Chaos Code/NSC/Vein

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Story

Vein
『ヴェイン』

A war orphan who's sister left him during the war when they were children. Vein has never forgiven his cowardly sister for abandoning him, forcing him to live a hard life out on the street. Discarding his past, Vein has reinvented himself as a new, stronger, edgier being and plans to use the unlimited power of the Chaos Code to put an end to all the phonies that surround him.

Playstyle

Health: 30000

Stun: 90

Vein's ground fireball sticks around for a really long time which lets him set it up to meaty and then be free to either cover escape options or commit to a mix-up attempt. The rest of his toolset is fairly well rounded, ex teleport is a good anti-zoning tool, his DP works as a reversal, extra move options for a command grab or air fireball give him access to good mix-ups and space control. He also has good meter gain to fuel fairly high damage ex move combos as well as highly damaging exceeds.

Mobility (Run vs Step)

Run: Best choice for Vein overall, lets you do short dashes which makes his spacing alot stronger, dashing jump ins, maximum damage and meter gain combos, and midscreen to corner exceed/chaos shift combos.

Step: Vein's normals aren't exactly that fast, doesn't really improve his mixup game much since he already has a teleport and he doesn't get much off of throws, and he has to spend at least 1 stock to get any decent damage off of command throw which he can easily setup tick throws for with run.

Extra Move Selection

All of Vein's extra moves are generally good utility to have, there isn't a lot of synergy between the moves, it's more about deciding which of the 4 you want.

Scorching Purple is a really good space control move. It has great angles for an air fireball.

Infernal Devotion is a command grab that seals movement options which gives you unblockable setups. You can also use it to option select parry attempts.

Fatal Finale is a counter super that can be used as a reversal, but it's main utility is that for 2 bars you can combo into it and it does a lot of damage. Vein doesn't need this for damaging combos but it gives him different routes.

Guilty Darkness is a setup super that puts a trap on the ground that erupts with hands if the opponent gets close. It's incredibly hard to deal with while it's out and if your opponent gets stuck air blocking it you can unblockable them for free.

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 - - +3 Yes -

Short range jab, whiffs on crouchers, go to move when it comes to catching air techs since 6A is a bit slow, not that reliable though but good if you have them blocking in air already so stuff like j.B>5A is really good.

2A
2A
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low 6f - - +4 Yes -

Pretty good range crouching jab, also his fastest startup normal and fast recovery making it one of his best pressure tool.

5B
5B
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - Low 8f - - +0 Yes -

Standing low kick. Rather slow startup, recovery, and a mediocre hitbox(reach is slightly longer than 2A). 2b is the low to use.

2B
2B
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - Low 8f - - +4 Yes -

Crouching low kick, links into 2A on hit and can be used for tick throws or pressure reset.

cl.C
cl.C
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low 10f - - -6 Yes -

Short range hook, high damage normal with alot of knockback on block. Gattles into 5D, 2D, and 6A, mainly used for combos and possibly fuzzy j.B if blocked high.

5C
5C
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low 14f - - -7 Yes -

Mid range slash. Furthest reaching cancelable normal, very useful for combos.

2C
2C
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low 11f - - -1 Yes -

Two crouching slashes, 1st hit has about the same reach as 2B, pretty quick startup and decent recovery. Quite a bit of knockback on hit so use this for proper spacing when going for 2D knockdown into fireball oki.

5D
5D
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low 10f - - -3 First hit only -

1st hit is a kick with pretty fast startup, 2nd hit is a long range forward kick with a great hitbox. 2nd hit blows back on hit and is air techable, 1st hit can cancel into 6A for damage combos.

2D
2D
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - Low 12f - - -8 No -

Vein moves forward a bit and sweeps with both feet, long reach but slow startup and recovery. Knockdown only on ground hit, gives you enough time to set fireball oki but be wary because they can roll through it on wakeup.

j.A
j.A
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High 6f - - - Yes -

Quick startup short jab that cover up and forward area, is active for quite long.

j.B
j.B
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High 8f - - - Yes -

Pretty quick startup diagonal downward kick, very good jump in move and possibly used for instant overheads.

j.C
j.C
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High 12f - - - Yes -

Kinda slow slash that hits around him, hits behind him also so you can use it for crossups, but has to hit a bit late for you to combo off it.

j.D
j.D
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High 10f - - - Yes -

Faster than j.C and hits down and forward area, has long reach so it's pretty good air to ground.

Command Moves

Command Moves

6A
Palm Strike
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low 12f - - -11 Yes -

Vein reaches up for an anti-air.

5CC
Surface Slash
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low 14f - - -20 No Wallbounce

Can be whiff canceled into from f.5c by hitting c again.

6C
Surface Slash
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low 14f - - -20 Yes Wallbounce

Same thing as 5CC, but on it's own

j.C4C
Moon Light
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High - - - - Yes -

Comes out on hit or guard only

Universal Mechanics

Universal Mechanics

Throw
Throw
5/6AC
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - Throw 5f - - - No -

Ground throw

Guard Break
Guard Break
6CD
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - Guard Break 38f - - - No -

Guard Break. Vein has good range on his guard break and because his extra move command grab seals specials, rolls, and backdashses, he can setup a pseudo-unblockable situation where the opponent must either have a longer range normal or time a parry/trade.

C+D
Tactical Guard
CD
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - No -

Parry

A+B
Roll
CD
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low 33f - - - No -

Roll

Special Moves

Special Moves

236P
Demon Slaughter
236P
Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
A - - High/Low 15f - - -12 - -

A dash followed by a series of slashes that causes a hard knockdown on the final hit. 2 hits. Has a decent startup as it can combo from any normal.

Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
C - - High/Low 24f - - -23 - -

Dash goes further than A version and is 4 hits. Soft knockdown on final hit. Slower startup than A version. Basic meterless combo option.

Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
EX - - High/Low 17f - - -11 - -

A series of slashes that will cross the screen. 4 hits. Launches on final hit. Startup is about the same as A version. This is one of your basic launchers for air combos.

623P
Heavenly Enchantment
623P
Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
A - - High/Low 5f - - -25 - -

Fairly standard Dragon Punch. Hits once and launches but can be teched on normal hit. It can be blocked in the air but still has some anti-air utility under the right circumstances. Used in conjunction with 236+B/D, it can discourage air-dashes and build meter. Also used in Exceed loops.

Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
C - - High/Low 20f - - -35 - -

Turning hit followed by a rising slash. Like Setsuna's strong DP in LB2. Has more invun than the A version Hits twice on the ground and twice in the air, which makes the first two hits air unblockable. No use as an AA, but does slightly more damage than 236C in combos. It can be supercancelled on the first and second hit. Wallbounces into knockdown on hit.

Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
EX - - High/Low 4f - - -21 - -

A fast DP that travels further forward than the A version, hits twice (if you're close enough), and can cause wallbounce.

236K
Lightning Insanity
236K
Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
B - - High/Low 49f - - - - -

Grounded fireball. Hits roughly 2 character lengths away from Vein. Upon inputting the fireball, it appears then becomes active about half a second later, hitting 3 times. It also blocks most projectiles. The move is also cancellable into B or D teleport. Very useful for preventing zoning and oki.

Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
D - - High/Low 49f - - - - -

Grounded fireball. Hits roughly 3 and a half character lengths away from Vein. Upon inputting the fireball, it appears then becomes active about half a second later, hitting 3 times. It also blocks most projectiles. The move is also cancellable into B or D teleport. Very useful for preventing zoning and oki.

Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
EX - - High/Low 40f - - - - -

Grounded fireball. The ex ver. tracks the opponent unless they are completely fullscreen away. Hits 3 times, and is cancellable into teleport. Good for oki and pressuring a passive opponent.

214K
Illusive Darkness
214K
Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
B - - High/Low 32f - - - - -

Vein's teleport. The B version goes the exact distance of the D fireball. The move is not invuln, so be careful as you can get hit out of it. Despite that, it's a great all around tool due to the fact that you can cancel his teleport into this.

Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
D - - High/Low 34f - - - - -

Vein's teleport. The D version goes almost fullscreen. Not invuln, but still useful in a variety of situations due to the fact that it can be done out of his fireball.

Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
EX - - High/Low 11f - - -12 - -

Ex teleport is one of Vein's best moves. Hits almost fullscreen, low profiles many projectiles, and leads to a combo as long as you hit them from a certain distance. This move can be used to punish people not being very careful from across the screen, as it's near instant. It's punishable, but you can space it to be safe if careful. If you have the meter to use it, they should be on watch. Make them scared of this move.

Extra Special Moves

Extra Special Moves

j236P
Scorching Purple
j.236P
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low -13f - - - - -

An air fireball. A version goes downwards diagonally, while C version goes horizontal. Picking this gives you a fast way to keep people in check from about midscreen distance, makes many of your confirms easier as you can just end buttons in fireball to be in a good situation, and also lets you have access to the ... 6a(1) > sj.b > j.236a combo ender (only works on a standing opponent). An okay choice for an extra special, but the pit and the command grab are honestly more worth it unless you need the extra space control for specific matchups.

63214P
Infernal Devotion
63214P
Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
A - - High/Low 14f - - - - -
C - - High/Low 11f - - - - -

Vein's command grab. The A version is a comboable, untechable throw that causes damage and soft knockdown. The C version of the throw is faster, does a little damage, and puts a special status effect on the opponent. While they are flashing, they lose access to walking, backdash, step, jumping, specials, rolling, and supers. They can still run but they don't move anywhere, Celia and Cthylla's runs don't move them off the ground, but they do retain throw invun. In addition, they do not get pushed back when you hit them, so if you hit them you can link light normals into themselves to build meter until the effect wears off. This selectable special adds a lot to Vein's mixup game, and it's possible to get a pseudo-unblockable from a successful C command throw.

Ultimate Chaos Moves

Ultimate Chaos Moves

236236P
Grievous Madness
236236P
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - - -

Vein slashes his sword in an upwards crescent that hits the entire area above him. This super has a lot of invinicibility, comes out very quickly, and is quite hard to punish. This is a fantastic reversal super to call out any crossup attempts that would normally make your dp whiff. On hit the move wallbounces, but with the recovery it has you will still need to cancel to get a combo.

2141236P
Saka Manji Raikoou Ha
2141236P
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - - -

Vein sends out a shockwave about two and a half character lengths away from him that pulls the opponent toward him on hit. On block, the opponent stays in place and you recover fairly fast, so it's advantage but not really worth it for a full meter. The move is also lacks a good use in neutral because what it does is done better by EX teleport. Overall, a good move for combos and resets into unblockable, but not much else.

Extra Ultimate Chaos Moves

Extra Ultimate Chaos Moves

214214P
Fatal Finale
214214P
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - - -

A reversal super that issens the opponent twice, then throws them behind Vein and will wallbounce near the corner. It will catch all types of strike attacks (high, low, mid) and even supers, but it will not work against projectiles. A failed attempt will put you in counter-hit state. One of the most interesting properties of this move is that it will activate during a super cancel as long as you are slightly closer than throw distance and the opponent is still standing.

236236K
Guilty Darkness
236236K
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - - -

Vein lays a trap on the ground and if the opponent gets near a bunch of hands fly out and either hit them or keep them in blockstun. Light version stays put, heavy version moves in on the opponent. Good for oki or just for shutting off part of the screen. Both versions hit 12 times

Destruction Chaos

Destruction Chaos

2363214AC
Lunatic Butterfly
2363214AC
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - No -

Level 3. Very fast, so you can use it to punish somethings or after a 236A on hit. Not really worth the meter cost most of the time but if it kills it was optimal.

Combos

There is an archieve of the old combo section here. Those were for vanilla PS3 and most likely don't work in the PS4 version, but some of them might and lots of the concepts remain the same.

While all these start off of jump-ins your starter largely doesn't matter, as long as you can find a way to confirm into the route you should be good

IAD j.B > j.D > 2A > 2B > 5C > 236AC > IAD j.B > j.D > super jump > j.B> j.C > j.D > land > 5A > jump > j.A > j.B > j.D > double jump > j.B > j.D

Midscreen (easy) tip:make sure you forward jump when you IAD, spacing on that part of the combo is a lil specific or else j.c or j.d will whiff

IAD j.B > j.D > 2A > 2B > 5C > 236AC > IAD j.B > j.D > super jump > j.B > j.C > j.D > land > 5A > jump > j.A > j.B > j.C > double jump > j.B > j.C > j.4C

Midscreen to corner (easy) will also work when starting in the corner if you neutral double jump for the combo ender, it puts you at this spacing to put down a stationary puddle (236236b). Even though they airtech, its a very good situation in your favor. Worth a bar.

IAD j.B > j.D > 2A > 2B > 5C > 214BD > 2B > cl.C > 6A > sjc > j.C > j.D > land > 6A > sjc > j.A > j.B > j.C > land > 623AC > 2A > 5D(1) > sjc > j.C > j.D > land > 5A > jump > j.A > j.B > j.C > double jump > j.B > j.C > j.4C

Midscreen rejump tip: delay the f.5c cancel into 214bd

IAD j.B > j.D > 2A > 2B > 5C > 214BD > 2A > 5D(1) > sjc > j.C > j.D > land > 6A > j.C > j.D > land 5A > jump > j.A > j.B > j.C > double jump > j.B > j.C > j.4C > 236236P

Corner double rejump Difficult combo, but worth it in stun and damage. Same concept as the easy corner combo in regards to the puddle oki at the end

CH 6A > otg 2B > cl.C > 6A > sjc > j.C > j.D > 5A > jump > j.A > j.B > j.C > land > 623AC

otg route This is possible to do midscreen but incredibly inconsistent. Running start helps. The j.abc ex dp ender after 5a works for all of his other corner combos as well, it's the knockdown ender. It's usefulness varies depending on character and current meter.

Throw into the corner > 214BD > 5C > sjc > j.C > j.D > land > 5A > jump > j.A > j.B > j.C > double jump > j.B > j.C > j.4C > 236C

Corner Throw Combo Combo off throw in the corner using 214BD. It doesn't do a lot of damage and that meter may be better used for 236BD oki or a metered confirm after meterless oki. However, it can be a way to end a round off throw if need be.

Exceed Combo Routes

IAD j.B > j.D > 2A > 2B > 5B > 5C > 236C > Exceed(B+C) > 5C > 623AC(1) > 236236C > Chaos Shift(A+B) > 236B > 236236A > 623AC(1) > 236236C > Chaos Shift > 623A > 236236A > small dash > 5B > 5D(1) > sjc > j.C > j.D > land > 5A > jump > j.A > j.B > j.C > double jump > j.B > j.C > j.4C > j.236C

Near Corner Exceed Route Veins most damaging exceed route. Can be done as long as you are 1/4th of the screen away from the corner at the end of 236C. As usual, the inputs for your specials can be used as a short cut for super inputs (623AC 236C results in ex dp > super). Make sure you do the ex dp late after the initial side switch to let them fall more. If they are too high you will not be able to do the final 623A > 236236A.

IAD j.B > j.D > 2A > 2B > 5B > 5C > 236C > Exceed(B+C) > 5C > 623AC(1) > 236236A > run > 5B > 5C > 623AC(1) > 236236C > Chaos Shift(A+B) > 236B > 236236A > Chaos Shift > slight walk back > 5B > 5C > sjc > j.C > j.D > land > 5A > jump > j.A > j.B > j.C > double jump > j.B > j.C > j.4C > 236C

Half Screen Exceed Route Veins half screen exceed route. It does less damage than the corner route but allows you to deal a lot of damage as long as 236C ends half screen or closer to the corner. The important part that differs from the corner route is Chaos Shifting the 3rd 236236 so that you can walk back and keep them in the corner for the ender.

2A > 2B > 5B > 5C > 236C > Exceed(B+C) > 5C > 214BD > 236236A > run > 5B > 5C > 623AC(1) > 236236A > Chaos Shift(A+B) > slight walk back > 5B > 5C > sjc > j.C > j.D > land > 5A > jump > j.A > j.B > j.C > double jump > j.B > j.C > j.4C > 236C

Full Screen Exceed Route Does less than the half screen or corner routes but allows you to confirm into big damage off a defensive mash/abare in the corner. The important part in this combo is to make sure you delay the 236236A until after you cross through to the other side with 214BD.


unblockable

63214c command throw disables their walking, running, rolling, specials, and supers. all they can do is parry and mash normals. If executed correctly, a well timed fireball into unblockable is inescapable. In addition, when in the debuffed state of the command throw, they don't get pushed back on hit. you can link some extra light normals for meter.

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.
A Button
B Button Ky Kiske (Guilty Gear)
C Button
D Button Vergil (Devil May Cry))
R1 + A Button
R1 + B Button
R1 + C Button Kuroh Yatogami (ieKKei / (Project) K)
R1 + D Button


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