|Want to be an editor? Request an account by joining the Mizuumi Discord and follow the instructions in the welcome message.|
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.
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.
Extra Move Selection
- ’’’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.
- ’’’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.
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.
Click on a header to expand that section of the movelist
I'm not done yet!
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.
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.
Who the hell do you think I am!?
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 >  > 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 >  > 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 >  > 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 >  > 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
- 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.