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Bravo is a master Italian chef who moved to china to pursue his true dream of cooking Chinese food. He needs the unlimited power of the Chaos Code so he can save his restaurant from going under and show his teacher once and for all that Chinese cooking is superior to Italian cooking.
Health: 33000 Stun: 130
Bravo is a grappler in an anime game, but unlike many other anime grapplers he has okay mobility and surprisingly good ranged options. He also has access to some of the best reversals in the game which, along with his high health and stun, help him stay alive in matches when he's lost momentum. Good neutral and defensive tools coupled with high damage and high stun combos make bravo a very scary character to fight. He has some issues with zoning characters since his mobility, while good for his archetype, is on the underwhelming side for Chaos Code, but a well placed EX table and a dream is really all it takes for Bravo to win any matchup.
Run vs Step
Run Neutral, since being able to run and block is very helpful for slowly closing distances, giving better control over your positioning.
Step Tick Throws. 5C dash cancel 632146C can be really tricky and can catch a lot of players off guard. The shortened meter gauge also means that you will always have meter for EX table after command throw.
get this down first!
cl.B > cl.C > 632146C > microdash > 214AC > run up > cl.B > cl.C > sjc > j.C > j.D > j.623D
This is your very basic BNB. You'll want to be sure to get this down. His command grab does a lot of stun damage and hurts, but doesn't give hard knockdown. It gives enough meter for EX table to followup and get the hard knockdown however. This works both in the corner and midscreen, but recognize if you do it in the corner you are effectively tossing them out. This combo also works with f.B f.C rather than cl.B cl.C in both spots.
cl.B > cl.C > 214BD > 5B > 5C > j.C > j.D > j.623D
Costs half a bar and is a good replacement to the combo above it. It will also keep them in the corner rather than tossing them out! Just as above, this will also work with f.B f.C as the starter.
cl.B > cl.C > 22B > microdash > cl.B > cl.C > j.C > j.D > j.623D
This must be done extremely close to the opponent but is a good meterless way to get the opponent in the air for juggle combos. Please note the "extremely close" part. This is a bit easier in the corner where you don't have to worry about pushback as much, giving you more time to confirm it with an additional cl.B or two.
In any of the above combos where cl.B and cl.C will work from a juggle opportunity, it is possible to get a rejump combo off of it. You generally want to dash up as close as possible and wait for them to drop right to about where the tip of his toes would hit for cl.B. The spacing for starting it is the hardest part and will require some practice to get it down. Rejump combos are very important for getting meterless corner carry as well as opening up a bit more routes to increase stun and overall damage.
As you get used to the spacing you will recognize where you mess it up and can adjust it accordingly, mostly just using dumpling press earlier.
cl.B > cl.C > 632146C > microdash > 214AC > run up > cl.B > cl.C > sjc > j.C > (delay) > j.D > cl.A > 5C > sjc > j.C > j.D > j.623D
The rejump version of the first combo above. Can be done both midscreen and in the corner. The 'cl.A f.C' part is generally what you will get in mid screen, however it is possible to get f.A f.C depending on initial spacing, and in the corner you will get cl.A cl.C.
cl.B > cl.C > 632146C > microdash > 214AC > run up > cl.B > cl.C > sjc > j.C > (delay) > j.D > 5A > sjc > j.A > j.C > j.623D
Sometimes you may notice you started the combo just a bit too high up, which would make cl.C/f.C whiff. You can replace this with just super jump canceling the close A/far A and using j.A j.C instead of j.C j.D
far from corner
cl.B > cl.C > 632146C > microdash > 214AC > run up > cl.B > cl.C > sjc > j.C > delay > j.D > cl.A > 6AC > 214AC > run up > cl.B > cl.C > sjc > j.C > delay > j.D > cl.A > 5C > sjc > j.C > j.D > j.623D
EX Sausage is a great way to extend a combo and squeeze out more stun and damage. When you are too far away for a wall splat, you will need to spend more meter for an EX Table, which can make it seem not quite as worth it, but the extra stun damage definitely goes a long way.
cl.B > cl.C > 632146C > microdash > 214AC > run up > 214BD > 5B > 5C > sjc > j.C > delay > j.D > cl.A > sjc > j.C > j.D > j.623D
This combo is a bit easier to guarantee you get the rejump height and gives you just a tad bit more stun and damage. Not exactly worth spending an extra EX move for but something to keep in mind exists
For the most part midscreen, the standard command throw into rejump combo is all you need to put them into the corner and get oki. Using EX Sausage to extend the combo can generally be worth the meter depending on screen position.
Midscreen into corner
A major key to combos bringing the opponent into the corner is understanding how EX Sausage and its wallsplat can work to your advantage.
cl.A > cl.B > cl.C > 6AC > dash > 6A > microdash > cl.B > cl.C > sjc > j.C > delay > j.D > cl.A > cl.C > 6A > sjc > j.C > j.D > j.623D
At just bit closer to the corner from round start, ex sausage will hit them high enough and cause a wall splat in a way that a raw 6A will hit and cause a ground bounce. As you get closer and closer to the corner you'll need to forgo the 6A and just settle with cl.B into rejump combo.
6A > sjc > j.C > cl.B > cl.C > 6A > 5B > 2C > 6A > 5B > 5C > 6A > 22C > 5A > 5C > sjc > j.C > j.D > j.623D
This combo only works on standing opponents (light sausage will whiff on crouchers). 6A will force standing and is an overhead, which can be replaced with the cl.B low attack to help make sure the opponent is standing.
cl.B > cl.C > 214BD > microdash > cl.B < cl.C > sjc > j.C > j.D > cl.A > cl.C > 6A > 22C > j.B > j.C > double jump > j.C > j.D > j.623D
Best damage you can get if you land a hit on a crouching opponent. Fair warning the link to cl.B from 214BD is VERY tight. It will take some practice to get down. If you don't trust yourself with it, feel free to replace it with something more basic with 5B directly after.
Exceed Combo Pieces
- 632146A, BC, 214+C, 236236+B/D By far one of the most reliable exceed combo starters.
- 236236B (2 hits) 6AB 6A 22+C (4 hits) 236236+B/D
The raw 6A is there to maximize stun damage
- 236236B (2 hits) 6AB cl.C 6C 6321463214C
A good way to end an exceed combo since his command grab super has a very long animation and does significant damage.
- 236236B (Max 2 hits) 6AB 6A SJC j.C cl.B cl.B cl.C 6A ....
When ending exceed with Bravo's anti air super, it is a good idea to just go directly into his standard ground combo with a shift, even if you don't land any hits at all. This will maximize your stun as well as help get out of meter overload as safely as possible.
- 22A 236236A/C 6AB 22A
It is possible to loop 22A with his table super. This loop will more than likely maximize your damage while you are in exceed if you can get it started correctly.
Sausage Slap Loop
- 6+A SJC j.C c.B c.C 6A f.B 2C 6A f.B f.C 6C(1) BC (5B 5C 5D 6A)xN 6321463214C
This is corner only. Not exactly the most optimal damage but good to know is available. Since it doesn't use meter outside of the ender, you can really maximize your life gain out of exceed. It will also more than likely cause stun letting you do any of the other exceed pieces from there if you wish.
| 5A - Mid. Cancelable. Hits fairly far and is pretty fast. Will whiff on crouchers
| cl.A - Mid. Cancelable. Doesn't hit quite as far but still a quick jab. Will whiff on crouchers
| 2A - Mid. Cancelable.
| cl.B - Low. Cancelable.
| 5B - Mid. Cancelable.
| 2B - Low. Cancelable.
| cl.C - Mid. Cancelable.
| 5C - Mid, two hits. First hit is cancelable.
| 2C - Low. Cancelable.
| cl.D - Mid. Cancelable.
| 5D - Mid. Not cancelable.
| 2D - Low. Not cancelable.
| j.A - High. Cancelable.
| j.B - High. Cancelable.
|j.C - High. Cancelable.|
| j.D - High. Cancelable.
Bear's Paw - 6+A
- Slow overhead punch that can be comboed into. Similar to command normals in King of Fighters, it has different properties when cancelled into. A raw Bear's Paw imparts massive hitstun and okay dizzy.
Noodle Press - 2+C in midair.
- The essential grappler body splash. Good crossup material, can be hard to combo from unless you hit it very deep or get a counterhit.
| Welcome Spin - 22+A/C
| Subliminating Frying Pan - 632146+A/C
| Passionate Thunderous Soup - 214+B/D
| Tornado Sausage - 6+A/C
| Inviting Dining Table - 214+A/C
| Flying Wrapped Dumpling - 623+B/D
| Explosive Soup Dumpking - 22+B/D
| Get Rage! Evil Ways Fast Food! - 236236+A/C
| To The Sky! Subliminating Frying Pan - 6321463214 - A/C
Extra Ultimate Chaos
| Kneel! Three Sacred Treasures - 236236+B/D
| Shock! Crisis in the Restaurant - 6321463214 - B/D
| Extreme Astonishment! First-Class Price - 2363214+AC
- Console Versions: You can hold R1 button while selecting a character to get an alternative color.
- Arcade Version: You can hold START button while selecting a character to get an alternative color.