Under Night In-Birth/UNI2/Chaos

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Uni2 profile chaos.png

Story

Chaos is a member of Amnesia who prefers fighting with brains rather than brawn.

He once conspired with Kuon the Aeon in the shadows in exchange for secret information regarding the Night.
This conspiracy ended when Kuon suddenly cut ties with him, and Chaos knew exactly why: The Aeon had all the pieces in place to enact his plan.
Kuon's actions could only mean one thing: A pit has opened in the Night, heralding the end of the world.

Unable to sit back and watch the world be destroyed, Chaos decides to confront Kuon and learn the truth from his flesh.

It really is a pity...
I wish there were a way to keep our relationship.

Gameplay

Chaos fills the role of the games puppet character, using his special commands to give orders to his giant pet lizard, Azhi Dahaka. Azhi is what truly defines Chaos, giving him great versatility of playstyle, with access to disjointed zoning thanks to his ability to park himself right next to the opponent and harass them from full screen, as well as safe pressure thanks to Chaos being able to cancel his normals from Azhi specials. He can also be very hard for the opponent to touch, thanks to his 6C, which pulls triple duty as an anti-air, a projectile reflector, and a combo starter, in addition to his Force Function, which allows him to weave out of aerial approaches and combo the opponent into the corner. He has very strong neutral.


Strengths Weaknesses
  • Solid Zoning: Has the ability to zone opponents from as far as full screen.
  • Special Move Rebeat: Can cancel his specials into his normals for great frame advantage.
  • Good Throw Game: Can combo off of his throw with proper setup.
  • Corner Oppressor: Safe and tricky corner pressure. Has very easy plus frames on demand, and Ahzi specials don't make Chaos himself recoil when the opponent is on the corner.
  • Weak When Alone: Combos and offense are extremely limited without Azhi.
  • Bad Defense: Lacks a traditional anti-air and reversal options outside of system mechanics with slow abare that doesn't reach very far.
  • Limited High-Low: Contrary to other puppeteers, Chaos exchanges 50/50s with blockstring potential, which means he is weak to a lot of the more common option selects.

Character Stats

Health Smart Steer Route
10400 5A > 5B > 5C > 2C > 6C > 5A+B > IW (requires 200 EXS)
Forward Walk Speed Backward Walk Speed Jump Startup Jump Duration
950 -910 4 42
Dash Startup Initial Dash Speed Dash Acceleration Max Dash Speed
5 2200 200 3000
Backdash Startup Backdash Duration Backdash Distance Backdash Invul
4 27 -39556 1~8 Full
9~10 Throw
Throw Width (pixels) Throw Range (pixels)
Unique Trait
  • Controls Azhi Dahaka, which can be controlled independently with specials.
    • Azhi's status is indicated by a colored icon under Chaos' health bar.
      • Green: Azhi can be summoned or controlled.
      • Red: Azhi is acting and can be hit.
      • Gray: Azhi is acting but cannot be hit or Chaos has been hit while Azhi was acting.
      • Black: Azhi is has been hit and is unavailable. Chaos will take some damage as well when Azhi is hit.
Vorpal Trait
  • Azhi getting hit does not cause Chaos to lose HP.
  • Azhi is fully invulnerable during 623A/B.
  • Azhi specials can be cancelled on whiff.
Frame Data Help
Header Tooltip
Damage Damage done by this attack.
(x) denotes combined damage
[x] denotes minimum damage
Guard The way this move must be blocked.
High = Can block standing
Low = Can block crouching
Mid = Can block standing or crouching
Air = Can block in the air
Air Shield = Can block in the air while shielding
Unblockable = Cannot be blocked
Cancel Actions this move can be canceled into on hit or block, unless specially noted.
N = Normal Cancelable
SE = Self Cancelable
SP = Special Cancelable
EX = EX/IW Cancelable
CS = Chain Shift
UNQ = Unique (See description)
TH = Throw Cancelable
J = Jump Cancelable (Hit cancelable only by default)
(X) = Hit cancelable only
-X- = Can additionally be cancelled during whiff
Property Special properties this move has. Click on the property to navigate to an explanation.
Cost The resources this move costs to use.
GRD = GRD Blocks
EXS = EXS Meter
Vorpal = Vorpal
GRD Break = Causes GRD Break
Attribute Attributes of the attack. Mostly used in situations involving invul.
There are two sets of attributes: Strike/Throw and Head/Foot/Dive/Projectile
Every move has a Strike/Throw attribute, but doesn't always have Head/Foot/Dive/Projectile attribute.
---
Strike = Strike (Anything that isn't a Throw is a Strike)
Throw = Throw
---
Head = Head (Most jump normals)
Foot = Foot
Dive = Some air specials
Projectile = Projectile
Startup Frame when the first hitbox is present.
+ denotes the frames before and after super flash.
Active The amount of frames that this move will have a hitbox.
(x) denotes frame gaps where there are no hitboxes is present.
Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish.
Recovery Frames that this move has after the active frames if not canceled.
Overall Frames that this move takes from start to finish before the character returns to neutral.
Advantage The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked).
If the opponent uses a move with startup equal or less than this move's advantage, it will result in opponent hitting that move.
±x~±x denotes a possible range of advantage. The left value is when the active frames hit sooner (generally worse) and the right value is for when the active frames hit later (generally better).
Invul The frames where this move cannot be hit by an attribute.
Full = Fully invincible
Strike = Strike invincible
Throw = Throw invincible
Head = Head invincible
Foot = Foot invincible
Dive = Dive invincible
Projectile = Projectile invincible


Normal Moves

Standing Normals

5A
5A
5A
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
5A
-
180 Mid 6 2 12 -2 N, SP, EX, CS Strike -
*Chaos does a quick swipe with his hand.
  • Hits crouchers and has decent range. Can be used to stuff close range assaults on reaction and as a button to mash out of pressure.
  • Use for stagger pressure and tick throws
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
5A 19 - /Data#5A
5A :
5B
5B
5B
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
5B 400 Mid 8 2 19 -5 N, SP, EX, CS, -UNQ- Strike
One of Chaos best pokes and hit confirms.
  • Has the most range of normal Chaos attacks, second only to 2C and 6C, but this is a much safer option to throw around.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
5BB 450 Mid 12 2 21 -7 N, SP, EX, CS Strike 10~11 Foot
On hit it launches the opponent.
  • Could be used as a grounded anti-air, but it's too slow to use reliably.
  • This mostly sees use in as combo and blockstring, which is a pretty good move at that.
  • Chaos is considered airborne from frames 1~11 which beats out ground throws.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
5B 28 /Data#5B
5BB 34 Launch /Data#5BB
5B :

5BB :

5C
5C
5C
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
5C 510 Mid 11 3 22 -7 N, SP, EX, CS, -UNQ- Strike
*One of Chaos' attacks with the longest blockstun next to 5BB, second only to 5CC, making it great for stagger pressure and to cancel into 22A.
  • Terribly unsafe If whiffed, so not recommended as a footsie tool. Use 5B/2B for that.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
5CC 427 Mid 6 5 26 -13 (N), SP, EX, CS Strike
Although, in a vacuum, it would be the best attack for stagger pressure, due to having the most blockstun of all Chaos' attacks, the fact that it cannot rebeat on block makes its follow-ups a lot more predictable.
  • This is primarily a combo tool, and a very good one at that.
  • Launches the opponent on hit.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
5C 34 /Data#5C
5CC 36 Launch /Data#5CC
5C :

5CC :

2A
2A
2A
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
140 Low 6 2 12 -2 N, SP, EX, CS Strike, Foot
Staple crouching low for Chaos used for pressures and empty jump mixups. Recovery has been increased in CLR, making it interchangeable with 5A for Reverse Beats.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
19 /Data#2A
2A :
2B
2B
2B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
400 Low 9 3 16 -3 N, SP, EX, CS Strike, Foot
*One of Chaos' best low pokes. Has slightly less range than 5B, but it can be used if you effectively conditioned your opponents with good Assaults.
  • Low Profile and pushes Chaos' hurtbox back makes this a solid option for beating out mid pokes.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
27 /Data#2B
2B :
2C
2C
2C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
580 Low 12 3 26 -11 N, SP, EX, CS Strike, Foot
One of Chaos's best normals. Has the furthest reach barring 6C, and can be canceled into an A normal to make it -2 on block. Sees a lot of use in combos since it can OTG.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
40 Launch /Data#2C
2C :

Air Normals

j.A
jA
jA
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
140 High, Air Shield 8 2 X
[2 on landing
- N, SP, EX, CS Head, Strike
Less used on it's own, but very useful in reducing landing recovery from Azhi specials and part of some overhead strings. Can hit large hurtbox characters from assault (Gordeau, Mika, Waldstein, and Enkidu).
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
/Data#jA
jA :
j.B
jB
jB
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
400 High, Air Shield 10 4 X
[3 on landing
- N, SP, EX, CS Head, Strike
*Chaos best Air-to-Air and cross-up tool.
  • Can be used after an assault for a surpisingly fast and far-reaching Overhead. If you get a CH from this, It nets a full combo. Don't understimate this move.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
/Data#jB
jB :
j.C
jC
jC
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
520 High, Air Shield 12 2 X
[4 on landing
- N, SP, EX, CS Head, Strike
*Attacks directly on front of Chaos, but has a very far reaching upwards hitbox, and can be used as a rising Air-to-Air for that reason.
  • As a jump-in option, it loses to other Chaos' option in almost every category. You will use this for combos more than anything.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
/Data#jC
jC :
6C
Cold Reflection
コードリフレクト
6C
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
6C 640 Mid, Air 14 14 29 -4~-15 N, SP, -EX-, -CS- Projectile, Strike
6C_Reflect 640 Mid, Air 14 14 29 -4~-15 N, SP, -EX-, -CS- Projectile, Strike
The Pizza Pie. Serves as a long range anti-air, a combo starter, a combo extender, provides a free jump-in with Chain Shift, and reflects opponent projectiles back at them. It can cancel into block during the last five frames of animation as well. Overall important tool for Chaos' midrange game. Very slow and laggy however, don't abuse it.
  • Other then projectiles there are a couple of other objects that can activate 6C's extended hitbox like -
    • Vatista gems, Byakuya webs, Londrekia ice flower, Seth orbs before they shoot out.
    • In the mirror match hitting the opponents Azhi with 6C will also activate the extended hitbox.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
6C 58 Launch, Wall Bounce /Data#6C
6C_Reflect 58 Launch, Wall Bounce /Data#6C_Reflect
6C :

6C_Reflect :

j.2C
j2C
j2C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
620 High, Air Shield 12 4 X
[4 on landing
- N, SP, EX, CS Head, Air Shield
Staple jumping normal for Assault overheads. On air hit it sends the opponent straight down to the ground, which allows OTG combos.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
/Data#j2C
j2C :


66B
66B
66B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
400 Mid 10 2 21 -5 SP, EX, CS Strike Head 9~11
Throw 3~9
Same animation as Chaos 5BB but not jump-cancellable or in passing link. His anti-air for when Azhi isn't available, but it's honestly awful to use on reaction, since you have to input a dash, and his hurtbox gets extended vertically pretty far before the invulnerability kicks in, which can make this unreliable. Good if you have a solid read on the opponent (i.e. throwing this out preemptively against predictable assaults/jump-ins), and leads to great reward on a counter-hit, but typically, your safest option is to either block, or Force Function under them and punish them from there. Chaining into 22A or 22C on block will leave you -4. 22B or force function will leave you -16.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
32 Launch /Data#66B
66B :
66C
66C
66C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
780 Mid 11 3 21 -6 SP, EX, CS Strike
Chaos does a downward hand swipe. Not an overhead. Is actually Chaos' most damaging combo starter but not a move you will use often outside of combos sadly. Useful for extending combos and leading into Veil Off routes as well as an alright ender. Chaining into 22A or 22C on block will leave you -4. 22B or force function will leave you -16.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
33 Tumble /Data#66C
66C :
66~6A+B
Snaking Around
スネークアラウンド
66~6A+B
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
1 30 - Head 3~25
Projectile 3~33
Chaos's command roll. A pretty important tool in his arsenal, as it helps him play evasive runaway, closes distance on opponents trying to zone with projectiles, and lets him perform cross-ups during pressure.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
31 /Data#66~6A+B
66~6A+B :

Universal Mechanics

Force Function
Burn Them to a Crisp
焼き尽くせ
B+C
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
B+C
1 GRD
892 Mid 19 Total 47 +2 N, SP, EX, CS Projectile
Azhi spews fire out of his mouth covering the ground. Covers about 3/4 of the screen
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
B+C 47 Projectile /Data#B+C
B+C :
Up and At 'Em
2B+C
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
2B+C
1 GRD
900 Mid Total 43 +28 CS Strike
Azhi hops across the screen clinging onto the wall and appearing behind the opponent striking at a downward angle.
  • Azhi is invulnerable until he clings to the wall.
  • If Azhi does not make contact with the wall by any means he will simply land and move normally again
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
2B+C 43 /Data#2B+C
2B+C :

Throw

Throw
投げ
A+D
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
1570 Unblockable 4 1 22 +22(hit) Throw
One of the best throws in the game when taking all of Chaos' moveset into consideration.
  • Chaos thrives on stagger pressure and dual offensive with Ahzi, making him a very scary tick thrower against passive opponents.
  • Not only that, but Chaos can cancel into 22A from a lot of his blockstrings, then back throw and get probably the biggest reward of a single normal throw in the game.
  • But, due to Chaos' limited mix-up aside from Assaults, experienced opponents can easily Throw OS you. This move requires heavy conditioning but in exchange has immense reward if used properly.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
/Data#A+D
A+D :


Guard Thrust
Guard Thrust
Requires 100 EXS, All GRD
ガードスラスト
6A+B+C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
0 Mid 15 5 26 -12 Strike 1~15 Full, 16~45 Full on hit
Guard Thrust is a type of Guard Cancel that is only usable during blockstun. Blows the opponent away on hit.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
45 Launch /Data#6A+B+C
6A+B+C :

Veil Off

Veil Off
ヴェールオフ
A+B+C
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
A+B+C
100+ EXS
0 All 15 2 Total 64 (54 on hit) -23 Strike 1~30 Full
Universal reversal that blows the opponent back on hit.
  • Requires at least 100 meter and puts you in Veil Off state which grants 20% more damage, but drains your meter at a slow rate.
  • Meter drains much slower when health is below 30% (orange health).
  • If your opponent has Vorpal state and is hit with Veil Off outside of a combo, they will lose Vorpal.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
A+B+C (during a move)
100+ EXS
0 All 2 4 20 +3 Strike 1~19 Full
Cancels an action and launches the opponent high into the air on hit.
  • CVO cancel is treated the same as EX cancel; you can only CVO when you can EX and the opponent is in hit/blockstun.
    • Including in the air.
  • Requires at least 100 meter and consumes Vorpal state and drains meter at a fast rate.
  • Has a lot of hitstun, making it easy to combo from.
  • Allows for an additional bounce in the combo if two have been used so far, without hitting the combo bounce limit.
  • Pressing A+B+C can be used for a shortcut for Infinite Worth.
  • Used mostly as a way to tack on extra damage, or to reliably close out the round.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
A+B+C 64 (54 on hit) Launch /Data#A+B+C
A+B+C
(during a move)
25 Launch /Data#A+B+C
A+B+C :

A+B+C (during a move):

Special Moves

  • Frame Data Note: Anytime Chaos is in the air while a special is executed, the startup is 3 frames longer. During specials, Chaos's animation lasts for 51 frames while standing, and has 12 frames of landing recovery while in the air, regardless of if the move whiffed, hit, was blocked, or was shielded.
236X
That's Your Prey
あれが獲物だ
236X
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
236A Normal: 650
Prepare: 250*2, 650
Mid Azhi Grounded: 15
Azhi Airborne: Till L
Prepare: 17
Normal: 5
Prepare: 4, 3(14)5
32 Normal: -8
Prepare: +26
N, SP, EX, CS Strike Normal:Projectile 1~??
Prepare: Strike 1~4
The claw swipe. The A version is a good all purpose spacing tool for Chaos, and has some projectile invincibility on Azhi to boot for anti-zoning purposes. Passing Link into an A normal leaves you +9 and helps you move in at midrange. The Prepare version starts with the EX version's second hit, which gives the stupid high frame advantage and hits of 236C without the meter burn.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
236B 710 Mid Azhi Grounded: 14
Azhi Airborne: 9
Prepare: 17
Azhi Grounded: 8
Azhi Airborne: 4
Prepare: 4, 3(14)8
30 Normal: -9
Prepare: +25
N, SP, EX, CS Strike
Anti-air swipe. Covers a lot of space and can catch careless opponents, but at higher altitudes it doesn't convert to anything too meaningful without a counter-hit. Has the same extra claw smash as the A version from Stance, so it can act as a backup offensive option if 236A is unnavailable.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
236[B] Normal: 820
Prepare: 250*2, 820
Mid Normal: 20
Prepare: 17
Normal: 10
Prepare: 4, 3(19)10
30 Normal: -3
Prepare: +31
N, SP, EX, CS Strike
Charged anti-air swipe. If done close enough, Azhi will side swap the opponent, and can follow-up with a 623B to send them towards Chaos so he can pick them up for a combo. Very good conversion tool.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
236C
100 EXS
Normal: 333*2, 444, 666
Prepare: 250*2, 333*2, 444, 666
Mid Normal: 1+8
Prepare:1+16
Azhi Ground: 5(25)4, 3
Azhi Air: Till L, 5(25)4, 3
Prepare: 4, 3(14)5(25)4, 3
28 Normal: +38
Prepare: +74
N, CS Strike Normal: 1~15 All
Prepare: 1~44 All
The big claw swing. Arguably Chaos's usual best and most verstaile super move, as it can catch opponents out at mid-range thanks to its fast startup and full invulnerability on Azhi, and works as a very good combo ender as it leads to a kncokdown from virtually any height. Induces as lot of blockstun, so it gives Chaos free high/low and crossup mixups.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
236A 51 /Data#236A
236B Launch /Data#236B
236[B] Launch /Data#236[B]
236C Knockdown /Data#236C
236A :

236B :

236[B] :

236C :

214X
Spew Out
噴き付けろ
214X
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
214A 550 Mid, Air Normal: 19
Prepare: 17
- Total Normal: 59
Prepare: 58
Varies N, SP, EX, -CS-
214[A] 620*2 Mid, Air Normal: 33
Prepare: 31
Total Normal: 77
Prepare: 75
Varies N, SP, EX, -CS-
Azhi spits out one or two fireballs, depending on if the button was held. Normal A version is mostly combo filler, but the held version is a very good meaty tool.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
214B 550 Mid, Air Normal: 19
Prepare: 17
Total Normal: 61
Prepare: 59
Varies N, SP, EX, -CS-
214[B] 620*2 Mid, Air Normal: 33
Prepare: 31
Total Normal: 81
Prepare:79
Varies N, SP, EX, -CS-
The normal B version is often used in blockstrings to give frame advantage and maintain offense, as opponents caught mashing will get hit by the fireball will hand you a free combo into a knockdown. The held version is a solid if slow projectile zoning tool.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
214C 700*3 Mid, Air Normal: 1+18
Prepare: 1+16
Total 96 Varies N, -CS- Knockdown
Sometimes a combo ender for times where the opponent might be at a bad position and will fall out of 236C, usually filler before IW/IWEXS during CVO combos. The last hit gives a hard knockdown.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
214A Normal: 59
Prepare: 58
Projectile /Data#214A
214[A] Normal: 77
Prepare: 75
Projectile /Data#214[A]
214B Normal: 61
Prepare: 59
Projectile /Data#214B
214[B] Normal: 81
Prepare:79
Projectile /Data#214[B]
214C 96 Projectile /Data#214C
214A :

214[A] :

214B :

214[B] :

214C :

623X
Repel
打ち払え
623X
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
623A 670 Mid Normal: 23
Air: 14
Prepare: 20
5 Normal: 18 on landing
Air: 21 on landing
Prepare: 20 on landing
Normal: +6
Prepare: +3
N, SP, EX, -CS- Strike Normal: 1~28 all
Air: 1~19 all
Prepare: 1~25 all
Azhi does a short hop and a tail whip. Azhi is completely invincible until after his actives, so it can beat out opponents trying to poke Azhi. On counterhit it gives a nice long hard knockdown, which allows a followup with 22A or 2C.
  • Normal version has Azhi vulnerable for an additional 20 frames after he can move again.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
623B 690 Mid Normal: 27
Air: 18
Prepare: 24
5 Normal: 18 on landing
Air: 21 on landing
Prepare: 20 on landing
Normal: +10
Prepare: +7
N, SP, EX, -CS- Strike Normal: 1~32 all
Air: 1~23 all
Prepare: 1~29 all
Mostly a combo extender, especially after a 214X or an extender for Azhi corner wall bounce combos.
  • Normal version has Azhi vulnerable for an additional 20 frames after he can move again.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
623[B] 540*2 Mid Normal: 36
Air: 25
Prepare: 33
4(11)5 Normal: 18 on landing
Air: 21 on landing
Prepare: 20 on landing
Normal: +38
Prepare: +35
N, SP, EX, -CS- Strike Normal: 1~40 all
Air: 1~29 all
Prepare: 1~29 all
Gives a hard knockdown. Adds extra damage at the cost of using up a bounce if you don't intercept with Chaos.
  • Normal version has Azhi vulnerable for an additional 20 frames after he can move again.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
623C
100EXS
720*2 Mid Normal: 1+13
Air: 1+9
Prepare: 1+11
5(12)5 Normal: 20 on landing
Air: 18 on landing
Prepare: 17 on landing
Normal: +17
Prepare: +15
N, -CS- Strike Normal: 1~34 All
Air: 1~30 All
Prepare: 1~32 All
A very rarely used combo ender, as 236C and 214C are better in almost every single aspect.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
623A Wall Bounce /Data#623A
623B Wall Bounce /Data#623B
623[B] Wall Bounce /Data#623[B]
623C Wall Bounce /Data#623C
623A :

623B :

623[B] :

623C :

22X
Conceal
潜め
22X
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
22A 1139 Mid, Air Normal: 37 ~ 96
Prepare: 31
2 Chaos: 44
Azhi: 95
Normal: +25
Prepare: +21
N, SP, EX, -CS- Strike
The bite. The normal A version causes Azhi to dissapear under the ground and pop back up after either a set time or when he detects the opponent, and is mostly seen in quick frametraps and combos, and is often Chaos's best damage starter. The stance version has Azhi teleport right in front of Chaos, no matter where he is on-screen.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
22B 1139 Mid, Air Normal: 64 ~ 123
Prepare:
2 Chaos: 44
Azhi: 95
Normal: +25
Prepare: +21
N, SP, EX, -CS- Strike
The normal B version moves forward a little bit before Azhi pops back up, and is used more often as a setup for mixups. The stance version teleports Azhi a set distance in front of Chaos.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
22C
100 EXS
1649 Mid, Air Normal: 1+53
Prepare: 1+22
2 Chaos: 44
Azhi: 95
Normal: +25
Prepare: +8
N, -CS- Strike
Both versions instantly teleport Azhi to the other side of the opponent that he's on. Useful for some conversions and for getting Azhi to an optimal position immediately. Guard Thrust is a type of Guard Cancel that is only usable during blockstun. Blows the opponent away on hit.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
22A Launch /Data#22A
22B Launch /Data#22B
22C Launch, Tracking /Data#22C
22A :

22B :

22C :

22D
Come Forth
出でよ
22D
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
31F Total -
Chaos snaps his fingers and calls forth Azhi. Can safely call out your pet without having to use a laggy move or put Azhi at risk of being hit and desummoned again.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
/Data#22D
22D :
[X]
Slither Up
にじり寄れ
UNI Input Hold.png[X]
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
- -
Holding an attack button down causes Azhi to crawl towards the opponent very quickly. Pivotal to Chaos's zoning and keepaway gameplay. Poke them out from far screen.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
/Data#[X]
[X] :
22]X[
Prepare
備えろ
22UNI Input Release.png]X[
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
22 595F Total -
Azhi's new stance special in [clr]. There is no animation from Chaos required, so it can be buffered and input so long as he's active, even if Chaos is in blockstun. It gives new properties to some of Azhi's moves, it makes him fully invincible, locks him in place, and gives him collision. Can be used to play mind games with a fullscreen opponent or to easily put them in a pincer formation between Chaos and Azhi.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
/Data#22]X[
22]X[ :


Super Moves

Infinite Worth

Dissect Barrage
Requires 200 EXS
ダイセクトバラージ
41236D
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
3042 Mid, Air 1+12 2 55 -39 Strike Strike 1~14
Throw 1~22
Full screen super that places the opponent right in front of Chaos in a Knockdown state once it's all over and tacks on some healthy damage to boot. Not half bad truth be told.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
69 Knockdown /Data#41236D
41236D :

Infinite Worth EXS

Deep Revenance
Requires 200 EXS, Vorpal or GRD Break (only when IWEXS does not hit)
ディープ・レヴァナンス
A+B+C+D
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
3760 All 1+14 Total 67 -25 Strike 1~26 Full
Chaos becomes surrounded by a pillar of light which goes into a cinematic on hit.
  • Must have less than 30% health (orange health) to use.
  • After the cinematic, characters will be moved to the middle of the stage, regardless of where they were positioned before.
  • Due to the cost, it is usually not recommended to use this move unless it will kill the opponent.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
67 Knockdown /Data#A+B+C+D
A+B+C+D (while at orange health):

Notable Rebeats and Gaps

Rebeat Table
Attack Chain Advantage
5C/2C 5A/2A -2
5B/5BB/2B 5A/2A -4
236A/236B/236[B] 5A/2A +9
Gap Table
Attack Chain Frame Gap
5A/2A 2C 1f
X X X
X X X

Videos

External Links

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Default Unlocks

001 Prateria Lupo
002 Iceberg Lince
003 Vulcano Squalo
004 Mare Leone
005 Landa Vipera
006 Altopiano Serpente
007 Giallo Gatto
008 Verde Bestia
009 Aldebaran
010 Grazia Fuoco
011 Jellyfish
012 Cremation Heretic
013 Moos Licht
014 Eclipse Day
015 Lapis Lazuli
016 Orquidea Submundo
017 Heat Haza
018 Nuit Tonnerre
019 Ground Horizon
020 Uninhabited Island
021 Regal Crest
022 Urban Camouflage
023 Planet Snatcher
024 Daphne Gray
025 Squash Yellow
026 Grapy Amethyst
027 Unter Vulkan
028 R.Fox & G.Racoon
029 Ceresso Bestia
030 A Mere Buddy
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