< GGST | Happy Chaos
Links
Infobox Data
Portrait | Icon | Name | Defense | Guts | R.I.S.C. Gain Modifier | Prejump | Backdash Duration | Backdash Invuln | Backdash Airborne | Unique Movement Options |
---|---|---|---|---|---|---|---|---|---|---|
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
5K Data
c.S Data
f.S Data
5D Data
5[D] Data
2P Data
2K Data
2S Data
2D Data
6P Data
6K Data
6S Data
j.P Data
j.K Data
j.S Data
j.D Data
j.2K Data
Universal Mechanics
Ground Throw Data
Air Throw Data
236D Data
236[D] Data
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
236S Data
236S H Data
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 | |||||||||
Steady Aim | |||||||||
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% | |||
Fire | |||||||||
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
214S 214S Data
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 | |||||||||
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
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 | ||||||||
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. |