Under Night In-Birth/UNI2/Chaos: Difference between revisions
(→6C) |
m (→Gameplay) |
||
(14 intermediate revisions by one other user not shown) | |||
Line 37: | Line 37: | ||
|cons= | |cons= | ||
* '''Weak When Alone:''' Combos and offense are ''extremely'' limited without Azhi. | * '''Weak When Alone:''' Combos and offense are ''extremely'' limited without Azhi. | ||
* ''' | * '''Bad Defense:''' Lacks a traditional anti-air and reversal options outside of system mechanics with slow abare that doesn't reach very far. | ||
* '''Limited High-Low:''' Contrary to other puppeteers, Chaos exchanges 50/50s with blockstring potential, which means he is weak to a lot of the more common option selects. | * '''Limited High-Low:''' Contrary to other puppeteers, Chaos exchanges 50/50s with blockstring potential, which means he is weak to a lot of the more common option selects. | ||
}} | }} | ||
Line 177: | Line 177: | ||
|versioned=input | |versioned=input | ||
|command=6C | |command=6C | ||
|input=6C, | |input=6C, 6C_Reflect | ||
|description= | |description= | ||
The Pizza Pie. Serves as a long range anti-air, a combo starter, a combo extender, provides a free jump-in with Chain Shift, and reflects opponent projectiles back at them. It can cancel into block during the last five frames of animation as well. Overall important tool for Chaos' midrange game. Very slow and laggy however, don't abuse it. | The Pizza Pie. Serves as a long range anti-air, a combo starter, a combo extender, provides a free jump-in with Chain Shift, and reflects opponent projectiles back at them. It can cancel into block during the last five frames of animation as well. Overall important tool for Chaos' midrange game. Very slow and laggy however, don't abuse it. | ||
* Other then projectiles there are a couple of other objects that can activate 6C's extended hitbox like - | |||
** Vatista gems, Byakuya webs, Londrekia ice flower, Seth orbs before they shoot out. | |||
** In the mirror match hitting the opponents Azhi with 6C will also activate the extended hitbox. | |||
}} | }} | ||
Line 218: | Line 221: | ||
input=B+C | input=B+C | ||
|description= | |description= | ||
Azhi spews fire out of his mouth covering the ground. Covers about | Azhi spews fire out of his mouth covering the ground. Covers about 3/4 of the screen | ||
}} | }} | ||
Line 230: | Line 233: | ||
}} | }} | ||
===Throw=== | |||
{{ | {{MoveData-UNI2 | input = A+D | ||
| description = | |||
One of the best throws in the game when taking all of Chaos' moveset into consideration. | |||
| input | *Chaos thrives on stagger pressure and dual offensive with Ahzi, making him a very scary tick thrower against passive opponents. | ||
*Not only that, but Chaos can cancel into 22A from a lot of his blockstrings, then back throw and get probably the biggest reward of a single normal throw in the game. | |||
| | |||
*But, due to Chaos' limited mix-up aside from Assaults, experienced opponents can easily Throw OS you. This move requires heavy conditioning but in exchange has immense reward if used properly. | *But, due to Chaos' limited mix-up aside from Assaults, experienced opponents can easily Throw OS you. This move requires heavy conditioning but in exchange has immense reward if used properly. | ||
}} | }} | ||
=====Guard Thrust===== | =====Guard Thrust===== | ||
{{ | {{MoveData-UNI2 | ||
|input= 6A+B+C | |||
|description = | |||
| input | |||
| | |||
{{AttackDataCargo-UNI2/Guard_Thrust_Description}} | {{AttackDataCargo-UNI2/Guard_Thrust_Description}} | ||
}} | }} | ||
====Veil Off==== | |||
{{ | {{MoveData-UNI2 |versioned=input |input=A+B+C,A+B+C (during a move) | ||
| | |A+B+C={{AttackDataCargo-UNI2/Veil_Off_Description|normal}} | ||
|description={{AttackDataCargo-UNI2/Veil_Off_Description|crosscast}} | |||
| input | |||
| | |||
{{AttackDataCargo-UNI2/Veil_Off_Description|normal}} | |||
{{AttackDataCargo-UNI2/Veil_Off_Description|crosscast}} | |||
}} | }} | ||
Line 278: | Line 260: | ||
=====236X===== | =====236X===== | ||
{{ | {{MoveData-UNI2 | versioned=input | title= That's Your Prey | subtitle= あれが獲物だ | ||
| title | |command= 236X | ||
| subtitle = あれが獲物だ | |input=236A, 236B, 236[B], 236C | ||
| | |236A= | ||
| | |||
The claw swipe. The A version is a good all purpose spacing tool for Chaos, and has some projectile invincibility on Azhi to boot for anti-zoning purposes. Passing Link into an A normal leaves you +9 and helps you move in at midrange. The Prepare version starts with the EX version's second hit, which gives the stupid high frame advantage and hits of 236C without the meter burn. | The claw swipe. The A version is a good all purpose spacing tool for Chaos, and has some projectile invincibility on Azhi to boot for anti-zoning purposes. Passing Link into an A normal leaves you +9 and helps you move in at midrange. The Prepare version starts with the EX version's second hit, which gives the stupid high frame advantage and hits of 236C without the meter burn. | ||
|236B= | |||
Anti-air swipe. Covers a lot of space and can catch careless opponents, but at higher altitudes it doesn't convert to anything too meaningful without a counter-hit. Has the same extra claw smash as the A version from Stance, so it can act as a backup offensive option if 236A is unnavailable. | Anti-air swipe. Covers a lot of space and can catch careless opponents, but at higher altitudes it doesn't convert to anything too meaningful without a counter-hit. Has the same extra claw smash as the A version from Stance, so it can act as a backup offensive option if 236A is unnavailable. | ||
|236[B]= | |||
Charged anti-air swipe. If done close enough, Azhi will side swap the opponent, and can follow-up with a 623B to send them towards Chaos so he can pick them up for a combo. Very good conversion tool. | Charged anti-air swipe. If done close enough, Azhi will side swap the opponent, and can follow-up with a 623B to send them towards Chaos so he can pick them up for a combo. Very good conversion tool. | ||
|236C= | |||
The big claw swing. Arguably Chaos's usual best and most verstaile super move, as it can catch opponents out at mid-range thanks to its fast startup and full invulnerability on Azhi, and works as a very good combo ender as it leads to a kncokdown from virtually any height. Induces as lot of blockstun, so it gives Chaos free high/low and crossup mixups. | The big claw swing. Arguably Chaos's usual best and most verstaile super move, as it can catch opponents out at mid-range thanks to its fast startup and full invulnerability on Azhi, and works as a very good combo ender as it leads to a kncokdown from virtually any height. Induces as lot of blockstun, so it gives Chaos free high/low and crossup mixups. | ||
}} | }} | ||
=====214X===== | =====214X===== | ||
{{ | {{MoveData-UNI2 | versioned=input | title= Spew Out | subtitle = 噴き付けろ | ||
| title | |command= 214X | ||
| subtitle = 噴き付けろ | |input= 214A, 214[A], 214B, 214[B], 214C | ||
| | |214[A]= | ||
| | |||
Azhi spits out one or two fireballs, depending on if the button was held. Normal A version is mostly combo filler, but the held version is a very good meaty tool. | Azhi spits out one or two fireballs, depending on if the button was held. Normal A version is mostly combo filler, but the held version is a very good meaty tool. | ||
|214[B]= | |||
The normal B version is often used in blockstrings to give frame advantage and maintain offense, as opponents caught mashing will get hit by the fireball will hand you a free combo into a knockdown. The held version is a solid if slow projectile zoning tool. | The normal B version is often used in blockstrings to give frame advantage and maintain offense, as opponents caught mashing will get hit by the fireball will hand you a free combo into a knockdown. The held version is a solid if slow projectile zoning tool. | ||
|214C= | |||
Sometimes a combo ender for times where the opponent might be at a bad position and will fall out of 236C, usually filler before IW/IWEXS during CVO combos. The last hit gives a hard knockdown. | Sometimes a combo ender for times where the opponent might be at a bad position and will fall out of 236C, usually filler before IW/IWEXS during CVO combos. The last hit gives a hard knockdown. | ||
}} | }} | ||
=====623X===== | =====623X===== | ||
{{ | {{MoveData-UNI2 | versioned=input | title= Repel | subtitle = 打ち払え | ||
| title | | command= 623X | ||
| subtitle = 打ち払え | | input= 623A, 623B, 623[B], 623C | ||
| | |description= | ||
| | |623A= Azhi does a short hop and a tail whip. Azhi is completely invincible until after his actives, so it can beat out opponents trying to poke Azhi. On counterhit it gives a nice long hard knockdown, which allows a followup with 22A or 2C. | ||
| | |||
*Normal version has Azhi vulnerable for an additional 20 frames after he can move again. | *Normal version has Azhi vulnerable for an additional 20 frames after he can move again. | ||
|623B= Mostly a combo extender, especially after a 214X or an extender for Azhi corner wall bounce combos. | |||
*Normal version has Azhi vulnerable for an additional 20 frames after he can move again. | *Normal version has Azhi vulnerable for an additional 20 frames after he can move again. | ||
|623[B]= Gives a hard knockdown. Adds extra damage at the cost of using up a bounce if you don't intercept with Chaos. | |||
*Normal version has Azhi vulnerable for an additional 20 frames after he can move again. | *Normal version has Azhi vulnerable for an additional 20 frames after he can move again. | ||
|623C= | |||
A very rarely used combo ender, as 236C and 214C are better in almost every single aspect. | A very rarely used combo ender, as 236C and 214C are better in almost every single aspect. | ||
}} | }} | ||
=====22X===== | =====22X===== | ||
{{ | {{MoveData-UNI2 | versioned=input | title= Conceal | subtitle= 潜め | ||
| title | |command= 22X | ||
| subtitle =潜め | |input= 22A, 22B, 22C | ||
| | |description = | ||
| | |22A= | ||
| | |||
The bite. The normal A version causes Azhi to dissapear under the ground and pop back up after either a set time or when he detects the opponent, and is mostly seen in quick frametraps and combos, and is often Chaos's best damage starter. The stance version has Azhi teleport right in front of Chaos, no matter where he is on-screen. | The bite. The normal A version causes Azhi to dissapear under the ground and pop back up after either a set time or when he detects the opponent, and is mostly seen in quick frametraps and combos, and is often Chaos's best damage starter. The stance version has Azhi teleport right in front of Chaos, no matter where he is on-screen. | ||
|22B= | |||
The normal B version moves forward a little bit before Azhi pops back up, and is used more often as a setup for mixups. The stance version teleports Azhi a set distance in front of Chaos. | The normal B version moves forward a little bit before Azhi pops back up, and is used more often as a setup for mixups. The stance version teleports Azhi a set distance in front of Chaos. | ||
|22C= | |||
Both versions instantly teleport Azhi to the other side of the opponent that he's on. Useful for some conversions and for getting Azhi to an optimal position immediately. | Both versions instantly teleport Azhi to the other side of the opponent that he's on. Useful for some conversions and for getting Azhi to an optimal position immediately. | ||
{{AttackDataCargo-UNI2/Guard_Thrust_Description}} | |||
}} | }} | ||
=====22D===== | =====22D===== | ||
{{ | {{MoveData-UNI2 | title= Come Forth | subtitle= 出でよ | ||
| title | | command = 22D | ||
| subtitle =出でよ | | input= 22D | ||
| | | description = | ||
| | |||
Chaos snaps his fingers and calls forth Azhi. Can safely call out your pet without having to use a laggy move or put Azhi at risk of being hit and desummoned again. | Chaos snaps his fingers and calls forth Azhi. Can safely call out your pet without having to use a laggy move or put Azhi at risk of being hit and desummoned again. | ||
}} | }} | ||
=====[X]===== | =====[X]===== | ||
{{ | {{MoveData-UNI2 | title= Slither Up | subtitle= にじり寄れ | ||
| title | | command= [X] | ||
| subtitle =にじり寄れ | | input= [X] | ||
| | | description= | ||
| | |||
Holding an attack button down causes Azhi to crawl towards the opponent very quickly. Pivotal to Chaos's zoning and keepaway gameplay. Poke them out from far screen. | Holding an attack button down causes Azhi to crawl towards the opponent very quickly. Pivotal to Chaos's zoning and keepaway gameplay. Poke them out from far screen. | ||
}} | }} | ||
=====22]X[===== | =====22]X[===== | ||
{{ | {{MoveData-UNI2 | title= Prepare | subtitle= 備えろ | ||
| title | | command= 22]X[ | ||
| subtitle =備えろ | | input= 22]X[ | ||
| | | description= | ||
| | |||
| | |||
Azhi's new stance special in [clr]. There is no animation from Chaos required, so it can be buffered and input so long as he's active, even if Chaos is in blockstun. It gives new properties to some of Azhi's moves, it makes him fully invincible, locks him in place, and gives him collision. Can be used to play mind games with a fullscreen opponent or to easily put them in a pincer formation between Chaos and Azhi. | Azhi's new stance special in [clr]. There is no animation from Chaos required, so it can be buffered and input so long as he's active, even if Chaos is in blockstun. It gives new properties to some of Azhi's moves, it makes him fully invincible, locks him in place, and gives him collision. Can be used to play mind games with a fullscreen opponent or to easily put them in a pincer formation between Chaos and Azhi. | ||
}} | |||
==Super Moves== | ==Super Moves== | ||
===Infinite Worth=== | ===Infinite Worth=== | ||
{{ | {{MoveData-UNI2 | input = 41236D | ||
| description = | |||
| input | |||
| | |||
Full screen super that places the opponent right in front of Chaos in a Knockdown state once it's all over and tacks on some healthy damage to boot. Not half bad truth be told. | Full screen super that places the opponent right in front of Chaos in a Knockdown state once it's all over and tacks on some healthy damage to boot. Not half bad truth be told. | ||
}} | }} | ||
===Infinite Worth EXS=== | ===Infinite Worth EXS=== | ||
{{ | {{MoveData-UNI2 | input = A+B+C+D (while at orange health) | ||
| description = | |||
| input | |||
| | |||
{{AttackDataCargo-UNI2/IWEX_Description}} | {{AttackDataCargo-UNI2/IWEX_Description}} | ||
}} | }} | ||
==Notable Rebeats and Gaps== | ==Notable Rebeats and Gaps== |
Latest revision as of 14:22, 7 March 2024
![]() |
Under Construction
|
Story
Chaos is a member of Amnesia who prefers fighting with brains rather than brawn.
He once conspired with Kuon the Aeon in the shadows in exchange for secret information regarding the Night.
This conspiracy ended when Kuon suddenly cut ties with him, and Chaos knew exactly why: The Aeon had all the pieces in place to enact his plan.
Kuon's actions could only mean one thing: A pit has opened in the Night, heralding the end of the world.
Unable to sit back and watch the world be destroyed, Chaos decides to confront Kuon and learn the truth from his flesh.
“ |
It really is a pity... |
” |
Gameplay
Chaos fills the role of the games puppet character, using his special commands to give orders to his giant pet lizard, Azhi Dahaka. Azhi is what truly defines Chaos, giving him great versatility of playstyle, with access to disjointed zoning thanks to his ability to park himself right next to the opponent and harass them from full screen, as well as safe pressure thanks to Chaos being able to cancel his normals from Azhi specials. He can also be very hard for the opponent to touch, thanks to his 6C, which pulls triple duty as an anti-air, a projectile reflector, and a combo starter, in addition to his Force Function, which allows him to weave out of aerial approaches and combo the opponent into the corner. He has very strong neutral.
Strengths | Weaknesses |
---|---|
|
|
Character Stats
Health | Smart Steer Route | ||
---|---|---|---|
10400 | 5A > 5B > 5C > 2C > 6C > 5A+B > IW (requires 200 EXS) | ||
Forward Walk Speed | Backward Walk Speed | Jump Startup | Jump Duration |
950 | -910 | 4 | 42 |
Dash Startup | Initial Dash Speed | Dash Acceleration | Max Dash Speed |
5 | 2200 | 200 | 3000 |
Backdash Startup | Backdash Duration | Backdash Distance | Backdash Invul |
4 | 27 | -39556 | 1~8 Full 9~10 Throw |
Throw Width (pixels) | Throw Range (pixels) | ||
Unique Trait |
| ||
Vorpal Trait |
|
Frame Data Help | |
---|---|
Header | Tooltip |
Damage | Damage done by this attack. (x) denotes combined damage [x] denotes minimum damage |
Guard | The way this move must be blocked. High = Can block standing Low = Can block crouching Mid = Can block standing or crouching Air = Can block in the air Air Shield = Can block in the air while shielding Unblockable = Cannot be blocked |
Cancel | Actions this move can be canceled into on hit or block, unless specially noted. N = Normal Cancelable SE = Self Cancelable SP = Special Cancelable EX = EX/IW Cancelable CS = Chain Shift UNQ = Unique (See description) TH = Throw Cancelable J = Jump Cancelable (Hit cancelable only by default) (X) = Hit cancelable only -X- = Can additionally be cancelled during whiff |
Property | Special properties this move has. Click on the property to navigate to an explanation. |
Cost | The resources this move costs to use. GRD = GRD Blocks EXS = EXS Meter Vorpal = Vorpal GRD Break = Causes GRD Break |
Attribute | Attributes of the attack. Mostly used in situations involving invul. There are two sets of attributes: Strike/Throw and Head/Foot/Dive/Projectile Every move has a Strike/Throw attribute, but doesn't always have Head/Foot/Dive/Projectile attribute. --- Strike = Strike (Anything that isn't a Throw is a Strike) Throw = Throw --- Head = Head (Most jump normals) Foot = Foot Dive = Some air specials Projectile = Projectile |
Startup | Frame when the first hitbox is present. + denotes the frames before and after super flash. |
Active | The amount of frames that this move will have a hitbox. (x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish. |
Recovery | Frames that this move has after the active frames if not canceled. |
Overall | Frames that this move takes from start to finish before the character returns to neutral. |
Advantage | The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked). If the opponent uses a move with startup equal or less than this move's advantage, it will result in opponent hitting that move. ±x~±x denotes a possible range of advantage. The left value is when the active frames hit sooner (generally worse) and the right value is for when the active frames hit later (generally better). |
Invul | The frames where this move cannot be hit by an attribute. Full = Fully invincible Strike = Strike invincible Throw = Throw invincible Head = Head invincible Foot = Foot invincible Dive = Dive invincible Projectile = Projectile invincible |
Normal Moves
Standing Normals
5A
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
5A - |
180 | Mid | 6 | 2 | 12 | -2 | N, SP, EX, CS | Strike | - |
- Hits crouchers and has decent range. Can be used to stuff close range assaults on reaction and as a button to mash out of pressure.
- Use for stagger pressure and tick throws
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
5A | 19 | - | /Data#5A |
5B
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
5B | 400 | Mid | 8 | 2 | 19 | -5 | N, SP, EX, CS, -UNQ- | Strike |
- Has the most range of normal Chaos attacks, second only to 2C and 6C, but this is a much safer option to throw around.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
5BB | 450 | Mid | 12 | 2 | 21 | -7 | N, SP, EX, CS | Strike | 10~11 Foot |
- Could be used as a grounded anti-air, but it's too slow to use reliably.
- This mostly sees use in as combo and blockstring, which is a pretty good move at that.
- Chaos is considered airborne from frames 1~11 which beats out ground throws.
5C
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
5C | 510 | Mid | 11 | 3 | 22 | -7 | N, SP, EX, CS, -UNQ- | Strike |
- Terribly unsafe If whiffed, so not recommended as a footsie tool. Use 5B/2B for that.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
5CC | 427 | Mid | 6 | 5 | 26 | -13 | (N), SP, EX, CS | Strike |
- This is primarily a combo tool, and a very good one at that.
- Launches the opponent on hit.
2A
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
140 | Low | 6 | 2 | 12 | -2 | N, SP, EX, CS | Strike, Foot |
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
19 | /Data#2A |
2B
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
400 | Low | 9 | 3 | 16 | -3 | N, SP, EX, CS | Strike, Foot |
- Low Profile and pushes Chaos' hurtbox back makes this a solid option for beating out mid pokes.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
27 | /Data#2B |
2C
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
580 | Low | 12 | 3 | 26 | -11 | N, SP, EX, CS | Strike, Foot |
Air Normals
j.A
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
140 | High, Air Shield | 8 | 2 | X [2 on landing] |
N, SP, EX, CS | Head, Strike |
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
/Data#jA |
j.B
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
400 | High, Air Shield | 10 | 4 | X [3 on landing] |
N, SP, EX, CS | Head, Strike |
- Can be used after an assault for a surpisingly fast and far-reaching Overhead. If you get a CH from this, It nets a full combo. Don't understimate this move.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
/Data#jB |
j.C
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
520 | High, Air Shield | 12 | 2 | X [4 on landing] |
N, SP, EX, CS | Head, Strike |
- As a jump-in option, it loses to other Chaos' option in almost every category. You will use this for combos more than anything.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
/Data#jC |
6C
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
6C | 640 | Mid, Air | 14 | 14 | 29 | -4~-15 | N, SP, -EX-, -CS- | Projectile, Strike | |
6C_Reflect | 640 | Mid, Air | 14 | 14 | 29 | -4~-15 | N, SP, -EX-, -CS- | Projectile, Strike |
- Other then projectiles there are a couple of other objects that can activate 6C's extended hitbox like -
- Vatista gems, Byakuya webs, Londrekia ice flower, Seth orbs before they shoot out.
- In the mirror match hitting the opponents Azhi with 6C will also activate the extended hitbox.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
6C | 58 | Launch, Wall Bounce | /Data#6C | |||
6C_Reflect | 58 | Launch, Wall Bounce | /Data#6C_Reflect |
6C_Reflect :
j.2C
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
620 | High, Air Shield | 12 | 4 | X [4 on landing] |
N, SP, EX, CS | Head, Air Shield |
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
/Data#j2C |
66B
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
400 | Mid | 10 | 2 | 21 | -5 | SP, EX, CS | Strike | Head 9~11 Throw 3~9 |
66C
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
780 | Mid | 11 | 3 | 21 | -6 | SP, EX, CS | Strike |
66~6A+B
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
1 | 30 | Head 3~25 Projectile 3~33 |
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
31 | /Data#66~6A+B |
Universal Mechanics
Force Function
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
B+C 1 GRD |
892 | Mid | 19 | Total 47 | +2 | N, SP, EX, CS | Projectile |
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
B+C | 47 | Projectile | /Data#B+C |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
2B+C 1 GRD |
900 | Mid | Total 43 | +28 | CS | Strike |
- Azhi is invulnerable until he clings to the wall.
- If Azhi does not make contact with the wall by any means he will simply land and move normally again
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
2B+C | 43 | /Data#2B+C |
Throw
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
1570 | Unblockable | 4 | 1 | 22 | +22(hit) | Throw |
- Chaos thrives on stagger pressure and dual offensive with Ahzi, making him a very scary tick thrower against passive opponents.
- Not only that, but Chaos can cancel into 22A from a lot of his blockstrings, then back throw and get probably the biggest reward of a single normal throw in the game.
- But, due to Chaos' limited mix-up aside from Assaults, experienced opponents can easily Throw OS you. This move requires heavy conditioning but in exchange has immense reward if used properly.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
/Data#A+D |
Guard Thrust
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
0 | Mid | 15 | 5 | 26 | -12 | Strike | 1~15 Full, 16~45 Full on hit |
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
45 | Launch | /Data#6A+B+C |
Veil Off
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
A+B+C 100+ EXS |
0 | All | 15 | 2 | Total 64 (54 on hit) | -23 | Strike | 1~30 Full |
- Requires at least 100 meter and puts you in Veil Off state which grants 20% more damage, but drains your meter at a slow rate.
- Meter drains much slower when health is below 30% (orange health).
- If your opponent has Vorpal state and is hit with Veil Off outside of a combo, they will lose Vorpal.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
A+B+C (during a move) 100+ EXS |
0 | All | 2 | 4 | 20 | +3 | Strike | 1~19 Full |
- CVO cancel is treated the same as EX cancel; you can only CVO when you can EX and the opponent is in hit/blockstun.
- Including in the air.
- Requires at least 100 meter and consumes Vorpal state and drains meter at a fast rate.
- Has a lot of hitstun, making it easy to combo from.
- Allows for an additional bounce in the combo if two have been used so far, without hitting the combo bounce limit.
- Pressing A+B+C can be used for a shortcut for Infinite Worth.
- Used mostly as a way to tack on extra damage, or to reliably close out the round.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
A+B+C | 64 (54 on hit) | Launch | /Data#A+B+C | |||
A+B+C (during a move) |
25 | Launch | /Data#A+B+C |
A+B+C (during a move):
Special Moves
- Frame Data Note: Anytime Chaos is in the air while a special is executed, the startup is 3 frames longer. During specials, Chaos's animation lasts for 51 frames while standing, and has 12 frames of landing recovery while in the air, regardless of if the move whiffed, hit, was blocked, or was shielded.
236X
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
236A | Normal: 650 Prepare: 250*2, 650 |
Mid | Azhi Grounded: 15 Azhi Airborne: Till L Prepare: 17 |
Normal: 5 Prepare: 4, 3(14)5 |
32 | Normal: -8 Prepare: +26 |
N, SP, EX, CS | Strike | Normal:Projectile 1~?? Prepare: Strike 1~4 |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
236B | 710 | Mid | Azhi Grounded: 14 Azhi Airborne: 9 Prepare: 17 |
Azhi Grounded: 8 Azhi Airborne: 4 Prepare: 4, 3(14)8 |
30 | Normal: -9 Prepare: +25 |
N, SP, EX, CS | Strike |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
236[B] | Normal: 820 Prepare: 250*2, 820 |
Mid | Normal: 20 Prepare: 17 |
Normal: 10 Prepare: 4, 3(19)10 |
30 | Normal: -3 Prepare: +31 |
N, SP, EX, CS | Strike |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
236C 100 EXS |
Normal: 333*2, 444, 666 Prepare: 250*2, 333*2, 444, 666 |
Mid | Normal: 1+8 Prepare:1+16 |
Azhi Ground: 5(25)4, 3 Azhi Air: Till L, 5(25)4, 3 Prepare: 4, 3(14)5(25)4, 3 |
28 | Normal: +38 Prepare: +74 |
N, CS | Strike | Normal: 1~15 All Prepare: 1~44 All |
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
236A | 51 | /Data#236A | ||||
236B | Launch | /Data#236B | ||||
236[B] | Launch | /Data#236[B] | ||||
236C | Knockdown | /Data#236C |
236B :
236[B] :
236C :
214X
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
214A | 550 | Mid, Air | Normal: 19 Prepare: 17 |
- | Total Normal: 59 Prepare: 58 |
Varies | N, SP, EX, -CS- | ||
214[A] | 620*2 | Mid, Air | Normal: 33 Prepare: 31 |
Total Normal: 77 Prepare: 75 |
Varies | N, SP, EX, -CS- |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
214B | 550 | Mid, Air | Normal: 19 Prepare: 17 |
Total Normal: 61 Prepare: 59 |
Varies | N, SP, EX, -CS- | |||
214[B] | 620*2 | Mid, Air | Normal: 33 Prepare: 31 |
Total Normal: 81 Prepare:79 |
Varies | N, SP, EX, -CS- |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
214C | 700*3 | Mid, Air | Normal: 1+18 Prepare: 1+16 |
Total 96 | Varies | N, -CS- | Knockdown |
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
214A | Normal: 59 Prepare: 58 |
Projectile | /Data#214A | |||
214[A] | Normal: 77 Prepare: 75 |
Projectile | /Data#214[A] | |||
214B | Normal: 61 Prepare: 59 |
Projectile | /Data#214B | |||
214[B] | Normal: 81 Prepare:79 |
Projectile | /Data#214[B] | |||
214C | 96 | Projectile | /Data#214C |
214[A] :
214B :
214[B] :
214C :
623X
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
623A | 670 | Mid | Normal: 23 Air: 14 Prepare: 20 |
5 | Normal: 18 on landing Air: 21 on landing Prepare: 20 on landing |
Normal: +6 Prepare: +3 |
N, SP, EX, -CS- | Strike | Normal: 1~28 all Air: 1~19 all Prepare: 1~25 all |
- Normal version has Azhi vulnerable for an additional 20 frames after he can move again.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
623B | 690 | Mid | Normal: 27 Air: 18 Prepare: 24 |
5 | Normal: 18 on landing Air: 21 on landing Prepare: 20 on landing |
Normal: +10 Prepare: +7 |
N, SP, EX, -CS- | Strike | Normal: 1~32 all Air: 1~23 all Prepare: 1~29 all |
- Normal version has Azhi vulnerable for an additional 20 frames after he can move again.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
623[B] | 540*2 | Mid | Normal: 36 Air: 25 Prepare: 33 |
4(11)5 | Normal: 18 on landing Air: 21 on landing Prepare: 20 on landing |
Normal: +38 Prepare: +35 |
N, SP, EX, -CS- | Strike | Normal: 1~40 all Air: 1~29 all Prepare: 1~29 all |
- Normal version has Azhi vulnerable for an additional 20 frames after he can move again.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
623C 100EXS |
720*2 | Mid | Normal: 1+13 Air: 1+9 Prepare: 1+11 |
5(12)5 | Normal: 20 on landing Air: 18 on landing Prepare: 17 on landing |
Normal: +17 Prepare: +15 |
N, -CS- | Strike | Normal: 1~34 All Air: 1~30 All Prepare: 1~32 All |
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
623A | Wall Bounce | /Data#623A | ||||
623B | Wall Bounce | /Data#623B | ||||
623[B] | Wall Bounce | /Data#623[B] | ||||
623C | Wall Bounce | /Data#623C |
623B :
623[B] :
623C :
22X
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
22A | 1139 | Mid, Air | Normal: 37 ~ 96 Prepare: 31 |
2 | Chaos: 44 Azhi: 95 |
Normal: +25 Prepare: +21 |
N, SP, EX, -CS- | Strike |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
22B | 1139 | Mid, Air | Normal: 64 ~ 123 Prepare: |
2 | Chaos: 44 Azhi: 95 |
Normal: +25 Prepare: +21 |
N, SP, EX, -CS- | Strike |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
22C 100 EXS |
1649 | Mid, Air | Normal: 1+53 Prepare: 1+22 |
2 | Chaos: 44 Azhi: 95 |
Normal: +25 Prepare: +8 |
N, -CS- | Strike |
22D
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
31F Total |
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
/Data#22D |
[X]
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
- |
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
/Data#[X] |
22]X[
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
22 | 595F Total |
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
/Data#22]X[ |
Super Moves
Infinite Worth
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
3042 | Mid, Air | 1+12 | 2 | 55 | -39 | Strike | Strike 1~14 Throw 1~22 |
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
69 | Knockdown | /Data#41236D |
Infinite Worth EXS
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
3760 | All | 1+14 | Total 67 | -25 | Strike | 1~26 Full |
- Must have less than 30% health (orange health) to use.
- After the cinematic, characters will be moved to the middle of the stage, regardless of where they were positioned before.
- Due to the cost, it is usually not recommended to use this move unless it will kill the opponent.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
67 | Knockdown | /Data#A+B+C+D |
Notable Rebeats and Gaps
Attack | Chain | Advantage |
---|---|---|
5C/2C | 5A/2A | -2 |
5B/5BB/2B | 5A/2A | -4 |
236A/236B/236[B] | 5A/2A | +9 |
Attack | Chain | Frame Gap |
---|---|---|
5A/2A | 2C | 1f |
X | X | X |
X | X | X |