For increased readability in this section H or FireGuard-Startup-RecoveryTotal 12Advantage- will solely refer to act the of releasing H and shooting, deciding when to press H will be left to your own discretion. When notated in full H will often occur after the motion input of a move but before the button press. This is to give an idea of the best practices for using cancels out of and into Steady AimGuard-Startup-RecoveryTotal 18Advantage-.
214S > 214 H K > 66~H > c.S~66 H > c.S~2H > 2366S > 66~H > c.S > ...
Reversal safe blockstring that pushes the opponent to the corner while building enough meter for a BRC.
Kara 236S is optional but strongly recommended as it makes the string work consistently against FD.
Wallslump > 214P > 22P(3) > c.S
After a wallslump you have 101f-102f to recover resources meaty, preferably with c.S.
Resource recovery options available that still enable meaty c.S.
If you only need one resource you could instead Reload (6) Bullets, or Focus Twice before going for a meaty meaty c.S.
c.S > 9 > H > H > dl j.44 > j.S > H > 2K / 5K > 6K / 2D > H > ...
Air Backdash is included to reduce the difference in timings of high and low option. When no Air Backdash is included the high option will always hit before the low, allowing for this mix to be fuzzied.
If both Shots are timed correctly this will be a true string up until 2K / 5K.
c.S > 9 > H > H > 2K > 6K / 2D > H > ...
If both Shots are timed correctly this will be a true string up until 2K.
Normal (WS) > 214P > 66 9 > j.K > j.S
Rising j.K auto-times j.S to hit as deep as possible.
Wallslumping with a normal requires different timing to safejump than a shot.
Shot (WS) > 214P > 22P (1) > 66 9 > j.K > j.S
Rising j.K auto-times j.S to hit as deep as possible.
Wallslumping with a shot requires different timing to safejump than a normal.
... > 214P > 632146S
From a wall slump it is always possible to link Focus into Deus Ex Machina, unlike when wall sticking. It does not matter whether the opponent was wallslumped with a normal or a shot.
5K / c.S > jC > 66BRC > j.S > 66 9 > j.3K~H > dl j.44 + H > j.D > c.S > ...
Blue Roman Cancel forward must be delayed long enough into the jump cancel that Happy Chaos remains airborne afterwards.
j.D must be performed very quickly after the air backdash otherwise it will swap sides.
5K / c.S > jC > 66BRC > j.S > 66 9 > j.3K~H > H > 2K > 2D > ...
Blue Roman Cancel forward must be delayed long enough into the jump cancel that Happy Chaos remains airborne afterwards.
5K / c.S > jC > 66BRC > j.S > 66 9 > j.3K~H > 4/6D
Blue Roman Cancel forward must be delayed long enough into the jump cancel that Happy Chaos remains airborne afterwards.
If fire is delayed too long throw will whiff, due to opponent still being in throw protection.
5K / c.S > jC > 66BRC > j.S > 66 9 > j.3K dl H > dl j.44 + H > j.S
Blue Roman Cancel forward must be delayed long enough into the jump cancel that Happy Chaos remains airborne afterwards.
Air Backdash is included in high option in order to decrease the the gap in timing between when the low and high hit.
Fire must be delayed for a small amount of time after j.3K in order to not cross up.
5K / c.S > jC > 66BRC > j.S > 66 9 > j.3K dl H > H > 2K
Fire must be delayed for a small amount of time after j.3K in order to not cross up.
5K / c.S > jC > 66BRC > j.S > 66 9 > j.3K dl H > 4/6D
Blue Roman Cancel forward must be delayed long enough into the jump cancel that Happy Chaos remains airborne afterwards.
Fire must be delayed for a small amount of time after j.3K in order to not cross up. If fire is delayed too long throw will whiff, due to opponent still being in throw protection.
5K / c.S > jC > 66BRC > j.S > 66 9 > j.3K~H > dl j.44 + H > j.S
Blue Roman Cancel forward must be delayed long enough into the jump cancel that Happy Chaos remains airborne afterwards.
Air Backdash is included in high option in order to decrease the the gap in timing between when the low and high hit.
5K / c.S > jC > 66BRC > j.S > 66 9 > j.3K~H > H > 2K
Blue Roman Cancel forward must be delayed long enough into the jump cancel that Happy Chaos remains airborne afterwards.
5K / c.S > jC > 66BRC > j.S > 66 9 > j.3K~H > 4/6D
Blue Roman Cancel forward must be delayed long enough into the jump cancel that Happy Chaos remains airborne afterwards.
If fire is delayed too long throw will whiff, due to opponent still being in throw protection.