Story
Ray
『レイ』
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.
Mobility (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.
Specials
- ’’’Try and Take This 236A/C:’’’
A short range fireball that can be useful in mid range and can extend confirms in the corner. It isn't especially useful as a combo piece but it is nice to have.
- ’’’Don’t Get Carried Away 236B/D:’’’
An overhead stomp that can be used for mix-ups but it mostly a combo ender, adding a bit of extra damage.
Supers
- ’’’It Begins! Full Power! 214214B/D:’’’
An install super that comes with a hitbox, it can lead to extended stance combos which deal tons of damage and can be used to TOD.
- ’’’This Is A Real Man’s Punch 236236A/C:’’’
This is a real man's punch is also useful for TODs and can be used as a long range option in a pinch.
Recommended Sets
Ray is a character who already has his strongest tools in his basic movelist, but he is lacking a particularly good super. Usually you want to take your pick of extra super and then pick whichever extra move you like better. No matter what you pick Ray will still be Ray, and that's the important part.
Don't get carried away & this is a real man's punch
Real man's punch is easier to use than It begins, and don't get carried away gives you a damage ender you can go for if you want the air tech situation or just want to add on a little more from any given confirm. This set is pretty easy to use and recommended for newer players but honestly just pick whatever.
Move List
Click on a header to expand that section of the movelist
Normal Moves
Normal Moves
5A
5A
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
High/Low
|
7f
|
-
|
-
|
+1
|
Yes
|
-
|
|
|
2A
2A
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
High/Low
|
7f
|
-
|
-
|
+1
|
Yes
|
-
|
|
|
5B
5B
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
High/Low
|
9f
|
-
|
-
|
-1
|
Yes
|
-
|
|
|
2B
2B
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
Low
|
6f
|
-
|
-
|
+0
|
Yes
|
-
|
Low poke with amazing reach and speed, but reward potential varies heavily depending on how close you are to the opponent. A great go to up close, but has a very low hitbox, so be wary of IADs.
|
|
cl.C
cl.C
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
High/Low
|
10f
|
-
|
-
|
-1
|
Yes
|
Stagger
|
|
|
5C
5C
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
High/Low
|
11f
|
-
|
-
|
-3
|
No
|
Stagger
|
Cancelable into 5C>C ("I'll beat you down!") The threat of the second hit coupled with the decent reach and speed make it an alright option for low commitment counter hit fishing.
|
|
2C
2C
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
High/Low
|
11f
|
-
|
-
|
-6
|
No
|
Launch
|
Launches on normal or counterhit, but only enough hitstun to combo on counterhit normally.
|
|
cl.D
cl.D
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
High/Low
|
16f
|
-
|
-
|
-3
|
Yes
|
Stagger
|
|
|
5D
5D
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
High/Low
|
18f
|
-
|
-
|
-8
|
No
|
Stagger
|
One of his longest range normals, but also has pretty slow start up.
|
|
2D
2D
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
Low
|
11f
|
-
|
-
|
-7
|
No
|
Launch
|
Gives a hard knockdown for taunt oki.
|
|
j.A
j.A
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
High
|
6f
|
-
|
-
|
-
|
Yes
|
-
|
|
|
j.B
j.B
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
High
|
7f
|
-
|
-
|
-
|
Yes
|
-
|
|
|
j.C
j.C
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
High
|
11f
|
-
|
-
|
-
|
Yes
|
Stagger
|
|
|
j.D
j.D
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
High
|
9f
|
-
|
-
|
-
|
-
|
Stagger
|
|
|
Command Moves
Command Moves
5C>C
I'll beat you down! 5C>C
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
High/Low
|
-
|
-
|
-
|
-14
|
No
|
-
|
If you hold down C you'll enter Ray's "I'm not done yet" stance after 12f.
|
|
4D
Get out of my way! 4D
|
Version
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
Uncharged
|
-
|
-
|
High/Low
|
11f
|
-
|
-
|
-13
|
Yes
|
-
|
Useful in combos because it's cancelable, you can also fake out people by making them think you'll charge it.
|
Version
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
Charged
|
-
|
-
|
Unblockable
|
30f
|
-
|
-
|
-7
|
Yes
|
-
|
Causes a guard break. Ray has better mix-up options but this one is funny.
|
|
6BD
An Opening! 6B+D
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
High/Low
|
14f
|
-
|
-
|
-4
|
No
|
-
|
Transitions into Ray's "I'm not done yet" on landing. Takes 18f to get into stance.
|
|
Universal Mechanics
Universal Mechanics
Throw
Throw 5/6AC
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
Throw
|
5f
|
-
|
-
|
-
|
No
|
-
|
|
|
Guard Break
Guard Break 6CD
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
Guard Break
|
-
|
-
|
-
|
-
|
No
|
-
|
Guard Break. Not to be confused with 4[D]
|
|
C+D
Tactical Guard CD
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
High/Low
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
A+B
Roll AB
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
High/Low
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
Special Moves
Special Moves
214P
I won't stop even if you cry! 214P
|
Version
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
A
|
-
|
-
|
High/Low
|
23f
|
-
|
-
|
-11
|
No
|
-
|
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.
|
Version
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
C
|
-
|
-
|
Low
|
20f
|
-
|
-
|
-6
|
No
|
-
|
Low hitting hitgrab that slams the opponent into the ground. Has armor but not immediately.
|
Version
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
EX
|
-
|
-
|
Low
|
24f
|
-
|
-
|
-6
|
No
|
-
|
Basically the C version but a bit faster and if it armors something it switches to the A version's animation/hitbox.
|
|
623P
Where do you think you're going!? 623P
|
Version
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
A
|
-
|
-
|
Throw
|
6f
|
-
|
-
|
-
|
No
|
-
|
C
|
-
|
-
|
Throw
|
12f
|
-
|
-
|
-
|
-
|
-
|
EX
|
-
|
-
|
High/Low
|
8f
|
-
|
-
|
-
|
-
|
-
|
Anti-air grab. Non-ex versions will whiff on standing opponents and snatch airborne opponents. Ex version will combo on grounded opponents and leads to an OTG.
|
|
22P
I won't hold back! 22P
|
Version
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
A/C
|
-
|
-
|
High/Low
|
69f
|
-
|
-
|
-
|
No
|
-
|
[A]/[C]
|
-
|
-
|
High/Low
|
97f
|
-
|
-
|
-
|
-
|
-
|
EX
|
-
|
-
|
High/Low
|
35f
|
-
|
-
|
-
|
-
|
-
|
[EX]
|
-
|
-
|
High/Low
|
61f
|
-
|
-
|
-
|
-
|
-
|
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.
|
|
Stance
Stance
Stance
I'm not done yet! B+D
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
High/Low
|
-
|
-
|
-
|
-
|
No
|
-
|
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)
|
|
Ray has a special stance called "I'm not done yet" but usually called "fist stance" or just "stance" for short. Ray can enter his stance by pressing B+D, after doing 6B+D, or by doing 5C>[C]. While in stance Ray gains a number of new moves. On the A button Ray can perform a jab and then either continue it into an autocombo and/or transition into 2A, 6C, or 2C as auto combo enders. On the C button Ray has a number of harder hitting attacks (5C, 6C, 2C, 4C, and 8C) Each of those can be canceled into any other C button (but not itself). Additionally 4C can be charged. On the B button, ray has a number of command dodges (5B, 6B, 4B, and 8B), while in the air from 8B Ray can press A or C to perform one of 2 attack followups. on A+C Ray has a special throw. On the D button Ray can exit stance. Ray can also cancel either his stance A normals or his stance C normals into a stance B command dodge, and can cancel a stance B dodge into his stance throw.
Action points
Ray has a guage at the bottom of the screen which tracks how many "action points" he has. Doing a stance A starter, a stance C move, a stance throw, or canceling into a stance B command dodge all cost 1 Action Point. Ray can get more Action points by either being in neutral for a bit and letting his gauge recover to 100%, or by blocking and taking damage, which will slowly fill the gauge and can fill it up to 200%. He can also recover Action Points via his "It begins! Full power!" install extra super (214214K) which will give Ray an extra 6 stocks (100%) of AP gauge.
Extra Special Moves
236P
Try and take this! 236P
|
Version
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
A
|
-
|
-
|
High/Low
|
16f
|
-
|
-
|
-8
|
No
|
-
|
C
|
-
|
-
|
High/Low
|
21f
|
-
|
-
|
-11
|
No
|
-
|
Short range projectile. A version has a lot of advantage on hit, so you can link afterwards in the corner. C version knocks down.
|
|
214K
Don't get carried away 214K
|
Version
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
B
|
-
|
-
|
High
|
7f(1st hit) 24f(2nd hit)
|
-
|
-
|
-
|
No
|
-
|
D
|
-
|
-
|
High
|
28f
|
-
|
-
|
-11
|
No
|
-
|
Overhead stomp. First hit of the B version starts up pretty fast for how high the hitbox reaches, so it can work as a decent anti-air, but it's more often used in combos. 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 Moves
Ultimate Chaos Moves
6321463214P
Let me tell you something 6321463214P
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
Throw
|
-
|
-
|
-
|
-
|
No
|
-
|
Command grab, you can cancel into this, whiff it, and unscale your combo with the right setup. If you land the grab, it also refills your AP gauge to the default amount if you were missing any AP. Can work as a decent reversal against grounded opponents, but can't hit anyone whose airborne, so make sure you have a good read on your opponent and they aren't going for an IAD or any other air approach if you're gonna use it this way. Ray says a different thing to each character, collect them all!
|
|
236236K
Okay, your time is up 236236K
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
Unblockable
|
-
|
-
|
-
|
-
|
No
|
-
|
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 Moves
214214K
It begins! Full power! 214214K
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
High/Low
|
-
|
-
|
-
|
-
|
No
|
-
|
Ray exploads with anger or something. Adds 6 extra stocks of AP (to a max of 12)
|
|
236236P
This is a real man's punch 236236P
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
High/Low
|
-
|
-
|
-
|
-
|
No
|
-
|
Ray punches so hard the air explodes. Looks like a projectile, but can be parried.
|
|
Destruction Chaos
Destruction Chaos
2363214PP
Who the hell do you think I am!? 2363214PP
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
High/Low
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
Strategy
Neutral
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
Colors
- 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.