Chaos Code/NSC/Ray: Difference between revisions

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[[image:Profile-Ray.png|160px|thumb|right|]]
[[image:Profile-Ray.png|180px|right|]]


=Story=
=Story=

Revision as of 22:17, 14 December 2019

Profile-Ray.png

Story

Ray is a mercenary hired to track down the chaos code or something. Whatever it is he's up to, it's important that you know he's very mad about it.

Playstyle

Health: 32000 Stun: 120

Ray is one of the most unique characters in chaos code. He plays less like a CC character and more like some weird tekken character stuck in a 2D game. He has a stance that gives him access to a totally different moveset he can go into off of a few moves and while in that stance he has unique chain routes that give him exceptionally strong corner carry on hit or on block. Those stance moves all drain a unique meter called "AP" (or alternatively, "fist gauge") and with proper management of this resource Ray can deal some of the highest damage in the game.

He suffers a bit in neutral, especially in zoning matchups, but his stance dodges and armor giving taunt help him overcome this.

Run vs Step

Run Ray's run is pretty slow, so he doesn't get the extra mobility most characters do. But he still gets some good use out of microdash combos.

Step Ray's step covers a lot of distance and sets up for tick throws with his command grab super. He loses out on mobility, but since he wants to be in stance a lot he doesn't care that much. The faster meter build of step is also pretty nice.

Combos

Instead of traditional oki, ray usually opts for doing 22A+C at the end of his combos in order to make his meaty/chase tech armored and thus much stronger.

All non-exceed combos can also be ended with 623A>236236P for extra damage at the cost of 2 bars.

j.D > 2B > cl.C > B+D > 5A > 2A > 6B > 5C > 4C > 6B > [D] > 6B+D > [D] > 2A > cl.C > cl.D > 214B > [9] > j.A > j.C > double jump > j.A > j.C > j.D

Meterless corner carry video

2B > cl.C > B+D > 5AAA > 2C > 6C > 8B > C > 6B > 5C > 8B > A > [D] > 6B+D > 5C > 8B > A > [D] > 4D > 214A > 2B > cl.C > cl.D > 214B > [9] > j.A > j.C > double jump > j.A > j.C > j.D

Side swap video

j.D > cl.C > cl.D > 4D > B+D > 5AAA > 5B > 5C > 4C > 8B > C > [D] > 2B > cl.C > cl.D > 4D > 623A > (236236P)

Corner BnB. video

j.D > cl.C > cl.D > 4D > 6B+D > 5A > 2C > 6C > 5C > 8B > A > [D] > 4D > 214A > 2B > cl.C > cl.D > 4D > 214B > [9] > j.A > j.C > double jump > j.A > j.C > j.D

Alternate corner route using the stomp extra move. You can replace the air series with a 623A if you want video

j.D > cl.C > cl.D > 4D > 214C > Exceed > 214C > 236236P > chaos shift > 623A > 236236P > chaos shift > 2C > 214A > 236236P > 2B > cl.C > cl.D > 4D > 214B > 623C

Corner exceed, does good stun too. video

j.D > cl.C > cl.D > 4D > 214C > Exceed > 214C > 236236P > chaos shift > 623A > 236236P > chaos shift > 2C > 214A > 236236P > 2B > cl.C > cl.D > 6B+D > 5A > 2C > 6C > 5C > 8B > A > 4D > 214A > 2B > cl.C > cl.D > 4D > 214B > [9] > j.A > j.C > double jump > j.A > j.C > j.D

Extension of the above using the AP gauge. video

2B > cl.C > B+D > 5A > 2A > 8B > C > [D] > 6B+D > 5C > 8B > A > [D] > 6B+D > 5C > 8B > A > 4D > 214A > 5B > cl.C > cl.D > 4D > 623C > exceed > 623C > 214214K > chaos shift > 5C > C > 214A > 236236P > chaos shift > 2C > 214A > 6321463214P (whiff) > 6B+D > 5C > 8C > 4C > 6C > 5C > 8B > A > [D] > 4D > 214A > 5A > cl.C > cl.D > sjc > j.A > j.B > land > 5A > 4D > 623A

100% on most characters, carries corner to corner. video

j.D > 2B > cl.C > cl.D > B+D > 5 > 2A > 6B > 5AA > 2A > 8B > C > [D] > 4D > 214C > 2B > cl.C > cl.D > 6B+D > 5AAAAA > 8B > A > 4D > 214A > 2A > cl.C > cl.D > 4D > 623A

Corner to corner. Being able to combo off of 214C in the corner is very spacing dependent. video

Move List

Normal Moves

Move Startup Block Adv Guard Cancel CH
Properties
Notes
5A 7f +1 HL Yes - -
2A 7f +1 HL Yes - -
5B 9f -1 HL Yes - -
2B 6f +0 L Yes - -
cl.C 10f -1 HL Yes Stagger -
5C 11f -3 HL No Stagger Cancels into 5C>C command normal
2C 11f -6 HL No Launch Launches the opponent on normal or counter hit, only enough hitstun to combo on counter hit
cl.D 16f -3 HL Yes Stagger -
5D 18f -8 HL No Stagger -
2D 11f -7 L No Launch Ray's Sweep, gives hard knockdown to setup taunt oki
j.A 6f - H Yes - -
j.B 7f - H Yes - -
j.C 11f - H Yes Stagger -
j.D 9f - H Yes Stagger -

Command Normals

Move Startup Block Adv Guard Cancel CH
Properties
Notes
I'll beat you down!
5C>C
- -14 HL No - If you hold down C you'll enter Ray's "I'm not done yet" stance after 12f.
Get out of my way!
4D
11f(uncharged)
30f(charged)
-13(uncharged)
-7(charged)
HL Yes - Can be held to make the move guard break. Because it's cancelable the uncharged version is useful in combos and to extend confirms.
An opening!
6B+D
14f -4 HL No - Transitions into Ray's "I'm not done yet" on landing. Takes 18f to get into stance.

Special Moves

Move Startup Block Adv Guard CH
Properties
Notes
I won't stop even if you cry!
214P
23f(A)
20f(C)
24f(ex)
-11(A)
-6(C)
-6(ex)
HL(A)
L(C)
L(EX)
- A - Ray swings his hands in a double fist. Can anti-air, has a hit of armor but not immediately. Wallslams in the corner and can lead to combos depending on spacing.
C - Low hitting hitgrab that slams the opponent into the ground. Has armor but not immediately.
EX - Basically the C version but a bit faster and if it armors something it switches to the A version's animation/hitbox.
Where do you think you're going!?
623P
6f(A)
12f(C)
8f(ex)
- Grab(A/C) HL(EX) - Anti-air grab. Ex version will combo on grounded opponents and leads to an OTG.
I won't hold back!
22P
69f(A/C)
97f([A]/[C])
35f(ex)
61f([ex])
- - - Command taunt that gives a hit of armor. Hold the button down to charge and get an extra point of armor. EX version is much faster and can still be charged.
I'm not done yet!
B+D
Ray-Stance.png
- - - - Transitions into stance. A and C buttons will preform attacks that will chain together, the B button will cause ray to dodge, and the D button will cancel the stance. Ray also has a command grab in this stance. Refer to the chart for chain routes and which moves cost AP (click on it to see a bigger version)

Extra Specials

Move Startup Block Adv Guard CH
Properties
Notes
Try and take this!
236P
16f(A)
21f(C)
-8(A)
-11(C)
HL - Short range projectile. A version has a lot of advantage on hit, so you can link afterwards in the corner. C version knocks down.
Don't get carried away
214K
7f(B) 24f(B, second hit)
28(D)
-10(B)
-11(D)
H - Overhead stomp. D version is first active so high in the air that it'll never hit that early, the exact frame advantage and time until hit will depend on how tall the character is.

Ultimate Chaos

Move Startup Block Adv Guard Notes
Let me tell you something
6321463214P
- - Grab Command grab, you can cancel into this, whiff it, and unscale your combo with the right setup. Ray says a different thing to each character, collect them all!
Okay, your time is up
236236K
- - unblockable Ray walks forward slowly and then does an unblockable. The walk is really slow, but it's fully armored and the unblockable is instant after the flash. Can work as a reversal but a lot of moves recover fast enough to get out of the way after being armored. Keep in mind that you still take damage from stuff you armor, so if you're on a pixel you can still die.

Extra Ultimate Chaos

Move Startup Block Adv Guard Notes
It begins! Full power!
214214K
- - HL Ray exploads with anger or something. Adds 6 extra stocks of AP (to a max of 12)
This is a real man's punch
236236P
- - HL Ray punches so hard the air explodes. Looks like a projectile, but can be parried.

Destruction Chaos

Move Startup Block Adv Guard Notes
Who the hell do you think I am!?
21441236PP
- - - Counter super.


General
Controls
FAQ
System
HUD
Characters
Hikaru
MG Hikaru
Kagari
Cerberus
Kudlak-Sin
Celia
Vein
Celia II Kai
Hermes
Catherine
Cthylla
Bravo
Cait & Sith
Rui
Ray
Lupinus