< 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 | 1.03 | 1 | 1.1248 | 4 | 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 | |||||||
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 | ||||||||
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
4D or 6D 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% | |||||||
File:GGST Happy Chaos Ground Throw Hitbox.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
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 |
---|---|---|---|---|---|---|---|---|---|
- | - | 18 | - | - | - | ||||
R.I.S.C. Gain | R.I.S.C. Loss | Wall Damage | Input Tension | Chip Ratio | OTG Ratio | Proration | Invuln | Cancel | |
50 | |||||||||
Can fire on frame 18 and Cancelable into overdrives and specials on frame 19 Drains Concentration much faster than At the Ready. *100 Concentration per shot *4.9 to 9.1 concentration per frame based on distance (full details in Full Frame Data). The time required for Steady Aim to Clean Hit changes based on various factors, including if the opponent is afflicted by Curse or is already in blockstun * Normally the shot can hit a stationary opponent on Frame 9, and will Clean Hit on Frame 26. * If the opponent is afflicted with Curse, the shot can hit a stationary opponent on Frame 1, and will Clean Hit on Frame 16. * If the opponent is in blockstun when Steady Aim's startup completes, the shot can hit a stationary opponent on Frame 1, and will Clean Hit on Frame 7. Curse has no effect on these timings. |
214S H Data
214S H Fire special |
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Level | CH Type |
---|---|---|---|---|---|---|---|---|---|
55 [35] | Guard Crush (43f) [All] | 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 | 25% [12%] | 80% | 80% | |||
Data in brackets is when this move is performed while the reticle is unfocused Costs 10% Concentration |
236S 2H Data
214S 214S Data
22P Data
22P Reload special |
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Level | CH Type |
---|---|---|---|---|---|---|---|---|---|
- | - | 23 | - | 23~77 total | - | - | - | ||
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
236K Data
236P Data
Overdrives
632146S Data
214214P Data
214214P Super Focus super |
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Level | CH Type |
---|---|---|---|---|---|---|---|---|---|
- | - | 5 | (52 Flash) | 6 | - | - | - | ||
R.I.S.C. Gain | R.I.S.C. Loss | Wall Damage | Input Tension | Chip Ratio | OTG Ratio | Proration | Invuln | Cancel | |
Resource management? What's that? | |||||||||
File:GGST Happy Chaos 214214P Hitbox.png | |||||||||
Applies an improved version of the Focus buff which lasts for 10 seconds instead of 5. Recovers 100% of Happy Chaos' Concentration and halves Concentration costs during the buff effect. * Recovers fast enough to make Normals plus on block after cancelling (each Attack Level frames - 11 frames). |
Category
- Anji Mito [★]
- Asuka R♯ [★]
- Axl Low [★]
- Baiken [★]
- Bedman? [★]
- Bridget [★]
- Chipp Zanuff [★]
- Faust [★]
- Giovanna [★]
- Goldlewis [★]
- Happy Chaos [★]
- I-No [★]
- Jack-O' [★]
- Johnny [★]
- Ky Kiske [★]
- Leo Whitefang [★]
- May [★]
- Millia Rage [★]
- Nagoriyuki [★]
- Potemkin [★]
- Ramlethal [★]
- Sin Kiske [★]
- Sol Badguy [★]
- Testament [★]
- Zato-1 [★]
Click [★] for character's full frame data
Essentials
• HUD •
Controls •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Universal Strategy •
Detailed & Advanced Information
• Damage/Combo •
Frame Data & System Data •
Attack Attributes •
Misc •
Archived Information
• Patch Notes • Tier Lists •
- Attack Level
- Blocking
- Burst Gauge
- Cancels
- Clash
- Dash Cancel
- Faultless Defense
- Frame Advantage
- Gatling
- Gravity
- Guard Crush
- Guts
- Hitstop
- Hitstun
- Instant Air Dash (IAD)
- Instant Block
- Instant Faultless Defense
- Invalid Combos
- Knockdown Recovery
- Low Profile
- Minimum Damage
- Negative Penalty
- Off the Ground (OTG)
- Positive Bonus
- Prejump
- Proration
- Psych Burst
- Punish
- Overdrive (Super Attack)
- R.I.S.C. Level
- Roman Cancel (RC)
- Stagger Recovery
- Tension Gauge
- Throw
- Throw Clash
- Wall