1-frame gap interruptible by 6Ps when used immediately after 2K or 5K.

j.P Data

j.P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
17 High 5 2 18 - - 0 Small
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
375 1000 300 80% 80%
GGST Happy Chaos jP.png
GGST Happy Chaos jP Hitbox.png

j.K Data

j.K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
21 High 7 3 18 - - 1 Small
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
750 1000 300 80% 80%
GGST Happy Chaos jK.png
GGST Happy Chaos jK Hitbox.png

j.S Data

j.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
33 High 10 4 23 +2 (IAD) +5 (IAD) 2 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1125 1000 300 100% 80%
GGST Happy Chaos jS.png
GGST Happy Chaos jS Hitbox.png

j.D Data

j.D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
37 High 11 4 21 +3 (IAD) +6 (IAD) 2 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1125 1000 500 80% 80%
GGST Happy Chaos jD.png
GGST Happy Chaos jD Hitbox.png
Horizontal Activation Range: -50. Can only hit if Chaos has crossed up the opponent.

j.2K Data

j.2K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
44 High 10 5 16 [11] +2 (IAD, airborne) +5 (IAD, airborne) 2 Small
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
1125 1000 300 100% 80%
GGST Happy Chaos j2K.png
GGST Happy Chaos j2K Hitbox.png
Data in [] refers to if attack connects with an opponent.

Universal Mechanics

Ground Throw Data

6D or 4D
Ground Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
80 Ground Throw 2 3 38 - HKD +43 -
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
2500 1000 50%
GGST Happy Chaos Ground Throw.png
Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
Builds 1000 Tension once all damage is dealt.
On hit, applies an increased 25 Combo Decay.
Properties change if Roman Canceled before all damage is dealt:
* Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
* R.I.S.C. Loss: 1000
* Proration: Forced 75%
* Combo Decay on hit: 15

Air Throw Data

j.4D or j.6D
Air Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
80 Air Throw 2 3 38 or Until Landing+10 - HKD +44 (IAD)
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
2500 1000 50%
GGST Happy Chaos Air Throw.png
GGST Happy Chaos Air Throw Hitbox.png
Air Throws have both normal recovery (which recovers CH) and special recovery frames upon landing (not CH). It is technically possible to recover mid-air from a whiffed Air Throw, but it usually doesn't happen unless done from very high in the air.
Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
On-Hit value is for attacker's IAD height, except for Potemkin and Nagoriyuki, who have their instant Air Throw height instead.
Frame advantage decreases as height increases (+42 to +48).
Builds 1000 Tension once all damage is dealt.
On hit, applies an increased 25 Combo Decay.
Properties change if Roman Canceled before all damage is dealt:
* Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
* R.I.S.C. Loss: 1000
* Proration: Forced 75%
* Combo Decay on hit: 15

236D Data

236D
Wild Assault
other
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
30 All 20~31 3 20 +13 Stagger +12 4 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
2500 3000 700 0 25% 90%
GGST Happy Chaos 236D.png
GGST Happy Chaos 236D Hitbox.png
Guard crush duration: 35F
Adds additional momentum on cancels without backwards movement.
Staggers on grounded hit. Listed on-hit value is for gold (fast) recovery.
Total stagger duration: 34F (1-26F hitstun, 27-34F can block only)
Hitstun duration is increased by 4F for red (normal) recovery, and 8F for blue (slow) and no recovery. (30F and 34F respectively)
Total duration is increased by 5F for red (normal) recovery, and 10F for blue (slow) and no recovery. (39F and 44F respectively)

236[D] Data

236[D]
Wild Assault
other
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
50 All 32 3 20 +17 HKD +71 4 Mid
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
2500 2000 700 0 25% 100%
GGST Happy Chaos 236D.png
GGST Happy Chaos 236D Hitbox.png

Dash Cancel Data

66
Dash Cancel
other
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
Total 26
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
Can be kara canceled into special moves or Overdrives on frames 1~3. If canceled on frame 1, Dash Cancel will not start, but momentum will still be applied.

Special Moves

H Data

H
At the Ready
special
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
- - - - Total 12 - - -
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
0
GGST Happy Chaos 5H.png
At The Ready
GGST Happy Chaos 5H hitbox1.pngGGST Happy Chaos 5H hitbox2.pngGGST Happy Chaos 5H hitbox3.png
Reticle appears on Frame 12 and Fire can be used from Frame 13 and onwards.
Drains Concentration at 6% per second, or 3% per second if the Focus buff is active.
Fire and Cancel Aim inputs cannot be buffered at all during At The Ready's startup, and must be input Frame 13 or later.
No Counter Hit state, but does extend hurtbox momentarily.
The reticle will randomly appear in a square area 300×300 around the opponent's center. It may appear directly on top of the opponent.
* If Chaos is airborne, the reticle will randomly appear in a 600×600 area instead.
* If the opponent is in Hitstun, Blockstun, Guard Crush, or launched, the reticle will appear exactly on their center.
* Curse has has no effect on this.
Reticle will initially not move for 30 frames, first moving on frame 41.
* During Curse, the reticle will only be paused for 10 frames, first moving frame 21.
The reticle is 'focused' for a Clean Hit after 44 frames, meaning the earliest it can be fired is frame 55. This is unaffected by the opponent moving.
* If the opponent is in Hitstun, Blockstun, Guard Crush, or launched, the reticle focuses 20 frames faster, able to hit clean hit frame 35.
* During Curse, the reticle focuses 22 frames faster, able to hit clean hit frame 33.
* If the opponent is in Hitstun/etc. states and Cursed, the reticle focuses 31 frames faster, able to clean hit frame 24.

236S Data

236S
At the Ready
special
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
42 All 9 3 13 +3 KD +48 4 Large
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
2500 2000 700 150 25% 80% 90%
GGST Happy Chaos 236S.png
Don't disregard this move even if Chaos currently has the gun out.
GGST Happy Chaos 236S hitbox.png

236S H Data

236S H
Fire
special
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
20 [30] All 1 2 +23 +26 1 Very Small
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
500 1000 700 0 12% 80% 80%
GGST Happy Chaos H.png
Fire
The ground based footsies Guilty Gear is known for.
GGST Happy Chaos H hitbox.png
Costs 20% concentration upon use, 10% if the Focus buff is active.
Unlike other projectiles, Fire can only hit players, meaning it cannot be reflected, absorbed by other projectiles, or hit other entities (e.g. Mini Faust or Servant), but it can still trigger parries like Anji's Kachoufuugetsu Kai (but not Baiken's Hiiragi).
The shot does not strike where the reticle appears to be. The reticle's location is purely a visual cue for if it will hit or not, and will not perform any attack if the reticle is too far away.
The shot will hit if the reticle is within a circular area on the opponent's standing position, 100.1 units in radius.
If fired immediately upon readying the gun, there is ~35% chance to hit a stationary opponent.
* This chance is lowered to ~8.8% chance if Chaos was airborne when readying the gun.
* This chance is not improved by Curse or Focus.
Upon firing, the reticle immediately resets, similar to At The Ready H. At fastest, the gun can be fired every 13 frames.
* Conditions such as reticle movement, accuracy, and clean hits behave identically to when first using At The Ready.

214S Data

214S
Steady Aim
special
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
- - - - Total 18 - - -
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
50
GGST Happy Chaos 214S.png
Steady Aim
GGST Happy Chaos 214S hitbox.png
Reticle appears frames 18. Fire can be used, and the Steady Aim stance can be cancelled from Frame 19 and onwards.
Drains Concentration at 29.4% to 54.6% Concentration per second. Rate of drain increases with distance (full details in Full Frame Data).
The time required for Steady Aim to Clean Hit changes based on if the opponent is afflicted by Curse or is already in blockstun/hitstun
* By default, the shot will Clean Hit on Frame 26.
* If the opponent is afflicted with Curse, the shot will Clean Hit on Frame 16.
* If the opponent is in Hitstun, Blockstun, Guard Crush, or launched Steady Aim's startup completes, the shot will Clean Hit on Frame 7. Curse has no effect on this timing.
The reticle will randomly appear in a square area 300×300 around the opponent's center. It may appear directly on top of the opponent.
* If Curse is active, or the opponent is in Hitstun, Blockstun, Guard Crush, or launched, the reticle will appear exactly on their center.
Reticle will initially not move for 9 frames, first moving on frame 27.

214S H Data

214S H
Fire
special
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
35 [55] All (Guard Crush) 1 2 43 More info KD 3 Very Small
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
500 1000 700 100 12% [25%] 80% 80%
GGST Happy Chaos 214S H.png
Fire
GGST Happy Chaos 214S H Hitbox.png
Data in brackets is when this move is performed while the reticle is unfocused
Costs 10% concentration upon use, 5% if the Focus buff is active. Half the amount of At The Ready Fire.
Unlike other projectiles, Fire can only hit players, meaning it cannot be reflected, absorbed by other projectiles, or hit other entities (e.g. Mini Faust or Servant), but it can still trigger parries like Anji's Kachoufuugetsu Kai (but not Baiken's Hiiragi).
The shot does not strike where the reticle appears to be. The reticle's location is purely a visual cue for if it will hit or not, and will not perform any attack if the reticle is too far away.
The shot will hit if the reticle is within a circular area on the opponent's standing position, 100.1 units in radius.
If fired immediately upon readying the gun, there is ~35% chance to hit a stationary opponent.
* If the opponent is in Hitstun, Blockstun, Guard Crush, launched, or under the effects of Curse, this chance is improved to 100%.Guard Crush duration 43f.

236S 2H Data

236S 2H
Cancel Aim
special
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
- - - - 0 [9] - - -
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
0
GGST Happy Chaos 2H.png
GGST Happy Chaos 2H hitbox.png

214S 214S Data

214S 214S
Cancel Aim
special
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
- - - - Total 16 - - -
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
50
GGST Happy Chaos 214S Cancel.png
GGST Happy Chaos 214S Cancel hitbox.png

22P Data

22P
Reload
special
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
- - 23 - Total 23~77 - - -
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
100
GGST Happy Chaos 22P.png
GGST Happy Chaos 22P hitbox.png
Freely cancelable after frame 23
Takes 21 frames to reload the first bullet, and 9 frames for every additional bullet. Chart can be found here
The first bullet being reloaded is not cancellable on frame 21, but on frame 23 after the startup has finished.

214P Data

214P
Focus
special
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
- - 41 - Total 46 - - -
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
100
GGST Happy Chaos 214P.png
GGST Happy Chaos 214P hitbox.png
Concentration is restored in a non-linear pattern during frames 7~38.
*Precisely, frames 7~22 restore +0.05% per frame, frames 23~32 restore +0.3% per frame, frames 33~37 restore +2.8% per frame, and frame 38 restores +12.2%.

214K Data

214K
Roll
special
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
- - - - 35 total - - -
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
50 4-15F Upper Body
GGST Happy Chaos 214K.png
GGST Happy Chaos 214K hitbox.png
Extremely low profile that can roll through opponents (1-18F)
Fire can be used from Frame 16 onwards and cannot be buffered inputting Fire on Frame 15 will result in no shot happening.
The Roll disrupts aim, it is unlikely to hit Fire without some delay unless the opponent is Cursed.

236K Data

236K
Scapegoat
special
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
- - 10 180 [45] 43 total - - -
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
100 10-30F Airborne
GGST Happy Chaos 236K.png
Powerful multi-purpose tool to prevent approaches and limit your opponent's options
GGST Happy Chaos 236K hitbox.pngGGST Happy Chaos 236K 2 hitbox.png
  • At critical health, Chaos creates smaller clones with less duration.
Clone spawns on frame 10 and will continue even if Purple Roman Cancelled.
This self-inflicted damage is limited to a minimum of 29 health. Practically, this means Chaos can use Scapegoat up to 12 times before reaching 1 health, assuming that no other damage is taken.
While at 1 Health No health is lost, therefore Scapegoat can be used any number of times, but will only create the weakened version.
Data in [] refers to Scapegoat when used at 1 Health.
Moves backwards during initial movement on frames 1~31
Decreases Tension Balance during the initial movement, for a total of -3069 Tension Balance.
Increases Negative value during the initial movement, for a total 1240~2573 Negative value (amount varies and increases with distance to the opponent).

236P Data

236P
Curse
special
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
- - - - 29 total - - -
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
100
GGST Happy Chaos 236P.png
GGST Happy Chaos 236P hitbox.png
Curse ball spawns on frame 13 and will continue even if Purple Roman Cancelled.
Curse lasts for 300F, 5 seconds once applied.
Curse will remain after a wallbreak.
Happy Chaos is Airborne frames 7-19.
Moves backwards during initial movement on frames 1~20
Decreases Tension Balance during the initial movement, for a total of -1980 Tension Balance.
Increases Negative value during the initial movement, for a total 880~1660 Negative value (amount varies and increases with distance to the opponent).

Overdrives

632146S Data

632146S
Deus Ex Machina
super
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
18, 1×17, 92 All 13+(193 Flash)+7 -25 HKD +31 2×18, 4 Small
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
100×19 1000 (Once) 0 12% 80% 100%
GGST Happy Chaos Deus Ex Machina2.pngGGST Happy Chaos Deus Ex Machina.png
GGST Happy Chaos Deus Ex Machina hitbox.png
Concentration is paused for the duration of the move.

214214P Data

214214P
Super Focus
super
Damage Guard Startup Active Recovery On-Block On-Hit Level CH Type
- - 5 (52 Flash) Total 11 - - -
R.I.S.C. Gain R.I.S.C. Loss Wall Damage Input Tension Chip Ratio OTG Ratio Proration Invuln Cancel
GGST Happy Chaos Super Focus.png
Resource management? What's that?
Buff activates during super freeze on frame 5 and can be Purple Roman Cancelled immediately after end of super freeze.

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